WebSocket's PostScript

Source: Internet
Author: User

A beautiful concept can make planning incredibly childish and crazy,

For example, H5 change the world, small programs to replace the APP Ah, now instant communication is also in the company they think so easy.

This is awkward. Well, the difficulty of WebSocket (hereinafter referred to as WS) is not that it's good to cut ...

It has little to do with back-end technical requirements, except for large user groups.

In essence it is still a link, just used up on the broken, WS constantly open, both sides arbitrary transmission, so that there is instant communication.

It seems like a simple and very useful principle, which is for the backend link technology,

The real implementation of WS applications also has the following difficult points to say:

1. Communication protocols.

After the WS-Link is reached, the user will be using a different set of communication protocols.

Similar to HTTP, one party first say who I am I want to come in, the other party said that you are legal to come in, then can enter and tell the other side I came in, so that the completion of the preliminary judgment.

And HTTP has nearly 600 kinds of judgments, although we do not write so much handwriting, but it is not a headache.

2. The game (app) encapsulates the override.

Not all games are packaged very well (really ashamed, the main development time is not enough, can only learn from), and then new person can be a double game.

The more we face is the very poor source of the package, which means we have to read the source code and then re-encapsulate the rewrite, is the most time-consuming part of the project.

3. Game event interface.

The technical content of the packaging requirements are very high, and I touch the game is not many, object-oriented programming is also a slag ...

4. Means of communication.

There are four types of WS application Communications that are summarized by individuals:

A. Single-player Console (one-to-one delivery),

B. Multi-person control of the host (more to judge the various states),

C. Two people control each other (at this time there is no host concept, all the communication to judge),

D. Multiple people control each other (see The World of Hand tour).

The above implementation difficulty from easy to difficult to arrange.

5. Interaction.

In order for the customer to get a better experience, all communication needs to have feedback, there are various hints, some also need interface design, such as people full/closed and so on.

On the other hand, the form of inviting other people to play together, showing the QR code or forwarding, etc.

6. Communication issues with planning.

In fact, planning does not clearly recognize the difficulty of the above difficulties,

So this is related to the company's business processes, is the planning of the leading demand technology to veto, or first to achieve re-planning and other such problems and the old cliché

7. Development time.

My idea has always been that all needs can be done, just a matter of time.

Repair computer can do CPU, of course, but only to two weeks that is hehe, I have a sentence MMP do not know when speaking improper. Or go through two or three projects and talk about shortening the cycle.

The most undesirable development experience is that you can't remember what you did the day before, but the solution, or the idea, was not able to be recorded.

The relatively loose time, allows developers to have more time to think, to weigh which scheme is better, can clearly feel the code from scratch and the process and charm.

Above...

WebSocket is a big area, and it's not just about a constantly-open link.

So, everybody, come on. e-mail: [Email protected]

WebSocket's PostScript

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