@kuabs A few things to keep in mind when using RTT:
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There's a 2 KB max message size to broadcast to a channel.
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RTT closes the connection after a couple of hours. The usual scenario that i've noticed is that it shuts down after 2 hours in the first session and upon reconnect sometimes it shutted down after 1 hour. So you'll need to have a fallback mechanism to handle that.
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RTT has more latency involved than a fully fledged server solution so it wouldn't work for anything fast paced.
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Api calls count depend on how many players are listening. Don't do that in a global channel where you might have thousands of players listening. Perhaps it's a feasible solution in a channel with <=100 players but it still depends on how often you broadcast it and you should keep in mind that for every broadcast in that case it will count as ~2 API calls.
In my opinion, this use-case is probably only viable in time-based games where player actions take minutes or hours or turn based games and even then you'll still have to combine it with cloud code.