Rehearsing a Live Update
Standard operating procedure for verifying a candidate patch against your currently live production release.
Table of Contents
- When to Use This Workflow
- The Pre-Rehearsal Checklist
- Phase 1: Static Pre-Flight Audit
- Phase 2: Dynamic Execution in the Rehearsal Room
- Phase 3: Promotion Decision
When to Use This Workflow
Execute this workflow whenever your studio is preparing to deploy an Addressables patch to live players:
- A weekly content drop (new cosmetics, skins, banners).
- A mid-season balance patch modifying gameplay prefabs.
- An urgent hotfix repairing a broken asset.
The Pre-Rehearsal Checklist
- The Baseline Release in your Release Registry reflects the exact build currently running on player devices.
- Candidate Addressables content was built using “Update a Previous Build” targeting the baseline’s
addressables_content_state.bin. - No git branch merges occurred that altered C# script GUIDs without updating the Content Contract.
- The local workstation has at least 5 GB of free disk space for isolated test sandboxes.
Phase 1: Static Pre-Flight Audit
Before running binaries:
- Open
Tools > PatchProof > Release Registry. - Select your live baseline and candidate releases.
- Click “Compare Catalogs & Code Schemas”.
- Check the Contract Difference Pane:
- Are there any unintentionally deleted keys?
- Did any asset change its primary C# type?
- Which bundles are unchanged (cache reusable) vs modified (wire transfer)?
If breaking changes appear, stop here. Fix the catalog or update your code before continuing.
Phase 2: Dynamic Execution in the Rehearsal Room
- Open
Tools > PatchProof > Rehearsal Room. - Select the live baseline and candidate release pairing.
- Set Client Mode to
Instrumented Binary. - Click “Run Full Rehearsal Matrix”.
Critical Matrix Scenarios to Inspect:
1. Tile 2: Warm Cache / Clean Network
- Verification Objective: Confirms that existing players who already have yesterday’s game files only download the modified delta bundles.
- Inspect: Open request traces and verify that
Transferred Wire Bytesis significantly smaller than the total content size.
2. Tile 4: Fresh Cache / Connection Drop
- Verification Objective: Confirms that if a player’s connection drops during the download, re-launching the app recovers cleanly without a redownload loop.
3. Tile 6: Missing Bundle (Incomplete CDN Simulation)
- Verification Objective: Confirms that your game displays an actionable error message rather than a black screen if the CDN has replication lag.
Phase 3: Promotion Decision
Once all 7 tiles finish:
- Review the Truth Score in the header. It must read 100% Verified.
- Click “Export Release Report” and save the HTML report to your team’s release repository.
- Send the HTML report to your Lead Producer or Release Manager.
- With full verification established, push the candidate bundles to your production CDN with complete confidence!