SlideShare a Scribd company logo
F# at GameSys!
(how we used F# to build games for millions)
Hi, my name is Yan Cui.
agenda
Domain Modelling!
Infrastructure!
Game Logic!
Algorithms!
DSLs!
OSS
1MILLION USERS
ACTIVE
DAILY
250MILLION DAY
PER
REQUEST
2MONTH
TB
P E R
sec
ops
25,000
we are polyglot
C#
why F#?
time to market
correctness
efficient
tame complexity
Collectables
Wager Size
Special Symbol
Avg Wager Size
Web Server call
• Line Win!
– X number of matching symbols on adjacent columns!
– Positions have to be a ‘line’!
– Wild symbols substitute for other symbols!
!
• Scatter Win!
– X number of matching symbols anywhere!
– Triggers bonus game
What symbols should land?!
Any special symbol wins?!
Did the player win anything?
What the player’s new
average wager?
Should the player receive
collectables?
type Symbol = Standard! of string!
! ! ! | Wild
type Symbol = Standard! of string!
! ! ! | Wild
e.g.! Standard “hat”!
! Standard “shoe”!
! Standard “bonus”!
! …
type Symbol = Standard! of string!
! ! ! | Wild
i.e.! Wild
!
!
!
type Win = LineWin of int * Symbol * int!
! | ScatterWin of Symbol * int
!
!
!
type Win = LineWin of int * Symbol * int!
! | ScatterWin of Symbol * int
e.g.! LineWin (5, Standard “shoe”, 4)
!
!
!
type Win = LineWin of int * Symbol * int!
! | ScatterWin of Symbol * int
e.g.! ScatterWin (Standard “bonus”, 3)
type LineNum = int!
type Count! = int!
!
type Win = LineWin of LineNum * Symbol * Count!
! | ScatterWin of Symbol * Count
type LineNum = int!
type Count! = int!
!
type Win = LineWin of LineNum * Symbol * Count!
! | ScatterWin of Symbol * Count
e.g.! LineWin (5, Standard “shoe”, 4)
type LineNum = int!
type Count! = int!
!
type Win = LineWin of LineNum * Symbol * Count!
! | ScatterWin of Symbol * Count
e.g.! ScatterWin (Standard “bonus”, 3)
make invalid states
unrepresentable
[<Measure>]!
type Pence
e.g.! 42<Pence>!
! 153<Pence>!
! …
10<Meter> / 2<Second> ! = 5<Meter/Second>!
10<Meter> * 2<Second> ! = 20<Meter Second> !
10<Meter> + 10<Meter> ! = 20<Meter>!
10<Meter> * 10! ! ! = 100<Meter>!
10<Meter> * 10<Meter> ! = 100<Meter2>!
10<Meter> + 2<Second> ! // error!
10<Meter> + 2 ! ! ! // error
10<Meter> / 2<Second> ! = 5<Meter/Second>!
10<Meter> * 2<Second> ! = 20<Meter Second> !
10<Meter> + 10<Meter> ! = 20<Meter>!
10<Meter> * 10! ! ! = 100<Meter>!
10<Meter> * 10<Meter> ! = 100<Meter2>!
10<Meter> + 2<Second> ! // error!
10<Meter> + 2 ! ! ! // error
type Wager = int64<Pence>!
type Multiplier = int!
!
type Payout = Coins! of Wager!
! ! | MultipliedCoins of Multiplier * Wager!
! ! | Multi! of Payout list!
! ! | BonusGame
type Wager = int64<Pence>!
type Multiplier = int!
!
type Payout = Coins! of Wager!
! ! | MultipliedCoins of Multiplier * Wager!
! ! | Multi! of Payout list!
! ! | BonusGame
type Wager = int64<Pence>!
type Multiplier = int!
!
type Payout = Coins! of Wager!
! ! | MultipliedCoins of Multiplier * Wager!
! ! | Multi! of Payout list!
! ! | BonusGame
type State = !
{!
AvgWager! : Wager!
SpecialSymbol : Symbol!
Collectables : Map<Collectable, Count>!
}
New avg wager Got a Collectable!
A pay line win!
Recap
lightweight syntax
for types &
hierarchies
great for domain
modelling
make invalid states
unrepresentable
better correctness
order of magnitude
increase in productivity
player states are big
Stateless Server DatabaseClient
1:1 read-write ratio
ServerClient
Session 1
Session 2
ServerClient Database
Elastic Load Balancer
S3
Auto scaling Group
Server A Server B
...
EC2
CloudFront
Stateful Server
The Actor Model
An actor is the fundamental unit of computation
which embodies the 3 things!
• Processing!
• Storage!
• Communication!
that are essential to computation.!
!
-Carl Hewitt*
* http://bit.ly/HoNHbG
The Actor Model
• Everything is an actor!
• An actor has a mailbox!
• When an actor receives a message it can:!
– Create new actors!
– Send messages to actors!
– Designate how to handle the next message
Stateful Server
• Gatekeeper!
– Manages the local list of active workers!
– Spawns new workers!
!
• Worker!
– Manages the states for a player!
– Optimistic locking!
– Persist state after period of inactivity
