<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[sinat_33474267的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/sinat_33474267</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; sinat_33474267]]></copyright><item><title><![CDATA[【erlang】【rebar依赖】添加eredis依赖]]></title><link>https://blog.youkuaiyun.com/sinat_33474267/article/details/125587381</link><guid>https://blog.youkuaiyun.com/sinat_33474267/article/details/125587381</guid><author>sinat_33474267</author><pubDate>Mon, 04 Jul 2022 22:13:21 +0800</pubDate><description><![CDATA[在项目开发过程中，不可避免的需要用到数据库，本文就添加以非关系型数据库redis作为例子，为一个项目添加eredis依赖，实现“向服务器请求，服务器从redis中取数据并返回”。]]></description><category></category></item><item><title><![CDATA[【erlang】【rebar依赖】cowboy依赖]]></title><link>https://blog.youkuaiyun.com/sinat_33474267/article/details/125549078</link><guid>https://blog.youkuaiyun.com/sinat_33474267/article/details/125549078</guid><author>sinat_33474267</author><pubDate>Thu, 30 Jun 2022 23:20:08 +0800</pubDate><description><![CDATA[每个项目都会有对外接口或者提供web服务的需求，erlang有一些优秀的提供http服务的依赖包，包括cowboy、mochiweb、misultin等，本文选用cowboy，对cowboy进行搭建。]]></description><category></category></item><item><title><![CDATA[【erlang】【rebar依赖】添加protobuff（gpb）依赖]]></title><link>https://blog.youkuaiyun.com/sinat_33474267/article/details/125511148</link><guid>https://blog.youkuaiyun.com/sinat_33474267/article/details/125511148</guid><author>sinat_33474267</author><pubDate>Wed, 29 Jun 2022 23:43:38 +0800</pubDate><description><![CDATA[客户端与服务器通信的协议现在大部分都是使用google proto buffer规则，怎么在项目中使用gpb？本文对erlang项目旨在搭建使用gpb依赖，将.proto文件转化为.erl文件进行使用。rebar3_gpb_plugin是用于自动转化使用gpb规则编写的.proto文件的插件，能将.proto文件转化为对应的.erl文件...]]></description><category></category></item><item><title><![CDATA[[erlang] [rebar依赖] app使用lager依赖]]></title><link>https://blog.youkuaiyun.com/sinat_33474267/article/details/125350005</link><guid>https://blog.youkuaiyun.com/sinat_33474267/article/details/125350005</guid><author>sinat_33474267</author><pubDate>Mon, 27 Jun 2022 23:15:17 +0800</pubDate><description><![CDATA[rebar3配置添加依赖]]></description><category></category></item><item><title><![CDATA[[erlang] windows下idea使用rebar3]]></title><link>https://blog.youkuaiyun.com/sinat_33474267/article/details/125203633</link><guid>https://blog.youkuaiyun.com/sinat_33474267/article/details/125203633</guid><author>sinat_33474267</author><pubDate>Thu, 09 Jun 2022 17:21:09 +0800</pubDate><description><![CDATA[erlang、windows、rebar3]]></description><category></category></item><item><title><![CDATA[Redis学习-list类型的基本知识与底层实现]]></title><link>https://blog.youkuaiyun.com/sinat_33474267/article/details/107897327</link><guid>https://blog.youkuaiyun.com/sinat_33474267/article/details/107897327</guid><author>sinat_33474267</author><pubDate>Sun, 09 Aug 2020 18:16:00 +0800</pubDate><description><![CDATA[Redis学习-list数据类型
应用特点

存储多个数据，并对数据的存储空间顺序进行区分
就是数据的进入顺序有需求的数据
reids的list是双向链表结构
查找慢，插入快
栈与队列
多路消息的汇总合并

基本操作

lpush key value1…：左进数据添加/修改
lpush list1 apple huawei
rpush key value1…：右进数据添加/修改	
rpush list1 jingdong
lrang key start stop：获取范围数据	
lrang list1 1 ]]></description><category></category></item><item><title><![CDATA[Redis学习-hash类型基本知识与底层实现]]></title><link>https://blog.youkuaiyun.com/sinat_33474267/article/details/107896173</link><guid>https://blog.youkuaiyun.com/sinat_33474267/article/details/107896173</guid><author>sinat_33474267</author><pubDate>Sun, 09 Aug 2020 17:43:59 +0800</pubDate><description><![CDATA[Redis学习-hash类型的基本操作
hash类型的基本应用

