单调栈:从模板到实战

· · 来源:study资讯

In the live game, every API call that affected the player’s inventory triggered a write to the corresponding record in our Azure Cosmos database. From a player’s perspective, the game is constantly saving their progress. To achieve parity in the offline game, we exposed two functions in the AOT DLL for getting and setting a player’s inventory (equivalent to the Cosmos DB inventory document). When the game first starts up, the local save file on disk is read and the inventory is loaded into the DLL’s memory. As the various serverless HTTP operations occur throughout gameplay the DLL’s in-memory inventory state gets updated. After these operations, if the inventory was changed, the client fetches the new full inventory state from the DLL and saves it back to disk.

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To help introduce this system to players, an early game quest objective requires players to dismantle a specific item, the “Aspect of Dismantling”. This quest objective is configured using the conditional language like this:。业内人士推荐同城约会作为进阶阅读

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