CN109646947B - Game data storage method, device, equipment and storage medium - Google Patents

Game data storage method, device, equipment and storage medium Download PDF

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Publication number
CN109646947B
CN109646947B CN201811478439.XA CN201811478439A CN109646947B CN 109646947 B CN109646947 B CN 109646947B CN 201811478439 A CN201811478439 A CN 201811478439A CN 109646947 B CN109646947 B CN 109646947B
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data
game
changed
saving
disk storage
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CN109646947A (en
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尚乐
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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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
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • 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
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/95Storage media specially adapted for storing game information, e.g. video game cartridges

Abstract

The embodiment of the invention provides a method, a device, equipment and a storage medium for storing game data. The method for saving the game data comprises the steps of monitoring whether preset type data in a game change or not in real time after the game is started and run, and writing the changed first data into a database for saving if the preset type first data in the game change. The real-time storage of the game data is realized, and the bandwidth overhead and the central processing unit overhead are reduced.

Description

Game data storage method, device, equipment and storage medium
Technical Field
The present invention relates to the field of electronic games, and in particular, to a method, an apparatus, a device, and a storage medium for storing game data.
Background
The method is characterized in that the player data in the memory space during the game running needs to be stored persistently during the game development, the purpose is to recover the role information of the player in the game according to the persistent data after the player logs in again or the server is restarted, the persistent storage process is also called as a disk storage, and the disk storage system is a very important system in the game server development no matter whether an end game, a page game or a hand game.
At present, the common storage schemes include a timing storage scheme and an incremental storage scheme, and the timing storage is a mechanism used by many products. In a specific implementation, the data of the game player is operated in the memory at ordinary times, and the data of the game player is written into the data storage disk once at intervals of time, usually 10-20 minutes, and is stored in the database. The incremental disk storage is an improved scheme on the basis of the timing disk storage, whether the player has modified dirty data in the memory is inquired every second, and if yes, the modified dirty data is written in the database for storage.
However, the periodic disk saving period is long, and once a game exits abnormally or a server fails, data which is not saved in the disk saving period is lost, the data needs to be manually marked as dirty data when the disk saving data is modified in the incremental disk saving process at an application layer, and polling for the dirty data is needed every second, which brings extra expenses of a central processing unit.
Disclosure of Invention
The invention provides a method, a device, equipment and a storage medium for storing game data, which are used for solving the problem that data is lost or the cost of a central processing unit is increased in the prior art.
The first aspect of the invention provides a method for saving game data, which is characterized in that after a game is started and operated, whether preset type data in the game changes or not is monitored in real time;
and if the first data of the preset type in the game changes, writing the changed first data into a database for saving.
Specifically, the preset type includes a plurality of data types.
In a specific implementation, the changed first data includes:
the data attribute name of the first data, the value of the changed first data, the parent object of the changed first data, and the owner corresponding to the first data.
In a specific implementation manner, before monitoring whether data of a preset type in a game changes in real time after the game is started and run, the method further includes:
receiving a storage disk data type setting instruction;
and setting the data type needing real-time disk storage in the game according to the disk storage data type setting instruction.
In a specific implementation manner, the writing the changed first data into a database for saving includes:
sending a disk storage instruction to the client side of the game so that the client side of the game writes the changed first data into a database for disk storage according to the disk storage instruction; the first data includes one or more changed data.
A second aspect of the present invention provides a game data saving apparatus, including:
the monitoring module is used for monitoring whether preset type data in the game changes in real time after the game is started and run;
and the processing module is used for writing the changed first data into a database for saving if the first data of the preset type in the game changes.
Specifically, the preset type includes a plurality of data types.
Optionally, the changed first data includes:
the data attribute name of the first data, the value of the changed first data, the parent object of the changed first data, and the owner corresponding to the first data.
