While Building a Real-Time Game: Why a Single Stable Port Matters More Than You Think
When we started developing our real-time multiplayer Rock-Paper-Scissors game with hand gesture recognition, one of the early issues we faced was port switching. It seemed harmless at first—our development environment would simply switch from port 3000 to 3001 if one was busy. But in a real-time WebSocket-based game, this caused major problems. This blog dives into why port stability is critical for any real-time game, especially when using WebSockets and gesture recognition , and how we fixed it. Let me explain the port switching situation and clarify why it's happening and why it's actually not desirable for our game: Why Port Switching Was Happening (The Problem): The port switching between 3000 and 3001 wasn't intentional or beneficial It was happening due to two issues: Nodemon's crash handler trying to kill port 3000 Our code attempting to find alternative ports when 3000 was in use Why Multiple Ports Are NOT Good for Our Game: WebSocket connections (Socket.I...