Stateful Server
Game Server
Player A
Player B
S3
Worker C
Worker B
Gatekeeper
RequestHandlers
Asynchronous
Stateful Server
Game Server
Worker C
Worker B
Gatekeeper
Worker A
ok
RequestHandlers
Player A
Player B
Asynchronous
S3
Stateful Server
Game Server
S3
Worker C
Worker B
Gatekeeper
Worker A
RequestHandlers
Player A
Player B
Asynchronous
Stateful Server
Game Server
S3
Worker C
Gatekeeper
Worker A
RequestHandlers
Player A
Player B
Asynchronous
Stateful Server
Game Server
Worker C
Worker A
Gatekeeper
error
RequestHandlers
Player A
Player B
S3
Asynchronous
type Agent<‘T> = MailboxProcessor<‘T>!
!
!
!
type Agent<‘T> = MailboxProcessor<‘T>!
!
type Message = !
| Get of AsyncReplyChannel<…>!
| Put of State * Version * AsyncReplyChannel<…>
type Agent<‘T> = MailboxProcessor<‘T>!
!
type Message = !
| Get of AsyncReplyChannel<…>!
| Put of State * Version * AsyncReplyChannel<…>
type Result<‘T> =!
| Success! of ’T!
| Failure! of Exception!
!
!
!
type Result<‘T> =!
| Success! of ’T!
| Failure! of Exception!
!
type GetResult = Result<State * Version>!
type PutResult = Result<unit>!
type Agent<‘T> = MailboxProcessor<‘T>!
!
type Message = !
| Get of AsyncReplyChannel<GetResult>!
| Put of State * Version * AsyncReplyChannel<PutResult>
type Agent<‘T> = MailboxProcessor<‘T>!
!
type Message = !
| Get of AsyncReplyChannel<GetResult>!
| Put of State * Version * AsyncReplyChannel<PutResult>
type Worker (playerId) =!
let agent = Agent<Message>.Start(fun inbox ->!
let state = getCurrentState playerId!
!
let rec workingState (state, version) = !
async { … }!
and closedState () =!
async { … }!
!
workingState (state, 1))
type Worker (playerId) =!
let agent = Agent<Message>.Start(fun inbox ->!
let state = getCurrentState playerId!
!
let rec workingState (state, version) = !
async { … }!
and closedState () =!
async { … }!
!
workingState (state, 1))
type Worker (playerId) =!
let agent = Agent<Message>.Start(fun inbox ->!
let state = getCurrentState playerId!
!
let rec workingState (state, version) = !
async { … }!
and closedState () =!
async { … }!
!
workingState (state, 1))
type Worker (playerId) =!
let agent = Agent<Message>.Start(fun inbox ->!
let state = getCurrentState playerId!
!
let rec workingState (state, version) = !
async { … }!
and closedState () =!
async { … }!
!
workingState (state, 1))
type Worker (playerId) =!
let agent = Agent<Message>.Start(fun inbox ->!
let state = getCurrentState playerId!
!
let rec workingState (state, version) = !
async { … }!
and closedState () =!
async { … }!
!
workingState (state, 1))
let rec workingState (state, version) = !
async { !
let! msg = inbox.TryReceive(60000)!
match msg with!
| None -> !
do! persist state!
return! closedState()!
…!
}!
let rec workingState (state, version) = !
async { !
let! msg = inbox.TryReceive(60000)!
match msg with!
| None -> !
do! persist state!
return! closedState()!
…!
}!
let rec workingState (state, version) = !
async { !
let! msg = inbox.TryReceive(60000)!
match msg with!
| None -> !
do! persist state!
return! closedState()!
…!
}!
non-blocking I/O
let rec workingState (state, version) = !
async { !
let! msg = inbox.TryReceive(60000)!
match msg with!
| None -> !
do! persist state!
return! closedState()!
…!
}!
let rec workingState (state, version) = !
async { !
let! msg = inbox.TryReceive(60000)!
match msg with!
| None -> !
do! persist state!
return! closedState()!
…!
}!
let rec workingState (state, version) = !
async { !
let! msg = inbox.TryReceive(60000)!
match msg with!
…!
| Some(Get(reply)) ->!
reply.Reply <| Success(state, version)!
return! workingState(state, version)!
…!
}!
let rec workingState (state, version) = !
async { !
let! msg = inbox.TryReceive(60000)!
match msg with!
…!
| Some(Put(newState, v, reply)) when version = v ->!
reply.Reply <| Success()!
return! workingState(newState, version+1)!
…!
}
let rec workingState (state, version) = !
async { !
let! msg = inbox.TryReceive(60000)!
match msg with!
…!
| Some(Put(_, v, reply)) ->!
reply.Reply <| Failure(VersionMismatch(version, v))!
return! workingState(state, version)!
}
let rec workingState (state, version) = !
async { !
