How many XMLHttpRequests cause server strain? - php

I am making a simple PHP and JavaScript multiplayer game. Here is a quick rundown of how it will work: when a user does something, it is submitted with ajax to a php script, which saves a few charachters representing the action taken to a text file on the server. Every so often (to be exact, 430 milliseconds), the other player's computer submits something to another php script, which checks for new content on that text file. If there is new content, it is returned to the client-side and displayed on the other users screen. The only thing is, I am new to ajax, php, and anything server and do not want to crash the server. To make sure I do not crash the server, I need to know if submitting an XMLHttpRequest every 430 millisecoinds is a potential cause of major server strain. Not only that, but BOTH players will submit an XMLHttpRequest every 430 milliseconds. I can easily raise it to 450 milliseconds, but anything beyond that will be a problem.

Well, that depends entirely on your server. If you're running it on a ZX80, I'd be concerned :-)
However, that's only four to six requests a second and modern servers should have no difficulty handling that sort of load.
Of course, if what happens on the server in response to your requests takes more time that the cycle time, you'll run into problems, especially with sustained traffic (no chance to slow down).

This will be inefficient with separate requests, I would suggest taking some time to understand COMET, the term refers to a number of techniques to manage always open bi-direction connections over HTTP.
Here are some useful links I'd start with (I'm not too familiar with COMET for PHP, so I haven't vetted these resource recommendations myself).
http://en.wikipedia.org/wiki/Comet_%28programming%29
Using comet with PHP?
http://www.zeitoun.net/articles/comet_and_php/start

Related

PHP - How would you make buildings or such things finish etc?

So as you know in some browser-games such as Travian, Tribalwars and etcetera, you can build up a building, it takes X amount of time and it finishes.
So I'm curious how that is done?
Is it a cron-job running every second or what? How are they then doing with troops, they can't have a cron-job running ever millisecond, that wouldn't be resource usage friendly, right?
So I'm really curious about this and I have no idea so I can't really say I have tried. I have however searched around but never found anything helpful.
Thanks.
The easiest way to implement something like this is simple timestamps. The request on the front end generates a timestamp based on the constraints given by the details of the request (what type of building you are building, what level you are, if you have bought the upgrade). Then a timestamp is inserted into the database for when the completion occurs. Then, if you want the browser to refresh when the job is up, you make a script on the js that makes a request for all timestamps in queue and reloads when they come up.
One way: You let the client handle the timer. So the timer will sit on the browser side counting down using javascript. When the time is up it will contact server to see if it's valid (never trust client side code). Server looks up the building and see if it would have been finished by then. Server side doesn't need to keep any timers it just answers requests. Timers are UI side.
Well, PHP is one of the worst things you could use to build a game... In games, everything is controlled by the main loop that controls the game. So basically, in a game, everything is running inside an infinite loop, albeit one that allows for user input without freezeing the computer, obviously. So that loop takes care of the timing as well, and the way to compute timing will depends on the language on which the game is developed. For web-based games, Java, JavaScript and Flash are usual choices.

AJAX/PHP Why is HTTP-Polling so laggy?

