Backpressure is strict by default. When a buffer is full, writes reject rather than silently accumulating. You can configure alternative policies — block until space is available, drop oldest, drop newest — but you have to choose explicitly. No more silent memory growth.
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In coming up with a generalized solution, our goal was to minimize the required changes to the C++ Unreal game client code. The most obvious way to approach this problem might appear to be to create new exported DLL functions for each backend API that needs to function offline. Instead, we created a single new exported DLL function called ProcessHttpRequest. This function takes in a struct representing a standard HTTP request and returns a struct representing a standard HTTP response. We started referring to this system with the tongue-in-cheek name “serverless service” and it stuck.