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EarthLaunch | 10 months ago

Useful take, thanks for mentioning specifics. Some of these I wasn't aware of.

- What makes load balancing easier with SSE? I imagine that balancing reconnects would work similar to WS.

- Compression might be a disadvantage for binary data, which WS specializes in.

- Browser inspection of SSE does sound amazing.

- Mobile duplex antenna is way outside my wheelhouse, sounds interesting.

Can you see any situation in which websockets would be advantageous? I know that SSE has some gotchas itself, such as limited connections (6) per browser. I also wonder about the nature of memory and CPU usage for serving many clients on WS vs SSE.

I have a browser game (few players) using vanilla WS.

discuss

order

andersmurphy|10 months ago

Thanks.

- Load balancing is easier because your connection is stateless. You don't have to connect to the same server when you reconnect. Your up traffic doesn't have to go to the same server as your down traffic. Websocket tend to come with a lot of connection context. With SSE you can easily kill nodes, and clients will reconnect to other nodes automatically.

- The compression is entirely optional. So when you don't need it don't use it. What's great about it though is it's built into the browser so you're not having to ship it to the client first.

- The connection limit of 6 is only applies to http1.1 not http2/3. If you are using SSE you'll want http2/3. But, generally you want http2/3 from your proxy/server to the browser anyway as it has a lot of performance/latency benefits (you'll want it for multiplexing your connection anyway).

- In my experience CPU/memory usage is lower than websockets. Obviously, some languages make them more ergonomic to use virtual/green threads (go, java, clojure). But, a decent async implementation can scale well too.

Honestly, and this is just an opinion, no I can't see when I would ever want to use websockets. Their reconnect mechanisms are just not reliable enough and their operational complexity isn't worth it. For me at least it's SSE or a proper gaming net code protocol over UDP. If your browser game works with websockets it will work with SSE.

EarthLaunch|10 months ago

I appreciate the answers. For others reading, I also just ran across another thread where you posted relevant info [0]. In the case of my game, I'm going to consider SSE, since most of the communication is server to client. That said, I already have reconnects etc implemented.

In my research I recall some potential tradeoffs with SSE [1], but even there I concluded they were minor enough to consider SSE vs WS a wash[2] even for my uses. Looking back at my bookmarks, I see that you were present in the threads I was reading, how cool. A couple WS advantages I am now recalling:

SSE is one-way, so for situations with lots of client-sent data, a second connection will have to be opened (with overhead). I think this came up for me since if a player is sending many events per second, you end up needing WS. I guess you're saying to use UDP, which makes sense, but has its own downsides (firewalls, WebRTC, WebTransport not ready).

Compression in SSE would be negotiated during the initial connection, I have to assume, so it wouldn't be possible to switch modes or mix in pre-compressed binary data without reconnecting or base64-ing binary. (My game sends a mix of custom binary data, JSON, and gzipped data which the browser can decompress natively.)

Edit: Another thing I'm remembering now is order of events. Because WS is a single connection and data stream, it avoids network related race conditions; data is sent and received in the programmatically defined sequence.

0: https://news.ycombinator.com/item?id=43657717

1: https://rxdb.info/articles/websockets-sse-polling-webrtc-web...

2: https://www.timeplus.com/post/websocket-vs-sse