Top
Best
New

Posted by dreis_sw 10/23/2024

What happens when you make a move in lichess.org?(www.davidreis.me)
359 points | 158 comments
MobileVet 10/23/2024|
I wish this discussed the timing arbitration of each move. Based on the packet information (if that is correct & complete) then the timing is done entirely on the clients. However, they show the time in seconds which can't be right so I am curious how accurate this packet schema is (or if those are float values).

Regardless, one thing I find maddening about chess.com is the time architecture of the game. I haven't seen the underlying code, but it feels like the SERVER is tracking the time. This completely neglects transport time & latency meaning that 1s to move isn't really a second. Playing on the mobile client is an exercise in frustration if you are playing timed games and down to the wire. Even when you aren't, your clock will jump on normal moves and it is most obvious during the opening.

This could also be due to general poor network code as well. The number of errors I get during puzzles is also frustrating. Do they really not retry a send automatically?? <breath>

Chess.com has the brand and the names... but dang, the tech feels SO rough to me.

bluecalm 10/24/2024||
Chess.com software might be the worst public facing software ever assembled. During their most popular weekly tournament (by the number of spectators) called Titled Tuesday where significant % of the world elite regularly competes they send links on a public chat to a 3rd site every 4 rounds. The reason is that there is a few minutes break and they failed implementing a clock on their side so they need 3rd party service for that.

This is one of the many, many things but imo it's the most telling. They can't even add a clock counting down the 6 minutes to their web client.

luisgvv 10/24/2024||
I can't believe this, but it makes sense now lol I think I heard a streamer say it was for kicking out the cheaters
bluecalm 10/24/2024||
Another thing is that you need to click around the chat area just before the break ends (and you need to monitor when the break ends on that 3rd party site) so the chess.com server won't throw you out of the tournament for inactivity :)

>>I think I heard a streamer say it was for kicking out the cheaters

I can't see how it can possibly help. Maybe he meant something else?

pshc 10/23/2024|||
> it feels like the SERVER is tracking the time

TBH this is what I expected for all online chess. How else to reconcile the two players' differing clocks and also prevent client-side cheating?

MobileVet 10/24/2024|||
I guess my naive frustration comes from crazy fps games tracking things so precisely and yet somehow Chess.com can’t handle a turn based game?! Honestly.

I do recognize that fps games utilize predictive algorithms and planning to estimate future player positions but still, turn based networking with 100ms accuracy should be a solved problem

ajuc 10/24/2024|||
Bullet chess is almost an RTS ;) You need starcraft-like micro ;)
pshc 10/24/2024|||
Yeah honestly I agree like it would be nice if they switched to WebRTC or UDP.
palata 10/24/2024||
So you need to send a few bytes of information every few seconds, but you want to spam the network with UDP packets containing those few bytes?
sokoloff 10/24/2024|||
Sure; why not? If I can stream videos on that same network for entertainment, or play another online, multiplayer game, why not use UDP if it gives a better user experience? It's not like UDP transport of those bytes is significantly worse network-wise and certainly lighter weight than those other alternatives.
lomase 10/24/2024|||
Every single online multiplayer game that cares about latency reimplements a subset of HTTP over UDP.
gs17 10/24/2024|||
>reimplements a subset of HTTP over UDP.

TCP, although I like to imagine FPS games where shooting someone sends "DELETE /players/n00b HTTP/1.1" to the server.

lomase 10/25/2024||
Yes TCP!!!!
WJW 10/24/2024|||
Huh, that's not what I would expect at all. If you are having custom network protocols anyway, why deal with all the overhead that even a subset of HTTP brings? You might as well make an entirely new protocol at that point.
lomase 10/25/2024||
Is TCP. Why everybody does it you ask?
nightowl_games 10/24/2024||||
Netcode dev here. Predicting the clock is a trivially solved problem. The client and server know the latency between each other, the server can offset the timestamp on the input from the client to compensate for this difference, and the client can offset it's rendering of the clock data from the server. The same techniques used in regular online gaming would apply here. The only X factor here is the impact of the client lieing about its latency to the server, perhaps that could have an impact, not sure.
crashbunny 10/24/2024||
> The only X factor here is the impact of the client lieing about its latency to the server, perhaps that could have an impact, not sure.

on lichess it does have an impact. lichess has a thing they call lag compensation where the server can add time to a player's clock after the server receives their move.

