CN112044081B - Method and system for updating and inquiring player list - Google Patents
Method and system for updating and inquiring player list Download PDFInfo
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- CN112044081B CN112044081B CN202010867841.8A CN202010867841A CN112044081B CN 112044081 B CN112044081 B CN 112044081B CN 202010867841 A CN202010867841 A CN 202010867841A CN 112044081 B CN112044081 B CN 112044081B
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- 238000000034 method Methods 0.000 title claims abstract description 20
- 238000013507 mapping Methods 0.000 claims abstract description 108
- 238000012545 processing Methods 0.000 claims description 6
- 230000007246 mechanism Effects 0.000 description 4
- 230000004048 modification Effects 0.000 description 4
- 238000012986 modification Methods 0.000 description 4
- 230000009286 beneficial effect Effects 0.000 description 3
- 238000010586 diagram Methods 0.000 description 3
- 230000007547 defect Effects 0.000 description 2
- 238000005516 engineering process Methods 0.000 description 2
- 238000007792 addition Methods 0.000 description 1
- 230000008859 change Effects 0.000 description 1
- 238000011161 development Methods 0.000 description 1
- 230000000694 effects Effects 0.000 description 1
- 238000013467 fragmentation Methods 0.000 description 1
- 238000006062 fragmentation reaction Methods 0.000 description 1
- 238000003780 insertion Methods 0.000 description 1
- 230000037431 insertion Effects 0.000 description 1
- 230000003993 interaction Effects 0.000 description 1
- 230000008569 process Effects 0.000 description 1
- 238000006467 substitution reaction Methods 0.000 description 1
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/795—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F16/00—Information retrieval; Database structures therefor; File system structures therefor
- G06F16/20—Information retrieval; Database structures therefor; File system structures therefor of structured data, e.g. relational data
- G06F16/23—Updating
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F16/00—Information retrieval; Database structures therefor; File system structures therefor
- G06F16/20—Information retrieval; Database structures therefor; File system structures therefor of structured data, e.g. relational data
- G06F16/24—Querying
- G06F16/245—Query processing
- G06F16/2455—Query execution
-
- Y—GENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
- Y02—TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
- Y02D—CLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
- Y02D10/00—Energy efficient computing, e.g. low power processors, power management or thermal management
Abstract
The invention discloses a method for updating and inquiring a player list, which comprises the following steps: s1, acquiring player information of each player, and representing the information of each player by a structural body to obtain a player structural body of the player information; s2, initializing an array of a player list, and corresponding each element in the array to one mapping slot, wherein each mapping slot stores linked list head nodes of a plurality of player structures; s3, judging whether a player is online, if so, calculating a mapping slot in which the information of the current player is located; s4, judging whether the information of the current player exists in the calculated mapping slot, if not, expanding the mapping slot, and storing the linked list head node of the current player structure in the mapping slot; s5, judging whether the current player is offline, if so, calculating a mapping slot in which the information of the current player is located, traversing the linked list head nodes of the player structure in the calculated mapping slot to obtain the information of the current player, and deleting the information of the current player.
Description
Technical Field
The present invention relates to the field of computer technologies, and in particular, to a method and system for updating and querying a player list.
Background
In the development process of the online game, interaction between players is not involved, a player list is needed to be realized at the moment, the client requests information of each player, the server returns information of the corresponding player, and the server needs to maintain a data structure at the moment, and the following cases are considered:
a) The player is online;
b) The player gets off line;
c) Changing player information;
d) Requesting the player to acquire a full-service player list;
e) The player requests certain player information;
the common player list implementation mode adopts an array, when the operation is realized, the time complexity is basically O (n), and the linear complexity is presented along with the increase of the number of players, so that the CPU occupancy rate of the server can be greatly improved;
a) The player is online: inserted into the tail of the array, the time complexity O (1);
b) The player gets offline: traversing the player list, finding out the corresponding player, and deleting; traversing the time complexity O (n), deleting the time complexity O (n);
c) Change of player information: traversing the player list, finding out the corresponding player, and changing information; traversing the time complexity O (n), updating the time complexity O (1);
d) The player requests to obtain a full-service player list: paging is generally adopted for issuing, but a server stores only one array, so that index of a subscript to the corresponding paging is needed, the number of requests C is requested, and the complexity O (C) is high;
e) The player requests certain player information: traversing the player list, finding out the corresponding player and issuing player information; traversing time complexity O (n);
when the number of players reaches a certain level, the load of the server is greatly affected.
