Optional Patching Strategy
Patching Strategy
This page explains when GC2 source patching is necessary, and when it is not.

Default Recommendation
Start with no patching.
Use transport wiring + authoritative server routing + security checks first. For many coop and small/mid-size games, interception/fallback mode is sufficient.
Why Not Patch Immediately
Lower maintenance during early development.
Less coupling to GC2 source signatures while gameplay is still changing.
Faster upgrade path when GC2 modules update.
Smaller operational risk while player count is low.
When To Move To Patching
Apply patchers when your game shows traction and abuse risk rises, for example:
Confirmed cheating attempts in live sessions.
Repeated authority bypass attempts in server logs.
Competitive PvP/ranked gameplay where trust boundaries must be tighter.
Economy abuse (item/currency/socket manipulation attempts).
Larger concurrency where exploit automation becomes likely.
Module Priority (Recommended)
Patch in this order for competitive hardening:
Shooter/Melee(combat authority)Inventory/Stats/Core(economy + core state)Abilities(if enabled and competitive-relevant)Quests/Dialogue/Traversal(when strict authority is required for your design)
Rollout Plan
Keep a clean backup branch before patching.
Apply patchers from
Game Creator > Networking Layer > Patches.Verify patch status for every enabled module.
Run host + dedicated server + multi-client smoke tests.
Run forged-request/ownership abuse tests.
Ship patched mode only after verification passes.
Rollback
If a GC2 update changes signatures and patch verification fails:
Use
Unpatchfor the affected module.Continue in interception/fallback mode.
Update patcher rules, then re-apply and re-test.
Is Patching Required?
No. Patching is optional by design.
Coop / most flows: start unpatched.
Competitive and abuse-prone environments: patch relevant modules.
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