Our game allows offline play. When you come back online, I send batches of events with WriteEvents to send all of the events you would have sent while you were offline. For any reasonable volume, this is sure to hit the EntityEventsPer15Seconds limit, and often also hits EntityEventsPer5Minutes. I'm seeing this constantly in our Playstream.
I've got some backoff to handle the throttling, with more coming next patch, but I'd rather there be a better way to handle this than hammering through the events every so often. Let's say a player just played 50 levels offline and now gets an internet connection. There would be, at minimum, 50 level start and level end events, along with whatever other events you have inbetween. Is there any good way to get those sent through without hitting those limits and not being able to get them through without multiple 5 minute throttles and likely take multiple sessions to catch up?
I know when I have a big bundle to send. I could make new events that are aggregates, but that's a messy thing to have to handle in every query. Are there any other recommendations for wanting to get these big event bundles off the client as fast as possible?
Thanks!