In a specific implementation manner, the apparatus further includes:
the receiving module is used for receiving a storage disk data type setting instruction;
the processing module is further configured to set the data type that needs to be saved in real time in the game according to the saving data type setting instruction.
In a specific implementation manner, the processing module is specifically configured to:
sending a disk storage instruction to the client side of the game so that the client side of the game writes the first data into a database for disk storage according to the disk storage instruction; the first data includes one or more changed data.
A third aspect of the present invention provides an electronic device comprising:
a processor and a memory;
the memory is used for storing programs and data, and the processor calls the programs stored in the memory to execute the saving method of the game data in any one of the first aspect.
A third aspect of the present invention provides a computer-readable storage medium containing a program for executing the save method of game data according to any one of the first aspect when executed by a processor.
According to the method, the device, the equipment and the storage medium for saving the game data, provided by the embodiment of the invention, after the game is started and operated, whether the data of the preset type in the game changes or not is monitored in real time, and if the first data of the preset type in the game changes, the changed first data is written into the database for saving. The real-time storage of the game data is realized, and the bandwidth overhead and the central processing unit overhead are reduced.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings needed to be used in the description of the embodiments or the prior art will be briefly introduced below, and it is obvious that the drawings in the following description are some embodiments of the present invention, and for those skilled in the art, other drawings can be obtained according to these drawings without creative efforts.
Fig. 1 is a schematic flowchart illustrating a first embodiment of a method for saving game data according to an embodiment of the present invention;
fig. 2 is a schematic flowchart illustrating a second embodiment of a method for saving game data according to an embodiment of the present invention;
FIG. 3 is a schematic structural diagram of a first embodiment of a device for storing game data according to an embodiment of the present invention;
fig. 4 is a schematic structural diagram of a second embodiment of a game data storage device according to an embodiment of the present invention;
fig. 5 is a schematic structural diagram of an electronic device according to a first embodiment of the present invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are some, but not all embodiments of the present invention. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
In the prior art, the timed disk storage is to store all data, the interval time is relatively long due to large data volume, the data in the memory and the data in the database have consistency problems in the disk storage interval period, and once a process is abnormally quitted or a server fails, unsynchronized data can be lost, so that the disk storage data of a player is not up to date and a return file or an article is copied, the return file degree depends on the disk storage time interval, and the game operation has a serious problem. The incremental disk storage only stores dirty data, and the data volume is relatively small, so the frequency of disk storage is high, usually once per second, the scheme is relatively close to real-time disk storage, and the loss of return file can be reduced to a certain extent.
Aiming at the problems in the prior art, the scheme provides a method for storing game data, which updates the game data in real time by monitoring the change of the game data and realizes the real-time storage of the game data by batch storage under the condition of maintaining lower expenditure of a central processing unit.
For ease of understanding, the following terms are first explained:
python: an interpreted, object-oriented, high-level programming language for dynamic data types.
Dirty data: data that is modified in memory but not yet updated to the database.
Fig. 1 is a flowchart illustrating a first embodiment of a method for saving game data according to an embodiment of the present invention. The execution subject of the method may be, but is not limited to, a background server of the game software/client.
As shown in fig. 1, the method includes:
s101: and after the game is started and operated, monitoring whether the preset type data in the game changes in real time.
The data types include a variable data type (mutable data) and an immutable data type (immutable data).
The variable data types include: list (list), dictionary (dict), set (set), etc.
The immutable data types include: integer (int), string (string), tuple (tuple), etc.
The preset type is a data type preset in the scheme and required to be monitored in real time, and is generally the variable data type, and may include one or more of the variable data types.
In this step, it should be understood that after the game is started and run, the variable data type in the preset types is monitored in real time, including monitoring the attribute and content of the variable data type in real time, so that the disk storage operation is performed when the data changes.
S102: and if the first data of the preset type in the game changes, writing the changed first data into a database for saving.
