CN105554113A - Game processing method and system capable of accommodating a large number of players - Google Patents
Game processing method and system capable of accommodating a large number of players Download PDFInfo
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- CN105554113A CN105554113A CN201510944047.8A CN201510944047A CN105554113A CN 105554113 A CN105554113 A CN 105554113A CN 201510944047 A CN201510944047 A CN 201510944047A CN 105554113 A CN105554113 A CN 105554113A
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- secondary server
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/10—Protocols in which an application is distributed across nodes in the network
- H04L67/1001—Protocols in which an application is distributed across nodes in the network for accessing one among a plurality of replicated servers
- H04L67/1004—Server selection for load balancing
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/08—Protocols specially adapted for terminal emulation, e.g. Telnet
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- Computer Networks & Wireless Communication (AREA)
- Signal Processing (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
Abstract
The invention relates to a game processing method capable of accommodating a large number of players. The game processing method comprises the following steps that a master server is connected with a plurality of local auxiliary servers; and game map data is divided into a plurality of areas, wherein the map data of each area is stored by the corresponding local auxiliary server. Compared with the prior art, the game processing method divides the game map into the plurality of areas, performs computation processing by the plurality of auxiliary servers respectively, and distributes via the master server. Therefore, when the large number of users log in the game, the users can be distributed to the different local auxiliary servers for processing. Since the users in the different map areas can be processed via the different local auxiliary servers, only when the users need to change the map area, the data of the users needs to be transferred to other local auxiliary servers. Meanwhile, the invention also provides a game processing system for implementing the method.
Description
Technical field
The present invention relates to a kind of game processing method, particularly a kind of game processing method that can hold a large amount of player; The invention still further relates to a kind of system for realizing above-mentioned game processing method.
Background technology
Universal along with the Internet, existing game player gets more and more, simultaneously present game on line need deal with data also increasing.Such as: the voice-enabled chat comprised in game, fixing scene sound, the process of scene map graph, the game such as non-player control role (NPC) loads resource.
If when a large amount of players logs in a game simultaneously, the load of server can be caused excessive, more difficult in the process of data.And existing method is generally improve for the hardware configuration of server, increases the check figure of the processor of server or increase internal memory etc.
But, because existing method needs to change server itself, the waste of the resource to original server can be caused, and effectively cannot utilize original server.
Summary of the invention
The invention reside in the shortcoming and deficiency that overcome prior art, a kind of game processing method and the system of holding a large amount of player are provided.
The present invention is realized by following technical scheme: a kind of game processing method holding a large amount of player, comprises the following steps:
Multiple local secondary server is connected by a master server;
Game map data is divided into multiple region, and each area map data are preserved by a local secondary server.
Compared to prior art, the present invention, by map is divided into multiple region, is carried out computing by multiple secondary server respectively, and is allocated by a master server.Therefore, when by a large number of users logging in game, user can be assigned in different local secondary servers and process.Because due in different map area, can be processed by different local secondary servers.When user needs to change map area, just need the data batchmove of user to other local secondary server.So, by carrying out task matching, a large amount of player can be held simultaneously and log in simultaneously, each server can be maximally utilised again and carry out work, improve the speed of process.
As a further improvement on the present invention, also comprise step: each local secondary server detects the host performance of online user, transfer the calculation task that this subscriber's main station performs game.Further in order to accelerate the processing speed of data, the main frame that user logs in is carried out data processing.Such as, user can first download part game resource, after subscriber's main station processes, then result is back in local secondary server.
As a further improvement on the present invention, in the described step by a multiple local secondary server of master server connection, specifically comprise the following steps:
Master server divides secondary server according to map;
Master server stores core data;
The state of master server monitoring secondary server, balances local secondary server performance and calculating pressure.
As a further improvement on the present invention, described game map data is divided into multiple region, in the step that each area map data are preserved by a local secondary server, specifically comprises the following steps:
Store the more new data in selected body of a map or chart;
From master server, extract core data, and carry out data interaction transmission with subscriber's main station.
As a further improvement on the present invention, described each local secondary server detects the host performance of online user, transfers this subscriber's main station and performs in the step of the calculation task of game, specifically comprise the following steps:
Detect idle performance and the network connection state of subscriber's main station;
Choose subscriber's main station and check the reliability of its technical data;
Basic calculation task matching calculates to subscriber's main station by secondary server.
Present invention also offers a kind of game processing system holding a large amount of player, it comprises a master server and multiple local secondary server;
Described master server is connected with multiple local secondary server, and just game map data is divided into multiple region; Described each local secondary server preserves area map data respectively.
As a further improvement on the present invention, described each local secondary server, also for detecting the host performance of online user, transfers the calculation task that this subscriber's main station performs game.
As a further improvement on the present invention, described master server comprises:
Divide module, for dividing secondary server according to map;
Storage module, for storing core data;
Monitoring module, for monitoring the state of secondary server, balances local secondary server performance and calculating pressure.
As a further improvement on the present invention, described local secondary server comprises:
Storage module, for storing the more new data in selected body of a map or chart;
Data extraction module, for extracting core data from master server, and carries out data interaction transmission with subscriber's main station.
