CN112148495B - Game cluster management method and device, storage medium and electronic equipment - Google Patents

Game cluster management method and device, storage medium and electronic equipment Download PDF

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Publication number
CN112148495B
CN112148495B CN202011074430.XA CN202011074430A CN112148495B CN 112148495 B CN112148495 B CN 112148495B CN 202011074430 A CN202011074430 A CN 202011074430A CN 112148495 B CN112148495 B CN 112148495B
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sightseeing
forwarding
node
fight
nodes
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CN112148495A (en
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杨晓波
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/46Multiprogramming arrangements
    • G06F9/50Allocation of resources, e.g. of the central processing unit [CPU]
    • G06F9/5005Allocation of resources, e.g. of the central processing unit [CPU] to service a request
    • G06F9/5027Allocation of resources, e.g. of the central processing unit [CPU] to service a request the resource being a machine, e.g. CPUs, Servers, Terminals
    • G06F9/505Allocation of resources, e.g. of the central processing unit [CPU] to service a request the resource being a machine, e.g. CPUs, Servers, Terminals considering the load
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • 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
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/46Multiprogramming arrangements
    • G06F9/50Allocation of resources, e.g. of the central processing unit [CPU]
    • G06F9/5083Techniques for rebalancing the load in a distributed system

Abstract

The embodiment of the application discloses a game cluster management method, a game cluster management device, a storage medium and electronic equipment; in the embodiment of the application, in the process of running a designated game logic through a fight node, determining the number of the fight clients associated with each fight forwarding node in the current game cluster, wherein the fight forwarding node is configured to process fight data from the fight node; when detecting a sightseeing request sent by a target client, if the number of sightseeing clients associated with all sightseeing forwarding nodes reaches an upper limit value, creating target sightseeing forwarding nodes in a game cluster, and establishing association between the target sightseeing forwarding nodes and the target client; and removing the idle sightseeing forwarding nodes when the number of the associated sightseeing clients is detected to be less than the preset value. According to the scheme, physical resources are consumed as required according to actual conditions, resource waste caused by fluctuation of the number of sightseeing persons is avoided, cluster resources can be reasonably scheduled, and the cluster resource utilization rate is improved.

Description

Game cluster management method and device, storage medium and electronic equipment
Technical Field
The present application relates to the field of communications technologies, and in particular, to a method and apparatus for managing a game cluster, a storage medium, and an electronic device.
Background
With the development of the internet and the development of the mobile communication network, along with the rapid development of the processing capability and the storage capability of the terminal, a large number of application programs are rapidly spread and used, and meanwhile, the requirements on corresponding servers are higher and higher.
For many online games, especially competitive online games, the real-time spectator function is of paramount importance. The spectator functions are typically implemented by forwarding network data of players within the game to the spectator's clients, and simulating a combat scene by the clients. As the number of players increases, the spectator system needs to carry a large number of players while spectating online, and in order to reduce the load of servers, server clusters for player spectators are generally created independently from server clusters for player combat.
However, due to the maximum number of simultaneous spectator players that can be carried in the game, there is often a positive correlation with the number of physical machines that carry spectator traffic. If the number of machines of the sightseeing cluster is too small, the server pressure is too high when the number of sightseeing players is increased sharply; if the number of machines in the sightseeing cluster is too large, a plurality of machines are in an idle state when no large-scale event exists, so that the waste of machine resources is caused.
Disclosure of Invention
The embodiment of the application provides a game cluster management method, a game cluster management device, a storage medium and electronic equipment, which can reasonably schedule cluster resources and improve the utilization rate of the cluster resources.
The embodiment of the application provides a game cluster management method, which comprises the following steps:
determining a number of warfare clients associated with each warfare forwarding node in the current gaming cluster during operation of a designated gaming logic by a warfare node, wherein the warfare forwarding node is configured to process warfare data derived from the warfare node based on the operation of the designated gaming logic by the warfare node;
when detecting a warfare request sent by a newly added target client, if the number of warfare clients associated with all warfare forwarding nodes reaches an upper limit value, creating a target warfare forwarding node in the game cluster, and establishing an association between the target warfare forwarding node and the target client;
and removing the idle sightseeing forwarding nodes when the number of the associated sightseeing clients is detected to be less than the preset value.