let! msg = inbox.TryReceive(60000)!
match msg with!
| None ! ! ! ! ! ! -> …!
| Some(Get(reply)) ! ! ! ! -> …!
| Some(Put(newState, v, reply)) when version = v -> …!
| Some(Put(_, v, reply)) ! ! ! -> …!
}
and closedState () = !
async { !
let! msg = inbox.Receive()!
match msg with!
| Get(reply) ->!
reply.Reply <| Failure(WorkerStopped)!
return! closedState()!
| Put(_, _, reply) ->!
reply.Reply <| Failure(WorkerStopped)!
return! closedState()!
}
and closedState () = !
async { !
let! msg = inbox.Receive()!
match msg with!
| Get(reply) ->!
reply.Reply <| Failure(WorkerStopped)!
return! closedState()!
| Put(_, _, reply) ->!
reply.Reply <| Failure(WorkerStopped)!
return! closedState()!
}
5x efficient
improvement
60% latency drop
no databases
90% cost saving
need to ensure
server affinity
need to balance load
need to avoid
hotspots
• Persist player state after short inactivity!
• Move player to another server after persistence
need to gracefully
scale down
Recap
Agents!
• no locks!
• async message passing!
!
Agents!
• no locks!
• async message passing!
• self-contained!
• easy to reason with
Agents!
• low level!
• exceptions kills agents!
• primitive error monitoring!
• no supervision!
• no distribution
MS Orleans
Cricket
akka.Net
Async Workflow!
• non-blocking I/O!
• no callbacks
Pattern Matching!
• clear & concise
Caught a Gnome
EXP Item Gold
Quest Progress
Caught a Gnome
Level Up
Quest Progress
EXP Item Gold
Caught a Gnome
Quest Complete
Level Up
Quest Progress
EXP Item Gold
Caught a Gnome
New Quest
Quest Complete
Quest Progress
EXP Item Gold
Caught a Gnome
Quest Complete
New Quest
Level Up
Quest Progress
New Quest
Achievement
Progress
EXP Item Gold
Quest Complete
Level Up
Caught a Gnome
Level Up
Quest Progress
EXP Item Gold
Caught a Gnome
Quest Complete
New Quest
Achievement
Progress
Achievement
Complete
Level Up
Quest Progress
EXP Item Gold
Caught a Gnome
Quest Complete
New Quest
Achievement
Progress
Achievement
Complete
100+ actions
triggered by different
abstraction layers
non-functional
requirements
message-broker
pattern
Caught Gnome Trapping
Queue
Levelling
Quests
Achievements
Analytics
Partner
Reporting
Caught Gnome Trapping
Queue
Levelling
Quests
Achievements
Analytics
Partner
Reporting
Ignore
Process
Process
Process
Process
Ignore
Caught Gnome Trapping
Queue
Levelling
Quests
Achievements
Analytics
Partner
Reporting
EXP
Item
Gold
Caught Gnome Trapping
Queue
Levelling
Quests
Achievements
Analytics
Partner
Reporting
EXP
Item
Gold
Caught Gnome Trapping
Queue
Levelling
Quests
Achievements
Analytics
Partner
Reporting
EXP
Item
Gold
Process
Ignore
Ignore
Ignore
Process
Ignore
Caught Gnome Trapping
Queue
Levelling
Quests
Achievements
Analytics
Partner
Reporting
EXP
Item
Gold
Level Up
Caught Gnome Trapping
Queue
Levelling
Quests
Achievements
Analytics
Partner
Reporting
EXP
Item
Gold
Level Up
need lots of facts
type Fact =!
| GotExp! ! of Exp!
| GotGold! ! of Gold!
| GotItem! ! of Item * Count!
| CaughtMonster! of Monster * Bait * Location!
| LevelUp! ! of OldLevel * NewLevel!
…
type Reward =!
| GotExp! ! of Exp!
| GotGold! ! of Gold!
| GotItem! ! of Item * Count!
!
type StateChange =!
| LevelUp! ! of OldLevel * NewLevel!
…
type Fact =!
| StateChange! of StateChange!
| Reward! ! of Reward!
| Trapping! ! of Trapping!
| Fishing! ! of Fishing!
…
let process fact =!
match fact with!
| StateChange(stateChange)! -> …!
| Reward(reward)! ! ! -> …!
| Trapping(trapping)! ! -> …!
…
C# interop
…!
var fact = Fact.NewStateChange(!
! StateChange.NewLevelUp(oldLvl, newLvl));!
…
type IFact = interface end!
!
type Reward =!
| GotExp! ! of Exp!
| GotGold! ! of Gold!
| GotItem! ! of Item * Count!
interface IFact
type IFact = interface end!
!
type Reward =!
| GotExp! ! of Exp!
| GotGold! ! of Gold!
| GotItem! ! of Item * Count!
interface IFact
let process (fact : IFact) =!
match fact with!
| :? StateChange ! as stateChange!-> …!
| :? Reward ! ! as reward! ! -> …!
| :? Trapping! ! as trapping! -> …!
…!
| _ -> raise <| NotSupportedFact fact
let process (fact : IFact) =!
match fact with!
| :? StateChange ! as stateChange!-> …!
| :? Reward ! ! as reward! ! -> …!
