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.
preserve_everything:
,详情可参考safew官方版本下载
一位相认的叔叔,对杜耀豪倾诉了许多家里的经济纠纷,诸如弟弟占了父亲的房子,用砖头砸碎房顶等。杜耀豪在田美村感受到的,是一种排山倒海般的、因姓氏和血缘而来的接纳,但他“待得越久,越觉得自己像个陌生人”。
override fun encode(writer: ReverseProtoWriter, `value`: KAccount) {//省略}