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    <p><strong>If you end up using websockets:</strong></p> <p>Websockets can be implemented with Rails, but not all hosting environments support it. Here are a couple links that might help you get started:</p> <p><a href="http://m.onkey.org/websockets-made-easy-with-cramp" rel="nofollow">http://m.onkey.org/websockets-made-easy-with-cramp</a> (requires <a href="http://code.macournoyer.com/thin/" rel="nofollow">Thin</a> or <a href="http://rainbows.rubyforge.org/" rel="nofollow">Rainbows!</a>)</p> <p><a href="http://www.pusherapp.com/" rel="nofollow">http://www.pusherapp.com/</a> (if you are using Heroku, this one is a good option)</p> <p>For the client-side, some javascript plugins have a flash fallback if the browser does not support websockets. Instead of implementing the entire game in flash, you might be better off using such a plugin. (Your server would still require websocket support.) Here is one option (requires jQuery):</p> <p><a href="https://github.com/ffdead/jquery-graceful-websocket" rel="nofollow">https://github.com/ffdead/jquery-graceful-websocket</a></p> <p>As you stated, websockets are very new, and as a result will be quite experimental. If all else fails, there are more common AJAX solutions out there. It is possible that for a simple card game, you could just periodically query the server using AJAX requests until the other player has made a move. This would probably increase server load, so I guess it depends on your needs.</p> <p><strong>Edit:</strong></p> <p>See also: <a href="http://juggernaut.rubyforge.org/" rel="nofollow">Juggernaut</a></p>
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