CN107185239A - Method and server system of the user across clothes game in a kind of online game - Google Patents
Method and server system of the user across clothes game in a kind of online game Download PDFInfo
- Publication number
- CN107185239A CN107185239A CN201710566116.5A CN201710566116A CN107185239A CN 107185239 A CN107185239 A CN 107185239A CN 201710566116 A CN201710566116 A CN 201710566116A CN 107185239 A CN107185239 A CN 107185239A
- Authority
- CN
- China
- Prior art keywords
- game
- server
- partition
- user
- central server
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Pending
Links
- 238000000034 method Methods 0.000 title claims abstract description 32
- 238000005192 partition Methods 0.000 claims description 165
- 230000008569 process Effects 0.000 claims description 3
- 230000000694 effects Effects 0.000 abstract description 6
- 238000004891 communication Methods 0.000 description 4
- 238000010586 diagram Methods 0.000 description 3
- 230000000717 retained effect Effects 0.000 description 2
- 238000012795 verification Methods 0.000 description 2
- 238000009825 accumulation Methods 0.000 description 1
- 230000008901 benefit Effects 0.000 description 1
- 230000008859 change Effects 0.000 description 1
- 238000005516 engineering process Methods 0.000 description 1
- 230000003993 interaction Effects 0.000 description 1
- 238000012986 modification Methods 0.000 description 1
- 230000004048 modification Effects 0.000 description 1
- 238000012546 transfer Methods 0.000 description 1
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/71—Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
-
- 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
- H04L67/131—Protocols for games, networked simulations or virtual reality
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Business, Economics & Management (AREA)
- Computer Security & Cryptography (AREA)
- General Business, Economics & Management (AREA)
- Computer Networks & Wireless Communication (AREA)
- Signal Processing (AREA)
- Information Transfer Between Computers (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
Abstract
The application provides method and server system of the user across clothes game in a kind of online game, pass through central server and the game respective function of partitioned server, solve in the prior art with across clothes activities or turn take technical problem present in scheme, user is realized to be played in multiple game subregions on the premise of an account, and the transregional game that can automatically switch, retain the game data of each game subregion simultaneously to support to login the game for continuing each subregion repeatedly, and obtain the game experiencing of more depth on this basis.
Description
Technical Field
The present application relates to the field of network game servers, and in particular, to a method and a server system for a user to play a cross-server game in a network game.
Background
In the existing network games (including mobile network games), all the services cannot be centralized on one server due to the limitation of hardware performance. Therefore, it is a necessary option to start a plurality of game servers or virtualize a plurality of virtual game servers in a server group consisting of a plurality of servers and support a certain number of game partitions to distribute users. Although the technical scheme solves the problem of large user demands, data among different game servers cannot be directly communicated, namely, users among different game partitions directly interact with each other, and game experience of the users is influenced.
However, in the existing network game, the interaction between the user and the users of other game partitions is realized through cross-server activities or user clothes transfer. The cross-service activities refer to the collective activities of concentrating user data distributed in different game partitions into a specific server; the user transferring means that data of a certain user is transferred to a target server from a game server package in which the user is located, and the document CN102404336A/CN102404336B provides an automatic solution for transferring the user.
However, cross-service activities tend to be open only at specific times or to allow entry of only a few elite users of each game partition. And deleting the user data in the original server if the user changes to the service. Therefore, in order to reserve the game data of the original account, a user has to register the account in other game servers and log in again to realize the game in different game partitions; repeated entry and exit of the game causes great inconvenience to the user. In addition, some game partitions have different opening times, and allowing users to change their game partitions can enable some users to obtain the advantage of time accumulation, which affects the balance of the game.
Disclosure of Invention
In view of this, the present application aims to provide a method and a server system for a user to play a cross-server game in a network game, so as to enable the user to play the game in multiple game partitions on the premise of one account, and to automatically switch a cross-server game, and to retain game data of each game partition to support repeated login and continuous game of each partition, and to obtain a deeper game experience.
