Differences between websockets and long polling for turn based game server

For anyone else who may be wondering, it could depends on how long typical interactions go between events?

Websocket: Anything more than a few tens of seconds, I don’t think keeping a websocket open is particularly efficient (not to mention that IIRC it would disconnect anyway if the app loses focus)

Long polling: This forces a trade-off between server load (anything new now? how about now? …) and speediness of knowing a change has occurred.

Push notifications: While this may be technically more complex to implement, it really would be the best solution IMO, since:

  • the notification can be sent (and delivered) almost immediately after an event occurs
  • there is no standby server load (either from open websockets, or “how about now?” queries) – which is especially important as your use-base grows
  • you can override what happens if a notification comes in while the user is in-app

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