The first data may be data of one variable data type of the preset types, or data of a plurality of variable data types of the preset types. The first data includes: the data attribute name of the first data, the value of the changed first data, the parent object of the changed first data and the owner corresponding to the first data.
If the data attribute name of the first data and the changed value of the first data are changed, the change of the first data is indicated; and when the changed first data is embedded data, recording a parent object of the changed first data and an owner corresponding to the first data.
In the game process, if the first data of the preset type changes, the changed first data is written into the database for saving. Specifically, if the attribute name or value of the first data changes, real-time storage can be performed by calling a callback function; if the first data is embedded data, recording a father object of the changed first data, and storing the disk in real time by calling a callback function of the father object.
Writing the changed first data into a database for saving, specifically, sending a saving instruction to a client of the game, writing the changed first data into the database for saving according to the received saving instruction by the client of the game, where the first data may include one or more data, that is, the same saving instruction may be used to store one changed data or a plurality of changed data. Optionally, the saving instruction may be sent to the saving process to write the data library saving by a Remote Procedure Call (RPC).
In one specific implementation, a large amount of data is changed during a game, and accordingly, the large amount of data needs to be saved. The method is characterized in that a plurality of storage disk instructions corresponding to a plurality of changed data in the same frame are combined into one storage disk instruction, the storage disk instruction is sent to a storage disk process, and then, the storage disk of a plurality of dirty data can be completed only by carrying out one-time remote process calling and one-time storage disk operation, thereby effectively reducing the expense of a central processing unit.
In the method for saving game data provided by this embodiment, after a game is started and run, whether data of a preset type in the game changes or not is monitored in real time, and if the first data of the preset type in the game changes, the changed first data is written into a database for saving. The real-time storage of the game data is realized, and the bandwidth overhead and the central processing unit overhead are reduced.
Fig. 2 is a flowchart illustrating a second embodiment of a method for saving game data according to an embodiment of the present invention. On the basis of the embodiment shown in fig. 1, before step S101, as shown in fig. 2, the method further includes:
s103: and receiving a storage data type setting instruction.
S104: and setting an instruction according to the type of the data to be stored, and setting the type of the data to be stored in real time in the game.
When the game runs, attribute variables needing real-time disk storage are bound to classes of players, namely, data types needing to be monitored are monitored and stored, and other operations of acquiring, using and modifying the attributes of the disk storage are not executed, so that the data types of the disk storage need to be set, the data types can be set according to the data types selected by the operation of a designer, and the data types needing real-time disk storage can also be set according to received data type setting instructions of the disk storage.
On the basis of the above embodiment, the following describes in detail the method for saving game data according to this embodiment by taking python computer language as an example and by a specific implementation manner.
The invention provides an object property binding scheme, which is realized based on a python descriptor, wherein the python descriptor is an object property of a binding behavior, and in a descriptor protocol, the monitoring of the attribute of a memory disk can be realized by an access method of rewriting the attribute. These methods include _ get _, set _, getitem _, setitem _, delitem _, getattr _, and the like.
The data type of python is first classified into variable data type and non-variable data type.
Secondly, defining a Monitor attribute monitoring class and listing the methods capable of changing data in list, dit and set.
Some initialization will be done to the attribute in the _init _ function, including the actual value, the attribute name of the Monitor attribute object on owner, the callback function (performing the saving operation) when the value is modified, if it is the embedded data (list, value of dit), the owner of the parent Monitor object and Monitor attribute object will be recorded.
When the Monitor object owner acquires the attribute through an owner.attr _ name mode, calling a _ get _ function of the Monitor class, acquiring the native data from the owner _ fact _ first, if the native data is unchangeable data, directly returning, and otherwise, creating a Monitor attribute monitoring object to return.
