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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Best handheld gaming PC in 2026: my recommendations for the best portable powerhouses.
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The V3 approach obliterates this race condition by hooking addSourceBuffer at the MediaSource.prototype level, I intercept the creation of every SourceBuffer. The moment a buffer is created and returned, I immediately install a hooked appendBuffer directly on that specific instance; before any page code can even see the instance, let alone cache a reference to its methods. The hooked appendBuffer is installed as an own property of the instance, which takes precedence over the prototype chain. There is no window for fermaw to cache the original. The hook is always first.