Why is HTTP-Polling so laggy?
What I have is a button, and whenever a user clicks it a MySQL database field gets updated and the value is displayed to the user. I'm polling every 800 milliseconds and it's very laggy/glitchy. Sometimes when clicking the button it doesn't register it. And I actually need to be polling quite a bit more frequent than every 800 milliseconds.
This is also with just 1 user on the website at a time... When in the end there is going to be many at once.
HTTP-streaming/Long-polling/Websockets instead of polling
When you need real-time information you should avoid polling(frequently). Below I would try to explain why this is wrong. You could compare it to a child in the back of your car screaming every second "are we there yet" while you are replying "we are not there yet" all the time.
Instead you would like to have something like long-polling/HTTP-streaming or websockets. You could compare this to a child in the back of your car telling you to let him know when "we are there" instead of asking us every second. You could imagine this is way more efficient then the previous example.
To be honest I don't think PHP is the right tool for this kind of applications(yet). Some options you have available are:
hosted solutions:
http://pusherapp.com:
Pusher is a hosted API for quickly,
easily and securely adding scalable
realtime functionality via WebSockets
to web and mobile apps.
Our free Sandbox plan includes up to
20 connections and 100,000 messages
per day. Simply upgrade to a paid plan
when you're ready.
http://beaconpush.com/
Beaconpush is a push service for
creating real-time web apps using
HTML5 WebSockets and Comet.
host yourself:
http://socket.io:
Socket.IO aims to make realtime apps
possible in every browser and mobile
device, blurring the differences
between the different transport
mechanisms
When becoming very big the "host yourself" solution is going to less expensive, but on the other hand using something like pusherapp will get you started easier(friendly API) and also is not that expensive. For example pusherapp's "Bootstrap" can have 100 concurrent connections and 200,000 messages per day for $19 per month(but when small beaconpush is cheaper => do the math :)). As a side-note this plan does not include SSL so can not be used for sensitive data. I guess having a dedicated machine(VPS) will cost you about the same amount of money(for a simple website) and you will also have to manage the streaming solution yourself, but when getting bigger this is probably way more attractive.
Memory instead of Disc
whenever a user clicks it a MySQL
database field gets updated and the
value is displayed to the user
When comparing disc I/O(MySQL in standard mode) to memory it is extremely slow. You should be using an in-memory database like for example redis(also has persistent snapshots) or memcached(completely in memory) to speed up the process. I myself really like redis for it's insane speed, simplicity and persistent snapshots. http://redistogo.com/ offers a free plan with 5MB of memory which will probably cover your needs. If not the mini plan of $5 a month will probably cover you, but when getting even bigger a VPS will be cheaper and in my opinion the prefered solution.
Best solution
The best solution(especially if you are getting big) is to host socket.io/redis yourself using a VPS(cost money). If really small I would use redistogo, if not I would host it myself. I would also start using something like beaconpush/pusherapp because of it's simplicity(getting started immediately). Hosting socket.io(advice to play with it on your own machine for when getting big) is pretty simple, but in my opinion more difficult than beaconpush/pusherapp.
Laggy/glitchy? Sounds like a client-side problem. As does the button thing. I'd get your JavaScript in order first.
As for polling, 0.8 sounds a bit time-critical. I don't know about most countries, but here in the third world simple network packets may get delayed for as long a few seconds. (Not to mention connection drops, packet losses and the speed of light.) Is your application ready to cope with all that?
As for an alternate approach, I agree with #Vern in that an interrupt-driven one would be much better. In HTTP terms, it translates to a long-standing HTTP request that does not receive a response until the server has some actual data to send, minimizing delay and bandwidth. (AFAIK) it's an older technique than AJAX, though has been named more recently. Search for "COMET" and you'll end up with both client- and server-side libraries.
there are many things that might cause the lag that you are experiencing. Your server might be able to process the requests fast enough, but if the connection between your client and the server is slow, then you'll see the obvious lag.
The first thing you should try is to ping the server and see what response time you're getting.
Secondly, rather than poll, you might want to consider an interrupt driven approach. This means that only when your server replies, will you send out your next request. This makes sense, so that many clients won't be flooding the server with requests till the point the server cannot cope. This is especially true, then the RTT (Round-Trip-Time) of your request is pretty long.
Hope it helps. Cheers!
A good place to start would be to use a tool like Firebug in Mozilla Firefox that will allow you to watch the requests being sent to the server and look for bottlenecks.
Firebug will break down each part of the request, so you can see if you are having trouble talking to the server or if it is simply taking a long time to come up with a response.
Along with #Vern's answer I would also say that if at all possible I would have the server cache the data ahead of time and then all of the clients will pull from that same cache and not need separate MySQL calls to reach the same data for every update. Then you just have your PHP update the cache whenever the actual DB data changes.
By cache I mean having php write to a file on the sever side, and then clients will simply look at the contents of that one file to see the most updated info. There might be better ways of caching, but being that I have never done this personally before, this is the first solution that popped into my mind.

Guidance on the number of http calls; is too much AJAX a problem?

I develop a website based on the way that every front end thing is written in JavaScript. Communication with server is made trough JSON. So I am hesitating about it: - is the fact I'm asking for every single data with http request query OK, or is it completely unacceptable? (after all many web developers change multiple image request to css sprites).
Can you give me a hint please?
Thanks
It really depends upon the overall server load and bandwidth use.
If your site is very low traffic and is under no CPU or bandwidth burden, write your application in whatever manner is (a) most maintainable (b) lowest chance to introduce bugs.
Of course, if the latency involved in making thirty HTTP requests for data is too awful, your users will hate you :) even if you server is very lightly loaded. Thirty times even 30 milliseconds equals an unhappy experience. So it depends very much on how much data each client will need to render each page or action.
If your application starts to suffer from too many HTTP connections, then you should look at bundling together the data that is always used together -- it wouldn't make sense to send your entire database to every client on every connection :) -- so try to hit the 'lowest hanging fruit' first, and combine the data together that is always used together, to reduce extra connections.
If you can request multiple related things at once, do it.
But there's no real reason against sending multiple HTTP requests - that's how AJAX apps usually work. ;)
The reason for using sprites instead of single small images is to reduce loading times since only one file has to be loaded instead of tons of small files at once - or at a certain time when it'd be desirable to have the image already available to be displayed.
My personal philosophy is:
The initial page load should be AJAX-free.
The page should operate without JavaScript well enough for the user to do all basic tasks.
With JavaScript, use AJAX in response to user actions and to replace full page reloads with targeted AJAX calls. After that, use as many AJAX calls as seem reasonable.

