HTTP As Communication Layer for a Game - http

I've just started dabbling in some game development and wanted to create a simple multiplayer game. Is it feasible to use HTTP as the primary communication protocol for a multiplayer Game.
My game will not be making several requests a second but rather a a request every few seconds. The client will be a mobile device.
The reason I'm asking is, I thought it may be interesting to try using Tornado which reportedly scales well and supports non blocking requests and can handle "thousands of concurrent users".
So my client could make a HTTP Request, and when the game server has somethign to tell it, it will respond to the request. I believe this illustrates what some people call the COMET design pattern.
I understand that working at the socket level has less overhead but I am just wondering if this would be feasible at all given my game requirements? Or am I just thinking crazy?
Thanks in advance.

Q: Is it feasible to use HTTP as the primary communication protocol for a multiplayer Game.
A. Using HTTP as a communication protocol may make sense for your game, probably not, but that's for you to decide. I have developed applications for Windows Mobile, Blackberry, Android and iPhone for just over 10 years. All the way back to CE 1.0. With that in mind, here is my opinion.
First I suggest reading RFC 3205 as Teddy suggested. It explains the reasons for my suggestions in detail.
In general HTTP is good because...
If you're developing a browser based game - flash or javascript where you don't create the client, then use HTTP because it's built in anyway and it's likely all you can use.
You can get http server hosting with decent scripting super cheap anywhere
There's a ton of tools available and lots of documentation
It's easy to get started
HTTP may be bad because...
HTTP introduces huge overhead in terms of bandwidth compared to a simple TCP service.
For example Omegle.com sends 420 bytes of header data to send a 9 byte payload.
If you really need comet / long polling you'll waste a lot of time figuring out how to make your server talk right instead of working on what it says.
A steady stream of http traffic may overload mobile devices in both processing and bandwidth, giving you less resources to devote to your game performance.
You may not think you know how to create your own TCP server - but it really is easy.
If you're writing the server AND the client, then I would go straight to TCP. If you already know python then use the twisted networking library. You can get a simple server up in an hour or so just following the tutorials.
Check out the LineReceiver example for a super simple server you can test with any telnet client.
http://twistedmatrix.com/projects/core/documentation/howto/servers.html

WRT:
"my client could make a HTTP Request, and when the game server has somethign to tell it, it will respond to the request."
This is not how HTTP is supposed to work. So, no, HTTP would not be a good choice here. HTTP requests timeout if the response is not received back with the timeout (60 seconds is a common default but it would depend on the specifics).

Please read RFC 3205: On the use of HTTP as a Substrate, which deals with this.

With the target platform being a mobile device (and the limited bandwidth that entails) HTTP wouldn't be the first tool I would pull out of the box.

If you just fancy playing with all this technology, then you could give it a go. Tornado seems like a reasonable choice, if the example on the web site is anything to go by. But any simple server-side web language would suffice for serving up the responses you need at the rate you have mentioned. The performance characteristics are likely to be irrelevant here.
The COMET method is when you leave a HTTP connection open over a long period. It is primarily there for 'server push' of data. But usually you don't need this. It's usually much more straightforward to make repeated requests and handle the responses individually.

Related

How would I go about making my own Application protocol similar to http/https?

I don't know where to start especially with what programming language and in what kind of environment. I know I would need 2 different types, a server which receives requests and sends the requested material back and a client which sends requests and views requested material but not sure where and how to start.
Thank you
What is the motivation for this? HTTP/HTTPS are very tried, true and secure protocols that every (almost every) web application communicates via.
I cannot fathom a possible reason to create your own, especially if it seems like you are not quite experienced enough to do so given the very generic question.
My answer would be, don't do this, use HTTP/HTTPs or WebSockets, whatever suits your applications requirements.