Some embodiments disclosed in the present application provide a method for a user to cross-server a game in a network game. The method comprises the following steps:
when a user executes partition switching operation at a client, the client sends a request to leave a first partition game server and enter a central server, and the client requests to distribute a second game partition server after entering the central server; entering the second game partition server, acquiring the required game data of the user in the second game partition from the second game partition server through connection, and updating and loading the game data to the client;
the central server is used for managing the game partition servers and the like;
the game partition server is used for executing the game logic of the game partition and recording the game data in the game partition;
the first game partition is the online game partition of the user before the partition is switched;
the second game partition is the game partition which the user wants to enter.
In the method provided in the above embodiment, the central server may obtain (preferably in real time) status information of the managed game partition server; these status information typically include load information, game progress, etc. of the game partition server; the central server can control the user to enter the game partition server according to the information so as to recommend game partitions to the user through the client equipment or limit the user to log in some game partitions when the user logs in; meanwhile, the central server can also autonomously manage the game partition servers according to the information, such as closing or newly building the game partition servers.
Preferably, in the method provided by the above embodiment, the central server and/or the game partition server may be respectively connected to a database for backing up data with low use frequency, so as to reduce server stress and improve server efficiency.
In addition, in the method provided in the above embodiment, if there is shared game data in the game data of the first game partition and the second game partition loaded in the memory of the client, the shared game data loaded in the memory of the client is retained and only the non-shared game data is updated to the memory of the client in the update and load process of the client, so that the user can realize fast switching between the game partitions at the client.
The other part of the embodiment disclosed by the application also provides a server system for the cross-server game of the users in the network game. The system comprises:
the central server is used for storing the data of the client,
and a plurality of (not less than 2) game partition servers connected with the game server; wherein,
the central server is used for managing the game partition servers and the like; when a user requests to log in or switch a partition to leave a first game partition server, the user firstly enters the central server, distributes a second game partition server through the central server, enters the second game partition server, and then realizes continuous game in the game partition through connection communication between the client and the second game partition server;
the game partition server is used for executing the game logic of the game partition and recording the game data in the game partition;
the first game partition is a game partition where the user is located currently;
the second game partition is the game partition which the user wants to enter.
In the server system provided in the above embodiment, the central server may be capable of acquiring (preferably acquiring in real time) status information of the managed game partition server; these status information typically include load information, game progress, etc. of the game partition server; the central server can control the user to enter the game partition server according to the information so as to recommend game partitions to the user through the client equipment or limit the user to log in some game partitions when the user logs in; meanwhile, the central server can also autonomously manage the game partition servers according to the information, such as closing or newly building the game partition servers.
Preferably, in the server system provided in the above embodiment, the central server and/or the game partition server may be respectively connected to a database for backing up data with low frequency of use, so as to reduce server stress and improve server efficiency.
Meanwhile, since the distributed server structure is a common technical means in the art, in the method and the server system provided in the above-described embodiments, the center server and the game partition server are understood as a broad server concept including a narrow physical server, a virtual game server using a server group technology, and the like.
The method for the user to cross-server the game in the network game and the server system solve the technical problem in the cross-server activity or change-server scheme in the prior art, realize that the user plays games in a plurality of game partitions on the premise of one account number, automatically switch the cross-partition game, and simultaneously reserve the game data of each game partition to support repeated login and continuous game of each partition.
The technical features and practical applications of the present application will be described in detail below with reference to the accompanying drawings and embodiments.
Drawings
FIG. 1 is a flowchart illustrating a method for a user cross-server game in a network game according to some embodiments of the present disclosure;
FIG. 2 is a schematic diagram of an architecture of a server system for a user cross-server game in a network game according to another embodiment of the present application;
fig. 3 is a schematic structural diagram of a server system for a user cross-server game in a network game provided in one embodiment of fig. 2 in the present application.
