CN110327621A - For the matched method and apparatus of network game client - Google Patents

For the matched method and apparatus of network game client Download PDF

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Publication number
CN110327621A
CN110327621A CN201910335538.0A CN201910335538A CN110327621A CN 110327621 A CN110327621 A CN 110327621A CN 201910335538 A CN201910335538 A CN 201910335538A CN 110327621 A CN110327621 A CN 110327621A
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CN
China
Prior art keywords
game
server
information
client
room
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.)
Pending
Application number
CN201910335538.0A
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Chinese (zh)
Inventor
孙雷
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.)
SHANGHAI KAIYING NETWORK TECHNOLOGY Co Ltd
Original Assignee
SHANGHAI KAIYING 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
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Priority to CN201910335538.0A priority Critical patent/CN110327621A/en
Publication of CN110327621A publication Critical patent/CN110327621A/en
Pending legal-status Critical Current

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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
    • 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/358Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/75Enforcing rules, e.g. detecting foul play or generating lists of cheating players

Abstract

This application provides one kind to be used for the matched method and apparatus of network game client, candidate server information can be obtained by the first game connection request based on the received, according further to the server link information and game room acquisition of information target game server info in candidate server information, target game server info is returned into client again, the client newly accessed is allocated according to game room information to be realized while meeting server load balancing demand, it is wasted so as to avoid server resource caused by server resource is persistently occupied between the not full amusement arcade in initial server, the problems such as poor user experience caused by client in game room persistently waits, realizes making full use of for server resource, improve the game experiencing of user;A lower coupling is realized using completely new approach simultaneously, high joint efficiency, framework is simple, and game server easy to maintain alleviates the maintenance cost of developer.

Description

For the matched method and apparatus of network game client
Technical field
This application involves field of network game, more particularly to one kind for the matched method of network game client and to set It is standby.
Background technique
Currently, the online game that can be realized online battle is popular.In on-premise network game, a online game It can be deployed on multiple servers simultaneously, a plurality of online games can also be deployed in simultaneously on a server, to adapt to Concurrent user's quantity of different game.In the online game of online battle, multiple users participate in one by client jointly In office's game, the number of users that one innings can simultaneously participate in different online games is different, for example, it may be 2 users, 4 User, 6 users, 10 users etc.;Same to participate in number, playing method is also different, for example, being both 10 people, there is 5V5 battle, There are 10 people's tangled warfares.Participation number and playing method can be collectively referred to as game rule.Server is usually that each innings of game creates one There is fixed rule in game room, game room, that is, have fixed number limitation, also have fixed playing method, in game room It can start this innings of game after number is full.
The deployment services device of online game can also be extended according to the active user quantity of certain online game, such as The active user number for just having started certain game is few, this game only uses a server, with the increase of user, later again Two-server is increased for this game, to meet the needs of this game.After increasing server, in order to meet more clothes The demand of load balancing between business device, existing scheme are that the quantity for connecting game client according to server distributes new client, The game client newly accessed is assigned on the least server of client connection number, the game client newly accessed in this way is just It can be assigned to always on new server, so as to cause shortage of staff always between the not full amusement arcade on an initial server, It can only wait always, to cause the waste of server resource, the game user waiting time is very long, and user experience is poor.
Summary of the invention
The purpose of the application is to provide one kind for the matched method and apparatus of network game client, for solving Following problems:
1) not full in the free dilatation of game server, capacity reducing and initial server resulting under the prior art Game room is unable to get the problem of new access client in a long time;
2) the problem of user matches game room, is realized in optimization.
To achieve the above object, some embodiments of the present application provide one kind at first server end for online game The matched method of client, wherein this method comprises:
The first game connection request that client is sent is received, the first game connection request includes game identifier and trip Play Rule Information;
According to the game identifier and the game rule information, determines candidate's game server and obtain candidate game garment Business device information;
According to server link information and game room information in the candidate game server information, target game is obtained Server info;
The target game server info is back to the client, so that the client is swum according to the target Play server info sends the second game connection request to target game server.
Further, it according to the game identifier, determines candidate's game server and obtains candidate game server information, Include:
Obtain the mapping relation information of game identifier and game rule information and game server;
According to the mapping relation information, game server corresponding with the game identifier is obtained;
The corresponding game server is determined as candidate game server and obtains relevant information.
Further, the server link information and the game room information are obtained from global buffer.
Further, the server link information includes server connections, and game room information includes and institute State the vacancy number of game identifier and the corresponding game room of the game rule information.
Further, it according to server link information and game room information in the candidate game server information, obtains Take target game server info, comprising:
If in candidate's game server information including more game server information, and the vacancy in the game room When number is all larger than 0, the corresponding candidate game server of the vacancy number minimum value in the game room is determined as target game clothes Business device, and obtain the information of the target game server.
Further, it according to server link information and game room information in the candidate game server information, obtains Take target game server info, comprising:
If in candidate's game server information including more game server information, and the vacancy in the game room When number is 0, the corresponding candidate game server of the server connections minimum value is determined as target game server, and Obtain the information of the target game server.
Further, it according to server link information and game room information in the candidate game server information, obtains Take target game server info, comprising:
If including separate unit game server information in candidate's game server information, which is believed Breath is determined as target game server info.
