CN113457125B - Game scene management method and system, computing device and computer readable storage medium - Google Patents

Game scene management method and system, computing device and computer readable storage medium Download PDF

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Publication number
CN113457125B
CN113457125B CN202110752799.XA CN202110752799A CN113457125B CN 113457125 B CN113457125 B CN 113457125B CN 202110752799 A CN202110752799 A CN 202110752799A CN 113457125 B CN113457125 B CN 113457125B
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Prior art keywords
scene
information
game
task
server
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CN113457125A (en
Inventor
杨将鑫
叶川
梁波
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Zhuhai Kingsoft Digital Network Technology Co Ltd
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Zhuhai Kingsoft Digital Network 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
    • A63F13/358Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • 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
    • A63F2300/30Features 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 output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • 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
    • A63F2300/53Features 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 details of basic data processing
    • A63F2300/534Features 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 details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction
    • 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
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6009Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The present specification provides a game scene management method and system, wherein the game scene management method is applied to a game scene management system, the game scene management system comprises a scene server and a task management server, and the method comprises: the scene server creates a game scene and sends scene information of the game scene to the task management server; the task management server determines target task information matched with a game scene based on scene information, generates associated information and sends the associated information to the scene server; the scenario server activates a game scenario based on the association information. The game scene is not created under the condition of task information, the time cost of game scene creation can be reduced, the instant pressure of the scene server is reduced, and the efficiency of game scene creation is further improved.

Description

Game scene management method and system, computing device and computer readable storage medium
Technical Field
The present disclosure relates to the field of computer technologies, and in particular, to a method and a system for managing game scenes.
Background
In order to improve the competition awareness of players in games, players often set the game mode of the player's battle to improve the game experience of the player. In the prior art, task information from at least two players is received by a task management server, then a scene server with relatively small load occupation is selected from a plurality of scene servers of a game according to the task information, a game scene is created by the scene server, and then the task information is sent to the scene server, so that two parties can realize the fight in the scene server.
However, the method needs the task management server to consider the load of each scene server, and distributes the creation of the game scene according to the load, so that the processing load of the task management server is increased, and when a plurality of task information is received and a plurality of game scenes are required to be created, a great deal of time is wasted, the instant pressure of the scene server is increased, and the efficiency of creating the game scene is reduced.
Disclosure of Invention
In view of this, the present embodiment provides a game scene management method. The present specification also relates to a game scene management system, a computing device, and a computer-readable storage medium, which solve the technical drawbacks of the prior art.
According to a first aspect of embodiments of the present specification, there is provided a game scene management method applied to a game scene management system including a scene server and a task management server, the method including:
the scene server creates a game scene and sends scene information of the game scene to the task management server;
the task management server determines target task information matched with the game scene based on the scene information, generates associated information and sends the associated information to the scene server;
the scenario server activates the game scenario based on the association information.
Optionally, the game scene management method is applied to an active activation scene or a passive activation scene, and the scene server sends scene information of the game scene to the task management server, including:
under the passive activation scene, the scene server sends a scene creation notification to the task management server, wherein the scene creation notification carries scene information of the game scene, and the scene information comprises a first scene identifier and a scene server identifier;
Or,
and under the active activation scene, the scene server sends a task information association request to the task management server, wherein the task information association request comprises the scene information, the scene information comprises a first scene identifier and a scene server identifier, and the task information association request is used for indicating the task management server to determine target task information matched with the game scene.
Optionally, the task management server stores a plurality of task information, and each task information includes a second scene identifier;
the task management server determines target task information matched with the game scene based on the scene information, including:
respectively matching each second scene identifier with the first scene identifier;
and determining task information corresponding to a second scene identifier identical to the first scene identifier in the plurality of second scene identifiers as the target task information.
Optionally, the method further comprises:
if the task management server does not determine the target task information matched with the game scene based on the scene information, storing the scene information of the game scene;
And under the condition that new task information is received, matching the second scene identification of the new task information with the first scene identification of the scene information.
Optionally, the task management server stores a plurality of task information, and each task information includes a second scene identifier, and the method further includes:
if the task management server does not determine the target task information matched with the game scene based on the scene information, sending a correlation failure notification to the scene server;
and receiving the task information association request sent again by the scene server.
Optionally, before the task management server determines the target task information matched with the game scene based on the scene information in the passive activation scene, the method further includes:
storing scene information of the game scene carried by the scene creation notification;
accordingly, in the passive activation scenario, after the scenario server activates the game scenario based on the association information, the method further includes:
and deleting the stored scene information of the game scene by the task management server.
According to a second aspect of embodiments of the present specification, there is provided a game scene management system including a scene server and a task management server;
The scene server is configured to create a game scene and send scene information of the game scene to the task management server;
the task management server is configured to determine target task information matched with the game scene based on the scene information, generate associated information and send the associated information to the scene server;
the scenario server is configured to activate the game scenario based on the association information.
According to a third aspect of embodiments of the present specification, there is provided a game scene management method applied to a task management server, including:
receiving scene information of a game scene from a scene server;
and determining target task information matched with the game scene based on the scene information, generating associated information and sending the associated information to the scene server.
Optionally, the game scene management method is applied to an active activation scene or a passive activation scene, receives scene information of a game scene from a scene server, and includes:
receiving a scene creation notification from the scene server under the passive activation scene, wherein the scene creation notification carries scene information of the game scene, and the scene information comprises a first scene identifier and a scene server identifier;
Or,
and under the active activation scene, receiving a task information association request from the scene server, wherein the task information association request comprises the scene information, the scene information comprises a first scene identifier and a scene server identifier, and the task information association request is used for indicating the task management server to determine target task information matched with the game scene.
Optionally, the task management server stores a plurality of task information, and each task information includes a second scene identifier;
determining target task information matched with the game scene based on the scene information, including:
respectively matching each second scene identifier with the first scene identifier;
and determining task information corresponding to a second scene identifier identical to the first scene identifier in the plurality of second scene identifiers as the target task information.
Optionally, the method further comprises:
if the target task information matched with the game scene is not determined based on the scene information, storing the scene information of the game scene, and matching a second scene identifier of the new task information with a first scene identifier of the scene information under the condition that the new task information is received;
Or if the target task information matched with the game scene is not determined based on the scene information, sending a correlation failure notification to the scene server, and receiving the task information correlation request sent again by the scene server;
accordingly, before determining target task information matched with the game scene based on the scene information in the passive activation scene, the method further comprises:
storing scene information of the game scene carried by the scene creation notification;
accordingly, in the passive activation scenario, after activating the game scenario based on the association information, the method further includes:
and deleting the stored scene information of the game scene.
According to a fourth aspect of embodiments of the present specification, there is provided a game scene management method applied to a scene server, including:
creating a game scene and sending scene information of the game scene to the task management server;
receiving the associated information sent by the task management server;
activating the game scene based on the association information.
Optionally, sending the scene information of the game scene to the task management server includes:
And sending a scene creation notice to the task management server, wherein the scene creation notice carries scene information of the game scene, and the scene information comprises a first scene identifier and a scene server identifier.
Optionally, sending the scene information of the game scene to the task management server includes:
and sending a task information association request to the task management server, wherein the task information association request comprises the scene information, the scene information comprises a first scene identifier and a scene server identifier, and the task information association request is used for indicating the task management server to determine target task information matched with the game scene.
According to a fifth aspect of embodiments of the present specification, there is provided a game scene management device applied to a task management server, including:
a first receiving module configured to receive scene information of a game scene from a scene server;
and the sending module is configured to determine target task information matched with the game scene based on the scene information, generate associated information and send the associated information to the scene server.
According to a sixth aspect of embodiments of the present specification, there is provided a game scene management device applied to a scene server, including:
The creation module is configured to create a game scene and send scene information of the game scene to the task management server;
the second receiving module is configured to receive the associated information sent by the task management server;
an activation module configured to activate the game scene based on the association information.
