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If you have a not-so-usual solution for your problems but need to justify it to your boss...
If you like to think on your own rather than blindly follow "common wisdom" and "profound truth"...
...then 'No Bugs' Hare on Soft.ware might be the right place for you.
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Wikipedia defines a distributed system as a “software system in which components located on networked computers communicate and coordinate their actions by passing messages.”

In modern world, more and more systems become distributed. Yet, surprisingly few authors write about practical architecture of distributed systems. As our Hare have architected all kinds of distributed systems, from a stock exchange to a billion-messages-a-day game, we’re in a very good position to fill this gap.

Distributed Systems, page 3:

Part VIIb: Security (concluded) of 64 Network DO’s and DON’Ts for Multi-Player Game Developers

Quote: “What is practically very important – is to keep all the “unsanitized” data in one place.”
Another Quote: “What will happen if attacker got the whole database of your users’ passwords?”
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Part VIIa: Security (TLS/SSL) of 64 Network DO’s and DON’Ts for Multi-Player Game Developers

Quote: “Design of secure protocols is a thing which even security professionals have lots of problems with.”
Another Quote: “In the security field, if you can disable something unused – you SHOULD do it”
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Part VI: TCP of 64 Network DO’s and DON’Ts for Multi-Player Game Developers

Quote: “In addition, if TCP_NODELAY is set, it MIGHT help to mitigate consequences of exponential backoff algorithm in case of lost packets.”
Another Quote: “All of us are seeing ‘hung’ HTTP connections on a regular basis – that is, when we’ve clicked a link, and the page loading is stuck forever.”
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Part V: UDP of 64 Network DO’s and DON’Ts for Game Engines

Quote: “In general, lag and jitter are not specific to UDP, and manifest themselves for absolutely any Internet connection.”
Another Quote: “If you need a globally-reachable server with single-digit-ms lag for all the players, it is simply not possible”
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Part IV: Great TCP-vs-UDP Debate of 64 Network DO’s and DONT’s for Game Engines

Quote: ““Why bother with UDP at all? The answer is simple: there is a price tag attached to the TCP goodies.”
Another Quote: ““Implementing your own reliable-delivery protocol over UDP is extremely complicated, time-consuming, and error-prone.”
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Part IIIb: Server-Side (deployment, optimizations, and testing) of 64 Network DO’s and DONT’s for Game Engines

Quote: “If your game is the only one working when all the competition is down, it improves user perception about your app a lot.”
Another Quote: “Most importantly, however, this approach allows to keep your players happy – and this is one thing which really matters”
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