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Individual gameplay features are implemented as API calls from the Unreal game client to our backend with the actual logic living exclusively in the C# microservice codebase. The service receives a request to perform a particular action on a specific player’s inventory. The service fetches the inventory from the Azure Cosmos database, confirms that the requested action is valid, modifies the inventory appropriately, persists the updated inventory back to the database, and returns a response to the game client that includes a list of all item changes as well as any other side effects that may have occurred from the action.

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The core concept of the mentioned application architectures is to make the business logic independent from communication with the outside world (disk, network, UI, etc). It’s achieved by applying the Dependency Inversion Principle (DIP) at the architectural level. Exactly the same concept is used in MIM (Module Infrastructure-Module Application Architecture). Thanks to that, all these architectures solved the problem of low testability, which was intrinsic to the classical Three-tier Architecture.