Therefore, traversing the player list in the prior art requires traversing the entire list, which can have a significant impact on the load bearing of the server.
Disclosure of Invention
Aiming at the defects of the prior art, the invention provides a method and a system for updating and inquiring a player list, which utilize the efficient updating and searching technology to store player information, search and ensure that the average time complexity can reach O (log n).
In order to achieve the above purpose, the present invention adopts the following technical scheme:
a method for updating and querying a player list, comprising:
s1, acquiring player information of each player, and representing the information of each player by a structural body to obtain a player structural body of the player information;
s2, initializing an array of a player list, and corresponding each element in the array to one mapping slot, wherein each mapping slot stores linked list head nodes of a plurality of player structures;
s3, judging whether a player is online, if so, calculating a mapping slot in which the information of the current player is located, and executing a step S4;
s4, judging whether the information of the current player exists in the calculated mapping slot, if not, expanding the mapping slot, and storing the linked list head node of the current player structure in the mapping slot; if yes, executing step S5;
s5, judging whether the current player is offline, if so, calculating a mapping slot in which the information of the current player is located, traversing a linked list head node of a player structure body in the calculated mapping slot to obtain the information of the current player, and deleting the information of the current player; if not, the processing is not performed.
Further, before the step S3, the method further includes:
and performing discretization mapping according to the information of the player to obtain a mapping slot in which the player is positioned.
Further, in the step S3, the mapping slot in which the information of the current player is calculated is the mapping slot in which the current player is calculated according to the time when the information of the player passes through O (1).
Further, the step S3 of calculating the mapping slot in which the current player is located further includes inserting information of the current player into an ordered linked list of the mapping slot, where the ordering manner of the players in the ordered linked list is to order according to the total online time length of the players.
Further, in the step S5, the mapping slot in which the information of the current player is calculated is the mapping slot in which the current player is calculated according to the time when the information of the player passes through O (1).
Further, the player information in step S1 includes a player ID.
Correspondingly, a system for updating and inquiring the player list is also provided, which comprises:
an acquisition module, configured to acquire player information of each player, and represent information of each player with a structure, to obtain a player structure of the player information;
the initialization module is used for initializing an array of the player list, and corresponding each element in the array to one mapping slot, wherein each mapping slot stores linked list head nodes of a plurality of player structures;
the first judging module is used for judging whether a player is online;
the second judging module is used for judging whether the information of the current player exists in the calculated mapping groove;
and the third judging module is used for judging whether the current player is offline or not.
Further, the method further comprises the following steps:
and the processing module is used for performing discretization mapping according to the information of the player to obtain a mapping slot in which the player is positioned.
Further, the first judging module judges whether the player is online, if yes, the mapping slot where the current player is located is calculated according to the time when the player information passes through O (1).
Further, the second judging module judges whether the information of the current player exists in the calculated mapping slot, if not, the mapping slot is expanded, and the linked list head node of the current player structure is stored in the mapping slot.
Compared with the prior art, the invention has the following beneficial effects:
1. compared with the common array implementation, the method is more efficient, each operation can be completed within the time complexity of O (X), and the efficiency of the server is not affected in terms of the number of people at present;
2. the single player goes on line and goes off line, the player does not need to traverse the full service player to insert and delete, and the time for searching the mapping slot is always O (1);
3. modification and lookup of player information does not require traversing through-service players;
4. a in the range [ A, B ] of the player ID does not need to start from 0, can define a large number such as 1000000000000, and finally adopts a discretization mapping mechanism, so that ID conflict is well compatible when the player ID is taken together;
5. the paging request can be without traversing the full-service player, so that the traversing efficiency is greatly saved;
6. the value of X may be determined according to practical situations, and the reference values 128, 256 may be considered as constant for the time complexity of the query.
