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@dotstdy@mastodon.social

Post #2767727

2026-04-28 11:16 UTC

@lindsey@recurse.social I would say the way this is expressed is usually structural, people change the way they organize their data so that coarse locking can function. Like using UUIDs which cannot conflict for new object names. Splitting data along boundaries defined by frequency of change. Using systems which aggregate at a high level, rather than using conflict heavy lists. Etc

Replies (1)

  • @dotstdy@mastodon.social 2026-04-28 11:20

    @lindsey@recurse.social in games we don't typically care much about offline editing, but many systems of data require coordinated changes, and dealing with large 'transactions' without constantly having issues is more or less the same problem, with similar solutions in practice (avoid merging at all costs)

    Open ##2767728