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Reverse Twins

from Jaz's Blog [alt+shift+b] in programming

2nd Oct 2025

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Turning Billions of Strings into Integers Every Second Without Collisions

I’ve recently started building a POC of a Redis RESP3 Wire Compatible Key/Value Database built on FoundationDB with @calabro.io and though it’s rather early, it’s already spawned a fun distributed systems problem that I thought would be interesting to share. Previously I’ve written about how I implemented a Graph DB via Roaring Bitmaps, representing relations as a bidirectional pair of sets. To support such use-cases in this new database, we’d like to represent sets of keys such that you can perform boolean operations on them (intersection, union, difference) relatively quickly even for very large sets (with millions of members). Supporting Larger Keys In the original Graph DB, we were representing user DID strings as uint32 UIDs to allow us to store millions of edge lists in very little space (e.g. the set of users who follow bsky.app) while being able to perform boolean operations between lists quickly (using Roaring Bitmaps’ parallel boolean operators). Since we were graphing follows, blocks, and other such User-to-User relationships, there was a practical maximum for the total number of user IDs in the low billions. We’ve continued exploring objects and relationships we’d like to represent as a Graph, and have realized that if we wanted to store e.g. the URIs of all posts a user has liked so we can intersect it with other users’ likes, we’re going to need a bigger keyspace! There are well over 15 Billion records in the AT Proto Ecosystem, each with a unique AT URI! Now our desired keyspace is much larger than can be represented by uint32 values and so we need to expand to uint64. Easy enough, let’s use the uint64 flavor of Roaring Bitmaps and simply intern URIs and User DIDs as uint64s, problem solved, right? Not quite… Interning Many Things at Once The AT Proto Firehose has hit historic peak traffic of over 1,500 evt/sec. We want to design a system that will handle many times more scale than we’ve ever seen in reality. This means designing for 10x or 100x would require us to be able to intern 15k to 150k new URIs per second into uint64 integers. Sounds easy enough, what’s the holdup? Well, in FoundationDB we’re able to use Transactions to do things like atomically increment a sequence safely when many other threads may be trying to do the same thing. This is simple enough to do in Go, we can just toss together a little helper function to acquire a new UID for our string: func (s *server) allocateNewUID(span trace.Span, tx fdb.Transaction) (uint64, error) { var newUID uint64 val, err := tx.Get(fdb.Key("last_uid")).Get() if err != nil { return 0, return fmt.Errorf("failed to get last UID: %w", err) } if len(val) == 0 { newUID = 1 // start from 1 } else { lastUID, err := strconv.ParseUint(string(val), 10, 64) if err != nil { return 0, return fmt.Errorf("failed to parse last UID: %w", err) } newUID = lastUID + 1 } tx.Set(fdb.Key("last_uid"), []byte(strconv.FormatUint(newUID, 10))) return newUID, nil } This function gets called from a fdb.Transaction which gets assigned a Transaction ID, then stages its changes, then tries to commit them. In FoundationDB, if your transaction is reading or modifying data written to by a different Transaction that finishes while you’re in-progress, your Transaction is thrown out and must be retried. For our UID assignment use-case, this is pretty problematic. We want to assign hundreds of thousands of new UIDs per second but if they’re all modifying the same key, concurrent transactions will constantly run into contention on the same data and will be forced to retry over and over again. This problem gets worse the more concurrent transactions you have trying to read from or write to the same key. Even if we stick to sequential access, if it takes ~5-10ms to assign a UID, we can only assign ~100-200 UIDs per second, nowhere near the throughput we need to support. How can we get past this problem and allow us to give strings unique uint64 UIDs in a high throughput and highly concurrent manner? Attempt #1: xxHash My first attempt to solve this problem was to try something that required no coordination and hash the string keys into uint64s using xxHash. xxHash is a non-cryptographic hash algorithm that supports incredibly high throughput (dozens of GB/sec) and can produce 64 bit unsigned integer hashes of strings trivially. Implementing this would look something like: Hash the incoming string key Lookup the uint64 UID to see if we’ve already assigned it to a string Reject the transaction if there’s a collision and give up Store the key in the UID map and the UID in the key map Use the UID for anything else we need While the uint64 keyspace is plenty large for our needs assuming we distribute evenly among the whole space, using a hashing algorithm with no coordination means there’s room for collisions and thus we’d need some additional logic (potentially by bucketing the keys somehow). Consulting the Birthday Problem we can see that a keyspace with 64 bit hashes has a >50% chance of containing a single collision when we have only ~5 billion keys in the set! That’s barely more keys than we can cram into a uint32 and definitely won’t suffice for the number of keys we expect to be storing! So, xxHash, while nice and coordination-free is probably not going to be the solution we need. What else can we do? Attempt #2: Billions of Sequences Incrementing one sequence is clearly not an option because we can only increment a single sequence ~100-200 times per second, but what if we instead had more than one sequence? Roaring Bitmaps managed to make highly efficient bitmap representations by breaking up a uint32 keyspace into a uint16-wide set of uint16-wide keyspaces. Can we do something similar here? Here’s an idea, what if we had just over 4 billion difference sequences and just picked one at random when we needed to assign a UID? Since we’re constructing our UIDs as a uint64, we can split the full UID into a pair of uint32s where the most-significant-bits are used to identify the sequence ID and the least-significant-bits are used to identify the value assigned to the UID within the sequence. So in our implementation, we get ~4.3 Billion sequence IDs that each have ~4.3 Billion incrementing values. As an example, if we were to randomly select Sequence ID 37 and then we increment that sequence to the value 5, we’d assemble the ID as 37<<32 + 5 which looks like 158,913,789,952 + 5 -> 158,913,789,957. Looking at the next Seuqence ID, we’d see 38 which, when left shifted by 32 gives us 163,208,757,248. You can see there’s a gap of ~4.3 billion values between the first UID assigned by each Sequence ID. Assuming we can increment a single sequence ~100 times per second with contention, we’re able to mint 430 Billion new UIDs per second without locking up (assuming the cluster can keep up). Storing ~4.3 billion sequences may be a bit expensive, but thankfully this strategy can scale up and down by picking a larger or smaller prefix size. If we only wanted to store say, ~16k sequences, we can pick a 14 bit prefix instead of a 32 bit prefix and then use a 50 bit sequence number. That spreads the load across 2^14 sequence IDs and significantly reduces storage requirements for Sequences. What does this look like in code? Well, it’s honestly not very complex! const uidSequencePrefix = "uid_sequence/" func (s *server) allocateNewUID(tx fdb.Transaction) (uint64, error) { // sequenceNum is the random uint32 sequence we are using for this allocation var sequenceNum uint32 var sequenceKey string // assignedUID is the uint32 within the sequence we will assign var assignedUID uint32 // Try up to 5 times to find a sequence that is not exhausted for range 5 { // Pick a random uint32 as the sequence we will be using for this UID sequenceNum = rand.Uint32() sequenceKey = fmt.Sprintf("%s%d", uidSequencePrefix, sequenceNum) val, err := tx.Get(fdb.Key(sequenceKey)).Get() if err != nil { return 0, fmt.Errorf("failed to get last UID: %w", err) } if len(val) == 0 { assignedUID = 1 // Start each sequence at 1 } else { lastUID, err := strconv.ParseUint(string(val), 10, 32) if err != nil { return 0, fmt.Errorf("failed to parse last UID: %w", err) } // If we have exhausted this sequence, pick a new random sequence if lastUID >= 0xFFFFFFFF { continue } assignedUID = uint32(lastUID) + 1 } } // If we failed to find a sequence after 5 tries, return an error if assignedUID == 0 { return 0, fmt.Errorf("failed to allocate new UID after 5 attempts") } // Assemble the 64-bit UID from the sequence ID and assigned UID newUID := (uint64(sequenceNum) << 32) | uint64(assignedUID) // Store the assigned UID back to the sequence key for the next allocation tx.Set(fdb.Key(sequenceKey), []byte(strconv.FormatUint(uint64(assignedUID), 10))) // Return the full 64-bit UID return newUID, nil } And there we go! We can now intern billions of strings per second with little to no contention in a distributed system while completely avoiding collisions and making full use of our keyspace! Conclusion Often times when designing distributed systems, patterns and strategies you see in seemingly unrelated libraries can inspire an elegant solution to the problem at hand. In the case of distributed, high-throughput string interning, horizontal scaling can be achieved by breaking up one large keyspace that requires strict coordination into billions of smaller keyspaces that can be randomly load-balanced across. Both patterns used in this technique are present elsewhere: Breaking up a large keyspace into a bunch of smaller keyspaces is present in Roaring Bitmaps (among other systems) Letting randomness and large numbers spread out resource contention is present in many load balancing systems This is one of my favorite parts of growing as an engineer: the more systems and strategies you familiarize yourself with, the more material you have to draw from when designing something new. Personal News A bit of personal news for y’all if you made it this far. Today is my last day as a member of the Bluesky team! The past 2+ years building out Bluesky’s Infrastructure and Platform team and scaling Bluesky from 100,000 -> 40,000,000 users have been the most intense and rewarding years of my life. I don’t have the words to express how much I’ve valued my time on the team and how much I care for the people I’ve worked with in what feels like a decade of real time. I’ve got some new adventures ahead and am excited to be embarking on a new journey within the next month (still building large-scale infrastructure, don’t worry). I plan to continue being involved in the AT Proto Community and to contribute to some cool projects other folks on the Bluesky team are working on from the FOSS space (like KVDB). To the team, I wish you all the best and will dearly miss getting to work with you all every day, but nothing lasts forever and I will always cherish the time I got to spend building an incredible platform with incredible people. If you’re interested in joining a world-class team doing important work, check out Bluesky’s open job listings here. There should be a new role opening up for a seasoned Go Engineer on the Platform team soon!

