<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>公会战 on PlumePHP</title><link>https://plumephp.com/tags/%E5%85%AC%E4%BC%9A%E6%88%98/</link><description>Recent content in 公会战 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Fri, 17 Dec 2021 13:52:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E5%85%AC%E4%BC%9A%E6%88%98/index.xml" rel="self" type="application/rss+xml"/><item><title>游戏服务器公会战报名与锁定架构设计</title><link>https://plumephp.com/game-server-guild-war-registration-locking-architecture/</link><pubDate>Fri, 17 Dec 2021 13:52:00 +0800</pubDate><guid>https://plumephp.com/game-server-guild-war-registration-locking-architecture/</guid><description>&lt;p&gt;公会战看起来像一个活动入口，实际是社交、赛程、奖励和公平性纠缠在一起的控制面。报名期间成员频繁进出公会，管理者可能临近截止时间调整阵容，服务器要生成对阵和战场实例，运营还希望支持延期、补偿和重赛。若报名只是一张 guild_war_signup 表，到了赛季中后期就会遇到各种争议：谁有资格参战，转会成员算不算，报名成功后公会解散怎么办，赛程生成失败是否影响整个分组。报名与锁定架构要把公会状态在关键时间点冻结。&lt;/p&gt;</description></item></channel></rss>