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  • 17:27
    Aaronontheweb commented #90
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    Aaronontheweb commented #90
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    Aaronontheweb assigned #90
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    Aaronontheweb on dev

    Provide static GetRoutees.Insta… (compare)

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    Aaronontheweb closed #3974
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    jackowild opened #90
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    Aaronontheweb commented #3974
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  • Oct 11 18:21
    Aaronontheweb commented #3973
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    Aaronontheweb commented #3937
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    Aaronontheweb commented #3973
Aaron Stannard
@Aaronontheweb
ensures that the test probes and test actors only get shut down after the user-defined actors
did that end up breaking some of your specs?
(it also was meant to bring us in line with the JVM)
Michael Chandler
@optiks
@Aaronontheweb Okie, thanks. Yep, it broke some of tests which were testing code which was using ActorSelection
mhsjlw
@mhsjlw
Hey! I'd like to implement a game server in Akka.NET using F#, can anyone point me to docs for using TCP I/O in F#? I can't find any other than the C# ones
Weston
@ronnyek
I'd really like to utilize akka.net, I wish the timing was better. Sadly it seem slike there are options that support netcore or will in the very very near future =(
seems like there is a possibility of that in AKKA.net world
but that soem of these issues have just een oustanding for a while
Bartosz Sypytkowski
@Horusiath
@mhsjlw here is the basic TCP listener in Akkling: https://github.com/Horusiath/Akkling/blob/master/examples/io.fsx
but it's using pure actors, not streams. I'll try to provide some examples of stream-based TCP once I'll have finish #2405 (which is actually already complete, but I want to focus on better memory usage and potential micro optimizations)
Arsene T. Gandote
@Tochemey
Hello does Akka Stream has scodec?
as one the in-built Stage
Arsene T. Gandote
@Tochemey
Hello how can I use the Akka Streams with F#?
Arsene T. Gandote
@Tochemey
Hello
Does Akka provides some common functional type like Option,Some, None and so forth...
Alex Valuyskiy
@alexvaluyskiy
@Tochemey Option, Some, etc came from Scala, not Akka. There is not equivalents in C#. But you can use Option in F#
Arsene T. Gandote
@Tochemey
@alexvaluyskiy I thought they have implemented utility classes to cater for that since it a port.
Bartosz Sypytkowski
@Horusiath
@Tochemey Akkling.Streams offers F# API over akka.streams
including support for Option and unit
Damian Reeves
@DamianReeves
Anyone have any experience using Akka with Hangfire?
Aaron Stannard
@Aaronontheweb
@DamianReeves that's error tracking and monitoring right?
Damian Reeves
@DamianReeves
Job sheduling... more modern Quartz
Aaron Stannard
@Aaronontheweb
whoosh
my bad
Damian Reeves
@DamianReeves
Our web guys want to use that over quartz so now I need to look at integrating it with akka instead of using Quartz
Bartosz Sypytkowski
@Horusiath
@DamianReeves Quartz interop is like 1-2 actors
Damian Reeves
@DamianReeves
Yeah... I'm all for quartz causes its simple
but looks like I lost out as they don't want to maintain 2 sets of scheduling tables
and hangfire has a nice UI
Bartosz Sypytkowski
@Horusiath
I mean interop with hangfire shouldn't take much more
Damian Reeves
@DamianReeves
I see what you mean
Alright I'll head down that whole... hopefully I'll come out with something for the community
:smile:
Chris Ochs
@gamemachine
So a common pattern in multiplayer games is actually the orleans approach, due to everything being very stateful. Like you are running a lot of game instances where each one has to be accessible from nodes players are actually connected to. I put together a system for managing this, where you create an actor, it's hashed to a node and any node can easily get a reference to it. Currently it uses redis for persisting the state. Also handles the case of remote not yet started by having a manager on each node that creates the actors, and if a local node doesn't yet have an actor ref, it routes the request through the manager. If there is enough interest in this I was going to make it into a contrib module or something.
Chris Ochs
@gamemachine
It's also useful where you need multiple singletons. Like when a player asks for an open game to join, and you don't want to partition that space you want to handle it as efficiently as possible, you have no choice but to route that decision through a single point, synchronize on global state. matchmaking posed the same issue, as did a number of other features that are fairly common to games
advapiIT
@advapiIT
Hello, I need to know if akka can fit my needs, I have to perform tcp socket communication to a c++ server that sends financial data, till now I've used supersocket but I'm facing some problem I think they're related to supersocket itself . I was wondering how trivial (and if it's possible) to set up akka to use to implement reactive pattern to tcp sockets
Ricky Blankenaufulland
@ZoolWay
there was a post somewhere how to use actors as great async TCP sockets... cannot find it at the moment
advapiIT
@advapiIT
can it be this one?
Ricky Blankenaufulland
@ZoolWay
no, thats about java akka
Ricky Blankenaufulland
@ZoolWay
When migrating to Akka.NET Remote 1.2, will I have to change in akka.hocon the TCP configuration from akka.remote.helios.tcp to akka.remote.dotnetty.tcp? The blogpost ( https://petabridge.com/blog/akkadotnet-12-cluster-streams/ ) mentions that section for TLS configuration but nothing about migrating existing applications.
Nick Chamberlain
@heynickc
@ZoolWay afaik there is backwards compatibility https://github.com/akkadotnet/akka.net/blob/master/src/core/Akka.Remote.Tests/Transport/BackwardCompatibilitySpec.cs. however, if you want to use TLS, you have to use dotnetty transport
Chris Ochs
@gamemachine
Re tcp sockets in akka, my suggestion is just don't. It needlessly complicates an already complex thing. I tried out the java version of tcp/udp handling a few years back, it resulted in just convoluting the code for no good reason, and it performed terribly (just their bad implementation most likely, lots of extra copying because of the naive let's apply immutability where it's not needed)
The simplest solution is dotnetty. dotnetty channels are thread safe, you can for example create an actor per connection, pass it the channel handler. Then just send incoming messages to that actor, and outgoing messages the actor can send to the channel
Ricky Blankenaufulland
@ZoolWay
@gamemachine That's basically what Akka.NET Remoting does for my understanding. And add that point you are inside an actor an will still handle immutable message. Passing unchanged byte arrays is not a problem. Or you decide to break immutability - at least in C# you have this option also highly unrecommended. Have you taken a look at http://getakka.net/docs/IO ?
Chris Ochs
@gamemachine
yep that's what I was referring to as trying a few years back. I was working on multiplayer games low latency 100k messages second type stuff and had to go back to using netty. At least at the time their implementation created a ton of garbage which killed performance
Bartosz Sypytkowski
@Horusiath
@gamemachine yep, current impl of akka.io on .net produces quite a lot of garbage. We're rewriting that part of API from scratch (it's already 2x faster and has lower GC pressure). I hope to introduce solution with full recycling of used byte arrays.
Edward Adjei
@eddadjei
am trying to use the akka.cluster.tools.singleton and am getting the following errors. "Akka.Cluster.Tools.Singleton.ClusterSingletonManager: ClusterSingletonManager state change [Start -> Oldest] Akka.Cluster.Tools.Singleton.Uninitialized"
any suggestions?
Andrew Young
@ayoung
in the event of a system failure, when the system comes back up again, how can you ensure that your actor hierarchy gets recreated back to the state it was at at the time of the system crash?