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I am currently building high-frequency trading software at Infinite Field.

We are hiring! If you are interested either apply to careers [at] infinitefieldtrading.com or hit me up with a message on LinkedIn.

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websocket's Issues

Production-ready? (+ a use case question)

Would you say this library is currently suitable for production?

Also, feel free to skip this question since it's pretty broad:

I'm working on a websocket-based web game where I want to minimize latency and maximize synchronicity between all players. To the extent possible, I want the server to broadcast messages to every connected client at the same time, and have it quickly respond to player actions. The plan is to use fasthttp + this library.

When a player client makes an action, it sends a message to the websocket server which verifies the message and broadcasts it to every other client. I understand due to connection latency differences it'll never be 100% real-time, but I want the player experience to feel as real-time, synchronized, and responsive as possible.

My question is if there are any tips or techniques I should keep in mind to optimize this while using this library. I was planning to basically do what's shown in https://github.com/dgrr/websocket/blob/master/examples/broadcast/main.go#L38, plus a read loop, but I'm wondering if there's anything else I should look into as well.

For example, do you think there'd be any benefit to using the lower-level frame APIs? Are there any other special considerations for implementing a read loop with a lot of concurrent connections + broadcasting each received message to all clients?

Thanks.

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