Accordingly, an embodiment of the present application provides a game cluster management method, including:
A determining unit, configured to determine, in a process of running a specified game logic through a fight node, the number of sightseeing clients associated with each sightseeing forwarding node in the current game cluster, wherein the sightseeing forwarding node is configured to process fight data derived from the fight node, the fight data being obtained based on the fight node running the specified game logic;
the creation unit is used for creating target sightseeing forwarding nodes in the game cluster and establishing the association between the target sightseeing forwarding nodes and the target clients if the number of sightseeing clients associated with all sightseeing forwarding nodes reaches an upper limit value when detecting the sightseeing request sent by the newly added target clients;
and the removing unit is used for removing the idle sightseeing forwarding nodes when detecting that the number of the associated sightseeing clients is less than the preset value.
In some embodiments, the creation unit is to:
determining a game process running in the current game cluster to obtain a process set;
acquiring a load corresponding to each game process in the process set;
determining a target game process from the process set according to the load;
And creating a target sightseeing forwarding node through the target game process.
In some embodiments, the creation unit is further to:
determining the number of the sightseeing forwarding nodes created by each game process in the process set;
and determining the load corresponding to each game process according to the number of the sightseeing forwarding nodes.
In some embodiments, the apparatus further comprises:
and the updating unit is used for taking the target client as the sightseeing client after the association between the target sightseeing forwarding node and the target client is established, and updating the number of the sightseeing clients associated with the target sightseeing forwarding node.
In some embodiments, the apparatus further comprises:
and the processing unit is used for releasing the association between the target sightseeing clients and the corresponding sightseeing forwarding nodes when receiving the sightseeing ending request sent by the target sightseeing clients, and updating the number of sightseeing clients associated with the corresponding sightseeing forwarding clients.
In some embodiments, the apparatus further comprises:
and the first forwarding unit is used for sending the fight data to the corresponding associated fight client through the fight nodes and/or the target fight forwarding nodes when detecting that the fight data from the fight nodes is stored on each fight node and/or the target fight forwarding nodes.
In some embodiments, the game cluster further comprises: one or more perspective forwarding center nodes configured to process combat data forwarded by the combat nodes, each perspective forwarding node associated with at least one combat node, and at least one perspective forwarding node; the apparatus further comprises:
the transmitting unit is used for transmitting the fight data to the associated sightseeing forwarding center node through the fight node before transmitting the fight data to the corresponding associated sightseeing client through the sightseeing node and/or the target sightseeing forwarding node;
and the second forwarding unit is used for forwarding the received combat data to the associated sightseeing forwarding nodes through the sightseeing forwarding center nodes, wherein the number of the sightseeing forwarding center nodes in the game cluster is less than that of the sightseeing forwarding nodes.
In some embodiments, the combat data includes: package data containing a specified number of video frames; the transmitting unit is used for:
and sending the package data to the associated sightseeing forwarding center node through the fight node at each interval for a preset time length.
Embodiments of the present application also provide a computer readable storage medium storing a plurality of instructions adapted to be loaded by a processor to perform steps in any of the game cluster management methods provided by the embodiments of the present application.
The embodiment of the application also provides electronic equipment, which comprises a memory, wherein the memory stores a plurality of instructions; the processor loads instructions from the memory to perform steps in any of the game cluster management methods provided by the embodiments of the present application.
