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View Code? Open in Web Editor NEWextensible online game backend
License: MIT License
extensible online game backend
License: MIT License
This feature would optimise bandwidth for instances with large amounts of data, at the cost of CPU to generate the diffs
Should be configurable as:
Fit queuing players into optimal groups based on configurable per-hopper parameters, should support:
Also consider geographic proximity when scoring candidate sessions
Currently state changes are scoped to one instance. Need support for multi-instance changes to implement player trading etc
Build up complete records of game sessions
Time series data for all relevant game objects
Have to decide whether to use structured document model for each session or denormalised events
Add an interface for platforms to query their user-specific inventories for both permanent entitlements and consumables.
Each platform then maps the contents of its inventory to state changes.
Permanent entitlement example: if a user purchases DLC for the game, award them with the DLC's new set of weapons on login.
Consumable example: if a user purchases a currency pack, redeem it and apply the state change that grants them currency.
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