First of all, thank you for the invitation. This is my first answer and may not be very professional. Please understand. First of all, I think ssh and ssm are for web projects with relatively simple data sources. For games, the data processed in the background will be relatively large, and there are also great requirements for thread concurrency. However, for the development of certain modules, it should be relatively simple to apply SSM. My humble opinion, comments welcome. Thanks.
1. The game business generally does not use http 2. TCP/UDP has a better wheel 3.MINA, NETTY | PB 4. In fact, it is just a matter of user experience + funding between strong and weak connections
This has nothing to do with ssh or ssm. These four frameworks solve rapid web development and can also be used for games. But the question is whether it is necessary or not. General games have higher requirements for real-time performance, and at the same time, the front and back ends are separated. In other words, games are generally rich client scenarios, which require the server to provide fast data, and tcp is more suitable.
First of all, thank you for the invitation. This is my first answer and may not be very professional. Please understand.
First of all, I think ssh and ssm are for web projects with relatively simple data sources. For games, the data processed in the background will be relatively large, and there are also great requirements for thread concurrency. However, for the development of certain modules, it should be relatively simple to apply SSM. My humble opinion, comments welcome. Thanks.
Because it is usually a long connection, the most typical one is socket
1. The game business generally does not use http
2. TCP/UDP has a better wheel
3.MINA, NETTY | PB
4. In fact, it is just a matter of user experience + funding between strong and weak connections
This has nothing to do with ssh or ssm.
These four frameworks solve rapid web development and can also be used for games. But the question is whether it is necessary or not.
General games have higher requirements for real-time performance, and at the same time, the front and back ends are separated.
In other words, games are generally rich client scenarios, which require the server to provide fast data, and tcp is more suitable.