thrift-user mailing list archives

Site index · List index
Message view « Date » · « Thread »
Top « Date » · « Thread »
From Ted Dunning <>
Subject Re: Using thrift as part of a game network protocol
Date Wed, 25 Mar 2009 00:38:55 GMT
If you want to send asynchronous messages from server to client, you should
send asynchronous messages from the server to the client.

That means the roles reverse.

For a real game, this will lead to problems with firewall traversal.
Generally, this is handled in the real world by using some sort of UDP
firewall penetration.  See

You could make Thrift work over this protocol, but it will be work.

On Tue, Mar 24, 2009 at 5:01 PM, Doug Daniels <>wrote:

> ...
> The one-to-one message to RPC call Async solution will let a client send
> messages of any given type in my defined protocol, but how would a server
> respond to a client with a message that the client didn't request?

  • Unnamed multipart/alternative (inline, None, 0 bytes)
View raw message