<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>房间日志 on PlumePHP</title><link>https://plumephp.com/tags/%E6%88%BF%E9%97%B4%E6%97%A5%E5%BF%97/</link><description>Recent content in 房间日志 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Tue, 13 Jul 2021 11:08:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E6%88%BF%E9%97%B4%E6%97%A5%E5%BF%97/index.xml" rel="self" type="application/rss+xml"/><item><title>房间命令日志压缩架构：保留可回放能力又不让存储爆炸</title><link>https://plumephp.com/game-server-room-command-log-compaction-architecture/</link><pubDate>Tue, 13 Jul 2021 11:08:00 +0800</pubDate><guid>https://plumephp.com/game-server-room-command-log-compaction-architecture/</guid><description>&lt;h2 id="背景问题通常藏在正常路径之外"&gt;背景：问题通常藏在正常路径之外&lt;/h2&gt;
&lt;p&gt;房间命令日志是排障和回放的基础，但如果把所有输入和内部事件永远原样保存，存储成本很快失控。尤其是长时间房间、观战、开放世界局部实例，会产生大量重复移动、心跳和低价值事件。日志压缩架构要保留关键可重放能力，同时把低价值冗余数据压下去。&lt;/p&gt;</description></item></channel></rss>