Re:High-Throughput Game Message Server with Python WebSockets
by catlifeonmars on Saturday December 05, 2020 @09:47PM
(#25320582)
Memory fragmentation is generally a problem for pets, not cattle. In 90% of use cases it’s nothing that frequently reaping processes won’t fix. This works regardless of language, as it pushes the job of garbage collection onto the os. Another nice feature of treating your processes like dirt is that you tend to get high fault tolerance and scalability as emergent properties.
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Re:High-Throughput Game Message Server with Python WebSockets
by zamalek on Sunday December 06, 2020 @12:10AM
(#25321228)
Right. Just like the story of a memory leak in a missile.[1]
[1]: https://devblogs.microsoft.com/oldnewthing/20180228-00/?p=98...
Re:High-Throughput Game Message Server with Python WebSockets
by Yoric on Sunday December 06, 2020 @03:34AM
(#25322055)
I really think it's a good solution for many cases but I haven't seen any server-side web framework that implements a kill-the-process-often strategy.
Do you know of any? If so, when do they decide to kill the process and how do they handle client disconnect?
Re:High-Throughput Game Message Server with Python WebSockets
by jlokier on Sunday December 06, 2020 @03:44PM
(#25326451)
Some pre-forking web servers will shut down a child process after it has processed a configured number of requests.
E.g. Apache in mpm_prefork mode, MaxRequestsPerChild configuration.