| :? Trapping! ! as trapping! -> …!
…!
| _ -> raise <| NotSupportedFact fact
simple
flexible
saver
location bait
attraction rate
catch rate
auto-tuning
trapping stats
Monster
strength
speed
intelligence
Trap
strength
speed
technology
Monster
strength
speed
intelligence
Trap
strength
speed
technology
Catch Rate %
trial-and-error
genetic algorithms
F#-powered DSLs.!
Awesome!
wanna find
correlations?
wanna find
correlations?
you can DIY it! !
;-)
why was
payment service
slow last night?
Pain Driven Development
Amazon!
! .CloudWatch!
! .Selector
github.com/fsprojects/Amazon.CloudWatch.Selector
Find metrics whose 5
min average exceeded
1 second during last
12 hours
cloudWatch.Select(
unitIs “milliseconds” +
average (>) 1000.0
@ last 12 hours
|> intervalOf 5 minutes)
cloudWatch.Select(“
unitIs ‘milliseconds’ and
average > 1000.0
duringLast 12 hours
at intervalOf 5 minutes”)
did any cache
nodes’ CPU spike
yesterday?
cloudWatch.Select(
namespaceLike “elasticache” +
nameLike “cpu” +
max (>) 80.0
@ last 24 hours
|> intervalOf 15 minutes)
cloudWatch.Select(
namespaceLike “elasticache” +
nameLike “cpu” +
max (>) 80.0
@ last 24 hours
|> intervalOf 15 minutes)
regex support
Amazing
F#
=
usable from anywhere you
can run F# code
e.g. F# REPL, executable, ..
Internal DSL
useful for building tools
e.g. CLI, …
External DSL
Recap
managed!
key-value store
redundancy!
9-9s guarantee
great performance
name your
throughput
hash key +
range key
hash_key_1
hash_key_2
hash_key_3
range_key_1
range_key_2
range_key_1
range_key_2
range_key_1
range_key_2
Hash Key Range Key
Hash Key Range Key
Local Secondary Index
Hash Key Range Key
Local Secondary Index
Global Secondary Index
query:!
! given a hash key!
! filter on!
! ! range key, or!
! ! local secondary index
Hash Key Range Key
Local Secondary Index
Global Secondary Index
Who are the TOP 3 players in “Starship X”
with a score of at least 1000?
DynamoDB.SQL
github.com/fsprojects/DynamoDb.SQL
GOAL
Disguise
complexity
GOAL
SELECT UserId, TopScore
FROM GameScore
WHERE GameTitle CONTAINS “Zelda”
ORDER DESC!
LIMIT !! 3
WITH (NoConsistentRead)
Query
AST
Execution
F# & FParsec*
*www.quanttec.com/fparsec
External DSL
via
SELECT * FROM GameScore
Abstract Syntax Tree (AST)
FParsec
select GameTitle, UserId, TopScore
from GameScores
where GameTitle = “Starship X”
and TopScore >= 1000
order desc
limit 3
with (NoConsistentRead, Index(GameTitleIndex, true))
S3 Provider
github.com/fsprojects/S3Provider
F# type provider for Amazon S3
compile time validation
no code generation
a long time ago, in a language
far far away from .Net - Erlang.
there was an idea to let you
pattern match again binary
payloads and work with them
at a bit level…
<<SourcePort:16, DestinationPort:16, !
SeqNumber:32,!
AckNumber:32, DataOffset:4, !
Reserved:3, Flags:9, WindSize:16,!
CheckSum:16, UrgentPointer:16,!
Payload/binary>> = SomeBinary
<<SourcePort:16, DestinationPort:16, !
SeqNumber:32,!
AckNumber:32, DataOffset:4, !
Reserved:3, Flags:9, WindSize:16,!
CheckSum:16, UrgentPointer:16,!
Payload/binary>> = SomeBinary
<<SourcePort:16, DestinationPort:16, !
SeqNumber:32,!
AckNumber:32, DataOffset:4, !
Reserved:3, Flags:9, WindSize:16,!
CheckSum:16, UrgentPointer:16,!
Payload/binary>> = SomeBinary
<<SourcePort:16, DestinationPort:16, !
SeqNumber:32,!
AckNumber:32, DataOffset:4, !
Reserved:3, Flags:9, WindSize:16,!
CheckSum:16, UrgentPointer:16,!
Payload/binary>> = SomeBinary
<<SourcePort:16, DestinationPort:16, !
SeqNumber:32,!
AckNumber:32, DataOffset:4, !
Reserved:3, Flags:9, WindSize:16,!
CheckSum:16, UrgentPointer:16,!
Payload/binary>> = SomeBinary
<<SourcePort:16, DestinationPort:16, !
SeqNumber:32,!
AckNumber:32, DataOffset:4, !
Reserved:3, Flags:9, WindSize:16,!
CheckSum:16, UrgentPointer:16,!
Payload/binary>> = SomeBinary
BitSyntax
github.com/theburningmonk/bitsyntax
Working with Stream at bit level
do bitWriter stream {!
do! BitWriter.WriteInt16(12345s) ! // source port!
do! BitWriter.WriteInt16(12321s)! // destination port!
do! BitWriter.WriteInt32(1) ! // sequence number!
do! BitWriter.WriteInt32(1) ! // ack number!
