<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>消息投递 on PlumePHP</title><link>https://plumephp.com/tags/%E6%B6%88%E6%81%AF%E6%8A%95%E9%80%92/</link><description>Recent content in 消息投递 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Sun, 08 Aug 2021 18:07:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E6%B6%88%E6%81%AF%E6%8A%95%E9%80%92/index.xml" rel="self" type="application/rss+xml"/><item><title>游戏通知优先级投递架构：红点、弹窗和系统消息不能抢同一条路</title><link>https://plumephp.com/game-server-notification-priority-delivery-architecture/</link><pubDate>Sun, 08 Aug 2021 18:07:00 +0800</pubDate><guid>https://plumephp.com/game-server-notification-priority-delivery-architecture/</guid><description>&lt;h2 id="背景架构问题通常藏在正常路径之外"&gt;背景：架构问题通常藏在正常路径之外&lt;/h2&gt;
&lt;p&gt;游戏里的通知远不止一条消息。背包满了要提示，好友上线要提示，活动快结束要提示，赛季结算要提示，支付到账要提示，系统维护要提示。它们如果都走同一条实时推送链路，玩家会被弹窗淹没，关键消息也可能被低价值红点挤掉。通知优先级投递架构的目标，是让不同价值、不同时效、不同打扰程度的通知走适合自己的路。&lt;/p&gt;</description></item></channel></rss>