The goal is to make it fair for someone with high lag playing someone with low lag.

I don't know the exact cheating method used. I'll have a guess, though. What if someone spent a few seconds looking at the board before making their move, and then adding (edit: oops, subtracting) a few seconds to their clock in their response packet. The server would see the client made their move instantly based on the time in the response packet, but it took a few seconds for the server to receive the packet. i.e. lag. So it might add time to compensate for the perceived lag.

Lag compensation cheating is a frequent topic on the lichess forums.

palata 10/24/2024||||
> How else to reconcile the two players' differing clocks and also prevent client-side cheating?

Is there a point in preventing cheating, really? I can just make a bot...

MichaelZuo 10/23/2024||||
It hasn’t been done client side in any pvp game I’ve heard of.
stevage 10/23/2024||
I'm pretty sure freechess.org did.
MichaelZuo 10/24/2024||
How is it being done client side?
compiler-guy 10/24/2024|||
Freechess shipped a binary called “timeseal” that did the calculations for you and encrypted the communications. It was not foolproof—-not by a long shot, but it also didn’t completely suck.

You can read about what became timeseal here. https://eprint.iacr.org/2004/203.pdf

stevage 10/24/2024|||
Well it's a long time since I played there. But it had custom chess clients, which I assume just recorded how much time your move actually took and sent that with the move.

Yes, it's easy to cheat with this, but it's very easy to cheat with chess anyway.

4star3star 10/24/2024||
This makes the most sense. Start a timer when the UI actually hands control to the player whose move it is, stop the timer when they've completed their move, and simply subtract that from their remaining time. The interval gets sent to the server and relayed to the other player to update their opponent's clock accurately.
bongodongobob 10/23/2024|||
Track the two clients pings? What client side cheating prevention would you need to do in chess? Afaik you can't cheat by clipping through walls or jumping around on the map.
connicpu 10/23/2024|||
The client side cheating would by lying about when you received the packet in order to give yourself more time to think. Even if you only shifted it by 200ms per move, that could add up to a lot over the course of a long game.
kaoD 10/23/2024||
To give additional context: bullet chess can go down to 1 minute per player. Lying about a few millisecond per move there is huge.
HDThoreaun 10/23/2024|||
Cheat by giving yourself more time
pengowray 10/23/2024|||
> they show the time in seconds which can't be right

Seems right.

If you export/download games from lichess, they use the .pgn (Portable Game Notation) format, which is a standard plain-text format circa 1993, used by pretty much everyone for describing a chess game.

Lichess follows the specification to the letter, and as it only technically allows one-second accuracy, lichess only record moves with one-second accuracy. It seems insane, but that's how they do it.

Chess.com also exports PGN files, but they add a decimal place, allowing subsecond accuracy. No one has a problem with this. There is no software which cannot handle this. But Lichess refuses to "break" the spec.

lichess PGN export example:

> 1. d3 { [%eval -0.15] [%clk 0:01:00] } 1... g6 { [%eval 0.04] [%clk 0:01:00] }

Chess.com PGN export example:

> 1. d4 {[%clk 0:02:58.6]} 1... b6 {[%clk 0:02:59.2]}

kibwen 10/23/2024||
> lichess only record moves with one-second accuracy

According to this blog post, this doesn't appear to be the case since at least 2017:

https://lichess.org/@/lichess/blog/a-better-game-clock-histo...

"Move times are now stored and displayed with a precision of one tenth of a second. The precision even goes up to one hundredth of a second, for positions where the player had less than 10 seconds left on their clock."

pengowray 10/24/2024||
Interesting. Thanks for the correction and link. I'll note though the .pgn downloads still only show 1 second precision, as do the game PGNs in lichess's "open database" archive.
Scene_Cast2 10/24/2024|||
What I'd love is for my pre-moves to be sent to the server immediately so I don't time out when I pre-moved.
fbernier 10/24/2024|||
What's interesting about this is chess.com allows you to stack as many pre-moves as you like but they each cost 0.1s, whereas on lichess you can only have one pre-move which is technically free but maybe not because of delay.
y-curious 10/24/2024||||
The worst part is they call it an intentional choice. "First off, premoves take 0.1 seconds. That is what has been preferred and agreed upon by most professional players we have consulted on the topic. They prefer .1 to .0 for premove. This is also what other chess servers do."[1]

It's super annoying and the reason I only play blitz+ on chesscom.