According to a seventh aspect of embodiments of the present specification, there is provided a computing device comprising:
a memory and a processor;
the memory is configured to store computer executable instructions and the processor is configured to execute the computer executable instructions to implement the steps of the game scene management method according to the third aspect or the fourth aspect.
According to an eighth aspect of embodiments of the present specification, there is provided a computer-readable storage medium storing computer-executable instructions which, when executed by a processor, implement the steps of the game scene management method according to the third or fourth aspect described above.
The game scene management method provided by the specification is applied to a game scene management system, wherein the game scene management system comprises a scene server and a task management server, and the scene server creates a game scene and sends scene information of the game scene to the task management server; after receiving the scene information, the task management server can determine target task information matched with the game scene based on the scene information, and generate associated information to send to the scene server; the scenario server activates the game scenario based on the association information. The method and the system have the advantages that the task management server is not required to distribute the creation of the game scenes according to the load of each scene server, but the scene server is used for actively creating the game scenes in advance, the processing load of the task management server is reduced, the condition that the scene server creates the game scenes is irrelevant to whether task information is received or not, namely, the game scenes of the method and the system are not created under the condition that the task information exists, the time cost of game scene creation can be reduced, the instant pressure of the scene server is reduced, and the efficiency of game scene creation is improved.
Drawings
FIG. 1 is a flow chart of a game scene management method according to an embodiment of the present disclosure;
FIG. 2 is a schematic diagram of matching a first scene identifier with a second scene identifier according to an embodiment of the present disclosure;
FIG. 3 is a flow chart of a game scenario management method applied to a passive activation scenario according to an embodiment of the present disclosure;
FIG. 4 is a flowchart of a game scenario management method applied to an active activation scenario according to an embodiment of the present disclosure;
FIG. 5 is a schematic diagram of a game scene management system according to an embodiment of the present disclosure;
FIG. 6 is a flow chart of a method for game scene management according to an embodiment of the present disclosure;
FIG. 7 is a flow chart of another game scene management method according to an embodiment of the present disclosure;
fig. 8 is a schematic structural diagram of a game scene management device according to an embodiment of the present disclosure;
fig. 9 is a schematic structural view of another game scene management device according to an embodiment of the present disclosure;
FIG. 10 is a block diagram of a computing device according to one embodiment of the present disclosure.
Detailed Description
In the following description, numerous specific details are set forth in order to provide a thorough understanding of the present description. This description may be embodied in many other forms than described herein and similarly generalized by those skilled in the art to whom this disclosure pertains without departing from the spirit of the disclosure and, therefore, this disclosure is not limited by the specific implementations disclosed below.
The terminology used in the one or more embodiments of the specification is for the purpose of describing particular embodiments only and is not intended to be limiting of the one or more embodiments of the specification. As used in this specification, one or more embodiments and the appended claims, the singular forms "a," "an," and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise. It should also be understood that the term "and/or" as used in one or more embodiments of the present specification refers to and encompasses any or all possible combinations of one or more of the associated listed items.
It should be understood that, although the terms first, second, etc. may be used in one or more embodiments of this specification to describe various information, these information should not be limited by these terms. These terms are only used to distinguish one type of information from another. For example, a first may also be referred to as a second, and similarly, a second may also be referred to as a first, without departing from the scope of one or more embodiments of the present description. The word "if" as used herein may be interpreted as "at … …" or "at … …" or "responsive to a determination", depending on the context.
First, terms related to one or more embodiments of the present specification will be explained.
Scene server: a server for creating a game scene.
Task management server: the method is used for managing the tasks in the game, and after the task information is received, available game scenes are allocated for the task information.
Scene information: at least a first scene identifier and a scene server identifier may be included, indicating that the game scene indicated by the first scene identifier was created by the scene server indicated by the scene server identifier.
Tasks: at least a team task and a fight task may be included. The team task may be that a plurality of players form a team to complete the task, and the fight task may be that a plurality of players fight.
Task information: the task information of the team task can be task information of the fight task. The mission information may include at least a second scenario identification and a player identification indicating that the player indicated by the player identification wants to perform a mission in the game scenario indicated by the second scenario identification.
In the present specification, a game scene management method is provided, and the present specification relates to a game scene management system, a computing device, and a computer-readable storage medium, one by one, as described in detail in the following embodiments.
Fig. 1 shows a flowchart of a game scene management method according to an embodiment of the present disclosure, where the game scene management method is applied to a game scene management system, and the game scene management system includes a scene server and a task management server, and may specifically include the following steps:
step 102: the scene server creates a game scene and sends scene information of the game scene to the task management server.
In the embodiment of the present disclosure, when a game scenario is created, the scenario server may be created in advance, that is, no matter whether there is task information, the scenario server may create the game scenario, and the scenario server actively creates the game scenario, so that the task management server is not required to distribute the creation of the game scenario according to the loads of the plurality of scenario servers, that is, the task management server is not required to consider the loads of the plurality of scenario servers, so that the processing burden of the task management server may be reduced, and in this way, if a plurality of task information is received, it may be ensured that at least one game scenario in the scenario server may be used, so that a plurality of game scenarios do not need to be created instantaneously, the time cost of the scenario creation may be reduced, the instantaneous pressure of the scenario server may be reduced, and further the efficiency of creating the game scenario may be improved.
It should be noted that, the scenario server may be one server or a server cluster formed by a plurality of servers, which is not limited in this embodiment of the present application.
In addition, in the embodiment of the present disclosure, if the pressure of a single scenario server needs to be shared, a plurality of scenario servers may be configured, and a game scenario is created in the plurality of scenario servers, without the task management server considering the load condition of the scenario servers, so that the operation of the task management server is reduced.
As one example, the scene information may include a first scene identification that may be used to uniquely identify a scene. Further, the scenario information may further include a scenario server identifier, so that the task management server may determine which scenario server the game scenario corresponding to the scenario information is created in, and may send the associated information to the correct scenario server when matching the game scenario to the task information.
In some embodiments, the game scene is created by the scene server, so that when a game scene is created by the scene server, a player can execute a task in the game scene, and the task management module is independent and managed by the task management server, task information is sent to the task management server, so that if the game scene capable of executing the task is allocated to the player, the task management server needs to acquire the situation of scene creation, and after the game scene is created by the scene server, the scene information can be sent to the task management server, so that the task management server can acquire the situation of scene creation, and the game scene can be associated with the task information.
In the embodiment of the present application, if a player needs to perform a task in a certain game scenario, the game scenario needs to be activated, and according to different devices associated with the initiating game scenario and the task information, the activating the game scenario may include the following two cases:
one is passive activation, with the game scenario being activated by the task management server. Specifically, instead of initiating association of the game scene and the task information by the scene server, the task management server actively associates the game scene with the task information and sends the associated information to the scene server to activate the game scene after the association is successful. In this case, the scenario server does not need to send many requests to the task management server, so that interaction between the scenario server and the task management server can be reduced, that is, the scenario server only needs to pay attention to creation and activation of the scenario, so that operation of the scenario server can be reduced.
The other is active activation, and the game scene is active activated by the scene server, namely the scene server actively initiates a task information association request to the task management server so as to acquire association information to activate the game scene. In this case, the task management server does not need to store scene information, so that the storage pressure of the task management server can be reduced, and as long as task information exists, the task information can be quickly associated with a usable game scene, and the game experience of a user is improved.
Therefore, the game scene management method provided by the embodiment of the application can be applied to two application scenes, namely an active activation scene and a passive activation scene.
In the passive activation scenario, the specific implementation of the scenario server sending the scenario information of the game scenario to the task management server may include: the scene server sends a scene creation notification to the task management server, wherein the scene creation notification carries scene information of the game scene, and the scene information comprises a first scene identifier and a scene server identifier.
