The Day Our Configs Were Backwards (And How Rust Fixed It)
The article discusses a memory leak issue encountered by a game server using Rust and Tokio. The leak was traced back to an unbounded message channel that retained session tokens even after players disconnected. A solution was implemented by switching to a bounded channel with explicit backpressure, stabilizing memory usage and improving performance metrics.
- ▪The game server experienced a memory leak of 1.2MB per second under load due to an unbounded message channel.
- ▪Initial attempts to resolve the issue by changing the scheduler and limiting the channel size were unsuccessful.
- ▪The final solution involved using a bounded channel with a semaphore to manage backpressure, which stabilized memory usage.
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try { if(localStorage) { let currentUser = localStorage.getItem('current_user'); if (currentUser) { currentUser = JSON.parse(currentUser); if (currentUser.id === 3942594) { document.getElementById('article-show-container').classList.add('current-user-is-article-author'); } } } } catch (e) { console.error(e); } pretty ncube Posted on May 27 The Day Our Configs Were Backwards (And How Rust Fixed It) #webdev #programming #rust #performance The Problem We Were Actually Solving Our game server at Veltrix had a leak that grew by 1.2MB per second under load. No stack traces, no panics—just the alloc counter in /proc/self/status climbing like a drunk spider on caffeine.
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