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Asked: May 11, 20262026-05-11T05:27:37+00:00 2026-05-11T05:27:37+00:00

I am currently coding an online turn based rpg for an assignment. In the

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I am currently coding an online turn based rpg for an assignment. In the game players can chat with each other and send their actions once they complete a turn. What is the best way to take care of the data exchange between the players. Sockets or storing all information in a database and the program periodically does requests to check for any updates? Unless there is a better approach.

Please note that the game is meant to be wide scale, i.e alot of players will be having a number of games simultaniously on the same sever, so I must try to be as efficient as possible.

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  1. 2026-05-11T05:27:38+00:00Added an answer on May 11, 2026 at 5:27 am

    In Silverlight, you can only connect back to the host that served the Silverlight app, so that rules out client-client sockets. Everything in your game (including chat) will have to go via a server.

    Windows Communication Foundation (WCF) is quite nice to work with in Silverlight2. Having your game turn-based makes things a little bit easier because it means you dont have to maintain the exact same game-state between players in realtime (ie: not aiming for max 100ms latency).

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