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scenario: im developing a web app with 5 real Time Turn Base Card games. each game has it own Hub and IHostedService Background Service. users play with each other throw the Hub and Background Service.

server : VPS with 24GB RAM and XEON E51650 CPU and 200GB SSD. vps is on our own dedicated server.

estimation of online users in Peak time : customer recorded 10000 Online Users in a Advertising Campaign and records in a regular day is 4000.(their OLD version application)

problem #1: there are concerns about "How many Users can be handled by SignalR Hub by default"?(i mean without Scaleout solutions ) some say:

its limited by 1000 Concurrent Connections and No limit On Idle Connections

And some say:

there is no limit at all and the only limit is Web Server Configurations and Ports

I could Not find any reliable Answer.

problem #2: what is the impact of Using unique IHostedService and Hub for each Game? we are planning add 7 more games. is there any limitation for hub count or hosted service count?

More Info: the 90% of operation is broadcasting to all Other clients and replaying to Caller. there are no groups and no specific user messaging

any help/tips and links will be appreciated.

Mrjm
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  • May be [this](https://stackoverflow.com/questions/31685350/signalr-websockets-connection-limitations-and-best-practices) will help you to get some more info – Thangadurai Jun 03 '19 at 09:39
  • @Thangadurai i read that before, i did not find that usfull. i think after 3 years there must be some improvements. by the way, base on the link and my games type the signalR itself seems to be a good approach. – Mrjm Jun 03 '19 at 10:21

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