<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>排障 on PlumePHP</title><link>https://plumephp.com/tags/%E6%8E%92%E9%9A%9C/</link><description>Recent content in 排障 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Thu, 27 May 2021 12:49:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E6%8E%92%E9%9A%9C/index.xml" rel="self" type="application/rss+xml"/><item><title>战斗观测采样架构：想看清战斗问题，也不能把房间日志打爆</title><link>https://plumephp.com/game-server-combat-observation-sampling-architecture/</link><pubDate>Thu, 27 May 2021 12:49:00 +0800</pubDate><guid>https://plumephp.com/game-server-combat-observation-sampling-architecture/</guid><description>&lt;h2 id="背景看似边缘的功能往往会触到核心状态"&gt;背景：看似边缘的功能，往往会触到核心状态&lt;/h2&gt;
&lt;p&gt;战斗问题需要证据，但战斗日志是高频数据。每帧位置、输入、技能、伤害、Buff、随机数都全量记录，成本很快不可接受；记录太少，又无法解释玩家争议。战斗观测采样要在成本和可诊断性之间找到平衡。&lt;/p&gt;</description></item></channel></rss>