CN110209500A - Server load balancing method and device - Google Patents

Server load balancing method and device Download PDF

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Publication number
CN110209500A
CN110209500A CN201910475735.2A CN201910475735A CN110209500A CN 110209500 A CN110209500 A CN 110209500A CN 201910475735 A CN201910475735 A CN 201910475735A CN 110209500 A CN110209500 A CN 110209500A
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CN
China
Prior art keywords
game server
game
server
online number
weight
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
CN201910475735.2A
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Chinese (zh)
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CN110209500B (en
Inventor
李白
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.)
Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Filing date
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Priority to CN201910475735.2A priority Critical patent/CN110209500B/en
Publication of CN110209500A publication Critical patent/CN110209500A/en
Application granted granted Critical
Publication of CN110209500B publication Critical patent/CN110209500B/en
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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
    • A63F13/35Details of game servers
    • A63F13/358Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/46Multiprogramming arrangements
    • G06F9/50Allocation of resources, e.g. of the central processing unit [CPU]
    • G06F9/5083Techniques for rebalancing the load in a distributed system
    • G06F9/5088Techniques for rebalancing the load in a distributed system involving task migration
    • 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
    • H04L67/10Protocols in which an application is distributed across nodes in the network
    • H04L67/1001Protocols in which an application is distributed across nodes in the network for accessing one among a plurality of replicated servers
    • H04L67/1004Server selection for load balancing
    • H04L67/1008Server selection for load balancing based on parameters of servers, e.g. available memory or workload

Abstract

The embodiment of the present invention provides a kind of server load balancing method and device, this method comprises: according to the registration information of client, whether the game data for judging the corresponding user of client is sky, and registration information includes the mark of the corresponding game server of mark of user.If so, obtaining the first online number of each game server, and the weight of each game server is obtained according to the first online number of each game server.According to the weight of each game server, target game server is obtained, wherein target game server is the game server that weight meets preset condition.The link information of target game server is sent to client, so that client linking objective game server, wherein link information includes the link address of target game server.The present embodiment determines target game server to be allocated by the first online number of game server, to realize the load balancing of each game server, improves the level of resources utilization.

Description

Server load balancing method and device
Technical field
The present embodiments relate to computer technology more particularly to a kind of server load balancing method and devices.
Background technique
With the fast development of game industry, corresponding number of users is also more and more, when game is added in user, usually Need to distribute game server for user so that user can carry out game operation.
Currently, a game system generally includes multiple game servers, wherein between each game server each other solely It is vertical, when game is added in user, it will usually provide a user the user interface of selection server first, include in the user interface All selectable game servers, secondly user can select a game server and be registered according to the wish of oneself.
It is unevenly distributed, makes however, user will lead to the number between each game server according to the wish of oneself selection The utilization efficiency for obtaining resource is lower.
Summary of the invention
The embodiment of the present invention provides a kind of server load balancing method and device, to overcome between each game server Number is unevenly distributed.
In a first aspect, the embodiment of the present invention provides a kind of server load balancing method, it is applied to game server cluster, The game server cluster includes multiple game servers, can be communicated with each other between each game server, this method Include:
According to the registration information of client, judge whether the game data of the corresponding user of the client is sky, it is described Registration information includes the mark of the corresponding game server of mark of the user;
If so, obtain the first online number of each game server, and according to the of each game server One online number obtains the weight of each game server;
According to the weight of each game server, target game server is obtained, wherein the target game server Meet the game server of preset condition for the weight;
The link information of the target game server is sent to the client, so that described in client connection Target game server, wherein the link information includes the link address of target game server.
In a kind of possible design, the game server includes a single-point process and multiple game process, wherein The single-point process is used to handle the first online number of the game server, and the game process is for handling the game The operation logic of server.
In a kind of possible design, the first online number for obtaining each game server, and according to each institute The the first online number for stating game server obtains the weight of each game server, comprising:
For any game process, whether sent out according to the second online number that the first predetermined period detects the game process Changing;
If so, the single-point for the game server the described second online number being sent to where the game process into Journey;
According to the second online number of each game process that each game server includes, each game is obtained The online number of the first of server;
According to the first online number of each game server, the weight of each game server is obtained.
In a kind of possible design, the second of each game process for including according to each game server Online number obtains the first online number of each game server, comprising:
The single-point process adds up according to the second online number of the game process each in the game server of place Processing, the first online number of the game server where obtaining;
The first online number that the single-point process is broadcasted according to remaining single-point process, obtains each game server The first online number, and the first online number of each game server is sent to the game where the single-point process Each game process of server.
In a kind of possible design, the first online number and the weight are negative correlativing relation, the default item Part is that the weight is maximum;
The first online number according to each game server, obtains the weight of each game server, packet It includes:
According to the number of the first online number of each game server and the game process of each game server, Obtain the average online number of each game process in each game server;
For any game server, judge the average online number for the game process that it includes whether more than first Preset threshold;
If so, determining that the weight of the game server is default weight;
If not, it is determined that the weight of the game server is the average online number and described first of the game process Difference between preset threshold.
In a kind of possible design, if the game data of user is not sky, the method also includes:
According to the registration information of client, the mark of the first game server is obtained, wherein first game server For the server where the game data of user;
According to the mark of first game server, judge whether first game server closes or first swims Whether the online number of play server is more than the second preset threshold;
If so, obtaining target game server according to the weight of each game server except first server;
The link information of the target game server is sent to the client, so that described in client connection Target game server, wherein the link information includes the link address of target game server.
In a kind of possible design, the registration information according to client judges the corresponding user of the client Game data whether be empty, comprising:
According to the registration information of client, judge whether the registration information of the client corresponds to game server or right The game server answered whether there is;
If it is not, then randomly choose the second game server, and on second game server random selection first into Journey;
Object logic is logged according to first process creation, and obtains the user's according to the login object logic Game data, wherein the register for logging in object logic and being used to execute game;
Whether the game data for judging the user is empty.
