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Thread: Electroserver and Flash Remoting

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    Electroserver and Flash Remoting

    I was wondering what are the benefits of using electroserver over flash remoting.

    Obviously in real time situations you would need to use electroserver but i was considering setting up some shared services across a number of games.

    For example for a card game you have real time vs another player playing cards using electroserver, but you could then have a notification system in game that uses flash remoting via AMFPHP that is shared across all games. Maybe it tells you someone has posted on your facebook wall and other notifications, that dont require time sensitive communication.

    Is this a bad idea? Can flash connect to electroserver and also make another net connection at the same time?
    Theoretically i could setup 2 electroservers and have it connect to both, then use one as a shared-service electroserver but i think it would be more difficult and not sure if that would work.

    I know zynga has used AMFPHP for flash remoting in some of their games and wondering if it would conflict with the electroserver messaging going on.

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    Administrator tcarr's Avatar
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    You should have no problem using both ES5 and AMFPHP in the same client, as long as you are careful to not get the various events and ports confused. If your PHP server has this info stored in a database that the ES5 can access, the ES5 could connect to the database directly to get information for a user.

    If you look at our FacebookConnect example, you will see that the client is using the Facebook Javascript API as well as the ES5 client api. That example has the server never contacting Facebook at all, but I've done some experiments where the server does ask Facebook for a user's friends list, etc. It worked, but there were times when it took Facebook 20 full seconds to respond, so it's best if the client does the Facebook calls directly when possible.
    Teresa Carrigan
    Senior Engineer
    Electrotank, Inc.

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    thanks ill try it out.

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