CN107930113B - Xbox platform multiplayer game access control method based on client synchronization - Google Patents

Xbox platform multiplayer game access control method based on client synchronization Download PDF

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CN107930113B
CN107930113B CN201711315929.3A CN201711315929A CN107930113B CN 107930113 B CN107930113 B CN 107930113B CN 201711315929 A CN201711315929 A CN 201711315929A CN 107930113 B CN107930113 B CN 107930113B
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client
game
room
microsoft
initiating
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CN107930113A (en
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牛群
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Suzhou Snail Digital Technology Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/51Server architecture

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  • Computer And Data Communications (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The invention relates to an Xbox platform multiplayer game access control method based on client synchronization, which realizes the game external invitation function of multiplayer network battle games on Xbox series game machines, solves the problem that the original service flow is interrupted due to the synchronization of state data of players and rooms between a developer game server and an Xbox Live server, and fuses and unifies the functions of game rooms and Microsoft rooms; the method avoids modifying the stable game room function of the game server engine, and avoids logic service developers from disturbing the original service flow for redevelopment; the multi-player battle network game on the traditional pc platform can be quickly transplanted to the Xbox platform, so that the game product meets the requirements of Microsoft enforcement, and the product can be released online; the flexibility of the Xbox Live platform for the rapid transplantation of the traditional pc platform multi-person battle net game is enhanced; the efficiency of product research and development is improved, shorten development cycle, reduction production human cost.

Description

Xbox platform multiplayer game access control method based on client synchronization
Technical Field
The invention relates to an Xbox platform multiplayer game access control method based on client synchronization, and belongs to the technical field of data synchronization.
Background
Xbox is a Microsoft brand of electronic games. It includes a series of electronic gaming machines from the sixth to eighth generation developed by microsoft, as well as applications (games), streaming services, and online services Xbox Live. According to the requirements of Microsoft corporation, when a multiplayer network game on a traditional pc platform is transplanted to a Microsoft Xbox series game machine, the service on the Microsoft Xbox Live online service platform needs to be accessed forcibly.
For a conventional pc platform network game, a developer generally has a game server, and provides a room (hereinafter referred to as "game room") and an invitation function on the server. Wherein the "game room" function is used to organize several players together for play. The invite function is then able to pull other online players not in this "game room" into the "game room". Two problems that need to be faced with the migration of such game products onto Xbox are:
(1) the Xbox Live online service platform which requires mandatory access by Microsoft also provides a room (hereinafter referred to as a Microsoft room) and an invitation function, and has a set of own room and invitation mechanism. Meanwhile, two sets of player states on the Xbox Live and the developer's own server can cause service conflict, so that the problem that rooms, player states and the like on the game developer's server need to be synchronized with the Xbox Live server of Microsoft. However, the developer cannot synchronize the state of the player on the own server to Xbox Live without maintaining the subsequent state of the player on Xbox Live, that is, all data states are subject to the own server data, and Xbox Live is only used as a place for state recording. The reason is explained in the following point 2.
(2) Microsoft requires that when a player invites a player B, the game player a receives an invitation from a (hereinafter referred to as "out-of-game invitation") even if the player B does not start the game, and presses a corresponding key of the grip controller to start the game and enter a corresponding "game room". The invitation function can only be realized by combining an operating system closed by the Microsoft Xbox series game host with the Xbox Live, and developers cannot realize the function highly dependent on hardware/platforms by themselves.
This means that implementing the data base that enforces the Xbox Live function that requires access-the player's status on Xbox Live needs to be completely consistent with the developer's game server. For the lightweight network game of independent developers, as long as the Xbox Live service of Microsoft is used, the problem of player state data conflict can be avoided without realizing a game server by the user. However, for the vast majority of existing, complete, time-tested commercial pc platform network game solutions, the server engine essentially encapsulates the functionality comprising the "game room". The existing scheme can lead to the modification of a mature and stable server engine and the modification of an upper-layer logic business flow when synchronizing data on the server with Xbox Live. This greatly increases the burden on developers, extends the development period, and increases the production cost.
Disclosure of Invention
The technical problem to be solved by the invention is to provide a client synchronization-based Xbox platform multiplayer game access control method, which adopts the client synchronization of the game server and the player state on the Xbox Live server to ensure the game running accuracy and improve the game running efficiency.
The invention adopts the following technical scheme for solving the technical problems: the invention designs an Xbox platform multiplayer game access control method based on client synchronization, which is used for realizing multiplayer game access control aiming at the condition that an Xbox Live platform coexists with a game server; the method comprises the steps that an initiating client invites a target client to have a common game mode, wherein the initiating client synchronizes the state of the initiating client on an Xbox Live platform based on the idle state of the initiating client on a game server, requests the Xbox Live platform to build a Microsoft room first, and requests the game server to build a game room; and then the initiating client sends an invitation request to the target client through the Xbox Live platform to realize out-of-game invitation, the target client synchronizes the state of the target client on the Xbox Live platform based on the idle state of the target client on the game server, firstly joins the Microsoft room of the initiating client, and then joins the game room of the initiating client, so as to realize the common game of the initiating client and the target client.