Second aspect, the embodiment of the present invention provide a kind of server load balancing device, are applied to game server cluster, The game server cluster includes multiple game servers, can be communicated with each other between each game server, the device Include:
Judgment module judges the game data of the corresponding user of the client for the registration information according to client It whether is sky, the registration information includes the mark of the corresponding game server of mark of the user;
Module is obtained, for if so, obtain the first online number of each game server, and according to each trip First online number of play server obtains the weight of each game server;
Determining module obtains target game server, wherein described for the weight according to each game server Target game server is the game server that the weight meets preset condition;
Sending module, for the link information of the target game server to be sent to the client, so that described Client connects the target game server, wherein the link information includes the link address of target game server.
In a kind of possible design, the game server includes a single-point process and multiple game process, wherein The single-point process is used to handle the first online number of the game server, and the game process is for handling the game The operation logic of server.
In a kind of possible design, the acquisition module is specifically used for:
For any game process, whether sent out according to the second online number that the first predetermined period detects the game process Changing;
If so, the single-point for the game server the described second online number being sent to where the game process into Journey;
According to the second online number of each game process that each game server includes, each game is obtained The online number of the first of server;
According to the first online number of each game server, the weight of each game server is obtained.
In a kind of possible design, the acquisition module is specifically used for:
The single-point process adds up according to the second online number of the game process each in the game server of place Processing, the first online number of the game server where obtaining;
The first online number that the single-point process is broadcasted according to remaining single-point process, obtains each game server The first online number, and the first online number of each game server is sent to the game where the single-point process Each game process of server.
In a kind of possible design, the first online number and the weight are negative correlativing relation, the default item Part is that the weight is maximum;
The acquisition module is specifically used for:
According to the number of the first online number of each game server and the game process of each game server, Obtain the average online number of each game process in each game server;
For any game server, judge the average online number for the game process that it includes whether more than first Preset threshold;
If so, determining that the weight of the game server is default weight;
If not, it is determined that the weight of the game server is the average online number and described first of the game process Difference between preset threshold.
In a kind of possible design, if the game data of user is not sky, the acquisition module is also used to:
According to the registration information of client, the mark of the first game server is obtained, wherein first game server For the server where the game data of user;
According to the mark of first game server, judge whether first game server closes or first swims Whether the online number of play server is more than the second preset threshold;
If so, obtaining target game server according to the weight of each game server except first server;
The link information of the target game server is sent to the client, so that described in client connection Target game server, wherein the link information includes the link address of target game server.
In a kind of possible design, the judgment module is specifically used for:
According to the registration information of client, judge whether the registration information of the client corresponds to game server or right The game server answered whether there is;
If it is not, then randomly choose the second game server, and on second game server random selection first into Journey;
Object logic is logged according to first process creation, and obtains the user's according to the login object logic Game data, wherein the register for logging in object logic and being used to execute game;
Whether the game data for judging the user is empty.
The third aspect, the embodiment of the present invention provide a kind of server load balancing equipment, comprising:
Memory, for storing program;
Processor, for executing the described program of memory storage, when described program is performed, the processor For executing any method in the various possible designs of first aspect and first aspect as above.
Fourth aspect, the embodiment of the present invention provides a kind of computer readable storage medium, including instruction, when it is in computer When upper operation, so that computer executes any side in the various possible designs of first aspect and first aspect as above Method.
The embodiment of the present invention provides a kind of server load balancing method and device, is applied to game server cluster, trip Server cluster of playing includes multiple game servers, can be communicated with each other between each game server, this method comprises: according to visitor The registration information at family end judges whether the game data of the corresponding user of client is sky, and registration information includes the mark of user The mark of corresponding game server.If so, obtaining the first online number of each game server, and according to each game services The online number of the first of device obtains the weight of each game server.According to the weight of each game server, target game clothes are obtained Business device, wherein target game server is the game server that weight meets preset condition.By the connection of target game server Information is sent to client, so that client linking objective game server, wherein link information includes target game server Link address.The weight of each game server is determined by the first online number according to each game server, And determine target game server to be allocated, according to weight to realize new user's registration to the target for meeting preset condition On game server, so as to carry out the distribution of user according to the online number of each game server, so that each game garment The number of business device is evenly distributed, and realizes the load balancing of each game server, improves the level of resources utilization.
Detailed description of the invention
In order to more clearly explain the embodiment of the invention or the technical proposal in the existing technology, to embodiment or will show below There is attached drawing needed in technical description to be briefly described, it should be apparent that, the accompanying drawings in the following description is this hair Bright some embodiments for those of ordinary skill in the art without any creative labor, can be with It obtains other drawings based on these drawings.
Fig. 1 is the system schematic of server load balancing method provided in an embodiment of the present invention;
Fig. 2 is the flow chart one of server load balancing method provided in an embodiment of the present invention;
Fig. 3 is the flowchart 2 of server load balancing method provided in an embodiment of the present invention;
Fig. 4 is the system schematic two of server load balancing method provided in an embodiment of the present invention;
Fig. 5 is the structural schematic diagram of server load balancing device provided in an embodiment of the present invention;
Fig. 6 is the hardware structural diagram of server load balancing equipment provided in an embodiment of the present invention.
Specific embodiment
In order to make the object, technical scheme and advantages of the embodiment of the invention clearer, below in conjunction with the embodiment of the present invention In attached drawing, technical scheme in the embodiment of the invention is clearly and completely described, it is clear that described embodiment is A part of the embodiment of the present invention, instead of all the embodiments.Based on the embodiments of the present invention, those of ordinary skill in the art Every other embodiment obtained without creative efforts, shall fall within the protection scope of the present invention.
Fig. 1 is the system schematic one of server load balancing method provided in an embodiment of the present invention, as shown in Figure 1, should System includes: game server cluster, database and communication cluster.
