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Thanks! My implementation is currently front-end only. Here's the code that simulates all the client/server communication: https://github.com/cricklet/blue-ot.
by c0da 10y ago
Thanks! My implementation is currently front-end only.
Here's the code that simulates all the client/server communication: https://github.com/cricklet/blue-ot.js/blob/master/js/ot/orchestrator.js#L533 https://github.com/cricklet/blue-ot.js/blob/master/js/ot/orc...
It shouldn't be too hard to take that and put it in an actual client/server architecture. The client needs to have a way to send local operations to the server (this can just be an endpoint on the server) and the server needs a way to broadcast operations to all clients (probably webRTC?).
- mandeepj 10y ago> all clients or to all interested clients. > (probably webRTC?). It can also be done with SignalR.
- grizzles 10y agoHey Kenrick, I agree - WebRTC would be a good choice since it allows out of order packets, that can speed stuff up quite a bit. Did you see this article? It was posted on HN yesterday. It links to a gh project that might be useful for your project. https://getkey.eu/blog/5862b0cf/webrtc:-the-future-of-web-games https://getkey.eu/blog/5862b0cf/webrtc:-the-future-of-web-ga...
- akanet 10y agoI'm going to try to implement this in my app. I use Firebase/Firepad for true p2p OT but it's become cumbersome. Do you have additional thoughts about communication channel implementation?