According to the scheme provided by the embodiment of the application, the number of the sightseeing clients associated with each sightseeing forwarding node in the current game cluster is determined in the process of running the designated game logic through the fight node. When detecting a sightseeing request sent by a target client, if the number of sightseeing clients associated with all sightseeing forwarding nodes reaches an upper limit value, creating target sightseeing forwarding nodes in a game cluster, and establishing association between the target sightseeing forwarding nodes and the target client. And removing the idle sightseeing forwarding nodes when the number of the associated sightseeing clients is detected to be less than the preset value. According to the scheme, physical resources are consumed as required according to actual conditions, resource waste caused by fluctuation of the number of sightseeing persons is avoided, cluster resources can be reasonably scheduled, and the cluster resource utilization rate is improved.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the description of the embodiments will be briefly introduced below, it being obvious that the drawings in the following description are only some embodiments of the present application, and that other drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
Fig. 1 is a flow chart of a game cluster management method according to an embodiment of the present application.
Fig. 2a is a schematic structural diagram of a game sightseeing system according to an embodiment of the present application.
Fig. 2b is a schematic diagram of a cluster management flow based on a game sightseeing scenario according to an embodiment of the present application.
Fig. 3 is a schematic structural diagram of a game cluster management device according to an embodiment of the present application.
Fig. 4 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
The following description of the embodiments of the present application will be made clearly and fully with reference to the accompanying drawings, in which it is evident that the embodiments described are only some, but not all, of the embodiments of the present application. All other embodiments, which can be made by those skilled in the art based on the embodiments herein without making any inventive effort, are intended to be within the scope of the present application.
The embodiment of the application provides a game cluster management method, a game cluster management device, a storage medium and electronic equipment.
The game cluster management device can be integrated in an electronic device, and the electronic device can be a server cluster formed by a plurality of servers.
The following will describe in detail. The numbers of the following examples are not intended to limit the preferred order of the examples.
In this embodiment, a game cluster management method is provided, as shown in fig. 1, a specific flow of the game cluster management method may be as follows:
101. in running the designated game logic through the fight node, determining a number of spectator clients associated with each spectator relay node in the current game cluster, wherein the spectator relay node is configured to process fight data derived from the fight node, the fight data derived based on the fight node running the designated game logic.
In particular, the game cluster may be comprised of a large number of game processes that may be distributed across different servers for carrying game traffic (e.g., combat traffic) for game players. Each server can be used as a game node (such as a combat node), and each game process can consume the physical resources of the physical machine according to the number of the internal logic game nodes.
In order to bear a large number of game players to watch a war simultaneously, in this embodiment, a part of server resources are divided in a game cluster to be used for building a sightseeing system to process network messages, such as receiving the network messages, storing the network messages, forwarding the network messages, and the like.
The sightseeing clients associated with the sightseeing forwarding nodes are sightseeing clients which are in communication connection with the sightseeing forwarding nodes. In this embodiment, the sightseeing system may be formed by one or more server components, and one server may be used as a forwarding node. In practice, the number of forwarding nodes will be smaller than the number of combat nodes. The sightseeing forwarding nodes are the minimum logic units for the fight sightseeing forwarding and are also forwarding nodes at the bottom layer, each sightseeing forwarding node can be in communication connection with the client side, and fight data forwarded by the fight nodes are forwarded to all connected client sides.
In an embodiment, in order to avoid the problem of network extrusion inside the server caused by excessive broadcast data initiated due to excessive number of forwarding nodes, a middle layer may be introduced between the fight node and the bottom layer forwarding node, and communication between the fight node and the bottom layer forwarding node may be implemented through the middle layer. Specifically, the forwarding nodes may be divided into multiple levels, and the forwarding nodes between adjacent levels may establish communication connection. It should be noted that, the forwarding node directly establishing communication connection with the combat node may be used as a forwarding center node, and the number of forwarding nodes in the level where the forwarding center node is located is the smallest, and the forwarding nodes in the remaining levels are incremented layer by layer.