That is, in the passive activation scenario, after the scenario server creates the game scenario, a scenario creation notification is sent to the task management server to notify the task management server that the game scenario is created, and the scenario information of the game scenario may be carried in the scenario Jing Chuang creation notification and sent to the task management server. And, the scene information includes a first scene identifier and a scene server identifier, the task management server may determine that the game scene indicated by the first scene identifier is created by the scene server indicated by the scene server identifier.
Under the passive activation scene, the scene server only needs to manage the creation of the game scene, and the task management server is informed after the game scene is created, so that other operations are not needed, the operation of the scene server can be reduced, and the processing load of the scene server is further reduced.
In the active activation scenario, the specific implementation of the scenario server sending the scenario information of the game scenario to the task management server may include: the scene server sends a task information association request to the task management server, wherein the task information association request comprises scene information, the scene information comprises a first scene identifier and a scene server identifier, and the task information association request is used for indicating the task management server to determine target task information matched with the game scene.
That is, after the scene server creates the game scene in the active activation scene, a task information association request is sent to the task management server, where the task information association request may carry scene information of the game scene, so as to inform the task management server to determine target task information matched with the game scene from the task information. And, the scene information includes a first scene identifier and a scene server identifier, the task management server may determine that the game scene indicated by the first scene identifier is created by the scene server indicated by the scene server identifier.
Under the active activation scene, the scene server actively sends a task information association request to the task management server, so that the task management server does not need to manage scene information of a game scene, only needs to determine target task information according to the received task information association request, and can reduce the operation of the task management server, thereby reducing the processing burden of the task management server.
In the embodiment of the specification, for the scene server, the game scene can be actively created without being distributed by a task management server, so that the processing burden of the task management server can be reduced, and the game scene can be created without considering whether task information exists or not, namely, the game scene can be created without the task information, so that at least one game scene can be used when the task information is received, and in the case that a plurality of game scenes need to be created, the time cost of creating the game scene can be reduced, and the instantaneous pressure of the scene server can be reduced.
Step 104: the task management server determines target task information matched with the game scene based on the scene information, generates associated information and sends the associated information to the scene server.
As one example, the target task information may include a second scenario identification and a player identification, the second scenario identification being usable to uniquely identify a game scenario. The number of the player identifications is at least two, the player identifications can comprise player accounts, and the accounts can comprise user names, mobile phone numbers, mailbox numbers and other information capable of uniquely identifying the players. Based on the mission information, it may be determined which players want to perform a mission in which game scenario.
In the embodiment of the specification, the task information is independently and specially managed by the task management server, so that the task information is more flexibly managed and the task information is more timely processed.
In the embodiment of the present disclosure, the manner in which the task management server determines the target task information is the same whether active or passive, but in the active scenario, the task management server performs the matching operation after receiving the task information association request, and in the passive scenario, the task management server performs the matching operation actively after receiving the scenario creation notification.
In an implementation, the task management server may store a plurality of task information, and each task information includes a second scenario identifier, and determining, by the task management server, a specific implementation of target task information matching the game scenario based on the scenario information may include: respectively matching each second scene identifier with the first scene identifier; and determining task information corresponding to a second scene identifier identical to the first scene identifier in the plurality of second scene identifiers as target task information.
That is, the task management server may receive and store task information, match a second scenario identifier of the stored plurality of task information with a first scenario identifier of the scenario information, and if there is a second scenario identifier matching the first scenario identifier among the plurality of second scenario identifiers, which indicates that a player who wants to execute a task in the game scenario, determine task information corresponding to the second scenario identifier as target task information.
For example, referring to fig. 2, fig. 2 is a schematic diagram illustrating a matching of a first scene identification with a second scene identification according to an exemplary embodiment. The task information shown in the figure can be any task information stored by the task manager, and if the second scene identifier of the task information is the same as the first scene identifier of the scene information in the figure, the task information in the figure is target task information matched with the scene information.
As an example, the game management system may further include a game server, the game server is connected to the task management server through a network, and the game server may generate task information according to an operation of a player at the client and transmit the task information to the task management server, so that the task management server may receive the task information, and since a game scene is not necessarily available to the player when receiving new task information, the task management server may store the task information, and determine a game scene matching the task information after the game scene is created by the game server.
As an example, the task management server may store the received task information, where each task information may include a second scene identifier of a game scene that the player wants to execute the task, after receiving the scene information, the task management server may acquire the stored task information, compare the second scene identifier in the task information with the first scene identifier included in the scene information, and if there is a second scene identifier identical to the first scene identifier in the second scene identifier of the task information, may consider that there is target task information matched with the game scene in the task information. And, task information corresponding to the determined second scene identification may be determined as target task information.
For example, assuming that the task management server includes 3 pieces of task information, namely task information a, task information b and task information c, and the task information a includes a second scene identifier a, the task information b includes a second scene identifier b, the task information c includes a second scene identifier c, and the scene information includes a first scene identifier a, it may be determined that the first scene identifier a included in the scene information is the same as the second scene identifier a included in the task information a, and it may be determined that the task information a is target task information matched with the scene information.
Under the passive activation scenario, the task management server receives a scenario creation notification, the scenario creation notification includes scenario information, and under the condition that the task management server stores the task information, the second scenario identifier included in the task information and the first scenario identifier included in the scenario information can be matched to determine whether task information of a game scenario indicated by using the first scenario identifier exists, and if so, the determined task information is referred to as target task information matched with the game scenario.
Under the active activation scenario, the task management server receives a task information association request, the task information association request includes scenario information, and under the condition that the task information is stored in the task management server, the second scenario identifier included in the task information and the first scenario identifier included in the scenario information can be matched to determine whether the task information of the game scenario indicated by the first scenario identifier can be used or not, and if so, the determined task information is referred to as target task information matched with the game scenario.
In implementation, the scenario server may create a plurality of game scenarios, in order to ensure that the scenario server performs a task in a correct game scenario, after determining the target task information, the task management server may further generate association information based on the target task information and the scenario information, and send the association information to the scenario server indicated by the scenario server identifier included in the scenario information, so that the scenario server may determine the game scenario in which the task corresponding to the task information is performed.
For example, assuming that the scenario server creates 3 game scenarios, namely, game scenario a, game scenario B and game scenario C, after receiving the association information from the task management server, it may be determined that the association information includes the target task information a and game scenario a, and then it may be determined that a task corresponding to the target task information a needs to be executed in game scenario a.
In the above-described case where the target task information is included in the stored task information, the task management server performs a processing operation, and in the following case, an operation in which the target task information is not included in the stored task information is described.
Under the passive activation scene, if the task management server does not determine target task information matched with the game scene based on the scene information, the task management server can store the scene information of the game scene; and under the condition that the new task information is received, matching the second scene identification of the new task information with the first scene identification of the scene information.
That is, if there is no target task information that can be used in the game scenario among the task information stored in the task management server, in order to be able to match task information for the game scenario later, the task management server may store scenario information of the game scenario, and, if new task information is received, match the second scenario identification and the first scenario identification of the new task information
As an example, the task management server compares the second scene identifier in the task information with the first scene identifier of the scene information, if the second scene identifier of the task information does not have the second scene identifier identical to the first scene identifier of the scene information, it can be considered that the stored task information does not have the target task information matched with the game scene, and then any task cannot be executed in the game scene, that is, the game scene is temporarily unused, so that the scene information of the game scene can be stored, so that when new task information is received later, the second scene identifier of the new task information can be compared with the first scene identifier of the scene information to determine the target task information matched with the game scene.
Therefore, when new task information is received subsequently, the target task information can be continuously matched for the game scene based on the stored scene information, the scene information does not need to be acquired again, and interaction between the scene server and the task management server is reduced. And, only store the scene information under the condition that confirm not have goal task information, can save the memory space of the task management server.