When the owner of the Monitor object sets the attribute through the method of inner, attr _ name ═ xxx, the Monitor class _ set _ function is called, the inner 'cut' is set first, then the callback function modified by the attribute is called for real-time storage
When the owner of the Monitor object acquires the dit content in a way of own.attr _ name [ key ], an __ getitem __ function of the Monitor class is called, the native data is acquired first, if the native data is the invariable data, the native data is returned directly, otherwise, a new Monitor object is generated to be returned, the parent-child relationship is set, and the parent-child relationship is set so that the owner can be notified layer by layer through the parent Monitor when the attribute of the child Monitor is changed.
When the Monitor object owner modifies and deletes data through inner power. attr _ name [ key ] ═ xxx or del power. attr _ name [ key ], the Monitor object owner respectively calls the Monitor's _ setem _ and _ delitem _ functions, and calls the callback function with modified attribute to save the real-time disk.
For a Monitor object with a variable data type (list, dit, set), if the Monitor object reloads the _ getattr _ method, the function call of the data content is modified, and after the call, the callback function is notified to save.
The realization of the callback function of data modification is simple, if a father Monitor exists, the callback of the father Monitor is called, otherwise, the callback function is directly called for saving.
The callback function _ value _ changed _ cb is implemented by obtaining the value of the attribute with variable name self _ attr _ name in self _ owner memory space, and then sending rpc an instruction to the storage process to write the data library storage.
With the set of attribute monitoring class, we can monitor the modification of the attribute of the saved disk and save the dirty data after modification in real time, considering that many saved disk data are often modified in one frame in the game logic at the same time, for example, the following operations are performed:
Owner.save_attr1=val1
Owner.save_attr2=val2
Owner.save_attr100=val100
the method comprises the steps that 100 attributes are modified simultaneously, if each modification is sent with a storage disk instruction similar to { "save _ attr1": val1}, the RPC calling times are increased, and the operation times of a database are also increased, based on the consideration, a batch storage disk scheme is adopted, a plurality of storage disk attributes in the same frame are modified and are batched into a { "save _ attr1": val1, "save _ attr2": val2. "save _ attr100": val100}, and the storage disk process is completed only by one RPC and one storage disk operation, so that the overhead is effectively reduced.
For the existing game, the property variable needing real-time disk storage is bound only by calling PlayerClass.bind _ real _ save _ attr () for the class (supposing that the class name is PlayerClass) of a player during the running of a program, and the other codes for obtaining, using and modifying the disk storage property can realize the disk storage method for rapidly integrating the game data without any change.
The storage method for verifying the game data by using an actual case at the game server comprises the following steps of modifying and viewing the data in the memory for immutable data (int type example):
set variable gold attribute as 100 in 100 # memory
>>>player.gold
Obtaining gold value of 100 in 100 # memory
The modified data in the corresponding database are as follows:
{“_id”:objectId(“5bdaae9cffd52a1164f6d071”),“gold”:100
the gold field in the # database immediately becomes 100
For mutable data (for example, type of dit), the process of modifying and viewing data in the memory is as follows:
and (6) > > self, and setting the kill attribute as { "first":1001} to { "first" }
>>>self.skill
Monitorobj:{"first:1001}
Twist [ "second" ] #1002 #, and adding a new field of "second" to the twist
>>>self.skill
Monitorobj:{"second":1002,'first':1001)}
Kill [ "first" ] # delete "first" field of kill [ "first" ] # delete
>>>self.skill
Monitorobj:{'second':1002}
The data in the corresponding database after modification are changed as follows:
mongos>db.entities.find({'uid':47198},{'skil1':1})
{"_id":objectId("5bdaae9cffd52a1164f6d071"),"skill”:{"first":1001}}
after the # is set with the kill, the database is immediately updated as in the memory
mongos>db.entities.find({'uid':47198},{'skil1':1})
{ "_ id": object Id ("5bdaae9cffd52a1164f6d071"), "skill": second ":1002," first ":1001} } # increasing second, the database is updated immediately
mongos>db.entities.find({'uid':47198},{'skil1':1})
{"_id":objectId("5bdaae9cffd52a1164f6d071"),"skill”:{"second":1002}}
After first is deleted, the database and the memory data are synchronously updated
As can be seen from the verification result, the actual effect is consistent with the expectation, and the database can be updated to the modification of the disk data stored in the memory in real time.