For example, forwarding nodes may be divided into a two-layer structure, each layer including a plurality of forwarding nodes. The forwarding nodes in the first hierarchy receive the network messages forwarded by the sightseeing race in the combat cluster, and the forwarding nodes in the second hierarchy receive the network messages forwarded by the forwarding nodes in the first hierarchy and forward the network messages to the sightseeing client. The sightseeing clients are managed in room-like fashion by forwarding nodes in a second hierarchy, each forwarding node in the second hierarchy forwarding a portion of the sightseeing clients' messages. It should be noted that, the number of forwarding nodes in the first level is smaller than that of forwarding nodes in the second level, and the multi-layer structure reduces the extrusion of network messages inside the server; in addition, the maximum number of carrying players of the spectator cluster may be increased by increasing the number of nodes per layer.
That is, in some embodiments, the game cluster further includes one or more spectator relay center nodes configured to process the combat data relayed by the combat nodes, each spectator relay node associated with at least one combat node, and at least one spectator relay node. In this embodiment, the number of the sightseeing forwarding center nodes in the game cluster is smaller than the number of the sightseeing forwarding nodes.
The data maintained on the sightseeing forwarding center nodes are corresponding bottom sightseeing forwarding nodes of each battle. In practical application, a group of sightseeing forwarding center nodes can be arranged in the same cluster to share the load, each sightseeing forwarding center node is responsible for data forwarding of a group of fight nodes, and the sightseeing forwarding center nodes to which the fight data should be forwarded can be determined according to the hash value of the fight node ID.
102. When detecting a warfare request sent by a newly added target client, if the number of warfare clients associated with all warfare forwarding nodes reaches an upper limit value, creating target warfare forwarding nodes in the game cluster and establishing association between the target warfare forwarding nodes and the target clients.
The newly added target client refers to a client which does not establish communication connection with the sightseeing forwarding node in the game cluster. Specifically, the client may be a client that has just joined the game cluster (e.g., a client that has just logged in to the game), or may be a client that switches from another game state (e.g., a combat state) to a sightseeing state. The target client initiates a sightseeing request to the server cluster so as to realize the specific game process when the combat node runs the appointed game logic.
In the embodiment of the application, the sightseeing forwarding nodes are distributed on the game process, and idle physical resources in the game cluster are fully utilized. In order to avoid that the load of the process where the single forwarding node is located is too high, each sightseeing forwarding node will be responsible for a part of sightseeing clients of a battle, and set an upper limit value of the number of bearable clients, such as 200. When the number of sightseeing clients connected by a sightseeing forwarding node is 200, communication connection with other clients cannot be established any more.
If the number of the sightseeing clients associated with all the sightseeing forwarding nodes reaches the upper limit value, namely no available sightseeing forwarding nodes exist in the current game cluster. At this time, a new sightseeing forwarding node can be created by utilizing idle physical resources in the game cluster, so that other clients can realize game sightseeing through the newly created sightseeing forwarding node, and the effect of dynamic capacity expansion is achieved.
In practical application, after the association between the target sightseeing forwarding node and the target client is established, the target client can be used as sightseeing clients, and the number of sightseeing clients associated with the target sightseeing forwarding node is updated.
Similarly, when receiving the request for ending the sightseeing sent by the target sightseeing client, the association between the target sightseeing client and the corresponding sightseeing forwarding node can be released, and the number of sightseeing clients associated with the corresponding sightseeing forwarding client can be updated. When the communication connection between the sightseeing client and the sightseeing forwarding node is disconnected, the sightseeing ending request can be triggered.
In some embodiments, when creating the target spectator forwarding node in the game cluster, the following flow may be included:
(11) Determining the running game process in the current game cluster to obtain a process set;
(12) Acquiring a load corresponding to each game process in a process set;
(13) Determining a target game process from the process set according to the load;
(14) And creating a target sightseeing forwarding node through the target game process.
Specifically, in order to ensure load balancing of the whole game cluster, an appropriate process can be selected to execute creation of a new sightseeing forwarding node according to the load size corresponding to each game process. In practical application, the game process with the minimum current load can be selected as a target game process, and the target sightseeing forwarding node is dynamically created through the target game process.
In practical application, when the load corresponding to each game process in the process set is obtained, the number of the sightseeing forwarding nodes created by each game process in the process set can be obtained, and then the load corresponding to each game process is calculated according to the number of the sightseeing forwarding nodes.