[1]https://www.chess.com/forum/view/help-support/mate-in-one-qu...

CamelCaseName 10/24/2024||
Well, I'm not sure about "most professional players" but I strongly prefer .0 to .1
KolmogorovComp 10/24/2024||||
That would introduce other issues I think. Since premove are cancellable/changeable, what happen if you changed at the very last moment but due to delay it did not reached the server in time?
ycombinete 10/24/2024|||
This is how it works on Lichess
bongodongobob 10/23/2024|||
I can't play bullet on chess.com for this reason. Lost way too many games on "time" even though I had a second or two on the clock. Incredibly frustrating.
mkagenius 10/23/2024||
Vladimir Kramnik agrees with your observations about chesscom.
tkahlrt 10/23/2024|||
Yes, he had timing problems in an online tournament on chess.com (against a Mexican GM in the same room) where his computer did not have all Windows updates and/or the timezone was wrong.

chess.com confirmed the issue.

chongli 10/23/2024||||
I'm surprised to see anyone bring him up here!
sourcepluck 10/24/2024||
You're surprised that Kramnik is mentioned when the discussion topic is related to chess? I don't understand why. He's well-known in chess (and in chess memeland).
chongli 10/24/2024||
Kramnik is a former world champion who has taken a torch to his own reputation by accusing tons of people of cheating without evidence. He’s been banned as a regular columnist on chess.com after using his column as a platform to attack people. He has next to no credibility on any chess issues these days.
rjatran 10/24/2024||
A ban just means that a group of bureaucrats decided to take public action against a specific person and not against others.

Carlsen, Nakamura and chess.com itself have participated in the Niemann witch hunt. No evidence of over-the-board cheating has ever been provided.

None of the accusers is banned.

Kramnik did the same as they did (by indeed going too far).

watwut 10/24/2024||
I think there is difference between "accusing tons of people" and "using his column as a platform to attack people" vs "accusing that one person in one instance".

It is actually perfectly fine to not ban people doing something wrong one or two times while banning people doing that exact thing for fifth time.

krlamn 10/24/2024||
No, the difference is between a well connected mob going after a single person (Niemann) vs. a single person going after several.

The former is always excused, presumably because people's ancient group instincts kick in. The latter is a single heretic that must be destroyed.

The group does much more damage than the individual. Everyone already thought that Kramnik's pseudo-mathematical evidence was garbage, so why the ban? The answer is that he mentioned well connected people like Nakamura, so the rogue nail needed to be hammered in.

Groups are never punished, and 95% of Internet commenters always excuse the group.

chongli 10/24/2024|||
No, Kramnik deserved a ban because he was going after not-well-connected, young, up-and-coming players who have no other recourse to defend themselves. Nakamura made it very clear that he was not going to tolerate this because it jeopardizes the future of the game.

Niemann was already an admitted cheater who had been previously sanctioned for his activities. Carlsen’s accusations against him may have been unfounded for the specific game in question but Niemann’s reputation was already blemished. Niemann’s lawsuit was inexcusable though, as it was essentially a SLAPP [1] designed to hinder everyone’s efforts to get cheating out of chess. Thankfully the lawsuit was unsuccessful and Niemann continues to play chess.

[1] https://en.wikipedia.org/wiki/Strategic_lawsuit_against_publ...

progbits 10/24/2024|||
Three new accounts just so you can keep agreeing with yourself, huh?
nih 10/23/2024|||
Interesting
galkk 10/23/2024||
So essentially lichess chose StackOverflow approach - (rather) beefy servers, instead of "treating them like a cattle".

Interesting that they accumulate and periodically store game state. Unfortunately it is not very clear, where they store ongoing game state - in redis or on server itself. Also cost breakdown doesn't have server for redis, only for DB.