As a preferred technical solution of the present invention, the method for inviting the target client to play the common game mode by the initiating client includes the following steps:
step A1, the initiating client confirms whether the state of the initiating client on the game server is idle according to the state information issued by the game server, if so, the initiating client enters step A2; otherwise, the initiating client enters a disconnection reconnection mode, and then the step A1 is executed again;
step A2, initiating the client to reset the state of the client on the Xbox Live platform to be idle, and entering the step A3 if the reset is successful; if the reset fails, ending the common game mode;
step A3, the initiating client requests the Xbox Live platform to create a Microsoft room, the maximum client number of the Microsoft room is equal to the maximum client number of a single room on the game server, and if the request is successful, the step A4 is entered; if the request fails, ending the common game mode;
step A4, the Xbox Live platform creates a Microsoft room, returns the Microsoft room number of the Microsoft room to the initiating client, and enters step A5 if the creation is successful; if the establishment fails, ending the common game mode;
step A5, the initiating client records the acquired Microsoft room number, forwards the Microsoft room number to the game server, and simultaneously requests the game server to create a game room, if the request is successful, the step A6 is executed; if the request fails, the client is initiated to exit the Microsoft room, the state of the client on the Xbox Live platform is reset to be idle, and then the common game mode is ended;
step A6, the game server records the obtained Microsoft room number, creates a game room, and simultaneously returns the game room number of the game room to the initiating client, if the creation is successful, the step A7 is entered; if the creation is failed, the client is initiated to exit the Microsoft room, the state of the client on the Xbox Live platform is reset to be idle, and then the common game mode is ended;
step A7, the initiating client sends a request for inviting the target client to the Xbox Live platform, the Xbox Live platform sends the request to the target client, and if the request is sent successfully, the step A8 is entered; if the invitation request fails to be sent, the Xbox Live platform returns an invitation request to the initiating client to send failure information, and the initiating client ends the common game mode according to the requirement; re-executing step a7 for the target client; or for other target clients, the operation of the step A7 is re-executed;
step A8, the target client receives the invitation in the request sent by the Xbox Live platform, confirms whether the state of the target client on the game server is idle or not to the game server, and enters step A9 if the state of the target client on the game server is idle; otherwise, the behavior that the target client receives the invitation is intercepted by the game server;
step A9, the target client requests the Xbox Live platform to join the Microsoft room of the initiating client, if the request is successful, the step A10 is entered; if the request fails, the Xbox Live platform returns request failure information to the target client;
step A10, after the Xbox Live platform adds the target client to the Microsoft room of the initiating client, the target client requests the game server to add the game room of the initiating client, if the request is successful, step A11 is entered; if the request fails, the target client quits the Microsoft room of the initiating client, resets the state of the target client on the Xbox Live platform to be idle, and returns to the step A9;
and step A11, after the game server adds the target client to the game room of the initiating client, the game server returns the game room number of the added game room to the target client, so as to realize the common game of the initiating client and the target client.
As a preferred technical scheme of the invention: in step a3, the initiating client requests the Xbox Live platform to create a microsoft room, and sets the microsoft room as publicly visible.
As a preferred technical solution of the present invention, the method further comprises the steps of respectively inviting a plurality of players to form a team, and performing team matching with a game mode, wherein first two teams respectively form a team by the following method:
the method comprises the steps that an initiating client requests an Xbox Live platform to construct a Microsoft room based on the idle state of the initiating client on a game server, then the initiating client sends an invitation request to a target client through the Xbox Live platform to achieve out-of-game invitation, and the target client joins the Microsoft room of the initiating client based on the idle state of the target client on the game server;
and then matching the two teams based on the two constructed teams in the following way:
the game server creates a game room, randomly selects an initiating client of one of the two teams as a game room owner, then the whole clients of the other team quit the Microsoft room where the client is located, then the Microsoft room where the game room owner is located, and finally the whole clients of the other team join the game room, so that the two teams are matched and the game is carried out.
