I am servicing an RPG game.
so PlayerData is updated frequently (ex. every time an item is enhanced or boss killed).
(In other words, the user can save more than 10 times within the current limit of 15 seconds.)
I've encountered a problem recently.
No data was saved after the user enhanced the item.
(DataUpdateRateExceeded occurs)
1. In a rpg game, there are points that must be saved, such as item enhancements.
Also, when enchanting multiple times, it must also be saved multiple times.
What can I do to avoid DataUpdateRateExceeded in this case?
2.When DataUpdateRateExceeded occurs, what ErrorsCode should be captured, and what is the proper error handling behaviour? (When an error occurs, should I call it again? This will also fail.)
(i.e. Is there an error code such as AccountNotAuthenticated?)
3. Does the current limit apply to all player data keys?
(i.e When I update two keys a total of 10 times in 15 seconds, is this limited to the limit?)
Or is it a limit for a single key? (I.e. only for updates to one key)
4. If so above, Is it possible to solve the problem by dividing the same save data key into two keys? (On the client, through the toggling save method that alternately save the data into each key .
And when the data is loaded, the latest data is used by comparing the lastUpdated property value.)
Is this method valid?
Thanks in advance for the answer.
This, like me, is an important issue in RPG development.
We look forward to your detailed answer.