Further, after the first game connection request for receiving client transmission, further includes:
The link information of the client is inquired in global buffer;
If inquiring the link information and connection status is abnormal disconnection, the link information is back to the visitor Family end.
Further, the target game server info is back to the client, comprising:
The disposable connection voucher of the corresponding target game server is generated, and the voucher is stored in global buffer In;
The target game server info and the connection voucher are digitally signed, and the target game is taken Business device information, the connection voucher and signing messages are back to the client.
Some embodiments of the present application additionally provide a kind of matched for network game client at second server end Method, wherein this method comprises:
The second game connection request that client is sent is received, the second game connection request includes client-side information;
Determine target game room;
The client-side information is added to the target game room;
When client terminal quantity in the target game room reaches preset threshold, notice all clients start game.
Further, after the second game connection request for receiving client transmission, further includes:
Target game server info, connection voucher and signing messages are verified, the second game connection request In further include the target game server info, the connection voucher and the signing messages.
Further, after the second game connection request for receiving client transmission, further includes:
Client link information is generated according to the client-side information, and the client link information is saved to the overall situation Caching;
The client-side information is saved to queue to be matched.
Further, it is determined that before target game room, further includes:
Client-side information is obtained from the queue to be matched, the client-side information includes game identifier and game rule Information.
Further, it is determined that target game room, comprising:
According to the game identifier and the game rule information, obtain current just in matched game room;
If described current just in the presence of matched game room, currently just it is being determined as mesh in matched game room for described Mark game room;
If described be just not present in matched game room, the new game room and new game room is true is created It is set to target game room.
Further, this method further include:
If all clients information processing is completed in queue to be matched, server link information and game room letter are modified Breath, and in global buffer the server link information and the game room information be updated.
Some embodiments of the present application additionally provide a kind of server, which includes referring to for storing computer program The memory of order and processor for executing program instructions, wherein when the computer program instructions are executed by the processor, Make the server execute it is aforementioned at first server end for the matched method of network game client and/or in second server End is used for the matched method of network game client.
Some embodiments of the present application additionally provide a kind of computer-readable medium, are stored thereon with computer-readable finger Enable, the computer-readable instruction can be executed by processor with realize it is aforementioned at first server end for network game client Matched method and/or second server end be used for the matched method of network game client.
Compared with prior art,
1) scheme provided by the present application can obtain candidate server information by the first game connection request based on the received, then Further according to the server link information and game room acquisition of information target game server letter in candidate server information Breath, then target game server info is returned into client, so as to guarantee the second game server to a certain extent The legitimacy of connection;It can satisfy free dilatation, the capacity reducing of server;Realization while meeting server load balancing demand The client newly accessed is allocated according to game room information, so as to avoid the not full game in initial server Room persistently occupies the waste of server resource caused by server resource, and the client in game room is used caused by persistently waiting The problems such as family experience difference, making full use of for server resource is realized, the game experiencing of user is improved.
2) scheme provided by the present application first verification connection legitimacy when client connects the second game server, connects into Not in connection process, the logic in game room is added in processing after function, and client write-in is only waited matched queue, game Server from etc. obtain client-side information in queue to be matched, and according in client-side information game identifier and game rule believe Client is added to target game room by breath, rather than is directly added when being connected to server, people from room Man Liaohou Notice client starts game.Since connection treatment progress is only responsible for processing connection, not responsible matching room, so client connects It is very high to connect efficiency.Game server carries out client-game room and matches usable one process processing, so as to avoid more Client fights for the concurrent problem in the same game room simultaneously, is internal memory operation full when being matched, high-efficient, although single Process, but not influence room matching efficiency.Client connection and matching room, which are separately handled, makes entire second game server Coupling reduces, and logic is apparent simpler, is more convenient for safeguarding.
Detailed description of the invention
By reading a detailed description of non-restrictive embodiments in the light of the attached drawings below, the application's is other Feature, objects and advantages will become more apparent upon:
Fig. 1 is used for the matched method of network game client at first server end for one kind provided by the embodiments of the present application Flow chart.
Fig. 2 is used for the matched method of network game client at second server end for one kind provided by the embodiments of the present application Flow chart.
Specific embodiment
The application is described in further detail with reference to the accompanying drawing.
In a typical configuration of this application, terminal, the equipment of service network and trusted party include one or more Processor (CPU), input/output interface, network interface and memory.
Memory may include the non-volatile memory in computer-readable medium, random access memory (RAM) and/or The forms such as Nonvolatile memory, such as read-only memory (ROM) or flash memory (flashRAM).Memory is showing for computer-readable medium Example.
Computer-readable medium includes permanent and non-permanent, removable and non-removable media can be by any method Or technology come realize information store.Information can be computer readable instructions, data structure, the module of program or other data. The example of the storage medium of computer includes, but are not limited to phase change memory (PRAM), static random access memory (SRAM), moves State random access memory (DRAM), other kinds of random access memory (RAM), read-only memory (ROM), electric erasable Programmable read only memory (EEPROM), flash memory or other memory techniques, read-only disc read only memory (CD-ROM) (CD-ROM), Digital versatile disc (DVD) or other optical storage, magnetic cassettes, magnetic tape disk storage or other magnetic storage devices or Any other non-transmission medium, can be used for storage can be accessed by a computing device information.As defined in this article, computer Readable medium does not include non-temporary computer readable media (transitory media), such as the data-signal and carrier wave of modulation.
