I managed to get through almost all middle men by using 2 tricks:
1) Push a large amount of data on the pull (the comet-stream SSE never ending request) response to trigger the middle thing to flush the data.
2) Using SSE instead of just Comet-Stream since they will see the header and realize this is going to be real-time data.
We had 99.6% succes rate on the connection from 350.000 players from all over the world (even satellite connections in the Pacific and modems in Siberia) which is a world record for any service.
The world record is not the 1.100 concurrent users per machine (T2 small then medium on AWS) we had at peak, but the 99.6% connections we managed. All other multiplayer games have ~80% if they are lucky!
350.000 was the total number of players during 6 years.
1) Push a large amount of data on the pull (the comet-stream SSE never ending request) response to trigger the middle thing to flush the data.
2) Using SSE instead of just Comet-Stream since they will see the header and realize this is going to be real-time data.
We had 99.6% succes rate on the connection from 350.000 players from all over the world (even satellite connections in the Pacific and modems in Siberia) which is a world record for any service.