CN105991591B - Game AOI synchronous method - Google Patents

Game AOI synchronous method Download PDF

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CN105991591B
CN105991591B CN201510082668.XA CN201510082668A CN105991591B CN 105991591 B CN105991591 B CN 105991591B CN 201510082668 A CN201510082668 A CN 201510082668A CN 105991591 B CN105991591 B CN 105991591B
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game
entity
grid
game entity
server
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CN105991591A (en
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龚涛
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Guangzhou Sisanjiujiu Information Technology Co Ltd
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Guangzhou Sisanjiujiu Information Technology Co Ltd
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Abstract

The present invention provides a kind of game AOI synchronous method, the following steps are included: entire scene of game is divided into several identical grids, during game carries out, when game server knows that the position of some game entity Y or state change, it is only synchronous to scene is carried out with the network of the visibility region of game entity after variation before variation, it is synchronous without carrying out whole scene, for a kind of scene synchronization scheme applied to game server end, it is particularly suitable for the game servers ends such as the lesser mobile phone of screen, the synchronous efficiency of state between game entity in Same Scene can be effectively improved, to increase with number of players open ended in scene, improve the fluency of game, the experience of final enhancing game player.

Description

Game AOI synchronous method
Technical field
The invention belongs to development of games technical fields, and in particular to a kind of game AOI synchronous method.
Background technique
In virtual game field, the case where multiple game clients are connected in parallel for game server, it is assumed that Mei Geyou Play client is operated by a game player, and who object of the game player in dummy game world is known as game entity, For example, the character of Xiao Ming in gaming is game entity when Xiao Ming's operation computer carries out some network game on line.When When multiple game entities are online simultaneously, position or state changed feelings of multiple game entities on map can be frequently occurred Condition, at this point, in the prior art, generalling use whole scene method of synchronization progress scene and synchronizing, to meet the basic of game on line It is required that for example, if a scene of game co-exists in 100 online game entities, as any one game entity A When the variation of generation position or state, other 99 game clients are to the position of game entity A or state change in scene Process synchronizes;However, when especially game client is mobile phone, screen is very small since game client screen limits, Therefore, for some game clients, many contents both make outside screen in 99 game client institutes in scene of game The position of synchronous game entity A or state in corresponding scene of game, but for game player, if game entity A is located at Outside screen, game player simultaneously can not see the state after this is synchronized.It can be seen that existing synchronous method, serious waste The performance of game server;Especially when game entity quantity is more in same scene of game, due to needing synchronous quantity It is doubled and redoubled, easily causes game not smooth or Caton, to reduces the experience of game player.
Summary of the invention
In view of the defects existing in the prior art, the present invention provides a kind of game AOI synchronous method, can effectively improve same field In scape between game entity state synchronous efficiency;Meanwhile the fluency of game can be effectively improved, enhance the body of game player It tests.
