CN110138721A - Decouple method, the storage medium of game services and fight service - Google Patents
Decouple method, the storage medium of game services and fight service Download PDFInfo
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- CN110138721A CN110138721A CN201910221918.1A CN201910221918A CN110138721A CN 110138721 A CN110138721 A CN 110138721A CN 201910221918 A CN201910221918 A CN 201910221918A CN 110138721 A CN110138721 A CN 110138721A
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- 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
-
- 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
- A63F13/80—Special adaptations for executing a specific game genre or game mode
-
- 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
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/843—Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L51/00—User-to-user messaging in packet-switching networks, transmitted according to store-and-forward or real-time protocols, e.g. e-mail
- H04L51/04—Real-time or near real-time messaging, e.g. instant messaging [IM]
- H04L51/046—Interoperability with other network applications or services
-
- 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
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Computer Networks & Wireless Communication (AREA)
- Signal Processing (AREA)
- Information Transfer Between Computers (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
- Computer And Data Communications (AREA)
Abstract
The present invention provides the method for decoupling game services and fight service, storage medium, and method includes: the queue Q in fight service monitoring MQ service;Game services create queue M in MQ service, and monitor the queue M;When game services receive the interaction request of corresponding fight service, the interaction request is corresponded on the queue Q and produces a queue Q message, and the unique identifier of the queue M is added to the queue Q message;After any fight service listens to the queue Q message, the unique identifier is therefrom extracted, and produce a queue M message to the corresponding queue M of the unique identifier according to the interaction feedback information that the queue Q message obtains is handled.The present invention makes game services and fight service thoroughly decoupling, not only simplifies the process that game services search fight service, while mitigating the business burden of game services significantly;And also greatly simplify maintenance work.
Description
Technical field
The present invention relates to game services fields, and in particular to decoupling game services and the method for fight service, storage medium.
Background technique
Game services end is broken generally into trip clothes and (game services: is responsible for processing player non-dense set meter according to business difference
The server of the management such as the service logic of calculation and hall) (fight services: intensive in game process for completing to calculate with battle dress
Interactive server).
The non-scene of fighting request service of player is provided specifically, swimming and taking, as player's essential information, player's knapsack are equipped, greatly
The service such as Room;Battle dress is mainly to pursue very fast fight interaction, and performance requirement is far from each other with game services.Therefore, the two one
As use different implementations, dispose it is also not identical.However, trip clothes are interacted with needs between battle dress, such as fight knot
Settled accounts after beam, request fight room (being technically exactly to open up one section of memory headroom for certain scene of fighting) etc..Therefore regular
On, IP and port after battle dress deployment need to inform trip clothes, form the entirety to interdepend each other.In fact, this
It there is several obvious inconveniences: the first, being said from framework, trip clothes are formed with battle dress to be relied on, and trip clothes are certain to be needed to know war
The deployment scenario of clothes, in the case of more battle dresses, trip clothes also need an arbitration mechanism which battle dress determined to request.The second, from
From the point of view of O&M, for disposing a whole set of game services end, configuration is more many and diverse, and is not easy to operate.
Summary of the invention
The technical problems to be solved by the present invention are: the method for decoupling game services and fight service, storage medium are provided,
The process of game services lookup fight service can be simplified by decoupling, while greatly simplifying maintenance work.
In order to solve the above-mentioned technical problem, the technical solution adopted by the present invention are as follows:
The method for decoupling game services and fight service, comprising:
The queue Q in MQ service is monitored in fight service;
Game services create a corresponding queue M in MQ service, and monitor the queue M;
When game services receive the interaction request of corresponding fight service, the interaction is corresponded on the queue Q and is asked
It seeks survival and produces a queue Q message, and the unique identifier of the queue M is added to the queue Q message;
After any fight service listens to the queue Q message, the unique identifier is therefrom extracted, and according to processing
The interaction feedback information that the one queue Q message obtains produces a queue M to the corresponding queue M of the unique identifier and disappears
Breath.
Another technical solution provided by the invention are as follows:
A kind of computer readable storage medium, is stored thereon with computer program, and be program is being read out by the processor simultaneously
After execution, be able to achieve above-mentioned decoupling game services and fight service method it is included the step of.
