All pastes #335033 Raw Edit

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·published 2007-02-01 01:50 UTC
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<merlyn> what server are you talking to?
<kcbanner> I was just trying to undesrtand that example
<kcbanner> I'm learning POE
<merlyn> it's pretty rare to use something that low level
<kcbanner> I might have to though
<merlyn> just like you don't put your car together from steel and rubber in your garage. :)
<merlyn> why might?
<kcbanner> I'm making an MMO engine, with client/server
<merlyn> you're using something besides the 50 protocols already supported?
<kcbanner> client will be done in C and opengl by someone else
<dec> I believe that is correct (the $_[SENDER] session within poco-server-tcp's ClientConnected client session is the parent poco-server-tcp session).
<kcbanner> What would you sugggest?
<merlyn> I'd sugest using Jabber or HTTP beteween your engines
<merlyn> or even KIC
<merlyn> IKC
<merlyn> IKC rocks
<kcbanner> oh ok
<kcbanner> I never considered that






<merlyn> you can use plugin protocols on client and server
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<kcbanner> I imageine the person doing the C client wont have trouble finding libs for a common protocol either
<merlyn> it's actually quite tricky to designing a protocol
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<kcbanner> yeah we were planning it out
<kcbanner> like have a byte saying how the long the data field will be
<merlyn> yeah, if you have random guys connecting, I'd really strongly suggest http or jabber
<kcbanner> error code byte etc
<kcbanner> http? thats interesting
<merlyn> heh - the 80's called... they want your designs back
<merlyn> HTTP is a nice protocol
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<merlyn> clear metadata
<merlyn> multiple binary payloads
<merlyn> and can be routed through proxies
<merlyn> and over SSL easily
<kcbanner> you dont think it would add to much overhead