CN105207990A - Method for accessing game server, server and network game system - Google Patents

Method for accessing game server, server and network game system Download PDF

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Publication number
CN105207990A
CN105207990A CN201510497603.1A CN201510497603A CN105207990A CN 105207990 A CN105207990 A CN 105207990A CN 201510497603 A CN201510497603 A CN 201510497603A CN 105207990 A CN105207990 A CN 105207990A
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China
Prior art keywords
module
world object
common data
client
data
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CN201510497603.1A
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CN105207990B (en
Inventor
李荣峰
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BEIJING LOCOJOY TECHNOLOGY Co Ltd
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BEIJING LOCOJOY TECHNOLOGY Co Ltd
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L63/00Network architectures or network communication protocols for network security
    • H04L63/10Network architectures or network communication protocols for network security for controlling access to devices or network resources
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/50Network services
    • H04L67/56Provisioning of proxy services
    • H04L67/568Storing data temporarily at an intermediate stage, e.g. caching

Abstract

The invention provides a method for accessing a game server, the server and a network game system. The server comprises a global data management module, at least an international object module and a control module, wherein the global data management module stores public data, the internationally object module processes the public data, and the control module forwards an access request of a client to the international object module based on the correspondence between the access request of the client and the international object module. According to the access request of the client, the international object module reads the public data in the global data management module, processes the public data, and stores the processed public data in the global data management module. The coupling degree of a logic processing module and a data storage part is reduced, and the coupling degree between different logic processing modules is also reduced.