26th Sep 2025 • 1 votes
When Imperfect Systems are Good, Actually: Bluesky's Lossy Timelines

Often when designing systems, we aim for perfection in things like consistency of data, availability, latency, and more. The hardest part of system design is that it’s difficult (if not impossible) to design systems that have perfect consistency, perfect availability, incredibly low latency, and incredibly high throughput, all at the same time. Instead, when we approach system design, it’s best to treat each of these properties as points on different axes that we balance to find the “right fit” for the application we’re supporting. I recently made some major tradeoffs in the design of Bluesky’s Following Feed/Timeline to improve the performance of writes at the cost of consistency in a way that doesn’t negatively affect users but reduced P99s by over 96%. Timeline Fanout When you make a post on Bluesky, your post is indexed by our systems and persisted to a database where we can fetch it to hydrate and serve in API responses. Additionally, a reference to your post is “fanned out” to your followers so they can see it in their Timelines. This process involves looking up all of your followers, then inserting a new row into each of their Timeline tables in reverse chronological order with a reference to your post. When a user loads their Timeline, we fetch a page of post references and then hydrate the posts/actors concurrently to quickly build an API response and let them see the latest content from people they follow. The Timelines table is sharded by user. This means each user gets their own Timeline partition, randomly distributed among shards of our horizontally scalable database (ScyllaDB), replicated across multiple shards for high availability. Timelines are regularly trimmed when written to, keeping them near a target length and dropping older post references to conserve space. Hot Shards in Your Area Bluesky currently has around 32 Million Users and our Timelines database is broken into hundreds of shards. To support millions of partitions on such a small number of shards, each user’s Timeline partition is colocated with tens of thousands of other users’ Timelines. Under normal circumstances with all users behaving well, this doesn’t present a problem as the work of an individual Timeline is small enough that a shard can handle the work of tens of thousands of them without being heavily taxed. Unfortunately, with a large number of users, some of them will do abnormal things like… well… following hundreds of thousands of other users. Generally, this can be dealt with via policy and moderation to prevent abusive users from causing outsized load on systems, but these processes take time and can be imperfect. When a user follows hundreds of thousands of others, their Timeline becomes hyperactive with writes and trimming occurring at massively elevated rates. This load slows down the individual operations to the user’s Timeline, which is fine for the bad behaving user, but causes problems to the tens of thousands of other users sharing a shard with them. We typically call this situation a “Hot Shard”: where some resident of a shard has “hot” data that is being written to or read from at much higher rates than others. Since the data on the shard is only replicated a few times, we can’t effectively leverage the horizontal scale of our database to process all this additional work. Instead, the “Hot Shard” ends up spending so much time doing work for a single partition that operations to the colocated partitions slow down as well. Stacking Latencies Returning to our Fanout process, let’s consider the case of Fanout for a user followed by 2,000,000 other users. Under normal circumstances, writing to a single Timeline takes an average of ~600 microseconds. If we sequentially write to the Timelines of our user’s followers, we’ll be sitting around for 20 minutes at best to Fanout this post. If instead we concurrently Fanout to 1,000 Timelines at once, we can complete this Fanout job in ~1.2 seconds. That sounds great, except it oversimplifies an important property of systems: tail latencies. The average latency of a write is ~600 microseconds, but some writes take much less time and some take much more. In fact, the P99 latency of writes to the Timelines cluster can be as high as 15 milliseconds! What does this mean for our Fanout? Well, if we concurrently write to 1,000 Timelines at once, statistically we’ll see 10 writes as slow as or slower than 15 milliseconds. In the case of timelines, each “page” of followers is 10,000 users large and each “page” must be fanned out before we fetch the next page. This means that our slowest writes will hold up the fetching and Fanout of the next page. How does this affect our expected Fanout time? Each “page” will have ~100 writes as slow as or slower than the P99 latency. If we get unlucky, they could all stack up on a single routine and end up slowing down a single page of Fanout to 1.5 seconds. In the worst case, for our 2,000,000 Follower celebrity, their post Fanout could end up taking as long as 5 minutes! That’s not even considering P99.9 and P99.99 latencies which could end up being >1 second, which could leave us waiting tens of minutes for our Fanout job. Now imagine how bad this would be for a user with 20,000,000+ Followers! So, how do we fix the problem? By embracing imperfection, of course! Lossy Timelines Imagine a user who follows hundreds of thousands of others. Their Timeline is being written to hundreds of times a second, moving so fast it would be humanly impossible to keep up with the entirety of their Timeline even if it was their full-time job. For a given user, there’s a threshold beyond which it is unreasonable for them to be able to keep up with their Timeline. Beyond this point, they likely consume content through various other feeds and do not primarily use their Following Feed. Additionally, beyond this point, it is reasonable for us to not necessarily have a perfect chronology of everything posted by the many thousands of users they follow, but provide enough content that the Timeline always has something new. Note in this case I’m using the term “reasonable” to loosely convey that as a social media service, there must be a limit to the amount of work we are expected to do for a single user. What if we introduce a mechanism to reduce the correctness of a Timeline such that there is a limit to the amount of work a single Timeline can place on a DB shard. We can assert a reasonable limit for the number of follows a user should have to have a healthy and active Timeline, then increase the “lossiness” of their Timeline the further past that limit they go. A loss_factor can be defined as min(reasonable_limit/num_follows, 1) and can be used to probabilistically drop writes to a Timeline to prevent hot shards. Just before writing a page in Fanout, we can generate a random float between 0 and 1, then compare it to the loss_factor of each user in the page. If the user’s loss_factor is smaller than the generated float, we filter the user out of the page and don’t write to their Timeline. Now, users all have the same number of “follows worth” of Fanout. For example with a reasonable_limit of 2,000, a user who follows 4,000 others will have a loss_factor of 0.5 meaning half the writes to their Timeline will get dropped. For a user following 8,000 others, their loss factor of 0.25 will drop 75% of writes to their Timeline. Thus, each user has a effective ceiling on the amount of Fanout work done for their Timeline. By specifying the limits of reasonable user behavior and embracing imperfection for users who go beyond it, we can continue to provide service that meets the expectations of users without sacrificing scalability of the system. Aside on Caching We write to Timelines at a rate of more than one million times a second during the busy parts of the day. Looking up the number of follows of a given user before fanning out to them would require more than one million additional reads per second to our primary database cluster. This additional load would not be well received by our database and the additional cost wouldn’t be worth the payoff for faster Timeline Fanout. Instead, we implemented an approach that caches high-follow accounts in a Redis sorted set, then each instance of our Fanout service loads an updated version of the set into memory every 30 seconds. This allows us to perform lookups of follow counts for high-follow accounts millions of times per second per Fanount service instance. By caching values which don’t need to be perfect to function correctly in this case, we can once again embrace imperfection in the system to improve performance and scalability without compromising the function of the service. Results We implemented Lossy Timelines a few weeks ago on our production systems and saw a dramatic reduction in hot shards on the Timelines database clusters. In fact, there now appear to be no hot shards in the cluster at all, and the P99 of a page of Fanout work has been reduced by over 90%. Additionally, with the reduction in write P99s, the P99 duration for a full post Fanout has been reduced by over 96%. Jobs that used to take 5-10 minutes for large accounts now take <10 seconds. Knowing where it’s okay to be imperfect lets you trade consistency for other desirable aspects of your systems and scale ever higher. There are plenty of other places for improvement in our Timelines architecture, but this step was a big one towards improving throughput and scalability of Bluesky’s Timelines. If you’re interested in these sorts of problems and would like to help us build the core data services that power Bluesky, check out this job listing. If you’re interested in other open positions at Bluesky, you can find them here.

