NodeJS wait for three requests before response - android

I have three Android devices with the same app, but I need that the three devices start the app simultaneously.
I have a server too, and the app exchange data with this server (developed in NodeJS).
I thought that all devices can connect to the server and wait until a response. But I don't know how to do it with Node. I used clusters in Node but it didn't work, because I don't know how to synchronize all these 3 clusters.
How can I do that? Another idea?
Thank you.

Well, it's easy to implement with generic events in node.js. Create some special event, and keep requests without response until the event is triggered, what obviously happens when 3rd request is received. node.js is very powerful in that.

Related

Android Chat with own resources / Pull data live from server

I started with a application where you can chat.
Now im in the position to start with the chat.
The problem I'm facing is that I don't want to use
resources from "outside". With outside I mean:
Firebase, Socket.io and so on.
I do simply rent a webspace. And I'm asking you now,
how is it possible to realize an live chat without
using extern services like firebase.
Is it possible with only using an Webspace?
What is required to make an live chat?
And there comes the second question:
How do I realize to stay connected to a server to check if there is a new message without using much battery or network ressources?
I'm not asking without hardly trying by my self.
Two days ago I started with the research of possibility, but I didn't found anything which would work I guess.
Thanks folks...
You need to connect to the Web Server using a Socket and keep that connection open to receive new messages with little delay (see for example http://srchea.com/build-a-real-time-application-using-html5-websockets) This keeps the phone active and uses much battery.
The very purpose of Firebase is to bundle this work for all services which need this type of communication (E-Mail, Push messages of newspapers, Chats) such that the phone only has to query one server. Therefore, I see no way for you to find another solution which uses little battery.

Android sending request to server on background

I'm try to make my Android App that send an HTTPRequest to a server repeatedly even when the App is not running (much like chat).The server will return a JSON file and if there is any update at the file, the app will send a notification to the user.
How can I do that?
Thnks.
From you question i can only understand that you are polling from server. Repeated hit will drain your battery very fast and will exploit user bandwidth also. With this kind of mechanism there are changes that your app will be uninstalled very soon.
So, what i will suggest use push notification ,if there is any update let server tell you. There is no need for client to ask for it.
One more way but complicated both at server and client side is you can open your own TCP socket and can then you can share as much data in both direction.
I can suggest you to go with push-notification for easy implementation and do right thing.
You have to use Service as explain here :
http://developer.android.com/reference/android/app/Service.html
Only service could run in background when Activity are not visible.

How to design a remote controller for an android application?

I've written an android application, and I'd like to make it controllable to other machines by sending HTTP request to the device that run my application. I've written a tiny HTTP server and made it start when my application is started. I know I could translate HTTP requests and send messages to various activities to perform UI operations, that need to add listener to all my activities. But in order to make the remote controller code reusable, I hope separate remote controller code from existing application code and thus I need to find a way to make as less as change to the application code to make it be remote controllable.
Could anyone share your ideas?
I dont get what you are asking tbh but in one of application that my friend create, he just implement a mouse pointer which works from any android phone. With that application he can manage to use the android tv.
When he was implementing that app, he took advantage of socket programming and send messages from remote controller, in that situation a phone, to other device and fetch the data in there. In my opinion if you follow such a manner you just dont need to apply so many changes in your other applications. It is all communication in the end.

Design and logic for client/server networking games

I am creating a simple android game that deals with multiplayer and connecting to server. This is what I want to achieve for my game.
Client sends keystroke movement to server.
Server accepts input, update the state and calculates and returns new position to client
Client gets new position and update the screen.
I already have some code written and so my one of my threads sends keystroke to server, waits for the new position, then update the screen. The thing is there is lag between the player's movement. I think it has to do with latency. I also tried two thread, one for sending/receiving data from server and another is updating the screen. But it didnt' solve my latency problem.
Can anyone suggest a good design for networking game?
Do I need to do early prediction?
Do I need separate thread for fetching data and rendering screen?
P.S.This is my first time creating a network game so i have no idea what im doing.
The structure I prefer to use is to have one thread updating graphics and logic on the client side, and then one thread receiving and sending data to the server. If you have problems with latency, there is a magic option which might solve it if you want data to be sent continously. (at least this is the syntax if you are using java)
mySocket.setTcpNoDelay(true);
This option solved my latency issues when I sent real-time coordinates over a network.
Edit: I think TCP by default waits and bunches together data before sending it, which could be a problem if you want to send small updates fast.

Best technology for client-server Android App

I need to make for school an app that runs on Android. Actually there are two apps, a client and a server. Ther server runs on a PC while the clients run on Android devices. I want to know what is the best technology for this. I know RMI and WebServices are not implemented in Android so what are the alternatives (besides actually communicating with sockets in the traditional way). One alternative that I did not look into is REST, but I will need to be able to notify a client once another client has done something, similar to turn base games where Player A notifies Player B that he made his move.
Like I said, sockets do the trick, but are little low-level compared to RMI and WebServices and only want to use those as a last resort.
Keep it simple. Use REST and have the clients poll for updates.
Also, if you get to a point down the road where you need to scale, this solution is actually fairly easy to scale because your servers do not need to maintain connections. Since there is no shared state between a particular server and the client (there is shared server between the application and the client), you can easily add more servers to handle the polling and put them behind a load balancer.
You can also add in caching so that the polling just gets the exact same response without causing a re-compute of the response. You would then be able to have the back-end game-state servers update the caches when the game state changes. This would let you poll much more frequently and still have a very flexible, scalable architecture.
For a turn-based game you can take a look at XMPP (e.g. Smack) that is traditionally used for instant messaging. It would also be interesting to create a game using C2DM that is used for push notifications.
You can also look into HTTP streaming which is essentially an unending HTTP response in which player moves are fed into.
Alternatively you can look into binary messaging systems that are more suited for real-time games but still applicable such as RabbitMQ (what's wrong with a smooth turn-based game?).

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