Question about Garbage collection
I have an infrastructure question.
Can you confirm or infirm this assumption:
* Every player code run in isolation as separated process (V8 instances)
This means that the garbage collection we have to face is almost completely due to our own codebase (And a bit due to the API codebase.) since every process have they own GC tracker.
If true, then it is worth to try to keep the garbage to a minimum (object pooling etc).
If not, then there is a possibility to be very mean to other players by doing nasty stuff like allocating huge memory buffer at the end of the tick, which will most probably triggers Garbage Collection call for ANOTHER player while having a very small cpu overhead to our tick turn.