<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Tick on PlumePHP</title><link>https://plumephp.com/tags/tick/</link><description>Recent content in Tick on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Wed, 21 Apr 2021 14:18:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/tick/index.xml" rel="self" type="application/rss+xml"/><item><title>游戏服务器世界时钟与 Tick 架构设计</title><link>https://plumephp.com/game-server-world-clock-tick-architecture/</link><pubDate>Wed, 21 Apr 2021 14:18:00 +0800</pubDate><guid>https://plumephp.com/game-server-world-clock-tick-architecture/</guid><description>&lt;p&gt;游戏服务器里几乎所有问题都和时间有关：技能冷却、怪物刷新、Buff 过期、每日重置、赛季结算、房间帧推进、断线保护。早期项目常用系统时间到处判断，代码看起来直观，线上却会出现“冷却提前结束”“重启后定时器丢失”“跨服活动早开五分钟”。世界时钟架构的目标不是发明一个神秘时间源，而是让实时模拟、业务定时和运营时间各自有边界。&lt;/p&gt;</description></item></channel></rss>