I think that it’s well-established by now that the majority of desktop software will move to the browser at some point. It happened to e-mail, calendar, word processing and many more applications already. But here’s a crazy idea: what if we move the server to the browser as well?
The past week I’ve been playing with socket.io in mobl, my language for developing mobile web apps. Socket.io is a library that greatly simplifies building real-time web applications — applications that keep a connection (a socket) open to the server, allowing the server to push content to the client and vice versa. It was pretty straight-forward to build a library enabling use of socket.io from mobl.
I decided to do the latter. This brings back memories from networked games I used to play, where you could either join or host a server that would run on your computer.
So, in mobl there’s now a library called
mobl::peersocket that has two types:
ServerSocket, to instantiate a server
Socket, to connect to a server
To start a server, you use
var ss = ServerSocket.create(“my-server”,
Then, you can connect to it:
var cs = Socket.join(“my-server”,
What this will do is establish a connection with the node.js relay server and register this mobl application as a server with the name “my-server”. Whenever a client connects to this server (using
Socket.join(“my-server”)), the server app will be notified (
onconnect will be triggered), and any messages sent to
my-server, will be relayed to the mobl server app. All the node.js relay server does is handle the creation of servers, handle connection to servers and pass messages around between clients and servers. It does not contain any game logic whatsoever, all of that is in the mobl server code.
The result is running here. To start, it presents you with a list of currently running servers (if any), and a link to the page to host your own server. After picking a server you pick a player name and start playing. Multiple servers can be run at the same time and each has its own playing field. An issue seems to be latency. If the server does not have a low-latency internet connection, it can take a while for it to register left/right movements, which is sort of annoying. Of course, the latency is higher that typical, because every message between client and server is relayed through the node.js server. It’s a quite fun game though, one of my colleagues even built a simple bot using Greasemonkey.
Although it’s a thought-provoking experiment, what’s the point of running a server in your browser? In my case the reason was to be able to write the server in mobl as well, but how does that help anybody else? To be honest I’m not entirely sure yet.
It could be a secure way to let third parties host their own code on your servers. A third party would upload their code to your servers and they would run the uploaded server software in their own browser, which is completely secure — the server code can only communicate with its clients through your relay server and use resources available in the browser (e.g. a local database and CPU cycles). But who knows, there may be other reasons to do this as well. Any thoughts?