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DhruvCShepHertz edited this page May 16, 2013 · 1 revision

What are Virtual Rooms?

Rooms are a central piece to our AppWarp cloud offering. Its where all the action happens. Players join a room and can interact in real-time with each other. This allows developers to build real-time multiplayer games and also add a social element through our instant chat APIs. An overview of the architecture and product can be found here.

What kind of rooms are there in AppWarp?

Permanent Rooms

These are the rooms that the developer can create from inside AppHQ console (developer dashboard). Such rooms will never get automatically destroyed unless the developer deletes them through the console. These are particularly useful when you have a fixed number of rooms in your game.

Temporary Rooms

These are the rooms that are created by invoking the create room client SDK api. Such rooms will automatically get destroyed when the last joined user in such a room will leave. For instance

  • A creates room 'X'
  • A joins the room
  • B joins the room
  • A leaves the room
  • B leaves the room
  • room 'X' gets destroyed automatically at this point.

Why does my connection break after from time to time?

AppWarp server terminates connections that remain idle for 5 minutes. A client is idle if its not sending any message to the server. When this occurs - the client SDK will raise the onConnectDone event on the connection request listener interface with an error.

Are there any limit to message sizes?

  • The size of any single update peers message sent can't be greater than 1K bytes.
  • The size of any single string chat message sen't can't be greater than 500 characters.
  • The size of data set using the set custom room data and set custom user data APIs can't be greater than 1K bytes.

How does AppWarp billing work?

Details of our plans can be found on our pricing page. In a nutshell, developers get billed based on their usage of AppWarp. As the primary cost driver is bandwidth, we bill developers based on the number of messages their app exchanges with the AppWarp server. So this is the sum of messages sent plus the number of messages received. We don't believe in billing based on CCUs (Concurrently Connected Users) as we feel this is unfair to the developers. For instance - if your game's average CCUs is 25 but occasionally on weekends your CCUs spike to 50, you will end up buying a 50 CCU package just for those couple of days in a month.

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