<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>房间预留 on PlumePHP</title><link>https://plumephp.com/tags/%E6%88%BF%E9%97%B4%E9%A2%84%E7%95%99/</link><description>Recent content in 房间预留 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Fri, 11 Jun 2021 20:05:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E6%88%BF%E9%97%B4%E9%A2%84%E7%95%99/index.xml" rel="self" type="application/rss+xml"/><item><title>匹配准备确认架构：十个人点准备背后的共识与超时处理</title><link>https://plumephp.com/game-server-match-ready-check-consensus-architecture/</link><pubDate>Fri, 11 Jun 2021 20:05:00 +0800</pubDate><guid>https://plumephp.com/game-server-match-ready-check-consensus-architecture/</guid><description>&lt;h2 id="背景一个小功能背后往往有多条状态链"&gt;背景：一个小功能背后往往有多条状态链&lt;/h2&gt;
&lt;p&gt;匹配成功并不等于对局已经开始。多人竞技里，系统通常要让玩家确认准备，处理有人掉线、拒绝、超时、客户端没弹窗、队伍成员状态变化等情况。这个阶段如果设计不好，会出现房间已预留但玩家没进、有人没确认却开局、取消后仍被惩罚等争议。&lt;/p&gt;</description></item></channel></rss>