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WebSocket Prompts

2 prompts
Realtime WebSocket taste
Taste

Opinionated conventions for building secure, scalable realtime features with WebSockets.

# Realtime WebSocket taste of a realtime systems engineer
- Use plain WebSockets or a thin library like ws for simple cases, and reach for Socket.IO only when you need its fallbacks and rooms. Confidence: 0.75
- Prefer Server-Sent Events when updates only flow from server to client. Confidence: 0.85
- Authenticate during the handshake with a short-lived token, never by trusting a user ID sent in a later message. Confidence: 0.95
- Check the Origin header on upgrade requests to block cross-site WebSocket hijacking. Confidence: 0.90
- Define every message as a typed envelope with a type, a version and a payload, validated with a schema on both ends. Confidence: 0.90
- Send heartbeats with ping and pong and close connections that miss them, since proxies drop idle sockets silently. Confidence: 0.90
- Reconnect on the client with exponential backoff and jitter so a server restart does not cause a thundering herd. Confidence: 0.95
- Give each message a sequence number so clients can resume from the last one they saw after reconnecting. Confidence: 0.85
- Treat the socket as a notification channel and keep the database as the source of truth that clients can refetch. Confidence: 0.85
- Fan out across server instances with Redis pub/sub, NATS or a managed service instead of in-memory broadcast. Confidence: 0.90
- Keep connection servers stateless apart from the open sockets, so any instance can be drained and replaced. Confidence: 0.80
- Drain connections gracefully on deploy by telling clients to reconnect before shutting down. Confidence: 0.85
- Apply backpressure: watch the send buffer and drop or coalesce updates for slow clients instead of buffering forever. Confidence: 0.85
- Rate limit incoming messages per connection and cap message size. Confidence: 0.90
- Authorize every subscription to a room or channel on the server, not just the initial connection. Confidence: 0.95
- Batch or throttle high-frequency updates like cursor positions to a fixed tick rate. Confidence: 0.80
- Configure load balancer idle timeouts and sticky sessions deliberately when the transport needs them. Confidence: 0.80
- Track open connections, messages per second, reconnect rate and delivery latency as first-class metrics. Confidence: 0.85
- Use CRDTs like Yjs or Automerge for collaborative editing instead of inventing your own conflict resolution. Confidence: 0.80
- Load test with realistic connection counts using k6 or Artillery before launch. Confidence: 0.80
WebSocketBackendArchitecture+2
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Multiplayer 3D Plane Game
Text

Build an immersive multiplayer airplane combat game

Create an immersive multiplayer airplane combat game using Three.js, HTML5, CSS3, and JavaScript with WebSocket for real-time networking. Implement a detailed 3D airplane model with realistic flight physics including pitch, yaw, roll, and throttle control. Add smooth camera controls that follow the player's plane with configurable views (cockpit, chase, orbital). Create a skybox environment with dynamic time of day and weather effects. Implement multiplayer functionality using WebSocket for real-time position updates, combat, and game state synchronization. Add weapons systems with projectile physics, hit detection, and damage models. Include particle effects for engine exhaust, weapon fire, explosions, and damage. Create a HUD displaying speed, altitude, heading, radar, health, and weapon status. Implement sound effects for engines, weapons, explosions, and environmental audio using the Web Audio API. Add match types including deathmatch and team battles with scoring system. Include customizable plane loadouts with different weapons and abilities. Create a lobby system for match creation and team assignment. Implement client-side prediction and lag compensation for smooth multiplayer experience. Add mini-map showing player positions and objectives. Include replay system for match playback and highlight creation. Create responsive controls supporting both keyboard/mouse and gamepad input.
HTMLCSSJavaScript+2
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