CN105472004B - A kind of partition method of online game - Google Patents

A kind of partition method of online game Download PDF

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Publication number
CN105472004B
CN105472004B CN201510912274.2A CN201510912274A CN105472004B CN 105472004 B CN105472004 B CN 105472004B CN 201510912274 A CN201510912274 A CN 201510912274A CN 105472004 B CN105472004 B CN 105472004B
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China
Prior art keywords
data
pvp
server
pve
user
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CN201510912274.2A
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Chinese (zh)
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CN105472004A (en
Inventor
牛哲
罗扬
钱虔
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Hangzhou Shaozi Network Technology Co Ltd
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Hangzhou Shaozi Network Technology Co Ltd
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Priority to CN201510912274.2A priority Critical patent/CN105472004B/en
Publication of CN105472004A publication Critical patent/CN105472004A/en
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Classifications

    • 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
    • H04L67/10Protocols in which an application is distributed across nodes in the network
    • H04L67/1097Protocols in which an application is distributed across nodes in the network for distributed storage of data in networks, e.g. transport arrangements for network file system [NFS], storage area networks [SAN] or network attached storage [NAS]
    • 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
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/50Network services
    • H04L67/56Provisioning of proxy services
    • H04L67/563Data redirection of data network streams

Abstract

The present invention relates to a kind of partition methods of online game.The present invention has broken traditional game partition method, and numerous servlets are upgraded to a big director server, all customer data is existed wherein, this avoid the unbalanced problems of resource between traditional servlets;User data is divided into two pieces of storages, solves the problems, such as that traditional game changes area and can not retain any data.

Description

A kind of partition method of online game
Technical field
The present invention relates to a kind of partition methods of online game.
Background technology
The zoning schemes of online game at present have the following disadvantages, and certain server number is excessive, cause data congestion, instead It should be page interim card etc. in user terminal, seriously affect user experience;Certain server number is very few, same inconvenient with game, It experiences very poor, while server resource being caused to waste.
Traditional network game user has the switching behavior of server, is turned during subregion is played in switching Confirmation is changed, and the user data in this handoff procedure in original server cannot be remained into new server.
Invention content
The present invention ensures under corresponding playing method that user can have in suitable server by the mechanism of region sub-service An appropriate number of user ensures game experiencing.
The present invention overcomes traditional area sub-service mechanism, and a large number of users matching to be needed to ensure game experiencing and gaming experience Playing method, region, all users can be social in same server, and game, game process experiences guarantees, guarantee user Experience in game process has no lack of interaction again.
The present invention concrete scheme be:
A kind of partition method of online game, it is characterised in that this approach includes the following steps:
1) server includes several data storage areas, including the PVE data of the global data storage areas PVP and sub-service are deposited Storage area;
2) user sets up associated PVP data and PVE data in the server when client establishes account, Described to establish the selection that account includes game subregion, the PVP data are stored in the global data storage areas PVP, the PVE Data are stored in the data storage areas PVE of the game subregion;
3) when user carries out changing area's operation, global PVP data are retained in server, and server extracts user's PVP data are sent to client, then establish new individual in the data storage areas PVE of different subregions according to user's operation PVE data.
And to be a game subregion correspond to a game server to traditional sub-service method, therefore server total amount can be with The increase of user and increase.But due to the influence of many factors, it often will appear the practical active users of certain game subregions The problem of amount declines, causes server resource to waste;Or there is the case where some server number excessively causes data congestion; It cannot achieve the reasonable distribution of server and bandwidth resources.
Preferably, when change area and operating, the PVP data being originally present conduct the locking operations user, PVE data according to Preset data transform method converts, and is supplemented in the PVP data being in the lock state, and forms new PVP data, then sends out Give client.
Preferably, server is divided into director server and sub-server, and the PVP data are stored in director server, PVE numbers According to being stored in sub-server.
The present invention has broken traditional game partition method, and numerous servlets are upgraded to a big director server, All customer data is existed wherein, this avoid the unbalanced problems of resource between traditional servlets;By number of users According to two pieces of storages are divided into, solve the problems, such as that traditional game changes area and can not retain any data.
Specific implementation mode
A kind of partition method of online game, it is characterised in that this approach includes the following steps:Server includes several Data storage area includes the data storage areas PVE of the global data storage areas PVP and sub-service;User establishes account in client When, i.e., associated PVP data and PVE data are set up in the server, it is complete in server when user carries out changing area's operation The PVP data of office are retained, and the PVP data of server extraction user are sent to client, then according to user's operation not With establishing new personal PVE data in the data storage areas PVE of subregion.
Player(User)Data do not detach, and are collectively stored in a server, and player's data include PVP data and PVE Data two parts.
PVP(Player versus player)Partial player data own at a global data storage area PVP Player can participate in the unified PVP matches in the whole world.
PVE(Player VS Environment)Partial player data are numbered by server, are respectively stored in different The data storage areas PVE.
When player's selection enters some PVE server, game server reads from the corresponding data storage areas PVE and plays Family's data are simultaneously transferred to client, and player is made to feel oneself to enter another PVE server.
Another method, when carrying out changing area's operation, the PVP data being originally present conduct the locking operations user, original PVE data reductions merge to form new PVP data with the PVP data being in the lock state, then send at PVP supplementary datas To client.This mode can compensate the PVE data of original subregion of user, and the user experience is improved.
Server involved in this method can be divided into director server and sub-server, and the PVP data are stored in total service In device, PVE data are stored in sub-server.The transformation of subregion is only the data movement in sub-server, avoids data Congestion.