Under the active activation scene, the task management server stores a plurality of task information, and each task information comprises a second scene identifier; if the task management server does not determine the target task information matched with the game scene based on the scene information, the task management server sends an association failure notification to the scene server; and receiving a task information association request sent again by the scene server.
That is, if the task information stored in the task management server does not have the target task information that can be used in the game scenario, the task management server may send an association failure notification to the scenario server to inform the scenario server that the association fails, and the scenario server may continue to send a task information association request to the task management server until the scenario server receives the association information from the task management server, and if the association is determined to be successful, the task information association request is not sent any more.
As an example, after receiving the association failure notification, the scenario server may continue to send a task information association request to the task management server, where the task information association request still includes scenario information of the game scenario, and the task management server matches a first scenario identifier in the scenario information with second scenario identifiers of multiple task information, and if there is a second scenario identifier that is the same as the first scenario identifier, determines task information corresponding to the second scenario identifier as target task information that matches the game scenario; otherwise, continuing to return to the step of sending the association failure notification to the scene server until the target task information matched with the game scene is determined, and stopping sending the task information association request by the scene server.
In this implementation manner, as long as the task information association request is received, the task management server matches the first scene identifier with the stored second scene identifiers of the plurality of task information, but because the plurality of task information includes task information that has previously performed a matching operation, a situation of repeated matching is caused.
Therefore, in another implementation manner, new task information which is not subjected to the matching operation in the plurality of task information can be determined first, and then the second scene identifier of the new task information is matched with the first scene identifier, so that the situation that the matching operation is repeatedly performed does not occur.
That is, in another implementation manner, the task management server may further store a receiving time of each task, and after receiving the task information association request from the scene server, if the plurality of task information includes new task information whose receiving time is after the association failure notification is sent, match a first scene identifier of the scene information included in the task information association request with a second scene identifier of the new task information; or if the plurality of task information does not include new task information with the receiving time after the association failure notification is sent, returning to the step of sending the association failure notification to the scene server until the target task information matched with the scene information is determined.
That is, after receiving the task information association request from the scenario server, it may be determined whether the task information received after the association failure notification is transmitted is included in the plurality of task information based on the reception time, and if so, it is determined whether the new task information matches the scenario information, indicating that the task management server received the new task information after the last matching. If the task information does not include the task information, the task management server does not receive new task information after the previous matching, and the task information stored in the current task manager is the task information which is already matched with the scene information and fails to match, that is, the task information stored in the current task manager does not include target task information, so that an association failure notification can be sent to the scene server.
Therefore, the first scene identification and all the second scene identifications are not required to be matched, repeated operation of the task management server can be avoided, and matching efficiency is improved.
In the active activation scenario, each time the scenario server creates a game scenario, a task information association request is sent to the task management server, and target task information matched with the game scenario is determined. Because the task management server can receive task information irregularly, the scene server continuously sends task information association requests to the task management server after association failure, so long as new task information is matched with the game scene, the game scene can be activated and used as soon as possible, the new task information can be processed as soon as possible, the processing efficiency of the task information is improved, and the game experience of a user is further improved.
It should be noted that, in the active activation scenario, if the task management server does not determine the target task information matching the game scenario based on the scenario information, in addition to executing the above steps, the scenario information of the game scenario may also be stored, and in the case of receiving the new task information, the second scenario identifier of the new task information is matched with the first scenario identifier of the scenario information. The specific implementation of the method can be referred to the related operation under the passive activation scenario, and the embodiment is not described herein.
Further, before determining target task information matched with the game scene based on the scene information, the task management server further comprises: and storing the scene information of the game scene carried by the scene creation notice.
That is, in the passive activation scenario, if the game scenario in the scenario creation notification is not matched with the target task information and the task management server does not have the scenario information, then new task information cannot be matched with the game scenario, so that the scenario information carried in the scenario creation notification can be stored before the task management server determines the target task information.
Therefore, under the condition that the target task information is not determined at this time, as the scene information of the game scene is stored in the task management server, the task information can be continuously matched with the game scene later, the scene information of the game scene does not need to be acquired from the scene server again, and the interactive operation of the scene server and the task management server is reduced.
It should be noted that, under the passive activation scenario, the task management server may store the scenario information before determining the target task information, or may store the scenario information after determining that there is no target task information, which may both provide convenience for subsequent task information matching.
The above is to determine the target task information by matching the task information with the scene information. In another implementation manner, the game server may store a historical task record and a historical usage game scenario of the player, the task information may include a plurality of player identifications, after the task management server receives the task information, the task management server may obtain, from the game service, the historical task record and the historical usage game scenario of the player corresponding to each player identification according to the plurality of player identifications, and if the plurality of players are determined to perform tasks together according to the historical task record, determine a game scenario used when the plurality of players perform tasks historically, and determine the game scenario as a game scenario matched with the task information.
Illustratively, taking the task as a fight task and the history task record as a history fight record, it is assumed that the task information includes player a and player B, the history fight record of player a includes fight against player B and fight against player C, the historically used game scene includes game scene a and game scene C, and the history fight record of player B includes fight against player D and fight against player a, and the historically used game scene includes game scene a and game scene D, and fight against player D and fight against player a in game scene a. It can be seen that player a and player B have been fighting, and the game scene of the fighting is game scene a, so that game scene a can be regarded as the game scene matching the task information at this time, that is, player a and player B are still fighting at game scene a at this time.
In the above-described manner, it is possible to determine target task information matching with the scene information, that is, to determine a plurality of players who perform tasks in the game scene corresponding to the scene information. However, since a game scene needs to be matched with the task information every time new task information is received, a lot of operations are added for the task management server, so that after the association relationship between the scene information and the target task information is determined, the association relationship can be recorded, if the task information of the same player is received next time, the matching is not needed, and the scene information matched with the task information of the same player can be determined from the recorded association relationship. For example, taking task information as an example of a fight task, for convenience of description, the task information of the fight task is referred to as fight information, it is assumed that fight information 2 includes player a and player B, fight information 1 and scene information a are included in the recorded association relationship, and fight information 1 includes player a and player B, and therefore, it can be determined that the scene information matching with fight information 2 is scene information a. Therefore, the matching operation is reduced, the processing efficiency of the task information is improved, and the user experience is further improved.
Step 106: the scenario server activates a game scenario based on the association information.
In an implementation, the scenario server may receive association information, which may include target task information and scenario information, may determine a game scenario in which a task needs to be performed according to the scenario information included in the association information, and may acquire the task information, then send the association information to the player client according to the task information, and perform the task based on a task instruction sent by the player client.
Further, if the player finds that the currently used game scene a is not the originally intended game scene and the player wants to replace the game scene in the process of executing the task, the player can send a stop instruction to the scene server through the player client so that the scene server stops executing the task and resends the task information to the task management server, so that the task management server can redetermine the game scene matched with the task information and send the information that the task information is not matched with the game scene a to the task management server, and the task management server is prevented from matching the task information to the game scene a again.
Further, after activating the game scene based on the association information, the scene server further includes: the scene server creates a new game scene.
That is, after activating a game scene, the scene server needs to create a new game scene, whether or not there is new task information.
Therefore, at least one game scene can be ensured to be used in the scene server, and the waiting time for executing tasks is reduced.
In addition, in the passive activation scenario, the task management server stores the scenario information of the game scenario, which occupies a large memory, so that after the scenario server activates the game scenario based on the association information, the task management server further includes: the task management server deletes the stored scene information of the game scene.
That is, after the game scene is activated, the scene server may receive the task instruction and execute the task instruction, and for the task management server, task information cannot be allocated to the game scene any more, and the task management server may delete the scene information of the game scene.
Therefore, the memory occupation of the task management server is reduced, and the situation of game scene conflict can be avoided.