Detailed Description
The application discloses a method and a server system for a user cross-server game in a network game, which are applied to the field of games, in particular to the implementation of user cross-server operation under the same account number in the network game, wherein the network game comprises but is not limited to a leisure game, an SLG (slot logging game), an MMORPG (multimedia player role playing) game and the like which adopt a plurality of game partitions.
In the prior art, the game server typically stores all of the user's data. After the verification login is completed, the user can play the game. But if the game is played in other servers (namely, in other subareas), only the account can be registered for logging in again. According to the method and the server system for the cross-server game of the users in the network game, the problems of game account registration, re-login and the like are avoided, and the cross-server game of the users is efficiently realized on the premise that re-login verification and partition game data are not required to be reserved.
Fig. 1 is a schematic flowchart of a method for a cross-server game of a user in a network game according to some embodiments of the present application. The method comprises the following steps:
step 101, when a user is online in a current game partition (denoted as a game partition a), the partition switching operation is executed;
step 102, firstly, a client sends a request to disconnect from the server A supporting the game area a and connect with the central server (namely leave the first subarea game server and enter the central server);
step 103, after entering the central server, requesting the central server to redistribute the server B supporting the game partition (denoted as game partition B) which the user wants to enter;
step 104, entering a server B;
105, acquiring required user game data from the server B through the connection communication between the server B and the client, updating and loading the user game data to the client, and continuing the game of the game area B through new communication between the server B and the client;
the central server in the method is used for managing the game partition servers; and the game partition server (such as the server A, B) is used for executing the game logic of the game partition and recording the game data in the game partition.
Some of the above embodiments provide methods in which the central server maintains a connection with the gaming partition servers it manages (e.g., server A, B, etc.) and is able to obtain (preferably in real-time) status information for the managed gaming partition servers. Such information includes load information, game progress, etc. for each game partition server.
The central server can control the user to enter the game partition server according to the information. As an example to be illustrated below, the following,
the method comprises the steps that a first example is that a central server obtains load information of each game partition server, and recommends or limits a specific server according to a preset strategy; for example, if the preset policy is equal distribution, the central server may recommend or default to distribute server E1 when servers a1, B1, C1, D1 are close to saturation, and even limit or prohibit logging in servers a1, B1, C1, D1.
In the example B, the central server acquires game progress information of each game partition server, and preferentially recommends or limits a specific server according to a preset strategy; for example, the central server manages the game partition servers a2, B2, C2, D2, E2, and when the partition game supported by server a2 is about to end and the partition game supported by server E2 is just starting, the central server can recommend server E2 and restrict or prohibit login to server a 2.
The central server can also autonomously manage the game partition servers according to the above information, for example, when the partition game progress supported by the server a2 in the previous example is ended, the central server can close the logic of the server and create a new game partition server by using the vacated resources.
In some of the above embodiments, the central server and/or the game partition server may be connected to a database to backup data that is used less frequently. For example, a database connected with a game partition server is set to back up game data rarely accessed along with the progress of the game; a database connected with a central server is arranged to back up game data such as historical battle performance and the like which are less accessed by a user. On the basis of the method provided by some embodiments, the method can be further configured to realize deeper game experience. The following are specific examples of the methods described,
wherein, the central server is connected with the exclusive database, and each game partition server is respectively connected with the exclusive database; the exclusive database of the game partition server usually stores game progress data of users and the like (particularly, the game partition server backups game battle performance records and other data to the exclusive database when a game is finished), the central server is connected with the exclusive database of each game partition server and is communicated with the exclusive database to acquire the data, and the data can be accessed without logging in the game partition server or after the game partition server is closed.
In the methods provided in some of the foregoing embodiments, if the game settings of the game partitions are the same or similar and the same scene, model, and other game resources and the same game logic are used, so that the game data resources that the two game partitions need to be loaded in the memory of the client before and after the switching have shared portions (i.e., shared game data), the shared game data is retained and only the non-shared game data is updated to the memory of the client during the update and loading process of the client, so as to implement fast switching of the game partitions on the client.
