Alex, thanks for the info, very helpful. Thanks also to Stephen, Mark, and Björnke. It sounds like I am back to the original idea, a slow polling arrangement with a simple http/CGI server. This will do for the immediate need, which is just for some programming students to play around with.
I saw from Björnke's chat server that I should be looking at IRC protocol for anything more sophisticated. It looks like there are some Simple Scripts at On-Rev I can look into for that. (I don't have private server to use.) Thanks again for the pointers. I will report back if I happen to make any progress with this. Jim On May 30, 2011, at 7:12 PM, Alex Tweedly wrote: > But if you don't have (or don't want to require) a private server, then it is > quite feasible to do it all with http. > > You don't need to do simple "second-by-second" polling. You can do what I > call "slow polling" .... <snip> > I would make the server as simple and generic as possible. I would put > absolutely no game logic in it, so that one server would handle many > different games. I would not even give the server any concepts of "turns", > nor have the clients direct their messages to the opponent. I'd have each > game have an identifier, and have every 'move', and every 'listen', include > that identifier as a url parameter (and use that game id as the name of the > file to store the moves on the server). That way, you can have 2-player or > mulitple-player games, you can add text chat, etc. without changing the > server. _______________________________________________ use-livecode mailing list use-livecode@lists.runrev.com Please visit this url to subscribe, unsubscribe and manage your subscription preferences: http://lists.runrev.com/mailman/listinfo/use-livecode