The game scene management method provided by the specification is applied to a game scene management system, wherein the game scene management system comprises a scene server and a task management server, and the scene server creates a game scene and sends scene information of the game scene to the task management server; after receiving the scene information, the task management server can determine target task information matched with the game scene based on the scene information, and generate associated information to send to the scene server; the scenario server activates the game scenario based on the association information. The method and the system have the advantages that the task management server is not required to distribute the creation of the game scenes according to the load of each scene server, but the scene server is used for actively creating the game scenes in advance, the processing load of the task management server is reduced, the condition that the scene server creates the game scenes is irrelevant to whether task information is received or not, namely, the game scenes of the method and the system are not created under the condition that the task information exists, the time cost of game scene creation can be reduced, the instant pressure of the scene server is reduced, and the efficiency of game scene creation is improved.
Fig. 3 is a flowchart of a game scenario management method applied to a passive activation scenario, where the game scenario management method is applied to a game scenario management system, and the game scenario management system includes a scenario server and a task management server, and takes a task as an example, the method may specifically include the following steps:
step 302: the scene server creates a game scene.
Step 304: the scenario server sends a scenario creation notification to the task management server, the scenario creation notification including scenario information of the game scenario.
Wherein the scene information includes a first scene identification and a scene server identification.
In the passive activation scenario, after the scenario server creates the game scenario, a scenario creation notification is sent to the task management server to notify the task management server that the game scenario is created, and the scenario information of the game scenario may be carried in the scenario Jing Chuang creation notification and sent to the task management server.
Under the scene, the scene server only needs to manage the creation of the game scene, and the task management server is informed after the game scene is created, so that other operations are not needed, the operation of the scene server can be reduced, and the processing burden of the scene server is further reduced.
It should be noted that, the steps 302 to 304 are described below in the step 102, and the specific implementation of the steps may refer to the related process of the step 102, which is not described herein.
Step 306: the task management server receives the scene creation notification and stores scene information of the game scene carried in the scene creation notification.
Step 308: the task management server receives and stores a plurality of combat information.
Wherein each of the engagement information includes a second scene identification.
In this embodiment, taking a task as an example, the task information is task information of a fight task, and for convenience of description, the task information of the fight task is referred to as fight information.
It should be noted that, there is no strict order of execution of the step 308 and the step 302.
Step 310: the task management server matches the first scene identification included in the scene information with the second scene identifications of the stored plurality of pieces of fight information.
Step 312: and if the second scene identifications which are the same as the first scene identifications exist in the plurality of second scene identifications, determining the fight information corresponding to the second scene identifications as target fight information.
In this embodiment, taking the task as a fight task and the task information as fight information as an example, for describing the correspondence, the target task information may be referred to as target fight information.
Under the passive activation scenario, the task management server receives a scenario creation notification, the scenario creation notification includes scenario information, and under the condition that a plurality of pieces of fight information are stored in the task management server, a second scenario identifier included in the plurality of pieces of fight information and a first scenario identifier included in the scenario information can be matched to determine whether fight information of the game scenario can be used, and if so, the determined fight information is referred to as target fight information matched with the game scenario.
Step 314: and the task management server associates the target combat information with the scene information to obtain associated information.
Step 316: and the task management server sends the associated information to a scene server corresponding to the scene server identifier included in the scene information.
It should be noted that, steps 306-316 are the following descriptions of step 104, and the specific implementation of the steps may refer to the relevant process of step 104, and this embodiment is not repeated here.
Step 318: the scene server activates a game scene associated with the association information based on the association information.
Step 320: the task management server deletes the stored scene information of the game scene and the target combat information.
It should be noted that, the steps 318-320 are described below for the step 106, and the specific implementation of the steps may refer to the related process of the step 106, which is not described herein.
Step 322: the scene server creates a new game scene, returns to step 304 until the scene server reaches the upper limit of the scene load, and stops creating the new game scene.
In the game scene management method provided by the specification, under the active activation scene, a scene server creates a game scene, and sends a scene creation notification to a task management server, wherein the scene creation notification carries scene information of the game scene so as to inform the task management server of the creation of the game scene. The task management server may store the scenario information, and match the stored fight information with the scenario information to determine whether there is target fight information that can use the game scenario, and if so, may generate and send association information to the scenario server, the scenario server may activate the game scenario based on the association information. In this case, the scene server actively generates the game scene, the task management server is not required to distribute according to the load, the processing load of the task management server is reduced, the scene server creates the game scene in advance instead of the game scene under the condition of fight information, the time cost of game scene creation can be reduced, the instant pressure of the scene server is reduced, and the efficiency of game scene creation is further improved. In addition, the scene server only considers the creation of the game scene, does not need to pay attention to whether the match information matched with the game scene exists or not, and only needs to activate the game scene when the associated information is received, so that the burden of the scene server is further reduced.
Fig. 4 is a flowchart of a game scenario management method applied to an active activation scenario according to an embodiment of the present disclosure, where the game scenario management method is applied to a game scenario management system, and the game scenario management system includes a scenario server and a task management server, and takes a task as an example, the method may specifically include the following steps:
step 402: the scene server creates a game scene.
Step 404: the context server sends a fight information association request to the task management server, the fight information association request including context information.
The scene information comprises a first scene identifier and a scene server identifier.
In this embodiment, taking a task as an example, the task information is task information of a fight task, and for convenience of description, the task information of the fight task is referred to as fight information. Also, the task information association request may be referred to as a fight information association request.
And under the active activation scene, after the scene server creates the game scene, sending a fight information association request to the task management server, wherein the fight information association request can carry scene information of the game scene so as to inform the task management server to determine target fight information matched with the game scene from the fight information.
It should be noted that, the steps 402 to 404 are described below in the step 102, and the specific implementation of the steps may refer to the related process of the step 102, which is not described herein.
Step 406: the task management server receives the combat information association request, and the combat information association request is used for instructing the task management server to determine target combat information matched with the game scene.
Step 408: the task management server receives and stores a plurality of combat information.
Wherein each of the engagement information includes a second scene identification.
Step 410: the task management server matches the first scene identification of the scene information with the second scene identifications of the stored plurality of fight information.
Step 412: determining whether a second scene identifier identical to the first scene identifier exists in the plurality of second scene identifiers, if so, executing step 414, otherwise, executing step 424.
Step 414: and determining the fight information corresponding to the second scene identifier as target fight information.
Under the active activation scene, the task management server receives a fight information association request, the fight information association request comprises scene information, and under the condition that the fight information is stored in the task management server, the second scene identification of the fight information and the first scene identification of the scene information can be matched to determine whether fight information matched with the game scene exists or not, and if so, the determined fight information is called as target fight information matched with the game scene.
Step 416: the task management server acquires the target fight information, and associates the target fight information with scene information to obtain associated information.
Step 418: the task management server sends the associated information to a scene server indicated by a scene server identification included in the scene information.
It should be noted that, the steps 406 to 418 are the following descriptions of the step 104, and the specific implementation of the steps may refer to the related process of the step 104, which is not described herein.
Step 420: the scene server activates a game scene associated with the association information based on the association information.
It should be noted that, the specific implementation of step 420 may refer to the related process of step 106, and this embodiment is not described herein.
Step 422: the scene server recreates the new game scene and returns to step 404 until the scene server reaches the upper limit of the scene load, and stops creating the new game scene.
Step 424: the task management server sends the association failure notification to a scene server indicated by a scene server identification included in the scene information.
In the active activation scenario, if the task management server stores the fight information without the target fight information that can be used in the game scenario, the task management server may send a notification of association failure to the scenario server to inform the scenario server of the association result.
Step 426: the scene server continues to send the fight information association request to the task management server until the associated information from the task management server is received, and stops sending the fight information association request.