The other part of the embodiment disclosed by the application also provides a server system for the cross-server game of the users in the network game. Fig. 2 is a schematic diagram of the architecture of the server system. As shown in fig. 2, the system includes:
the central server (201) is provided with,
and a plurality (no less than 2) of game partition servers 202 connected thereto; wherein,
the central server is used for managing the game partition servers and the like; when a user requests to log in or switch the partition to leave the current game partition server, the user firstly enters the central server and distributes the game partition server to be entered through the central server; entering the game partition server, and then realizing the continuous game in the game partition through the connection communication between the client and the server;
the game partition server is used for executing the game logic of the game partition and recording the game data in the game partition;
in some of the above embodiments, the server system is provided wherein the central server is capable of obtaining (preferably in real time) the status information of the game partition servers. Such information includes load information, game progress, etc. for each game partition server.
The central server can control the user to enter the game partition server according to the information. As an example to be illustrated below, the following,
in the example A, the central server acquires the load information of each game partition server, and preferentially recommends or limits a specific server according to a preset strategy.
In the example B, the central server acquires the game progress information of each game partition server, and preferentially recommends or limits a specific server according to a preset strategy.
The central server can also autonomously manage the game partition servers according to the information, for example, when the partition game progress supported by one game partition server is ended, the central server can close the logic of the server and newly build a new game partition server by utilizing the vacated resources of the central server.
In some of the above embodiments, the server system may be configured such that the central server and/or the game partition server are connected to the database to backup data that is used less frequently. For example, a database connected with a game partition server is set to back up game data rarely accessed along with the progress of the game; a database connected with a central server is arranged to back up game data such as historical battle performance and the like which are less accessed by a user. On the basis of the server system, the game system can be further arranged to realize deeper game experience. The following is a specific example, as shown in figure 3,
the central server 301 is connected to the exclusive database 302a of other game partition servers (i.e. 302 in the figure) in addition to the exclusive database 301a, and can communicate with the exclusive database to acquire data; the exclusive database of the game partition server usually stores game progress data of the user and the like (particularly, the game partition server backups game battle performance records and the like in the exclusive database when the game is ended). This allows the data to be accessed without logging into the game partition server or after it is turned off.
Although the present application has been described with reference to the foregoing embodiments, the above embodiments are not intended to limit the present application, and those skilled in the art should understand that they can make various changes and modifications without departing from the spirit and scope of the present application; therefore, the protection scope of the present application should be determined by the scope of the claims appended to the present specification.
Claims (10)
1. A method for a user to play across clothes in a network game is characterized by comprising the following steps:
when a user executes partition switching operation at a client, the client sends a request to leave a first partition game server and enter a central server, and the client requests to distribute a second game partition server after entering the central server; entering the second game partition server, acquiring required game data from the second game partition server, updating and loading the game data to the client;
the central server is used for managing the game partition servers;
the game partition server is used for executing the game logic of the game partition and recording the game data in the game partition;
the first game partition is the online game partition of the user before the partition is switched;
the second game partition is the game partition which the user wants to enter.
2. The method for user cross-server game in network game as claimed in claim 1,
the central server can acquire the state information of the managed game partition server; the information comprises load information and game progress of the game partition server;
the central server, based on the information,
controlling the user to enter the game partition server,
and/or the presence of a gas in the gas,
autonomously managing the game zone server.
3. The method for user cross-server game in network game as claimed in claim 1,
the central server and/or the game partition server are/is connected with the database.
4. The method for user cross-server game in network game as claimed in claim 3,
the central server and the game partition server are connected with respective exclusive databases; and the central server is set to be connected with the exclusive database of the game partition server.