do! BitWriter.WriteInt32(2, numBits = 4) // data offset!
do! BitWriter.WriteInt32(0, numBits = 3) // reserved!
do! BitWriter.WriteBool(false) ! // NS!
…!
do! BitWriter.WriteInt16(42s)! ! // Checksum!
do! BitWriter.WriteInt16(1208s)! // Urgent Pointer!
do! BitWriter.WriteString("Hello World!") // payload!
}
do bitWriter stream {!
do! BitWriter.WriteInt16(12345s) ! // source port!
do! BitWriter.WriteInt16(12321s)! // destination port!
do! BitWriter.WriteInt32(1) ! // sequence number!
do! BitWriter.WriteInt32(1) ! // ack number!
do! BitWriter.WriteInt32(2, numBits = 4) // data offset!
do! BitWriter.WriteInt32(0, numBits = 3) // reserved!
do! BitWriter.WriteBool(false) ! // NS!
…!
do! BitWriter.WriteInt16(42s)! ! // Checksum!
do! BitWriter.WriteInt16(1208s)! // Urgent Pointer!
do! BitWriter.WriteString("Hello World!") // payload!
}
16 bits
do bitWriter stream {!
do! BitWriter.WriteInt16(12345s) ! // source port!
do! BitWriter.WriteInt16(12321s)! // destination port!
do! BitWriter.WriteInt32(1) ! // sequence number!
do! BitWriter.WriteInt32(1) ! // ack number!
do! BitWriter.WriteInt32(2, numBits = 4) // data offset!
do! BitWriter.WriteInt32(0, numBits = 3) // reserved!
do! BitWriter.WriteBool(false) ! // NS!
…!
do! BitWriter.WriteInt16(42s)! ! // Checksum!
do! BitWriter.WriteInt16(1208s)! // Urgent Pointer!
do! BitWriter.WriteString("Hello World!") // payload!
}
32 bits
do bitWriter stream {!
do! BitWriter.WriteInt16(12345s) ! // source port!
do! BitWriter.WriteInt16(12321s)! // destination port!
do! BitWriter.WriteInt32(1) ! // sequence number!
do! BitWriter.WriteInt32(1) ! // ack number!
do! BitWriter.WriteInt32(2, numBits = 4) // data offset!
do! BitWriter.WriteInt32(0, numBits = 3) // reserved!
do! BitWriter.WriteBool(false) ! // NS!
…!
do! BitWriter.WriteInt16(42s)! ! // Checksum!
do! BitWriter.WriteInt16(1208s)! // Urgent Pointer!
do! BitWriter.WriteString("Hello World!") // payload!
}
take ’first’ N bits
bitReader stream {!
let! srcPort ! = BitReader.ReadInt32(numBits = 16)!
let! destPort ! = BitReader.ReadInt32(numBits = 16)!
let! seqNum ! = BitReader.ReadInt32(numBits = 32)!
let! ackNum ! = BitReader.ReadInt32(numBits = 32)!
let! dataOffset ! = BitReader.ReadInt32(numBits = 4)!
let! _ ! = BitReader.ReadByte(numBits = 3)!
…!
let! payload ! = BitReader.Rest(UTF8.GetString)!
!
return srcPort, destPort, … payload!
}
bitReader stream {!
let! srcPort ! = BitReader.ReadInt32(numBits = 16)!
let! destPort ! = BitReader.ReadInt32(numBits = 16)!
let! seqNum ! = BitReader.ReadInt32(numBits = 32)!
let! ackNum ! = BitReader.ReadInt32(numBits = 32)!
let! dataOffset ! = BitReader.ReadInt32(numBits = 4)!
let! _ ! = BitReader.ReadByte(numBits = 3)!
…!
let! payload ! = BitReader.Rest(UTF8.GetString)!
!
return srcPort, destPort, … payload!
}
packs into 32 bit int
Byte1!
Byte2!
00000000!
00000000
memory address
Byte1!
Byte2!
bitReader stream {!
let! srcPort ! = BitReader.ReadInt32(numBits = 16)!
let! destPort ! = BitReader.ReadInt32(numBits = 16)!
let! seqNum ! = BitReader.ReadInt32(numBits = 32)!
let! ackNum ! = BitReader.ReadInt32(numBits = 32)!
let! dataOffset ! = BitReader.ReadInt32(numBits = 4)!
let! _ ! = BitReader.ReadByte(numBits = 3)!
…!
let! payload ! = BitReader.Rest(UTF8.GetString)!
!
return srcPort, destPort, … payload!
}
packs into a byte
0 1 0 1 1 0 1 1
…!
let! dataOffset = BitReader.ReadInt32(numBits = 4)!
…
0 1 0 1 1 0 1 1
…!
let! dataOffset = BitReader.ReadInt32(numBits = 4)!
…
0 1 1 0 1 1 0 0
<<< 2
0 1 0 1 1 0 1 1
…!
let! dataOffset = BitReader.ReadInt32(numBits = 4)!
…
0 1 1 0 1 1 0 0
<<< 2
0 0 0 0 0 1 1 0
>>> 4
0 0 0 0 0 1 1 0
…!
let! dataOffset = BitReader.ReadInt32(numBits = 4)!
…
6uy
…!
let! dataOffset = BitReader.ReadInt32(numBits = 4)!
…
6uy
6
padding padding padding byte
0 0 0 0 0 1 1 0
1 0 0 1 0 0 0 1
…!
let! dataOffset = BitReader.ReadInt32(numBits = 4)!
…
1 0 0 0 1 0 1 1
1 0 0 1 0 0 0 1
…!
let! dataOffset = BitReader.ReadInt32(numBits = 17)!
…
1 0 0 0 1 0 1 1
1 1 0 1 1 0 1 0
0 1 0 0 1 0 0 0
Filbert
github.com/fsprojects/Filbert
BERT serializer and BERT-RPC client
@theburningmonk
theburningmonk.com
github.com/theburningmonk

