<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>反刷 on PlumePHP</title><link>https://plumephp.com/tags/%E5%8F%8D%E5%88%B7/</link><description>Recent content in 反刷 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Mon, 29 Mar 2021 16:48:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E5%8F%8D%E5%88%B7/index.xml" rel="self" type="application/rss+xml"/><item><title>游戏服务器世界资源刷新调度架构：采集点、争夺点与负载控制</title><link>https://plumephp.com/game-server-world-resource-respawn-scheduler-architecture/</link><pubDate>Mon, 29 Mar 2021 16:48:00 +0800</pubDate><guid>https://plumephp.com/game-server-world-resource-respawn-scheduler-architecture/</guid><description>&lt;h2 id="问题背景"&gt;问题背景&lt;/h2&gt;
&lt;p&gt;开放世界里的资源刷新看起来简单：采集后 10 分钟再刷。但真实场景里，玩家会跨线、蹲点、组队争夺，活动会临时提高刷新率，服务器负载会因为热点资源集中升高。刷新系统如果只是给每个资源点挂一个定时器，规模和公平性都会很快失控。&lt;/p&gt;</description></item></channel></rss>