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.
Where we're coming from,推荐阅读heLLoword翻译官方下载获取更多信息
(三)违反国家规定,对计算机信息系统中存储、处理、传输的数据和应用程序进行删除、修改、增加的;,更多细节参见旺商聊官方下载
Author(s): Ziheng Wang, Jinchen Cao, Xiaojian Wang, Wenbo Gu