The backend for the game - Snake Session Handler Daemon or sshd - is capable of handling thousands of concurrent players and rendering over a hundred million pixels a second.
They execute sequentially. GLOBALLY. WTF is that decision. It's like a manufactured Python Global Interpreter Lock but in TypeScript. I understand that the reasoning is to have some kind of idempotency and not have renders be out of order... but WTF. That makes them either unusable in any project or you have to develop FOR Server Actions. And when you have to accommodate your practices to a framework and not the other way around, it's a sign that it's a bad tech.
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A common reason is using a partition key with excessive cardinality. On creating a table, users can optionally specify a column as a partition key by which data will be separated. A new file system directory will be created for every key value. This is typically a data management technique, allowing users to cleanly separate data logically in a table. Operations such as DROP PARTITION subsequently allow fast deletion of data subsets. This powerful feature can, however, easily be misused, with users interpreting it as a simple optimization technique for queries.
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