Go vs Typescript: Video 1 of the series is tag go-vs-ts-video-1
Video 2 is going to be likely Go vs Rust vs Typescript, but I want it to be more complex. I want a server that has to perform a ton of operations and have real deadlines.
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We have successfully created the socket pair emitting server in Go, Rust, Typescript, and RxJS + Typescript.
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Currently working on the beginning of the GameLoop
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Everything will be done live on Twitch.
A test client should do the following.
- request an Id
- connect to the ws server
- wait for play command
- send fire commands every X amount of milliseconds
- Whether client wins or loses, the client should check their stats after each round.
The cycle should repeat starting from point 2 over and over again.
A simple post request for stats with a stat id should return the stats of a given id retrieved from a database.
A post request for server stats should emit the following (these stats are based off the last server stat request)
- active connections
- active games
- stat requests processed
- stats stored
- games played
- shots taken
- total ticks processed
- count of ticks exceeding 17ms, 19ms, 21ms, 26ms, 36ms, 50ms, 100ms
- this will include processing time + sleep time.
- an Ideally working server will approximately 60 tick server
- linode stats? Unsure, working with linode on what is available.
The server, when a new web socket connection is established will either start a wait period for the next connection or start a game. The two connections will remain open until one player is defeated. At that point the connection should be closed.
A game loop will be instantiated with two sockets. The game loop will send out a ready and play signal.
Every tick (approx 16 ms) the game loop will execute the following in the following order:
- report stats
- get a batch of updates to process (msgs from sockets)
- process said updates
- update every location of items
- check for collisions
- check for state of game
- determine elapsed time and sleep for enough ms to maintain 60fps
this loop will repeat until one player has 0 health
Rust, Go, and Typescript.
- 69% chance i'll stop trying to make Rust work. Its effing hard.
This is a tough trade off. I want to be able to build the servers in such a way that each one is as "idiomatic" as possible but the following I will concede the attempt.
- In places where I don't even know what is idiomatic
- Where doing the idiomatic thing would actually be bad for performance
- Where doing the idiomatic thing would make the other servers very different in implementation. Thus hard to say its an "apples to apples" comparison.
I do want to make the TS server implemented with and without rxjs. It will likely be pretty hard to do this, but I believe I can :)
The primary metric for success will be connections * 1 / (count of bad ticks / total ticks)
. This should give a relatively interesting score.
If I can get linode metrics out via some end point, then I'll also figure out a nice CPU and Memory metric over time.
I expect that Rust will be faster and more memory efficient, but I worry that I am unable to create something that is this. I will likely over clone and over heap use because I am terrible at the language. So this may hinder it.
Second I expect Go to be the easiest to implement, even though of the three languages I am the least experienced in go by a very significant amount.
Lastly, I think implementing typescript with two different methods (rxjs vs not rxjs) will be a pain in the ass and make me want to quit.