<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>防沉迷 on PlumePHP</title><link>https://plumephp.com/tags/%E9%98%B2%E6%B2%89%E8%BF%B7/</link><description>Recent content in 防沉迷 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Fri, 23 Apr 2021 19:06:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E9%98%B2%E6%B2%89%E8%BF%B7/index.xml" rel="self" type="application/rss+xml"/><item><title>游戏服务器防沉迷在线时长控制架构：合规规则如何落到实时链路</title><link>https://plumephp.com/game-server-anti-addiction-playtime-control-architecture/</link><pubDate>Fri, 23 Apr 2021 19:06:00 +0800</pubDate><guid>https://plumephp.com/game-server-anti-addiction-playtime-control-architecture/</guid><description>&lt;h2 id="问题背景"&gt;问题背景&lt;/h2&gt;
&lt;p&gt;防沉迷不是登录时弹个提示就结束了。玩家可能在规则生效前已经进入副本，可能跨天在线，可能切换设备重连，可能处于付费流程中，也可能在跨服战斗里。服务器要做到合规，必须把在线时长控制接进实时会话链路，而不是每天跑一遍离线统计。&lt;/p&gt;</description></item></channel></rss>