Quote Originally Posted by Packetdancer View Post
The root cause isn't a bug, per se, but the fact that the process was not fault-tolerant is, at least in my opinion. It's an understandable one to make, given that data replication is often handled by some underlying database system and not by the game's own code directly. Still, the code surrounding it should probably have required an acknowledgment of data transferred successfully, and add things to a retry queue if it failed to get said acknowledgment, and I do think the lack there qualifies as a bug.
Bestest part about working with databases or servers as a systems engineer, attempting to bring things up to administration. Nothing brings happiness quite like identifying potential handshaking issue with simple fix only to be informed about deadlines. You then check your notes and ohhhh right, I brought this to your attention three weeks ago and was told it would be addressed. Now I get to spend time fixing it on live deployment.. fan fricken tastic also with upper management breathing down my spine.

Became so feist inducing I spent inordinate amount of effort just self hosting everything. Fricken costly too.. fiber, hardware, heat dissipation not cheap. I may give dev team much of the feist at the times but I truly feel for whoever has been tasked with resolving this because I have been there and it stinks.