<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>奖励资格 on PlumePHP</title><link>https://plumephp.com/tags/%E5%A5%96%E5%8A%B1%E8%B5%84%E6%A0%BC/</link><description>Recent content in 奖励资格 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Wed, 08 Dec 2021 20:46:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E5%A5%96%E5%8A%B1%E8%B5%84%E6%A0%BC/index.xml" rel="self" type="application/rss+xml"/><item><title>游戏服务器副本锁定与存档点架构设计</title><link>https://plumephp.com/game-server-raid-lockout-savepoint-architecture/</link><pubDate>Wed, 08 Dec 2021 20:46:00 +0800</pubDate><guid>https://plumephp.com/game-server-raid-lockout-savepoint-architecture/</guid><description>&lt;p&gt;多人副本最怕的不是 Boss 难，而是进度说不清。队长打到第三个 Boss 掉线，成员换人补位，新人有没有奖励资格？服务器重启后副本实例恢复到哪里？有人故意卡在 Boss 死亡前退出，能不能规避锁定？这些问题如果只靠房间服内存状态处理，早晚会在团本、跨服副本或周常重置时爆雷。副本锁定与存档点架构的核心，是把“实例状态”和“玩家资格”拆成两个可持久化、可审计、可恢复的模型。&lt;/p&gt;</description></item></channel></rss>