Implementing server push with Twisted framework

I am developing a group chat using the python Twisted framework. The technique I am using is Long polling with Ajax. I am returning SERVER_NOT_DONE_YET to keep the connection open. The code is non-blocking and allows other requests. How much scalable is it ??
However, I want to move ahead of this streaming over open connections. I want to implement a pure server push. How to do it ? Do I need to go in the direction of XMPP ? If I open a socket on the server for each unique client, which web server would best suit the bridging ? How much scalable would it be ?
I want it to be as much scalable as the C10K problem.I would like to stick to Twisted because it has a lot of protocol implementations in easy steps. Please point me in the right direction. Thanx
Long-polling works, but isn't necessarily your best option. It starts getting really nasty in terms of integration with firewalls and flaky internet connections. For example, at work, a lot of our customers' firewalls kill off any HTTP connection that isn't active for 10-20 seconds.
We've solved a lot of problems by switching over to WebSocket over SSL. WebSocket gives you a full-duplex channel, which is perfect for server push. By using SSL, firewalls are often less aggressive in their garbage collecting, and transparent proxies are often fooled by the TLS encryption. You will still need to manage the occasional disconnection on an application-level, even if you're using WebSockets instead of long-polling, but even that can be handled gracefully by having a decent recovery protocol, regardless of whatever transport protocol you use.
This being said, instead of going directly for WebSockets, we've decided to use SockJS. The main reason for this choice was that SockJS can use WebSockets when available (rfc6455, hixie-76, hybi-10), but also fall back to xhr-streaming, xdr-streaming, etc, if the client's browser does not support it (or if the connection fails). When I say that it can "fall back", I mean that the code you use on the client side remains exactly the same, SockJS takes care of the dirty work.
On the server side, the same is true. We currently use Cyclone's SockJS implementation for Twisted (in production), but we're also aware of DesertBus' implementation, which we still have to check out. There's also some other stuff that we're hoping to check out, for example WAMP, and the accompanying Autobahn|Python.
With regards to performance, we use HAProxy for SSL termination and load-balancing. HAProxy's performance is pretty amazing, on a multitude of levels.
We have migrated to WebSockets now. It works perfectly fine !!

Websockets for background processing

Is it a good idea to use Websockets (comet, server push, ...) to overcome a problem with long running HTTP requests? Imagine you have an app, build on full-stack web app framework, like Django, or Rails. You want to do some background processing in the name of performance. That's easy to do from programmer perspective, but the problem arises in the UI.
Users demand immediate response. So my idea was to use Socket.IO + node.js + AMQP messaging, to push notifications back to browsers, once the background task completed. I like the idea, but it still feels like lots of engineering, just because we don't want to long running requests in our main app. Competing idea could be to use another, more robust, web server, that can handle many long running HTTP requests.
Which one you think is better?
Is it a good idea to use Websockets to
overcome a problem with long running HTTP requests?
Yes it is. You can save singificant amount of data when compared to other techniques, such as continuous or long polling. Try to look at this article, namely the Step 3 part.
I like the idea, but it still feels like lots of engineering, just
because we don't want to long running requests in our main app.
Competing idea could be to use another, more robust, web server, that
can handle many long running HTTP requests.
Socket.io abstracts transport layer and fallback solutions (in case of websockets absence) for you. If you want to use socket.io/node.js/AMPQ stack only for messaging and notifications then it shouldn't be a complex or time consuming development process, however it may depend on various stuff around.
By delegating messaging/notifications to node.js you may disburden your main app to great extent thanks to its non-blocking architecture although you will introduce dependency on another technology.
On the other hand choosing more performant web server may solve your performance concerns for some time, but you may eventually end up with scaling your system (either up or out).
WebSockets in themselves provide little here over e.g. XHR or jsonp long polling. From the user's perspective, messaging over either transport would feel the same. From the server's perspective, an open WebSocket connection or an open long poll isn't violently different.
What you're really doing, and should be doing regardless of the underlying technology, is build your application to be asynchronous - event driven.