Some embodiments of the present application provide one kind at first server end for the matched side of network game client Method.As shown in Figure 1, this method comprises the following steps:
Step S101, receives the first game connection request that client is sent, and the first game connection request includes trip Play mark and game rule information;
Step S102 determines candidate's game server and obtains according to the game identifier and the game rule information Candidate game server information;
Step S103, according to the server link information and game room information in the candidate game server information, Obtain target game server info;
The target game server info is back to the client by step S104 so that the client according to The target game server info sends the second game connection request to target game server.
The program is especially suitable for the scene for wishing to carry out more game servers load balancing, can be according to client The first game connection request that end is sent obtains candidate game server information, and according to the clothes in candidate game server information Device link information of being engaged in and game room acquisition of information target game server info, then target game server info is returned to Client, client send the second game connection request according to obtained target game server info.
In some embodiments of the present application, the game connection that first server end is used to receive game client transmission is asked It asks, and determines the client target game server to be connected for the game connection request, client reconnects target game clothes Business device carries out game.Here, first server end may include supporting network connection to provide the hardware of various network services Equipment or software.When first server end includes hardware, the distributed apparatus of multiple network equipment compositions may be implemented into Group, also may be implemented into single network equipment, is such as implemented as distributed server or individual server.When first server end is wrapped When including software, it may be mounted in the above-mentioned cited network equipment.At this moment, as software, may be implemented into for example for The multiple softwares or software module of Distributed Services are provided, single software or software module also may be implemented into.It does not do and has herein Body limits.
In step s101, first server receives the first game connection request that client is sent.Here, client can To be the various electronic equipments that can access the network-side by network, hardware device or software can be implemented as.Work as visitor When family end includes hardware, smart phone, tablet computer, E-book reader, portable calculating on knee may include but be not limited to Machine and desktop computer etc..When client includes software, may be mounted in above-mentioned various electronic equipments, and may be implemented For single or multiple software modules.It include that game identifier and game rule are believed in the first game connection request that client is sent Breath, game identifier are used to indicate that the mark that client (or corresponding user) wants the online game played, game rule information are used To indicate that client (or corresponding user) wants the playing method and game room maximum number of the game played.First server passes through Game identifier identifies the multiple network game run on it, distinguishes amusement arcade by game identifier and game rule information Between, for example, a game have 5V5 10 people fight playing method, also have 10 people's tangled warfare playing methods, the maximum number in game room is all here 10, but playing method is different, therefore is two different game rule information, thus corresponding two different game rooms.
In step s 102, first server determines candidate's game server and obtains candidate according to the game identifier Game server information.Here, a online game may be run on more game servers simultaneously, it is also possible to other nets Network game is run on a game server simultaneously, and first server can be currently running this according to game identifier determination The server for running this online game is determined as candidate game server by the server of online game.It is more due to that may have Platform game server runs this game simultaneously, therefore candidate game server can be the column of more game servers composition Table.
In some embodiments of the present application, first server is determining and to obtain candidate game server information may include as follows Step: 1) mapping relation information of game identifier and game rule information and game server is obtained;2) according to the mapping relations Information obtains game server corresponding with the game identifier and game rule information;3) the corresponding game server is determined For candidate game server and obtain relevant information.Here, the mapping of game identifier and game rule information and game server Relation information can be reserved in first server, also can be reserved in the buffer, if saving can largely mention in the buffer Rise speed and efficiency that first server obtains the mapping relation information.
Here, mapping relation information saves the corresponding relationship of game identifier and game rule information and game server, Identical game identifier and game rule information may correspond to multiple game servers.Due to the corresponding game of certain online game The client terminal quantity that server can be accessed according to the game carries out dynamic expansion or reduction, therefore the game mark of this online game Knowing with game server corresponding to game rule information is also dynamic change, and then leads to the variation of mapping relation information. Mapping relation information may be implemented in a variety of ways, such as file, database, key-value pair etc..
First server obtains real-time mapping relation information, and is closed according to game identifier and game rule information in mapping It is to be inquired in information, obtains game server corresponding with the game identifier and game rule information, that is, currently transporting The game server of this online game of row.These game servers are determined as candidate game server, and obtain candidate trip The relevant information of play server, such as network address, online game port, OS Type, operating system version, network trip Play version, server link information, game room information etc..
In the preferred embodiment of the application, first server can manage pair of a game server and online game Relation mapping table is answered, which indicates which platform server which online game is distributed on, can be there are multiple nets on a server Network game can also be run on multiple servers with an online game.When needing to adjust server disposition, it is only necessary to modify Corresponding relationship mapping table, can very easily upper and lower line server.Meanwhile maximum connection also is configured with for every server Number, can also show current server connections, so as to know when this plus server, if need to merge service Device.
In step s 103, first server is according to the server link information and game in candidate game server information Room information obtains target game server info.If, directly will be candidate here, candidate game server only one Game server is determined as target game server and obtains corresponding information;If candidate game server there are more, need It to select a candidate game server as target game server from more candidate game servers, selected When, determined by server link information in every candidate game server information and game room information one it is optimal Candidate game server.
