> Probably only sort of consistent, I imagine? Game servers tend not to support seamless failover. If the server crashes at the wrong moment, data is going to be lost, regardless of how politely behaved the data backend is.
You could just have a let's say "user profile service" where all of the transactions about user profile (items, XP, etc.) go, on top of internal game server data.
That way the important stuff could be send immediately, like "epic or above item drops", and everything else either in batched update (XP, achievements etc.) or periodically (stuff like player rearranging inventory) or at end of the session.
You could just have a let's say "user profile service" where all of the transactions about user profile (items, XP, etc.) go, on top of internal game server data.
That way the important stuff could be send immediately, like "epic or above item drops", and everything else either in batched update (XP, achievements etc.) or periodically (stuff like player rearranging inventory) or at end of the session.