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Publish rollout: when players get the new version
Your update goes live the moment the publish command finishes. But players don't all switch to it at the same instant. That's on purpose: a tile always opens from whatever is already on the player's phone so it starts instantly, instead of making them wait while it checks for a newer version. So the update reaches people quickly, not instantly.
| The player's situation | When they get your update |
|---|---|
| They have never opened your tile on this phone | Right away. Nothing is saved on their phone yet, so it downloads your newest version. |
| They have opened your tile on this phone before | On their next open after this one. To start instantly, the tile opens the copy already saved on their phone — the old version — and downloads your new one in the background while they play. The following open uses it. |
| Your tile is open on their screen right now | Within about 30 seconds a "Reload" option appears — nothing is needed from them to make it show up. They keep playing the old version until they tap it. |
A few things that are always true:
- A tile never swaps versions out from under someone mid-play. Players finish what they're doing and reload when they choose.
- One exception, and it's the important one: if your update changed the shape of saved data (you bumped
TILE_SCHEMA_VERSION), reloading isn't optional. Those players see a "Reload required" message and switch to the new version as soon as they tap it — including on that first open in row two above. This is why a migration matters: it's what carries their existing games and rooms across the change instead of wiping them. - If the tile is closed, or open but sitting in the background, nothing happens until they come back to it. That's why an update you publish at night shows up as a reload prompt the next morning.
- Your own phone is a special case. Publishing tells your own devices right away, so your next open is always the new version — handy for checking your work, but a reminder that your experience is faster than a player's.