The beneficial effects of the present invention are: in creation link process, will fight by Message Queuing Middleware (MQ service)
Service and game services thoroughly decouple.Specifically in game services and fight service interactive process, the queue Q of agreement MQ service is
As the queue of game services production message, and the queue as service consumption message of fighting;Game services foundation receives
Interaction request produces message, the queue M comprising game services consumption in the message to the queue;Subsequent, fight service consumption should
When message, feedback information will be returned to by queue M.Game services need to only pass through by one consumption of a production, fight service as a result,
The process of one consumption, one production, can create the peer-to-peer communications interactive relation of the two.The present invention can thoroughly release game garment
The dependence of business and fight service architecturally, not only simplifies the process that game services search fight service, while significantly
The business burden for mitigating game services, thus significant interactive efficiency;And maintenance work is also greatly simplified, it need to only safeguard game
Service and fight service respectively with the dependence of MQ, and do not have to safeguard fight service list in game services again.
Detailed description of the invention
Fig. 1 is the flow diagram of the method for a kind of decoupling game services of the embodiment of the present invention and fight service;
Fig. 2 is a kind of method interaction that game services and service-creation room of fighting are decoupled based on MQ of the embodiment of the present invention one
Schematic diagram;
Fig. 3 is the system architecture schematic diagram of the embodiment of the present invention two.
Specific embodiment
To explain the technical content, the achieved purpose and the effect of the present invention in detail, below in conjunction with embodiment and cooperate attached
Figure is explained.
The most critical design of the present invention is: using Message Queuing Middleware (MQ service) as game services and fighting uniform
The message transfer side of business interaction creation equity link, makes game services and fight service thoroughly decoupling.
Explanation of technical terms of the present invention:
Please refer to Fig. 1, the method that the present invention provides decoupling game services and fight service, comprising:
The queue Q in MQ service is monitored in fight service;
Game services create a corresponding queue M in MQ service, and monitor the queue M;
When game services receive the interaction request of corresponding fight service, the interaction is corresponded on the queue Q and is asked
It seeks survival and produces a queue Q message, and the unique identifier of the queue M is added to the queue Q message;
After any fight service listens to the queue Q message, the unique identifier is therefrom extracted, and according to processing
The interaction feedback information that the one queue Q message obtains produces a queue M to the corresponding queue M of the unique identifier and disappears
Breath.
As can be seen from the above description, the beneficial effects of the present invention are: trip clothes can be completely separated with battle dress, trip takes complete
It need not also need not know about which battle dress is available it is to be understood that current battle dress configures, and these characteristics are guaranteed by MQ;
And when currently battle dress has no ability to consumption queue message, this message can be consumed by the battle dress of next capable consumption, can be true
Protect consumption message in time.For service performance, the business burden of trip clothes can be substantially reduced, while improving interactive efficiency;From
It develops for angle, enormously simplifies trip clothes and search battle dress process;For the angle of maintenance, maintenance work is enormously simplified,
Guardian only needs to pay close attention to whether going game server-side MQ is relied on by trip clothes with battle dress, it is not necessary to the battle dress column in maintenance trip clothes
Table.
Further, further includes:
After the game services listen to the queue M message, according to interaction feedback information therein creation with it is corresponding
Fight service reciprocity linking relationship.
Seen from the above description, the game services for initiating interaction request, which need to only monitor the queue M that oneself is created, to be obtained
Both receive the interaction feedback information of the fight service of interaction request, and the reciprocity linking relationship of both creations accordingly, realize
Telecommunication.The creation of the two correspondence, be not related to the two from first to last faces interaction directly, thus can be from framework by two
Person is completely separated, and simplifies interaction flow.
Further, when the interaction request is the request of creation game room, any fight service listens to institute
After stating a queue Q message, the unique identifier is therefrom extracted, and anti-according to the interaction that the queue Q message obtains is handled
Feedforward information produces a queue M message to the corresponding queue M of the unique identifier, specifically:
After any fight service listens to the queue Q message, the queue Q message is taken out from the queue Q;
Any fight service extracts the unique identifier from the queue Q message;
The corresponding creation game room request of a queue Q message described in any fight service processing, if processing result
Corresponding distribution game room, then pre-allocate game room resource, and keep the waiting-timeout of preset duration;Wherein, the game
Room resource includes the IP address and port numbers of room name, any fight service;
Any fight service produces a queue M message to the corresponding queue M of the unique identifier, and in institute
It states in a queue M message and adds game room resource.