As a preferred technical solution of the present invention, the method for the multi-player to invite the team respectively and match the team with the battle pattern comprises the following steps:
step B, the operations from the following step B1 to the step B7 are respectively adopted to respectively realize the formation of two teams, and then the step C is carried out;
step B1, the initiating client is used as the team leader, whether the state of the initiating client on the game server is idle is determined according to the state information issued by the game server, and if yes, the step B2 is carried out; otherwise, the initiating client enters a disconnection reconnection mode, and then the step B1 is executed again;
step B2, initiating the client to reset the state of the client on the Xbox Live platform to be idle, and entering the step B3 if the reset is successful; if the resetting fails, ending the battle team matching game mode;
step B3, the initiating client requests the Xbox Live platform to create a Microsoft room, the Microsoft room is set to be public, the maximum client number of the Microsoft room is equal to the maximum client number of a single room on the game server, and if the request is successful, the step B4 is entered; if the request fails, the initiating client quits the Microsoft room and finishes the battle team matching game mode;
step B4, the Xbox Live platform creates a Microsoft room, returns the Microsoft room number of the Microsoft room to the initiating client, and enters step B5 if the creation is successful; if the creation fails, ending the battle team matching game mode;
step B5, the initiating client sends a request for inviting the target client to the Xbox Live platform, the Xbox Live platform sends the request to the target client, and if the request is sent successfully, the step B6 is entered; if the invitation request fails to be sent, the Xbox Live platform returns an invitation request to the initiating client to send failure information, and the initiating client ends the common game mode according to the requirement; re-executing step B5 for the target client; or for other target clients, re-executing the operation of the step B5;
step B6, the target client receives the invitation in the request sent by the Xbox Live platform, confirms whether the state of the target client on the game server is idle or not to the game server, and enters step B7 if the state of the target client on the game server is idle; otherwise, the behavior that the target client receives the invitation is intercepted by the game server;
step B7, the target client requests the Xbox Live platform to join the Microsoft room of the initiating client, the Xbox Live platform joins the target client to the Microsoft room of the initiating client, if the joining is successful, the battle team combination between the initiating client and the target client is realized; if the joining fails, the Xbox Live platform returns request failure information to the target client;
c, the game server creates a game room, randomly selects the captain of one battle team as the homeowner of the game room and the other battle team of the battle team corresponding to the homeowner of the game room as the battle team to be added, and then enters step D;
d, the client in the battle team where the game room owner is located does not do any operation, all clients to be added into the battle team request to quit the Microsoft room where the client is located from the Xbox Live platform, request to add the Microsoft room where the game room owner is located from the Xbox Live platform, and then enter the step E;
e, adding all client sides to be added into the battle team into a Microsoft room where a game room owner is located by the Xbox Live platform, destroying the Microsoft room where the battle team is located, requesting to add the game room where the game room owner is located from a game server by all the client sides to be added into the battle team, and entering the step F;
and F, adding all the clients to be added into the battle team into the game room by the game server, realizing the matching of the two battle teams and playing the game.
As a preferred technical solution of the present invention, the present invention further includes a method for controlling the client to go online after the client is disconnected, which includes the following steps:
g, the client is disconnected in the game, the state of the disconnected client at the last moment in the game is reserved on the game server, timing is started, and meanwhile, if the disconnected client is on-line before the game is finished, the step H is carried out; if the offline client is not online when the game is finished, the game server resets the state of the offline client to idle, and simultaneously controls the state of the offline client on the Xbox Live platform to be idle according to the duration that the state of the offline client on the corresponding Xbox Live platform is not idle, and the offline client is controlled to be idle again to be online;
step H, the offline client requests the game server to synchronize the state of the offline client on the game server, acquires the Microsoft room number corresponding to the latest moment of the offline client in the game, and then enters step I;
step I, judging whether the elapsed time length reaches the preset cache time length from the disconnection time of the disconnection client to the connection time of the disconnection client, if so, entering the step K; otherwise, entering step J;
step J, the offline client directly enters Microsoft rooms according to the Microsoft room numbers obtained from the game server, synchronizes the state of the Microsoft rooms to the Xbox Live platform, and then finishes the online control of the offline client;
and step K, the offline client firstly enters the Microsoft room and then enters the game room according to the Microsoft room number obtained from the game server, the state of the offline client is synchronized to the Xbox Live platform, and the offline client is controlled to be finished by the online control.
As a preferred technical scheme of the invention: in the step G, at the moment of game ending, the offline client is not online, the game server resets the state of the offline client to be idle, and simultaneously controls the state of the offline client on the Xbox Live platform to be idle according to the time length that the state of the offline client on the corresponding Xbox Live platform is not idle, and the offline client is controlled to be online controlled to end;
taking the time point when the state of the offline client on the Xbox Live platform corresponding to the offline client is non-idle time and the maximum single-time game fighting time preset on the Xbox Live platform is reached as a reference time point, and if the offline client is online at the reference time point, resetting the state of the offline client on the Xbox Live platform to be idle according to the idle state of the offline client on the game server;
if the offline client is not online at the reference time point, the Xbox Live platform resets the state of the offline client on the Xbox Live platform to be idle, and when the offline client is online again, the offline client resets the state of the offline client on the Xbox Live platform to be idle according to the idle state of the offline client on the game server.
As a preferred technical scheme of the invention: the preset caching duration is 5 minutes.
As a preferred technical scheme of the invention: before starting the game, the client firstly sends a game starting event to the Xbox Live platform and then starts the game; and before the client ends the game, the client first sends a game end event to the Xbox Live platform and then ends the game.
