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blog.caustik.com
I’ve decided to ramp up the Node.js experiments, and pass the 1 million concurrent connections milestone. It worked, using a swarm of 500 Amazon EC2 test clients, each establishing ~2000 active long-poll COMET connections to a single 15GB rackspace cloud server. This isn’t landing the mars rover, or curing cancer. It’s just a pretty cool milestone IMO, which may help a few people who want to use N
(continued from the sprites scalability experiments [250k] [100k]) Well, finally found a work around for the 1.4GB limit imposed on the V8 heap. This limitation was at first a “hard” limit, and after some tweaks it became a “soft” limit. Now, the combined tweaks listed below have removed the limit entirely! YESSSSSS!! The first two were already mentioned in my previous few blog articles, and the n
Okay, I figured it must be possible, so it had to be done.. The sprites server has smashed through the 250k barrier with 250,001 concurrent, active connections. In addition to the stuff talked about in my previous two blog entries, it took a few more optimizations. 1) Latest tagged revision of V8, which appears to perform a little better The 250k limit is right on the fringe of what this server ca
The sprites project leverages Node.js to implement it’s server logic. The server is surprisingly simple JavaScript code which accepts long-poll COMET HTTP connections from it’s C++ clients in order to push JSON format sprite information in real-time. Sprites can be thrown from one client’s desktop to another via HTTP. The server maintains a network topology (which is worth a separate post in itsel
UPDATE: Broke the 250k barrier, too :] The node.js powered sprites fun continues, with a new milestone: That’s right, 100,004 active connections! Note the low %CPU and %MEM numbers in the picture. To be fair, the CPU usage does wander between about 5% and 40% – but it’s also not a very beefy box. This is on a $0.12/hr rackspace 2GB cloud server. Each connection simulates sending a single sprite ev
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