| ▲ | mlhpdx 7 hours ago |
| Interesting. It seems to me that client side prediction and lag compensation (aka the basics for games in similar situations) would have been a viable alternative. |
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| ▲ | mnazzaro 7 hours ago | parent | next [-] |
| While I can see that working well for echoing keystrokes in a terminal, I'm not sure how it would work when you actually enter commands into the terminal. Same for opening files in the IDE. |
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| ▲ | mlhpdx 7 hours ago | parent [-] | | I didn’t get that the IDE is running on both sides, if that’s true. Wow. | | |
| ▲ | mnazzaro 7 hours ago | parent | next [-] | | Yup! There's a language server and file server running in the sandbox that the editor on the frontend interacts with. | |
| ▲ | formerly_proven 7 hours ago | parent | prev [-] | | This is why most IDEs nowadays ask you something about "trusting files" when opening a project. They tend to lick and run on everything in there (at least for dynamic-ish languages, and maybe not "run" intentionally but do stuff which is arbitrary code execution more or less by definition) to analyze the code. |
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| ▲ | jgtrosh 7 hours ago | parent | prev [-] |
| These rely on undoing within a game's constrained environment. There isn't a way to magically undo any possible procedure with side effects. |
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| ▲ | mlhpdx 7 hours ago | parent [-] | | How so? Perhaps I don’t understand the context. Undoing text display is trivial, undoing code changes is already there, what’s missing? We’re not talking eons, less than a second. |
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