<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>恢复架构 on PlumePHP</title><link>https://plumephp.com/tags/%E6%81%A2%E5%A4%8D%E6%9E%B6%E6%9E%84/</link><description>Recent content in 恢复架构 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Tue, 09 Nov 2021 09:58:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E6%81%A2%E5%A4%8D%E6%9E%B6%E6%9E%84/index.xml" rel="self" type="application/rss+xml"/><item><title>游戏服务器场景物件持久化架构设计</title><link>https://plumephp.com/game-server-scene-object-persistence-architecture/</link><pubDate>Tue, 09 Nov 2021 09:58:00 +0800</pubDate><guid>https://plumephp.com/game-server-scene-object-persistence-architecture/</guid><description>&lt;p&gt;长线在线游戏的服务器架构，最怕把一个看似局部的玩法能力做成隐形全局规则。开放地图里有可破坏木门、一次性宝箱、多人机关、采集点和剧情开关。玩家打碎木门后希望短时间内所有人都看到门已破坏；宝箱被领取后不能重复出现；副本机关状态要在房间服重启后恢复；剧情物件又可能只对某个玩家可见。若所有状态只放在地图服内存，重启就丢；若每次变化都同步写数据库，性能和复杂度会失控。场景物件持久化要先区分哪些状态值得保存、保存多久、归属谁。&lt;/p&gt;</description></item></channel></rss>