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Gaming: C#-C++ network communication

Hi,

I am to write a C# game serrver, which would communicate with a C++ client.
It should be used just for the administration communication (not during the
game itself, just administrating different game rooms, users, tournaments
....), however there should be many thousands concurrent users online,
security is very important, and scalibility and reliability too.

I am not quite sure, what kind of communication technology I should use.

WCF (I would prefer this one, however no idea, if appropriate)?
Web Services?
TCP Sockets?
Amazon SQS?
MSMQ?
Just REST using JSON?
Any other ideas?

The problem is of course, that the development should not last for ever :).

Thanx very much for any insights.
alvar

Aug 24 '07 #1
4 3570
I would say that WCF is your best bet.

--
HTH,

Kevin Spencer
Microsoft MVP

DSI PrintManager, Miradyne Component Libraries:
http://www.miradyne.net

"alvar" <al***@discussions.microsoft.comwrote in message
news:47**********************************@microsof t.com...
Hi,

I am to write a C# game serrver, which would communicate with a C++
client.
It should be used just for the administration communication (not during
the
game itself, just administrating different game rooms, users, tournaments
...), however there should be many thousands concurrent users online,
security is very important, and scalibility and reliability too.

I am not quite sure, what kind of communication technology I should use.

WCF (I would prefer this one, however no idea, if appropriate)?
Web Services?
TCP Sockets?
Amazon SQS?
MSMQ?
Just REST using JSON?
Any other ideas?

The problem is of course, that the development should not last for ever
:).

Thanx very much for any insights.
alvar

Aug 24 '07 #2
Hi,
thanx for the answer. Will not be performance (compared to TCP sockets) a
problem? Do you know about any internet applications using TCP, where
performance matters?

Regards,
alvar

"Kevin Spencer" wrote:
I would say that WCF is your best bet.

--
HTH,

Kevin Spencer
Microsoft MVP

DSI PrintManager, Miradyne Component Libraries:
http://www.miradyne.net

"alvar" <al***@discussions.microsoft.comwrote in message
news:47**********************************@microsof t.com...
Hi,

I am to write a C# game serrver, which would communicate with a C++
client.
It should be used just for the administration communication (not during
the
game itself, just administrating different game rooms, users, tournaments
...), however there should be many thousands concurrent users online,
security is very important, and scalibility and reliability too.

I am not quite sure, what kind of communication technology I should use.

WCF (I would prefer this one, however no idea, if appropriate)?
Web Services?
TCP Sockets?
Amazon SQS?
MSMQ?
Just REST using JSON?
Any other ideas?

The problem is of course, that the development should not last for ever
:).

Thanx very much for any insights.
alvar


Aug 24 '07 #3
You should read up on WCF. WCF provides a layer of abstraction that enables
services to be accessed via a variety of configurable protocols, with
built-in reliability. Almost all networking uses TCP sockets at some level.

See http://msdn2.microsoft.com/en-us/net.../aa663324.aspx

--
HTH,

Kevin Spencer
Microsoft MVP

DSI PrintManager, Miradyne Component Libraries:
http://www.miradyne.net
"alvar" <al***@discussions.microsoft.comwrote in message
news:65**********************************@microsof t.com...
Hi,
thanx for the answer. Will not be performance (compared to TCP sockets) a
problem? Do you know about any internet applications using TCP, where
performance matters?

Regards,
alvar

"Kevin Spencer" wrote:
>I would say that WCF is your best bet.

--
HTH,

Kevin Spencer
Microsoft MVP

DSI PrintManager, Miradyne Component Libraries:
http://www.miradyne.net

"alvar" <al***@discussions.microsoft.comwrote in message
news:47**********************************@microso ft.com...
Hi,

I am to write a C# game serrver, which would communicate with a C++
client.
It should be used just for the administration communication (not during
the
game itself, just administrating different game rooms, users,
tournaments
...), however there should be many thousands concurrent users online,
security is very important, and scalibility and reliability too.

I am not quite sure, what kind of communication technology I should
use.

WCF (I would prefer this one, however no idea, if appropriate)?
Web Services?
TCP Sockets?
Amazon SQS?
MSMQ?
Just REST using JSON?
Any other ideas?

The problem is of course, that the development should not last for ever
:).

Thanx very much for any insights.
alvar



Aug 27 '07 #4
HI,
thanx for your answer again. I have read something about WCF already. Among
others, that if a C++ client should communicate with my WCF server, I should
use WCF Web Services (WShttpBinding I guess), what is really slow, at least
in comparison to binary TCP binding, which is unfortunately hard if possible
at all to implement in C++. What do you think about it?

Regards,
alvar

"Kevin Spencer" wrote:
You should read up on WCF. WCF provides a layer of abstraction that enables
services to be accessed via a variety of configurable protocols, with
built-in reliability. Almost all networking uses TCP sockets at some level.

See http://msdn2.microsoft.com/en-us/net.../aa663324.aspx

--
HTH,

Kevin Spencer
Microsoft MVP

DSI PrintManager, Miradyne Component Libraries:
http://www.miradyne.net
"alvar" <al***@discussions.microsoft.comwrote in message
news:65**********************************@microsof t.com...
Hi,
thanx for the answer. Will not be performance (compared to TCP sockets) a
problem? Do you know about any internet applications using TCP, where
performance matters?

Regards,
alvar

"Kevin Spencer" wrote:
I would say that WCF is your best bet.

--
HTH,

Kevin Spencer
Microsoft MVP

DSI PrintManager, Miradyne Component Libraries:
http://www.miradyne.net

"alvar" <al***@discussions.microsoft.comwrote in message
news:47**********************************@microsof t.com...
Hi,

I am to write a C# game serrver, which would communicate with a C++
client.
It should be used just for the administration communication (not during
the
game itself, just administrating different game rooms, users,
tournaments
...), however there should be many thousands concurrent users online,
security is very important, and scalibility and reliability too.

I am not quite sure, what kind of communication technology I should
use.

WCF (I would prefer this one, however no idea, if appropriate)?
Web Services?
TCP Sockets?
Amazon SQS?
MSMQ?
Just REST using JSON?
Any other ideas?

The problem is of course, that the development should not last for ever
:).

Thanx very much for any insights.
alvar



Sep 5 '07 #5

This thread has been closed and replies have been disabled. Please start a new discussion.

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