5. The method for user cross-server game in network game as claimed in claim 1,
and if the shared game data exists in the game data of the first game partition and the second game partition loaded in the memory of the client, only updating the non-shared game data to the memory of the client in the updating and loading process of the client.
6. A server system for a cross-server game among users in a network game, the system comprising:
the central server is used for storing the data of the client,
and a plurality of game partition servers connected with the game server; wherein,
the central server is used for managing the game partition servers; when a user requests to log in or switch the partition to leave a first game partition server, the user firstly enters the central server, and distributes a second game partition server through the central server to enter the second game partition server;
the game partition server is used for executing the game logic of the game partition and recording the game data in the game partition; not less than two of them;
the first game partition is a game partition where the user is located currently;
the second game partition is the game partition which the user wants to enter.
7. The server system for user cross-server game in network game as claimed in claim 6,
the central server can acquire the state information of the managed game partition server.
8. The server system for user cross-server game in network game as claimed in claim 7,
the information comprises load information and game progress of the game partition server;
the central server, based on the information,
controlling the user to enter the game partition server,
and/or the presence of a gas in the gas,
autonomously managing the game zone server.
9. The server system for user cross-server game in network game as claimed in claim 6,
the central server and/or the game partition server are/is connected with the database.
10. The server system of claim 9, wherein,
the central server and the game partition server are respectively connected with respective exclusive databases; the central server is connected with the exclusive database of the game partition server besides the exclusive database.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN201710566116.5A CN107185239A (en) | 2017-07-12 | 2017-07-12 | Method and server system of the user across clothes game in a kind of online game |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN201710566116.5A CN107185239A (en) | 2017-07-12 | 2017-07-12 | Method and server system of the user across clothes game in a kind of online game |
Publications (1)
Publication Number | Publication Date |
---|---|
CN107185239A true CN107185239A (en) | 2017-09-22 |
Family
ID=59883181
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
CN201710566116.5A Pending CN107185239A (en) | 2017-07-12 | 2017-07-12 | Method and server system of the user across clothes game in a kind of online game |
Country Status (1)
Country | Link |
---|---|
CN (1) | CN107185239A (en) |
Cited By (7)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN107930113A (en) * | 2017-12-12 | 2018-04-20 | 苏州蜗牛数字科技股份有限公司 | A kind of Xbox platform multiplayer connection control methods based on client synchronization |
CN109529326A (en) * | 2018-11-19 | 2019-03-29 | 网易(杭州)网络有限公司 | The matching process and device of fight server |
CN109936539A (en) * | 2017-12-15 | 2019-06-25 | 腾讯科技(深圳)有限公司 | The transmission method of account |
CN110738783A (en) * | 2019-10-15 | 2020-01-31 | 腾讯科技(深圳)有限公司 | System, method, device, equipment and readable storage medium for updating voting data |
CN112600914A (en) * | 2020-12-07 | 2021-04-02 | 腾讯科技(深圳)有限公司 | Data processing method and device, computer readable medium and electronic equipment |
CN112604270A (en) * | 2020-12-29 | 2021-04-06 | 北京冰封互娱科技有限公司 | Cross-server method, device and equipment for online game |
CN114143364A (en) * | 2021-12-30 | 2022-03-04 | 北京像素软件科技股份有限公司 | Cross-server data updating method and device |
Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN1556491A (en) * | 2003-12-30 | 2004-12-22 | 北京金山数字娱乐科技有限公司 | Servicer system |
CN201917908U (en) * | 2010-11-24 | 2011-08-03 | 深圳市快播科技有限公司 | Personal computer (PC) archive game system |
-
2017
- 2017-07-12 CN CN201710566116.5A patent/CN107185239A/en active Pending
