Multiplayer games typically deploy both client and server at the same time, and refuse to connect a client if it doesn't speak the exact same protocol as the server.
Thus all the versioning overhead of protobufs is not needed for this wire protocol.
(Yes, games still use versioning everywhere else where it makes sense: save games, asset data, config etc...)
Multiplayer games typically deploy both client and server at the same time, and refuse to connect a client if it doesn't speak the exact same protocol as the server.
Thus all the versioning overhead of protobufs is not needed for this wire protocol.
(Yes, games still use versioning everywhere else where it makes sense: save games, asset data, config etc...)