Claims (3)

1. a kind of partition method of online game, it is characterised in that this approach includes the following steps:
1) server includes several data storage areas, includes the PVE data storage of the global data storage areas PVP and sub-service Area, PVP indicate that the battle between user, PVE indicate that user fights environment;
2) user sets up associated PVP data and PVE data in the server when client establishes account, described The selection that account includes game subregion is established, the PVP data are stored in the global data storage areas PVP, the PVE data It is stored in the data storage areas PVE of the game subregion;
3) when user carries out when changing area's operation of game subregion, global PVP data are retained in server, server extraction PVP data of the user in the data storage areas PVP are sent to client, then according to user's operation different subregions PVE numbers According to establishing new personal PVE data in memory block.
2. the partition method of online game according to claim 1, it is characterised in that the user is carrying out changing area's operation When, the PVP data being originally present conduct the locking operations, and PVE data convert according to preset data transform method, are supplemented in place In the PVP data of lock-out state, new PVP data are formed, client is then sent to.
3. the partition method of online game according to claim 1, it is characterised in that the server is divided into director server And sub-server, the PVP data are stored in director server, PVE data are stored in sub-server.
CN201510912274.2A 2015-12-11 2015-12-11 A kind of partition method of online game Active CN105472004B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN201510912274.2A CN105472004B (en) 2015-12-11 2015-12-11 A kind of partition method of online game

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN201510912274.2A CN105472004B (en) 2015-12-11 2015-12-11 A kind of partition method of online game

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CN105472004A CN105472004A (en) 2016-04-06
CN105472004B true CN105472004B (en) 2018-08-24

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Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN1848124A (en) * 2005-04-12 2006-10-18 国际商业机器公司 Slitless game world system based on server/customer's machine and method thereof
CN101266633A (en) * 2006-11-29 2008-09-17 优万科技(北京)有限公司 Seamless super large scale dummy game world platform
CN102404336A (en) * 2011-12-12 2012-04-04 北京像素软件科技股份有限公司 Cross-regional transfer method of users in online games
CN102497330A (en) * 2011-12-12 2012-06-13 北京像素软件科技股份有限公司 Cross-server grouping method in massively multiplayer online role-playing game (MMORPG)
CN104135506A (en) * 2014-06-25 2014-11-05 深圳市盛讯达科技股份有限公司 System and method of load balancing design of network data

Family Cites Families (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20140024464A1 (en) * 2012-07-22 2014-01-23 Vitaly BELAKOVSKY Massively Multiplayer Online Strategic Multipurpose Game

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN1848124A (en) * 2005-04-12 2006-10-18 国际商业机器公司 Slitless game world system based on server/customer's machine and method thereof
CN101266633A (en) * 2006-11-29 2008-09-17 优万科技(北京)有限公司 Seamless super large scale dummy game world platform
CN102404336A (en) * 2011-12-12 2012-04-04 北京像素软件科技股份有限公司 Cross-regional transfer method of users in online games
CN102497330A (en) * 2011-12-12 2012-06-13 北京像素软件科技股份有限公司 Cross-server grouping method in massively multiplayer online role-playing game (MMORPG)
CN104135506A (en) * 2014-06-25 2014-11-05 深圳市盛讯达科技股份有限公司 System and method of load balancing design of network data

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
陈海;大型休闲类网络游戏服务器关键技术的研究与应用;《中国优秀硕士学位论文全文数据库》;20121231(第12期);I139-41 *

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