RSocket - future Reactive Application Protocol?
summary
A multiplayer Pac-Man browser game was implemented with Phaser 3, TypeScript, Express, Reactor streams and Kafka for an ML pipeline, then HTTP/1, HTTP/2, WebSocket/socket.io, gRPC and RSocket were benchmarked by concrete metrics and observed behaviors. RSocket achieved about 17k requests/sec on a small VM vs ~10k for Jersey/gRPC in the presenter’s test, using binary framing, a single TCP/WebSocket connection with logical streams, and features like resume, backpressure and request/stream/fire-and-forget; the demo showed reduced lag making the game playable.
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chapters (30)
- 0:00Welcome
- 1:55Introduction
- 2:37Multiplayer game setup
- 5:29HTTP performance issues
- 10:15HTTP drawbacks and alternatives
- 12:02Existing protocols analysis
- 14:10WebSocket and Socket.IO problems
- 17:50Kafka data processing
- 20:27Socket.IO and gRPC limits
- 21:29RSocket intro and benefits
- 24:14gRPC browser issues
- 26:26gRPC critique and RSocket history
- 28:14RSocket future
- 30:19Reactive streams and load balancing
- 31:44RSocket communication models
- 33:10RSocket with Protobuf
- 35:03Code example and ease
- 36:07Performance test results
- 38:35Protocol comparison
- 40:00When to choose RSocket
- 41:04RSocket learning resources
- 42:09Q&A
- 44:49Q&A
- 45:31Q&A
- 47:00Q&A
- 48:27Protocol status and dev
- 50:03Q&A
- 51:53RSocket future and community
- 52:15RSocket cloud support
- 53:01Summary
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