BTW, their github has better architectural picture, than overly simplified one in the article: https://raw.githubusercontent.com/lichess-org/lila/master/pu.... Unfortunately, I'm afraid, drawing something like that during interview may not land a job at faang =(

Note that they have cost per game fairly low: $0.00027, 3,671 games per dollar.

Their cost breakdown, for ones who are curious https://docs.google.com/spreadsheets/d/1Si3PMUJGR9KrpE5lngSk...

p.s. I'm not saying that Lichess's approach is the best or faang is the worst. Remember, lichess had 10 hours outage exactly because of the architecture chosen (single datacenter dependency). https://lichess.org/@/Lichess/blog/post-mortem-of-our-longes... . And outages like that are exactly the reasons why multi-datacenter and multi-region architectures are drilled down into faang engineers.

My point is is that there are cases when this approach is legit, but typical interview is laser focused on different things, and most probably won't appreciate the "old style" approach to the problem. I'm sure that if Thibault will ever decide to land in faang he will neither do whiteboard coding nor system design.

winrid 10/24/2024||
The downtime here is mostly OVH's fault. They're not known for fast support on hardware failures, that's why they're cheap. If they had this architecture on AWS EC2 and could just spin up a new AMI, then they'd only have a few minutes downtime, and the same simple architecture.
juujian 10/23/2024|||
I remember Meta having a few outages of their own. And outlook as well. So I'm not sure what to think now. But sure, on paper FAANG is redundant and hence better.
xmprt 10/24/2024||
In my experience, issues scale exponentially with scale. So handling 10x the traffic might mean 100x the potentially issues. Redundancy helps with that so when something inevitably fails, the architecture is able to automatically recover and the end user doesn't see any degradation. So what works for lichess wouldn't work for Meta.
benediktwerner 10/23/2024|||
Redid runs on the main server, where lila runs, as indicated in the diagram you linked. And moves are buffered in lila. Redis is only used for pub-sub.
jeanlucas 10/24/2024|||
roughtly 3600 games per dollar? I have over 30k games... Time to pay up
epolanski 10/23/2024||
> Unfortunately, I'm afraid, drawing something like that during interview may not land a job at faang =(

Yet another reason to be skeptical of the quality of hiring in faang if anything.

immibis 10/23/2024||
Why feel anything about it at all? You work at FAANG: be glad for the money or quit if there isn't any. You don't work at FAANG: bad hiring makes it easier for you to get hired and make money.
epolanski 10/23/2024|||
You haven't considered the third option: couldn't care less about working at these companies because of different reasons (personal, financial, geography, cv or whatever).

My criticism was mostly towards the very poor metrics these companies have introduced behind hiring, albeit I can understand that given the gigantic amount of applications they get a mechanism for removing false positives is acceptable even if missing on false negatives.

And even more that it spread to companies that do not have their problems and can't afford false negatives.

simplify 10/23/2024|||
This is a limited, self-centered way of thinking (not self-ish, just self in the neutral sense of the word).

Looking at second-order effects, many companies look up to FAANG for "best practices", which often includes them blindly copying their hiring practices. Without feeling or calling out any healthy skepticism, the software hiring world becomes a worse place overall.

perihelions 10/23/2024||
- "While these moves could be calculated client-side, providing them server-side ensures consistency - especially for complex or esoteric chess variants - and optimizes performance on clients with limited processing capabilities or energy restrictions."

Just a wild guess: might be intended to lower the implementation barrier for new open-source software clients on new platforms, and/or preempt them from implementing subtle logic bugs that only show up much later.

The rules of chess are a bit tedious to implement, and you can easily get tired and code an edge-case bug that's almost invisible. Lichess itself did this—it once had a logic error that affected a very tiny number (exactly 7) of games,

https://github.com/lichess-org/database/issues/23 ("Before 2015: Some games with illegal moves were recorded")

(I apologize I couldn't find the specific patch that fixed this)

xmprt 10/23/2024||
For those curious about the illegal move, it seems like it's allowing queen side castling through the king side rook (or vice versa). eg. if this is the first rank, R _ _ R K _ _ _, then you could make the move O-O-O and end up with _ _ _ R K _ _ _

Naturally, it's not possible to view this move anymore, but this game (https://lichess.org/XDQeUk6j#48) has everything up until the last legal move right before the illegal castling happened.