Wherein, game server cluster includes N number of game server, and each game server corresponds to respective mark, It further include M process in each game server, process is used to handle the data or logical operation of game server, Mei Gejin Cheng Jun corresponds to respective mark, uses number as the mark of each game server and each process in Fig. 1, those skilled in the art can To understand, mark can be indicated with symbolization, text or any combination thereof, as long as each game garment can be distinguished Business device and each process, herein with no restriction to this, wherein N and M is integer.
In the present embodiment, can be communicated with each other between each game server, specifically, each game server with communication Cluster connection, communication cluster can receive the data of each game server for the communication between each game server, also The data of receiving can be sent to corresponding game server, to realize communication.
In an optional implementation manner, communication cluster can be the cluster of multiple servers composition, wherein Communication Set Group may include more physical machines, there is multiple processes in every physical machine, and the process in communication cluster is for receiving game process The message of transmission, and forward the messages to corresponding target game process.By the way that communication cluster is arranged, efficient reality can be convenient Communication between existing each game server, thus avoid requiring between each game process establishing connection just can be carried out it is logical Letter.
Wherein, each process on game server creation complete after, under original state in close state, when need Launching process when a certain task is carried out, and is being communicated according to the mark of process by the process registers to communication cluster of starting A process can uniquely be determined by the mark of process on cluster, when specifically carrying out traffic operation, according to target process Mark forward the data to target process beam communication between each process can be realized, to realize each game server Between communication.
Further, in this embodiment each game server be connected with the same database, each game server is wrapped The user data included is stored in the database, therefore each of each game server process is available to all The game data of user avoids the limitation of the acquisition and processing of data.
Currently, being independent of each other between each game server in the prior art, user is opened after game client It can be appreciated that the user interface for logging in choosing clothes, it can be in corresponding game server after user selects a game server It is upper to create role and by the game data storage of user into the corresponding database of going game server for user, if two use Family selects different game servers, sightless mutually in gaming then they are to be isolated from each other, each game server it Between data and communication isolating will lead to user experience decline.
The present embodiment realizes communicating with each other for each game server by communication cluster, and by the way that the same data are arranged The data sharing of each game server is realized in library, to promote the experience of user.
In an optional implementation manner, multiple game garments can be encapsulated by black box in the present embodiment, wherein The purpose of encapsulation is to remove the user interface of selection game server, allows user to think only one current game server, leads to The register for the user interface that response logs in is crossed, server load balancing method according to the present invention distributes target for user Game server.
When the quantity of online number is more than the bearing capacity of existing game server, then it will increase new game services Device, however as game temperature reduce etc. reasons, online number constantly reduces will lead to a large amount of server resources leave unused, then can close Closing part divides game server to save resource, and user data included by the game server being merged at this time can be migrated to surplus Under game server in, this operation is properly termed as closing clothes, however the operation for closing clothes needs to carry out the migrations of data, may make At loss of data, and the game experiencing of user can be destroyed.
The present embodiment is by one database realizing data sharing of setting, when carrying out closing clothes operation, due to all users Data are stored in a database, and the migration of user's game data only needs to change certain data fields in database, and It does not need data moving to another database from a database, avoids the risk of loss of data, modification few as far as possible The data of user realize the smooth Data Migration of safety, improve security of system, and do not know the hair for closing clothes operation when user Raw, to improve the game experiencing of user.
The game server of user's selection is entirely and selects according to the wish of oneself in the prior art, to will lead to each The number of a game server is unevenly distributed, and increases the maintenance difficulties of game server, and based on the above issues, the present invention mentions A kind of server load balancing method has been supplied, has been illustrated below with reference to Fig. 2.
Fig. 2 is the flow chart one of server load balancing method provided in an embodiment of the present invention.As shown in Fig. 2, this method Include:
S201, the registration information according to client judge whether the game data of the corresponding user of client is empty, registration Information includes the mark of the corresponding game server of mark of user.
In the present embodiment, client is installed, user can pass through the client and game services in terminal in terminal Device interacts, to be registered, be logged in or specific game operation etc., wherein be stored with the mark of user in client Know the mark of corresponding game server, specifically, the mark of user for example can be the account of user, or can also be use Title, ID, the phone number at family etc., the present embodiment to the mark of user without limitation.
Wherein, the mark of user is corresponding with the mark of game server, specifically, if having been existed according to the mark of the user Registration was carried out on game server, then the mark of the corresponding game server of mark of user is that the mark of the user is corresponding Game data where game server, alternatively, if the user identifier of the user did not carried out registration, the mark of the user The mark of corresponding game server is not empty.
In an optional implementation manner, the registration information of client is judged according to the registration information of client first Whether corresponding to game server or corresponding game server whether there is.
If the corresponding game server of the registration information of client is sky, the mark not yet according to the user can be determined Register and (show the user as new user) or the corresponding game server of registration information in the absence of, can determine Corresponding game server has been switched off and (shows that the game server of old user is closed), needs to distribute game for user at this time Server.
Optionally, if the corresponding game server of the registration information of client is present in the list of game server (table The bright user is old user and game server can operate normally), then it can directly be obtained according to the mark of game server The link information of game server is taken, and establishes the connection between client and game server.
It will be understood by those skilled in the art that the specific implementation procedure judged according to the registration information of client can be with It is construed to open game client depending on the user's operation, and obtains the mark of the user of user's input, or from local acquisition Secondly the corresponding trip of middle acquisition is locally stored from client according to the mark of the user in the mark for the user that the last time logs in The mark of play server.
Further, if it is above-mentioned judge structure be it is no, need to distribute game server for user, first random selection the Two game servers, and the first process is randomly choosed on the second game server.
Wherein, the second game server is not the game server of user's registration account information, but executes distribution mesh The game server of the operation of game server is marked, specifically, randomly choosing the progress of the first process on the second game server Distribute the operation of moon target game server.
