Server-side integration vs. client-side integration

It's important to understand the impact of the decision to integrate TROPHiT server-side vs. client-side. Generally speaking, server-side should be the way to go, assuming it's technically possible (some apps don't even have a server-side, so for those, it's not an option). Here are some considerations to take into account:

  • A single server-side deployment is designed to serve an app regardless of whether it runs for iOS, Android or both, and regardless of whether it's developed in native Java/C++, native ObjC, Unity3D or other platforms
  • Given the right architecture, a single server-side deployment of TROPHiT can even handle multiple apps
  • A server-side deployment is easier to upgrade or change because there is usually only one server (or a synchronised cluster of them). Client-side SDKs are difficult to upgrade because they rely on users actually upgrading their apps, which may or may not occur in the desired timing
  • Client-side SDKs are sometimes impacted by native changes deployed by new operating system versions (we always strive to keep our client-side SDKs up-to-date, of course)
  • A server-side deployment would need to have access to the game's CRM (where user accounts are being managed), in order to "push" virtual items from TROPHiT to that user. A client-side deployment would need similar capabilities. Each app has its own mechanisms to perform this - their accessibility via client or server needs to be taken into account


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