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having written a websocket game server that serves hundreds of thousands of simultaneous connections, I find the tone of this article really frustrating, because the author is peddling a lot of FUD about websockets while at the same time building a SaaS websocket server product. Websockets involve different challenges than traditional http servers, but I've always found them to be fun and stimulating.



If you’re developing a game you’re probably not dealing with enterprise networks. Enterprise networks have their own rules, only loosely related to the specs.


I wouldn't call it FUD, but lived experience manifesting as requirements and knowing what to avoid. I've been the guy that has to debug reliability issues in streaming services because people just wing it.

I agree that it is fun and stimulating, but you also have to pick your battles and know which problems are worth having.




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