Fig. 3 is a schematic structural diagram of a first embodiment of a device for storing game data according to an embodiment of the present invention. As shown in fig. 3, the present embodiment provides a game data saving device 10, which includes:
the monitoring module 101: the system is used for monitoring whether preset type data in the game changes in real time after the game is started and run;
the processing module 102: and if the first data of the preset type in the game changes, writing the changed first data into a database for saving.
The game data saving device provided by the embodiment comprises a monitoring module and a processing module, wherein the monitoring module is used for monitoring whether the preset type of data in the game changes in real time after the game is started and operated, and the processing module is used for writing the changed first data into a database for saving if the preset type of first data in the game changes. The real-time storage of the game data is realized, and the bandwidth overhead and the central processing unit overhead are reduced.
On the basis of the above embodiments, the storage device 10 for game data further includes the following implementation manners.
In a specific implementation, the preset type includes a plurality of data types.
In a specific implementation, the changed first data includes:
the data attribute name of the first data, the value of the changed first data, the parent object of the changed first data, and the owner corresponding to the first data.
Fig. 4 is a schematic structural diagram of a second embodiment of a game data storage device according to an embodiment of the present invention. As shown in fig. 4, the game data storage device 10 further includes:
a receiving module 103, configured to receive a storage data type setting instruction;
the processing module 102 is further configured to set the data type that needs to be saved in real time in the game according to the saving data type setting instruction.
In a specific implementation, the processing module 102 is specifically configured to: sending a disk storage instruction to the client side of the game so that the client side of the game writes the first data into a database for disk storage according to the disk storage instruction; the first data includes one or more changed data.
The electronic device provided in this embodiment may execute the technical solution of the method embodiment, and the implementation principle and the technical effect are similar, which are not described herein again.
Fig. 5 is a schematic structural diagram of an electronic device according to a first embodiment of the present invention, and as shown in fig. 5, an electronic device 20 provided in this embodiment may include: a memory 201, a processor 202; optionally, a bus 203 may also be included. The bus 203 is used to realize connection between the elements.
The memory 201 stores computer-executable instructions;
the at least one processor 202 executes computer-executable instructions stored by the memory 201 to cause the processor to perform a method of saving game data provided by any of the preceding embodiments.
Wherein, the memory 201 and the processor 202 are electrically connected directly or indirectly to realize the data transmission or interaction. For example, these components may be electrically connected to each other via one or more communication buses or signal lines, such as via bus 203. The memory 201 stores computer-executable instructions for implementing the data access control method, including at least one software functional module that can be stored in the memory 201 in the form of software or firmware, and the processor 202 executes various functional applications and data processing by running software programs and modules stored in the memory 201.
The Memory 201 may be, but is not limited to, a Random Access Memory (RAM), a Read Only Memory (ROM), a Programmable Read-Only Memory (PROM), an Erasable Read-Only Memory (EPROM), an electrically Erasable Read-Only Memory (EEPROM), and the like. The memory 201 is used for storing programs, and the processor 202 executes the programs after receiving the execution instructions. Further, the software programs and modules in the memory 201 may also include an operating system, which may include various software components and/or drivers for managing system tasks (e.g., memory management, storage device control, power management, etc.), and may communicate with various hardware or software components to provide an operating environment for other software components.
The processor 202 may be an integrated circuit chip having signal processing capabilities. The Processor 202 may be a general-purpose Processor, and includes a Central Processing Unit (CPU), a Network Processor (NP), and so on. The various methods, steps and logic blocks disclosed in the embodiments of the present invention may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like.