Drawings
FIG. 1 is a flow chart of a method for updating and querying a player list provided in accordance with an embodiment;
FIG. 2 is a schematic diagram of an array according to one embodiment;
FIG. 3 is a schematic diagram of an ordered linked list provided in accordance with one embodiment;
FIG. 4 is a schematic view of the value range of a structure provided in accordance with the first embodiment;
fig. 5 is a system configuration diagram for updating and querying a player list according to the second embodiment.
Detailed Description
Other advantages and effects of the present invention will become apparent to those skilled in the art from the following disclosure, which describes the embodiments of the present invention with reference to specific examples. The invention may be practiced or carried out in other embodiments that depart from the specific details, and the details of the present description may be modified or varied from the spirit and scope of the present invention. It should be noted that the following embodiments and features in the embodiments may be combined with each other without conflict.
The invention aims at overcoming the defects of the prior art and provides a method and a system for updating and inquiring a player list.
Example 1
The embodiment provides a method for updating and querying a player list, as shown in fig. 1, including:
s11, obtaining player information of each player, and representing the information of each player by a structural body to obtain a player structural body of the player information;
s12, initializing an array of a player list, and corresponding each element in the array to one mapping slot, wherein each mapping slot stores linked list head nodes of a plurality of player structures;
s13, judging whether a player is online, if so, calculating a mapping slot in which the information of the current player is located, and executing a step S14;
s14, judging whether the information of the current player exists in the calculated mapping slot, if not, expanding the mapping slot, and storing the linked list head node of the current player structure in the mapping slot; if yes, executing step S15;
s15, judging whether the current player is offline, if so, calculating a mapping slot in which the information of the current player is located, traversing a linked list head node of a player structure body in the calculated mapping slot to obtain the information of the current player, and deleting the information of the current player; if not, the processing is not performed.
In step S11, player information of each player is acquired, and the information of each player is represented by a structure, and a player structure of the player information is obtained.
The structure is a new data type composed of a set of data. Each data that makes up structural data is referred to as a "member" of structural data.
Each player's information is represented by a structure, wherein the structure uses player's ID as global unique identification, and the value range of the structure is continuous from A to B; the ranges of A and B need not be controlled, but B-A must be within ase:Sub>A controllable range, such as within 32 times of 2;
in this embodiment, a is the lower bound of the natural number interval [ a, B ], and B is the lower bound of the natural number interval [ a, B ]. Because the last mapping to the array is X-A demapping, say A+1 maps to 1, A+10 maps to 10, and so on. B-A represents the amount of how many players are actually, which is to be controlled, and what the value of A itself is, as shown in FIG. 4.
Each player's information is represented by a structure, such as:
in step S12, an array of player lists is initialized and each element in the array is associated with a mapping slot, each mapping slot storing linked list head nodes for a plurality of player structures.
The player list is represented in the form of an array, and the array is initialized, each element in the array corresponds to a mapping slot, the mapping slots are used for storing linked list head nodes of a player structure body, each mapping slot stores a plurality of players, and the number of the players stored in each mapping slot is set as X.
In order to avoid frequent memory reallocation, the length of the array is defined as 8 (the definition is too small, various memory reallocation mechanisms will be generated in the early stage, and memory fragmentation will occur), as shown in fig. 2.
In this embodiment, further comprising:
and performing discretization mapping according to the information of the player to obtain a mapping slot in which the player is positioned.
Discretizing mapping according to the ID of the player; for example, if player ID is S, then the player falls within the floor (S-A)/X number mapping slot, where floor represents se:Sup>A floor rounding down.
In step S13, it is determined whether there is a player online, if yes, a mapping slot in which information of the current player is located is calculated, and step S14 is executed.
When a player is online, it is calculated which mapping slot it should belong to based on the time the player ID passes O (1).