In some embodiments of the present application, server link information and game room information are delayed by first server from the overall situation Deposit middle acquisition.Global buffer is independent deployment, operates in caching on cache server, is first server and second server Buffer service is provided, preserves the information frequently accessed in global buffer, so as to be greatly improved acquisition of information speed and Efficiency.
In some embodiments of the present application, server link information may include server connections, and game room information can Vacancy number including game room corresponding with the game identifier and game rule information.Here, server connections refer to The quantity for the game client that current server is accessed, server connections are more, illustrate the visitor for being currently accessed the server Family end is more, and the load of the server is heavier, and being supported on of server can seriously affect the place of server after reaching a certain level Reason ability, so that game services cannot be provided normally, it is therefore desirable to carry out load balancing, after load reaches certain threshold value no longer Receive new client access, the client newly accessed is diverted on other servers and is handled.
Game room information may include much information, it may include but be not limited to room maximum number, vacancy number, work as forefathers Number, the client-side information having connected etc..Here, vacancy number, which refers to, would also be acceptable client terminal quantity, Yi Jikai in game room Begin the client terminal quantity that one innings of game also lacks, if vacancy number is 0, illustrates that the game room has had reached maximum number, can To start this innings of game.
In some embodiments of the present application, the vacancy number in game room is game identifier and game rule information is corresponding works as It is preceding just matched game room vacancy number.The same game may be disposed on multiple servers, on every server Will have currently just in matched game room, but each game identifier and the corresponding game room of game rule information are at most only Have one.
In some embodiments of the present application, if including more game server information in candidate game server information, from Determine that target game server can be carried out according to following strategy in candidate game server:
1) when the vacancy number in game room is all larger than 0, by the corresponding candidate game garment of the vacancy number minimum value in game room Business device is determined as target game server, here, corresponding with game identifier and game rule information on every game server Just one is at most only had in matched game room.If corresponding to game identifier and game rule information on certain server Game room vacancy number is greater than 0, shows have client to have been added to the game room, game room is being waited to start game, Therefore the least candidate game server of the vacancy number in game room is determined as target game server, preferentially by waiting for the start The user of game first matches the full room;Whenever there is a client to connect upper target game server, target game room is empty Digit can subtract 1, and until having vacant position, number all reduces to 0.
2) when the vacancy number in game room is 0, the corresponding candidate game server of server connections minimum value is true It is set to target game server, here, the vacancy number in game room shows that the game room has had reached maximum number for 0, New game client can not be added, at this time to realize the load balancing between game server, by new game client It is assigned to the smallest candidate game server of server connections.To at this point, subsequent client to be all connected to connection number few Game server, until all server connections reach consistent.
After determining target game server, then obtain the information of the target game server.
In step S104, which is back to the client by first server, so that the visitor Family end sends the second game connection request to target game server according to the target game server info.Here, target is swum It may include the network address and game port information of the target game server in the information of play server, client can be according to this A little information send the second game connection request to target game server, and target game server receives the request and is client Distribute game room.
In some embodiments of the present application, first server can also be generated to destination server one it is disposable Connect voucher, and the connection voucher be saved in global buffer, then to target game server info and the connection voucher into Row digital signature, and target game server info, connection voucher and corresponding signing messages are back to client.
In some embodiments of the present application, first server, can also be after receiving the first game connection request The link information of the client is inquired in global buffer;If inquiring the link information, and connection status is abnormal disconnection State (has been added room and has started game, but game is not finished and just disconnects), which is back to by first server Client.Since client may break in gaming halfway, client needs are re-connected after broken string, objective at this time Family end sends the first game connection request to first server again, since the client has been allocated for target game service before this Device, one innings of game before this can not be continued by distributing new target game server again for the client and will lead to the client, Therefore it needs the link information of the client returning to the client, allows the client according to corresponding link information Corresponding target game server is accessed, and enters original game room and continues game.Here, the connection of the client is believed Breath can be reserved in global buffer, and first server can first inquire the link information of the client in global buffer, if looked into The link information is ask then the link information to client, client is allowed to be attached according to the link information;If no The link information is inquired, illustrates that the time interval of the client disconnection reconnecting is longer, link information is removed, first service Device can redistribute target game server for the client.
In some preferred embodiments of the application, first server end can be achieved to be to include for externally providing the tune of access Interface is spent, when client needs to be added certain online game, the interface is requested first, specifically may include following steps:
1) client provides following parameter to interface: gameid (game identifier), rule (game rule information), uid (are used Family mark), token (token obtained after logining successfully);
2) after the interface receives the request comprising above-mentioned parameter, the login of active user can be first judged according to uid and token State, if not login user, it is desirable that user first goes to log in;
3) then inquiring the connection status of the user, (connection status includes having connected server, not connected server, visitor Family end abnormal disconnection etc.), a user repeatedly cannot connect server simultaneously, can modify state after connection server success To have connected server;
4) server list for inquiring game deployment looks for one according to vacancy number and connection number if there is multiple servers Platform is best suitable for the destination server of condition, and (vacancy number selects the vacancy number the smallest greater than 0;Vacancy number is all equal to 0, choosing connection Number is least);
5) character string is generated at random to make connection voucher (access_token) and be saved in global buffer, using uid, Token, gameid, rule, server (destination server information), ts (current time stamp), access_token and PrivateKey (negotiates determining private key by first server and second server), and a label are calculated by sha1 algorithm These parameters and signature are returned to client by name;
6) client takes these parameters and signature to request to connect corresponding destination server again, and destination server is with identical Whether sha1 algorithm checking parameter is correct, and signature check correctly verifies whether access_token is correct, and verification is completed again, will be complete Access_token in office's caching is deleted.
