In online multiplayer games where the world around you changes frequently (user gets updates from the server about that) - how many alive connections usually are made?
For example WebSockets can be used. Is it an effective way to send all data through the one connection? You will have to check every received message type:
- if it's info about the world -> make changes to the world around you;
- if it's info about user's personal data -> make changes in your profile;
- if it's local chat message -> add new message to the chat window.
..etc.
I think this if .. else if .. else if .. else if .. for every incoming data decreases client-side performance very much. Wouldn't it be better to get world changes from the second WS connection? Then you won't have to check it's type every time. But another types are not so frequent, so the first connection can be for them.
So the question is how developers usually deal with connections count and message types to increase performance?
Thanks