Hello
My game is structured to store all save data in one key through updateUserdata call.
It also saves about 3 times per 10 seconds.
When you log in, the save data is loaded and the data is loaded.
What I'm curious about is, is there a chance that this save data may be broken or not properly stored?
If so, the user will not be able to load the data.
For example.. When the user closes the app, updateUserData is called, but the transmission is not appropriate, so only half of the data is updated. Do examples like this exist?
Or, if the Internet connection is disconnected during data transmission and 100% of the data cannot be reached..
If such a case exists. I think we need a solution.
Should the save data be divided and stored?? Is there a good solution in this case?