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Assorted Rants Tagged ‘multiplayer’, page 7:

Avoiding ugly afterthoughts. Part b. Coding for Security, Coding for i18n, Testing as a Part of Development

Quote: “Doing sanitization at IDL level automates quite a bit of tedious-and-error-prone work, which is always a Good Thing™”
Another Quote: “Hey, this whole thing can be made MUCH simpler, the only thing we need to acknowledge is that the best identifier for a string is the string itself!”
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Avoiding Ugly Afterthoughts. Part a. From Writing for Cross-Platform, to Writing for Debugging and Production Post-Mortem, with Error Handling in between

Quote: “It is strongly recommended to have your build server to compile your game for at least two sufficiently-different platforms from the very beginning”
Another Quote: “If allocation of 50 bytes causes an “out of memory” error, we’re probably already long dead because of unacceptable swapping. And even if we disabled swap file – chances that we will recover from this condition, are infinitesimally small”
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Unity 5 vs UE4 vs Photon vs DIY for MMO

Quote: “You can still use HLAPI despite its shortcomings”
Another Quote: “If you’re using one of the engines above (and not your own one), and your game requires Client-Driven Development Flow, you may want to start with a single-player Unity 5, or with a single-player UE4.”
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IDL: Encodings, Mappings, and Backward Compatibility

Quote: “Modifying generated code usually qualifies as a Really Bad Idea”
Another Quote: “How much can be gained by each of such specialized encodings – still depends on the game, but if you can try-and-test a dozen of different encodings within a few hours – it will usually allow you to learn quite a few things about your traffic (and to optimize things both visually and traffic-wise too).”
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MMOG. Point-to-Point Communications and non-blocking RPCs

Quote: “In other words, you can write your code ‘as if’ all-your-code-within-the-same-FSM executed within the same thread”
Another Quote: “As soon as we have these two parts of processing – we can say that our Server-to-Server communication is tolerant to all kinds of transient inter-server disconnects”
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MMOG: World States and Reducing Traffic

Quote: “In practice, for most classical RPGs you can get away with simulating each of your PCs and NPCs as a box (parallelepiped), or as prism (say, hexagonal or octagonal one)”
Another Quote: “Mathematically speaking, without Interest Management, the amount of data on our servers will need to send (to all players combined), is O(N^2). Interest Management reduces this number to O(N)”
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MMOG. RTT, Input Lag, and How to Mitigate Them

Quote: “For fast-paced games, there is one big problem with the flow shown on this diagram, and the name of the problem is “latency” (a.k.a. ‘input lag’)”
Another Quote: “No, better bandwidth doesn’t necessarily mean better latency”
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