The technical solution adopted by the invention is as follows:
The present invention provides a kind of game AOI synchronous method, comprising the following steps:
Entire scene of game is divided into several identical regions by S1, game server, and each region is known as one Grid;
S2, game server real-time servicing list object collection;Wherein, the list object collection is by multiple list object groups At each list object is corresponding with only one grid, for recording grid ID and in current time grid ID packet All game entity ID contained;
S3, game server define the configuration rule of visibility region;Wherein, the visibility region is by several grid groups At;
S4, during game carries out, when game server knows that the position of some game entity Y or state become When change, the change information of recording game entity Y;
S5, the game server judge whether lead to list object collection needs by the changed event of game entity Y It updates, if so, updating the list object collection first, then executes S6;Otherwise, S6 is directly executed;
S6, the configuration rule that the game server is defined according to S3, the new visual field of the game entity Y after being changed Domain, the new visible grid set for including thus to obtain new visibility region;Meanwhile the game server reads the trip before variation The former visibility region of play entity Y, the visible grid set of original for including thus to obtain former visibility region;
S7, the game server judge whether the visible grid set of the original and the new visible grid set are completely heavy It closes, if be completely coincident, shows that the variation of position or state only occurs in a grid for the game entity Y, then: the game The newest list object collection that server is obtained according to S5 obtains the institute that the new visible grid set is included at current time Some game entity ID;Then, it is based on preset filtering algorithm, all game entity ID are screened, are sieved Game entity ID after choosing;Then, the game server sends game entity Y to the game entity ID after the screening and occurs The synchronization notice message of variation;
If be not exclusively overlapped, shows that the visible grid set of the original and the new visible grid set exist and partially overlap Grid, then distinguish following three kinds of situations:
It is not belonging to the first grid of the new visible grid set for belonging to the visible grid set of the original, is obtained All game entity ID that the first described grid is included at current time;Then, it is based on preset filtering algorithm, to institute It states all game entity ID to be screened, the game entity ID after being screened;To the game entity ID hair after the screening The notification message for sending game entity Y to leave visibility region;
It is not belonging to second of grid of the visible grid set of original for belonging to the new visible grid set, acquisition All game entity ID that second of grid is included at current time;Then, it is based on preset filtering algorithm, to institute It states all game entity ID to be screened, the game entity ID after being screened;To the game entity ID hair after the screening The notification message for sending game entity Y to enter visibility region;
The coincidence grid of grid set visible for the original and the new visible grid set, is denoted as the third grid, Obtain all game entity ID that the third described grid is included at current time;Then, it is based on preset filtering algorithm, All game entity ID are screened, the game entity ID after being screened;Game entity to after the screening ID sends the changed synchronization notice message of game entity Y.
Preferably, in S1, the region divided is rectangular area or regular polygon region.
Preferably, in S1, entire scene of game is divided into several identical regions by game server, specifically:
Game server determines granularity of division, and according to the granularity of division, entire scene of game is divided into several phases Same region.
Preferably, the granularity of division is determined by the screen side length value of synchronization accuracy and game client.
Preferably, in S3, the configuration rule are as follows: be currently located for any one game entity, the game entity Grid and the grid for being included in the grid set distance, constitute the visibility region of the game entity.
Preferably, S5 specifically:
S5.1, the game server obtain the position coordinates before the game entity Y variation and the position after variation Coordinate;
S5.2, the game server judge the position coordinates before game entity Y variation and the position coordinates after variation Whether it is located in the same grid, if it is, not needing to update the list object collection;If it is not, then updating the object List collection, it may be assumed that in list object corresponding to the grid ID where after to game entity Y variation, increase the ID of game entity Y; In list object corresponding to grid ID where before changing to game entity Y, the ID of game entity Y is deleted.
Preferably, in S7, the preset filtering algorithm is referred specifically to:
Degree is interacted between each game entity ID of game server periodic statistical and other each game entity ID;
According to the interaction degree, each game entity ID and other each trips that the game server is stored are updated The weight table of weight relationship between play entity ID;Wherein, it is higher that degree is interacted between two game entities, then two game realities Weighted value between body is bigger;
According to the weight table, screening obtains real with the high game of the game entity Y weighted value game server Body preferentially sends a notification message to the high game entity of the weighted value.
Preferably, further includes:
The game entity low for the obtained weighted value of screening, the game server is delayed to be sent to the game entity With the notification message of cloth, alternatively, the game server, which is cancelled, sends synchronous notification message to the game entity.
Preferably, the game server is changed to the game entity ID transmission game entity Y after the screening Synchronization notice message, specifically:
The game server sets timing synchronization interval, and obtains and record same reality in the synchronization of time intenals Then all positions or status change data that body occurs merge all positions or state change that the same entity occurs Data, the data obtained after merging are synchrodata;The game server is using the synchrodata as a data packet, hair Game entity ID after being sent to the screening.
