<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>托管账户 on PlumePHP</title><link>https://plumephp.com/tags/%E6%89%98%E7%AE%A1%E8%B4%A6%E6%88%B7/</link><description>Recent content in 托管账户 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Sat, 11 Dec 2021 11:18:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E6%89%98%E7%AE%A1%E8%B4%A6%E6%88%B7/index.xml" rel="self" type="application/rss+xml"/><item><title>游戏服务器货币预占与托管架构设计</title><link>https://plumephp.com/game-server-currency-reservation-escrow-architecture/</link><pubDate>Sat, 11 Dec 2021 11:18:00 +0800</pubDate><guid>https://plumephp.com/game-server-currency-reservation-escrow-architecture/</guid><description>&lt;p&gt;游戏里的货币扣减通常比发奖更敏感。玩家买商品、挂拍卖、参加竞拍、抽卡、跨服交易时，一旦出现扣了钱没拿到东西，信任会迅速崩塌。很多系统最初只提供一个 deduct 接口，业务方调用成功后再做后续逻辑，失败时尝试 refund。这个模型在单服务、低并发时还能勉强工作，一旦跨服、异步结算、订单超时和人工补偿混在一起，就会出现重复退款、余额短暂为负、订单状态和货币流水对不上等问题。货币预占与托管架构的目标，是让“扣减意图”和“最终归属”分阶段落账。&lt;/p&gt;</description></item></channel></rss>