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skimdesk

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Hi HN.

ScaleSocket is a command line tool that lets you to wrap any STDIO capable script or binary, and serve it over websockets. Clients then connect to rooms (channels) which have an unique URL (wss://example.com/exampleroom). Connecting to a room spawns a new process of the wrapped script. Subsequent websocket connections to the same room share the process.

I built ScaleSocket in order to be able to build multiplayer back-ends quickly. In the past, I have been experimenting with websocketd [1] to stream a command line application to the browser. It seemed to me that using that approach, i.e. spawning a process and streaming it over websockets, would make a nifty back-end for browser based multiplayer games. ScaleSocket takes that one step further, by supporting shared backend processes.

It's a pleasant approach to get started with, since no lobby server or netcode is required for making a multiplayer backend. ScaleSocket has been my prototyping tool for multiplayer games for some time now.

[1] https://news.ycombinator.com/item?id=9050970

It's similar to running netcat in server mode, wrapping a script. It's even closer to doing that using websocat [1], whereby one does not have to do the websocket header juggling.

The main difference is that while netcat or websocat will spawn a new process for each connecting client, ScaleSocket has a concept of rooms (channels). For a room, a process is spawned once only. All clients connecting to the same room are routed to the same process. This is not straight forward to do using the forementioned tools.

There's a small comparison page [2] where I have mentioned some alternative tools.

[1] https://github.com/vi/websocat

[2] https://www.scalesocket.org/man/comparison

I've been developing a websocket server that lets multiple users connect to the same command-line app.

I wrote a short example [1] that exposes a TUI game on the web. In theory, hot-seat terminal games should be playable over the web with this.

My current challenge has been around refreshing the screen for late joiners. I need to save some of the ANSI escape history and replay it to clients, or ask the application to redraw itself. If anyone has ideas on how to approach this i'm all ears.

[1] https://www.scalesocket.org/man/examples/terminal

I was eager to try this. The screenshots had me convinced the workflow would resemble Alfred/Spotlight. Be careful of guessing your users workflows - there are a lot of ways using git. It seems opening the commit window stages all changes. I'm used to working with patches (`-p`), so in in it's current form it wont suit my workflow.

Another useful Google search trick not mentioned in the article is numeric range queries.

You can use two numbers separated by two dots to represent all numbers in the range.

For example, a search for

  taki 100..200
gives me results for taki 183.

This is useful when you can't remember an exact year or number.

Consider a sentence like "We will finish project x next week with 75% probability".

I'm not sure it is any more clear than "It is probable that we will finish project x next week".

The point estimate is of little value unless we know how it was made. In this case "Jim just came up with a number".

Instead of talking of probability, an estimate of the number of days/hours/tasks would seem more grounded and easier to come up with.

In this case I'd go for, "We will finish project x after we have completed four days worth of work".

So first, alter server state before transmission by spawning hallucinations (human-like bots) in places not visible to human players (inside walls, unusual angles, far in the horizon). To the client, they all look like human players. At least in memory.

The players who react or interact with these hallucinations are likely cheating.

This flips the roles, and the hard task of correctly determining "human like" behaviour is now on the cheaters.

For smaller applications, an acceptable middle ground is using the TS language server[0] and JSDoc[1] comments.

Writing

  // @ts-check
  /** @type {number} */
  let x;
works very well for example in VSCode. The JSDoc comments are not as convenient as Typescript, but otherwise the experience is almost the same. The language server correctly keeps track of the types for me.

[0] https://www.typescriptlang.org/docs/handbook/intro-to-js-ts.... [1]: https://jsdoc.app/

An inspiring collection of thoughts. The section on feedback loops had me thinking: Would it be possible to program without feedback (or with minimal feedback). How would that look?

Pen and paper still has some feedback as one can see more than can be held in working memory.

edit: typo

Recently had a good experience with Typesense [0] for implementing ecommerce search. We solved the "blue shirts" problem by grouping a products color variants together using `group_by` and ranking by text match. The best "matching" shirts are then likely blue. This is a bit simplified, and not exactly the same case, but it worked surprisingly well.

[0] https://typesense.org/

Really excited by projects in this space! I'm working on a similar project myself [1], intended mainly for collaborative web-apps and browser games. It's more of a light-weight approach with processes instead of containers. Pop in a binary or script and let multiple users connect to a shared process via websockets. Process-based architecture limits its use to simpler cases, but these kinds of apps are at-best delightful to spin up and develop.

[1] https://www.scalesocket.org/