Object logic is logged according to the first process creation, and obtains the game data of user according to login object logic, In, the register that object logic is used to execute game is logged in,
In the present embodiment, the corresponding game server of registration information is empty (new user) and the corresponding trip of registration information Play server be closed (game server of old user is closed) be required to carry out target game server distribution, for for Two kinds of situations are operated respectively, it is therefore desirable to determine whether active user is new user first, specifically, the first process creation Login object logic, wherein logging in object logic is used to execute the game data of the register of game to obtain user.
It will be understood by those skilled in the art that the registration information according to client of above-mentioned introduction judges the game number of user According to whether be empty implementation being not unique implementation, such as game can also be determined according to the registration information of client The mark of server and the mark of user, and the mark of the mark of game server and user is sent in database and is looked into It askes, to determine whether the game data of user is sky, and details are not described herein again for remaining possible implementation, and the present embodiment is to judgement Specific implementation be not construed as limiting.
S202, if so, obtain the first online number of each game server, and according to the first of each game server Informant's number obtains the weight of each game server.
Wherein, however, it is determined that the game data of user is sky, then can determine that the corresponding user of registration information is new user, be When new user distributes target game server, the negative of game server is determined according only to the first online number of each game server It carries, to realize the load balancing of each game server.
Specifically, the weight of each game server is determined according to the first online number of each game server, wherein determining Specific implementation for example can the difference of online number that can carry of the according to first online number and game server As the weight of game server, then the first online number is fewer, and weight is bigger.
Alternatively, can also be directly using the first online number as the weight of game server, then the first online number is fewer, Its weight is smaller, the present embodiment to first determine game server weight with no restriction, as long as it is according to game server The first online number determine, it will be able to it is specific by the factor of the load of game server alternatively game server Implementation can be selected according to actual needs.
S203, according to the weight of each game server, obtain target game server, wherein target game server is Weight meets the game server of preset condition.
Wherein, preset condition for example can be maximum (the such as first online number is fewer, when weight is bigger) for the numerical value of weight, Also for example can be minimum (the such as first online number is fewer, and weight gets over hour) for the numerical value of weight, specific preset condition can To be selected according to the method for determination of weight, such as default value etc. can also be greater than for weight, the present embodiment does not make this Limitation.
In an optional implementation manner, the game server that weight meets preset condition is determined as target game clothes Business device.
S204, the link information of target game server is sent to client, so that client linking objective game garment Business device, wherein the link information includes the link address of target game server.
Specifically, needing to be existed according to the mark of the corresponding new user of registration information after determining target game server It is registered on target game server, then the link information of target game server is sent to client, wherein connection letter Breath includes the link address of target game server, can also include the mark etc. of target game server, client is according to mesh The link address of mark game server is connected to target game server, to complete the registration of new user, so that realizing will register The corresponding user of information distributes to target game server.
Optionally, before client is connected to target game server, client will disconnect and the second game garment first The connection of business device, and then connect with target game server.
Server load balancing method provided in an embodiment of the present invention is applied to game server cluster, game server Cluster includes multiple game servers, can be communicated with each other between each game server, this method comprises: according to the note of client Volume information judges whether the game data of the corresponding user of client is sky, and registration information includes the corresponding trip of mark of user The mark of play server.If so, obtaining the first online number of each game server, and according to the first of each game server Online number obtains the weight of each game server.According to the weight of each game server, target game server is obtained, In, target game server is the game server that weight meets preset condition.The link information of target game server is sent out Client is given, so that client linking objective game server, wherein link information includes the connection of target game server Address.The weight of each game server, and root are determined by the first online number according to each game server Target game server to be allocated is determined according to weight, is taken new user's registration to the target game for meeting preset condition with realizing It is engaged on device, so as to carry out the distribution of user according to the online number of each game server, so that each game server Number is evenly distributed, and realizes the load balancing of each game server, improves the level of resources utilization.
On the basis of the above embodiments, it is further discussed in detail below with reference to Fig. 3 and Fig. 4, Fig. 3 is the present invention The flowchart 2 for the server load balancing method that embodiment provides, Fig. 4 are that server load provided in an embodiment of the present invention is equal The system schematic two of weighing apparatus method.
As shown in figure 3, this method comprises:
S301, the registration information according to client judge whether the game data of the corresponding user of client is empty, registration Information includes the mark of the corresponding game server of mark of user, if so, S302 is executed, if it is not, then executing S311.
Specifically, the implementation of S301 is similar with S201, this is repeated no more herein.
S302, be directed to any game process, according to the first predetermined period detect game process the second online number whether It changes, if so, S303 is executed, if it is not, then executing S302.
In the present embodiment, a game server includes M process, and a single-point is wherein specifically included in M process Process and multiple game process, single-point process are used to handle the first online number of game server, and game process is for handling The operation logic of game server.
Single-point process and game process are introduced below with reference to Fig. 4, as shown in figure 4, each game server includes One single-point process and T game process, wherein T is integer, and T can be for example M-1, wherein each game process can handle The operation logic of multiple servers, i.e. a game process can connect multiple users, and wherein single-point process is used for place The online number of each process of game server handled.
Be introduced by taking any one game process as an example below, it is assumed that game process 1-1, where game services Device is game server 1, and the present embodiment is performed both by following operation for all game process.
Wherein, whether game process changes according to the second online number that the first predetermined period detects game process, Wherein the first predetermined period for example can be set to 5 frames, every frame here refer to the operation logic of game server every how long Time operation is primary, for example, can be set to it is primary every operation in 0.1 second, then a frame be 0.1 second or the first predetermined period also It can be directly disposed as 0.1 second etc., the set-up mode of the first predetermined period of the present embodiment is not construed as limiting.
Specifically, client selects corresponding target game server when user carries out register on the client Or any one game process in randomly selected game server is attached, then the second of connected game process exists Informant's number adds one;When user carries out offline operation by client, or the target game server of execution is assigned to for user, When then initial it is randomly selected for for user distribute target game server game process disconnected with client, then under The second online number that line operated or disconnected corresponding game process subtracts one.
In the present embodiment, the whether changed inspection of the second online number is carried out according to the first predetermined period by setting It surveys, the fluctuation of a large amount of online or offline online numbers of bring of user in the short time is coped with, to realize for resource Saving.