As a further improvement on the present invention, described local secondary server also comprises:
Detection module, for detecting idle performance and the network connection state of subscriber's main station;
Authentication module, for choosing subscriber's main station and checking the reliability of its calculated data;
Task allocating module, for calculating basic calculation task matching to subscriber's main station.
In order to understand better and implement, describe the present invention in detail below in conjunction with accompanying drawing.
Accompanying drawing explanation
Fig. 1 is the flow chart of steps of game processing method of the present invention.
Fig. 2 is the concrete steps flow chart of step S1 of the present invention.
Fig. 3 is the concrete steps flow chart of step S2 of the present invention.
Fig. 4 is the concrete steps flow chart of step S3 of the present invention.
Fig. 5 is the connection block diagram of game processing system of the present invention.
Fig. 6 is the connection block diagram of master server of the present invention.
Fig. 7 is the connection block diagram of secondary server of the present invention.
Embodiment
The present invention when processing mass data in order to solve server in prior art, needs constantly its hardware configuration of expansion, and causes the defect of the waste of original resource, the invention provides a kind of game processing method and the system of holding a large amount of player.Below technical scheme of the present invention is described in detail.
Refer to Fig. 1, it is the flow chart of steps of game processing method of the present invention.
The invention provides a kind of game processing method holding a large amount of player, comprise the following steps:
Step S1: connect multiple local secondary server by a master server;
Refer to Fig. 2, it is the concrete steps flow chart of this step S1.In this step, specifically comprise the following steps:
Step S11: master server divides secondary server according to map;
Step S12: master server stores core data;
Step S13: the state of master server monitoring secondary server, balances local secondary server performance and calculating pressure.
Step S2: game map data is divided into multiple region, each area map data are preserved by a local secondary server.
In this step, can pass through by essential core deposit data in master server, and by the deposit data of zones of different in local secondary server, the processing speed of playing can be accelerated by the mode expanding multiple server.
Refer to Fig. 3, it is the concrete steps flow chart of this step S2.In this step, specifically comprise the following steps:
S21: store the more new data in selected body of a map or chart;
S22: extract core data from master server, and carry out data interaction transmission with subscriber's main station.
In this step, be connected with subscriber's main station by local secondary server, the data of subscriber's main station can be processed in time, also from master server, extract core data simultaneously, accelerate the speed of process, improve the efficiency of process.
Step S3: each local secondary server detects the host performance of online user, transfers the calculation task that this subscriber's main station performs game.
Refer to Fig. 4, it is the concrete steps flow chart of this step S3.In this step, specifically comprise the following steps:
S31: the idle performance and the network connection state that detect subscriber's main station;
S32: choose subscriber's main station and check the reliability of its technical data;
S33: basic calculation task matching calculates to subscriber's main station by secondary server.
In this step, further in order to accelerate the processing speed of data, the main frame that user logs in is carried out data processing.Such as, user can first download part game resource, after subscriber's main station processes, then result is back in local secondary server.
Refer to Fig. 5, it is the connection block diagram of game processing system of the present invention.Present invention also offers a kind of game processing system holding a large amount of player, it comprises a master server 1 and multiple local secondary server 2.
Described master server 1 is connected with multiple local secondary server 2, and just game map data is divided into multiple region; Described each local secondary server preserves area map data respectively.Described each local secondary server is connected with multiple subscriber's main station 3 carrying out playing at this area map respectively.
Further, described each local secondary server 2, also for detecting main frame 3 performance of online user, transfers the calculation task that this subscriber's main station 3 performs game.
Refer to Fig. 6, it is the connection block diagram of master server.Described master server 1 comprises: divide module 11, storage module 12 and monitoring module 13.
Described division module 11, for dividing secondary server according to map;
Described storage module 12, for storing core data;
Described monitoring module 13, for monitoring the state of secondary server, balances local secondary server performance and calculating pressure.
Refer to Fig. 7, it is the connection block diagram of local secondary server.Described local secondary server 2 comprises: storage module 21, data extraction module 22, detection module 23, authentication module 24 and task allocating module 25.
Described storage module 21, for storing the more new data in selected body of a map or chart;
Described data extraction module 22, for extracting core data from master server, and carries out data interaction transmission with subscriber's main station.
Described detection module 23, for detecting idle performance and the network connection state of subscriber's main station;
Described authentication module 24, for choosing subscriber's main station and checking the reliability of its calculated data;
Described task allocating module 25, for calculating basic calculation task matching to subscriber's main station.
Below introduce the course of work of game processing system of the present invention:
First, user by subscriber's main station logging in game, and according to the map area in game, is dispensed to the local secondary server that this map area is corresponding.Described local secondary server 2 first extracts core data by data extraction module 22 from master server, and carries out data interaction transmission with subscriber's main station.
Then idle performance and the network connection state of subscriber's main station is detected by described detection module 23.In order to the reliability of the data of authentication of users Framework computing, choose subscriber's main station by described authentication module 24 and check the reliability of its calculated data.
Finally, by described task allocating module 25, basic calculation task matching is calculated to subscriber's main station.