Preferably, further includes:
The game server judges entire scene of game game entity quantity online simultaneously, if it exceeds setting Threshold value, the game server creates multiple scene copies, according to weight relationship between each game entity, by each trip Play entity is distributed to each scene copy;Specific dispersing mode are as follows: each game for making each scene copy include Weighted value between entity crosses setting value;It then, include the correspondence scene pair of itself game entity to game client push This.
Game AOI synchronous method provided by the invention and system have the advantage that
For a kind of scene synchronization scheme applied to game server end, it is particularly suitable for the game such as the lesser mobile phone of screen Server end can effectively improve the synchronous efficiency of state between game entity in Same Scene, so that increasing can hold in scene The number of players received improves the fluency of game, the final experience for enhancing game player.
Detailed description of the invention
Fig. 1 is the principles and methods schematic diagram of game AOI synchronous method provided by the invention.
Specific embodiment
Below in conjunction with attached drawing, the present invention is described in detail:
The present invention provides a kind of game AOI synchronous method, comprising the following steps:
Entire scene of game is divided into several identical regions by S1, game server, and each region is known as one Grid;
Wherein, the shape of grid can be rectangular area or regular polygon region, e.g., equilateral triangle, square or positive six Side shape etc., specific division methods according to actual needs, are adjusted flexibly.In addition, granularity of division of the scene of game to grid, also basis Actual demand is adjusted flexibly, it is generally the case that the principal element for influencing granularity of division includes: synchronization accuracy and game client Screen side length value;If synchronization accuracy is higher, granularity of division is thinner, and obtained side length of element is shorter;If screen is smaller, draw Gradation degree is thinner, and obtained side length of element is shorter.
With reference to Fig. 1, grid is rectangle, by dividing to scene of game, the two-dimensional grid battle array of 6 rows 5 column is obtained, by grid mark It is denoted as: 1,2,3 ... 30.
S2, game server real-time servicing list object collection;Wherein, the list object collection is by multiple list object groups At each list object is corresponding with only one grid, for recording grid ID and in current time grid ID packet All game entity ID contained;
S3, game server define the configuration rule of visibility region;Wherein, the visibility region is by several grid groups At;
Specifically, each game player has an area-of-interest due in gaming world, it may be assumed that AOI (Area Of Interest);In the present invention, when some game entity position or state change, and it is synchronous without whole scene, and only to trip The interest region of play entity synchronizes, and interest region herein is alternatively referred to as visibility region.In addition, the visual field of game entity Domain is flexibly set according to actual design demand, it is generally the case that be can define interest radius value, is belonged in interest radius Border circular areas is visibility region.But in order to improve synchronous speed, lower system configuration complexity, in the present invention, with grid For unit, the visibility region of game entity is defined, it may be assumed that grid that game entity is currently located and apart from the grid set distance Interior included grid, constitutes the visibility region of the game entity.
Referring to Fig. 1, for any one game entity being located in grid 18, in the present invention, visible area simplifies are as follows: The region being made of grid 12, grid 13, grid 14, grid 17, grid 18, grid 19, grid 22, grid 23 and grid 24, That is: the nine grids of 8 grids composition of grid and upper and lower, left and right four direction where game entity, this nine grids is just It is the visibility region of the game entity.
S4, during game carries out, when game server knows that the position of some game entity Y or state become When change, the change information of recording game entity Y;
In the present invention, game entity change in location refers to: movement has occurred in game entity, and position coordinates are changed. Game entity state change refers to: game entity has carried out certain operations, for example, blunderbuss movement, fire etc..
In addition, when the position of game entity Y or state change, from game entity Y active on game server Report itself changed notification message, thus enable some game entity of game server timely learning Y position or State changes.