Secondly, continuing to be detected according to the first predetermined period, at this if the variation of the second online number is not detected In embodiment, the first predetermined period of each game process setting can be the same or different, and each game process is according to each From the first predetermined period detected, not detected according to the first predetermined period in synchronization, to improve detection Flexibility.
The single-point process of S303, the game server being sent to the second online number where game process.
If game process detects the variation of the second online number, need to allow other game process get second The variation of informant's number, the setting of single-point process is for handling the second online number in the present embodiment, then by currently detected second Online number is sent to the single-point process of the server where game process, wherein for example can be in present frame at the time of transmission Detect variation, sent in next frame, be directly transmitted alternatively, can also be in present frame, the present embodiment to this not It is limited.
The second online number of S304, each game process for including according to each game server, obtain each game server The first online number.
Specifically, single-point process carries out cumulative place according to the second online number of game process each in the game server of place Reason, the first online number of the game server where obtaining.
Wherein, the game server where single-point process be game server 1, with send the second online number game into Journey 1-1 corresponds to the same game server, and single-point process sends second online according to each game process in game server 1 Number is handled, with the obtain game server 1 first online number
Specifically, the second online number that single-point process can be sent according to each game process, updates each game process Second online number, and added up according to the second online number after the update of each game process, obtain game server 1 First online number, alternatively, single-point process can also be according to the second currently transmitted online number of each game process and last time The the second online number sent obtains its difference, and according to the first online number of game server 1 and difference handled with Obtain the first online number of updated game server 1.
Optionally, single-point process determines that the first online number can be in the second online number for receiving game process transmission Real-time perfoming later, alternatively, can not also be limited this herein for what is carried out according to predetermined period timing.
In the present embodiment, single-point process can also be according to the second predetermined period, by the game server where single-point process The first online number broadcast to remaining game server, wherein the second predetermined period can be selected according to actual needs, Second predetermined period of each single-point process setting can be the same or different, and each single-point process is second pre- according to oneself If the period is broadcasted, it is not necessary to be broadcasted in synchronization.
Assuming that single-point process is the process in game server 1, then single-point process can be according to the second predetermined period, by game The online number of the first of server 1 broadcast to game server 2,3 ..., N.
Further, the first online number that single-point process is broadcasted according to remaining single-point process, obtains each game services The online number of the first of device, and the first of each game server the online number is sent to the game server where single-point process Each game process.
By the broadcast of broadcast and single-point process to game process between single-point process, game server can be made All game process in cluster can get the first online number of each game server, so that carrying out target trip The timing really of play server, can be using the first of each game server the online number as foundation.
S305, the number according to the game process of the first online number and each game server of each game server, obtain The average online number of each game process into each game server.
In the present embodiment, the first of each game server the online number may be different, but theoretically each The configuration of a game server be it is identical, the physical machine of possible partial game server breaks down, and leads to game therein Process tails off, therefore when calculating the weight of game server, it should be carried out using the average online number of each game process The measurement of online number.
Specifically, can for example calculate the average online number of each game process according to formula one.
Onlie_num_per_game=int (math.ceil ((float (server_online_num)/game_pro_ nums)))
Formula one
Wherein, onlie_num_per_game is average online number, and server_online_num is the of game process One online number, game_pro_nums are the number of game process, and int, math.ceil and float are the place in programming Function is managed, concrete meaning can refer to the explanation of the prior art.
The present embodiment measures the first online number of game server by the average online number of game process, avoids The different problem of game process number of each game server, to promote the reasonability and correctness that weight determines.
S306, be directed to any game server, judge each game process that it includes average online number whether be more than First preset threshold, if so, S307 is executed, if it is not, then executing S308.
S307, the weight for determining game server are default weight.
S308, the weight for determining game server are between the average online number of game process and the first preset threshold Difference.
Below by taking any game server (being assumed to be game server 1) as an example to S306, S307 and S308 together into Row illustrates, is performed both by following operation to any one game server in the present embodiment.
Specifically, the average online number of each game process of game server 1 is compared with the first preset threshold, Wherein the first preset threshold is the online number that each game process is at best able to carrying, be can be according to game server What pressure test was estimated, it can be set, its numerical value is not construed as limiting according to actual needs herein.
In the present embodiment, it is illustrated so that the fewer respective weights of online number are bigger as an example, it is determined that target game clothes The preset condition of business device is that weight is maximum, and wherein weight is bigger, online number is fewer, then shows that its selected probability is bigger.
In an optional implementation manner, if the average online number of each game process is more than the first preset threshold, Show that the average online number of each game process has been over the online number that game process can carry, to avoid weight from going out The weight for determining game server is default weight by existing negative value, wherein default weight is the minimum value of weight value, so that The selected probability of the game server is minimum, such as can be 1, and also such as can be 0.1, specific implementation can be with It is selected according to the set-up mode of weight.
In another optional implementation, if the average online number of game process is less than the first preset threshold, Then show that each process in game server 1 there can also be the ability for being carried on informant's number, it is determined that the weight of game server For the difference between the average online number of game process and the first preset threshold, wherein the game garment that average online number is fewer Business device, weight is also bigger, and corresponding selected probability is also bigger.
Specifically, the determination of weight can be carried out according to following formula two.
Weight=max (GAME_ONLINE_NUM_UPPER-online_num_per_game, 1)
Formula two
Wherein, Weight is weight, and GAME_ONLINE_NUM_UPPER is the first preset threshold, online_num_per_ Game is average online number, and 1 is that (assuming that minimum 1) of weight, max is the function being maximized to default weight.
It is to guarantee each process when a game server using the purpose that difference calculates weight in the present embodiment When average online number is more than the threshold value of setting, corresponding weight is minimum, to guarantee to there will be no new user's quilt It is assigned on game server at full capacity in this way, and the game server that the online number for newly starting is 0, then its weight It is the largest, to guarantee that the user of subsequent login can be assigned on the game server of light load, thus effective real The now load balancing between each game server.
