Building a Distributed Turn-Based Game System in Elixir
I'm curious about how race conditions would be handled when multiple users, on different regional LiveView servers, take conflicting actions.<p>In the "Let's walk it through" section, it seems like the Player-to-LiveView connection will process user input (e.g. a Tic-Tac-Toe move) and update the UI to acknowledge this, at which point the user can be assured that the LiveView server accepted their input. But it seems like this happens before the GameServer has also accepted the input. What if Player 2 made a conflicting play and their change was accepted by the GameServer before Player 1's change reached the GameServer?<p>Given, in Tic-Tac-Toe, the game is simple enough that this is neatly avoided: each regional LiveView server has enough information to only allow the current player to make a play. But in more complex applications, how might you (anyone; curious for discussion) handle this?<p>One answer is something like: The LiveView server is effectively producing optimistic updates, and the GameServer would need to produce an authoritative ordering of events and tell the various LiveServers which of the optimistic updates lost a race and should be backed out.