Compared with the prior art, the application system of the Xbox platform multiplayer game access control method based on client synchronization has the following technical effects by adopting the technical scheme: the invention designs an Xbox platform multiplayer game access control method based on client synchronization, which realizes the game external invitation function of multiplayer network battle games on Xbox series game machines, solves the problem that the original service flow is interrupted due to the synchronization of state data of players and rooms between a developer game server and an Xbox Live server, and fuses and unifies the functions of game rooms and Microsoft rooms; the method avoids modifying the stable game room function of the game server engine, and avoids logic service developers from disturbing the original service flow for redevelopment; the multi-player battle network game on the traditional pc platform can be quickly transplanted to the Xbox platform, so that the game product meets the requirements of Microsoft enforcement, and the product can be released online; the flexibility of the Xbox Live platform for the rapid transplantation of the traditional pc platform multi-person battle net game is enhanced; the efficiency of product research and development is improved, shorten development cycle, reduction production human cost.
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FIG. 1 is a flow chart of the Xbox platform multiplayer game access control method based on client synchronization according to the present invention.
Detailed Description
The following description will explain embodiments of the present invention in further detail with reference to the accompanying drawings.
The invention designs an Xbox platform multiplayer game access control method based on client synchronization, which is used for realizing multiplayer game access control aiming at the condition that an Xbox Live platform coexists with a game server; the method comprises the steps that an initiating client invites a target client to have a common game mode, wherein the initiating client synchronizes the state of the initiating client on an Xbox Live platform based on the idle state of the initiating client on a game server, requests the Xbox Live platform to build a Microsoft room first, and requests the game server to build a game room; then sending an invitation request to a target client by an initiating client through an Xbox Live platform to realize out-of-game invitation, synchronizing the state of the target client on the Xbox Live platform based on the idle state of the target client on a game server, adding the target client into a Microsoft room of the initiating client, and adding a game room of the initiating client to realize the common game of the initiating client and the target client, wherein in the actual application process, as shown in FIG. 1, the initiating client invites the target client to have a common game mode, and the method specifically comprises the following steps:
step A1, the initiating client confirms whether the state of the initiating client on the game server is idle according to the state information issued by the game server, if so, the initiating client enters step A2; otherwise, the initiating client enters the disconnection reconnection mode and then re-executes step a1.
The design in step a1 is to ensure that the status of the person on the Xbox Live platform is correct, otherwise, some other Xbox Live platform functions, such as another person inviting the originating client, may not receive the invitation because the status of the person is incorrect, or the display is incorrect when another person views the status of the person (microsoft status) in the Xbox Live platform.
Step A2, initiating the client to reset the state of the client on the Xbox Live platform to be idle, and entering the step A3 if the reset is successful; if the reset fails, the common game mode is ended.
Step A3, the initiating client requests to create a Microsoft room from the Xbox Live platform, and sets the Microsoft room as public, and the maximum client number of the Microsoft room is equal to the maximum client number of a single room on the game server, if the request is successful, then step A4 is entered; if the request fails, the common game mode is ended.
The reason why microsoft room is set to be publicly visible in step a3 is: by default microsoft's sdk, it is set that only friends are visible, so other and originating clients are not friends on the Xbox Live platform, and cannot join, and most internet games have such a requirement: when teams are matched (namely, a plurality of people mentioned later in the patent invite teams respectively and carry out team matching game modes), people in one team and the other team may not be the Xbox Live platform friends of the initiating client, and then I can enable the people to break through the limitation of the friends on the Xbox Live platform to play together. Although the online game is common in domestic online games, the Xbox Live platform is not common abroad, and the foreign countries are more likely to only allow friends to play together. The reason why microsoft room is set to be publicly visible here is that people who are not friends of the Xbox Live platform can join to play together.
Step A4, the Xbox Live platform creates a Microsoft room, returns the Microsoft room number of the Microsoft room to the initiating client, and enters step A5 if the creation is successful; if the creation fails, the common game mode is ended.
Step A5, the initiating client records the acquired Microsoft room number, forwards the Microsoft room number to the game server, and simultaneously requests the game server to create a game room, if the request is successful, the step A6 is executed; if the request fails, the initiating client exits the Microsoft room, resets the state of the initiating client on the Xbox Live platform to idle, and then ends the common game mode.
Step A6, the game server records the obtained Microsoft room number, creates a game room, and simultaneously returns the game room number of the game room to the initiating client, if the creation is successful, the step A7 is entered; if the creation fails, the initiating client exits the Microsoft room, resets the state of the initiating client on the Xbox Live platform to be idle, and then ends the common game mode.
Step A7, the initiating client sends a request for inviting the target client to the Xbox Live platform, the Xbox Live platform sends the request to the target client, and if the request is sent successfully, the step A8 is entered; if the invitation request fails to be sent, the Xbox Live platform returns an invitation request to the initiating client to send failure information, and the initiating client ends the common game mode according to the requirement; re-executing step a7 for the target client; or re-executing the operation of the step A7 for other target clients.
Step A8, the target client receives the invitation in the request sent by the Xbox Live platform, confirms whether the state of the target client on the game server is idle or not to the game server, and enters step A9 if the state of the target client on the game server is idle; otherwise, the behavior that the target client receives the invitation is intercepted by the game server.
Step A9, the target client requests the Xbox Live platform to join the Microsoft room of the initiating client, if the request is successful, the step A10 is entered; and if the request fails, the Xbox Live platform returns request failure information to the target client.
