Distributed Objects Performance
Distributed Objects Performance
- Subject: Distributed Objects Performance
- From: "Bridger Maxwell" <email@hidden>
- Date: Thu, 13 Nov 2008 22:26:11 -0700
Hello,
I am building a server that will rely on distributed objects, and am
worried about the performance. I am not quite done yet, but I afraid
to spend too much time on this system before discovering it will not
be able to handle the network traffic. Perhaps one of the more
seasoned developers would be kind enough to share his/her thoughts.
Where I work we run space simulations. There are several
"stations/terminals" in each simulator which each have a unique role,
but share much of the same data. To keep everything in sync I would
like to have a central database that contains the entire ship's state.
When a client connects to the server it retrieves the initial state
for all of their relevant keys and subscribes for changes. Any time
that a change is made to one of these items, the new value is pushed
to all of the clients who have subscribed to it. In this way the
clients do not need to poll the server, as they can use the cached
value.
So that is how the networking system will hopefully be set up. To give
a rough estimate of network traffic, there are anywhere between 5 and
30 "stations" in each simulator that will be connected to the server.
Network data would consist mostly of strings, numbers, and arrays. No
particularly large media like pictures, music, or video. I wouldn't
think any of these items would be larger than say a page of apple
docs. However, values would be changed quite often. The server would
be connected through the LAN and would probably be running on a mac
mini.
So, do you think distributed objects is the right solution? Is there a
rule of thumb on network traffic size or maximum number of clients
distributed objects can support?
Thank You,
Bridger Maxwell
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