19th Feb 2025 • 63 votes
Emoji Griddle
30th Oct 2024 • 35 votes
Jetstream: Shrinking the AT Proto Firehose by >99%

Bluesky recently saw a massive spike in activity in response to Brazil’s ban of Twitter. As a result, the AT Proto event firehose provided by Bluesky’s Relay at bsky.network has increased in volume by a huge amount. The average event rate during this surge increased by ~1,300%. Before this new surge in activity, the firehose would produce around 24 GB/day of traffic. After the surge, this volume jumped to over 232 GB/day! Keeping up with the full, verified firehose quickly became less practical on cheap cloud infrastructure with metered bandwidth. To help reduce the burden of operating bots, feed generators, labelers, and other non-verifying AT Proto services, I built Jetstream as an alternative, lightweight, filterable JSON firehose for AT Proto. How the Firehose Works The AT Proto firehose is a mechanism used to keep verified, fully synced copies of the repos of all users. Since repos are represented as Merkle Search Trees, each firehose event contains an update to the user’s MST which includes all the changed blocks (nodes in the path from the root to the modified leaf). The root of this path is signed by the repo owner, and a consumer can keep their copy of the repo’s MST up-to-date by applying the diff in the event. For a more in-depth explanation of how Merkle Trees are constructed, check out this explainer. Practically, this means that for every small JSON record added to a repo, we also send along some number of MST blocks (which are content-addressed hashes and thus very information-dense) that are mostly useful for consumers attempting to keep a fully synced, verified copy of the repo. You can think of this as the difference between cloning a git repo v.s. just grabbing the latest version of the files without the .git folder. In this case, the firehose effectively streams the diffs for the repository with commits, signatures, and metadata, which is inherently heavier than a point-in-time checkout of the repo. Because firehose events with repo updates are signed by the repo owner, they allow a consumer to process events from any operator without having to trust the messenger. This is the “Authenticated” part of the Authenticated Transfer (AT) Protocol and is crucial to the correct functioning of the network. That being said, of the hundreds of consumers of Bluesky’s production Relay, >90% of them are building feeds, bots, and other tools that don’t keep full copies of the entire network and don’t verify MST operations at all. For these consumers, all they actually process is the JSON records created, updated, and deleted in each event. If consumers already trust the provider to do validation on their end, they could get by with a much more lightweight data stream. How Jetstream Works Jetstream is a streaming service that consumes an AT Proto com.atproto.sync.subscribeRepos stream and converts it into lightweight, friendly JSON. If you want to try it out yourself, you can connect to my public Jetstream instance and view all posts on Bluesky in realtime: $ websocat "wss://jetstream2.us-east.bsky.network/subscribe?wantedCollections=app.bsky.feed.post" Note: the above instance is operated by Bluesky PBC and is free to use, more instances are listed in the official repo Readme Jetstream converts the CBOR-encoded MST blocks produced by the AT Proto firehose and translates them into JSON objects that are easier to interface with using standard tooling available in programming languages. Since Repo MSTs only contain records in their leaf nodes, this means Jetstream can drop all of the blocks in an event except for those of the leaf nodes, typically leaving only one block per event. In reality, this means that Jetstream’s JSON firehose is nearly 1/10 the size of the full protocol firehose for the same events, but lacks the verifiability and signatures included in the protocol-level firehose. Jetstream events end up looking something like: { "did": "did:plc:eygmaihciaxprqvxpfvl6flk", "time_us": 1725911162329308, "type": "com", "commit": { "rev": "3l3qo2vutsw2b", "type": "c", "collection": "app.bsky.feed.like", "rkey": "3l3qo2vuowo2b", "record": { "$type": "app.bsky.feed.like", "createdAt": "2024-09-09T19:46:02.102Z", "subject": { "cid": "bafyreidc6sydkkbchcyg62v77wbhzvb2mvytlmsychqgwf2xojjtirmzj4", "uri": "at://did:plc:wa7b35aakoll7hugkrjtf3xf/app.bsky.feed.post/3l3pte3p2e325" } }, "cid": "bafyreidwaivazkwu67xztlmuobx35hs2lnfh3kolmgfmucldvhd3sgzcqi" } } Each event lets you know the DID of the repo it applies to, when it was seen by Jetstream (a time-based cursor), and up to one updated repo record as serialized JSON. Check out this 10 second CPU profile of Jetstream serving 200k evt/sec to a local consumer: By dropping the MST and verification overhead by consuming from relay we trust, we’ve reduced the size of a firehose of all events on the network from 232 GB/day to ~41GB/day, but we can do better. Jetstream and zstd I recently read a great engineering blog from Discord about their use of zstd to compress websocket traffic to/from their Gateway service and client applications. Since Jetstream emits marshalled JSON through the websocket for developer-friendliness, I figured it might be a neat idea to see if we could get further bandwidth reduction by employing zstd to compress events we send to consumers. zstd has two basic operating modes, “simple” mode and “streaming” mode. Streaming Compression At first glance, streaming mode seems like it’d be a great fit. We’ve got a websocket connection with a consumer and streaming mode allows the compression to get more efficient over the lifetime of the connection. I went and implemented a