Pusher vs SignalR vs Socket.IO: What are the differences?
Pusher has a good documentation support, and PubNub is scalable and reliable. Pusher has hosted APIs to build real-time apps. A leader in robust APIs for app developers building scalable real-time communication features. Signal R is a communication library for Microsoft ASP.NET that allows server code to send asynchronous notifications for client-side web applications.
What is Pusher?
What is SignalR?
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I use Socket.IO because using HTTP requests for a real-time multiplayer game just blows! Even with websockets, I had to scrunch the data being transmitted down to a bare minimum, and do some cheap compression tricks so that I can send data in JSON format. Otherwise, I would have to resort to sending binary data. I may end up doing that anyway when the time comes that I need to scale.
How do I use it? Each client opens a socket connection at startup. The server keeps track of these connections, and sends each client the visible portion of the Playfield repeatedly. The clients render this information, while sending requests and commands to the server (join,turn,fire,thrust,bomb,viewport change,etc.) in response to the player's actions. The server uses that to make adjustments to the player's ship on the Playfield.
In the original prototype all the communication was handled by a backend server. Each client connected directly to the server using the socket.io library. This quickly proved to be messy and unreliable, especially on the cheap server being used to host it.
Websockets proved to be a little more reliable, but still just as messy and not all browsers support them. That's when the project was switched over to use Pusher. Using Pusher has allowed all but the initial connection code to be off-loaded onto the client. Now instead of communicating through a self-hosted server, clients can communicate pretty much peer-to-peer over Pusher.
Where we have browser support (recent Chrome, Firefox, and Safari), we make a WebSocket connection so that the server can push changes made by other people down to browsers listening on the appropriate channels. We use a modified version* of the Socket.io client and server libraries that allows us to keep many thousands of open WebSockets on each of our servers at very little cost in terms of CPU or memory usage. So when anything happens to a board you’re watching, that action is published to our server processes and propagated to your watching browser with very minimal latency, usually well under a second.
Socket.IO has a decent community footprint, including integrations with popular JS frameworks, and has fallbacks to maintain an app's services if websockets are not available for some reason. Websockets are an important factor in most of the web-facing apps I build, to provide asynchronous two-way communication between the app and whatever server or data source it is connected to.
Another one that we're not using, yet. But have realtime data updates within our applications and the central API will be a great bit of functionality that gives our clients more control and keep them informed of changes and updates in their stores, in real time.
Socket.io is used as our current multiplayer engine. The existing engine is very simplistic and only utilizes the websocket+http fallback transports and serves as a generic world/zone/screen grouping mechanism for displaying users to each other.
Pusher is used to send update notification whenever Lapzbot joins a server.