CN109173243B - Block chain technology-based complete decentralization community online game operation method - Google Patents

Block chain technology-based complete decentralization community online game operation method Download PDF

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Publication number
CN109173243B
CN109173243B CN201810725018.6A CN201810725018A CN109173243B CN 109173243 B CN109173243 B CN 109173243B CN 201810725018 A CN201810725018 A CN 201810725018A CN 109173243 B CN109173243 B CN 109173243B
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game
user
new central
block chain
central server
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CN109173243A (en
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岳阳
何芃
王运涛
史元春
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Tsinghua University
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Tsinghua University
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/352Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/358Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/531Server assignment
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/538Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for performing operations on behalf of the game client, e.g. rendering

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Information Retrieval, Db Structures And Fs Structures Therefor (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The invention discloses a complete center-removing community network game operation method based on a block chain technology, which belongs to the field of computers, wherein account management, user states and important assets of a game are stored on a block chain, core asset logic of the game is completed on an intelligent contract, and rendering materials, local rendering logic and computational logic of a user are operated on a local computer of the user; in a large network game participated by a plurality of persons, nodes with relatively low degree are connected to form a 'dividing surface', and/or game content is divided into a plurality of service object groups by taking user clustering and game scenes as dividing bases, each service object group has an independent node as a new central server to take the role of an information exchange center, and new information exchange is generated between the new central servers; the non-important interactive data in the game is not suitable for being stored in the block chain, so the non-important interactive data is placed in a new central server for operation.

