963 karma · joined November 20, 2019
My voice is mostly coming from the perspective of someone who has tried repeatedly to bring friends and family to Matrix but every time the experience is subpar. It's frustrating because most of the problems they experienced (including performance) have been known about and complained about for a long time.
Maybe the messaging in the article was a little off. The "attack" it makes on FOSS Synapse reads to me like it will never get the fixes it needs to make using Matrix more approachable to new users.
Performance has always been one of the most glaring issues with using Matrix. The article seems to be intentionally obfuscating the fact that performance and scalability issues stem from the activity a server participates in rather than just the number of users it has. If you're in a rather large room with hundreds of members and it's constantly active, you'll quickly notice your server struggling to keep up.
As a Matrix user, I feel like I'm being rug-pulled because Element HQ decided to gatekeep their solution to this problem that has plagued the community for more than half a decade.
1) You could modify the namespace init script used by pam_namespace to also mount a shared directory under each user's /tmp, and do this only for the users who need it.
2) Rely on a different shared directory for the users who need it.
3) Configure namespace.conf to isolate by SELinux context and put each user who needs a shared /tmp into the same SELinux role.
It's relatively easy to set up[2] and provides a pretty huge defense mitigation against abusing /tmp.
[1] https://www.man7.org/linux/man-pages/man8/pam_namespace.8.ht...
[2] https://docs.redhat.com/en/documentation/red_hat_enterprise_...
I love it.
Basically the way GBA sound works is there is a buffer in RAM that the audio is streamed from, and an interrupt is supposed to signal the hardware to begin reading data from the beginning of the buffer again. However, if the interrupt is never fired (such as when the game crashes), the audio stream will go beyond the buffer and read other parts of memory.
Normally I would have written this kind of thing in Python since I'm more familiar with the language, but I wanted to take the plunge into Rust and this is the first project I created using it. There's still a couple bugs that I haven't gotten around to fixing like finding out why the Prometheus metrics descriptions don't get displayed in Grafana or finding out why the NMC itself just seems to need to be manually rebooted every few weeks. Other than that it's been working great.
Edit: adding that most demakes specifically involve remaking a game on much older hardware.