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Offline Sync Outbox Queue: 2D Mutation Log & Rollback Simulator

2D companion to the offline-first sync engine model: watch a persistent outbox queue drain into a server across a live device-to-server lane, with optimistic mutations either committing or rolling back, plus a real-time queue-depth strip chart driven by the same dQ/dt = m(t) - s(t) queueing model as the 3D version.

Distributed & Parallel Computing2DModerate60 FPS📱 Mobile-adapted⇄ 3D version
2d-mobile-offline-first-architecture ↗ Open standalone

Mobile offline-first architecture rests on one core mechanic: every local edit is applied immediately and also appended to a persistent outbox queue, so the app keeps working with zero network at all. This 2D simulator renders a 5×5 grid of local data records plus a device and server node on a flat, pannable/zoomable schematic — toggle the connection off and watch the outbox queue stack up near the device as you (or the automatic edit-rate slider) keep mutating records, then toggle back online and watch queued mutations fly to the server one at a time, either committing (green) or getting rejected and rolled back (a red flash) according to the conflict-rate you set. A live strip chart plots queue depth over time underneath, alongside readouts for queue depth, in-flight packets, total synced mutations, rollbacks, and accumulated offline time.

⚙ Under the hood

2D companion to the offline-first sync engine model: watch a persistent outbox queue drain into a server across a live device-to-server lane, with optimistic mutations either committing or rolling back, plus a real-time queue-depth strip chart driven by the same dQ/dt = m(t) - s(t) queueing model as the 3D version.

offline-firstmobile architecturesync engineoutbox patternconflict resolutiondistributed systems2d-simulation

2D · HTML5 Canvas 2D · 60 FPS target · runs fully client-side, no install

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