More Related Content

What's hot

Taking Perl to Eleven with Higher-Order Functions
Taking Perl to Eleven with Higher-Order FunctionsTaking Perl to Eleven with Higher-Order Functions
Taking Perl to Eleven with Higher-Order Functions
David Golden
 
Ruby - Uma Introdução
Ruby - Uma IntroduçãoRuby - Uma Introdução
Ruby - Uma Introdução
Ígor Bonadio
 
Modelling game economy with Neo4j
Modelling game economy with Neo4jModelling game economy with Neo4j
Modelling game economy with Neo4j
Yan Cui
 
Desarrollando aplicaciones web en minutos
Desarrollando aplicaciones web en minutosDesarrollando aplicaciones web en minutos
Desarrollando aplicaciones web en minutosEdgar Suarez
 
MongoDB .local San Francisco 2020: Tips and Tricks++ for Querying and Indexin...
MongoDB .local San Francisco 2020: Tips and Tricks++ for Querying and Indexin...MongoDB .local San Francisco 2020: Tips and Tricks++ for Querying and Indexin...
MongoDB .local San Francisco 2020: Tips and Tricks++ for Querying and Indexin...
MongoDB
 
Ruby is Awesome
Ruby is AwesomeRuby is Awesome
Ruby is Awesome
Astrails
 

What's hot (6)

Taking Perl to Eleven with Higher-Order Functions
Taking Perl to Eleven with Higher-Order FunctionsTaking Perl to Eleven with Higher-Order Functions
Taking Perl to Eleven with Higher-Order Functions
 
Ruby - Uma Introdução
Ruby - Uma IntroduçãoRuby - Uma Introdução
Ruby - Uma Introdução
 
Modelling game economy with Neo4j
Modelling game economy with Neo4jModelling game economy with Neo4j
Modelling game economy with Neo4j
 
Desarrollando aplicaciones web en minutos
Desarrollando aplicaciones web en minutosDesarrollando aplicaciones web en minutos
Desarrollando aplicaciones web en minutos
 
MongoDB .local San Francisco 2020: Tips and Tricks++ for Querying and Indexin...
MongoDB .local San Francisco 2020: Tips and Tricks++ for Querying and Indexin...MongoDB .local San Francisco 2020: Tips and Tricks++ for Querying and Indexin...
MongoDB .local San Francisco 2020: Tips and Tricks++ for Querying and Indexin...
 
Ruby is Awesome
Ruby is AwesomeRuby is Awesome
Ruby is Awesome
 

Similar to F# at GameSys

F# in the real world (NDC)
F# in the real world (NDC)F# in the real world (NDC)
F# in the real world (NDC)
Yan Cui
 
F# in social gaming by Yan Cui at Codemotion Dubai
F# in social gaming by Yan Cui at Codemotion DubaiF# in social gaming by Yan Cui at Codemotion Dubai
F# in social gaming by Yan Cui at Codemotion Dubai
Codemotion Dubai
 
Playing with State Monad
Playing with State MonadPlaying with State Monad
Playing with State Monad
David Galichet
 
DDDing Tools = Akka Persistence
DDDing Tools = Akka PersistenceDDDing Tools = Akka Persistence
DDDing Tools = Akka Persistence
Konrad Malawski
 
Akka persistence == event sourcing in 30 minutes
Akka persistence == event sourcing in 30 minutesAkka persistence == event sourcing in 30 minutes
Akka persistence == event sourcing in 30 minutes
Konrad Malawski
 
Casting for not so strange actors
Casting for not so strange actorsCasting for not so strange actors
Casting for not so strange actors
zucaritask
 
λ | Lenses
λ | Lensesλ | Lenses
λ | Lenses
Open-IT
 
ScotRuby - Dark side of ruby
ScotRuby - Dark side of rubyScotRuby - Dark side of ruby
ScotRuby - Dark side of ruby
Gautam Rege
 
Combinator parsing
Combinator parsingCombinator parsing
Combinator parsing
Swanand Pagnis
 
Turn Hours into Seconds - Concurrent event processing in Elixir using Flow
Turn Hours into Seconds - Concurrent event processing in Elixir using FlowTurn Hours into Seconds - Concurrent event processing in Elixir using Flow
Turn Hours into Seconds - Concurrent event processing in Elixir using Flow
Emil Soman
 
RubyConf Portugal 2014 - Why ruby must go!
RubyConf Portugal 2014 - Why ruby must go!RubyConf Portugal 2014 - Why ruby must go!
RubyConf Portugal 2014 - Why ruby must go!
Gautam Rege
 
React Native Performance
React Native Performance React Native Performance
React Native Performance
InnerFood
 
ViewController/State
ViewController/StateViewController/State
ViewController/State
gillygize
 
ACI-Webinar-3-MinMaxAlphaBetaPruning-TicTacToe.pptx
ACI-Webinar-3-MinMaxAlphaBetaPruning-TicTacToe.pptxACI-Webinar-3-MinMaxAlphaBetaPruning-TicTacToe.pptx
ACI-Webinar-3-MinMaxAlphaBetaPruning-TicTacToe.pptx
ssuser1eba67
 
replacing `import` with `accio`
replacing `import` with `accio`replacing `import` with `accio`
replacing `import` with `accio`
Amy Hanlon
 
NUS iOS Swift Talk
NUS iOS Swift TalkNUS iOS Swift Talk
NUS iOS Swift Talk
Gabriel Lim
 
Helvetia
HelvetiaHelvetia
Helvetia
ESUG
 
Implementing Server Side Data Synchronization for Mobile Apps
Implementing Server Side Data Synchronization for Mobile AppsImplementing Server Side Data Synchronization for Mobile Apps
Implementing Server Side Data Synchronization for Mobile Apps
Michele Orselli
 