streaming compression version of Jetstream where a consumer can request compression when connecting and will get zstd compressed JSON sent as binary messages over the socket instead of plaintext. Unfortunately, this had a massive impact on Jetstream’s server-side CPU utilization. We were effectively compressing every message once per consumer as part of their streaming session. This was not a scalable approach to offering compression on Jetstream. Additionally, Jetstream stores a buffer of the past 24 hours (configurable) of events on disk in PebbleDB to allow consumers to replay events before getting transitioned into live-tailing mode. Jetstream stores serialized JSON in the DB, so playback is just shuffling the bytes into the websocket without having to round-trip the data into a Go struct. When we layer in streaming compression, playback becomes significantly more expensive because we have to compress outgoing events on-the-fly for a consumer that’s catching up. In real numbers, this increased CPU usage of Jetstream by 23% while lowering the throughput of playback from ~200k evt/sec to ~28k evt/sec for a single local consumer. When in streaming mode, we can’t leverage the bytes we compress for one consumer and reuse them for another consumer because zstd’s streaming context window may not be in sync between the two consumers. They haven’t received exactly the same data in the session so the clients on the other end don’t have their state machines in the same state. Since streaming mode’s primary advantage is giving us eventually better efficiency as the encoder learns about the data, what if we just taught the encoder about the data at the start and compress each message statelessly? Dictionary Mode zstd offers a mechanism for initializing an encoder/decoder with pre-optimized settings by providing a dictionary trained on a sample of the data you’ll be encoding/decoding. Using this dictionary, zstd essentially uses it’s smallest encoded representations for the most frequently seen patterns in the sample data. In our case, where we’re compressing serialized JSON with a common event shape and lots of common property names, training a dictionary on a large number of real events should allow us to represent the common elements among messages in the smallest number of bytes. For take two of Jetstream with zstd, let’s to use a single encoder for the whole service that utilizes a custom dictionary trained on 100,000 real events. We can use this encoder to compress every event as we see it, before persisting and emitting it to consumers. Now we end up with two copies of every event, one that’s just serialized JSON, and one that’s statelessly compressed to zstd using our dictionary. Any consumers that want compression can have a copy of the dictionary on their end to initialize a decoder, then when we broadcast the shared compressed event, all consumers can read it without any state or context issues. This requires the consumers and server to have a pre-shared dictionary, which is a major drawback of this implementation but good enough for our purposes. That leaves the problem of event playback for compression-enabled clients. An easy solution here is to just store the compressed events as well! Since we’re only sticking the JSON records into our PebbleDB, the actual size of the 24 hour playback window is <8GB with sstable compression. If we store a copy of the JSON serialized event and a copy of the zstd compressed event, this will, at most, double our storage requirements. Then during playback, if the consumer requests compression, we can just shuffle bytes out of the compressed version of the DB into their socket instead of having to move it through a zstd encoder. Savings Running with a custom dictionary, I was able to get the average Jetstream event down from 482 bytes to just 211 bytes (~0.44 compression ratio). Jetstream allows us to live tail all posts on Bluesky as they’re posted for as little as ~850 MB/day, and we could keep up with all events moving through the firehose during the Brazil Twitter Exodus weekend for 18GB/day (down from 232GB/day). With this scheme, Jetstream is required to compress each event only once before persisting it to disk and emitting it to connected consumers. The CPU impact of these changes is significant in proportion to Jetstream’s incredibly light load but it’s a flat cost we pay once no matter how many consumers we have. (CPU profile from a 30 second pprof sample with 12 consumers live-tailing Jetstream) Additionally, with Jetstream’s shared buffer broadcast architecture, we keep memory allocations incredibly low and the cost per consumer on CPU and RAM is trivial. In the allocation profile below, more than 80% of the allocations are used to consume the full protocol firehose. The total resident memory of Jetstream sits below 16MB, 25% of which is actually consumed by the new zstd dictionary. To bring it all home, here’s a screenshot from the dashboard of my public Jetstream instance serving 12 consumers all with various filters and compression settings, running on a $5/mo OVH VPS. At our new baseline firehose activity, a consumer of the protocol-level firehose would require downloading ~3.16TB/mo to keep up. A Jetstream consumer getting all created, updated, and deleted records without compression enabled would require downloading ~400GB/mo to keep up. A Jetstream consumer that only cares about posts and has zstd compression enabled can get by on as little as ~25.5GB/mo, <99% of the full weight firehose. Feel free to join the conversation about Jetstream and zstd on Bluesky.

24th Sep 2024 • 41 votes

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16 hours ago • 1 votes
TokyoDev Welcomes Its Head of Operations

