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The first thing I profile when I make a multiplayer game is bandwidth usage. It’s easy to accidentally use too much bandwidth, and it’s typically my one unbounded cost so I want to minimize it.

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You might assume this pattern is inherent to streaming. It isn't. The reader acquisition, the lock management, and the { value, done } protocol are all just design choices, not requirements. They are artifacts of how and when the Web streams spec was written. Async iteration exists precisely to handle sequences that arrive over time, but async iteration did not yet exist when the streams specification was written. The complexity here is pure API overhead, not fundamental necessity.

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