Distributed Consensus A.K.A. "What do we eat for lunch?"
Distributed Consensus A.K.A. "What do we eat for lunch?"Distributed Consensus A.K.A. "What do we eat for lunch?"
Distributed Consensus A.K.A. "What do we eat for lunch?"
Konrad Malawski
 
Cassandra 2.2 & 3.0
Cassandra 2.2 & 3.0Cassandra 2.2 & 3.0
Cassandra 2.2 & 3.0
Victor Coustenoble
 

Similar to F# at GameSys (20)

F# in the real world (NDC)
F# in the real world (NDC)F# in the real world (NDC)
F# in the real world (NDC)
 
F# in social gaming by Yan Cui at Codemotion Dubai
F# in social gaming by Yan Cui at Codemotion DubaiF# in social gaming by Yan Cui at Codemotion Dubai
F# in social gaming by Yan Cui at Codemotion Dubai
 
Playing with State Monad
Playing with State MonadPlaying with State Monad
Playing with State Monad
 
DDDing Tools = Akka Persistence
DDDing Tools = Akka PersistenceDDDing Tools = Akka Persistence
DDDing Tools = Akka Persistence
 
Akka persistence == event sourcing in 30 minutes
Akka persistence == event sourcing in 30 minutesAkka persistence == event sourcing in 30 minutes
Akka persistence == event sourcing in 30 minutes
 
Casting for not so strange actors
Casting for not so strange actorsCasting for not so strange actors
Casting for not so strange actors
 
λ | Lenses
λ | Lensesλ | Lenses
λ | Lenses
 
ScotRuby - Dark side of ruby
ScotRuby - Dark side of rubyScotRuby - Dark side of ruby
ScotRuby - Dark side of ruby
 
Combinator parsing
Combinator parsingCombinator parsing
Combinator parsing
 
Turn Hours into Seconds - Concurrent event processing in Elixir using Flow
Turn Hours into Seconds - Concurrent event processing in Elixir using FlowTurn Hours into Seconds - Concurrent event processing in Elixir using Flow
Turn Hours into Seconds - Concurrent event processing in Elixir using Flow
 
RubyConf Portugal 2014 - Why ruby must go!
RubyConf Portugal 2014 - Why ruby must go!RubyConf Portugal 2014 - Why ruby must go!
RubyConf Portugal 2014 - Why ruby must go!
 
React Native Performance
React Native Performance React Native Performance
React Native Performance
 
ViewController/State
ViewController/StateViewController/State
ViewController/State
 
ACI-Webinar-3-MinMaxAlphaBetaPruning-TicTacToe.pptx
ACI-Webinar-3-MinMaxAlphaBetaPruning-TicTacToe.pptxACI-Webinar-3-MinMaxAlphaBetaPruning-TicTacToe.pptx
ACI-Webinar-3-MinMaxAlphaBetaPruning-TicTacToe.pptx
 
replacing `import` with `accio`
replacing `import` with `accio`replacing `import` with `accio`
replacing `import` with `accio`
 
NUS iOS Swift Talk
NUS iOS Swift TalkNUS iOS Swift Talk
NUS iOS Swift Talk
 
Helvetia
HelvetiaHelvetia
Helvetia
 
Implementing Server Side Data Synchronization for Mobile Apps
Implementing Server Side Data Synchronization for Mobile AppsImplementing Server Side Data Synchronization for Mobile Apps
Implementing Server Side Data Synchronization for Mobile Apps
 
Distributed Consensus A.K.A. "What do we eat for lunch?"
Distributed Consensus A.K.A. "What do we eat for lunch?"Distributed Consensus A.K.A. "What do we eat for lunch?"
Distributed Consensus A.K.A. "What do we eat for lunch?"
 
Cassandra 2.2 & 3.0
Cassandra 2.2 & 3.0Cassandra 2.2 & 3.0
Cassandra 2.2 & 3.0
 

More from Yan Cui

How to win the game of trade-offs
How to win the game of trade-offsHow to win the game of trade-offs
How to win the game of trade-offs
Yan Cui
 
How to choose the right messaging service
How to choose the right messaging serviceHow to choose the right messaging service
How to choose the right messaging service
Yan Cui
 
How to choose the right messaging service for your workload
How to choose the right messaging service for your workloadHow to choose the right messaging service for your workload
How to choose the right messaging service for your workload
Yan Cui
 
Patterns and practices for building resilient serverless applications.pdf
Patterns and practices for building resilient serverless applications.pdfPatterns and practices for building resilient serverless applications.pdf
Patterns and practices for building resilient serverless applications.pdf
Yan Cui
 
Lambda and DynamoDB best practices
Lambda and DynamoDB best practicesLambda and DynamoDB best practices
Lambda and DynamoDB best practices
Yan Cui
 
Lessons from running AppSync in prod
Lessons from running AppSync in prodLessons from running AppSync in prod
Lessons from running AppSync in prod
Yan Cui
 
Serverless observability - a hero's perspective
Serverless observability - a hero's perspectiveServerless observability - a hero's perspective
Serverless observability - a hero's perspective
Yan Cui
 
How to ship customer value faster with step functions
How to ship customer value faster with step functionsHow to ship customer value faster with step functions
How to ship customer value faster with step functions
Yan Cui
 
How serverless changes the cost paradigm
How serverless changes the cost paradigmHow serverless changes the cost paradigm
How serverless changes the cost paradigm
Yan Cui
 
