c# - WCF VS. Sockets -
i know of wcf or .net sockets more efficient , more recommended in game developpment scenario.
here different parts of game :
-a client/server communication play on internet
-peer peer on local network.
i know technology use on these parts (wcf on both, socket on both, wcf on 1 , socket on other...) , why, if possible.
the game involved doesn't require high communication frequency (3-4 per second enough).
the purpose of wcf save developers writing code different transport protocols , has large number of features thats why slower sockets. plus wcf service oriented applications. dont think games fall category.
but mention 3-4 requests per second, wcf might better option flexible , save lot of development time.
some points:
the bindings start net* meant used between .net applications. (both client , server wcf)
if of 1 not wcf: can use bindings not start net prefix. basichttpbinding, wshttpbinding etc. these slower net* bindings lot of overhead there.
you can go ahead netpeertcpbinding , play while. supports duplex communication.
here useful links p2p:
peer-to-peer programming wcf , .net framework 3.5
http://blogs.interknowlogy.com/2009/08/05/building-a-really-simple-wcf-p2p-application
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