Seen from the above description, corresponding creation this specific example of game room is it is found that game services and fight service are handed over
During mutually creating game room, the positive interactive process of the two it is not related to completely, game services also no longer need to find
It is serviced with the feasible fight of determination, so that the interactive mode of the two is more succinct, more intuitive;Interaction flow is more simplified;Game services
Business bear and alleviated significantly.
Further, the quantity of the fight service and the game services is two or more;In the MQ service
The quantity of queue M is two or more;The quantity of the queue Q is one.
Seen from the above description, by disposing more set fight services, any one queue Q message, fight service be can ensure that
There is same equiprobability to consume and create linking relationship accordingly, to improve the treatment effeciency of interaction request, while also more meeting existing
There is game services end in the demand of practice scene.
Another technical solution provided by the invention are as follows:
A kind of computer readable storage medium, is stored thereon with computer program, and be program is being read out by the processor simultaneously
After execution, be able to achieve above-mentioned decoupling game services and fight service method it is included the step of.
It corresponds to those of ordinary skill in the art will appreciate that realizing all or part of the process in above-mentioned technical proposal, being can
It is realized with instructing relevant hardware by computer program, the program can be stored in one and computer-readable deposit
In storage media, the program is when being executed, it may include such as the process of above-mentioned each method.By the realization of the process, it can be achieved that following
The utility model has the advantages that fight service and game services are thoroughly solved by Message Queuing Middleware (MQ service) in creation link process
Coupling.Specifically in game services and fight service interactive process, the queue Q of agreement MQ service is used as game services to produce message
Queue, and as fight service consumption message queue;Game services are produced according to the interaction request received to the queue
Message, the queue M comprising game services consumption in the message;It is subsequent, fight the service consumption message when, will be returned by queue M
Return feedback information.Game services only need to service the process by one production of a consumption by one consumption of a production, fight as a result,
The peer-to-peer communications interactive relation of the two can be created.The present invention can thoroughly release game services and fight service architecturally
Dependence, not only simplify game services search fight service process, significantly mitigate both sides business burden, mention simultaneously
High interactive efficiency;And also greatly simplify maintenance work, only need to safeguard game services and fight service respectively with the dependence of MQ
Relationship, and do not have to safeguard the fight service list in game services again.
Embodiment one
Referring to figure 2., the method based on MQ decoupling game services and service-creation room of fighting that the present embodiment provides a kind of,
It can architecturally to be completely separated during game services and fight service interaction creation room, so that simplification interacted
Journey reduces the business burden of game services;Maintenance work can also be simplified simultaneously;The creation effect in game room can more be significantly improved
Rate.
The method of the present embodiment is related to game services, fight service and MQ service.Wherein, the fight service is fight
The abbreviation of server-side;Game services are the abbreviation at game services end;MQ service is the abbreviation of Message Queuing Middleware, and MQ service is made
It for message transfer service, can usually be realized by deployment RabbitMQ server, MQ, which is serviced, which has decoupling, improves peak value handles energy
Power, be sent to and sort the abilities such as guarantee, message format.In default, as long as ensuring that at least one queue Q with the presence of link.
In the following, process included by the method to the present embodiment is illustrated:
S1: deployment MQ service.
S2: deployment fight, which services, simultaneously to be started, and monitors original queue in MQ service with MQ service chaining automatically after starting
Q consumes the message in the queue at any time.
S2: deployment game services simultaneously start, after starting automatically with MQ service chaining;One and the trip are created in MQ service
Costume business has the queue M of corresponding relationship, and monitors queue M, consumes the message on queue M at any time.
S3: when above-mentioned game services receive the interaction request of corresponding fight service, institute is corresponded on the queue Q
It states interaction request and produces a queue Q message, and the unique identifier of the queue M is added to the queue Q message.
It wherein, can be according to true with the presence or absence of corresponding specified fight service in request if system is the deployment of more battle dresses
Which fixed specific fight service, if can be any one fight service with information consumption ability without specified.
Wherein, interaction request corresponds to the present embodiment and refers to request creation game room, it is of course also possible to be that other are asked
It asks, such as the least fight service of game room number is searched in request.
