<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>实例调度 on PlumePHP</title><link>https://plumephp.com/tags/%E5%AE%9E%E4%BE%8B%E8%B0%83%E5%BA%A6/</link><description>Recent content in 实例调度 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Sun, 24 Apr 2022 08:55:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E5%AE%9E%E4%BE%8B%E8%B0%83%E5%BA%A6/index.xml" rel="self" type="application/rss+xml"/><item><title>游戏实例调度器架构设计</title><link>https://plumephp.com/game-server-instance-scheduler-architecture/</link><pubDate>Sun, 24 Apr 2022 08:55:00 +0800</pubDate><guid>https://plumephp.com/game-server-instance-scheduler-architecture/</guid><description>&lt;p&gt;只要游戏里有副本、房间、战场、竞技场或临时活动，就一定会有实例调度问题。早期团队常用“找一台空闲机器开房间”的方式解决，等到活动峰值到来才发现，空闲机器不等于合适机器，开得出来不等于跑得稳，房间创建成功不等于玩家能顺利进入。实例调度器的价值，是把一堆临时计算单元变成可预测、可观测、可回收的服务资源。&lt;/p&gt;</description></item></channel></rss>