Differences Between Updating and Inserting Data on the Meteor Server-Side and Client-Side

Exploring the benefits and drawbacks of updating/inserting a collection on the client versus the server is my current inquiry. Let's take an example where a method is used to update the current player by setting them to no longer be current and creating a new current player.

  Meteor.methods({
       currentPlayer : function () {
              var id = Player.findOne({current:true})._id;
              Player.update(id, {$set:{current:false}});
              Player.insert({current:true});
  ...

What are the advantages of performing this operation on the server compared to executing the exact same code on the client side:

  'click #add' : function () {
         var id = Player.findOne({current:true})._id;
         Player.update(id, {$set:{current:false}});
         Player.insert({current:true});
   ...

It's possible that there may not be any significant differences or advantages between these two approaches. However, if there are specific benefits, I would appreciate your insights on this matter. Thank you for sharing your thoughts!

Answer №1

Akshat brought up some excellent points that got me thinking. When it comes to latency compensation, having the method defined on both the client and server doesn't make much of a difference. I believe there are a few key reasons to opt for using a method:

  • Some operations can only be completed on the server or have side effects that are specific to the server (such as sending an email).

  • In cases where updates require complex permissions, like when only the game leader can modify certain player properties, it's challenging to express these conditions in allow/deny rules but simple to implement through methods.

In my experience, I prefer implementing methods in larger projects because it helps me better understand state changes by funneling all modifications through a set of defined functions.

On the flip side, for smaller projects with less complicated update rules, making direct collection mutations may offer a quicker approach.

Answer №2

One key distinction lies in latency compensation.

Internally, when using Player.update/insert/remove, a Meteor.call is employed. However, the difference is that it projects the outcome of a successful operation on the browser before it actually occurs.

For example, imagine your server is located on the opposite side of the globe with a 2-3 second delay. If you update your player using Player.insert/update, it will instantly appear as if the operation has been completed. This can enhance the responsiveness of the user interface.

On the other hand, utilizing Meteor.methods necessitates waiting for the server to dispatch an updated record. Consequently, any updates made would take 2-3 seconds to manifest on the UI.

By employing methods, you can be certain that the data has been successfully inserted on the server at the expense of UI interactivity. (Alternatively, you could utilize the Player.insert & Player.update callbacks for achieving the same result.)

Furthermore, with Meteor.methods, you have the option to replicate this latency compensation effect by executing the respective Meteor.method on the client end alongside the desired code for simulating latency compensation.

For those seeking more comprehensive details on how to implement these strategies, further information can be found in the documentation:

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