Patent Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN1556491A (en) * | 2003-12-30 | 2004-12-22 | 北京金山数字娱乐科技有限公司 | Servicer system |
CN201917908U (en) * | 2010-11-24 | 2011-08-03 | 深圳市快播科技有限公司 | Personal computer (PC) archive game system |
Cited By (10)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN107930113A (en) * | 2017-12-12 | 2018-04-20 | 苏州蜗牛数字科技股份有限公司 | A kind of Xbox platform multiplayer connection control methods based on client synchronization |
CN107930113B (en) * | 2017-12-12 | 2021-01-29 | 苏州蜗牛数字科技股份有限公司 | Xbox platform multiplayer game access control method based on client synchronization |
CN109936539A (en) * | 2017-12-15 | 2019-06-25 | 腾讯科技(深圳)有限公司 | The transmission method of account |
CN109936539B (en) * | 2017-12-15 | 2021-06-08 | 腾讯科技(深圳)有限公司 | Account information transmission method |
CN109529326A (en) * | 2018-11-19 | 2019-03-29 | 网易(杭州)网络有限公司 | The matching process and device of fight server |
CN110738783A (en) * | 2019-10-15 | 2020-01-31 | 腾讯科技(深圳)有限公司 | System, method, device, equipment and readable storage medium for updating voting data |
CN112600914A (en) * | 2020-12-07 | 2021-04-02 | 腾讯科技(深圳)有限公司 | Data processing method and device, computer readable medium and electronic equipment |
CN112604270A (en) * | 2020-12-29 | 2021-04-06 | 北京冰封互娱科技有限公司 | Cross-server method, device and equipment for online game |
CN114143364A (en) * | 2021-12-30 | 2022-03-04 | 北京像素软件科技股份有限公司 | Cross-server data updating method and device |
CN114143364B (en) * | 2021-12-30 | 2024-05-14 | 北京像素软件科技股份有限公司 | Cross-server data updating method and device |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
CN107185239A (en) | Method and server system of the user across clothes game in a kind of online game | |
CN110898428B (en) | Multi-virtual object interaction method, device, server and storage medium | |
US11513863B2 (en) | Game server architecture | |
US20130274020A1 (en) | Computing platform for supporting massively multi-player online games | |
CN104623898B (en) | A kind of method and game server into game transcript scene | |
CN103744719B (en) | Lock management method and system, the collocation method and device of lock administration system | |
WO2017005162A1 (en) | Game data processing method, game serving end and game client | |
CN109067827A (en) | Based on Kubernetes and OpenStack container cloud platform multi-tenant construction method, medium, equipment | |
CN110327621A (en) | For the matched method and apparatus of network game client | |
CN103678892A (en) | Role object management method and role object management device | |
US11504632B1 (en) | Dynamic adjustment of shard count for player matchmaking | |
KR102500069B1 (en) | Method and apparatus for providing a multiplayer room, and device and medium | |
CN111831232A (en) | Data storage method and device, storage medium and electronic device | |
CN110652730A (en) | Battle matching method and device and electronic equipment | |
US10953328B1 (en) | Dynamic batching interval adjustment for game session creation | |
CN113486042A (en) | Data processing method and device, computer readable medium and electronic equipment | |
US20160057206A1 (en) | Application profile to configure and manage a software defined environment | |
CN106453223B (en) | Seamless world game server system | |
CN105045651A (en) | Service processing system and method | |
CN106533961A (en) | Flow control method and device | |
CN110113414A (en) | A kind of method, apparatus, server and storage medium managing copy | |
Barri et al. | Distributing game instances in a hybrid client-server/P2P system to support MMORPG playability | |
CN113680050B (en) | Game request processing method and device, computer equipment and readable storage medium | |
CN111930724B (en) | Data migration method and device, storage medium and electronic equipment | |
CN108404415A (en) | The treating method and apparatus of data |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
PB01 | Publication | ||
PB01 | Publication | ||
SE01 | Entry into force of request for substantive examination | ||
SE01 | Entry into force of request for substantive examination | ||
WD01 | Invention patent application deemed withdrawn after publication | ||
WD01 | Invention patent application deemed withdrawn after publication |
Application publication date: 20170922 |