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.
However, it is important to review the suggestions provided by the tool and use
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而针对 Epic 案相关的禁令,苹果强调其从未保证合规程序是「万无一失」的。
The myth of willpower - and why some people struggle to lose weight more than others