When I was writing a simple server for a simple client <> server multiplayer game, I thought of the following text-based protocol using a translation library. Basically, each command had a certain meaning, eg:
1 = character starts turning right
2 = character starts turning left
3 = character stops turning
4 = character starts moving forward
5 = character stops moving
6 = character teleports to x, y
So, the client would simply broadcast the following to inform that the player is now moving forward and turning right:
4
1
Or, to teleport to 100x200:
6#100#200
Where # is the parameter delimiter.
The socket connection would be connected to the player identifier, so that no identifier has to be broadcasted with the protocol to know what player the message belongs to.
Of course all data would be validated server side, but that is a different subject.
Now, this seems pretty efficient to me, only 2 bytes to inform the server that I am moving forward and turning right.
However, most "professional" code snippets I saw seemed to be sending objects or xml commands. This seems to require a lot more server resources to me, doesn't it?
Is my unexperienced logic of why my text based protocol would be efficient flawed? Or what is the recommended protocol for real-time action multiplayer games?
I want to setup a protocol that is as efficient as possible, because I do not want to use multiple clusters/servers to cover excessive amounts of bandwidth for my 2D multiplayer game, and to safe synchronization problems and hassle.