ARandumGuy 10/23/2024|||
I can see why that only appeared in 7 games. It's pretty rare to see a rook in between a king and another rook that are otherwise legally able to castle. Even rarer for someone to get into that position and actually try to castle.

Also that linked game is pretty entertaining. It's not a good game, but it can be fun watching lower ranked players make moves that you'd never see in higher level games. Like, who plays Bb5+ against the Scandinavian? Amazing stuff.

complexworld 10/23/2024||||
Wouldn't the bug with queen side castling end up with _ _ K R _ _ _ _?
adamisom 10/23/2024|||
Wow it just ate the rook huh?
jdthedisciple 10/24/2024||
seriously...how'd it vanish?
pfedak 10/23/2024|||
This looks like the relevant fix: https://github.com/lichess-org/scalachess/pull/154

(the broken code checked that the only pieces on the king's path to its new position were kings and rooks of the appropriate color)

ARandumGuy 10/23/2024|||
Another wild guess: Lichess could be pre-calculating and caching the legal moves for the most common chess positions. While pre-calculating every possible legal move for every position would be impossible, you could pre-calculate the most common openings and endgames, which could cover a lot of real-world positions. This cache could easily be larger then practical for the client, but a server could hold onto it no problem. This could save on the net processing time, compared to the client determining all legal moves for every position.
Sesse__ 10/24/2024|||
Given that a good chess move generator will work in way less than a microsecond (TBH, probably even less than taking a DRAM lookup for a large hash table), and most chess positions have never been seen before, having a cache sounds counterproductive.
epcoa 10/23/2024|||
> and/or preempt them from implementing subtle logic bugs that only show up much later.

Validating a submitted move is distinct from listing valid moves. I assumed the server would need to validate regardless of providing a list to the client.

perihelions 10/23/2024||
It's still duplicated work, and clients are likely to get it wrong and create more work for both devs.
benediktwerner 10/23/2024||
From what I remember, one of the main reason also was to avoid bloating the JS on the game page. That page is kept especially slim to maximize performance and load times for low-powered devices.
ngcc_hk 10/24/2024||
Great!

A bit of surprise consideration … is that even common in these days of overfancy web sites.

hyperhopper 10/23/2024||
I wish the article explained how it dealt with message loss from the at-most-once redis pub/sub channel
benatkin 10/23/2024||
Indeed, it does deal with the message loss. I was momentarily confused because in my many thousands of bullet chess games on Lichess I haven't had much of any message loss that can be attributed to Lichess's servers (but plenty when my Internet connection is down or unstable).

I will have to take a look, because whatever it's doing, it works very well!

crabmusket 10/24/2024||
The at-most-once delivery could be an issue if lichess's backend services (lila or lila-ws) crash. Presumably this a rare enough occurrence that message loss is more of a theoretical concern.
MathMonkeyMan 10/24/2024|||
I have no idea, but the in-house pub/sub tech at a previous job used [PGM][1] together with some hand-written brokers and a client library. The overall delivery guarantee is at-most-once, but in over ten years and across tens of thousands of machines in multiple datacenters, they never saw a single dropped message. Not sure how they measured that, but I was told the measurements were accurate.

Well, except for that one major outage where everything shit the bed due to some misconfiguration of IP multicast in the datacenters, or so I was told.

So, maybe if your mission isn't life critical, you can just wrongfully assume exactly-once delivery.

[1]: https://en.wikipedia.org/wiki/Pragmatic_General_Multicast

DylanSp 10/23/2024||
I was hoping for that too, that's the kind of interesting architectural question I wanted this article to answer.
d4rti 10/23/2024||
I suspect the “l” parameter is for observed latency as the client displays observed latency from the server.
lxgr 10/23/2024|
Lichess also compensates for latency to some extent.

To do that, the server needs some measure of “how long does the client think the player actually took to make a move”, to later subtract latency not attributable to actual thinking from the clock.

zxilly 10/23/2024||
I wonder why this protocol needs an ack? a websocket wrapped in a tls should be perfectly capable of guaranteeing the integrity of the message
parl_match 10/23/2024||
That just means that the message hit the TLS terminator. It doesn't mean that the backend logic received the state change.
andai 10/23/2024|||
You can verify this with ten lines of code and clumsy (a tool for simulating packet loss).

