Operation based CRDTs do seem more limiting compared to State Based though, so you're at the mercy of your data structure being able to be represented as a CRDT.
Operation based CRDTs do seem more limiting compared to State Based though, so you're at the mercy of your data structure being able to be represented as a CRDT.
> In addition to being resilient to network split brain, this allows you to make performance gains at the sacrifice of consistency, where you could buffer your updates to other nodes.
My scheme allows this too, no?
I cannot imagine designing a system for production use where anyone is OK with a single point of failure being a single instance of a machine. I mean if we're playing hypothetical games you don't need a distributed system either, just get one giant instance and put everything on it.
> I mean if we're playing hypothetical games you don't need a distributed system either, just get one giant instance and put everything on it.
I guess the requirements need to be more explicitly stated. You need to at least be able to support multiple simultaneous clients interacting with the system, where any client could disconnect for some period of time.