In the game scene management method provided by the specification, under the passive activation scene, a scene server creates a game scene, and sends a fight information association request to a task management server, wherein the fight information association request carries scene information of the game scene so as to inform the task management server of associating the game scene with fight information. The task management server stores fight information, the stored fight information can be matched with the scene information to judge whether target fight information which can use the game scene exists or not, if yes, the associated information can be generated and sent to the scene server, and the scene server can activate the game scene based on the associated information. If not, an association failure notification may be sent to the context server. Therefore, in the situation, the scene server actively generates the game scene, the task management server is not required to distribute according to the load, the processing load of the task management server is reduced, the scene server creates the game scene in advance instead of the game scene under the condition of fight information, the time cost of game scene creation can be reduced, the instant pressure of the scene server is reduced, and the efficiency of game scene creation is further improved. In addition, in the implementation mode, the scene server initiates the fight information association request, and the task management server does not need to manage or store the scene information of the game scene at all, does not need to manage the creation of the game scene, and reduces the pressure of the task management server. And, as long as there is new game scene available, the corresponding fight information can be sent to the scene server, has raised the execution efficiency of fight.
Corresponding to the above method embodiments, the present disclosure further provides a game scene management system embodiment, and fig. 5 shows a schematic structural diagram of a game scene management system according to an embodiment of the present disclosure. As shown in fig. 5, the game scene management system includes a scene server 502 and a task management server 504;
the scene server 502 is configured to create a game scene and send scene information of the game scene to the task management server;
the task management server 504 is configured to determine target task information matching the game scene based on the scene information, generate association information, and send the association information to the scene server;
the scenario server 502 is configured to activate the game scenario based on the association information.
Optionally, the game scenario management method is applied to an active or passive activation scenario, the scenario server 502 being configured to:
under a passive activation scene, sending a scene creation notification to the task management server, wherein the scene creation notification carries scene information of the game scene, and the scene information comprises a first scene identifier and a scene server identifier;
Or,
and under an active activation scene, sending a task information association request to the task management server, wherein the task information association request comprises scene information, the scene information comprises a first scene identifier and a scene server identifier, and the task information association request is used for indicating the task management server to determine target task information matched with the game scene.
Optionally, the task management server stores a plurality of task information, and each task information includes a second scene identifier;
the task management server 504 is configured to:
respectively matching each second scene identifier with the first scene identifier;
and determining task information corresponding to a second scene identifier identical to the first scene identifier in the plurality of second scene identifiers as the target task information.
Optionally, the task management server 504 is further configured to:
if the target task information matched with the game scene is not determined based on the scene information, storing the scene information of the game scene;
and under the condition that new task information is received, matching the second scene identification of the new task information with the first scene identification of the scene information.
Optionally, the task management server stores a plurality of task information, and each task information includes a second scene identifier;
the task management server 504 is further configured to:
if the target task information matched with the game scene is not determined based on the scene information, sending a correlation failure notification to the scene server;
and receiving the task information association request sent again by the scene server.
Optionally, in the passive activation scenario, the task management server 504 is further configured to:
and storing the scene information of the game scene carried by the scene creation notice.
Optionally, in the passive activation scenario, the task management server 504 is further configured to:
and deleting the stored scene information of the game scene.
The method and the system do not need the task management server to distribute the creation of the game scene according to the load of each scene server, but are actively created by the scene server in advance, so that the processing load of the task management server is reduced, and the condition of the scene server to create the game scene is irrelevant to whether task information is received or not, namely, the game scene of the method and the system is not created under the condition of the task information, so that the time cost of the game scene creation can be reduced, the instant pressure of the scene server is reduced, and the efficiency of creating the game scene is improved.
The above is an exemplary scheme of a game scene management system of the present embodiment. It should be noted that, the technical solution of the game scene management system and the technical solution of the above game scene management method belong to the same concept, and details of the technical solution of the game scene management system, which are not described in detail, can be referred to the description of the technical solution of the above game scene management method.
FIG. 6 is a flowchart of another game scenario management method according to an embodiment of the present disclosure, where the method is applied to a task management server, and may specifically include the following steps:
step 602: scene information of a game scene from a scene server is received.
In the embodiment of the application, the game scene management method can be applied to active activation scenes or passive activation scenes.
In a passive activation scenario, the specific implementation of this step may include: and receiving a scene creation notification from the scene server, wherein the scene creation notification carries scene information of the game scene, and the scene information comprises a first scene identifier and a scene server identifier.
In the active activation scenario, the specific implementation of this step may include: and receiving a task information association request from the scene server, wherein the task information association request comprises the scene information, the scene information comprises a first scene identifier and a scene server identifier, and the task information association request is used for indicating the task management server to determine target task information matched with the game scene.
Step 604: and determining target task information matched with the game scene based on the scene information, generating associated information and sending the associated information to the scene server.
In some embodiments, the task management server stores a plurality of task information, and each task information includes a second scenario identification;
determining target task information matched with the game scene based on the scene information may include: respectively matching each second scene identifier with the first scene identifier; and determining task information corresponding to a second scene identifier identical to the first scene identifier in the plurality of second scene identifiers as the target task information.
Further, if the target task information matched with the game scene is not determined based on the scene information, storing the scene information of the game scene; and under the condition that new task information is received, matching the second scene identification of the new task information with the first scene identification of the scene information.
Further, in the active activation scenario, if the target task information matched with the game scenario is not determined based on the scenario information, a notification of association failure is sent to the scenario server, and the task information association request sent again by the scenario server is received.
Further, before determining target task information matched with the game scene based on the scene information in the passive activation scene, the method further comprises: and storing the scene information of the game scene carried by the scene creation notice.
Further, in the passive activation scenario, after activating the game scenario based on the association information, the method further includes: and deleting the stored scene information of the game scene.
It should be noted that, the specific implementation of each step in this embodiment is the same as that in the embodiment corresponding to fig. 1, and the implementation process may refer to steps 102 to 106, which is not described herein.
According to the game scene management method provided by the specification, the task management server is not required to distribute the creation of the game scenes according to the load of each scene server, the processing load of the task management server is reduced, and the condition of the scene server for creating the game scenes is irrelevant to whether task information is received or not, namely, the game scenes are not created under the condition that the task information exists, so that the time cost of the game scene creation can be reduced, the instant pressure of the scene server is reduced, and the efficiency of creating the game scenes is further improved.
Fig. 7 is a flowchart of yet another game scene management method according to an embodiment of the present disclosure, where the method is applied to a scene server, and may specifically include the following steps:
step 702: creating a game scene and sending scene information of the game scene to the task management server.
In the embodiment of the application, the game scene management method can be applied to active activation scenes or passive activation scenes.
In the passive activation scenario, the specific implementation of sending the scenario information of the game scenario to the task management server may include: and sending a scene creation notice to the task management server, wherein the scene creation notice carries scene information of the game scene, and the scene information comprises a first scene identifier and a scene server identifier.
In the active activation scenario, the specific implementation of sending the scenario information of the game scenario to the task management server may include: and sending a task information association request to the task management server, wherein the task information association request comprises the scene information, the scene information comprises a first scene identifier and a scene server identifier, and the task information association request is used for indicating the task management server to determine target task information matched with the game scene.
Step 704: and receiving the associated information sent by the task management server.
Step 706: activating the game scene based on the association information.
It should be noted that, the specific implementation of each step in this embodiment is the same as that in the embodiment corresponding to fig. 1, and the implementation process may refer to steps 102 to 106, which is not described herein.
According to the game scene management method provided by the specification, the game scene is actively created in advance by the scene server, and the condition of the scene server for creating the game scene is irrelevant to whether task information is received or not, namely, the game scene of the scheme is not created under the condition that the task information exists, so that the time cost of the game scene creation can be reduced, the instant pressure of the scene server is reduced, and the efficiency of creating the game scene is further improved.