The embodiment of the present invention further provides a computer-readable storage medium, on which computer-executable instructions are stored, and when the computer-executable instructions are executed by a processor, the method for processing the access instruction provided in any method embodiment described above may be implemented.
The computer-readable storage medium in this embodiment may be any available medium that can be accessed by a computer or a data storage device such as a server, a data center, etc. that is integrated with one or more available media, and the available media may be magnetic media (e.g., floppy disks, hard disks, magnetic tapes), optical media (e.g., DVDs), or semiconductor media (e.g., SSDs), etc.
Those of ordinary skill in the art will understand that: all or a portion of the steps of implementing the above-described method embodiments may be performed by hardware associated with program instructions. The program may be stored in a computer-readable storage medium. When executed, the program performs steps comprising the method embodiments described above; and the aforementioned storage medium includes: various media that can store program codes, such as ROM, RAM, magnetic or optical disks.
Finally, it should be noted that: the above embodiments are only used to illustrate the technical solution of the present invention, and not to limit the same; while the invention has been described in detail and with reference to the foregoing embodiments, it will be understood by those skilled in the art that: the technical solutions described in the foregoing embodiments may still be modified, or some or all of the technical features may be equivalently replaced; and the modifications or the substitutions do not make the essence of the corresponding technical solutions depart from the scope of the technical solutions of the embodiments of the present invention.

Claims (12)

1. A method for saving game data is characterized in that,
after a game is started and operated, monitoring whether preset type data in the game changes in real time;
if the first data of the preset type changes in the game, combining a plurality of disk storage instructions corresponding to a plurality of changed data in the same frame into one disk storage instruction, and sending the disk storage instruction to a disk storage process, so that the changed data is written into a database for disk storage; the first data includes a plurality of changed data.
2. The method of claim 1, wherein the preset type comprises a plurality of data types.
3. The method according to claim 1 or 2, wherein the changed first data comprises:
the data attribute name of the first data, the value of the changed first data, the parent object of the changed first data, and the owner corresponding to the first data.
4. The method according to claim 1 or 2, wherein before monitoring whether the preset type of data in the game changes in real time after the game is started and run, the method further comprises:
receiving a storage disk data type setting instruction;
and setting the data type needing real-time disk storage in the game according to the disk storage data type setting instruction.
5. The method of claim 1 or 2, wherein the writing the changed data to a database for saving comprises:
and sending the disk saving instruction to the client of the game so that the client of the game writes the changed data into a database for disk saving according to the disk saving instruction.
6. A device for storing game data, comprising:
the monitoring module is used for monitoring whether preset type data in the game changes in real time after the game is started and run;
the processing module is used for combining a plurality of disk storage instructions corresponding to a plurality of changed data in the same frame into one disk storage instruction if the first data of the preset type in the game changes, and sending the disk storage instruction to a disk storage process, so that the changed data is written into a database for disk storage; the first data includes a plurality of changed data.
7. The apparatus of claim 6, wherein the preset type comprises a plurality of data types.
8. The apparatus of claim 6 or 7, wherein the changed first data comprises:
the data attribute name of the first data, the value of the changed first data, the parent object of the changed first data, and the owner corresponding to the first data.
9. The apparatus of claim 6 or 7, further comprising:
the receiving module is used for receiving a storage disk data type setting instruction;
the processing module is further configured to set the data type that needs to be saved in real time in the game according to the saving data type setting instruction.
10. The apparatus according to claim 6 or 7, wherein the processing module is specifically configured to:
and sending the saving instruction to the client side of the game so that the client side of the game writes the changed data into a database for saving according to the saving instruction.
11. An electronic device, comprising:
a processor and a memory;
the memory is used for storing programs and data, and the processor calls the programs stored in the memory to execute the saving method of the game data according to any one of claims 1 to 5.
12. A computer-readable storage medium characterized in that the computer-readable storage medium includes a program for executing the save method of game data according to any one of claims 1 to 5 when executed by a processor.
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