Initially I was thinking to use sockets where a player
sends a request to the server, the server processes the request, and sends a reply. Or the player may need to send a query for game-state changes every so often.
Is this the worst idea?
Second question, pertains to the server side code. Currently each incoming connection spawns a new thread to run it's task, mainly reading some files off a hard drive and sending strings back to the android device that requested it in response.
But I wonder about scalability. For instance suppose a million players each open a socket thread every minute, which lasts for 10 seconds. At any given time there could be like 20,000 concurrent threads running and needing to use Hard-Drive file IO processes...
If this is blatantly unrealistic, what alternatives do you suggest? Thanks and sorry, I've never attempted anything with networking or like this before.