I tried this and not all the messages I sent arrived.

enneff 10/23/2024||
What do you mean? If you open a web socket connection it should behave like a normal TCP connection. All sent data guaranteed to be delivered complete and in order, unless the connection fails.
mananaysiempre 10/23/2024|||
Unless the connection fails, at which point you have no idea when it failed. You know that the other side received all stream offsets within [initial, X] with X ≥ last received ACK, but other than that you have no idea what X is. Even getting the last received ACK value out of whatever API or upper-level protocol you’re using could be nontrivial, because people rarely bother.
andai 10/24/2024|||
I think I had it set up to auto reconnect. So I suppose the packets sent between "failure occurs" and "socket disconnected" were lost.

At any rate my conclusion was disappointment that if I actually want reliability, I need to implement my own ACKs anyway, meaning I'm paying a pretty high overhead for no benefit.

At least now there's UDP in browser with WebTransport. I haven't tried it yet, but I hear it's a lot more pleasant than the previous option WebRTC, which was so convoluted (for the "I just want a UDP socket" usecase) that very few people used it.

augusto-moura 10/23/2024|||
Maybe authorization, illegal moves? Don't know the full protocol to know how they handle edge cases. They might just return a NACK
enneff 10/23/2024||
So that the client knows the message has been delivered and handled by the server, which can make the UI indicate the state of the connection.
burgerquizz 10/23/2024||
how would you protect your websocket server? I am building a game, but when I put the domain behind (free plan) cloudflare, I get latency delay (3x slower) on the players events.

Saw CF had some paying solution, but was wondering about a free solution

NathanFlurry 10/23/2024|
I've been managing game servers that get attacked on a daily basis for almost a decade. I've tried Cloudflare a few times (on their business plan) and seen poor results every time.

Cloudflare has a lower latency product called Argo Smart Routing [1]. When we tried Argo in 2020, we still saw 10+ ms increased latency across the board, which is unacceptable for competitive multiplayer games. That said, Discord voice still (or used to) uses Argo for voice, so there are certainly less latency-sensitive games where it would work well.

The other issue with sockets over Cloudflare (circa 2020 on business plan) is they get terminate liberally with the assumption you have a reconnection mechanism in place. I'd imagine this is acceptable for traditional WebSocket use cases, but not for games.

Services like OVH & Vultr also advertise "DDoS protection for games," but I've found these to be pretty useless in practice. We can only measure traffic that reaches our game servers, so I have no way of knowing if they're actually helping at all.

Your best bet is getting familiar with iptables and fine-tuning rules to match your game's traffic patterns. Thankfully, LLMs are pretty good at generating these rules for you nowadays if you're not already familiar with these tools. Make sure to set up something like node-exporter to be able to monitor attacks and understand where things go wrong. There have been a few other posts on HN in the past that go into more depth about game server DoS mitigation [2] [3].

I built something in the same vein for my startup (Apache 2.0 OSS, steal our code!) [4] that runs a series of load balancers in front of game servers in order to act like a mini-Cloudflare. In addition to the basics I already listed, we also have logic under the hood that (a) dynamically routes traffic to load balancers and (b) autoscales hardware based on traffic in order to absorb attacks. We're rolling out a dynamic bot attack & mitigation mechanism soon to handle more complex patterns.

[1] https://www.cloudflare.com/application-services/products/arg...

[2] https://news.ycombinator.com/item?id=35771466

[3] https://news.ycombinator.com/item?id=28675094

[4] https://github.com/rivet-gg/rivet

immibis 10/23/2024||
As I understand, the separation between Lila and Lila-ws is primarily for fault isolation rather than independent scaling. Maybe independent scaling becomes useful if websocket overhead exceeds what one machine can handle.
jackcviers3 10/23/2024||
And scalachess is written in scala, to piggyback off a post earlier this month that claimed the language is dead. The project is very successful and has been around and maintained for years.
valenterry 10/24/2024|
If all the Rust people knew how nice Scala 3 as a language is... they would be surprised.