Step A10, after the Xbox Live platform adds the target client to the Microsoft room of the initiating client, the target client requests the game server to add the game room of the initiating client, if the request is successful, step A11 is entered; if the request fails, the target client exits the Microsoft room of the initiating client, resets its state on the Xbox Live platform to idle, and returns to step A9.
And step A11, after the game server adds the target client to the game room of the initiating client, the game server returns the game room number of the added game room to the target client, so as to realize the common game of the initiating client and the target client.
The technical scheme of the common game mode of the target client invited by the designed initiating client is applied to the actual test result that: the player A, B synchronizes the player Status on the Xbox Live platform and the game server, the game service logic function on the game server is normal, and the services depending on the player Status on the Xbox Live platform, such as 'inviting outside the game', game Status, Activity, Hero Status, etc., all work normally. The Xbox Live platform has the room functions and the game service logic which are successfully integrated, the engine codes of the game server do not need to be changed, upper-layer logic developers do not need to consider network asynchronous operation so as to interrupt the game service flow, the transplanting adaptation can be quickly carried out, the research and development efficiency is improved, the development period is shortened, and the labor cost of production is reduced.
The invention relates to an Xbox platform multiplayer game access control method based on client synchronization, which comprises a common game mode of inviting a target client by an initiating client, and also comprises a mode of inviting teams by multiple players respectively and matching the teams with the game mode, wherein firstly, two teams are grouped respectively in the following modes:
the method comprises the steps that an initiating client requests an Xbox Live platform to construct a Microsoft room based on the idle state of the initiating client on a game server, then the initiating client sends an invitation request to a target client through the Xbox Live platform to achieve out-of-game invitation, and the target client joins the Microsoft room of the initiating client based on the idle state of the target client on the game server.
And then matching the two teams based on the two constructed teams in the following way:
the game server creates a game room, randomly selects an initiating client of one of the two teams as a game room owner, then the whole clients of the other team quit the Microsoft room where the client is located, then the Microsoft room where the game room owner is located, and finally the whole clients of the other team join the game room, so that the two teams are matched and the game is carried out.
The multi-person inviting team formation and team battle matching game mode respectively comprises the following steps in practical application:
and step B, respectively adopting the following operations from step B1 to step B7 to respectively realize the formation of two teams, and then entering the step C.
Step B1, the initiating client is used as the team leader, whether the state of the initiating client on the game server is idle is determined according to the state information issued by the game server, and if yes, the step B2 is carried out; otherwise, the initiating client enters the disconnection reconnection mode and then re-executes step B1.
Step B2, initiating the client to reset the state of the client on the Xbox Live platform to be idle, and entering the step B3 if the reset is successful; if the reset fails, the team matching game mode is ended.
Step B3, the initiating client requests the Xbox Live platform to create a Microsoft room, the Microsoft room is set to be public, the maximum client number of the Microsoft room is equal to the maximum client number of a single room on the game server, and if the request is successful, the step B4 is entered; if the request fails, the initiating client exits the Microsoft room of the client, and the team matching game mode is ended.
Step B4, the Xbox Live platform creates a Microsoft room, returns the Microsoft room number of the Microsoft room to the initiating client, and enters step B5 if the creation is successful; and if the creation fails, ending the team matching game mode.
Step B5, the initiating client sends a request for inviting the target client to the Xbox Live platform, the Xbox Live platform sends the request to the target client, and if the request is sent successfully, the step B6 is entered; if the invitation request fails to be sent, the Xbox Live platform returns an invitation request to the initiating client to send failure information, and the initiating client ends the common game mode according to the requirement; re-executing step B5 for the target client; or to other target clients, the operation of step B5 is re-executed.
Step B6, the target client receives the invitation in the request sent by the Xbox Live platform, confirms whether the state of the target client on the game server is idle or not to the game server, and enters step B7 if the state of the target client on the game server is idle; otherwise, the behavior that the target client receives the invitation is intercepted by the game server.
Step B7, the target client requests the Xbox Live platform to join the Microsoft room of the initiating client, the Xbox Live platform joins the target client to the Microsoft room of the initiating client, if the joining is successful, the battle team combination between the initiating client and the target client is realized; and if the joining fails, the Xbox Live platform returns request failure information to the target client.
And C, the game server creates a game room, randomly selects the captain of one battle team as the homeowner of the game room and the other battle team of the battle team corresponding to the homeowner of the game room as the battle team to be added, and then enters the step D.
And D, the client in the battle team where the game room owner is located does not do any operation, all clients to be added into the battle team request the Xbox Live platform to exit the Microsoft room where the client is located, request the Xbox Live platform to add into the Microsoft room where the game room owner is located, and then enter the step E.
And E, adding all client sides to be added into the battle team into the Microsoft room where the game room owner is located by the Xbox Live platform, destroying the Microsoft room where the battle team is located, requesting to add the game room where the game room owner is located from the game server by all the client sides to be added into the battle team, and then entering the step F.
