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wenbo

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wenbo
·il y a 3 ans·discuss
What's stopping you from coming over to Supabase?
wenbo
·il y a 4 ans·discuss
You can find it under the "See Database add-on plans" section on https://supabase.com/pricing.
wenbo
·il y a 4 ans·discuss
I contributed to Supabase Realtime [0] before being hired late January of 2021.

[0] https://github.com/supabase/realtime/commits?after=9990120c6...
wenbo
·il y a 4 ans·discuss
Thanks, will take a look at your article!
wenbo
·il y a 4 ans·discuss
Yes, developers will have to do this themselves for now.
wenbo
·il y a 4 ans·discuss
I see that you worked on Firebase's Realtime database back in the day. How did your team handle such cases?
wenbo
·il y a 4 ans·discuss
> So you will lose messages.

This is true but you can store your messages inside your database and on reconnect you can fetch the messages you missed.
wenbo
·il y a 4 ans·discuss
Thanks, the demo isn't mobile responsive quite yet.
wenbo
·il y a 4 ans·discuss
Wen Bo from the Supabase Realtime team here!

Client will seek to continuously reconnect to the WebSocket when there's a connection issue and server must receive at least one heartbeat in a 60 second window; otherwise it will clean up the WebSocket connection.

We built Supabase Realtime on top of Phoenix Channel, and along with our clients, handles unreliable network connections gracefully, including on mobile.
wenbo
·il y a 4 ans·discuss
Wen Bo from the Supabase Realtime team!

Just want to confirm that we did put in place a client-side character limit.
wenbo
·il y a 4 ans·discuss
Wen Bo from the Supabase Realtime here!

Also, every single person on the Supabase team actively does support so if you would like world class support than look no further!
wenbo
·il y a 4 ans·discuss
Wen Bo from the Realtime team here!

That back button glitch is specific to the demo. We had to do a few redirects based on Presence sync and load balancing each room. I'm sure there's a better way of doing it and will seek to improve it when I update it. Sorry about that!
wenbo
·il y a 4 ans·discuss
We started developing Realtime: Multiplayer version many months ago in a private repo just to experiment with Phoenix's Broadcast and Presence and over time we just added to it.

We plan to move all the code over to https://github.com/supabase/realtime in the next couple of weeks and you'll be able to see the code in its entirety.
wenbo
·il y a 4 ans·discuss
Wen Bo from the Supabase Realtime team here!

We actually use https://github.com/supabase/walrus to get the database changes and we're planning on moving to a Rust worker (https://github.com/supabase/walrus/tree/worker/worker) for better performance especially in the RLS-enabled use case.

I promised José that I would check out Postgrex.ReplicationConnection and we might add it in to our Supabase Realtime some time in the future.
wenbo
·il y a 4 ans·discuss
> Is server authroity and broadcast permissions handled or left as a task for the user? Can channels be locked down to a list of users?

Broadcast permissions is currently not handled by the server and left to the developer to implement. We have discussed this internally and will prioritize Broadcast authorization accordingly because we've gotten feedback about this from a number of developers.

> Can users be kicked from a channel?

Not at the moment but again we've gotten feedback about this as well and will prioritize it.

> Is message spam/flooding/DDOSing users in a channel protected?

We have built rate limiting and other protections so bad actors don't affect the good in the cluster. A colleague of mine posted these limitations of Supabase Realtime to prevent abuse: https://news.ycombinator.com/item?id=32511586.
wenbo
·il y a 4 ans·discuss
Thanks for the feedback! Passed it on to our frontend team.
wenbo
·il y a 4 ans·discuss
Member of the Supabase team!

Would love to hear your pain points with local development. Always looking for feedback so that we may improve your experience.