What still isn't great is the ecosystem and the build-tooling compared to Rust (part of it because of the JVM). But just language-wise, it basically has all the goodies of Rust and much more. Ofc. it's easier for Scala to have that because it does not have to balance against zero-overhead abstraction like Rust does.

Still, Scala was hyped at some point (and I find it wasn't justified). But now, the language is actually one if not the best of very-high-level-languages that is used in production and not just academic. It's kind of sad to see, that it does not receive more traction, but it does not have the marketing budget of, say, golang.

ackfoobar 10/24/2024|||
I think the incompatibilities burned a lot of the good will. I'm very fluent in Scala 2, but I will avoid Scala if I can, mostly to stay away from purely functional programmers.

> all the goodies of Rust

Does it prevent me from using a non-thread-safe object in multiple threads? Or storing a given object which is no longer valid after the call ends?

Does it have a unified error handling culture? In Scala some prefer exceptions (with or without `using CanThrow`), some prefer the `Either` (`Result`) type.

Does it have named destructuring?

valenterry 10/25/2024||
Yeah, that's true. Scala 2 allowed a lot of weird things and sometimes even nudged people into the direction of overengineering and writing cryptic code. I'm not surprised a lot of people were burned.

Basically, you needed a good and experienced developer from the start of a project for it to be a nice code base.

> I'm very fluent in Scala 2, but I will avoid Scala if I can, mostly to stay away from purely functional programmers.

There is the whole [Li Haoyi](http://www.lihaoyi.com/) ecosystem in Scala that is much more python-like, but nicely designed, statically typed and using immutable datastructures by default. I think it's the best you can get nowadays if you want to have immutable datastructures on the JVM. Any other option I've ever tried was way worse.

If you are fine with Java's stdlib then I guess Kotlin is the better choice.

> Does it prevent me from using a non-thread-safe object in multiple threads?

I would answer the question with yes, but maybe in a different way than you might expect. Scala prevents problems/bugs from using a non-thread-safe object in multiple threads by simply having immutability by default. Rust cannot do that (due to performance) so it has to have another way (the borrow checker). I would argue that the Scala way is better if you don't need the performance / memory-efficiency of rust and can live with garbage collection. That reduces the domains that you can use Scala for, but in exchange the code will be simpler compared to Rust code, so in those domains Scala will have the advantage but it's a minor one.

> Or storing a given object which is no longer valid after the call ends?

To this one I would say "in practice yes". Rust is better here, but when using e.g. [ZIO Scope](https://zio.dev/reference/resource/scope/) then the problem isn't really existing. You can technically still do something like that, but you would basically have to do it intentionally. Rust has the advantage here though, but it's a minor one.

> Does it have a unified error handling culture?

No, Scala has no unified culture. Maybe the situation is better than in Rust, but then Rust has its own problems. [Just a few days ago I found a comment about a problem caused by a hardcoded panic that caused issues](https://github.com/orgs/meilisearch/discussions/532#discussi...).

> Does it have named destructuring?

Unless we are talking about two different things, yes it does. I would even argue that Scala is more powerful here, because it also supports local imports and (with Scala 3) exports. So not only can you extract fields of an object into a variable, you can also generally bring them into scope and alias them at the same time, but you can do the reverse as well: [you can export them as well](https://docs.scala-lang.org/scala3/reference/other-new-featu...).

ackfoobar 10/25/2024||
> whole [Li Haoyi](http://www.lihaoyi.com/) ecosystem in Scala

He has very good taste. I wish more Scala people are like him.

> simply having immutability by default

Not everything is a pure data structure. I called a gRPC streaming callback with multiple threads in Scala (got garbled result in the receiver). You can say this is the fault of using the Java API, but the more Scala solution (fs2) involves serializing the access under the hood which is not cheap.

Recalling that my contention is with "all the goodies of Rust".

>> named destructuring

> Unless we are talking about two different things, yes it does.

I guess we are. I complained about this quite some time ago: https://news.ycombinator.com/item?id=31399737

valenterry 10/26/2024||
> Not everything is a pure data structure. I called a gRPC streaming callback with multiple threads in Scala (got garbled result in the receiver). You can say this is the fault of using the Java API, but the more Scala solution (fs2) involves serializing the access under the hood which is not cheap.

