WEBVTT

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Hey, hello.

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Okay.

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this guy who's like a must-be corpse and so on.

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Okay, I'm about to prove that I have to ask you the questions.

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But yeah, first of all, let's try to do the most of the issues.

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Do you know the name of the ship?

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Yes, it's how much we can get.

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No, we can give this a round.

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So do you know the name of the ship?

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Lang there.

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Going Merit.

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I don't know yet.

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So the thing is, I'll put this because this is a story about pirates.

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It's very, it's a bit stupid, but very inspired story about pirates.

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And the release of this is a check on the method about a dashing.

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So let's start.

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So you'll understand why I put this here.

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What is this about action tonight?

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It's actually already been very like about that.

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You see, you know, already has a lot of arguments.

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I don't know what I mean.

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I think it's a bit difficult.

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There is a link to that that we have checked.

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But today we'll dive a bit more deeper.

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We'll say a little bit further.

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So before we start, we'll see.

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The answer is questions about this.

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What I do is ask a little bit more.

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Why release?

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I do a little bit more.

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How are our existing panels, the panels?

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All problems, our existing technologies.

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This is based.

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And the ability is, you know, because,

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our example is, like, adding more now.

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So, like, a little bit more.

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So, why are we going to do this with systems?

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There is, like, a nice amount about the accuracy of transparency.

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The problem with this now is, this is just one thing.

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And as soon as someone blows with this topic,

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this action happens often with this story.

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There is no more, I don't know, for clarity.

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There is nothing.

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This, in reality, this is yourself.

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And you can, accidentally, or, like,

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you intentionally terminate the story.

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It could be your business competitor,

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just during the nights during the service.

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I don't know.

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What's it called?

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I'll try to do it faster now.

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I'll try to do it faster now.

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Yeah.

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So, the only way to solve this problem is,

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it turns out, in 22 notes, or, like, to add to notes,

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the problem.

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So, when one sees Eliminated,

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you always have the second one, which is a several.

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This is the fault tolerance.

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And basically, you can see the main thing that

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this, if you talk about this rule of practice,

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that's how we came up with this idea of the fault tolerance

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that came as a driving style.

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Oh, okay, now we have at least two.

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See some kind of currency, the problem is,

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this is one server, like, one seed.

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This is another seed.

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How we will find this challenge.

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It's like in a fork, you know, in the games,

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there's a fork of war.

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Someone will go and check.

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And, okay, there's, like, two seeds actually.

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I'm built in infrastructure for you.

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And it will look like there is no borders between those notes.

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It's just, I call this a little ocean,

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which actually consists of different seeds.

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And we're sailing on this, like, apartments between the seeds.

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So, this is, once again.

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So, this is how we end up with the theoretical systems.

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So, if we have, actually, instrument for that,

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this is called the suitable three.

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It's actually a language special, which consists of,

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it's different instruments to build the distributed system,

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and distributed actors.

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There's a link, what we mean by a different distributed system.

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There's a mindset is to bring your own runtime,

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means that you really breathe and build faster system for service

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or, like, for cars, you can build a faster system.

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And, this all be the same distributed actors,

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a little, just, a different system.

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Or, it's one of things.

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And, actually, there's an example on this,

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that, to say, really, for camera, actually.

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And, and, and, and, and, and, and,

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this example is the fact that fish game,

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and it already have two people,

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and this root system once is a very socket.

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The other one is based on Bonjour.

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I think that the framework from Apple.

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But, this is a simple distributed system.

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In reality, the distributed system is a complicated topic.

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It's a hard to correct thing, yeah.

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For example, how nodes are defined each other?

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What happens, like, sees defined each other?

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What happens when node dies?

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How messages are transmitted?

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How to behave when messages are failed, or,

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to deliver, yeah.

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There is actually a solution from the Apple.

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See, this is the active parcel library,

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which handles everything for you.

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So, it uses the, for, like,

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saved cluster membership based on,

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as we scale it with the consistent,

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infection-style membership for managing clusters.

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And, it also includes the utilization mechanism and the transfer player.

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And, let's, back, go back to this example.

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We had, and let's just update the game with the,

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the parcel with the latest parcel that Apple provides us.

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But, before we start, let's figure out how to form a node.

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It's actually very easy.