And F, adding all the clients to be added into the battle team into the game room by the game server, realizing the matching of the two battle teams and playing the game.
The technical scheme of respectively inviting the designed multiple persons to form a team and matching the team with the game mode is applied to the actual test result that: the player A, B, C, D synchronizes the player Status on the Xbox Live platform and the game server, the game service logic function on the game server is normal, and the services depending on the player Status on the Xbox Live platform, such as 'inviting outside the game', game Status, Activity, Hero Status, etc., all work normally. The room function and the game service logic of the Xbox Live platform are successfully fused, the multi-player network battle game of the traditional pc platform can be quickly transplanted to the Xbox series platform without changing too many service flows, and the flexibility of the Xbox Live platform to the multi-player battle network game transplantation of the traditional pc platform is enhanced.
The invention designs an Xbox platform multiplayer game access control method based on client synchronization, which comprises a common game mode of an initiating client for inviting a target client, a team group respectively invited by multiple players, and a team match game mode, and also designs a client offline and online control method, wherein the method comprises the following steps:
g, the client is disconnected in the game, the state of the disconnected client at the last moment in the game is reserved on the game server, timing is started, and meanwhile, if the disconnected client is on-line before the game is finished, the step H is carried out; if the offline client is not online when the game is finished, the game server resets the state of the offline client to be idle, and controls the state of the offline client on the Xbox Live platform to be idle according to the time length that the state of the offline client on the corresponding Xbox Live platform is not idle;
taking the time point when the state of the offline client on the Xbox Live platform corresponding to the offline client is non-idle time and the maximum single-time game fighting time preset on the Xbox Live platform is reached as a reference time point, and if the offline client is online at the reference time point, resetting the state of the offline client on the Xbox Live platform to be idle according to the idle state of the offline client on the game server;
if the offline client is not online at the reference time point, the Xbox Live platform resets the state of the offline client on the Xbox Live platform to be idle, and when the offline client is online again, the offline client resets the state of the offline client on the Xbox Live platform to be idle according to the idle state of the offline client on the game server.
And step H, the offline client requests the game server to synchronize the state of the offline client on the game server, acquires the Microsoft room number corresponding to the latest moment of the offline client in the game, and then enters step I.
Step I, judging whether the elapsed time length reaches the preset cache time length from the disconnection time of the disconnection client to the connection time of the disconnection client, if so, entering the step K; otherwise, entering step J; wherein the preset caching duration is 5 minutes.
And step J, the offline client directly enters the Microsoft room according to the Microsoft room number obtained from the game server, synchronizes the state of the Microsoft room to the Xbox Live platform, and then finishes the online control of the offline client.
And step K, the offline client firstly enters the Microsoft room and then enters the game room according to the Microsoft room number obtained from the game server, the state of the offline client is synchronized to the Xbox Live platform, and the offline client is controlled to be finished by the online control.
In the Xbox platform multiplayer game access control method based on client synchronization, when the method that the initiating client invites the target client to have a common game mode is executed, a plurality of players respectively invite to form a team, the team match game mode is carried out, and the client is disconnected and then is subjected to online control is executed, before the client starts a game, the client firstly sends a game starting event to the Xbox Live platform and then starts the game; and before the client ends the game, the client first sends a game end event to the Xbox Live platform and then ends the game.
The technical scheme is designed into an Xbox platform multiplayer game access control method based on client synchronization, so that the out-of-game invitation function of a multiplayer network battle game on an Xbox series game machine is realized, the problem that the original service flow is interrupted due to the fact that state data of players and rooms are synchronized between a developer game server and an Xbox Live server is solved, and the functions of a game room and a Microsoft room are fused and unified; the method avoids modifying the stable game room function of the game server engine, and avoids logic service developers from disturbing the original service flow for redevelopment; the multi-player battle network game on the traditional pc platform can be quickly transplanted to the Xbox platform, so that the game product meets the requirements of Microsoft enforcement, and the product can be released online; the flexibility of the Xbox Live platform for the rapid transplantation of the traditional pc platform multi-person battle net game is enhanced; the efficiency of product research and development is improved, shorten development cycle, reduction production human cost.
The embodiments of the present invention have been described in detail with reference to the drawings, but the present invention is not limited to the above embodiments, and various changes can be made within the knowledge of those skilled in the art without departing from the gist of the present invention.

Claims (9)

1. A Xbox platform multiplayer game access control method based on client synchronization is characterized in that: the system is used for realizing multi-player game access control aiming at the condition that an Xbox Live platform and a game server coexist; the method comprises the steps that an initiating client invites a target client to have a common game mode, wherein the initiating client synchronizes the state of the initiating client on an Xbox Live platform based on the idle state of the initiating client on a game server, requests the Xbox Live platform to build a Microsoft room first, and requests the game server to build a game room; and then the initiating client sends an invitation request to the target client through the Xbox Live platform to realize out-of-game invitation, the target client synchronizes the state of the target client on the Xbox Live platform based on the idle state of the target client on the game server, firstly joins the Microsoft room of the initiating client, and then joins the game room of the initiating client, so as to realize the common game of the initiating client and the target client.