S5, the game server judge whether lead to list object collection needs by the changed event of game entity Y It updates, if so, updating the list object collection first, then executes S6;Otherwise, it does not need to update the list object collection, directly It connects and executes S6;
This step specifically:
S5.1, the game server obtain the position coordinates before the game entity Y variation and the position after variation Coordinate;
S5.2, the game server judge the position coordinates before game entity Y variation and the position coordinates after variation Whether it is located in the same grid, if it is, not needing to update the list object collection;If it is not, then updating the object List collection, it may be assumed that in list object corresponding to the grid ID where after to game entity Y variation, increase the ID of game entity Y; In list object corresponding to grid ID where before changing to game entity Y, the ID of game entity Y is deleted.
Herein, as long as game server knows the changed event of game entity Y, and it is located at it after game entity variation It, can real-time update list object collection when in his grid.
S6, the configuration rule that the game server is defined according to S3, the new visual field of the game entity Y after being changed Domain, the new visible grid set for including thus to obtain new visibility region;Meanwhile the game server reads the trip before variation The former visibility region of play entity Y, the visible grid set of original for including thus to obtain former visibility region;
S7, the game server judge whether the visible grid set of the original and the new visible grid set are completely heavy It closes, if be completely coincident, shows that the variation of position or state only occurs in a grid for the game entity Y, then: the game The newest list object collection that server is obtained according to S5 obtains the institute that the new visible grid set is included at current time Some game entity ID;Then, it is based on preset filtering algorithm, all game entity ID are screened, are sieved Game entity ID after choosing;Then, the game server sends game entity Y to the game entity ID after the screening and occurs The synchronization notice message of variation;
For example, with reference to Fig. 1, it is assumed that game entity Y is initially located in grid 18, and game entity Y occurs inside grid 18 Position or state change, that is to say, that game entity Y is always in grid 18, therefore it may only be necessary in the visibility region of grid 18 Interior progress position or state synchronized, wherein the visibility region of grid 18 is grid 12, grid 13, grid 14, grid 17, grid 18, the region that grid 19, grid 22, grid 23, grid 24 are constituted, without synchronous in entire scene.
If be not exclusively overlapped, shows that the visible grid set of the original and the new visible grid set exist and partially overlap Grid, then distinguish following three kinds of situations:
It is not belonging to the first grid of the new visible grid set for belonging to the visible grid set of the original, is obtained All game entity ID that the first described grid is included at current time;Then, it is based on preset filtering algorithm, to institute It states all game entity ID to be screened, the game entity ID after being screened;To the game entity ID hair after the screening The notification message for sending game entity Y to leave visibility region;
It is not belonging to second of grid of the visible grid set of original for belonging to the new visible grid set, acquisition All game entity ID that second of grid is included at current time;Then, it is based on preset filtering algorithm, to institute It states all game entity ID to be screened, the game entity ID after being screened;To the game entity ID hair after the screening The notification message for sending game entity Y to enter visibility region;
The coincidence grid of grid set visible for the original and the new visible grid set, is denoted as the third grid, Obtain all game entity ID that the third described grid is included at current time;Then, it is based on preset filtering algorithm, All game entity ID are screened, the game entity ID after being screened;Game entity to after the screening ID sends the changed synchronization notice message of game entity Y.
For example, referring still to Fig. 1, it is assumed that game entity Y is moved to grid 13 by grid 18, then:
For grid 22,23 and 24, belong to the first grid, it may be assumed that belong to former visible grid set and be not belonging to new visible Grid set, therefore it may only be necessary to which the game entity into grid 22,23 and 24, which sends game entity Y, leaves the logical of visibility region Know message;
For grid 7,8 and 9, belong to second of grid, it may be assumed that belong to new visible grid set and be not belonging to former visible grid Set, therefore it may only be necessary to which the game entity into grid 7,8 and 9 sends the changed synchronization notice message of game entity Y;
For grid 12,13,14,17,18 and 19, belong to the third grid, it may be assumed that belong to former visible grid set and Xin Ke The coincidence grid of grid set is seen, therefore it may only be necessary to which the game entity into grid 12,13,14,17,18 and 19 sends game The changed synchronization notice message of entity Y;
In above process, preset filtering algorithm refers specifically to:
Degree is interacted between each game entity ID of game server periodic statistical and other each game entity ID;
According to the interaction degree, each game entity ID and other each trips that the game server is stored are updated The weight table of weight relationship between play entity ID;Wherein, it is higher that degree is interacted between two game entities, then two game realities Weighted value between body is bigger;
According to the weight table, screening obtains real with the high game of the game entity Y weighted value game server Body preferentially sends a notification message to the high game entity of the weighted value.The game entity low for the obtained weighted value of screening, The game server delay to the game entity send with cloth notification message, alternatively, the game server cancel to The game entity sends synchronous notification message.