Why your next serverless project should use AWS AppSync
Why your next serverless project should use AWS AppSyncWhy your next serverless project should use AWS AppSync
Why your next serverless project should use AWS AppSync
Yan Cui
 
Build social network in 4 weeks
Build social network in 4 weeksBuild social network in 4 weeks
Build social network in 4 weeks
Yan Cui
 
Patterns and practices for building resilient serverless applications
Patterns and practices for building resilient serverless applicationsPatterns and practices for building resilient serverless applications
Patterns and practices for building resilient serverless applications
Yan Cui
 
How to bring chaos engineering to serverless
How to bring chaos engineering to serverlessHow to bring chaos engineering to serverless
How to bring chaos engineering to serverless
Yan Cui
 
Migrating existing monolith to serverless in 8 steps
Migrating existing monolith to serverless in 8 stepsMigrating existing monolith to serverless in 8 steps
Migrating existing monolith to serverless in 8 steps
Yan Cui
 
Building a social network in under 4 weeks with Serverless and GraphQL
Building a social network in under 4 weeks with Serverless and GraphQLBuilding a social network in under 4 weeks with Serverless and GraphQL
Building a social network in under 4 weeks with Serverless and GraphQL
Yan Cui
 
FinDev as a business advantage in the post covid19 economy
FinDev as a business advantage in the post covid19 economyFinDev as a business advantage in the post covid19 economy
FinDev as a business advantage in the post covid19 economy
Yan Cui
 
How to improve lambda cold starts
How to improve lambda cold startsHow to improve lambda cold starts
How to improve lambda cold starts
Yan Cui
 
What can you do with lambda in 2020
What can you do with lambda in 2020What can you do with lambda in 2020
What can you do with lambda in 2020
Yan Cui
 
A chaos experiment a day, keeping the outage away
A chaos experiment a day, keeping the outage awayA chaos experiment a day, keeping the outage away
A chaos experiment a day, keeping the outage away
Yan Cui
 
How to debug slow lambda response times
How to debug slow lambda response timesHow to debug slow lambda response times
How to debug slow lambda response times
Yan Cui
 

More from Yan Cui (20)

How to win the game of trade-offs
How to win the game of trade-offsHow to win the game of trade-offs
How to win the game of trade-offs
 
How to choose the right messaging service
How to choose the right messaging serviceHow to choose the right messaging service
How to choose the right messaging service
 
How to choose the right messaging service for your workload
How to choose the right messaging service for your workloadHow to choose the right messaging service for your workload
How to choose the right messaging service for your workload
 
Patterns and practices for building resilient serverless applications.pdf
Patterns and practices for building resilient serverless applications.pdfPatterns and practices for building resilient serverless applications.pdf
Patterns and practices for building resilient serverless applications.pdf
 
Lambda and DynamoDB best practices
Lambda and DynamoDB best practicesLambda and DynamoDB best practices
Lambda and DynamoDB best practices
 
Lessons from running AppSync in prod
Lessons from running AppSync in prodLessons from running AppSync in prod
Lessons from running AppSync in prod
 
Serverless observability - a hero's perspective
Serverless observability - a hero's perspectiveServerless observability - a hero's perspective
Serverless observability - a hero's perspective
 
How to ship customer value faster with step functions
How to ship customer value faster with step functionsHow to ship customer value faster with step functions
How to ship customer value faster with step functions
 
How serverless changes the cost paradigm
How serverless changes the cost paradigmHow serverless changes the cost paradigm
How serverless changes the cost paradigm
 
Why your next serverless project should use AWS AppSync
Why your next serverless project should use AWS AppSyncWhy your next serverless project should use AWS AppSync
Why your next serverless project should use AWS AppSync
 
Build social network in 4 weeks
Build social network in 4 weeksBuild social network in 4 weeks
Build social network in 4 weeks
 
Patterns and practices for building resilient serverless applications
Patterns and practices for building resilient serverless applicationsPatterns and practices for building resilient serverless applications
Patterns and practices for building resilient serverless applications
 
How to bring chaos engineering to serverless
How to bring chaos engineering to serverlessHow to bring chaos engineering to serverless
How to bring chaos engineering to serverless
 
Migrating existing monolith to serverless in 8 steps
Migrating existing monolith to serverless in 8 stepsMigrating existing monolith to serverless in 8 steps
Migrating existing monolith to serverless in 8 steps
 
Building a social network in under 4 weeks with Serverless and GraphQL
Building a social network in under 4 weeks with Serverless and GraphQLBuilding a social network in under 4 weeks with Serverless and GraphQL
Building a social network in under 4 weeks with Serverless and GraphQL
 
FinDev as a business advantage in the post covid19 economy
FinDev as a business advantage in the post covid19 economyFinDev as a business advantage in the post covid19 economy
FinDev as a business advantage in the post covid19 economy
 
How to improve lambda cold starts
How to improve lambda cold startsHow to improve lambda cold starts
How to improve lambda cold starts
 
What can you do with lambda in 2020
What can you do with lambda in 2020What can you do with lambda in 2020
What can you do with lambda in 2020
 
A chaos experiment a day, keeping the outage away
A chaos experiment a day, keeping the outage awayA chaos experiment a day, keeping the outage away
A chaos experiment a day, keeping the outage away
 
How to debug slow lambda response times
How to debug slow lambda response timesHow to debug slow lambda response times
How to debug slow lambda response times
 

F# at GameSys