Description

Block chain technology-based complete decentralization community online game operation method
Technical Field
The invention relates to the field of computers, in particular to a complete decentralization community online game operation method based on a block chain technology.
Background
The existing game needs a stable game operator, if the game operator is closed or has problems, the data and assets of the user will be lost, and the traditional network game or local area network game usually needs a central node to serve as a data exchange center. A central server is provided by the game operator, with which all players exchange data. The lan game is a simplified version of the model, and a temporary data template (e.g., adjustment server settings, in-game parameter settings) is created by one player, and all other players in the lan and the server player exchange data according to the data template.
However, the above model has certain drawbacks and bottlenecks, for example, the game can bear a limited number of players, and the stability and security of the game are completely limited by the server. For example, when the central node goes offline, all relevant players will lose association with the game (the game play) until the game center comes online again.
In view of the problems in the prior art, the invention researches a completely decentralized and community network game operation method based on a block chain technology by combining years of design and use experience in related fields and assisting with over-strong professional knowledge to overcome the defects.
Disclosure of Invention
For the problems in the prior art, the block chain technology-based method for computing the completely depocenter-community online game can save the operation link of a central server and reduce the potential data safety hazard caused by the error of a central node.
In order to achieve the purpose, the technical scheme adopted by the invention is as follows: the operation method of the completely depocenter community network game based on the block chain technology comprises the steps that account management, user states and important assets of the game are stored on a block chain, core asset logic of the game is completed on an intelligent contract, and rendering materials, local rendering logic and calculation logic of a user are operated on a local computer of the user;
in a large-scale network game participated by a plurality of persons, nodes of which the degree is smaller than the maximum degree 1/2 are connected, wherein the degree is the number of players generating direct information exchange with one player in the game background to form a dividing surface, and/or game content is divided into a plurality of service object groups by taking user clustering and game scenes as dividing bases, each service object group has an independent node as a new central server to play the role of an information exchange center, and new information exchange is generated between the new central servers;
the non-important interactive data in the game is not suitable for being stored in the block chain, so the non-important interactive data is placed in a new central server for operation.
As a preferred technical scheme, the user cluster and the game scene are set as a main town and a copy in the game, or between different copies, or different towns.
As a preferred technical solution, the service object group needs to ensure that no user directly exchanges information between different groups, and ensure that a plurality of users enough to bear the service center are divided into one group.
Preferably, the degrees of the nodes participating in the division on the division plane are as low as possible in the total aggregation, and the number of the nodes on both sides of the division plane is kept as balanced as possible.
As a preferred technical solution, a plurality of "division planes" are allowed to exist, and an existing service object group is subdivided into a plurality of small groups, but the division result should not be lower than 1/3 of the rated throughput of the new central server.
As a preferred technical solution, the user where the "division plane" is located belongs to two new central servers at the same time, and data exchange related to all relevant data of the "division plane" is required between the corresponding new central servers.
As a preferable technical scheme, the new central server simultaneously plays a role in uploading data by a central operation server and a blockchain in the game, and has enough network bandwidth, local computing capacity and reasonable network position.
As a preferred technical solution, the new central server is provided with an alternative node as a backup, and the network location of the alternative node should be as consistent as possible with the working node.
Preferably, when only one player is in the service object group, the player automatically acts as a new center server.
The invention has the advantages that:
(1) the invention provides a novel decentralized data operation mode, which solves the problem of common block chain application to a certain extent on the premise of keeping the consensus safety of the block chain application. The operation efficiency is low.
(2) The multi-center game operation scheme solves the problem of the upper limit of the number of players in the game and the problems of the stability and the safety of the game to a certain extent.
(3) The alternative node can prevent the service object group from being crashed and the data from being lost due to sudden offline of the new central server under the sudden condition, the network position of the alternative node is kept consistent with that of the working node as much as possible, and the data synchronization can be realized under the minimum bandwidth occupation.
(4) The invention sets the 'dividing plane' to enable the game service object groups to be exchanged mutually through a new central server without data interaction between all the traditional players and the same data processing center.
Drawings
FIG. 1 is a schematic diagram of a plurality of service object groups divided according to user clustering and game scenes according to the present invention;
FIG. 2 is a graph depicting the degree of a node according to the present invention.
FIG. 3 is a depiction of the "plane split" to unbalance two sides of the present invention.
Fig. 4 is a description diagram of the excessive sum of degrees of nodes participating in division on the "division plane" of the present invention.
FIG. 5 is a diagram illustrating the proper partitioning of the "partition plane" according to the present invention.
Fig. 6 is a data exchange diagram of a user with a "split plane" belonging to two new central servers at the same time.
Detailed Description
In order to facilitate understanding for those skilled in the art, the present invention will be further described with reference to the accompanying drawings.
The invention relates to a completely depocenter community network game operation method based on a block chain technology, which is characterized in that due to the limitation of the block chain, not all data are suitable to be stored on the block chain, the account management, the user state and the important assets of a game are stored on the block chain, the core asset logic of the game is completed on an intelligent contract, and the rendering material, the local rendering logic and the calculation logic of a user are operated on a local computer of the user;
in a large network game participated by a plurality of persons, nodes with relatively low degrees are connected to form a 'division surface', and/or game contents are divided into a plurality of service object groups by taking user clustering and game scenes as division bases, as shown in fig. 1, each service object group has an independent node as a new central server to take the role of an information exchange center, and new information exchange is generated between the new central servers;
the non-important interactive data in the game is not suitable for being stored in a block chain, such as the geographic position of the RPG game in a copy, the temporary buff state of the game and the like are similar to dynamic information, and the data needs to be placed in a new central server for local operation. The content stored in the blockchain specifically includes similar static information (limited rare equipment in the game, level attribute of the game character, and the like) such as in-game articles, game character attributes, in-game assets and the like directly related to the economic benefit of the player, and the content needs to be packaged and registered in the blockchain after the correctness is verified by the player and a new central server together. If the transaction behavior exists, the transaction parties need to jointly verify, and even a central server is used as a third party to participate in verification; and interactive resources such as graphics and sound resources of the game can be used as a part of the game client, and can be openly used as shared network resources, and are placed in a public network disk or a P2P network for being downloaded by the player and secondarily developed by the developer.
The user clustering and game scene are set as a main town and a copy in the game, or different copies or different towns, namely, a common point exists, namely, the scene does not have direct content association and interaction with the scene, the scene does not exist, the scene and the scene are independent scenes, and all players cannot simultaneously appear in a plurality of scenes. If the players in each scene exchange data with the traditional central server, the number of players that the game can actually bear has an upper limit, but the invention divides the traditional central server into a plurality of service object groups by a special dividing method through decentralization, and selects an independent node as a new central server to bear the role of the information exchange center, thereby greatly improving the operation efficiency.
The service object group of the invention needs to ensure that no user directly exchanges information among different groups and ensures that a plurality of users enough to bear the service center are divided into one group, thereby ensuring the independent operation of each service object group and the information interaction among the service object groups.
The degree mentioned in the present invention is the number of players generating direct information exchange with one player in the context of a game, or the number of the nodes establishing direct contact with other nodes, because a certain service object group divided by a user cluster and a game scene in an actual service object group may be too large, it needs to be divided twice, at this time, the degree of the nodes participating in the division on the "division plane" is required, the total sum of the clusters is as low as possible, the number of the nodes on both sides of the "division plane" is kept as balanced as possible, and a plurality of "division planes" are allowed to exist, the existing service object group is subdivided into a plurality of small groups, but the division result should not be lower than 1/3 of the rated throughput of a new central server, the specific division schematic diagrams are shown in fig. 2 to fig. 5, fig. 2 of the present invention shows a description diagram of the degree of the nodes, the degree of the node with the circle is relatively low, the correct dividing method of the "dividing plane" is described in fig. 5, the number of the nodes on both sides of the dividing result is kept balanced as much as possible, the degree aggregate sum of the nodes participating in the division on the "dividing plane" is as low as possible, the "dividing plane" makes both sides unbalanced, and the "dividing plane" makes the sum of the degrees of the nodes participating in the division on the "dividing plane" be excessively large in the reverse view of fig. 3, so that both fig. 3 and fig. 4 are wrong dividing methods, which are not beneficial to the stability of a new central server.
The new center server has enough network bandwidth, local computing capacity and reasonable network position, and the reasonable network position described herein can be expressed by the degree described above, namely, the more players exchange information directly with other players, the more players are more suitable to act as the new center server, and when the service object group has only one player, the player automatically acts as the new center server.
The invention aims to prevent the service object group from crashing and data loss caused by sudden off-line of a new central server due to an emergency situation, and simultaneously keep synchronization with the service center which is working to the maximum extent, so that the new central server is provided with the alternative nodes as backups, and the network positions of the alternative nodes are kept consistent with the working nodes as much as possible. In other words, the player lists that can directly exchange information between the two are substantially the same without acting as a service center. Therefore, the data synchronization can be realized under the minimum bandwidth occupation to the maximum extent. When the performance or network position of the backup node is obviously better than that of the working node, the existing working node is replaced by the backup node.
To further improve utilization of the blockchain, we only store the data of the "archive point" onto the chain. The archive point is defined as "archive" when the user logs out of the game by default. When the user logs in again, archiving can be restored by applying to the blockchain or downloading from the service center.
It should be understood that these examples are for illustrative purposes only and are not intended to limit the scope of the present invention. Further, it should also be understood that various alterations, modifications and/or variations can be made to the present invention by those skilled in the art after reading the technical content of the present invention, and all such equivalents fall within the protective scope defined by the claims of the present application.