Optionally, in the present embodiment, it is determined that after target game server, specifically selected on target game server Which game process executes game logic, then carries out at random.
S309, according to the weight of each game server, obtain target game server, wherein target game server is Weight meets the game server of preset condition.
S310, the link information of target game server is sent to client, so that client linking objective game garment Business device, wherein link information includes the link address of target game server.
Wherein, the implementation of S309, S310 are similar with S203, S204, and details are not described herein again.
S311, the registration information according to client obtain the mark of the first game server, wherein the first game services Device is the server where the game data of user.
Optionally, however, it is determined that the game data of the corresponding user of client is not sky, then shows that the user had carried out It has registered, is that an old user then according to the registration information of client obtains the first service where the game data of user Device.
In an alternate embodiment of the invention, it is assumed that registered user, client are replaced, and user uses one New client device is connect with game server, then in client not stored user registration information, at this time can according to The mark (such as game account, ID or phone number) of the user of family input, obtains the first game server from database Mark.
S312, according to the mark of the first game server, judge whether the first game server closes or the first game Whether the online number of server is more than the second preset threshold, if so, S313 is executed, if it is not, then executing S314.
S313, according to the weight of each game server except first server, obtain target game server.
S314, the link information of target game server is sent to client, so that client linking objective game garment Business device, wherein link information includes the link address of target game server.
In an optional implementation manner, however, it is determined that the first game server close or the first game server Informant's number is more than the second preset threshold, then can determine that the first game server can not be held by clothes or the first game server are closed More users are carried, need to distribute new target game server at this time for user.
Specifically according to the weight of each game server except first server, target game server is obtained, and make Client to be connected to the implementation of target game server similar with the above-mentioned implementation of new user that is directed to, herein no longer It repeats.
S315, the link information of the first game server is sent to client, so that client connects the first game garment Business device, wherein link information includes the link address of the first game server.
In another optional implementation, however, it is determined that the first game server is not turned off or the first game services The online number of device is not above the second preset threshold, then shows that user can normally connect the first game server, then user It is normally connected according to the link information of the first game server.
Server load balancing method provided in an embodiment of the present invention, comprising: according to the registration information of client, judge visitor Whether the game data of the corresponding user in family end is sky, and registration information includes the mark of the corresponding game server of mark of user Know, if so, being directed to any game process, whether is occurred according to the second online number that the first predetermined period detects game process Variation, if so, the single-point process for the game server the second online number being sent to where game process.According to each game Second online number of each game process that server includes obtains the first online number of each game server.According to each trip The number for the first online number of server and the game process of each game server of playing, obtains each game in each game server The average online number of process.For any game server, judge that the average online number for each game process that it includes is It is no more than the first preset threshold, if so, determining that the weight of game server is default weight.If not, it is determined that game services The weight of device is the difference between the average online number of game process and the first preset threshold.According to the power of each game server Weight, obtains target game server, wherein target game server is the game server that weight meets preset condition.By mesh The link information of mark game server is sent to client, so that client linking objective game server, wherein link information Link address including target game server.If it is determined that the game data of the corresponding user of client is not sky, then according to visitor The registration information at family end, obtain the first game server mark, wherein the first game server for user game data institute Server.According to the mark of the first game server, judge whether the first game server closes or the first game garment Whether the online number of business device is more than the second preset threshold, if so, according to each game server except first server Weight obtains target game server.The link information of target game server is sent to client, so that client connects Target game server, wherein link information includes the link address of target game server.If it is not, then by the first game garment The link information of business device is sent to client, so that client connects the first game server, wherein link information includes first The link address of game server.
By setting single-point process handle the first online number data, to other each single-point processes carry out broadcast and It is broadcasted to corresponding game process, the timely broadcast of the first online number may be implemented, and can be effectively reduced wide The traffic broadcast has saved the resource of game server.Online number and first is averaged in advance secondly by each game server It the use of weight is that user distributes target game server to obtain the weight of corresponding game server if threshold calculations difference, from And the equilibrium of the online number of each game server is effectively ensured.
Fig. 5 is the structural schematic diagram of server load balancing device provided in an embodiment of the present invention.As shown in figure 5, the dress Setting 50 includes: judgment module 501, acquisition module 502, determining module 503 and sending module 504.
Judgment module 501 judges that the game data of the corresponding user of client is for the registration information according to client No is sky, and registration information includes the mark of the corresponding game server of mark of user;
Module 502 is obtained, for if so, obtain the first online number of each game server, and according to each game garment First online number of business device obtains the weight of each game server;
Determining module 503 obtains target game server for the weight according to each game server, wherein target trip Play server is the game server that weight meets preset condition;
Sending module 504, for the link information of target game server to be sent to client, so that client connects Target game server, wherein link information includes the link address of target game server.
In a kind of possible design, game server includes a single-point process and multiple game process, wherein single-point Process is used to handle the first online number of game server, and game process is used to handle the operation logic of game server.
In a kind of possible design, obtains module 502 and is specifically used for:
For any game process, whether become according to the second online number that the first predetermined period detects game process Change;
If so, the single-point process for the game server the second online number being sent to where game process;
According to the second online number of each game process that each game server includes, the first of each game server is obtained Online number;
According to the first online number of each game server, the weight of each game server is obtained.
In a kind of possible design, obtains module 502 and is specifically used for:
Single-point process carries out accumulation process according to the second online number of game process each in the game server of place, obtains The online number of the first of the game server at place;
The first online number that single-point process is broadcasted according to remaining single-point process, obtain the first of each game server Informant's number, and the first of each game server the online number is sent to each game of game server where single-point process into Journey.
In a kind of possible design, the first online number and weight are negative correlativing relation, and preset condition is that weight is maximum;
Module 502 is obtained to be specifically used for:
According to the number of the first online number of each game server and the game process of each game server, each trip is obtained The average online number of each game process in play server;
For any game server, judge whether the average online number for the game process that it includes is default more than first Threshold value;
If so, determining that the weight of game server is default weight;
If not, it is determined that the weight of game server is between the average online number of game process and the first preset threshold Difference.
