<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>网络协议 on PlumePHP</title><link>https://plumephp.com/tags/%E7%BD%91%E7%BB%9C%E5%8D%8F%E8%AE%AE/</link><description>Recent content in 网络协议 on PlumePHP</description><generator>Hugo</generator><language>zh-CN</language><lastBuildDate>Fri, 27 Mar 2026 12:08:00 +0800</lastBuildDate><atom:link href="https://plumephp.com/tags/%E7%BD%91%E7%BB%9C%E5%8D%8F%E8%AE%AE/index.xml" rel="self" type="application/rss+xml"/><item><title>游戏服务器 TCP WebSocket 与 QUIC 选择</title><link>https://plumephp.com/tcp-websocket-and-quic-choices-for-game-servers/</link><pubDate>Fri, 27 Mar 2026 12:08:00 +0800</pubDate><guid>https://plumephp.com/tcp-websocket-and-quic-choices-for-game-servers/</guid><description>&lt;p&gt;很多团队选网络协议时会直接问哪个性能最好。真实项目里，更应该问玩家在哪些设备上玩、客户端受什么限制、运维团队能维护什么、弱网下如何恢复、协议升级成本多高。&lt;/p&gt;</description></item></channel></rss>