Claims (9)

1. The block chain technology-based complete decentralization community online game operation method is characterized by comprising the following steps of: the account management, the user state and the important assets of the game are stored on a block chain, the core asset logic of the game is completed on an intelligent contract, and the rendering material, the local rendering logic and the computing logic of the user are operated on a local computer of the user;
in a large-scale network game participated by a plurality of persons, nodes of which the degree is smaller than the maximum degree 1/2 are connected, wherein the degree is the number of players generating direct information exchange with one player in the game background to form a dividing surface, and/or game content is divided into a plurality of service object groups by taking user clustering and game scenes as dividing bases, each service object group has an independent node as a new central server to play the role of an information exchange center, and new information exchange is generated between the new central servers;
the non-important interactive data in the game is not suitable for being stored in the block chain, so the non-important interactive data is placed in a new central server for operation.
2. The method of claim 1, wherein the method comprises: the user cluster and the game scene are set as a main town and a copy in the game, or between different copies, or different towns.
3. The method of claim 1, wherein the method comprises: the service object group needs to ensure that no user directly exchanges information among different groups and ensure that a plurality of users enough to bear the service center are divided into one group.
4. The method of claim 1, wherein the method comprises: the degrees of the nodes participating in the division on the division surface are as low as possible in the total integration, and the number of the nodes on the two sides of the division surface is kept balanced as possible.
5. The method of claim 1, wherein the method comprises: multiple "splitting planes" are allowed to exist, subdividing an existing service object cluster into multiple small clusters, but the splitting result should not be lower than 1/3 for the rated throughput of the new central server.
6. The method of claim 1, wherein the method comprises: the user of the 'division plane' belongs to two new central servers at the same time, and data exchange of all relevant data related to the 'division plane' is needed between the corresponding new central servers.
7. The method of claim 1, wherein the method comprises: the new central server has enough network bandwidth, local computing capacity and reasonable network position and simultaneously plays the role of a central operation server and a blockchain in the game for data uploading.
8. The method of claim 1, wherein the method comprises: and the new central server is provided with an alternative node as a backup, and the network position of the alternative node is kept consistent with that of the working node as much as possible.
9. The method of claim 1, wherein the method comprises: when only one player exists in the service object group, the player automatically acts as a new central server.
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CN110609884A (en) * 2019-09-30 2019-12-24 腾讯科技(深圳)有限公司 Data control method and device of online game based on geographic position service
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