(Re)Actors

TBH, I am a big fan of actor- and reactor-like programming patterns (also known as Finite State Machines. While you’re not strictly required to use reactors and might be able to get away without them – they DO provide several very substantial benefits.

Client-Side. On Debugging Distributed Systems, Deterministic Logic, and Finite State Machines

December 7, 2015 by “No Bugs” Bunny

Finite State Machine, Hare Style

Quote:

After your logic has failed in production, you can “replay” this inputs-log on your functionally identical in-house system, and the bug will be reproduced at the very same point where it has originally happened.

Another Quote:

You can implement your Finite State Machine as a deterministic variation of a usual event-driven program

Filed under: Book: D&D of MOGs1st beta of Vol. I-IIIOn.System ArchitectureDistributed systems(Re)ActorsOn.ProgrammingDebugging

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Part IIIa: Server-Side (Store-Process-and-Forward Architecture) of 64 Network DO's and DON'Ts for Game Engines

June 8, 2015 by “No Bugs” Bunny

Incoming queue: cake. Processing: restaurant table. Outgoing queue: WC.

Abstract:

A Panegyric to Store-Process-and-Forward architecture

Quote:

"With proper logging, in most cases a bug can be found from one single crash/malfunction.

Filed under: On.System ArchitectureDistributed systems(Re)ActorsOn.ProgrammingNetwork Programming

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Part I: Client Side of 64 Network DO's and DON'Ts for Game Engine Developers

May 18, 2015 by “No Bugs” Bunny

Caught in the NET

Abstract:

Network support is not so trivial as it looks. Client side has quite a few things to screw up.

Quote:

We’re treating our readers as intelligent beings who can use Google and/or StackOverflow

Filed under: On.System ArchitectureDistributed systems(Re)ActorsOn.ProgrammingNetwork Programming

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