Proof-of-Play consensus the gaming chains in the Smartholdem platform

  • a new block is generated when a game event occurs
  • data is serialized into a well-known array instead of objects to reduce the amount of traffic transmitted to other nodes
  • game nodes interact with each other using sockets
  • at the socket level we use additional compression of serialized data
  • separate protocol for receiving static information and query execution on JSON/RPC
  • storage LevelDB keys/values
  • real-time gaming events are broadcast via sockets in DAPPs
  • optional: to develop a load balancer, sharding
  • solve the problem of nat using udp through the stun

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