A game we are developing has the characteristics of MMO, that is, there are tasks and battles. At the same time, there are a large number of SNS behaviors. For example, a role pet can find a pet of an offline friend role to fight, find offline role pets and practice. It is estimated that all SNS games currently have these two types of user behavior.
In this way, we can see data in the game: Roles, pets, items, tasks, achievements, friends, practices, and other messy data. There are no offline operations in the data, such as item, task, and Achievement data. Therefore, loading, writing back, and accessing such data can be handled by MMO games. MMO processing method. Generally, a public cache is loaded when a user logs on to the server. When switching the server, new data is loaded from the cache, and data is written back when the user logs out. Cache can be used as a simple LRU elimination mechanism.
Other data is processed according to the SNS game architecture. See: http://blog.csdn.net/herm_lib/article/details/6381872