Well yes, that's what I'm saying: in Scala you sometimes have to sacrifice performance. Though I don't think that serialization is generally required just because you use e.g. fs2 or ZIO for streaming.

> I guess we are. I complained about this quite some time ago: https://news.ycombinator.com/item?id=31399737

You are making a fair point. I'm also not happy with some of the decisions about pattern-matching.

You can resolve some of those issue by just using `import` locally though. So for example, if you have a case class X with many fields and you want to access many of them, you don't need to extract them all in pattern matching (and deal with _ for the stuff you don't need) but you can rather do `val myX = X(...); import myX._` and then just use the fields.

That is basically equivalent to doing `const {a, b, c} = myX` in typescript. You don't need to do `case X(a, b, c, _, _, ...)` in Scala here.

Not saying that this just solves all issues, but I think ergonomics of Scala in terms of pattern matching, destructuring and scoping/importing is generally/overall not worse than in Rust, at least not significantly so - that's why I think it's fair to say that Scala has the same "goodies" in this area. I did not mean to say that Scala is as good as or superior than Rust in all language features.

kriiuuu 10/24/2024|||
https://bleep.build is a very promising tool for building Scala projects. I like it more than I like cargo
valenterry 10/25/2024||
Maybe, but the thing is, if you are a new Scala dev, you will 1.) be confused by the number of build tools. Sbt is still kind of standard but there is now also Mill and now Bleep (first time I even hear of it!). And some people will tell you to just use Maven or even Gradle. Well...

And 2.) most people will go with sbt; and while it has improved a lot it is still comparably slow, has some annoying bugs and so on.

Compare that to Rust - I don't think those problems exist there.

kriiuuu 10/26/2024||
Hopefully scala-cli being the default runner might help in the furure
huins 10/23/2024|
> - l: Probably some length?

I don't understand why the author didn't just look this up in the source code. Lichess is open source and we can see exactly what this field is here, it's the average lag:

https://github.com/lichess-org/lila/blob/45b5f0cfbbf6c045ad7...

  send = (t: string, d: any, o: any = {}, noRetry = false): void => {
    const msg: Partial<MsgOut> = { t };
    if (d !== undefined) {
      if (o.withLag) d.l = Math.round(this.averageLag);
      if (o.millis >= 0) d.s = Math.round(o.millis * 0.1).toString(36);
      msg.d = d;
    }
    if (o.ackable) {
      msg.d = msg.d || {}; // can't ack message without data
      this.ackable.register(t, msg.d); // adds d.a, the ack ID we expect to get back
    }

    const message = JSON.stringify(msg);
    ...
Which is calculated from how long the server takes to respond to ping messages that the client sends:

  private schedulePing = (delay: number): void => {
    clearTimeout(this.pingSchedule);
    this.pingSchedule = setTimeout(this.pingNow, delay);
  };

  private pingNow = (): void => {
    clearTimeout(this.pingSchedule);
    clearTimeout(this.connectSchedule);
    const pingData =
      this.options.isAuth && this.pongCount % 10 == 2
        ? JSON.stringify({
            t: 'p',
            l: Math.round(0.1 * this.averageLag),
          })
        : 'null';
    try {
      this.ws!.send(pingData);
      this.lastPingTime = performance.now();
    } catch (e) {
      this.debug(e, true);
    }
    this.scheduleConnect();
  };

  private computePingDelay = (): number => this.options.pingDelay + (this.options.idle ? 1000 : 0);

  private pong = (): void => {
    clearTimeout(this.connectSchedule);
    this.schedulePing(this.computePingDelay());
    const currentLag = Math.min(performance.now() - this.lastPingTime, 10000);
    this.pongCount++;

    // Average first 4 pings, then switch to decaying average.
    const mix = this.pongCount > 4 ? 0.1 : 1 / this.pongCount;
    this.averageLag += mix * (currentLag - this.averageLag);

    pubsub.emit('socket.lag', this.averageLag);
    this.updateStats(currentLag);
  };
stevage 10/23/2024|
To be fair, the author already put tons of work into this post. Don't begrudge them for not doing even more.
huins 10/24/2024||
I don't begrudge the author, I'm just surprised given the otherwise high quality of the analysis, including him looking at other parts of the source code.
More comments...