Corresponding to the above embodiment of the game scene management method applied to the task management server, the present disclosure further provides an embodiment of a game scene management device, and fig. 8 is a schematic structural diagram of a game scene management device provided in an embodiment of the present disclosure. As shown in fig. 8, the apparatus may include:
a first receiving module 802 configured to receive scene information of a game scene from a scene server;
A first sending module 804, configured to determine target task information matched with the game scene based on the scene information, generate association information, and send the association information to the scene server.
Optionally, the game scene management method is applied to an active activation scene or a passive activation scene, and the first receiving module 802 is configured to:
receiving a scene creation notification from the scene server under a passive activation scene, wherein the scene creation notification carries scene information of the game scene, and the scene information comprises a first scene identifier and a scene server identifier;
or,
and under an active activation scene, receiving a task information association request from the scene server, wherein the task information association request comprises the scene information, the scene information comprises a first scene identifier and a scene server identifier, and the task information association request is used for indicating the task management server to determine target task information matched with the game scene.
Optionally, the task management server stores a plurality of task information, and each task information includes a second scene identifier;
a first transmitting module 804 configured to:
Respectively matching each second scene identifier with the first scene identifier;
and determining task information corresponding to a second scene identifier identical to the first scene identifier in the plurality of second scene identifiers as the target task information.
Optionally, the apparatus further comprises:
a first storage module configured to store scene information of the game scene if target task information matching the game scene is not determined based on the scene information;
and the matching module is configured to match the second scene identifier of the new task information with the first scene identifier of the scene information when receiving the new task information.
Optionally, the apparatus further comprises:
a third sending module configured to send an association failure notification to the scene server if the target task information matching the game scene is not determined based on the scene information;
and the third receiving module is configured to receive the task information association request which is sent again by the scene server.
Optionally, in the passive activation scenario, the apparatus further comprises:
and the second storage module is configured to store scene information of the game scene carried by the scene creation notification.
Optionally, in the passive activation scenario, the apparatus further comprises:
and the deleting module is configured to delete the stored scene information of the game scene.
According to the game scene management device provided by the specification, the task management server is not required to distribute the creation of the game scenes according to the load of each scene server, the processing load of the task management server is reduced, and the condition of the scene server for creating the game scenes is irrelevant to whether task information is received or not, namely, the game scenes are not created under the condition that the task information exists, so that the time cost of the game scene creation can be reduced, the instant pressure of the scene server is reduced, and the efficiency of creating the game scenes is further improved.
The above is an exemplary scheme of a game scene management device of the present embodiment. It should be noted that, the technical solution of the game scene management device and the technical solution of the game scene management method applied to the task management server belong to the same conception, and details of the technical solution of the game scene management device which are not described in detail can be referred to the description of the technical solution of the game scene management method applied to the task management server.
Corresponding to the above embodiment of the game scene management method applied to the scene server, the present disclosure further provides an embodiment of a game scene management device, and fig. 9 is a schematic structural diagram of another game scene management device provided in an embodiment of the present disclosure. As shown in fig. 9, the apparatus may include:
a second transmitting module 902 configured to create a game scene and transmit scene information of the game scene to the task management server;
a second receiving module 904 configured to receive the association information sent by the task management server;
an activation module 906 configured to activate the game scene based on the association information.
Optionally, the second sending module 902 is configured to:
and sending a scene creation notice to the task management server, wherein the scene creation notice carries scene information of the game scene, and the scene information comprises a first scene identifier and a scene server identifier.
Optionally, the second sending module 902 is configured to:
and sending a task information association request to the task management server, wherein the task information association request comprises the scene information, the scene information comprises a first scene identifier and a scene server identifier, and the task information association request is used for indicating the task management server to determine target task information matched with the game scene.
According to the game scene management device provided by the specification, the game scene is actively created in advance by the scene server, and the condition of the scene server for creating the game scene is irrelevant to whether task information is received or not, namely, the game scene of the scheme is not created under the condition that the task information exists, so that the time cost of the game scene creation can be reduced, the instant pressure of the scene server is reduced, and the efficiency of creating the game scene is further improved. The above is an exemplary scheme of a game scene management device of the present embodiment. It should be noted that, the technical solution of the game scene management device and the technical solution of the game scene management method applied to the scene server belong to the same conception, and details of the technical solution of the game scene management device which are not described in detail can be referred to the description of the technical solution of the game scene management method applied to the scene server.
Fig. 10 illustrates a block diagram of a computing device 1000 provided in accordance with an embodiment of the present specification. The components of the computing device 1000 include, but are not limited to, a memory 1010 and a processor 1020. Processor 1020 is coupled to memory 1010 via bus 1030 and database 1050 is used to store data.
Computing device 1000 also includes access device 1040, which access device 1040 enables computing device 1000 to communicate via one or more networks 1060. Examples of such networks include the Public Switched Telephone Network (PSTN), a Local Area Network (LAN), a Wide Area Network (WAN), a Personal Area Network (PAN), or a combination of communication networks such as the internet. The access device 1040 may include one or more of any type of network interface, wired or wireless (e.g., a Network Interface Card (NIC)), such as an IEEE802.11 Wireless Local Area Network (WLAN) wireless interface, a worldwide interoperability for microwave access (Wi-MAX) interface, an ethernet interface, a Universal Serial Bus (USB) interface, a cellular network interface, a bluetooth interface, a Near Field Communication (NFC) interface, and so forth.
In one embodiment of the present description, the above-described components of computing device 1000, as well as other components not shown in FIG. 10, may also be connected to each other, such as by a bus. It should be understood that the block diagram of the computing device illustrated in FIG. 10 is for exemplary purposes only and is not intended to limit the scope of the present description. Those skilled in the art may add or replace other components as desired.
Computing device 1000 may be any type of stationary or mobile computing device including a mobile computer or mobile computing device (e.g., tablet, personal digital assistant, laptop, notebook, netbook, etc.), mobile phone (e.g., smart phone), wearable computing device (e.g., smart watch, smart glasses, etc.), or other type of mobile device, or a stationary computing device such as a desktop computer or PC. Computing device 1000 may also be a mobile or stationary server.
The processor 1020 is configured to execute the following computer executable instructions to implement the steps of the game scenario management method applied to the task management server as described above.
The foregoing is a schematic illustration of a computing device of this embodiment. It should be noted that, the technical solution of the computing device and the technical solution of the above-mentioned game scene management method applied to the task management server belong to the same concept, and details of the technical solution of the computing device, which are not described in detail, can be referred to the description of the technical solution of the above-mentioned game scene management method applied to the task management server.
Alternatively, the processor 1020 is configured to execute the following computer executable instructions to implement the steps of the game scene management method applied to the scene server as described above.
The foregoing is a schematic illustration of a computing device of this embodiment. It should be noted that, the technical solution of the computing device and the technical solution of the above-mentioned game scene management method applied to the scene server belong to the same concept, and details of the technical solution of the computing device, which are not described in detail, can be referred to the description of the technical solution of the above-mentioned game scene management method applied to the scene server.
An embodiment of the present disclosure also provides a computer-readable storage medium storing computer instructions that, when executed by a processor, are configured to implement the steps of the above-described game scenario management method applied to a task management server.
The above is an exemplary version of a computer-readable storage medium of the present embodiment. It should be noted that, the technical solution of the storage medium and the technical solution of the above-mentioned game scene management method applied to the task management server belong to the same concept, and details of the technical solution of the storage medium which are not described in detail can be referred to the description of the technical solution of the above-mentioned game scene management method applied to the task management server.
Alternatively, the computer instructions of the computer-readable storage medium, when executed by the processor, are configured to implement the steps of the above-described game scenario management method applied to the scenario server.