How to make fast, lightweight, economic online chat with PHP + JS + (MySQL?) + (AJAX?)

What way will be best to write online chat with js? If i would use AJAX and update information about users and messages every 5sec - HTTP requests and answers will make big traffic and requests will make high server load.
But how another? Sockets? But how..
You seem to have a problem with the server load, so I'll compare the relevant technologies.
Ajax polling:
This is the most straightforward. You do setTimeout loop every 5 seconds or so often to check for new chat messages or you set an iframe to reload. When you post a message, you also return new messages, and things shouldn't get out of order. The biggest drawback with this method is that you're unlikely to poll with a frequency corresponding to how often messages are posted. Either you'll poll too quickly, and you'll make a lot of extra requests, or you'll poll too slowly and you'll get chunks of messages at a time instead of getting them in a real-time-ish way. This is by far the easiest method though.
HTTP Push
This is the idea that the server should tell the client when there are new messages, rather than the client continually bothering the server asking if there are any new ones yet. Imagine the parent driving and kid asking "are we there yet?", you can just have the parent tell the kid when they get there.
There are a couple ways to both fake this and do it for real. WebSockets, which you mentioned, are actually creating a stream between the client and the server and sending data in real time. This is awesome, and for the 4 out of 10 users that have a browser that can do it, they'll be pretty psyched. Everyone else will have a broken page. Sorry. Maybe in a couple years.
You can also fake push tech with things like long-polling. The idea is that you ask the server if there are any new messages, and the server doesn't answer until a new message has appeared or some preset limit (30 seconds or so) has been reached. This keeps the number of requests to a minimum, while using known web technologies, so most browsers will work with it. You'll have a high connection concurrency, but they really aren't doing anything, so it should have too high a server cost.
I've used all of these before, but ended up going with long polling myself. You can find out more about how to actually do it here: How do I implement basic "Long Polling"?
You should chose sockets rather than AJAX Polling, However there isn't much around about how you can integrate socket based chats with MySQL.
I have done a few tests and have a basic example working here: https://github.com/andrefigueira/PHP-MySQL-Sockets-Chat
It makes use of Ratchet (http://socketo.me/) for the creation of the chat server in PHP.
And you can send chat messages to the DB by sending the server JSON with the information of who is chatting, (if of course you have user sessions)
There are a few ways that give the messages to the client immediately:
HTML5 Websockets
good because you can use them like real sockets
bad because only a few browsers support it
Endlessly-loading frame
good because every browser supports it
not so cool because you have to do AJAX requests for sending stuff
you can send commands to the client by embedding <script> tags in the content
the script gets executed immediately, too!
...
So, in conclusion, I would choose the second way.
The typical approach is to use long polling. Though better not do this in PHP (PHP will need one process for each connection thus drastically limiting the number of possible visitors to your site). Instead use node.js. It's perfect for chats.

System with two asynchronous processes

I'm planning to write a system which should accept input from users (from browser), make some calculations and show updated data to all users, currently visiting certain website.
Input can come one time in a hour, but can also come 100 times each second. It is VERY important not to loose any of user inputs, but really register and process ALL of them.
So, the idea was to create two programs. One will receive data (input) from browser and store it somehow in a queue (maybe an array, to be really fast?). Second program should wait until there are new items in the queue (saving resources) and then became active and begin to process the queue items. Both programs should run asynchronously.
I can php, so I would write first program using php. But I'm not sure about second part.. I'm not sure about how to send an event from first to second program. I need some advice at this point. Threads are not possible with php? I need some ideas how to create the system like i discribed.
I would use comet server to communicate feedback to the website the input came from (this part already tested)
As per the comments above, trivially you appear to be describing a message queueing / processing system, however looking at your question in more depth this is probably not the case:
Both programs should run asynchronously.
Having a program which process a request from a browser but does it asynchronously is an oxymoron. While you could handle the enqueueing of a message after dealing with the HTTP request, its still a synchronous process.
It is VERY important not to loose any of user inputs
PHP is not a good language for writing control systems for nuclear reactors (nor, according to Microsoft, is Java). HTTP and TCP/IP are not ideal for real time systems either.
100 times each second
Sorry - I thought you meant there could be a lot of concurrent requests. This is not a huge amount.
You seem to be confusing the objective of using COMET / Ajax with asynchronous processing of the application. Even with very large amounts of data, it should be possible to handle the interaction using a single php script working synchronously.

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