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 PDF

Info

Publication number
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
Authority
CN
China
Prior art keywords
queue
message
service
fight
game services
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.)
Granted
Application number
CN201910221918.1A
Other languages
Chinese (zh)
Other versions
CN110138721B (en
Inventor
刘德建
黄云翔
连志群
李磊
吴良军
许凯杰
陈宏展
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Fujian Tianyi Network Technology Co Ltd
Original Assignee
Fujian Tianyi Network Technology Co Ltd
Priority date (The priority date 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 date listed.)
Filing date
Publication date
Application filed by Fujian Tianyi Network Technology Co Ltd filed Critical Fujian Tianyi Network Technology Co Ltd
Priority to CN201910221918.1A priority Critical patent/CN110138721B/en
Publication of CN110138721A publication Critical patent/CN110138721A/en
Application granted granted Critical
Publication of CN110138721B publication Critical patent/CN110138721B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Classifications

    • 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
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/843Special 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
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L51/00User-to-user messaging in packet-switching networks, transmitted according to store-and-forward or real-time protocols, e.g. e-mail
    • H04L51/04Real-time or near real-time messaging, e.g. instant messaging [IM]
    • H04L51/046Interoperability with other network applications or services
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality

Landscapes

  • 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

Decouple method, the storage medium of game services and fight service
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.
CN201910221918.1A 2019-03-22 2019-03-22 Method of decoupling gaming and combat services, storage medium Active CN110138721B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN201910221918.1A CN110138721B (en) 2019-03-22 2019-03-22 Method of decoupling gaming and combat services, storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN201910221918.1A CN110138721B (en) 2019-03-22 2019-03-22 Method of decoupling gaming and combat services, storage medium

Publications (2)

Publication Number Publication Date
CN110138721A true CN110138721A (en) 2019-08-16
CN110138721B CN110138721B (en) 2021-06-29

Family

ID=67568909

Family Applications (1)

Application Number Title Priority Date Filing Date
CN201910221918.1A Active CN110138721B (en) 2019-03-22 2019-03-22 Method of decoupling gaming and combat services, storage medium

Country Status (1)

Country Link
CN (1) CN110138721B (en)

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN111282263A (en) * 2020-03-03 2020-06-16 北京奇艺世纪科技有限公司 Event message processing method and device, electronic equipment and readable storage medium
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

Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN103188245A (en) * 2011-12-31 2013-07-03 上海火瀑云计算机终端科技有限公司 Fight game server system
US20140121024A1 (en) * 2012-11-01 2014-05-01 Zhaohui Xing Collaboration system and method therefor
CN104572316A (en) * 2014-12-31 2015-04-29 福建天晴数码有限公司 Game program and running platform interaction method and system
CN105100216A (en) * 2015-06-30 2015-11-25 北京奇虎科技有限公司 Multi-service monitoring method and device
CN106027289A (en) * 2016-05-09 2016-10-12 北京奇虎科技有限公司 User state statistics system and user state statistics method
CN107147562A (en) * 2017-04-27 2017-09-08 腾讯科技(深圳)有限公司 Message treatment method and device
CN107404514A (en) * 2017-06-08 2017-11-28 腾讯科技(深圳)有限公司 Data processing method and device

Patent Citations (7)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN103188245A (en) * 2011-12-31 2013-07-03 上海火瀑云计算机终端科技有限公司 Fight game server system
US20140121024A1 (en) * 2012-11-01 2014-05-01 Zhaohui Xing Collaboration system and method therefor
CN104572316A (en) * 2014-12-31 2015-04-29 福建天晴数码有限公司 Game program and running platform interaction method and system
CN105100216A (en) * 2015-06-30 2015-11-25 北京奇虎科技有限公司 Multi-service monitoring method and device
CN106027289A (en) * 2016-05-09 2016-10-12 北京奇虎科技有限公司 User state statistics system and user state statistics method
CN107147562A (en) * 2017-04-27 2017-09-08 腾讯科技(深圳)有限公司 Message treatment method and device
CN107404514A (en) * 2017-06-08 2017-11-28 腾讯科技(深圳)有限公司 Data processing method and device

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN111282263A (en) * 2020-03-03 2020-06-16 北京奇艺世纪科技有限公司 Event message processing method and device, electronic equipment and readable storage medium
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

Also Published As

Publication number Publication date
CN110138721B (en) 2021-06-29

Similar Documents

Publication Publication Date Title
US20200344189A1 (en) Communication method and communication apparatus
CN110392052A (en) A kind of block chain intelligence contract processing system and method
CN107659549A (en) A kind of flow path processing method and device and server based on event
CN110138721A (en) Decouple method, the storage medium of game services and fight service
CN109447603B (en) Ocean data resource sharing method based on block chain
CN101997826A (en) Routing methods of control net element, forwarding net element and internet protocol network
CN108809857A (en) A method of the traffic monitoring based on SDN and service quality securing strategy
US20140156028A1 (en) Cloud-based bi-directional messaging system for home appliance control
CN105959349B (en) A kind of Distributed Services end operating system and method
KR20190030116A (en) Micro grid energy management system using dds middleware
US20160173654A1 (en) Method and apparatus for live-virtual-constructive interoperation
CN109409803A (en) A kind of cross-border electric business logistics track intelligent control method and system
CN101771703A (en) Information service system and method
CN102694832A (en) Game system and realization method thereof, and game clients
JP2010086163A (en) Information processor, program, and communication system
CN110381058A (en) Request transmission method and device based on full-duplex communication protocol Web Socket
US10523619B2 (en) Stateless message routing
CN102316116B (en) System for supporting multiple platform network communication processing and method thereof
Tripathi et al. Broker clustering enabled lightweight communication in iot using mqtt
Hou et al. Fragmentation and optimal deployment for iot-aware business process
CN109639565B (en) Decentralized instant messaging multi-service node interconnection and intercommunication system
CN110362395A (en) Background program management method, device, computer equipment and storage medium
Zhai et al. An improved DDS publish/subscribe automatic discovery algorithm
CN110585700B (en) Method for unified combat entering in single-person mode and multi-person mode and storage medium
CN116260824A (en) Service data transmission method, system, storage medium and related equipment

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
GR01 Patent grant
GR01 Patent grant