The above is an exemplary version of a computer-readable storage medium of the present embodiment. It should be noted that, the technical solution of the storage medium and the technical solution of the above-mentioned game scene management method applied to the scene server belong to the same concept, and details of the technical solution of the storage medium which are not described in detail can be referred to the description of the technical solution of the above-mentioned game scene management method applied to the scene server.
The foregoing describes specific embodiments of the present disclosure. Other embodiments are within the scope of the following claims. In some cases, the actions or steps recited in the claims can be performed in a different order than in the embodiments and still achieve desirable results. In addition, the processes depicted in the accompanying figures do not necessarily require the particular order shown, or sequential order, to achieve desirable results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.
The computer instructions include computer program code that may be in source code form, object code form, executable file or some intermediate form, etc. The computer readable medium may include: any entity or device capable of carrying the computer program code, a recording medium, a U disk, a removable hard disk, a magnetic disk, an optical disk, a computer Memory, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), an electrical carrier signal, a telecommunications signal, a software distribution medium, and so forth. It should be noted that the computer readable medium contains content that can be appropriately scaled according to the requirements of jurisdictions in which such content is subject to legislation and patent practice, such as in certain jurisdictions in which such content is subject to legislation and patent practice, the computer readable medium does not include electrical carrier signals and telecommunication signals.
It should be noted that, for the sake of simplicity of description, the foregoing method embodiments are all expressed as a series of combinations of actions, but it should be understood by those skilled in the art that the present description is not limited by the order of actions described, as some steps may be performed in other order or simultaneously in accordance with the present description. Further, those skilled in the art will appreciate that the embodiments described in the specification are all preferred embodiments, and that the acts and modules referred to are not necessarily all necessary in the specification.
In the foregoing embodiments, the descriptions of the embodiments are emphasized, and for parts of one embodiment that are not described in detail, reference may be made to the related descriptions of other embodiments.
The preferred embodiments of the present specification disclosed above are merely used to help clarify the present specification. Alternative embodiments are not intended to be exhaustive or to limit the invention to the precise form disclosed. Obviously, many modifications and variations are possible in light of the above teaching. The embodiments were chosen and described in order to best explain the principles of the disclosure and the practical application, to thereby enable others skilled in the art to best understand and utilize the disclosure. This specification is to be limited only by the claims and the full scope and equivalents thereof.

Claims (15)

1. A game scenario management method, characterized by being applied to a game scenario management system including a scenario server and a task management server, the method comprising:
the scene server creates a game scene and sends scene information of the game scene to the task management server; the scene information comprises a first scene identifier and a scene server identifier;
the task management server determines target task information matched with the game scene based on the scene information, generates associated information and sends the associated information to the scene server; the target task information comprises a second scene identifier which is the same as the first scene identifier, and the associated information comprises the target task information and the scene information;
the scenario server activates the game scenario based on the association information.
2. The game scene management method according to claim 1, wherein the game scene management method is applied to an active activation scene or a passive activation scene, and the scene server transmits scene information of the game scene to the task management server, comprising:
Under the passive activation scene, the scene server sends a scene creation notification to the task management server, wherein the scene creation notification carries scene information of the game scene;
or,
and under the active activation scene, the scene server sends a task information association request to the task management server, wherein the task information association request comprises the scene information, and the task information association request is used for indicating the task management server to determine target task information matched with the game scene.
3. The game scene management method according to claim 1 or 2, wherein the task management server stores a plurality of task information, and each task information includes a second scene identification;
the task management server determines target task information matched with the game scene based on the scene information, including:
respectively matching each second scene identifier with the first scene identifier;
and determining task information corresponding to a second scene identifier identical to the first scene identifier in the plurality of second scene identifiers as the target task information.
4. The game scene management method according to claim 2, wherein the method further comprises:
if the task management server does not determine the target task information matched with the game scene based on the scene information, storing the scene information of the game scene;
and under the condition that new task information is received, matching the second scene identification of the new task information with the first scene identification of the scene information.
5. The game scenario management method according to claim 2, wherein before the task management server determines target task information matching the game scenario based on the scenario information in the passive activation scenario, further comprising:
storing scene information of the game scene carried by the scene creation notification;
accordingly, in the passive activation scenario, after the scenario server activates the game scenario based on the association information, the method further includes:
and deleting the stored scene information of the game scene by the task management server.
6. A game scene management system, which is characterized by comprising a scene server and a task management server;
The scene server is configured to create a game scene and send scene information of the game scene to the task management server; the scene information comprises a first scene identifier and a scene server identifier;
the task management server is configured to determine target task information matched with the game scene based on the scene information, generate associated information and send the associated information to the scene server; the target task information comprises a second scene identifier which is the same as the first scene identifier, and the associated information comprises the target task information and the scene information;
the scenario server is configured to activate the game scenario based on the association information.
7. A game scene management method, applied to a task management server, comprising:
receiving scene information of a game scene from a scene server; the scene information comprises a first scene identifier and a scene server identifier;
determining target task information matched with the game scene based on the scene information, generating associated information and sending the associated information to the scene server; the target task information comprises a second scene identifier which is the same as the first scene identifier, and the associated information comprises the target task information and the scene information.
8. The game scene management method according to claim 7, wherein the game scene management method is applied to an active activation scene or a passive activation scene, receives scene information of a game scene from a scene server, and comprises:
receiving a scene creation notification from the scene server under the passive activation scene, wherein the scene creation notification carries scene information of the game scene;
or,
and under the active activation scene, receiving a task information association request from the scene server, wherein the task information association request comprises the scene information, and the task information association request is used for indicating the task management server to determine target task information matched with the game scene.
9. The game scene management method according to claim 7 or 8, wherein the task management server stores a plurality of task information, and each task information includes a second scene identification;
determining target task information matched with the game scene based on the scene information, including:
respectively matching each second scene identifier with the first scene identifier;
And determining task information corresponding to a second scene identifier identical to the first scene identifier in the plurality of second scene identifiers as the target task information.
10. The game scene management method according to claim 8, further comprising:
if the target task information matched with the game scene is not determined based on the scene information, storing the scene information of the game scene, and matching a second scene identifier of the new task information with a first scene identifier of the scene information under the condition that the new task information is received;
or in the active activation scene, if the target task information matched with the game scene is not determined based on the scene information, sending a failure association notification to the scene server, and receiving the task information association request sent again by the scene server;
accordingly, before determining target task information matched with the game scene based on the scene information in the passive activation scene, the method further comprises:
storing scene information of the game scene carried by the scene creation notification;
accordingly, in the passive activation scenario, after activating the game scenario based on the association information, the method further includes:
And deleting the stored scene information of the game scene.
11. A game scene management method, applied to a scene server, comprising:
creating a game scene and sending scene information of the game scene to a task management server; the scene information comprises a first scene identifier and a scene server identifier;
receiving associated information sent by the task management server, wherein the associated information comprises scene information and target task information, and the target task information comprises a second scene identifier which is the same as the first scene identifier;
activating the game scene based on the association information.
12. The game scene management method according to claim 11, wherein transmitting scene information of the game scene to the task management server comprises:
and under the passive activation scene, sending a scene creation notification to the task management server, wherein the scene creation notification carries scene information of the game scene.
13. The game scene management method according to claim 11, wherein transmitting scene information of the game scene to the task management server comprises:
And under an active activation scene, sending a task information association request to the task management server, wherein the task information association request comprises the scene information, and the task information association request is used for indicating the task management server to determine target task information matched with the game scene.
14. A computing device, comprising:
a memory and a processor;
the memory is configured to store computer-executable instructions and the processor is configured to execute the computer-executable instructions to implement the steps of the game scenario management method of any one of claims 7-10 or to implement the steps of the game scenario management method of any one of claims 11-13.
15. A computer readable storage medium storing computer instructions which, when executed by a processor, implement the steps of the game scenario management method of any one of claims 7-10, or the steps of the game scenario management method of any one of claims 11-13.
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