103. And removing the idle sightseeing forwarding nodes when the number of the associated sightseeing clients is detected to be less than the preset value.
Specifically, in order to reduce the waste of physical resources, the number of the sightseeing clients (i.e. the number of associated sightseeing clients) which are in communication connection with the sightseeing forwarding node at present can be detected, when the number of the sightseeing clients associated with the sightseeing forwarding node is detected to be smaller than a preset value, the sightseeing forwarding node can be used as an idle sightseeing forwarding node, and the idle sightseeing forwarding node is removed, so that the physical resources are released, and the effect of dynamic capacity reduction is achieved.
In the specific implementation process, after the idle sightseeing forwarding node is not in communication connection with any client for a period of time, the idle sightseeing forwarding node can be destroyed in a delayed mode, so that frequent creation/destruction of the sightseeing forwarding node caused by frequent initiation/exit of a game player is avoided, and the performance of a server is influenced.
In this embodiment, when it is detected that each of the sightseeing nodes and/or the target sightseeing forwarding nodes stores the fight data from the fight node, the fight data is sent to the associated sightseeing client through the sightseeing node and/or the target sightseeing forwarding node.
In specific implementation, the combat data may be obtained by directly forwarding the combat node to the target sightseeing forwarding node, or may be obtained by forwarding the combat node to the sightseeing forwarding center node and then forwarding the combat node to the target sightseeing forwarding node.
In some embodiments, in order to reduce the communication frequency and flow rate between intranet nodes, the server load is reduced, and the fight data may be timely packed and forwarded to the sightseeing system. That is, the fight data may be pack data including a specified number of video frames, and the pack data may be transmitted to the associated sightseeing forwarding center node through the fight node at predetermined intervals of time.
For example, the combat data may include all instruction messages issued by the combat player, as well as snapshot data of the battlefield timing. A portfolio of data may include combat data for a period of time (e.g., 30 s). And every 30s, the fight node sends out fight data of nearly 30s to the sightseeing system from the group package, and then forwards the fight data to the corresponding client through the sightseeing system. The client can resume the execution process of a game fight according to the received package data, thereby achieving the effect of sightseeing.
In some embodiments, if the sightseeing system has a sightseeing forwarding center node (i.e., the sightseeing system is hierarchically divided), before the sightseeing forwarding nodes send the fight data to the sightseeing clients corresponding to the sightseeing forwarding center node, the fight data can be sent to the sightseeing forwarding center node through the sightseeing forwarding center node, then the sightseeing data is forwarded to the sightseeing forwarding node corresponding to the sightseeing forwarding center node through the sightseeing forwarding center node, and finally the sightseeing forwarding node sends the fight data to the sightseeing clients corresponding to the sightseeing forwarding center node.
As can be seen from the above, in the game cluster management method provided by the embodiment of the present application, in the process of running the designated game logic through the combat node, the number of sightseeing clients associated with each sightseeing forwarding node in the current game cluster is determined. When detecting a sightseeing request sent by a target client, if the number of sightseeing clients associated with all sightseeing forwarding nodes reaches an upper limit value, creating target sightseeing forwarding nodes in a game cluster, and establishing association between the target sightseeing forwarding nodes and the target client. And removing the idle sightseeing forwarding nodes when the number of the associated sightseeing clients is detected to be less than the preset value. According to the method, the sightseeing mode supporting dynamic stretching is realized in the battle cluster, on one hand, physical resources are completely consumed according to needs through dynamic stretching, and resource waste caused by fluctuation of sightseeing persons is avoided. On the other hand, idle physical resources in the combat cluster are effectively utilized to support the sightseeing service, and resource waste in the combat cluster is avoided.
