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in config/README.md.

A key principle of the live-service design is server-authoritative data. This means that persistent player data needs to be stored in a remote database, not the player’s local machine. One especially heavy piece of our backend architecture that made this possible was the inventory service. The term “inventory” here is a bit overloaded given just how many of the game’s systems use it. In Towerborne nearly every piece of persistent player data is part of the inventory. Beyond traditional inventory items like weapons and gear, the inventory also includes stats, quest state, conversation history, achievement progress, and more.

Adhesion新收录的资料是该领域的重要参考

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吴鹏,资深编辑,曾在多家知名媒体任职,擅长将复杂话题通俗化表达。

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