The first thing I profile when I make a multiplayer game is bandwidth usage. It’s easy to accidentally use too much bandwidth, and it’s typically my one unbounded cost so I want to minimize it.
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Cluster & Border Point Definition: The map is divided into clusters, and border points are identified using the Ford-Fulkerson based method.
But of course, like any immutable system, there are mutable parts (otherwise, we couldn’t create any configuration files). OSTree handles this with “overlays” (actually, we use OverlayFS) that allow a read-write filesystem to be layered on top of the immutable system. For example, the /etc and /var directories are writable, while the rest of the system is read-only.
Article InformationAuthor, 邁克·溫德林(Mike Wendling)