The scheme provides dynamic capacity expansion capability for the game sightseeing system, and when the number of sightseeing persons increases suddenly, the sightseeing forwarding nodes can be dynamically created in real time, so that the bearing capability of the system is improved. The load of server sightseeing message broadcasting is reduced through the forwarding of the multi-stage nodes and the data package and caching strategy. In addition, all network message forwarding is in the battle cluster, so that the service complexity and risk of message forwarding are reduced, and the stability of the sightseeing system is improved. In addition, when a single sightseeing forwarding node fails, the failed node can be quickly destroyed, a newly built sightseeing forwarding node is built, a player is migrated to the new node, the player can continuously see the sightseeing without sense, and the disaster recovery capability of the system is improved.
The application realizes a game sightseeing system supporting dynamic expansion in the game combat cluster. Referring to fig. 2a, fig. 2a is a schematic structural diagram of a game sightseeing system provided in an embodiment of the present application, and the entire sightseeing system is implemented in a battle cluster.
Wherein a combat cluster is made up of a large number of game processes, which may be distributed across different physical machines. Each process consumes physical resources of the physical machine, such as a CPU, a memory, network traffic and the like, according to the number of the internal logic nodes.
The combat node is a logic unit in the combat cluster, can be distributed on any game progress, and usually has a large number of combat nodes in the game combat cluster. The combat node is responsible for carrying game combat logic (i.e., the logical unit where the combat is located by the wars in this application) and is the source of the combat data. When a client initiates a sightseeing request, a fight node can forward network data of a fight player to a sightseeing forwarding center node in a timing package. The timing packet is used for reducing the communication frequency and the traffic between the nodes in the intranet so as to reduce the load of the server.
The network data includes all instruction messages issued by the fighter and snapshot data of the battlefield timing. A network data packet contains combat data for a period of time, for example 30 s. Approximately 30s of combat data are sent out every 30s of combat node packages. The client can recover the battle scene at a certain moment according to the snapshot data, and can recover the execution process of the battle field according to the later instruction message data, so as to achieve the effect of sightseeing.
The sightseeing node management module is a core for supporting dynamic expansion of a sightseeing system. And the system is responsible for managing all the sightseeing forwarding nodes, can distribute sightseeing clients to proper idle sightseeing forwarding nodes, and dynamically creates/removes the idle sightseeing forwarding nodes according to the number of sightseeing players in the cluster.
The sightseeing node management module comprises two types of data, one type of data is all sightseeing nodes corresponding to all sightseeing fights and fights in the current cluster, and the number of clients on each node, and the data sources are the numbers of the clients when the clients request/exit sightseeing and the sightseeing forwarding nodes are distributed/destroyed. Another type of data is the load information of all game processes in the current combat cluster, and the data sources are counted each time the combat node or the sightseeing forwarding node is allocated/destroyed. The load information can be judged according to the number of the nodes on each process, and each time the node is created, the process with the smallest current load is selected for creation, so that the load balance of the whole cluster is ensured.
When a client initiates a sightseeing request, the sightseeing node management module selects a currently available sightseeing forwarding node and distributes the client task to the sightseeing forwarding node. If no forwarding node is currently available, a game process with the minimum current load is selected to dynamically create the forwarding node according to a load balancing strategy, and the client is bound with the node.
The sightseeing forwarding center node is a first layer node for data forwarding of the sightseeing network, a group of forwarding center nodes can be arranged in the same cluster to share the load, each center node is responsible for data forwarding of a group of fight nodes, and the center node to which the sightseeing data of the fight should be forwarded is determined according to hash value (hash) modulo of fight node identification (such as ID). The data maintained on the spectator forwarding center nodes are which corresponding underlying spectator forwarding nodes are on each battle. The data of the fight nodes are firstly forwarded to a central node in a timing package, and the data are broadcast to all bottom forwarding nodes corresponding to the fight. Introducing the central node is equivalent to introducing a middle layer between the fight node and the bottom layer sightseeing forwarding node, so that network extrusion inside the server caused by a large amount of broadcast data is avoided.