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We define cluster system one, cluster system two nodes.

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Then you define, you can just pound the active player.

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And then you manually say, okay, cluster during this node.

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But, this is a problem, because this node could be,

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it's okay.

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And one computer, but this node could be a completely different computer.

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So, there is a solution with a server discovery,

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and just say, okay, this is a server discovery.

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You can use a double-s Kubernetes,

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and it will be a part of it for you.

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For debugging, we will use the,

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the part of the game.

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It's a simple node discovery process.

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Still, you pull first, obviously, we can use it to learn

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because the parcel system soon.

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And that's it, actually.

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So, we pulled two nodes.

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And, yeah, the parcel system done.

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Now, back to the game.

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So, this is the game.

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You enter the game.

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You go to the matchmaking screen,

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and then you play the,

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that's it, that's it, that's it, that's it, that's it.

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So, this screen is a new one.

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We need to add the matchmaking.

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If you can use a bit of which is a game lobby.

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Writing the server to act with is not so different from writing an actor.

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The only thing you have to keep in mind,

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we need to provide a cluster system,

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that's where the actor system used.

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Which of these actors are to write on the,

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the other thing you need to define the function

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that communicate with other, which with each other's students.

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And they are probable comparing to the regular actors.

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Because in network, you can message to people,

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to people, to people.

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And now we just create a lobby.

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But there's a problem again.

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We created a problem.

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We created an actor.

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But this actor is some note.

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And how we actually communicate with each other.

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So, how we join this game lobby.

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Yeah, how.

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So, fortunately, there's a cluster single protocol.

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And when you can use it,

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and guarantee that there will be just one actor for all the systems.

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It's very easy to use.

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You just define a plug in,

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it's actually a very nice plug in.

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If you want to extend your cluster system functionality,

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you just can do this with different plug-ins.

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And it's very, you can write your own,

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you'll see, I wrote some, you'll see,

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sorry, I mean.

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And then you just say, okay, the lobby,

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you're like, you know, a single phone.

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And then when interacting with a single phone,

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you need to do this with a plug-in.

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And that's it.

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You will have a game lobby,

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across all the cluster systems and other actors

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who just asked, okay, I will join you.

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And then, much making all, okay,

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you know, friends.

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So, what about game session screen?

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It's actually pretty straightforward.

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If you're wondering, just sort of the functions,

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play a move, and then,

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exactly if it's send a message.

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The problem is,

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let's think about the state as a lecture.

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So, it's a late state.

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There is a slight problem again,

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so we'll over-find the state on base.

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But as you see, the notes are actors could fail,

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or like, again, complexity could come and kill your note.

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But if you want to create an actor back,

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what state it should be?

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We want our mad rock back, this one.

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One solution is to use their systemsy,

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I mean, some database, external one.

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And then, the problem with this solution

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is that this becomes our single source of proof.

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And this works for small systems,

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but as soon as, for example, you imagine it has a big chat.

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It will be like a lot of messages going back and there,

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and people just increase your latency.

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One solution for that is just, actually,

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have memory in state, and then just save the updates

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to the state new states to the persistency.

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And when something like your island dies,

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you just then create a state,

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and then continue to go back.

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Problem with this approach that every actor

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to have their own state.

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And it means that there's like,

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this title of this state of home and whatever,

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and yeah, it's not very scalable.

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Can we somehow start this logic?

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Answer is yes, we can send, okay,

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event came, like, work out it.

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Another event, the second event, work net.

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And then when acted dies,

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we just send this event back sequentially,

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and then this actor, the state is a great group for it.

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What good about the solution,

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this could be possible,

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to rescue a MongoDB,

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we just abstract this event.

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This is called event sourcing.

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It's a design pattern in which state

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is the root by storing the second solution.

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Events, yeah.

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And again, I've implemented a plugin system for that.

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Plugging, not system for that,

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which is what passed the event sourcing.

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It's again very easy to use,

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just to build a plugin and then,

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some store, like, it could be positive for a MongoDB store.

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In this example, it's the box store, it's a store in memory.

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And then, you say, okay, game session,

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you're in our event source.

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The only thing you need to provide is the idea,

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by which it could be persistent and the events,

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which will be stored.

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And then, how to handle events when they come back to the action.