Compared to prior art, the present invention, by map is divided into multiple region, is carried out computing by multiple secondary server respectively, and is allocated by a master server.Therefore, when by a large number of users logging in game, user can be assigned in different local secondary servers and process.Because due in different map area, can be processed by different local secondary servers.When user needs to change map area, just need the data batchmove of user to other local secondary server.So, by carrying out task matching, a large amount of player can be held simultaneously and log in simultaneously, each server can be maximally utilised again and carry out work, improve the speed of process.
The present invention is not limited to above-mentioned execution mode, if do not depart from the spirit and scope of the present invention to various change of the present invention or distortion, if these are changed and distortion belongs within claim of the present invention and equivalent technologies scope, then the present invention is also intended to comprise these changes and distortion.
Claims (10)
1. can hold an a large amount of player's game processing method, comprise the following steps:
Multiple local secondary server is connected by a master server;
Game map data is divided into multiple region, and each area map data are preserved by a local secondary server.
2. can hold the game processing method of a large amount of player according to claim 1, it is characterized in that: also comprise step: each local secondary server detects the host performance of online user, transfer the calculation task that this subscriber's main station performs game.
3. can hold the game processing method of a large amount of player according to claim 2, it is characterized in that: in the described step by a multiple local secondary server of master server connection, specifically comprise the following steps:
Master server divides secondary server according to map;
Master server stores core data;
The state of master server monitoring secondary server, balances local secondary server performance and calculating pressure.
4. can hold the game processing method of a large amount of player according to claim 3, it is characterized in that: described game map data is divided into multiple region, in the step that each area map data are preserved by a local secondary server, specifically comprise the following steps:
Store the more new data in selected body of a map or chart;
From master server, extract core data, and carry out data interaction transmission with subscriber's main station.
5. can hold the game processing method of a large amount of player according to claim 2, it is characterized in that: described each local secondary server detects the host performance of online user, transfer this subscriber's main station to perform in the step of the calculation task of game, specifically comprise the following steps:
Detect idle performance and the network connection state of subscriber's main station;
Choose subscriber's main station and check the reliability of its technical data;
Basic calculation task matching calculates to subscriber's main station by secondary server.
6. can hold an a large amount of player's game processing system, it is characterized in that: comprise a master server and multiple local secondary server;
Described master server is connected with multiple local secondary server, and just game map data is divided into multiple region; Described each local secondary server preserves area map data respectively.
7. can hold the game processing system of a large amount of player according to claim 6, it is characterized in that: described each local secondary server, also for detecting the host performance of online user, transfers the calculation task that this subscriber's main station performs game.
8. can hold the game processing system of a large amount of player according to claim 7, it is characterized in that: described master server comprises:
Divide module, for dividing secondary server according to map;
Storage module, for storing core data;
Monitoring module, for monitoring the state of secondary server, balances local secondary server performance and calculating pressure.
9. can hold the game processing system of a large amount of player according to claim 8, it is characterized in that: described local secondary server comprises:
Storage module, for storing the more new data in selected body of a map or chart;
Data extraction module, for extracting core data from master server, and carries out data interaction transmission with subscriber's main station.
10. can hold the game processing system of a large amount of player according to claim 7, it is characterized in that: described local secondary server also comprises:
Detection module, for detecting idle performance and the network connection state of subscriber's main station;
Authentication module, for choosing subscriber's main station and checking the reliability of its calculated data;
Task allocating module, for calculating basic calculation task matching to subscriber's main station.
Priority Applications (1)
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CN201510944047.8A CN105554113A (en) | 2015-11-27 | 2015-12-16 | Game processing method and system capable of accommodating a large number of players |
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CN201510851547 | 2015-11-27 | ||
CN2015108515477 | 2015-11-27 | ||
CN201510944047.8A CN105554113A (en) | 2015-11-27 | 2015-12-16 | Game processing method and system capable of accommodating a large number of players |
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Cited By (4)
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CN105978746A (en) * | 2016-07-26 | 2016-09-28 | 北京沐星科技有限公司 | Game server cluster system and method for improving game space service |
CN106919701A (en) * | 2017-03-09 | 2017-07-04 | 腾讯科技(深圳)有限公司 | A kind of processing method and processing device of distributed data |
CN108848479A (en) * | 2018-07-19 | 2018-11-20 | 北京车联天下信息技术有限公司 | Car networking service load balancing method, device and equipment |
CN112206518A (en) * | 2020-12-07 | 2021-01-12 | 腾讯科技(深圳)有限公司 | Map load balancing method, device, equipment and computer readable storage medium |
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CN112206518B (en) * | 2020-12-07 | 2021-04-06 | 腾讯科技(深圳)有限公司 | Map load balancing method, device, equipment and computer readable storage medium |
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Address after: 510535 3, 1 building, 90 ho he road, Luogang District, Guangzhou, Guangdong. Applicant after: Guangzhou Duoyi Network Co., Ltd. Address before: 510535 3, 1 building, 90 ho he road, Luogang District, Guangzhou, Guangdong. Applicant before: Guangzhou Baiyun Bio-Tech Co., Ltd. |
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Application publication date: 20160504 |