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Yep, that's the exact issue I wanted to address with my own twist on the idea of an online boardgame engine - I was trying to actually persist the callstack of
by bbminner 2y ago
Yep, that's the exact issue I wanted to address with my own twist on the idea of an online boardgame engine - I was trying to actually persist the callstack of an async wasm vm function (game loop) execution into a database in rust. It is working in a sense that you can implement battle ships or tick tack toe, but I did not quite finish it. Happy to still make repo public if helpful.
To be more specific, async wasm function was implemented as a poll loop sync function exported to the caller, there was (at the time) no way to move wasm mv memory, so it was persisted while the game was live and replayed from a message log stored in a db after/if preemption.