TokyoDev has grown substantially over the past few years. We’ve expanded our community, dramatically increased the scope and frequency of our events, and have curated a library of articles for international developers. Despite all that, the way we run the business hasn’t changed much. I’ve continued to coordinate most of these activities myself, making the final decisions and keeping everything connected. In short, TokyoDev cannot run without my daily input. That approach worked well when TokyoDev was smaller, but it’s increasingly limiting how much we can accomplish. To help the business grow further, I wanted to find someone to take over some of my responsibilities and bring a fresh perspective. This is a significant step for me personally, as while I have worked with many contractors over the years, I have never actually hired a regular employee. Most importantly, I wanted to ensure that this person was someone I could trust to understand what TokyoDev stands for, and to make decisions in line with our philosophy. So I’m happy to announce that Scott Rothrock is joining TokyoDev full time as our Head of Operations. About Scott Scott has lived in Japan for nearly 20 years and has worked as a software engineer in multiple industries and environments, including small Japanese-owned businesses, overseas employers, and international companies based in Japan. Until the end of October 2026, he was the head of the Japan Markets team at Kraken Technologies, where he led an international team of software engineers in delivering complicated, regulated products on strict timelines for Japanese electricity and gas retailers, while also ensuring compliance with evolving organizational and global standards. He’s made a name for himself both inside and outside Japan as a kind, effective mentor who can cultivate great engineers and leaders. Scott’s previous role in TokyoDev Some of you may already know Scott in another capacity, as he has been involved with TokyoDev since 2022. He began as a community volunteer and later became our community manager, which also included responsibilities such as managing our article pipeline from submission to publishing. When I created TokyoDev’s Discord, I had no previous experience running an online community. Scott joined soon after I started and began helping other members, stepping in when people behaved inappropriately, and configuring our roles and permissions and safety features. I was impressed by his initiative and asked him to become an official moderator in January 2023. Outside of his role as a moderator, Scott has always pushed TokyoDev to grow; for example, he arranged internet events such as livestreamed AMAs and interviews. He organized TokyoDev’s first meetup as a volunteer in February 2023, which taught me that there was interest in TokyoDev events outside of the internet. By the end of 2023, I had brought him on as our part-time community manager. What I saw throughout his tenure was that Scott continued to take initiative in expanding TokyoDev. Scott was one of our first external contributors, writing about his experience living with a disability in Japan. He encouraged me to expand and refine both our editing and submission processes so that we could reach out to even more contributors and platform their perspectives. The editorial team now consists of him and Rebecca Callahan, and they’ve had a hand in every article that TokyoDev has published. In other words, since 2022, Scott has shown that he cares about TokyoDev as much as I do. He is invested in what we do and why we do it, and shares my vision for what TokyoDev can become. What changes now Scott’s experiences as an engineer, a mentor, and a leader make me confident that, as our Head of Operations, he will continue to help TokyoDev mature. A big part of what has made TokyoDev successful is that I see the software developers who use our site as my peers and genuinely want to help them. Scott shares that perspective, and will join me in ensuring that TokyoDev remains true to its principles while we grow. So what changes in the short term? Nothing dramatic. I will teach Scott about managing TokyoDev as a business, and he will document our processes and products as a part of that learning. He will also look for areas of improvement while ensuring that we remain compliant with regulations and labor law. Over time, I will hand over some other responsibilities. I will continue to run TokyoDev, but TokyoDev will become less dependent on me for its day-to-day operations. Long term, I’m excited about what this will enable us to do. TokyoDev has always been about helping international software developers build successful careers in Japan, and bringing Scott on full time puts us in a much better position to continue doing that. We look forward to writing the next chapter of TokyoDev together.