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Then, the last thing is when we change the state,

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the first event, and then the time will run for a file.

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Again, that's it.

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So, we now have persistent sourcing actor.

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How to handle clients.

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So, this is, again, just create a sourcing actor.

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It's just taking, in example, from WC.

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And then, just update some stuff because you need to update it,

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it's not directly comparable.

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The problem with this approach that, how exactly,

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the success system is designed for the service.

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It's not designed to use with iOS apps or, like, web.

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Solution could be, to have stateless clients.

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And then, just send, and you'll see,

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back messages about the state state on the back.

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Again, the problem is that, if there's, like, a lot of requests,

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like, this will function, you need to define every,

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against solution is to use message streaming.

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And there's, like, a web software, as guys,

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to be presented to be streaming.

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And that's what we will use.

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So, yeah, this is a request.

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And what nice about the issue to be streaming,

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you can both send the body, which will, like,

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a client sending the messages.

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And then, in response, like, the receipt from the server.

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So, you can send messages, streaming to websites.

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And then, you just define the function,

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and this is regular asking streams, like, we'll switch to one.

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And the problem is, like, again, there's some problems.

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But you can't share the action stream.

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So, you can't store, like, you can't send the action stream to the actor.

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There is a solution.

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There can never be too few actors.

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And it's, this solution is actually, almost always helpful

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when you work with the actor, this rule of actors.

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Because you rely on the, so, pass the system,

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and abstracts all the messages for you.

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And you just can rely on this, and abstract.

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Again, I've already read all this logic,

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there's a, will be two pines, like, two stream,

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several streams, like, this will be back,

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and then regular actor, five stream, and then you can just,

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say, okay, this is network player,

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and handling all this messages from the stream,

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and then you define how to handle.

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And the last issue, we need to solve today.

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So, you then trade two requests for, like,

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matchmaking and the session.

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The problem is, like, how exactly, so,

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how to take the exact same, this will act,

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how to say, okay, I want this network player.

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Because in the class of system, the actor identity,

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it uses is actually used for the process system.

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So, what it means, when there's different ideas

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of the actors, which this will pass the assigns

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on the initialization of the actors.

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But in reality, we want some ideas that we know,

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but this one happens with processes,

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which I see what I don't know,

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because when it will act all day,

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it will just be created, it will assign a new ID for it.

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This is specifically just for the distributed actors.

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Again, what should we do?

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One trick is to use class of single-ton under section part.

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So, the reception part is a receptionist,

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because a single-to-hotel actor needs to protect him,

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in order to add us to know,

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they are available to meet him out.

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So, you say, okay, I'm checking,

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and then there's, like, someone,

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through the lifecycle version,

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and then through the receptionist,

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Chinese, watching, and termination

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on checking all these actors.

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And then everyone check things,

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and you get,

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when you want some actor,

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you will check, okay,

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is this actor?

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No, this one?

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Yes, and then you can't communicate.

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There's a side problem.

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There's, like, millions of actors on,

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like, tens of, no,

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it will go for each of these actors,

17:04.280 --> 17:05.280
and they will take something,

17:05.280 --> 17:07.280
it will take me with sometimes.

17:08.280 --> 17:09.280
How can we solve this?

17:09.280 --> 17:11.280
There is actually a pattern for that,

17:11.280 --> 17:12.280
it's also, like,

17:12.280 --> 17:13.280
consistent passion,

17:13.280 --> 17:14.280
picking,

17:14.280 --> 17:16.280
but what it does,

17:16.280 --> 17:19.280
puts notes on the hatchery,

17:19.280 --> 17:20.280
and then when you ask, okay,

17:20.280 --> 17:22.280
where's my island,

17:22.280 --> 17:23.280
it will create a hatch full,

17:23.280 --> 17:24.280
and it says, okay,

17:24.280 --> 17:26.280
here's your note,

17:26.280 --> 17:28.280
where your island is.

