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implementing-realtime-sync

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Real-time communication patterns for live updates, collaboration, and presence. Use when building chat applications, collaborative tools, live dashboards, or streaming interfaces (LLM responses, metrics). Covers SSE (server-sent events for one-way streams), WebSocket (bidirectional communication), WebRTC (peer-to-peer video/audio), CRDTs (Yjs, Automerge for conflict-free collaboration), presence patterns, offline sync, and scaling strategies. Supports Python, Rust, Go, and TypeScript.

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ai-design-components

ancoleman/ai-design-components

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backend-ai-skills

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ancoleman/ai-design-components
153stars

skills/implementing-realtime-sync/SKILL.md

Last Verified

February 1, 2026

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Instructions

# Real-Time Sync

Implement real-time communication for live updates, collaboration, and presence awareness across applications.

## When to Use

Use this skill when building:

- **LLM streaming interfaces** - Stream tokens progressively (ai-chat integration)
- **Live dashboards** - Push metrics and updates to clients
- **Collaborative editing** - Multi-user document/spreadsheet editing with CRDTs
- **Chat applications** - Real-time messaging with presence
- **Multiplayer features** - Cursor tracking, live updates, presence awareness
- **Offline-first apps** - Mobile/PWA with sync-on-reconnect

## Protocol Selection Framework

Choose the transport protocol based on communication pattern:

### Decision Tree

```
ONE-WAY (Server → Client only)
├─ LLM streaming, notifications, live feeds
└─ Use SSE (Server-Sent Events)
   ├─ Automatic reconnection (browser-native)
   ├─ Event IDs for resumption
   └─ Simple HTTP implementation

BIDIRECTIONAL (Client ↔ Server)
├─ Chat, games, collaborative editing
└─ Use WebSocket
   ├─ Manual reconnection required
   ├─ Binary + text support
   └─ Lower latency for two-way

COLLABORATIVE EDITING
├─ Multi-user documents/spreadsheets
└─ Use WebSocket + CRDT (Yjs or Automerge)
   ├─ CRDT handles conflict resolution
   ├─ WebSocket for transport
   └─ Offline-first with sync

PEER-TO-PEER MEDIA
├─ Video, screen sharing, voice calls
└─ Use WebRTC
   ├─ WebSocket for signaling
   ├─ Direct P2P connection
   └─ STUN/TURN for NAT traversal
```

### Protocol Comparison

| Protocol | Direction | Reconnection | Complexity | Best For |
|----------|-----------|--------------|------------|----------|
| SSE | Server → Client | Automatic | Low | Live feeds, LLM streaming |
| WebSocket | Bidirectional | Manual | Medium | Chat, games, collaboration |
| WebRTC | P2P | Complex | High | Video, screen share, voice |

## Implementation Patterns

### Pattern 1: LLM Streaming with SSE

Stream LLM tokens progressively to frontend (ai-chat integration).

**Pytho

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