<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>实时指令 on PlumePHP</title><link>https://plumephp.com/tags/%E5%AE%9E%E6%97%B6%E6%8C%87%E4%BB%A4/</link><description>Recent content in 实时指令 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Mon, 23 Aug 2021 15:51:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E5%AE%9E%E6%97%B6%E6%8C%87%E4%BB%A4/index.xml" rel="self" type="application/rss+xml"/><item><title>实时指令整形架构：限频不是把玩家操作简单丢掉</title><link>https://plumephp.com/game-server-realtime-command-rate-shaping-architecture/</link><pubDate>Mon, 23 Aug 2021 15:51:00 +0800</pubDate><guid>https://plumephp.com/game-server-realtime-command-rate-shaping-architecture/</guid><description>&lt;h2 id="背景架构问题通常藏在正常路径之外"&gt;背景：架构问题通常藏在正常路径之外&lt;/h2&gt;
&lt;p&gt;实时游戏里，客户端一秒可以发几十个移动输入、瞄准方向、技能请求、交互动作和表情。如果服务端只做简单限频，超过阈值就丢包，玩家手感会变差；如果完全不限，异常客户端或脚本可以把房间线程和网关打满。实时指令整形的目标，是按指令价值处理流量：低价值合并，高价值保留，异常流量隔离。&lt;/p&gt;</description></item></channel></rss>