~/talk

Universal Highload Patterns: A Game Server Example in Haskell

TalkinRussianat Highload fwdays'18 · on Saturday, 2018-09-15· [rust]
links:none on file
slides:none on file

A Haskell-based game server implementation uses Software Transactional Memory (STM) and the actor model to encode transactional logic in code, replaces full cache flushes with dependency-graph cache invalidation, and shifts parallel tasks into work queues. Measured outcomes include a 2× latency reduction in a shooter hotspot, fewer GC tail pauses via per-connection heaps, and practical engineering decisions on image resizing, deduplication, and when to use Cassandra or simple caches versus custom composed solutions.

AI-written summary · about

  1. 0:00Start
  2. 3:03Technology Selection
  3. 5:10Mutable Data Space
  4. 7:33Architectural Patterns
  5. 10:22Complexity Horizon
  6. 13:18Basic Tools - Once Cutting-Edge Solutions
  7. 14:35Cache - From Simple to Complex
  8. 22:01Communication - Interfaces, Protocols, and Bus
  9. 31:51Memory
  10. 37:26Queues
  11. 42:45Resiliency
  12. 44:37Flexibility of Thinking
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