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Lichess Feedback - A solution to the lag problem in ultrabullet: peer to peer connections#15

@Abigail-III I have already created a peer to peer connection system that uses WebRTC/PeerJS and does not require any port forwarding. The players simply have to open a webpage in their browsers witho…


fatbu
Lichess Feedback - A solution to the lag problem in ultrabullet: peer to peer connections#12

@blitzstar2006 The peer to peer network will only be used for the actual move sending. Everything else such as game storage, ratings/leaderboards, personal info will be handled by an ordinary server.


fatbu
Lichess Feedback - A solution to the lag problem in ultrabullet: peer to peer connections#8

A server is still needed to 'handshake' the connection (in other words, initiate it) between the two browsers, however after the connection is established it is not needed at all. The browser that ini…


fatbu
Lichess Feedback - A solution to the lag problem in ultrabullet: peer to peer connections#6

@GrandMastersofIndia that is correct. @sheckley666 It is not insecure at all. In fact, it is probably just as secure as Lichess. No sensitive data is being exposed, the only thing being sent over the …


fatbu
Lichess Feedback - A solution to the lag problem in ultrabullet: peer to peer connections#3

@potatothing The game and moves will be processed by the two players' computers, not the server. I guess you could still send the moves to the server for anti-cheating purposes.


fatbu
Lichess Feedback - A solution to the lag problem in ultrabullet: peer to peer connections#1

Due to the way Lichess is set up, there is only one server in France. This leads to players far from the server lagging in ultra and hyper. Lag slows down the pace of games and makes it less fun for b…


fatbu
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