17:28.280 --> 17:30.280
What nice about this technique is also,

17:30.280 --> 17:31.280
full-tolerant,

17:31.280 --> 17:33.280
by its nature,

17:33.280 --> 17:35.280
so when one will digest,

17:35.280 --> 17:37.280
it will rehash everything,

17:37.280 --> 17:41.280
and it will put all the new keys to the,

17:41.280 --> 17:42.280
you note,

17:42.280 --> 17:44.280
and then when you ask a tool to say,

17:44.280 --> 17:45.280
okay, it's there,

17:45.280 --> 17:46.280
so again,

17:46.280 --> 17:47.280
I've wrapped everything,

17:47.280 --> 17:49.280
and there's a plug-in for that now,

17:49.280 --> 17:50.280
I have feelings,

17:50.280 --> 17:52.280
let's go quicker,

17:52.280 --> 17:53.280
but it's the end, actually.

17:53.280 --> 17:55.280
So, again,

17:55.280 --> 17:58.280
if you provide the past little actors plug-in,

17:58.280 --> 17:59.280
that's it.

17:59.280 --> 18:00.280
Then you say,

18:00.280 --> 18:01.280
okay, in the full-tolerant,

18:01.280 --> 18:02.280
you're a virtual,

18:02.280 --> 18:03.280
virtual,

18:04.280 --> 18:06.280
and then there,

18:06.280 --> 18:09.280
you need to provide us the final spawn function,

18:09.280 --> 18:12.280
because I'll explain later.

18:12.280 --> 18:16.280
As you've seen on the hatch ring,

18:16.280 --> 18:17.280
for example,

18:17.280 --> 18:19.280
you need some notes on this hatch ring,

18:19.280 --> 18:22.280
so we create additional notes,

18:22.280 --> 18:24.280
and then we ask system,

18:24.280 --> 18:26.280
okay, here we are,

18:26.280 --> 18:29.280
the actor with this ID.

18:29.280 --> 18:31.280
We think why it's called virtual,

18:31.280 --> 18:33.280
so you always assume there's an actor,

18:33.280 --> 18:34.280
even if it's that,

18:34.280 --> 18:35.280
and then you say,

18:35.280 --> 18:36.280
okay, give me,

18:36.280 --> 18:38.280
either it will give you already created,

18:38.280 --> 18:40.280
and actually we'll act all of just created,

18:40.280 --> 18:41.280
but that's why,

18:41.280 --> 18:43.280
that's why there is a spawn function.

18:43.280 --> 18:44.280
I mean, that's it,

18:44.280 --> 18:45.280
that's,

18:45.280 --> 18:46.280
but really,

18:46.280 --> 18:49.280
I don't have time for them,

18:49.280 --> 18:51.280
but I will share,

18:51.280 --> 18:52.280
next speaker,

18:52.280 --> 18:53.280
with the update,

18:53.280 --> 18:54.280
for example.

18:54.280 --> 18:55.280
So, building reliable,

18:55.280 --> 18:56.280
let's tell you the apps,

18:56.280 --> 18:57.280
with the specific access,

18:57.280 --> 18:58.280
let's check,

18:58.280 --> 19:00.280
so we have pasta system,

19:01.280 --> 19:03.280
and then you can scale it,

19:04.280 --> 19:05.280
horizontally,

19:05.280 --> 19:06.280
or vertically,

19:06.280 --> 19:07.280
that matter actually,

19:07.280 --> 19:08.280
so we,

19:08.280 --> 19:09.280
vertically,

19:09.280 --> 19:10.280
at more memory just,

19:10.280 --> 19:11.280
that's why it's done by sweet.

19:11.280 --> 19:12.280
For example,

19:12.280 --> 19:13.280
at more notes,

19:13.280 --> 19:14.280
if something dies,

19:14.280 --> 19:15.280
you just,

19:15.280 --> 19:16.280
virtual actors,

19:16.280 --> 19:17.280
okay,

19:17.280 --> 19:18.280
this is in your acting out.

19:18.280 --> 19:20.280
So, all things are checked,

19:20.280 --> 19:22.280
and it's just three of things,

19:22.280 --> 19:23.280
game session,

19:23.280 --> 19:24.280
single,

19:24.280 --> 19:25.280
game lobby,

19:25.280 --> 19:26.280
air sources,

19:26.280 --> 19:27.280
network play,

19:27.280 --> 19:28.280
virtual actors.

