<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>私密房间 on PlumePHP</title><link>https://plumephp.com/tags/%E7%A7%81%E5%AF%86%E6%88%BF%E9%97%B4/</link><description>Recent content in 私密房间 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Thu, 18 Nov 2021 20:07:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E7%A7%81%E5%AF%86%E6%88%BF%E9%97%B4/index.xml" rel="self" type="application/rss+xml"/><item><title>游戏服务器私密房间邀请令牌架构设计</title><link>https://plumephp.com/game-server-private-room-invite-token-architecture/</link><pubDate>Thu, 18 Nov 2021 20:07:00 +0800</pubDate><guid>https://plumephp.com/game-server-private-room-invite-token-architecture/</guid><description>&lt;p&gt;长线在线游戏的服务器架构，最怕把一个看似局部的玩法能力做成隐形全局规则。自定义房、训练房、主播房和赛事房经常需要邀请机制。房主生成邀请码，好友输入后加入。看似简单，但线上会遇到邀请码泄露、过期码继续可用、房主踢人后玩家反复进入、主播房被机器人刷入、赛事房名额被转卖等问题。私密房间邀请令牌架构要让“知道房间号”不等于“有权进入”，并把邀请权限、过期、次数和目标人群放到服务端治理。&lt;/p&gt;</description></item></channel></rss>