In this embodiment, as shown in fig. 3, each mapping slot is provided with an ordered linked list, that is, each mapping slot maintains an ordered linked list, where the ordering manner of players in the ordered linked list is to order according to the total online time of the players, and the longer the total online time is, the later the player is put, so as to remove the players from the linked list at the fastest speed when the players get offline, and the complexity of the insertion time is O (X);
in step S14, it is determined whether the calculated mapping slot has information of the current player, if not, the mapping slot is expanded, and the linked list head node of the current player structure is stored in the mapping slot; if yes, executing step S15;
and after the player is online, judging whether the ID of the registered player is in the mapping slot, and if not, multiplying and expanding the mapping slot which should be originally in. For example, the array length is enlarged to 16, 32, 64 times, etc., then the original data of the player is copied into the mapping slot after the expansion, and the copy is only needed to copy the chain table head, because the chain table itself is linked in the past through the form of the chain table, the memory does not need to be regenerated.
In step S15, whether the current player is offline is judged, if yes, a mapping slot in which the information of the current player is located is calculated, and a linked list head node of a player structure in the calculated mapping slot is traversed to obtain the information of the current player, and the information of the current player is deleted; if not, the processing is not performed.
When a player is offline, according to the time when the player ID passes through O (1), calculating which mapping slot the player ID should belong to, traversing the corresponding linked list, and removing the information of the offline player.
In this embodiment, when requesting the player list in batches, it calculates which mapping slot it should belong to according to the time when the player ID passes through O (1), then traverses the linked list to find the corresponding initial player ID, then finds Y players (Y represents the number of one page of players requested by the client for display by the client, generally not more than 20), if the current mapping slot is exceeded, then goes to the next mapping slot to find the remaining players, composes the list and then sends the information to the client.
In the embodiment, player information is stored and searched in a mode of linear continuous identification, initial allocation strategy, ordered linear linked list node array, ordered linked list, multiplication strategy, discretization mapping groove and batch inquiry, and the mapping groove is only required to be traversed during traversal, so that the average time complexity can reach O (log n) without traversing the whole list, and the CPU occupation rate is reduced.
Compared with the prior art, the embodiment has the following beneficial effects:
1. compared with the common array implementation, the embodiment is more efficient, each operation can be completed within the time complexity of O (X), and the efficiency of the server is not affected in terms of the number of people at present;
2. the single player goes on line and goes off line, the player does not need to traverse the full service player to insert and delete, and the time for searching the mapping slot is always O (1);
3. modification and lookup of player information does not require traversing through-service players;
4. a in the range [ A, B ] of the player ID does not need to start from 0, can define a large number such as 1000000000000, and finally adopts a discretization mapping mechanism, so that ID conflict is well compatible when the player ID is taken together;
5. the paging request can be without traversing the full-service player, so that the traversing efficiency is greatly saved;
6. the value of X may be determined according to practical situations, and the reference values 128, 256 may be considered as constant for the time complexity of the query.
Example two
The present embodiment provides a system for updating and querying a player list, as shown in fig. 5, including:
an acquisition module 11, configured to acquire player information of each player, and represent information of each player by a structure, to obtain a player structure of the player information;
an initialization module 12, configured to initialize an array of the player list, and to correspond each element in the array to a mapping slot, where each mapping slot stores linked list head nodes of a plurality of player structures;
a first judging module 13, configured to judge whether a player is online;
a second judging module 14, configured to judge whether information of the current player exists in the mapping slot obtained by calculation;
and a third judging module 15, configured to judge whether the current player is offline.
Further, the method further comprises the following steps:
and the processing module is used for performing discretization mapping according to the information of the player to obtain a mapping slot in which the player is positioned.
Further, the first judging module judges whether the player is online, if yes, the mapping slot where the current player is located is calculated according to the time when the player information passes through O (1).
Further, the second judging module judges whether the information of the current player exists in the calculated mapping slot, if not, the mapping slot is expanded, and the linked list head node of the current player structure is stored in the mapping slot.