Guarantee not illegal connection request by being signed to parameter, and parameter can not be modified arbitrarily, because To have modified, the signature of generation is just mismatched.Since the code of client is that in plain text, the process of calculate the signature is placed on client It is dangerous, therefore calculating logic is placed on first server end, signature is taken from first server, carries out school to second server It tests.PrivateKey private key be at the beginning of whole system is online just it is generated, be stored in respectively first server (for generate label Name) and second server (being used for signature verification).Connection voucher is also used to verify the legitimacy of this client connection, connection Voucher can not be forged, and be to be used only once, can not Brute Force.
By the above method, the safety of verification client connection game server may be implemented, the user only logged in, It and is to take legitimate signature and the client of connection voucher by scheduling system to connect server;It can also realize trip The load balancing of play server;Meanwhile online game and game server can be disposed arbitrarily, multiple game can be multiplexed one Server, a game can also be deployed on multiple servers;Furthermore it is also possible to realize the smooth expansion of game server, Capacity reducing, and any one game server of the replacement that can be convenient.
Some embodiments of the present application additionally provide a kind of matched for network game client at second server end Method.Second server end may include supporting network connection to provide the hardware device or software of various network services.When When second server end includes hardware, the distributed apparatus group of multiple network equipment compositions may be implemented into, also may be implemented At single network equipment, it is such as implemented as distributed server or individual server.It, can be with when second server end includes software It is mounted in the above-mentioned cited network equipment.At this moment, it as software, may be implemented into for example for providing Distributed Services Multiple softwares or software module, single software or software module also may be implemented into.It is not specifically limited herein.When the first clothes Business device end is embodied as software or software module, or when second server end is embodied as software or software module, first server End and second server end can be deployed in simultaneously on same physical server.As shown in Fig. 2, this method includes following step It is rapid:
Step S201, receives the second game connection request that client is sent, and the second game connection request includes visitor Family client information;
Step S202 determines target game room;
The client-side information is added to the target game room by step S203;
Step S204 when the client terminal quantity in the target game room reaches preset threshold, notifies all clients Start game.
In step s 201, second server end receives the second game connection request that client is sent, second game It include client-side information in connection request, client-side information can include but is not limited to following information: user identifier, game mark Knowledge, game rule information, connection voucher, signing messages etc..Here, the room to be matched such as can be added using the user of the client Between etc. in queue to be matched.
It can also include target in the received second game connection request of second server in some embodiments of the present application Game server information, connection voucher and corresponding signing messages, therefore, second server need to believe target game server Breath, connection voucher and signing messages are verified, and the second game that only signing messages and connection credential verification all pass through connects Request just carries out subsequent processing, and signing messages or the connection unsanctioned second game connection request of credential verification can be rejected place Reason.
It, can also basis after second server receives the second game connection request in some embodiments of the present application Client-side information in the request generates client link information, and the client link information is saved to global buffer.? This, client link information may include but be not limited to following content: client identification, user identifier, connection server network Location, connection server network port etc..Since client link information is the information being accessed frequently, client is connected Information is stored in global buffer, to improve access efficiency.
In addition, second server also saves the client-side information to queue to be matched, queue to be matched is for temporarily depositing The received client-side information of second server is stored up, when the client terminal quantity accessed at the same time is more, queue to be matched is played to visitor The caching of family client information acts on, when avoiding matching room simultaneously for a large amount of clients beyond the processing capacity of server caused by Delay machine.Specifically, after client is connected and is verified, the process that second server is responsible for connection only needs to believe client Queue to be matched is written in breath, then removes the connection request for receiving another client again, does not need to do other processing, thus greatly It is big to increase client joint efficiency, while also greatly simplifying the connection processing logic of second server.
In step S202, second server is that client determines target game room.In some embodiments of the present application, Before determining target game room, client-side information can also be obtained from queue to be matched, client-side information includes game Mark and game rule information.
Specifically, target game room is determined, it may include following steps: according to game identifier and game rule information, It obtains currently just in matched game room, it, will be currently just in matched game if current just exist in matched game room Room is determined as target game room, if being just not present in matched game room, creates new game room and this is new Game room be determined as target game room.
Here, corresponding with game identifier and game rule information just most in matched game room on second server One is only had, if the game room vacancy number for corresponding to game identifier and game rule information on second server is greater than 0, table It is bright to there is client to have been added to the game room, waiting game room to start game, when there is new client connection upper the Two servers, just in matched game room vacancy, number subtracts 1, and until vacancy, number reduces to 0.
In step S203, which is added to determining target game room by second server.The application Some embodiments in, second server obtains client-side information from queue to be matched, the addition of the client-side information that will acquire Into target game room.
