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Hard to know what is going on here. They claim that "all the code base got deleted from its server" where the server in this context is a deployment target, not
by SeanBoocock 7y ago
Hard to know what is going on here. They claim that "all the code base got deleted from its server" where the server in this context is a deployment target, not a source control server. At any studio I've worked, and even on larger hobby or student projects, fixing this would involve an automated build/deployment using <insert build pipeline, maybe Jenkins>. At worst you could go back to source and build binaries for the target manually and setup whatever deployment configuration necessary to stand up the service again.
The developer says that they were using uLink for multiplayer which was a Unity plugin/framework for building services natively in Unity. It sounds like this was a binary only dependency with no source. Perhaps they didn't store the binaries in source control (or anywhere else) and would have to re-implement the networking with some other framework. For a small team and title with a small player base, it would be hard to justify the cost.
Lessons learned to always have full source for any critical dependencies or a contract with the maintainer for long term support. Also, make sure you can rebuild your deployment target from scratch and have your continuous integration process testing that early and often.
- jayd16 7y agoOr just check everything in. It's a bit taboo when you have proper dependency management to also check in the dependency binaries but I've found this is the only sure fire way to get rock solid turn key builds.