I wish there was more info on the CS 1.6 demo, is there an address to look at it? EDIT: found it at http://socket.io/demos/computer/
Introducing Socket.io 1.0
31–40 of 76 posts
Re: Introducing Socket.io 1.0
#32Congrats on the release! I know this was a long time coming. A scalability question: You note "Turn on sticky load balancing (for example by origin IP address). This ensures that long-polling connections for example always route requests to the same node where buffers of messages could be stored." I read this to mean that we are responsible (in our load balancer/proxy/etc) to keep connections from clients returning t…
Re: Introducing Socket.io 1.0
#33Congrats on the release! I know this was a long time coming. A scalability question: You note "Turn on sticky load balancing (for example by origin IP address). This ensures that long-polling connections for example always route requests to the same node where buffers of messages could be stored." I read this to mean that we are responsible (in our load balancer/proxy/etc) to keep connections from clients returning t…
The node.js cluster module is not flexible enough to be used with engine.io / socket.io / sockjs etc. Just run several processes and put something like HAproxy in front of them. If using a cookie to ensure stickiness, you can scale to multiple load-balancers easily.
Re: Introducing Socket.io 1.0
#34Great. offtopic: please fix your blog, it breaks the browser history in IE 11 (spammed with hash entries)
"The benefits of this particular modularization can’t be overstated"
Re: Introducing Socket.io 1.0
#35This seems like a good place to ask: Does anyone know of a library (preferably C++/Emscripten) that simplifies using WebRTC to create real time network games?
Re: Introducing Socket.io 1.0
#36I am trying to develop an application that can be horizontally scaled. I understand using the socket.io-redis package seems to allow you to emit to a particular socketid from one instance while that connection itself is connected to another machine and the redis connection will take care of the communicating. This in a sense abstracts away the fact that there are multiple servers by just taking care of it transparently.
Are there any provisions within socket.io or another package that allows you to sync normal js objects across servers as well? The alternative as I see it is to use redis pub/sub to keep the state in sync but this feels like it should be a solved problem that one need not reinvent the wheel for.
Re: Introducing Socket.io 1.0
#37I like the separation of the transports into engine.io, however it would be even better if it exposed a standard Node.js Stream interface so that it played nicely with the growing ecosystem of Stream-related modules. Dominic Tarr, substack, and others have been advocating this idea for awhile: https://github.com/substack/stream-handbook Gluing together various types of streams and stream transformers is a really nice…
https://github.com/primus/primus
(Primus uses engine.io,sockjs,browserchannel,websockets internally so you're no longer locked into a specific framework)
Re: Introducing Socket.io 1.0
#38No module lock-in!
Yes i'm a bit biased.
Re: Introducing Socket.io 1.0
#39Something about this site just kills both Firefox and Chrome on my Windows 7 computer: everything becomes choppy and laggy, even outside the browser. On both browsers, things return to normal when I close the tab. Task Manager shows no unusual CPU activity beyond the initial page load.
Re: Introducing Socket.io 1.0
#40Something about this site just kills both Firefox and Chrome on my Windows 7 computer: everything becomes choppy and laggy, even outside the browser. On both browsers, things return to normal when I close the tab. Task Manager shows no unusual CPU activity beyond the initial page load.