In step S204, second server checks the client terminal quantity in the target game room, in the target game When the client terminal quantity in room reaches preset threshold, the target game room all clients is notified to start game.Here, default Threshold value is defined by game rule information, and each game rule information corresponds to a game room maximum number of user, i.e., default threshold Value, is recorded in global buffer.Preset threshold is the maximum client terminal quantity for being in advance target game room setting, and specific Online game it is related, the game room of online game can have a different preset thresholds, such as support 4 clients accesses Game room or the game room etc. for supporting the access of 10 clients, online game as amusement arcade when creating game room Between preset threshold is set.Client in game room illustrates that the condition for starting one innings of game meets after reaching preset threshold, Second server can notify all clients in the game room to start game, and client receives the notice of second server Afterwards the game environment of online game can be carried out the processing such as initializing, and continue to receive the data of second server to be swum Play.
In some embodiments of the present application, target game room all clients can be notified to open by an asynchronous process Beginning game, and the game data generated in game process, are all broadcast to all clients by the asynchronous process.
Preferably, step S201 and step S202 can be handled by the process on independent second server respectively.Wherein hold The process charge server of row step S201 connects legitimacy verifies, and client such as is added at the queue to be matched;Execute step The matching process of brining together of rapid S202 is only responsible for obtaining client-side information from queue to be matched, and is matched to game room.This pinch A client-side information can first be obtained from client queue to be matched by closing matching process, obtain the game identifier of the client And game rule;Then it is searched corresponding to current goal game identifier and game rule in the memory of second server Matched game room identification finds game room information according to the mark, then target game room letter is added in the client In breath.If can not find out in memory just in matched game room identification, a new game room is created.If amusement arcade Between have reached regulation maximum number, then notify in game room all clients to start game, and destroy and currently matching Game room identification, waiting re-creates.In having matched queue after all clients, modify second server on it is all just In the vacancy number for waiting matched game room, and update into global buffer.
The advantages of step S201 is executed by single process is: being asked by the connection that special process is responsible for client It asks, the process only needs that queue to be matched is written client message into after client successful connection, other logics are not reprocessed, from And joint efficiency can be obviously increased.
In addition, carry out brining matching game room together being all internal memory operation by brining matching process together, it is high-efficient, notify client End starts game and is handled by other independent asynchronous task process, does not influence the efficiency for brining matching process together.Here, due to brining together Matching process is one process, not will cause concurrent, and client and room will not occur fights for problem.
The function logic of step S201 and step S202 are separated, executed by different processes, entire second clothes can be made The logic of business device, which couples, to be reduced, and logic becomes simple, and improves client joint efficiency, less error-prone, is more convenient for safeguarding.
In some embodiments of the present application, second server is treated all clients information processing in distribution queue and is completed Afterwards, then server link information and game room information are modified, and to the server link information and amusement arcade in global buffer Between information be updated.Here, after second server is assigned the client being currently accessed, to server link information and Game room information is modified, server link information such as server connections, game room information such as vacancy number, trip It plays room state (description room state, for example whether starting game) etc., then by modified server link information and game Room information is updated into global buffer.For example, vacancy number can subtract 1, when client connects second server to ensure vacancy Counting number is accurate, after preventing client from connecting, just disconnects when room is not added also, is taken in all clients in second server After all room is added in end, it can correct again currently just in the vacancy number in matched room.
In some preferred embodiments of the application, second server end be client distribute game room may particularly include as Lower step:
1) second server receives the connection request of client and carries out parameter verification;Here, second server uses Parameter, private key identical with first server and same sha1 algorithm, calculate the signature, if the signature and required parameter that calculate In signature it is consistent, it is believed that request is legal;If client modifies any one parameter privately, the result of calculating all can be with Signature in connection request is inconsistent, if signature is inconsistent, disconnects the connection with client;
2) after second server verified signature unanimously, this client connected is put into a queue, is waited Bring scripts match together, which disposes in the memory of second server, be written queue data may include fd (connection handle), Gameid (game identifier), rule (game rule information), uid (user identifier) etc.;The connection number of server is modified again, simultaneously The state for modifying the client is to have connected server, and client state is saved into global buffer;
3) start one by timer and bring process together, after process initiation, judge whether there is an exclusive lock in memory, such as Fruit has this lock, and process automatically exits from, and continues to run if lock is not present, and generates an exclusive lock;It can using exclusive lock Process presence is brought together to guarantee that the same time only has one;
Here, realizing for exclusive lock can be by the lock module in Swoole frame, add mono- lock into memory, if add Success, expression are not locked originally, are newly locked successfully, the process of brining together can continue to execute.If add fails, expression had lock originally, Program is brought together to exit.Add is just to be write as function when not locking, and has lock then to write failure.Swoole frame is that a PHP expands Frame is opened up, target is to exchange maximum development efficiency for the loss of least performance, can be very short using Swoole frame A complicated Web function is completed in time.
