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From Bryan Duxbury <>
Subject Re: Using thrift as part of a game network protocol
Date Tue, 24 Mar 2009 15:23:29 GMT
Optional fields are not serialized onto the wire. There is a slight  
performance penalty at serialization time if you have a ton of unset  
fields, but that's it.

> Am I over complicating things

Personally, sounds like it to me. Why do you need this streaming  
behavior or whatnot? Hotwiring the rpc stack to let you send any  
message you want is going to be a ton of work and not really that  
much of a functionality improvement.


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