4 ms·
> video game space where struct versioning is not needed Save files? Looser than exact version multiplayer?
by jayd16 1mo ago
> video game space where struct versioning is not needed
Save files? Looser than exact version multiplayer?
- gafferongames 1mo agoMultiplayer games typically deploy both client and server at the same time, and refuse to connect a client if it doesn't speak the exact same protocol as the server. Thus all the versioning overhead of protobufs is not needed for this wire protocol. (Yes, games still use versioning everywhere else where it makes sense: save games, asset data, config etc...)
- npstr 1mo agoGood luck deploying a client to the mobile app stores together with your backend :pain: But then again, those barely count as games, I guess.
- dvtkrlbs 1mo agoWouldn’t it make sense to also have the old version of the game live and gradually roll out the new version for mobile
- jayd16 1mo agoYou can do this but if it's too granular (like you have no concept of version compatibility) then it can heavily split your matchmaking. Plus the headaches of keeping many out of date builds up to date enough to deploy. Even if you don't care about in game compatibility, all your servers still talk to some centralized data store and that will likely want a single deploy that handles old clients
- cyberax 1mo agoWe do it just fine (not for games). You submit a new binary for review in advance and then do a coordinated release once the review completes.
- jayd16 1mo agoThen players are locked out of multiplayer until they download a possibily large content patch.
- what 1mo agoThis feels like normal on mobile? Games force you to update to keep playing.
- cyberax 1mo agoI think both iOS and Android support separate downloads for large assets?
- yencabulator 1mo agoThis already happens on PC games too.