<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>快照 on PlumePHP</title><link>https://plumephp.com/tags/%E5%BF%AB%E7%85%A7/</link><description>Recent content in 快照 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Sat, 27 Mar 2021 09:36:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E5%BF%AB%E7%85%A7/index.xml" rel="self" type="application/rss+xml"/><item><title>游戏服务器快照增量同步架构设计</title><link>https://plumephp.com/game-server-snapshot-delta-sync-architecture/</link><pubDate>Sat, 27 Mar 2021 09:36:00 +0800</pubDate><guid>https://plumephp.com/game-server-snapshot-delta-sync-architecture/</guid><description>&lt;p&gt;当一个房间里只有十几个玩家时，全量广播状态看起来简单可靠；当同屏对象变成上百个，怪物、投射物、掉落物、特效触发器都要同步，网络带宽和客户端解包成本会迅速失控。更麻烦的是断线重连：客户端缺了几帧增量，继续套补丁只会得到一个越来越假的世界。快照增量同步的价值就在这里，它让实时状态在“足够省”和“能够恢复”之间取得平衡。&lt;/p&gt;</description></item></channel></rss>