Wherein, the unique identifier of the queue M, can be the ID of queue M.Disappear in game services queue Q produced
The ID of the queue M of itself creation is added in breath, for identifying the source of queue Q message, while as queue Q Message Processing result
Return path mark.
Specifically, when game services receive Client-initiated and enter the request in a scene of fighting (game room),
One game room of the corresponding creation of the request.Then game services by queue Q produce one containing its S2 step create
The queue Q message of the ID of queue M, the corresponding creation room message of the message, which will be by the fight service with consuming capacity
It is consumed after listening to.The ID of queue M for being created by taking game services within the message and being monitored, so as to subsequent consumption
When the fight service of the message returns to feedback message through queue M, timely it can listen to and consume.
S4: after any one fight service listens to the queue Q message of step S3 production in system, it will from queue Q
It extracts the message and it is handled.
Specific process flow is as follows:
S41: the unique identifier of carrying, the i.e. ID of queue M are extracted from queue Q message;
S42: the request of queue Q message corresponding creation game room is handled, it is determined whether receive request as its point
With room, and obtain processing result;If the corresponding distribution game room of processing result, predistribution include room name (room ID),
The game room resource of this fight service IP address (room IP), port etc;
S43: producing a queue M message to queue M, and by processing result, (resource either correspondence in game room can not be distributed
The information in room) it is added in queue M message as interaction feedback information.
S5: monitor the game services of queue M after receiving queue M message, extract interaction feedback information therein, if
Game room resource then creates reciprocity room link (Tcp Connector) according to room IP therein, port and room ID,
Into scene of fighting.
In a specific embodiment, the quantity of the game services is multiple, as shown in Fig. 2, including that trip takes M, trip clothes
M1, trip take M2 etc., corresponding creation queue M, queue M1, queue M2 etc., and the quantity of battle dress service is also multiple, including fight service
1, fight service 2, fight service 3 etc..
In brief, the present embodiment includes two processes:
It is trip clothes one new queue M of creation first, the message containing queue M ID is produced on queue Q, is fought simultaneously
Clothes consume this message;Secondly, producing a response message on queue M after battle dress consumption, corresponding trip clothes consume it.
Due in whole process, for trip clothes be exactly the process of one consumption of a production, and do not have to concern it is specific which fight
Take the message of process for producing, i.e., trip take it is entirely dispensable know which current battle dress has, it is available for also needing not know about which battle dress
, these characteristics are guaranteed by MQ.Therefore, the present embodiment realizes trip clothes and is completely separated with battle dress, greatly simplification
Game services search the process of fight service, especially enormously simplify the business burden of game services, not only improve room
Between creation efficiency, and maintenance engineering can be greatly simplified;Meanwhile corresponding more battle dresses can ensure that while listening for the deployment of queue Q
Queue Q message is handled in time, improves the creation efficiency in room again.
Embodiment two
Referring to figure 3., the present embodiment corresponding embodiment one, provides a corresponding system architecture, which is applied to implement
The method of the decoupling game services and fight service of example one.
System includes MQ server, game services end and fight server-side;Wherein, game services end includes at first message
Manage module and game room peer;Server-side of fighting includes second message processing module, room distribution module and game room.
Wherein, game services end and fight server-side are linked with MQ server respectively;Specifically, game services end passes through the
One message processing module is linked with MQ server, and fight server-side is linked by second message processing module with MQ server;The
One message processing module is connect with game room peer;Second message processing module, room distribution module and game room are successively
Connection;Game room peer and game room wireless communication connect.
Specifically, the first message processing module, for creating a queue M on MQ server, and can consume
Message on queue M;It is also used to the queue Q production creation room message on MQ server, the ID of queue M on this message band.
Second message processing module, for consuming the message of queue Q on MQ server, the message consumed on queue Q is backward
The queue M of informed source produces a piece of news, which will be consumed by first message processing module.
Game room peer, substantially a Tcp Connector, for keeping and game room peer-to-peer communications.
Room distribution module receives second message processing module and is routed through the message come, and is made whether the processing of distribution room,
If distribution, room resource is pre-allocated, and keep a waiting-timeout.
Game room is the thread for being finally completed fight service, interacts with client, and communicate with game room peer.
