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await blocking.writer.write(chunk1); // ok

Another possibility could be for supporting local development flows. Throughout the development of Towerborne, we struggled to find the best approach for this. Flaky backend development environments can have a real impact on content creators who need things up and running to do their work. At the same time, backend engineers need to roll out new features quickly leading to some inevitable friction. One can imagine an approach that gives people the option to use the Native AOT DLL when running the game through the Unreal editor, but interacts with a real backend when running an actual game build.

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There's also Stream.broadcast() for push-based multi-consumer scenarios. Both require you to think about what happens when consumers run at different speeds — because that's a real concern that shouldn't be hidden.

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