yesterday • 1 votes
Speeding up Kidz Fun Art &#038; making Google love it

Kidz Fun Art is a drawing, colouring and animation app for kids that I’ve been building since 2021. It runs in the browser also as a simple wrapper app on iOS, iPadOS and Windows. It wasn’t getting a great click through rate on Google, even for people who directly searched for it. So, for two days I took a hard look at how fast it loads and how search engines see it. It wasn’t flattering. This post covers what I found, what I changed and what the graphs say now. Short version: on a simulated slow phone, the homepage’s Largest Contentful Paint got about 2.6× faster (15.9 s to 6.1 s) and its first load is about 82% smaller (4.2 MB to 0.75 MB). I also fixed a set of SEO mistakes that are, frankly, embarrassing to write down. I’ll write them down anyway. Part 1: Google had no idea what the site was for I started by reading 16 months of Google Search Console data. 9,380 clicks in total. About 9,200 came from people who had typed “kidz fun art” or a close spelling. People searching for what the app actually does (“coloring app for kids”, “ai art for kids”, “make a comic book”) sent the site 164 clicks. In 16 months. Total. When there was a relevant page, Google ranked it well. The site was #1 for things like “drawing app for kids ipad” and a German query that means “paint by numbers app without ads”. There just weren’t many relevant pages. Then I looked at the code, and the cause was obvious. The homepage <title> was “Kidz Fun Art” in all 12 languages. That’s a fine name, and a terrible title. It tells a search engine nothing. The homepage’s first <h1> was the pricing table’s “Choose your experience”. I was, in effect, telling Google that the most important thing on my homepage was the checkout. Every blog post had the same meta description: a generic line about “news, updates, tips”. Each post’s front matter already had a perfectly good excerpt field that nobody read. Blog posts had two <h1>s: the site header and the post title. There was no structured data at all. The sitemap that redirected every single URL This one stings. The sitemap is the one file whose whole job is to say “here are my URLs, please index them”. Mine listed 17 URLs, and every one of them redirected. The sitemap build used an environment variable that resolved to kidzfun.art. The site lives on www.kidzfun.art, so every URL got a 308. Only the English blog posts were listed. The other 11 languages appeared only as hreflang alternates, which pointed at redirecting URLs too. There were no <link rel="canonical"> tags on any page and no hreflang in the page <head>. Google was left to guess which URL was the real one, and it guessed wrong a lot. What I changed: The sitemap is now built on https://www.kidzfun.art, with 204 URLs: every home page, blog index, blog post, About page and gallery page, in all 12 languages. Each one lists all of its language alternates plus an x-default. A shared SeoLinks component adds an absolute canonical (www, no query string) and the full hreflang set to every public page. The ?v= cache-busting URLs that had been showing up as duplicates now canonicalise to the clean URL. /xx/blog/yy/... URLs, which returned a 500 in production (oops), now 308 to /blog/yy/.... Login, account, debug, export and embed pages send X-Robots-Tag: noindex, follow from next.config.js, so they stop using up crawl budget. robots.txt now mentions the sitemap. Novel idea. Why Google skipped half the site Search Console’s Pages report had 93 of 174 known pages not indexed. Every reason on that list traces back to the mistakes above: “Page with redirect” (22): that sitemap, plus internal links to the non-www host. “Duplicate without user-selected canonical” (18): I hadn’t selected any canonicals. Fair cop. “Crawled, currently not indexed” (39): mostly translated posts that Google reached through redirecting URLs, plus thin pages like /login. “Discovered, currently not indexed” (12): Google found these and decided they weren’t worth a visit. With no sitemap entry and no hreflang, I hadn’t given it a reason to. On-page fixes Titles and descriptions: Each blog post got its own seoTitle and description, in all 12 languages. The meta description now comes from the post’s excerpt, which is what that field was for all along. The About pages take their title and description from their own localized Markdown. They had been sharing an English title and a generic description. One <h1> per page: A # heading inside a post’s Markdown now renders as an <h2>, so the post title is the only <h1>. The About page opts back in with a keepH1 prop. Its Markdown heading is the page title. This fix arrived in two parts. The first part left the About page with zero <h1>s. I noticed, eventually. Structured data and social tags: JSON-LD for the home page (the app), blog posts (articles) and the embedded videos. Open Graph and X/Twitter tags on every public page, so shared links get a proper card. A real 404 for deleted gallery images: The AI gallery shows a friendly “AI Artwork Not Found” page when an image has been deleted. It used to return 200 OK, which Google calls a “soft 404” and dislikes. It now returns a 404 with noindex, and a 503 if the Firestore lookup itself fails, so a database hiccup tells crawlers “come back later” rather than “this is gone”. Part 2: Making the homepage fast The homepage is the app. It works offline, so every dialog (save, stickers, colouring pages, “get an adult”, “no wifi”) is server-rendered into the HTML up front. That’s a deliberate trade-off, and I kept it because I want new users to be able to immediately be able to start drawing as soon as they launch the app. What I hadn’t thought about was what it meant for the network. What the homepage downloaded before the app could start I measured the live site with a Lighthouse-style mobile profile: slow 4G (1.6 Mbps, 150 ms latency), 4× CPU slowdown, empty cache. First load: 4.5 MB over 198 requests. The homepage HTML alone was 358 KB, with about 77 <img> tags in hidden dialogs. The browser dutifully fetched every one of those images. The script that starts the app (main.min.js, 191 KB) sat at the very end of the document, so the browser found it last and gave it whatever bandwidth was left. The app script finished arriving at about 14 seconds. The CPU was not the problem. Every long task was under 300 ms. This was purely about bandwidth and request order. I had built a very polite queue and put my own app at the back of it. Watch the queue The waterfall is a simplified illustration. The milestone times (first paint, LCP, load) are measured: slow 4G + 4× CPU, local production build, median of 3 runs. My Largest Contentful Paint was the “Contact support” link The canvas doesn’t count toward LCP, and the toolbar buttons are small. So on a slow load the largest thing painted was… the loading dialog. The loading dialog fades in its “Taking a while? Contact support” text after 5 to 7.5 seconds. On a slow connection, that text became the page’s LCP element, at 15.9 s. I was measuring my page speed by how long it took to suggest the user complain about my page speed. There’s a lesson in there somewhere. The fix wasn’t to change the dialog. It was to make the app start sooner, so it paints before that text ever appears. What I changed Preload the app script. I added <link rel="preload" as="script"> in <head> for main.min.js and errorHandler.min.js. The <script> tags stay where they were, so execution order doesn’t change. The browser just starts fetching them before any image. This one line did more than anything else on this list. It’s a little humbling. Turn the three dialog GIFs into MP4s. Three animated GIFs: an arrow pushing pictures into a tablet (927 KB), a dancing rainbow pencil (650 KB) and a paper plane (305 KB). That’s 1.9 MB of decoration in dialogs most visitors never open on their first visit. I re-encoded them with ffmpeg: H.264 High profile, -preset veryslow -crf 20, yuv420p, +faststart, constant