19:29.280 --> 19:30.280
And that's the way,

19:30.280 --> 19:31.280
how to build scalable,

19:31.280 --> 19:32.280
and the real,

19:32.280 --> 19:33.280
apps,

19:33.280 --> 19:34.280
with the students' access,

19:34.280 --> 19:35.280
and,

19:35.280 --> 19:36.280
unfortunately,

19:36.280 --> 19:37.280
there's still some work,

19:37.280 --> 19:38.280
I have to wait a second,

19:38.280 --> 19:39.280
I know,

19:39.280 --> 19:40.280
so,

19:40.280 --> 19:41.280
we need to do some stuff,

19:41.280 --> 19:42.280
there are,

19:42.280 --> 19:43.280
like,

19:43.280 --> 19:44.280
finalize,

19:44.280 --> 19:45.280
but there's, like,

19:45.280 --> 19:46.280
a call first,

19:46.280 --> 19:47.280
make it port,

19:47.280 --> 19:48.280
then you make it beautiful,

19:48.280 --> 19:49.280
from your obstacle,

19:49.280 --> 19:50.280
created airline,

19:50.280 --> 19:51.280
and we have to make it beautiful,

19:51.280 --> 19:52.280
we need to finish,

19:52.280 --> 19:53.280
and then there's,

19:53.280 --> 19:54.280
like,

19:54.280 --> 19:55.280
this pattern you've seen,

19:55.280 --> 19:56.280
there's,

19:56.280 --> 19:57.280
you have,

19:57.280 --> 19:58.280
status points,

19:58.280 --> 19:59.280
this status points,

19:59.280 --> 20:00.280
could be anything,

20:00.280 --> 20:01.280
it could be a situation

20:01.280 --> 20:02.280
a Pokemon post,

20:02.280 --> 20:03.280
and this is my dream,

20:03.280 --> 20:05.280
I want to create a framework

20:05.280 --> 20:06.280
that will extract,

20:06.280 --> 20:07.280
all the logic for you,

20:07.280 --> 20:08.280
and then you just,

20:08.280 --> 20:09.280
a big,

20:09.280 --> 20:10.280
send,

20:10.280 --> 20:11.280
say,

20:11.280 --> 20:12.280
this updates,

20:12.280 --> 20:13.280
that's it,

20:13.280 --> 20:14.280
that's it,

20:14.280 --> 20:15.280
that's it,

20:15.280 --> 20:16.280
that's it,

20:16.280 --> 20:17.280
that's it,

20:17.280 --> 20:18.280
that's it,

20:18.280 --> 20:19.280
that's it,

20:19.280 --> 20:20.280
that's it,

20:20.280 --> 20:21.280
that's it,

20:21.280 --> 20:22.280
that's it,

20:22.280 --> 20:24.280
that's it,

20:24.280 --> 20:25.280
that's it,

20:25.280 --> 20:26.280
that's it,

20:27.280 --> 20:27.780
that's it,

20:27.780 --> 20:28.780
that's it,

20:28.780 --> 20:30.120
that's it,

20:30.120 --> 20:30.780
that's it,

20:30.780 --> 20:31.280
that's it,

20:31.280 --> 20:31.780
that's it,

20:31.780 --> 20:32.280
That's it,

20:32.280 --> 20:33.280
that's what it is.

20:33.280 --> 20:33.780
That's what it is,

20:33.780 --> 20:34.780
that's what it is.

20:34.780 --> 20:35.780
that's what it is,

20:35.780 --> 20:36.280
that's what it's,

20:36.280 --> 20:37.220
that's what it's,

20:37.220 --> 20:38.280
that's what it is,

20:38.280 --> 20:39.260
that's what it is,

20:39.260 --> 20:40.260
that's what it's,

20:40.260 --> 20:41.280
that's what it's,

20:41.280 --> 20:42.260
that's what it's,

20:42.280 --> 20:43.280
that's what it's,

20:43.280 --> 20:44.300
that's what it's,

20:44.300 --> 20:45.300
that's what it's,

20:45.300 --> 20:47.300
that's what it's,

20:47.300 --> 20:48.280
that's what it's,

20:48.280 --> 20:49.300
that's what it's,

20:49.300 --> 20:50.300
that's what it's,

20:50.300 --> 20:51.280
that's what it's,

20:51.280 --> 20:52.300
that's what it's,

20:52.300 --> 20:53.300
that's what it's,

20:53.300 --> 20:54.300
that's what it's,