In a kind of possible design, if the game data of user is not sky, obtains module 502 and is also used to:
According to the registration information of client, the mark of the first game server is obtained, wherein the first game server is to use Server where the game data at family;
According to the mark of the first game server, judge whether the first game server closes or the first game server Online number whether more than the second preset threshold;
If so, obtaining target game server according to the weight of each game server except first server;
The link information of target game server is sent to client, so that client linking objective game server, Wherein, link information includes the link address of target game server.
In a kind of possible design, judgment module 501 is specifically used for:
According to the registration information of client, judge whether the registration information of client corresponds to game server or corresponding Game server whether there is;
If it is not, then randomly choosing the second game server, and the first process is randomly choosed on the second game server;
Object logic is logged according to the first process creation, and obtains the game data of user according to login object logic, In, log in the register that object logic is used to execute game;
Whether the game data for judging user is empty.
Device provided in this embodiment can be used for executing the technical solution of above method embodiment, realization principle and skill Art effect is similar, and details are not described herein again for the present embodiment.
Fig. 6 is the hardware structural diagram of server load balancing equipment provided in an embodiment of the present invention, as shown in fig. 6, The server load balancing equipment 60 of the present embodiment includes: processor 601 and memory 602;Wherein
Memory 602, for storing computer executed instructions;
Processor 601, for executing the computer executed instructions of memory storage, to realize server in above-described embodiment Each step performed by load-balancing method.It specifically may refer to the associated description in preceding method embodiment.
Optionally, memory 602 can also be integrated with processor 601 either independent.
When memory 602 is independently arranged, which further includes bus 603, described for connecting Memory 602 and processor 601.
The embodiment of the present invention also provides a kind of computer readable storage medium, stores in the computer readable storage medium There are computer executed instructions, when processor executes the computer executed instructions, realizes server load balancing equipment as above Performed server load balancing method.
In several embodiments provided by the present invention, it should be understood that disclosed device and method can pass through it Its mode is realized.For example, apparatus embodiments described above are merely indicative, for example, the division of the module, only Only a kind of logical function partition, there may be another division manner in actual implementation, for example, multiple modules can combine or It is desirably integrated into another system, or some features can be ignored or not executed.Another point, it is shown or discussed it is mutual it Between coupling, direct-coupling or communication connection can be through some interfaces, the INDIRECT COUPLING or communication link of device or module It connects, can be electrical property, mechanical or other forms.
The above-mentioned integrated module realized in the form of software function module, can store and computer-readable deposit at one In storage media.Above-mentioned software function module is stored in a storage medium, including some instructions are used so that a computer Equipment (can be personal computer, server or the network equipment etc.) or processor (English: processor) execute this Shen Please each embodiment the method part steps.
It should be understood that above-mentioned processor can be central processing unit (English: Central Processing Unit, letter Claim: CPU), can also be other general processors, digital signal processor (English: Digital Signal Processor, Referred to as: DSP), specific integrated circuit (English: Application Specific Integrated Circuit, referred to as: ASIC) etc..General processor can be microprocessor or the processor is also possible to any conventional processor etc..In conjunction with hair The step of bright disclosed method, can be embodied directly in hardware processor and execute completion, or with hardware in processor and soft Part block combiner executes completion.
Memory may include high speed RAM memory, it is also possible to and it further include non-volatile memories NVM, for example, at least one Magnetic disk storage can also be USB flash disk, mobile hard disk, read-only memory, disk or CD etc..
Bus can be industry standard architecture (Industry Standard Architecture, ISA) bus, outer Portion's apparatus interconnection (Peripheral Component, PCI) bus or extended industry-standard architecture (Extended Industry Standard Architecture, EISA) bus etc..Bus can be divided into address bus, data/address bus, control Bus etc..For convenient for indicating, the bus in illustrations does not limit only a bus or a type of bus.
Above-mentioned storage medium can be by any kind of volatibility or non-volatile memory device or their combination It realizes, such as static random access memory (SRAM), electrically erasable programmable read-only memory (EEPROM), erasable programmable Read-only memory (EPROM), programmable read only memory (PROM), read-only memory (ROM), magnetic memory, flash memory, Disk or CD.Storage medium can be any usable medium that general or specialized computer can access.
Those of ordinary skill in the art will appreciate that: realize that all or part of the steps of above-mentioned each method embodiment can lead to The relevant hardware of program instruction is crossed to complete.Program above-mentioned can be stored in a computer readable storage medium.The journey When being executed, execution includes the steps that above-mentioned each method embodiment to sequence;And storage medium above-mentioned include: ROM, RAM, magnetic disk or The various media that can store program code such as person's CD.
Finally, it should be noted that the above embodiments are only used to illustrate the technical solution of the present invention., rather than its limitations;To the greatest extent Pipe present invention has been described in detail with reference to the aforementioned embodiments, those skilled in the art should understand that: its according to So be possible to modify the technical solutions described in the foregoing embodiments, or to some or all of the technical features into Row equivalent replacement;And these are modified or replaceed, various embodiments of the present invention technology that it does not separate the essence of the corresponding technical solution The range of scheme.

Claims (16)

1. a kind of server load balancing method, which is characterized in that be applied to game server cluster, the game server collection Group includes multiple game servers, can be communicated with each other between each game server, which comprises
According to the registration information of client, judge whether the game data of the corresponding user of the client is empty, the registration Information includes the mark of the corresponding game server of mark of the user;
If so, obtain the first online number of each game server, and according to the first of each game server Informant's number obtains the weight of each game server;
According to the weight of each game server, target game server is obtained, wherein the target game server is institute State the game server that weight meets preset condition;
The link information of the target game server is sent to the client, so that the client connects the target Game server, wherein the link information includes the link address of target game server.
