<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>令牌服务 on PlumePHP</title><link>https://plumephp.com/tags/%E4%BB%A4%E7%89%8C%E6%9C%8D%E5%8A%A1/</link><description>Recent content in 令牌服务 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Tue, 12 Sep 2023 14:41:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E4%BB%A4%E7%89%8C%E6%9C%8D%E5%8A%A1/index.xml" rel="self" type="application/rss+xml"/><item><title>游戏服务器冷却令牌服务架构设计</title><link>https://plumephp.com/game-server-cooldown-token-service-architecture/</link><pubDate>Tue, 12 Sep 2023 14:41:00 +0800</pubDate><guid>https://plumephp.com/game-server-cooldown-token-service-architecture/</guid><description>&lt;p&gt;游戏里到处都是冷却：技能 CD、免费宝箱、每日免费抽、交易刷新、世界频道发言、重复挑战间隔。它们如果都由业务自己写时间判断，会产生大量重复逻辑，也很难统一处理时区、活动加速、人工修复和防刷。冷却令牌服务把“什么时候可以再做一次”抽象成可发放、可消费、可查询的令牌能力。&lt;/p&gt;</description></item></channel></rss>