The present invention also provides the schemes that synchrodata merges, in above process, in varied situations, game server It needs to send the changed synchronization notice message of game entity Y to game entity ID, to reduce synchronization times, improves synchronous effect Rate, game server set timing synchronization interval, and obtain and record what same entity in the synchronization of time intenals occurred Then all positions or status change data merge all positions or status change data that the same entity occurs, merge The data obtained afterwards are synchrodata;The game server is sent to described using the synchrodata as a data packet Game entity ID after screening.
In addition, when for game entity large number of involved in scene of game, to further increase player gaming experience, Game fluency is improved, avoids game Caton, the present invention also provides a kind of scene separated time schemes, it may be assumed that
The game server judges entire scene of game game entity quantity online simultaneously, if it exceeds setting Threshold value, the game server creates multiple scene copies, according to weight relationship between each game entity, by each trip Play entity is distributed to each scene copy;Specific dispersing mode are as follows: each game for making each scene copy include Weighted value between entity crosses setting value;It then, include the correspondence scene pair of itself game entity to game client push This.
Game AOI synchronous method provided by the invention and system have the advantage that
For a kind of scene synchronization scheme applied to game server end, it is particularly suitable for the game such as the lesser mobile phone of screen Server end can effectively improve the synchronous efficiency of state between game entity in Same Scene, so that increasing can hold in scene The number of players received improves the fluency of game, the final experience for enhancing game player.
The above is only a preferred embodiment of the present invention, it is noted that for the ordinary skill people of the art For member, various improvements and modifications may be made without departing from the principle of the present invention, these improvements and modifications are also answered Depending on protection scope of the present invention.

Claims (9)

1. a kind of game AOI synchronous method, which comprises the following steps:
Entire scene of game is divided into several identical regions by S1, game server, and each region is known as a grid;
S2, game server real-time servicing list object collection;Wherein, the list object collection is made of multiple list objects, often A list object is corresponding with only one grid, the institute for recording grid ID and including in current time grid ID Some game entity ID;
S3, game server define the configuration rule of visibility region;Wherein, the visibility region is made of several grids;
In S3, the configuration rule are as follows: the grid and distance being currently located for any one game entity, the game entity The grid for being included in the grid set distance, constitutes the visibility region of the game entity;
S4, during game carries out, when game server knows that the position of some game entity Y or state change When, the change information of recording game entity Y;
S5, the game server judge whether cause list object collection to need to update by the changed event of game entity Y, If so, updating the list object collection first, then execute S6;Otherwise, S6 is directly executed;
S6, the configuration rule that the game server is defined according to S3, the new visibility region of the game entity Y after being changed, The new visible grid set for including thus to obtain new visibility region;Meanwhile the game server reads the game before variation The former visibility region of entity Y, the visible grid set of original for including thus to obtain former visibility region;
S7, the game server judge whether the visible grid set of the original and the new visible grid set are completely coincident, If be completely coincident, show that the variation of position or state only occurs in a grid for the game entity Y, then: the game garment The newest list object collection that is obtained according to S5 of business device, obtain the new visible grid set current time included it is all Game entity ID;Then, it is based on preset filtering algorithm, all game entity ID are screened, are screened Game entity ID afterwards;Then, the game server sends game entity Y to the game entity ID after the screening and becomes The synchronization notice message of change;
If be not exclusively overlapped, show that the visible grid set of the original and the new visible grid set have the net to partially overlap Lattice then distinguish following three kinds of situations:
It is not belonging to the first grid of the new visible grid set for belonging to the visible grid set of the original, described in acquisition All game entity ID that the first grid is included at current time;Then, it is based on preset filtering algorithm, to the institute Some game entity ID are screened, the game entity ID after being screened;Trip is sent to the game entity ID after the screening Play entity Y leaves the notification message of visibility region;
It is not belonging to second of grid of the visible grid set of the original for belonging to the new visible grid set, described in acquisition All game entity ID that second of grid is included at current time;Then, it is based on preset filtering algorithm, to the institute Some game entity ID are screened, the game entity ID after being screened;Trip is sent to the game entity ID after the screening Play entity Y enters the notification message of visibility region;
The coincidence grid of grid set visible for the original and the new visible grid set, is denoted as the third grid, obtains All game entity ID that the third described grid is included at current time;Then, it is based on preset filtering algorithm, to institute It states all game entity ID to be screened, the game entity ID after being screened;To the game entity ID hair after the screening Send the changed synchronization notice message of game entity Y.