The present embodiment makes game services end and fight server-side decoupling by MQ server.Increase respectively in trip clothes with battle dress
Add two modules, two modules be not only used as the producer of message but also be used as the consumer of message, arranged a queue Q as trip clothes
The queue of production message is used as the queue of battle dress consumption message again.Queue Q of the trip clothes on MQ sends creation room message, this disappears
Queue M of the breath comprising trip clothes consumption, subsequent battle dress can return to message by queue M.The scheme of corresponding the present embodiment, fight service
End is more set deployment, and the message of queue Q, between battle dress has same equiprobability to consume and can create new house, is completed on any one MQ
Queue M after creation on MQ sends IP and the port of battle dress.Trip clothes have taken one after this one process of consumption of production
IP and port, creation peer-entities (game room Peer) are communicated with a long-range battle dress.
Embodiment three
The present embodiment corresponding embodiment one provides an a kind of computer readable storage medium, is stored thereon with computer journey
Sequence, be program are able to achieve decoupling game services and fight described in above-described embodiment one after being read out by the processor and executing
The step of method of service is included, and it is able to achieve corresponding function.Specific step content without repeating, is asked in detail herein
Refering to the record of embodiment one.
Wherein, the storage medium can be disk, optical disc, read-only memory (Read-Only Memory,
) or random access memory (Random Access Memory, RAM) etc. ROM.
In conclusion decoupling game services provided by the invention and the method for fight service, storage medium, it can be thorough
The dependence of game services and fight service architecturally is released, the mistake that game services search fight service is not only simplified
Journey, while mitigating the business burden of game services significantly, thus significant interactive efficiency;And maintenance work is also greatly simplified,
Need to only safeguard game services and fight service respectively with the dependence of MQ, and without safeguarding fight service in game services again
List.
The above description is only an embodiment of the present invention, is not intended to limit the scope of the invention, all to utilize this hair
Equivalents made by bright specification and accompanying drawing content are applied directly or indirectly in relevant technical field, similarly include
In scope of patent protection of the invention.
Claims (5)
1. the method for decoupling game services and fight service characterized by comprising
The queue Q in MQ service is monitored in fight service;
Game services create a corresponding queue M in MQ service, and monitor the queue M;
When game services receive the interaction request of corresponding fight service, it is raw that the interaction request is corresponded on the queue Q
A queue Q message is produced, and the unique identifier of the queue M is added to the queue Q message;
After any fight service listens to the queue Q message, the unique identifier is therefrom extracted, and according to described in processing
The interaction feedback information that one queue Q message obtains produces a queue M message to the corresponding queue M of the unique identifier.
2. the method for decoupling game services and fight service as described in claim 1, which is characterized in that further include:
After the game services listen to the queue M message, according to interaction feedback information therein creation and corresponding war
Struggle against the reciprocity linking relationship serviced.
3. the method for decoupling game services and fight service as described in claim 1, which is characterized in that when the interaction request
When being requested for creation game room, after any fight service listens to the queue Q message, therefrom extract described unique
Identifier, and it is corresponding described to the unique identifier according to the interaction feedback information that the queue Q message obtains is handled
Queue M produces a queue M message, specifically:
After any fight service listens to the queue Q message, the queue Q message is taken out from the queue Q;
Any fight service extracts the unique identifier from the queue Q message;
The corresponding creation game room request of a queue Q message described in any fight service processing, if processing result is corresponding
Game room is distributed, then pre-allocates game room resource, and keep the waiting-timeout of preset duration;Wherein, the game room
Resource includes the IP address and port numbers of room name, any fight service;
Any fight service produces a queue M message to the corresponding queue M of the unique identifier, and described one
Game room resource is added in queue M message.
4. the method for decoupling game services and fight service as claimed in claim 3, which is characterized in that fight service with
The quantity of the game services is two or more;The quantity of queue M in the MQ service is two or more;The queue Q
Quantity be one.
5. a kind of computer readable storage medium, is stored thereon with computer program, which is characterized in that be program is processed
After device reads and executes, it is able to achieve the side of decoupling game services described in the claims 1-4 any one and fight service
The step of method is included.
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CN112604267A (en) * | 2020-12-16 | 2021-04-06 | 深圳中清龙图网络技术有限公司 | Game processing method, system, device, equipment and medium |
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