Two players, one clock, zero trust: building a distributed chess server on the BEAM
Part 1 of the chessm8 story: why one Elixir process per game, server-owned clocks, exactly-once ratings, snapshot resurrection, and one deliberate machine.
Part 1 of the chessm8 story: why one Elixir process per game, server-owned clocks, exactly-once ratings, snapshot resurrection, and one deliberate machine.