Chapter 2. Connecting Users
THINK ABOUT THE multiplayer application that you want to create, and how popular you hope it becomes. What probably comes to mind is a virtual world or game lobby system that is bustling, alive with constant activity. Users are joining and leaving frequently, chatting, and interacting with each other.
How do these users get information about each other? Are they directly connected to each other, or is something else going on? This chapter answers those questions and describes the most common way this interaction is handled. We’ll wrap up by choosing a technology that we’ll use for the rest of the book.
In order for anything multiuser to take place, clients have to be able to get information ...