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wenbo

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

[0] https://github.com/supabase/realtime/commits?after=9990120c6...
wenbo
·4 lata temu·discuss
Thanks, will take a look at your article!
wenbo
·4 lata temu·discuss
Yes, developers will have to do this themselves for now.
wenbo
·4 lata temu·discuss
I see that you worked on Firebase's Realtime database back in the day. How did your team handle such cases?
wenbo
·4 lata temu·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
·4 lata temu·discuss
Thanks, the demo isn't mobile responsive quite yet.
wenbo
·4 lata temu·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
·4 lata temu·discuss
Wen Bo from the Supabase Realtime team!

Just want to confirm that we did put in place a client-side character limit.
wenbo
·4 lata temu·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
·4 lata temu·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
·4 lata temu·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
·4 lata temu·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
·4 lata temu·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.