Distributed systems
Wikipedia defines a distributed system as a “software system in which components located on networked computers communicate and coordinate their actions by passing messages.”
In modern world, more and more systems become distributed. Yet, surprisingly few authors write about practical architecture of distributed systems. As our Hare have architected all kinds of distributed systems, from a stock exchange to a billion-messages-a-day game, we’re in a very good position to fill this gap.
Part VIIa: Security (TLS/SSL) of 64 Network DO’s and DON’Ts for Multi-Player Game Developers
July 13, 2015 by • “No Bugs” Bunny
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Design of secure protocols is a thing which even security professionals have lots of problems with.
Another Quote:
In the security field, if you can disable something unused – you SHOULD do it
Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork ProgrammingOn.SecurityBest Practices
Read morePart VI: TCP of 64 Network DO's and DON'Ts for Multi-Player Game Developers
July 6, 2015 by • “No Bugs” Bunny
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In addition, if TCP_NODELAY is set, it MIGHT help to mitigate consequences of exponential backoff algorithm in case of lost packets.
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All of us are seeing 'hung' HTTP connections on a regular basis – that is, when we've clicked a link, and the page loading is stuck forever.
Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming
Read morePart V: UDP of 64 Network DO's and DON'Ts for Game Engines
June 29, 2015 by • “No Bugs” Bunny
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In general, lag and jitter are not specific to UDP, and manifest themselves for absolutely any Internet connection.
Another Quote:
If you need a globally-reachable server with single-digit-ms lag for all the players, it is simply not possible
Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming
Read morePart IV: Great TCP-vs-UDP Debate of 64 Network DO’s and DONT’s for Game Engines
June 22, 2015 by • “No Bugs” Bunny
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Why bother with UDP at all? The answer is simple: there is a price tag attached to the TCP goodies.
Another Quote:
Implementing your own reliable-delivery protocol over UDP is extremely complicated, time-consuming, and error-prone.
Filed under: On.System ArchitectureDistributed systemsOn.ProgrammingNetwork Programming
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