2. The Xbox platform multiplayer game access control method based on client synchronization as claimed in claim 1, wherein the initiating client invites the target client to have a common game mode, comprising the steps of: step A1, the initiating client confirms whether the state of the initiating client on the game server is idle according to the state information issued by the game server, if so, the initiating client enters step A2; otherwise, the initiating client enters a disconnection reconnection mode, and then the step A1 is executed again;
step A2, initiating the client to reset the state of the client on the Xbox Live platform to be idle, and entering the step A3 if the reset is successful; if the reset fails, ending the common game mode;
step A3, the initiating client requests the Xbox Live platform to create a Microsoft room, the maximum client number of the Microsoft room is equal to the maximum client number of a single room on the game server, and if the request is successful, the step A4 is entered; if the request fails, ending the common game mode;
step A4, the Xbox Live platform creates a Microsoft room, returns the Microsoft room number of the Microsoft room to the initiating client, and enters step A5 if the creation is successful; if the establishment fails, ending the common game mode;
step A5, the initiating client records the acquired Microsoft room number, forwards the Microsoft room number to the game server, and simultaneously requests the game server to create a game room, if the request is successful, the step A6 is executed; if the request fails, the client is initiated to exit the Microsoft room, the state of the client on the Xbox Live platform is reset to be idle, and then the common game mode is ended;
step A6, the game server records the obtained Microsoft room number, creates a game room, and simultaneously returns the game room number of the game room to the initiating client, if the creation is successful, the step A7 is entered; if the creation is failed, the client is initiated to exit the Microsoft room, the state of the client on the Xbox Live platform is reset to be idle, and then the common game mode is ended;
step A7, the initiating client sends a request for inviting the target client to the Xbox Live platform, the Xbox Live platform sends the request to the target client, and if the request is sent successfully, the step A8 is entered; if the invitation request fails to be sent, the Xbox Live platform returns an invitation request to the initiating client to send failure information, and the initiating client ends the common game mode according to the requirement; re-executing step a7 for the target client; or for other target clients, the operation of the step A7 is re-executed;
step A8, the target client receives the invitation in the request sent by the Xbox Live platform, confirms whether the state of the target client on the game server is idle or not to the game server, and enters step A9 if the state of the target client on the game server is idle; otherwise, the behavior that the target client receives the invitation is intercepted by the game server;
step A9, the target client requests the Xbox Live platform to join the Microsoft room of the initiating client, if the request is successful, the step A10 is entered; if the request fails, the Xbox Live platform returns request failure information to the target client;
step A10, after the Xbox Live platform adds the target client to the Microsoft room of the initiating client, the target client requests the game server to add the game room of the initiating client, if the request is successful, step A11 is entered; if the request fails, the target client quits the Microsoft room of the initiating client, resets the state of the target client on the Xbox Live platform to be idle, and returns to the step A9;
and step A11, after the game server adds the target client to the game room of the initiating client, the game server returns the game room number of the added game room to the target client, so as to realize the common game of the initiating client and the target client.
3. The Xbox platform multiplayer game access control method based on client synchronization as claimed in claim 2, wherein: in step a3, the initiating client requests the Xbox Live platform to create a microsoft room, and sets the microsoft room as publicly visible.
4. The Xbox platform multiplayer game access control method based on client synchronization as claimed in claim 1, further comprising a plurality of players respectively inviting team formation and team matching game mode, wherein first two team formations are respectively performed as follows: the method comprises the steps that an initiating client requests an Xbox Live platform to construct a Microsoft room based on the idle state of the initiating client on a game server, then the initiating client sends an invitation request to a target client through the Xbox Live platform to achieve out-of-game invitation, and the target client joins the Microsoft room of the initiating client based on the idle state of the target client on the game server; and then matching the two teams based on the two constructed teams in the following way: the game server creates a game room, randomly selects an initiating client of one of the two teams as a game room owner, then the whole clients of the other team quit the Microsoft room where the client is located, then the Microsoft room where the game room owner is located, and finally the whole clients of the other team join the game room, so that the two teams are matched and the game is carried out.