TCP Vs. Http Benchmark

I am having a Web application sitting on IIS, and talking with [remote]Service-Machine.
I am not sure whether to choose TCP or Http, as the main protocol.
more details:
i will have more than one service\endpoint
some of them will be one-way
the other will be two-ways
the web pages will work infront of the services
we are talking about hi-scale web-site
I know the difference pretty well, but I am looking for a good benchmark, that shows how much faster is the TCP?
HTTP is a layer built ontop of the TCP layer to some what standardize data transmission. So naturally using TCP sockets will be less heavy than using HTTP. If performance is the only thing you care about then plain TCP is the best solution for you.
You may want to consider HTTP because of its ease of use and simplicity which ultimately reduces development time. If you are doing something that might be directly consumed by a browser (through an AJAX call) then you should use HTTP. For a non-modern browser to directly consume TCP connections without HTTP you would have to use Flash or Silverlight and this normally happens for rich content such as video and/or audio. However, many modern browsers now (as of 2013) support API's to access network, audio, and video resources directly via JavaScript. The only thing to consider is the usage rate of modern web browsers among your users; see caniuse.com for the latest info regarding browser compatibility.
As for benchmarks, this is the only thing I found. See page 5, it has the performance graph. Note that it doesn't really compare apples to apples since it compares the TCP/Binary data option with the HTTP/XML data option. Which begs the question: what kind of data are your services outputting? binary (video, audio, files) or text (JSON, XML, HTML)?
In general performance oriented system like those in the military or financial sectors will probably use plain TCP connections. Where as general web focused companies will opt to use HTTP and use IIS or Apache to host their services.
The question you really need an answer for is "will TCP or HTTP be faster for my application". The answer is that it depends on the nature of your application, and on the way that you use TCP and/or HTTP in your application. A generic HTTP vs TCP benchmark won't answer your question, because the chances are that the benchmark won't match your application behaviour.
In theory, an optimally designed / implemented solution using TCP will be faster than one that uses HTTP. But it may also be considerably more work to implement ... depending on the details of your application.
There are other issues that might affect your choice. For example, you are less likely to run into firewall issues if you use HTTP than if you use TCP on some random port. Another is that HTTP would make it easier to implement a load balancer between the IIS server and the backend systems.
Finally, at the end of the day it is probably more important that your system is secure, reliable, maintainable and (maybe) scalable than it is fast. A sensible strategy is to implement the simple version first, but have plans in your head for how to make it faster ... if the simple solution is too slow.
You could always benchmark it.
In general, if what you want to accomplish can be easily done over HTTP (i.e. the only reason you would otherwise think about using raw TCP is for a possible performance boost) you should probably just use HTTP. Sure, you can do socket programming, but why bother? Lots of people have spent a lot of time and effort building HTTP client libraries and servers, and they have spent waaaaaay more time optimizing and testing that code than you will ever be able to possibly spend on your TCP sockets. There are simply so many possible errors that you would have to handle, edge cases, and optimizations that can be done, that it is usually easier and safer to use a library function for HTTP.
Plus, the HTTP specs define all kinds of features (and clients/servers implement, which you get to use "for free", i.e. no extra implementation work) which makes any third-party interoperability that much easier. "Here is my URL, here are the rules for what you send, here are the rules for what I return..."
I have a Self Hosted Windows native C++ server application that I use the Casablanca C++ REST SDK code in. I can use any client C#, JavaScript, C++, cURL, basically anything that can send a POST, GET, PUT, DEL message can be used to send request messages to this self hosted windows app. Also I can use a plain browser address bar to do GET related requests using various parameters. Currently I only run this system on a private intranet so it is very fast - I haven't benchmark it against just doing raw TCP, but on a private intranet I doubt there would be even a few microseconds difference? For the convenience and ease of development and ability to expand to full blown internet app it's a dream come true. It is a dedicated system with a private protocol using small JSON packets so not certain if that fits your application needs or not? Another nice thing is this Windows application native C++ code could be ported fairly easily to run on Linux/MacOS as the Casablanca REST SDK is portable to those OSes.

How to tunnel multi-player game data over HTTP with IIS to minimize latency?

I would like to create a browser-based network game. To ensure it can be used by as many people as possible, I'd like to embed all the traffic in standard HTTP packages.
Assuming I use IIS as my back end, how should I code this to minimize latency?
Is it reasonable to start with an ASP application of some kind (ASP.NET MVC perhaps) using shared state in memory? Or should I plan from the outset on writing some kind of IIS plugin of my own? Or should I abandon IIS and write a custom server instead?
Is it reasonable to start with each client repeatedly querying, say ten times per second, or should I make the data more stream-like somehow (and if so how)?
This can work just fine, but you're going to have to do something less "conventional."
To make this work, don't do individual requests, keep the request open and then transmit data with the open connection.
You could try using a protocol like Bayeux, but there are no rules here.
Here's an example with ASP.NET using COMET.
Designing an app to hit a web server 10 times a second is not a good idea. Web servers are designed for less frequent client requests and probably larger processing times and reponse sizes than your game will be using. That's not to say a web server wouldn't be able to cope just that it would not be an efficient client-server match.
For any type of app that requires multiple packets per second you really should think about a lighter protocol than HTTP which is fairly verbose. For example if your game needs to send 4 bytes to register a user's battleship co-ordinates you don't really want to transmit an extra few hundred bytes of HTTP headers.
I'd recommend a browser plugin technology like Siverlight of Flash. Both of those support TCP socket connections. You would need to write your own server to sit at the other end of the TCP socket. With that approach you'd also have the advantage of being able to push data out to the clients without having to rely on client polling mechanisms which are required with HTTP, e.g. AJAX.
One problem you will face with standard HTTP messages is the size (and lack of control) over the header data.
I was involved in the design of a flash game which was played by several million people. We needed to communicate with the server every few seconds and ended up using ultra-lightweight JSON messages to save on bandwidth and keep it snappy.
Size of JSON message: 16 bytes
Size of HTTP Header: 200+ bytes
HTTP is not really a good protocol for high traffic, low latency requirements. It was designed for larger, less frequent request/response models and has status codes like 304 Not Modified for this very reason.
You'll probably want to drop down to a custom TCP/IP implementation.

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