Description

A kind of method, server and network game system of accessing game server
Technical field
The present invention relates to development of games technical field, specifically, relate to a kind of method, server and network game system of accessing game server.
Background technology
Existing online game provides an online virtual world by game services person usually, and game user is played a role in virtual world, so carry out chatting in virtual game, move, the game operation such as transaction.Existing game server adopts the pattern of database, service routine and client to carry out framework mostly, and wherein service routine is often by unified language compilation.There is the too high degree of coupling between different functional modules in the height of service routine integrated causing, this makes to become complex for the maintenance process of certain functional module, and maintenance cost is too high.
In addition, in existing game server, data and logical process part are often integrated in a functional module, along with the growth gradually of data volume, cause the scale of program code to expand further, more increase the maintenance difficulties to functional module.
Therefore, a kind of network game server reducing the degree of coupling between functional module is needed badly.
Summary of the invention
The object of the invention is to solve the functional module degree of coupling in existing network game server too high, cause the technological deficiency of maintenance process complexity.
First the application provides a kind of network game server, comprising:
Global data administration module, for preserving common data;
At least one world object module, for providing the processing capacity to common data;
Control module, it is configured to the corresponding relation of client-based access request and world object module, and the access request of client is forwarded to world object module;
Wherein, world object module reads common data according to the access request of client in global data administration module, processes common data, and is stored in global data administration module by the common data after process.
In one embodiment, described global data administration module is for the corresponding relation of the mark and common data of preserving world object module.
In one embodiment, the common data after process is also fed back to control module by described world object module, and the common data after process is fed back to client based on client's request by control module.
In one embodiment, described control module is also in the server initiation stage, and the mark based on world object module selects loading section world object module.
In one embodiment, described world object module also for:
Determining will the mark of other world object modules of interaction data, and reads common data based on being identified in global data administration module of other world object modules, processes common data.
The application also provides a kind of network game system, comprising:
Network game server as described above;
At least one client, it produces access request, and receives the common data that control module returns.
The application also provides a kind of method of accessing game server, it is characterized in that, comprising:
Control module receives the access request of client;
The corresponding relation of the client-based access request of control module and world object module, is forwarded to world object module by the access request of client;
World object module reads common data according to the access request of client in global data administration module;
World object module processes common data, is stored in global data administration module by the common data after process.
In one embodiment, also comprise:
Common data after process is also fed back to control module by world object module;
Common data after process is fed back to client based on customer instruction by control module.
In one embodiment, also comprise:
In the server initiation stage, control module selects loading section world object module based on the mark of world object module.
In one embodiment, also comprise:
Our times object module is determined will the mark of other world object modules of interaction data;
Common data is read based on being identified in global data administration module of other world object modules;
Our times object module processes common data.
In the embodiment of the present application, each world object module independently completes partial game function, and the data that pilot process produces are kept in global data administration module as common data share, thus reduce the degree of coupling of logic processing module and data storage section, also reduce the degree of coupling between different logic processing module simultaneously.Like this, data are strictly separated with logical process, when certain world object module needs to carry out logical extension, other world object module can't be had influence on.
Other features and advantages of the present invention will be set forth in the following description, and, partly become apparent from specification, or understand by implementing the present invention.Object of the present invention and other advantages realize by structure specifically noted in specification, claims and accompanying drawing and obtain.
Accompanying drawing explanation
Accompanying drawing is used to provide a further understanding of the present invention, and forms a part for specification, with embodiments of the invention jointly for explaining the present invention, is not construed as limiting the invention.In the accompanying drawings:
Fig. 1 is the structural representation of the network game system of embodiment one;
Fig. 2 is the flow chart of steps of the method for the access game server of embodiment two.
Embodiment
For making the object, technical solutions and advantages of the present invention clearly, below in conjunction with accompanying drawing, the embodiment of the present invention is described in further detail.
The term such as " module " used in this application, " system " is intended to comprise the entity relevant to computer, such as but not limited to hardware, firmware, combination thereof, software or executory software.Such as, module can be, but be not limited in: the thread of the process that processor runs, processor, object, executable program, execution, program and/or computer.For example, application program computer equipment run and this computer equipment can be modules.One or more module, system can be positioned at an executory process and/or thread, and a module or system also and/or can be distributed on a computer between two or more platform computers.
First the term " world object module " in the embodiment of the present application and " global data administration module " are described.World object module is that it only carries out logical process, and does not preserve related data for realizing the separate unit of certain game function in network game server.Global data administration module is for preserving user data and world object data, and the data of wherein preserving only are read by world object module and revised.The incidence relation of other functional modules in global data administration module and network game server not on subsistence logic.
embodiment one
The present embodiment mainly provides a kind of network game system and network game server.As shown in Figure 1, this system comprises network game server 130 and at least one client 150.Client 150 produces access request, and is sent to server 130.This access request is such as the logging request of user, registration request, the request of selection scene of game, the request etc. of setting role.Server 130 pairs of access request process, and return user data to client 150.
Server 130 mainly comprises global data administration module 131, at least one world object module 133 and control module 135.
Global data administration module 131 is for preserving common data.Wherein, common data is the summation of all player's data signing in server.Common data includes the character data in game, the grade of such as player, experience, vital values, Mana, equipment, technical ability, good friend and trade union etc.; Also comprise the intermediate data realizing certain function of game, such as, produced position data, path, zone of action etc. are moved to virtual role.
World object module 133, for providing the processing capacity to common data, realizes certain function in game process.For example, the log-in module in Fig. 1 is responsible for the log-on message of authentication of users, and management logs in the whole life cycle of successful user; NPC in object move module in charge map, object manipulation, personage such as to move at the game logic; Path module is responsible for the path processing NPC, object manipulation, personage's movement.Be not limited thereto, player PK, pet system in online game, system of setting up a stall, guild's system, copy system, jewel system etc. also can utilize world object module to realize.
The intermediate data that world object module 133 processes is kept in global data administration module 131 as common data.Such as, NPC in object move module in charge process interface, object manipulation, personage move, fighting capacity to calculate etc. game logic, when player exits game from current interface, global data administration module 131 preserves map nomenclature when player exits game and position coordinate, like this when player logs in again, map when exiting last time and position can be entered into.
Again get back to Fig. 1, the function of control module 135 mainly comprises two aspects.On the one hand, it stores the access request of client and the corresponding relation of world object module, and is configured to the corresponding relation of client-based access request and world object module, and the access request of client is forwarded to world object module.On the other hand, be responsible for loading and managing each world object module, in the server initiation stage, the mark based on world object module selects loading section world object module.Specifically, control module 135 can be selected to load which world object module according to configuration file, is configured flexibly according to system requirements.
World object module 133 reads common data according to client-requested in global data administration module 131, processes common data, and is kept in global data administration module 131 by the common data after process.And, the user data after process is fed back to control module, makes control module 135 client-based request that the user data after process is fed back to client.
Such as, control module 135 recognizes the request message of client for " entering map ", then the request forward that " will enter map ", to object move module, is read the position data of virtual portrait from global data administration module 131 by object move module.The position data of object move module to virtual portrait is modified, the map making virtual portrait enter user to specify, and the position data after amendment is kept in global data administration module 131 again, further, the position data of the virtual portrait after amendment is fed back to client.
Further, the mark interaction data of world object module is passed through between each world object module.Specifically, current world object module is determined will the mark of other world object modules of interaction data, and read common data based on being identified in global data administration module of other world object modules, and then current world object module processes common data.Such as, in above-mentioned example, the position data of virtual portrait is common data, and " object move module " and " path module " all can positional data process.
Data exchange process below by way of " object move module " and " path module " this two worlds object module is described." path module " is responsible for the path of virtual portrait movement, consider that in displayed scene, some regions do not allow virtual portrait to pass through, path module is that virtual portrait arranges a series of position data formation movement locus according to location, player designated destination, avoid the region not allowing to pass through, this series of position data is kept in " path module ".
After the instruction receiving " object move " that client sends, object move module is determined to need to move virtual portrait according to the intermediate data of path module, the then position data of read path module setting in global data administration module, and operate virtual portrait and move along movement locus.
Be not difficult to find out from content above, in the present embodiment, each world object module independently completes partial game function, and the common data that pilot process produces is kept in global data administration module and shares, thus reduce the degree of coupling of logic processing module and data storage section, also reduce the degree of coupling between different logic processing module simultaneously.Like this, data are strictly separated with logical process, when certain world object module needs to carry out logical extension, other world object module can't be had influence on.
embodiment two
The present embodiment provides a kind of method of accessing game server.As shown in Figure 2, first, control module receives the access request (step S201) of client.Subsequently, the corresponding relation of the client-based access request of control module and world object module, is forwarded to world object module (step S202) by the access request of client.World object module reads common data (step S203) according to the access request of client in global data administration module, common data is processed, by the storage of subscriber data after process to (step S204) in global data administration module.Subsequently, the common data after process is also fed back to control module (step S205) by world object module, and the common data after process is fed back to client (step S206) based on client-requested by control module.Hereto, the feedback procedure of completing user solicited message.
In addition, the method for the present embodiment also comprises the process of interaction data between world object module.In fig. 2, our times object module is determined will the mark (step S207) of other world object modules of interaction data, read common data (step S208) based on being identified in global data administration module of other world object modules, our times object module processes (step S209) common data.
Preferably, in the server initiation stage, control module also selects loading section world object module (not shown in Fig. 2) based on the mark of world object module, thus is configured flexibly according to system requirements.
Method in the present embodiment reduces the degree of coupling of logic processing module and data storage section, also reduces the degree of coupling between different logic processing module simultaneously, and data are strictly separated with logical process.
Although execution mode disclosed in this invention is as above, the execution mode that described content just adopts for the ease of understanding the present invention, and be not used to limit the present invention.Technical staff in any the technical field of the invention; under the prerequisite not departing from spirit and scope disclosed in this invention; any amendment and change can be done what implement in form and in details; but scope of patent protection of the present invention, the scope that still must define with appending claims is as the criterion.

