<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>协议网关 on PlumePHP</title><link>https://plumephp.com/tags/%E5%8D%8F%E8%AE%AE%E7%BD%91%E5%85%B3/</link><description>Recent content in 协议网关 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Wed, 16 Mar 2022 13:42:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E5%8D%8F%E8%AE%AE%E7%BD%91%E5%85%B3/index.xml" rel="self" type="application/rss+xml"/><item><title>游戏协议网关架构设计</title><link>https://plumephp.com/game-server-protocol-gateway-architecture/</link><pubDate>Wed, 16 Mar 2022 13:42:00 +0800</pubDate><guid>https://plumephp.com/game-server-protocol-gateway-architecture/</guid><description>&lt;p&gt;协议网关是玩家进入服务器世界的第一道门。它既要像门卫一样判断连接是否合法，又要像调度员一样把请求送到正确服务，还要像翻译一样处理不同客户端版本的协议差异。很多网关事故不是因为网关“不够复杂”，而是因为它承担了太多不该承担的业务逻辑，最后变成登录、风控、路由、缓存、战斗转发和活动判断的混合进程。&lt;/p&gt;</description></item></channel></rss>