用于存储表数据
对于一系列存储的数据进行编组

基本操作

hset key field value：添加/修改数据
hset student name Zhuanjia
hset student age 18
hget key field：获取数据
hget student age
hdel key field…：删除数据
hdel student age
hmset key field1 value1 field2 value2：添加/修]]></description><category></category></item><item><title><![CDATA[Redis学习-String类型基本知识与底层实现]]></title><link>https://blog.youkuaiyun.com/sinat_33474267/article/details/107895146</link><guid>https://blog.youkuaiyun.com/sinat_33474267/article/details/107895146</guid><author>sinat_33474267</author><pubDate>Sun, 09 Aug 2020 16:31:42 +0800</pubDate><description><![CDATA[Redis学习-String类型数据
关于string类型的基本操作指令

set key value: 添加修改数据
set name Zhuanjia
get key: 获取数据
get Zhuanjia
del key: 删除数据
del  Zhuanjia
mset key1 value1 key2 value2… : 添加/修改多个数据
set name Zhuanjia age 18
mget key1 key2… : 获取多个数据
get name age
strlen key: 获取数据字符]]></description><category></category></item><item><title><![CDATA[[go游戏开发实践]关于匹配机制的测试]]></title><link>https://blog.youkuaiyun.com/sinat_33474267/article/details/106220325</link><guid>https://blog.youkuaiyun.com/sinat_33474267/article/details/106220325</guid><author>sinat_33474267</author><pubDate>Wed, 27 May 2020 14:28:05 +0800</pubDate><description><![CDATA[package main

import (
	"fmt"
	"math/rand"
	"time"
)

//~协程
func matchProcess(model *MatchParamModel) {
	if model == nil {
		return
	}
	//if pool.startNum != 0 {
	//	return
	//}
	//pool.startNum = 1
	waitLongPool := make(map[uint64]*MatchPlayerInfo)
	start]]></description><category></category></item><item><title><![CDATA[[go游戏开发实践]游戏唯一id产生算法]]></title><link>https://blog.youkuaiyun.com/sinat_33474267/article/details/106147194</link><guid>https://blog.youkuaiyun.com/sinat_33474267/article/details/106147194</guid><author>sinat_33474267</author><pubDate>Mon, 18 May 2020 15:31:30 +0800</pubDate><description><![CDATA[package main

import(
	"fmt"
	"time"
)
//~唯一id产生算法

var shiftSizeArr = []uint32{0xff,0xffff,0xffffff,0xffffffff}

const shiftSizeTagSize = 2 //~tag偏移位数
const shiftSizeInterval = 8 //~id头偏移位数 -- 与shiftSizeArr的设置对应

// ShiftOffset -- 偏移 
// 参数 v -- 值 offset ]]></description><category></category></item><item><title><![CDATA[[go游戏开发实践]游戏匹配机制实现]]></title><link>https://blog.youkuaiyun.com/sinat_33474267/article/details/106105541</link><guid>https://blog.youkuaiyun.com/sinat_33474267/article/details/106105541</guid><author>sinat_33474267</author><pubDate>Thu, 14 May 2020 17:32:07 +0800</pubDate><description><![CDATA[@[TOC]go游戏开发实践
游戏匹配机制实现
在游戏项目开发过程中，分配到游戏匹配的任务，将其记录下来
匹配机制说明

为了匹配到的玩家段位相近，采用先蓄池再匹配的方式
蓄池N秒，当匹配池数量达到一定量，跳出蓄池
匹配段位等级一致的玩家，数量达到一定就可以开局
一段时间后扩大匹配范围，数量达到一定可以开局
每次匹配都优先匹配等待时间较长玩家

设计思路
Created with Raphaël 2.2.0开始匹配池不为0？有long wait等待一个检测时间未蓄池目标？不补人？足够？按参数匹配剔除玩家优先]]></description><category></category></item></channel></rss>