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Web streams use a locking model to prevent multiple consumers from interleaving reads. When you call getReader(), the stream becomes locked. While locked, nothing else can read from the stream directly, pipe it, or even cancel it — only the code that is actually holding the reader can.

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.。关于这个话题,Line官方版本下载提供了深入分析

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