<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>世界Boss on PlumePHP</title><link>https://plumephp.com/tags/%E4%B8%96%E7%95%8Cboss/</link><description>Recent content in 世界Boss on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Thu, 29 Jul 2021 22:06:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E4%B8%96%E7%95%8Cboss/index.xml" rel="self" type="application/rss+xml"/><item><title>场景热对象拆分架构：一个世界 Boss 为什么会拖慢整张地图</title><link>https://plumephp.com/game-server-scene-hot-object-splitting-architecture/</link><pubDate>Thu, 29 Jul 2021 22:06:00 +0800</pubDate><guid>https://plumephp.com/game-server-scene-hot-object-splitting-architecture/</guid><description>&lt;h2 id="背景问题通常藏在正常路径之外"&gt;背景：问题通常藏在正常路径之外&lt;/h2&gt;
&lt;p&gt;世界 Boss、热门商人、活动机关这类热对象会吸引大量玩家同时交互。如果它们和普通场景实体一样由场景主线程处理，整张地图都会被拖慢。热对象拆分架构的目标，是把局部热点从场景大循环里隔离出来，同时保持状态对周围玩家可见。&lt;/p&gt;</description></item></channel></rss>