In data sabato 05 settembre 2009 21:47:41, Dennis Lee Bieber ha scritto: > Much better to just send the token TO the active client (which is > responsible for returning it at the end of its turn processing)
Dennis, I am finally getting my head round this problem. I do have a further question, though. I am using XMLRPC as server. It is quite convenient since it handles all low- level network stuff for me. On the other hand, though, it seems I cannot make the server actually _send_ anything to the clients; it just sits there and waits for calls. This is rather inconvenient for me, as every time I need to send the clients some information (eg, the state of the game) I have to formulate the problem as a specific call from each client. This can indeed be done quite easily, but the end result is a staggering amount of calls to the server, and high cpu usage - this might as well slow down the network in the lab, I guess. If you look at the pseudocode you sent me - and I implemented - you see, on the clients side, where the -->**** are, that a call to update is made over and over again. -=-=-=-=-=- "Display" connect to "game" ACTIVE = False while True: get game data ---> ***** update console display ---> ***** ACTIVE = game data == active token if ACTIVE: get user input if user input == EndTurn: ACTIVE = False send user input if user input == QUIT: break disconnect from "game" Is there any way of telling XMLRPC 'send this and this to all clients connected'? Or should I use another server-side technology? I have no much experience in writing network programs - this is my first - and I'd rather not go into complicated stuff. Thanks! -- Paolo Crosetto --------------------------------------------------------------------- PhD Student in Economics DEAS - Department of Economics - University of Milan --------------------------------------------------------------------- -- http://mail.python.org/mailman/listinfo/python-list