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Unacceptable Latency #6

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GirkovArpa opened this issue Jun 15, 2024 · 1 comment
Open

Unacceptable Latency #6

GirkovArpa opened this issue Jun 15, 2024 · 1 comment

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@GirkovArpa
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I built a turn-based game where the game loop is basically a kv.watch() loop, using this (and a chat app) as inspiration. The latency is just as bad; up to several seconds for a single turn.

If this is the best multiplayer game demo for Deno, multiplayer with Deno is a dead end.

@GirkovArpa
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GirkovArpa commented Jun 15, 2024

According to the README:

tic-tac-toe/README.md

Lines 13 to 17 in 2800ce2

This project is hosted on Deno Deploy:
- Served from 35 edge locations around the world
- Scales automatically
- Data is a globally distributed Deno KV store with no setup required

These are listed as pros. However, they are major cons (in this context). You don't want your TicTacToe move zipping around databases distributed across the globe before it arrives on your opponent's screen with the (up to 10 second?) lag of Deno.kv. This is the opposite of the impression conveyed by the term "edge".

What you want is for your TicTacToe move to make a bee-line to the server then straight to them.

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