Claims (10)

1. a network game server, is characterized in that, comprising:
Global data administration module, for preserving common data;
At least one world object module, for providing the processing capacity to common data;
Control module, it is configured to the corresponding relation of client-based access request and world object module, and the access request of client is forwarded to world object module;
Wherein, world object module reads common data according to the access request of client in global data administration module, processes common data, and is stored in global data administration module by the common data after process.
2. server as claimed in claim 1, is characterized in that,
Described global data administration module is for the corresponding relation of the mark and common data of preserving world object module.
3. server as claimed in claim 1, is characterized in that, the common data after process is also fed back to control module by described world object module, and the common data after process is fed back to client based on client's request by control module.
4. the server according to any one of claim 1-3, is characterized in that, described control module also for:
In the server initiation stage, the mark based on world object module selects loading section world object module.
5. server as claimed in claim 4, is characterized in that, described world object module also for:
Determining will the mark of other world object modules of interaction data, and reads common data based on being identified in global data administration module of other world object modules, processes common data.
6. a network game system, is characterized in that, comprising:
Network game server according to any one of claim 1-5;
At least one client, it produces access request, and receives the common data that control module returns.
7. access a method for game server, it is characterized in that, comprising:
Control module receives the access request of client;
The corresponding relation of the client-based access request of control module and world object module, is forwarded to world object module by the access request of client;
World object module reads common data according to the access request of client in global data administration module;
World object module processes common data, is stored in global data administration module by the common data after process.
8. method as claimed in claim 7, is characterized in that, also comprise:
Common data after process is also fed back to control module by world object module;
Common data after process is fed back to client based on customer instruction by control module.
9. method as claimed in claim 7 or 8, is characterized in that, also comprise:
In the server initiation stage, control module selects loading section world object module based on the mark of world object module.
10. method as claimed in claim 9, is characterized in that, also comprise:
Our times object module is determined will the mark of other world object modules of interaction data;
Common data is read based on being identified in global data administration module of other world object modules;
Our times object module processes common data.
CN201510497603.1A 2015-08-13 2015-08-13 A kind of method, server and network game system accessing game server Active CN105207990B (en)

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CN111973989A (en) * 2020-08-21 2020-11-24 北京像素软件科技股份有限公司 Game engine framework, entity creating method, server and storage medium

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