Thought it might be useful to note things that catch you out - probably due to my own stupidity but heh.
The first one that got me spending a bit of time was broadcasting to channels. When you’re writing a chat server your clients sends some text to the server, which the server then spits out to all connected users (including the one that originally sent it). This makes some sense for chat because most of the time you’d like to see your chat message appear after you’ve sent it - and hence sending it back to the originator is convienient.
However, when you’ve got game data you’re normally keeping a local copy which you’re telling everyone else about. In my case, each client maintains their own local tank so they don’t want to be told about network updates to it since they’re probably out of date. When this type of client sends an update to the server its sent to everyone accept the originator.
When you send a broadcast in SGS you get the second effect. However, since the first thing I implemented was chat (seemed like a quick reasonable test) I expected it to send me back my data - took me a while to realise (i.e. check the javadoc) why I wasn’t getting any messages back
Kev