2. game AOI synchronous method according to claim 1, which is characterized in that in S1, the region divided is Rectangular area or regular polygon region.
3. game AOI synchronous method according to claim 1, which is characterized in that in S1, game server is by entire game Scene partitioning is several identical regions, specifically:
Game server determines granularity of division, and according to the granularity of division, it is identical that entire scene of game is divided into several Region.
4. game AOI synchronous method according to claim 3, which is characterized in that the granularity of division by synchronization accuracy and The screen side length value of game client determines.
5. game AOI synchronous method according to claim 1, which is characterized in that S5 specifically:
S5.1, the game server obtain the position coordinates before the game entity Y variation and the position coordinates after variation;
S5.2, the game server judge whether are the position coordinates before game entity Y variation and position coordinates after variation In the same grid, if it is, not needing to update the list object collection;If it is not, then updating the list object Collection, it may be assumed that in list object corresponding to the grid ID where after to game entity Y variation, increase the ID of game entity Y;Xiang You In list object corresponding to grid ID where entity Y variation of playing is preceding, the ID of game entity Y is deleted.
6. game AOI synchronous method according to claim 5, which is characterized in that in S7, the preset filtering algorithm tool Body refers to:
Degree is interacted between each game entity ID of game server periodic statistical and other each game entity ID;
According to the interaction degree, each game entity ID and other each game realities that the game server is stored are updated The weight table of weight relationship between body ID;Wherein, between two game entities interact degree it is higher, then two game entities it Between weighted value it is bigger;
For the game server according to the weight table, screening obtains the game entity high with the game entity Y weighted value, excellent First send a notification message to the high game entity of the weighted value.
7. game AOI synchronous method according to claim 6, which is characterized in that further include:
The game entity low for the obtained weighted value of screening, the game server are delayed to the game entity and send same cloth Notification message, alternatively, the game server, which is cancelled, sends synchronous notification message to the game entity.
8. game AOI synchronous method according to claim 6, which is characterized in that the game server is to the screening Game entity ID afterwards sends the changed synchronization notice message of game entity Y, specifically:
The game server sets timing synchronization interval, and obtains and record same entity hair in the synchronization of time intenals Then raw all positions or status change data merge all positions or status change data that the same entity occurs, The data obtained after merging are synchrodata;The game server is sent to using the synchrodata as a data packet Game entity ID after the screening.
9. game AOI synchronous method according to claim 6, which is characterized in that further include:
The game server judges entire scene of game game entity quantity online simultaneously, if it exceeds setting threshold Value, the game server creates multiple scene copies, according to weight relationship between each game entity, by each game Entity is distributed to each scene copy;Specific dispersing mode are as follows: each game for making each scene copy include is real Weighted value between body crosses setting value;It then, include the correspondence scene copy of itself game entity to game client push.
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