<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>聚合 on PlumePHP</title><link>https://plumephp.com/tags/%E8%81%9A%E5%90%88/</link><description>Recent content in 聚合 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Tue, 02 Feb 2021 09:42:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E8%81%9A%E5%90%88/index.xml" rel="self" type="application/rss+xml"/><item><title>游戏服务器伤害统计聚合架构：让战斗数据既及时又可信</title><link>https://plumephp.com/game-server-damage-meter-aggregation-architecture/</link><pubDate>Tue, 02 Feb 2021 09:42:00 +0800</pubDate><guid>https://plumephp.com/game-server-damage-meter-aggregation-architecture/</guid><description>&lt;h2 id="问题背景"&gt;问题背景&lt;/h2&gt;
&lt;p&gt;副本结束时，玩家经常会问谁打得高、谁治疗多、谁承伤稳定。伤害统计看起来像把战斗事件加一加，但真实线上环境里，伤害来源、召唤物归属、DOT 跳数、反伤、护盾吸收、断线重连、战斗服崩溃都会影响结果。如果统计链路和战斗主逻辑耦合太重，会拖慢战斗；如果完全放到客户端，又很难可信。&lt;/p&gt;</description></item></channel></rss>