2. the method according to claim 1, wherein the game server includes a single-point process and multiple Game process, wherein the single-point process is used to handle the first online number of the game server, and the game process is used In the operation logic for handling the game server.
3. according to the method described in claim 2, it is characterized in that, described obtain the first of each game server in informant Number, and the weight of each game server is obtained according to the first online number of each game server, comprising:
For any game process, whether become according to the second online number that the first predetermined period detects the game process Change;
If so, the single-point process for the game server the described second online number being sent to where the game process;
According to the second online number of each game process that each game server includes, each game services are obtained The online number of the first of device;
According to the first online number of each game server, the weight of each game server is obtained.
4. according to the method described in claim 3, it is characterized in that, it is described according to each game server include it is each described The online number of the second of game process obtains the first online number of each game server, comprising:
The single-point process carries out accumulation process according to the second online number of the game process each in the game server of place, First online number of the game server where obtaining;
The first online number that the single-point process is broadcasted according to remaining single-point process obtains the of each game server One online number, and the first online number of each game server is sent to the game services where the single-point process Each game process of device.
5. according to the method described in claim 3, it is characterized in that, the first online number and the weight are negatively correlated close System, then the preset condition is that the weight is maximum;
The first online number according to each game server, obtains the weight of each game server, comprising:
According to the number of the first online number of each game server and the game process of each game server, obtain The average online number of each game process in each game server;
For any game server, judge whether the average online number for the game process that it includes is default more than first Threshold value;
If so, determining that the weight of the game server is default weight;
If not, it is determined that the weight of the game server is that the average online number of the game process is preset with described first Difference between threshold value.
6. the method according to claim 1, wherein the method is also wrapped if the game data of user is not sky It includes:
According to the registration information of client, the mark of the first game server is obtained, wherein first game server is to use Server where the game data at family;
According to the mark of first game server, judge whether first game server closes or the first game garment Whether the online number of business device is more than the second preset threshold;
If so, obtaining target game server according to the weight of each game server except first server;
The link information of the target game server is sent to the client, so that the client connects the target Game server, wherein the link information includes the link address of target game server.
7. the method according to claim 1, wherein the registration information according to client, judges the visitor Whether the game data of the corresponding user in family end is empty, comprising:
According to the registration information of client, judge whether the registration information of the client corresponds to game server or corresponding Game server whether there is;
If it is not, then randomly choosing the second game server, and the first process is randomly choosed on second game server;
Object logic is logged according to first process creation, and obtains the game of the user according to the login object logic Data, wherein the register for logging in object logic and being used to execute game;
Whether the game data for judging the user is empty.
8. a kind of server load balancing device, which is characterized in that be applied to game server cluster, the game server collection Group includes multiple game servers, can be communicated with each other between each game server, described device includes:
Judgment module, for the registration information according to client, judge the corresponding user of the client game data whether For sky, the registration information includes the mark of the corresponding game server of mark of the user;
Module is obtained, for if so, obtain the first online number of each game server, and according to each game garment First online number of business device obtains the weight of each game server;
Determining module obtains target game server for the weight according to each game server, wherein the target Game server is the game server that the weight meets preset condition;
Sending module, for the link information of the target game server to be sent to the client, so that the client End connects the target game server, wherein the link information includes the link address of target game server.
9. device according to claim 8, which is characterized in that the game server includes a single-point process and multiple Game process, wherein the single-point process is used to handle the first online number of the game server, and the game process is used In the operation logic for handling the game server.
10. device according to claim 9, which is characterized in that the acquisition module is specifically used for:
For any game process, whether become according to the second online number that the first predetermined period detects the game process Change;
If so, the single-point process for the game server the described second online number being sent to where the game process;
According to the second online number of each game process that each game server includes, each game services are obtained The online number of the first of device;
According to the first online number of each game server, the weight of each game server is obtained.
11. device according to claim 10, which is characterized in that the acquisition module is specifically used for:
The single-point process carries out accumulation process according to the second online number of the game process each in the game server of place, First online number of the game server where obtaining;
The first online number that the single-point process is broadcasted according to remaining single-point process obtains the of each game server One online number, and the first online number of each game server is sent to the game services where the single-point process Each game process of device.
12. device according to claim 10, which is characterized in that the first online number is negative correlation with the weight Relationship, the preset condition are that the weight is maximum;
The acquisition module is specifically used for:
According to the number of the first online number of each game server and the game process of each game server, obtain The average online number of each game process in each game server;
For any game server, judge whether the average online number for the game process that it includes is default more than first Threshold value;
If so, determining that the weight of the game server is default weight;
If not, it is determined that the weight of the game server is that the average online number of the game process is preset with described first Difference between threshold value.
13. device according to claim 8, which is characterized in that if the game data of user is not empty, the acquisition module It is also used to:
According to the registration information of client, the mark of the first game server is obtained, wherein first game server is to use Server where the game data at family;
According to the mark of first game server, judge whether first game server closes or the first game garment Whether the online number of business device is more than the second preset threshold;
If so, obtaining target game server according to the weight of each game server except first server;
The link information of the target game server is sent to the client, so that the client connects the target Game server, wherein the link information includes the link address of target game server.
14. device according to claim 8, which is characterized in that the judgment module is specifically used for:
According to the registration information of client, judge whether the registration information of the client corresponds to game server or corresponding Game server whether there is;
If it is not, then randomly choosing the second game server, and the first process is randomly choosed on second game server;
Object logic is logged according to first process creation, and obtains the game of the user according to the login object logic Data, wherein the register for logging in object logic and being used to execute game;
Whether the game data for judging the user is empty.
15. a kind of server load balancing equipment characterized by comprising
Memory, for storing program;
Processor, for executing the described program of the memory storage, when described program is performed, the processor is used for Execute the method as described in any in claim 1 to 7.
16. a kind of computer readable storage medium, which is characterized in that including instruction, when run on a computer, make to succeed in one's scheme Calculation machine executes the method as described in any in claim 1 to 7.
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