4) it brings process together to obtain the upper server of a connection from client queue, wait matched client-side information, first Judge to connect the whether also normal connection of handle fd, if already off, just not handle, continue to obtain next, otherwise carries out down One step;
5) second server according to gameid and rule inquiry currently matching, not full game room, if The game room for not meeting condition is created that a new game room;Here, roomid (game room identification) can basis + 4 generating random numbers of ts (current time stamp)+gameid (game identifier)+rule (game rule);
6) client is added in the information about firms array in the game room by second server, further according to game room Maximum number clients judge whether game room is full, calculate remaining several vacancy, if full, just by the game room from clothes It is just deleted in matched room list on business device, then sends a task and give task process, this is notified by task process All clients in room, room (room is not full) is added in xxx or room is added in xxx, and starts game (room is full);
Here, task process can be provided by Swoole frame, it will start tens task processes on every game server, For handling time-consuming, asynchronous task, the process of brining together withouts waiting for the processing result of task process, can be under parallel processing One client;
7) second server is after having handled a client, then obtains next client into queue and handled, Until whole clients in queue all handle completion;And while processing, calculate the remaining vacancy in each game room Number updates remaining vacancy number into global buffer after queue has all been handled.
Here, a treatment process example for brining program together is as follows: assuming that game id is 1, game rule be 2 (such as: 2 The battle playing method in a personal room), after the process of brining together takes client-side information, it is 2 that inquire corresponding game id, which be 1, rule, The room id not started, if do not found, create roomid=111732126789 (to reduce roomid length, Timestamp is without the date: 111732 i.e. 11 points 32 seconds 17 minutes because a room will not be played 24 hours.Server has overtime disconnection Connection mechanism, inactive connection in 10 minutes will disconnect, provided by Swoole itself;Subsequent 1 is gameid;Followed by 2 Be rule it is last 6789 be random number), then inquire the corresponding game room information of roomid=111732126789, inquiry knot Fruit is a list, and active client is corresponded to user and is added in room information list, calculated room number and vacancy number, such as Fruit room is full, just sends out a messaging service device, and server starts task task automatically, notifies all member's trips in room Play starts, and after the completion of all clients are all handled, and modifies global vacancy number.
By the above method, the connection logic of client can simplify, in the prior art when client connection server just Which need to determine game room is added, logic is inherently more complicated, it is also necessary to do many fault-tolerant processings, for example room adds Enter failure, the room to be added has been expired etc., structure is complicated, not convenient for safeguarding.If there is multiple client connects clothes simultaneously Business device, there is also the concurrent problem that multi-client fights for same room with them.In some embodiments of the present application, new client After connecting second server, queue is write direct, does not need to do any processing again;In addition, improving the safety of server, even Be connected to server is all by verification, legal connection request;The processing logic of server is simple, and coupling is low, this Shen In some embodiments please, it is all that respective program is handled that connection server, creation room, addition do not couple between room, The processing logic of every part all simplifies;In addition, scheme provided by the present application is indifferent to game logic, trip can be arbitrarily disposed Play is without restarting, it is only necessary to which the corresponding relationship that game and server are managed by management backstage can be convenient online addition Or offline online game;In addition, the centralization of game room is handled, easy to maintain, not easy to make mistakes, creation, the matching in game room All by brining program processing together, processing when not needing to be placed on client connection, structure is simple, easy to maintain, and every clothes The program of brining together being engaged on device is all one process, and the problem of client fights for game room will not occur;It brings program together and only handles letter Single, efficient task (client, creation room, addition room etc. are taken from queue), it is enough to single server execution efficiency Height reduces the response time of client.
Some embodiments of the present application additionally provide a kind of server, which includes referring to for storing computer program The memory of order and processor for executing program instructions, wherein when the computer program instructions are executed by the processor, Make the server execute it is aforementioned at first server end for the matched method of network game client and/or in second server End is used for the matched method of network game client.
Some embodiments of the present application additionally provide a kind of computer-readable medium, are stored thereon with computer-readable finger Enable, the computer-readable instruction can be executed by processor with realize it is aforementioned at first server end for network game client Matched method and/or second server end be used for the matched method of network game client.
In conclusion scheme provided by the present application can obtain candidate server by the first game connection request based on the received Information, according further to the server link information and game room acquisition of information target game clothes in candidate server information Business device information, then target game server info is returned into client, thus meeting the same of server load balancing demand When realize the client newly accessed be allocated according to game room information, so as to avoid less than in initial server Member's game room persistently occupies the waste of server resource caused by server resource, and the client in game room, which persistently waits, to be made At poor user experience the problems such as, realize making full use of for server resource, improve the game experiencing of user.
It should be noted that the application can be carried out in the assembly of software and/or software and hardware, for example, can adopt With specific integrated circuit (ASIC), general purpose computer or any other realized similar to hardware device.In one embodiment In, the software program of the application can be executed to implement the above steps or functions by processor.Similarly, the application Software program (including relevant data structure) can be stored in computer readable recording medium, for example, RAM memory, Magnetic or optical driver or floppy disc and similar devices.In addition, hardware can be used to realize in some steps or function of the application, example Such as, as the circuit cooperated with processor thereby executing each step or function.
In addition, a part of the application can be applied to computer program product, such as computer program instructions, when its quilt When computer executes, by the operation of the computer, it can call or provide according to the present processes and/or technical solution. And the program instruction of the present processes is called, it is possibly stored in fixed or moveable recording medium, and/or pass through Broadcast or the data flow in other signal-bearing mediums and transmitted, and/or be stored according to described program instruction operation In the working storage of computer equipment.Here, including an equipment according to one embodiment of the application, which includes using Memory in storage computer program instructions and processor for executing program instructions, wherein when the computer program refers to When enabling by processor execution, method and/or skill of the equipment operation based on aforementioned multiple embodiments according to the application are triggered Art scheme.
