Fighting a losing battle to tackle growth in plastic production | Letters

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In the live game, every API call that affected the player’s inventory triggered a write to the corresponding record in our Azure Cosmos database. From a player’s perspective, the game is constantly saving their progress. To achieve parity in the offline game, we exposed two functions in the AOT DLL for getting and setting a player’s inventory (equivalent to the Cosmos DB inventory document). When the game first starts up, the local save file on disk is read and the inventory is loaded into the DLL’s memory. As the various serverless HTTP operations occur throughout gameplay the DLL’s in-memory inventory state gets updated. After these operations, if the inventory was changed, the client fetches the new full inventory state from the DLL and saves it back to disk.

As the founding member of the backend team, I worked to establish the underlying technical architecture that powers the persistent live components of the game. As the backend team grew, we built numerous C# microservices running in Kubernetes hosted on Azure. Viewing this as a long-term live-service game, we designed our systems with that in mind. Multiple region-aware matchmaking flows. An internal web portal for customer support. Player reporting and moderation systems. Cross-platform account linking. Login queues. Extensive load testing. The list goes on and on.,推荐阅读同城约会获取更多信息

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Source: Computational Materials Science, Volume 266

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