5. The Xbox platform multiplayer game access control method based on client synchronization as claimed in claim 4, wherein the multiplayer invites to form a team respectively and performs team matching game mode, comprising the following steps:
step B, the operations from the following step B1 to the step B7 are respectively adopted to respectively realize the formation of two teams, and then the step C is carried out;
step B1, the initiating client is used as the team leader, whether the state of the initiating client on the game server is idle is determined according to the state information issued by the game server, and if yes, the step B2 is carried out; otherwise, the initiating client enters a disconnection reconnection mode, and then the step B1 is executed again;
step B2, initiating the client to reset the state of the client on the Xbox Live platform to be idle, and entering the step B3 if the reset is successful; if the resetting fails, ending the battle team matching game mode;
step B3, the initiating client requests the Xbox Live platform to create a Microsoft room, the Microsoft room is set to be public, the maximum client number of the Microsoft room is equal to the maximum client number of a single room on the game server, and if the request is successful, the step B4 is entered; if the request fails, the initiating client quits the Microsoft room and finishes the battle team matching game mode;
step B4, the Xbox Live platform creates a Microsoft room, returns the Microsoft room number of the Microsoft room to the initiating client, and enters step B5 if the creation is successful; if the creation fails, ending the battle team matching game mode; step B5, the initiating client sends a request for inviting the target client to the Xbox Live platform, the Xbox Live platform sends the request to the target client, and if the request is sent successfully, the step B6 is entered; if the invitation request fails to be sent, the Xbox Live platform returns an invitation request to the initiating client to send failure information, and the initiating client ends the common game mode according to the requirement; re-executing step B5 for the target client; or for other target clients, re-executing the operation of the step B5;
step B6, the target client receives the invitation in the request sent by the Xbox Live platform, confirms whether the state of the target client on the game server is idle or not to the game server, and enters step B7 if the state of the target client on the game server is idle; otherwise, the behavior that the target client receives the invitation is intercepted by the game server;
step B7, the target client requests the Xbox Live platform to join the Microsoft room of the initiating client, the Xbox Live platform joins the target client to the Microsoft room of the initiating client, if the joining is successful, the battle team combination between the initiating client and the target client is realized; if the joining fails, the Xbox Live platform returns request failure information to the target client;
c, the game server creates a game room, randomly selects the captain of one battle team as the homeowner of the game room and the other battle team of the battle team corresponding to the homeowner of the game room as the battle team to be added, and then enters step D;
d, the client in the battle team where the game room owner is located does not do any operation, all clients to be added into the battle team request to quit the Microsoft room where the client is located from the Xbox Live platform, request to add the Microsoft room where the game room owner is located from the Xbox Live platform, and then enter the step E;
e, adding all client sides to be added into the battle team into a Microsoft room where a game room owner is located by the Xbox Live platform, destroying the Microsoft room where the battle team is located, requesting to add the game room where the game room owner is located from a game server by all the client sides to be added into the battle team, and entering the step F;
and F, adding all the clients to be added into the battle team into the game room by the game server, realizing the matching of the two battle teams and playing the game.
6. The Xbox platform multiplayer game access control method based on client synchronization as claimed in any one of claims 1 to 5, further comprising a client offline and online control method, wherein the method comprises the following steps:
g, the client is disconnected in the game, the state of the disconnected client at the last moment in the game is reserved on the game server, timing is started, and meanwhile, if the disconnected client is on-line before the game is finished, the step H is carried out; if the offline client is not online when the game is finished, the game server resets the state of the offline client to idle, and simultaneously controls the state of the offline client on the Xbox Live platform to be idle according to the duration that the state of the offline client on the corresponding Xbox Live platform is not idle, and the offline client is controlled to be idle again to be online;
step H, the offline client requests the game server to synchronize the state of the offline client on the game server, obtains the Microsoft room number corresponding to the last moment of the offline client in the game, and then enters step I;
step I, judging whether the elapsed time length reaches the preset cache time length from the disconnection time of the disconnection client to the connection time of the disconnection client, if so, entering the step K; otherwise, entering step J;
step J, the offline client directly enters Microsoft rooms according to the Microsoft room numbers obtained from the game server, synchronizes the state of the Microsoft rooms to the Xbox Live platform, and then finishes the online control of the offline client;
and step K, the offline client firstly enters the Microsoft room and then enters the game room according to the Microsoft room number obtained from the game server, the state of the offline client is synchronized to the Xbox Live platform, and the offline client is controlled to be finished by the online control.
7. The Xbox platform multiplayer game access control method based on client synchronization as claimed in claim 6, wherein: in the step G, at the moment of game ending, the offline client is not online, the game server resets the state of the offline client to be idle, and simultaneously controls the state of the offline client on the Xbox Live platform to be idle according to the time length that the state of the offline client on the corresponding Xbox Live platform is not idle, and the offline client is controlled to be online controlled to end; taking the time point when the state of the offline client on the Xbox Live platform corresponding to the offline client is non-idle time and the maximum single-time game fighting time preset on the Xbox Live platform is reached as a reference time point, and if the offline client is online at the reference time point, resetting the state of the offline client on the Xbox Live platform to be idle according to the idle state of the offline client on the game server; if the offline client is not online at the reference time point, the Xbox Live platform resets the state of the offline client on the Xbox Live platform to be idle, and when the offline client is online again, the offline client resets the state of the offline client on the Xbox Live platform to be idle according to the idle state of the offline client on the game server.
8. The Xbox platform multiplayer game access control method based on client synchronization as claimed in claim 6, wherein: the preset caching duration is 5 minutes.
9. The Xbox platform multiplayer game access control method based on client synchronization as claimed in claim 6, wherein: before starting the game, the client firstly sends a game starting event to the Xbox Live platform and then starts the game; and before the client ends the game, the client first sends a game end event to the Xbox Live platform and then ends the game.
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