frame rate taken from each GIF’s frame delay. The commands are committed as scripts/gif-to-mp4.sh. The result is 130 KB in total, with SSIM between 0.988 and 0.993 against the originals. The pencil needed tpad=stop_mode=clone:stop_duration=0.2, because ffmpeg’s GIF reader drops the final 250 ms hold and the dance lost its big finish. The new <video autoplay loop muted playsinline> tags render at exactly the same size and class as the old <img> tags. Alt text moved to aria-label. Locked colouring thumbnails were full-size PNGs. In the colouring page picker, locked pages used the full-size colouring PNG as their background image, inlined into the HTML. That came to about 1.3 MB on every first visit, to draw thumbnails in a dialog that was closed. They now use the small image, set when the picker opens, like the unlocked ones always did. Sticker thumbnails wait their turn. I tried loading="lazy" first. It didn’t help: Chrome fetched the images before the stylesheet that hides the dialogs had arrived, so as far as it knew they were visible. Sticker thumbnails and the media library’s YouTube thumbnail now use data-deferred-src. They load 3 seconds after the load event, or as soon as their dialog opens, whichever comes first. The service worker preload starts after load. The offline preload queue (about 2 MB of colouring pages and stickers) used to start while the page was still loading and compete with it. Now it starts after the load event. Same files, same offline result, no fighting for bandwidth. Analytics is async. Nothing waited for it, so nothing needed to block on it. Cache headers. /images/*: max-age=86400, stale-while-revalidate=604800. It had been max-age=0, so every image was re-checked on every visit. Versioned /js, /css and /addToHomescreen files are immutable for a year in production. Offline still has to work Offline support is a core feature, so “just don’t download it” was never an option. Some of the changes above put it at risk, and a couple of things turned up along the way: Safari plays video from byte ranges. Safari requests video with Range: bytes=.... Answer that with a full cached response and the video won’t play. The service worker now answers Range requests from its cache with a proper 206 Partial Content slice (lib/util/rangeResponse.ts, with unit tests). First-visit gap: on a first visit the service worker isn’t controlling the page yet, so dialog images only reached the offline cache on the second online visit. The page’s own dialog images and videos now go to the front of the offline preload queue on the first visit. I nearly downloaded my whole site, 12 times over. The service worker cached every <link href> it found in the page. The new SEO work had just added canonical and hreflang <link>s pointing at all 12 localized homepages. So every new visitor would have downloaded about 12 extra homepages, in languages they don’t speak, “for offline use”. I caught it before production. The service worker now skips rel=canonical and rel=alternate. Safari stopped the service worker mid-download. The old preload queue ran on timers after the request had been answered. Safari considers an idle service worker fair game, so it stopped it after the first few images. The page now sends images in batches of 10, and the service worker caches each batch before it replies. A page lock-up I’d never noticed. resizeDialog added a new “image loaded” listener every time the window resized. With lots of images loading at once, the listeners multiplied until the page locked up. It now attaches one listener per image, which, in hindsight, is how many it needed. Part 3: The blog Blog index cards used the full 1920 px screenshots as covers, up to 500 KB each, in a box about 200 px wide. Each card was a little billboard, shrunk down by the browser on every visit. Covers now go through next/image with sizes that match the actual card widths, so the browser gets a resized WebP. The first few cards get priority. The rest load lazily. The first sizes hint was too small at some widths and made covers blurry. It now matches the real card widths, up to about 630 px between 769 px and 1028 px wide. Post pages: The cover image gets fetchpriority="high", and images further down the post load lazily. Five images were recompressed in place, keeping the same filenames and dimensions. The PNGs came out about 4× smaller and the JPEGs about 40% smaller. I deleted a 1.1 MB cover.png that nothing referenced. All 12 translations of that post used cover.jpg. The PNG had just been sitting in public/ taking up space. Results on the slow 4G profile: /blog LCP went from 13.3 s to 1.8 s. A typical post went from 3.9 s to 1.7 s. The gallery didn’t get faster, on purpose. It got a 5-minute edge cache and a cached Firestore image count, which fixed its slow server responses. I decided not to change its 20 full-size PNG thumbnails, so its lab LCP barely moved (8.4 s to 8.6 s). That’s a choice, and the chart owns it. Part 4: Lighthouse homework After the speed work went live I ran Lighthouse on the production homepage (mobile) and cleaned up what it flagged. Performance stayed in the low 70s, so I have some more work to do, but it’s moved nicely in the right direction. Part 5: Telling the search engines Fixing the site is half the job. The other half is getting crawlers to come back and notice. Google Search Console: Resubmitted the www sitemap. Clicked “Validate fix” on “Duplicate without user-selected canonical” and on the redirect errors. Requested indexing for the main language homepages and the top blog posts. The quota is about 10 a day, so it’ll take a few days. Wrote down a baseline from the Performance report, so in 4 to 8 weeks I can tell whether any of this worked. Bing Webmaster Tools: Submitted all 204 sitemap URLs through URL Submission. The daily quota is 10,000, so no trickle-feeding needed. Bing’s index also feeds DuckDuckGo and several AI search tools, so it’s cheap extra reach. Most of Bing’s “SEO recommendations” pointed at old ?v= URLs and old titles. They’ll clear as Bing recrawls. What I’m not watching: the Lighthouse score. Google ranks on real-user Chrome data (the Chrome UX Report): a rolling 28-day window, judged at the 75th percentile. So the honest answer to “did it work?” is “ask me in a month”. How I kept from breaking things The app has hundreds of unit and integration tests, all of which still pass (even though they do take over 30 minutes to run). I also manually regression tested all the riskiest changes. Hopefully I don’t make things worse before they get better… Lessons, mostly at my own expense Read your own sitemap. Actually open it and click a URL. Mine had been quietly redirecting for who knows how long. <link rel="preload"> for the script that boots your app is the cheapest big win there is. Browsers fetch resources in the order they find them. If your app script is at the bottom of a 358 KB document full of images, it really is last in line. Check what your LCP element actually is before you try to make it faster. Mine was a “Contact support” link. GIF is an image format from 1987 that I was using as a video format. A real video codec beats it by an order of magnitude at the same quality. try/catch doesn’t catch promise rejections. I knew that. My code didn’t. Every <link> you add to <head> is something your service worker might decide to download. Speed scores are for diagnosis. Rankings come from real users. Fix what the lab finds, then wait for the field data. Epilogue You’re still here? Wow. Cool. After all this, I’m hoping that users notice nothing other than quicker app start times. I’m looking forward to keeping an eye on traffic and retention in the coming weeks. Wish me luck!

yesterday • 1 votes
Why we're moving our warehouse off DuckDB

Five months ago, we rebuilt our warehouse on DuckDB instead of ClickHouse. We did it because a shared ClickHouse cluster couldn't handle hours-long…

yesterday • 1 votes
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