<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>权威状态 on PlumePHP</title><link>https://plumephp.com/tags/%E6%9D%83%E5%A8%81%E7%8A%B6%E6%80%81/</link><description>Recent content in 权威状态 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Thu, 20 Jan 2022 09:18:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E6%9D%83%E5%A8%81%E7%8A%B6%E6%80%81/index.xml" rel="self" type="application/rss+xml"/><item><title>游戏服务器权威状态架构设计</title><link>https://plumephp.com/game-server-authoritative-state-architecture/</link><pubDate>Thu, 20 Jan 2022 09:18:00 +0800</pubDate><guid>https://plumephp.com/game-server-authoritative-state-architecture/</guid><description>&lt;p&gt;很多团队第一次把战斗、移动、背包、交易都搬到服务端时，会遇到一个很朴素的问题：到底谁说了算？客户端说自己走到了门口，房间服说他还在转角，数据库里的坐标又是三十秒前的落点。权威状态架构要解决的不是“把所有逻辑写在服务器”这么简单，而是让每一次状态变化都有明确的来源、校验、广播、落盘和追责路径。&lt;/p&gt;</description></item></channel></rss>