godot-playfab
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Batched Events must not get lost
In case of a crash/scene change etc, unsent events should be persisted to disk and sent the next time the game can send it.
Disc access rate is a concern:
- less disk access - higher chance of loss of events
- higher disk access - lower chance of loss of events
Idea/Request by @lentsius-bark
- [ ] Write batch to file system (single file) every time an event is added to a batch
- [ ] Delete/overwrite batch after send
- [ ] On game start, read cache and send batch
- [ ] Add documentation