It is obvious to a person skilled in the art that the application is not limited to the details of above-mentioned exemplary embodiment, Er Qie In the case where without departing substantially from spirit herein or essential characteristic, the application can be realized in other specific forms.Therefore, no matter From the point of view of which point, the present embodiments are to be considered as illustrative and not restrictive, and scope of the present application is by appended power Benefit requires rather than above description limits, it is intended that all by what is fallen within the meaning and scope of the equivalent elements of the claims Variation is included in the application.Any reference signs in the claims should not be construed as limiting the involved claims.This Outside, it is clear that one word of " comprising " does not exclude other units or steps, and odd number is not excluded for plural number.That states in device claim is multiple Unit or device can also be implemented through software or hardware by a unit or device.

Claims (17)

1. a kind of be used for the matched method of network game client at first server end, wherein this method comprises:
The first game connection request that client is sent is received, the first game connection request includes game identifier and game rule Then information;
According to the game identifier and the game rule information, determines candidate's game server and obtain candidate game server Information;
According to the server link information and game room information in the candidate game server information, target game clothes are obtained Business device information;
The target game server info is back to the client, so that the client takes according to the target game Device information of being engaged in sends the second game connection request to target game server.
2. according to the method described in claim 1, wherein, according to the game identifier and the game rule information, determining and waiting It selects game server and obtains candidate game server information, comprising:
Obtain the mapping relation information of game identifier and game rule information and game server;
According to the mapping relation information, game services corresponding with the game identifier and the game rule information are obtained Device;
The corresponding game server is determined as candidate game server and obtains relevant information.
3. according to the method described in claim 1, wherein, the server link information and the game room information are from the overall situation Caching obtains.
4. according to the method described in claim 1, wherein, the server link information includes server connections, the trip Play room information includes the vacancy number in game room corresponding with the game identifier and the game rule information.
5. according to the method described in claim 4, wherein, according to server link information in the candidate game server information With game room information, target game server info is obtained, comprising:
If including more game server information in candidate's game server information, and the vacancy number in the game room is equal When greater than 0, the corresponding candidate game server of the vacancy number minimum value in the game room is determined as target game server, And obtain the information of the target game server.
6. according to the method described in claim 4, wherein, according to server link information in the candidate game server information With game room information, target game server info is obtained, comprising:
If including more game server information in candidate's game server information, and the vacancy number in the game room is equal When being 0, the corresponding candidate game server of the server connections minimum value is determined as target game server, and obtain The information of the target game server.
7. according to the method described in claim 4, wherein, according to server link information in the candidate game server information With game room information, target game server info is obtained, comprising:
It is if including separate unit game server information in candidate's game server information, the separate unit game server information is true It is set to target game server info.
8. according to the method described in claim 1, wherein, after receiving the first game connection request that client is sent, also wrapping It includes:
The link information of the client is inquired in global buffer;
If inquiring the link information and connection status is abnormal disconnection, the link information is back to the client End.
9. according to the method described in claim 1, wherein, the target game server info is back to the client, Include:
The disposable connection voucher of the corresponding target game server is generated, and the voucher is stored in global buffer;
The target game server info and the connection voucher are digitally signed, and by the target game server Information, the connection voucher and signing messages are back to the client.
10. a kind of be used for the matched method of network game client at second server end, wherein this method comprises:
The second game connection request that client is sent is received, the second game connection request includes client-side information;
Determine target game room;
The client-side information is added to the target game room;
When client terminal quantity in the target game room reaches preset threshold, notice all clients start game.
11. according to the method described in claim 10, wherein, after receiving the second game connection request that client is sent, going back Include:
Target game server info, connection voucher and signing messages are verified, in the second game connection request also Including the target game server info, the connection voucher and the signing messages.
12. according to the method described in claim 10, wherein, after receiving the second game connection request that client is sent, going back Include:
Client link information is generated according to the client-side information, and the client link information is saved to the overall situation and is delayed It deposits;
The client-side information is saved to queue to be matched.
13. according to the method for claim 12, wherein before determining target game room, further includes:
Client-side information is obtained from the queue to be matched, the client-side information includes game identifier and game rule letter Breath.
14. according to the method for claim 13, wherein determine target game room, comprising:
According to the game identifier and the game rule information, obtain current just in matched game room;
If described current just in the presence of matched game room, currently just it is being determined as target trip in matched game room for described Play room;
If described be just not present in matched game room, create new game room and be determined as the new game room Target game room.
15. according to the method for claim 12, wherein this method further include:
If all clients information processing is completed in queue to be matched, server link information and game room information are modified, and To in global buffer the server link information and the game room information be updated.
16. a kind of server, which includes memory for storing computer program instructions and refers to for executing program The processor of order, wherein when the computer program instructions by the processor execute when, make the server perform claim require 1 to Method described in any one of 15.
17. a kind of computer-readable medium, is stored thereon with computer-readable instruction, the computer-readable instruction can be processed Device is executed to realize the method as described in any one of claims 1 to 15.
CN201910335538.0A 2019-04-24 2019-04-24 For the matched method and apparatus of network game client Pending CN110327621A (en)

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