It should be noted that, the system for updating and querying a player list provided in this embodiment is similar to the embodiment, and will not be described in detail herein.
Compared with the prior art, the embodiment has the following beneficial effects:
1. compared with the common array implementation, the embodiment is more efficient, each operation can be completed within the time complexity of O (X), and the efficiency of the server is not affected in terms of the number of people at present;
2. the single player goes on line and goes off line, the player does not need to traverse the full service player to insert and delete, and the time for searching the mapping slot is always O (1);
3. modification and lookup of player information does not require traversing through-service players;
4. a in the range [ A, B ] of the player ID does not need to start from 0, can define a large number such as 1000000000000, and finally adopts a discretization mapping mechanism, so that ID conflict is well compatible when the player ID is taken together;
5. the paging request can be without traversing the full-service player, so that the traversing efficiency is greatly saved;
6. the value of X may be determined according to practical situations, and the reference values 128, 256 may be considered as constant for the time complexity of the query.
The specific embodiments described herein are offered by way of example only to illustrate the spirit of the invention. Those skilled in the art may make various modifications or additions to the described embodiments or substitutions thereof without departing from the spirit of the invention or exceeding the scope of the invention as defined in the accompanying claims.
Claims (10)
1. A method for updating and querying a player list, comprising:
s1, obtaining player information of each player, and representing the information of each player by a structural body to obtain a player structural body of the player information;
s2, initializing an array of a player list, and corresponding each element in the array to one mapping slot, wherein each mapping slot stores linked list head nodes of a plurality of player structures;
s3, judging whether a player is online, if so, calculating a mapping slot in which the information of the current player is located, and executing a step S4;
s4, judging whether the information of the current player exists in the calculated mapping slot, if not, expanding the mapping slot, and storing the linked list head node of the current player structure in the mapping slot;
and S5, judging whether the current player is offline, if so, calculating a mapping slot in which the information of the current player is located, traversing the linked list head nodes of the player structure in the calculated mapping slot to obtain the information of the current player, and deleting the information of the current player.
2. The method for updating and querying a list of players according to claim 1, wherein the step S3 further comprises:
and performing discretization mapping according to the information of the player to obtain a mapping slot in which the player is positioned.
3. The method for updating and querying the player list according to claim 1, wherein the step S3 is to calculate the mapping slot of the current player according to the time of the player information passing through O (1).
4. The method for updating and querying a player list according to claim 3, wherein the step S3 of calculating the mapping slot in which the current player is located further comprises inserting information of the current player into an ordered linked list of mapping slots, wherein the ordering manner of the players in the ordered linked list is ordering according to the total online time length of the players.
5. The method for updating and querying the player list according to claim 1, wherein the step S5 is to calculate the mapping slot of the current player according to the time of the player information passing through O (1).
6. The method for updating and querying a player list according to claim 1, wherein the player information in step S1 includes a player ID.
7. A system for updating and querying a list of players, comprising:
an acquisition module, configured to acquire player information of each player, and represent information of each player with a structure, to obtain a player structure of the player information;
the initialization module is used for initializing an array of the player list, and corresponding each element in the array to one mapping slot, wherein each mapping slot stores linked list head nodes of a plurality of player structures;
the first judging module is used for judging whether a player is online;
the second judging module is used for judging whether the information of the current player exists in the calculated mapping groove;
and the third judging module is used for judging whether the current player is offline or not.
8. The player list updating and querying system of claim 7, further comprising:
and the processing module is used for performing discretization mapping according to the information of the player to obtain a mapping slot in which the player is positioned.
9. The system for updating and querying a player list according to claim 7, wherein the first determining module determines whether there is a player online, and if so, calculates a mapping slot in which the current player is located according to the time of the player information passing through O (1).
10. The system for updating and querying a player list according to claim 7, wherein the second determining module determines whether the calculated mapping slot has information of the current player, if not, expands the mapping slot, and stores the linked list head node of the current player structure in the mapping slot.
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