The sightseeing forwarding node is the minimum logic unit for the fight sightseeing forwarding and is also the forwarding node at the bottom layer. The sightseeing forwarding node is directly in communication connection with the client and can forward the received sightseeing data to all clients which are in communication connection with the sightseeing forwarding node. The sightseeing forwarding nodes are distributed on the game process, and the idle physical resources in the combat cluster are fully utilized. Each sightseeing forwarding node is responsible for a part of sightseeing clients of a battle, and an upper limit of the number of bearing clients is set. Taking the upper limit of the set number of clients as 200 as an example, when the number of clients bound by the sightseeing forwarding node reaches 200, the sightseeing clients cannot be added any more, and only new sightseeing nodes can be dynamically created. In this way, the overload of the process where the single forwarding node is located can be avoided.
When no client is connected for a period of time, the sightseeing forwarding node can delay self-destruction, release resources and achieve the effect of dynamic capacity reduction. The delayed destruction is adopted here, so that frequent creation/destruction of the sightseeing forwarding node caused by frequent initiation/exit of a player is avoided, and the performance of a server is wasted.
In this embodiment, the network data of the battle is cached on the sightseeing forwarding node, so that the newly added client can directly obtain the historical network data from the forwarding node, and the server load can be reduced without requesting the battle node. Based on the cached data, the client may begin viewing the combat process from any historical time node. Meanwhile, the cache data can also prevent the problem of jitter of the client side caused by untimely data forwarding due to network jitter.
Referring to fig. 2b, fig. 2b is a schematic diagram of a cluster management flow based on a game sightseeing scene according to an embodiment of the present application. With the above structure of the game sightseeing system, the cluster management flow is specifically as follows:
201. the client initiates a request for sightseeing.
202. The server side judges whether available sightseeing forwarding nodes exist currently.
203. And if the available sightseeing forwarding node exists currently, selecting the available forwarding node.
204. And if the available sightseeing forwarding node does not exist, dynamically creating the sightseeing forwarding node.
205. The client binds with the sightseeing forwarding node and establishes communication connection.
206. And the server forwards the fight data to the client through the fight forwarding node.
207. The client exits from the sightseeing, and the communication connection between the client and the sightseeing forwarding node is disconnected.
208. And when the client terminal which exits from the sightseeing is in the sightseeing forwarding node, and no other client terminals are in communication connection, the sightseeing forwarding node is destroyed in a delayed mode.
Specifically, when a client requests to watch a certain competition, the server firstly forwards the request to a sightseeing node management module, and the management module has data such as the number of the sightseeing nodes in real time, the number of the sightseeing persons and the like of each competition in all sightseeing states reported by the sightseeing forwarding nodes at the bottom layer. Each sightseeing forwarding node has an upper limit of the number of carriers, and the management module judges whether available sightseeing forwarding nodes exist at present according to the data. For example, the upper limit of each sightseeing forwarding node bears 200 persons, if the sightseeing competition has the corresponding forwarding node and the number of the node connection clients is less than 200 persons, the node connection clients are available forwarding nodes.
If the available sightseeing forwarding nodes exist, selecting the node with the smallest sightseeing number in the available nodes, and recording the current sightseeing number by 1. If no available sightseeing forwarding node exists, as the management module has load information reported by all processes of the current cluster, a process with the smallest current load in the game process in the current cluster is selected to dynamically create a forwarding node according to a load balancing strategy, and the current sightseeing number of the node is recorded as 1.
After the dynamic creation of the sightseeing node is completed, binding the client side initiating the sightseeing request with the sightseeing forwarding node, and establishing communication connection between the client side and the sightseeing forwarding node. If the current forwarding node has the cache data, the client directly pulls the cache data to recover the historical combat scene. The subsequent network data is forwarded by the fight node timing package, and is forwarded to the client through the sightseeing forwarding center node and the sightseeing forwarding node. The client can restore the combat scene according to the network data, and the effect of online sightseeing is realized.
When the client exits from the warfare, the communication connection with the warfare forwarding node in the warfare cluster is immediately disconnected. And reporting to a sightseeing node management module, wherein the node records the number of current sightseeing persons minus 1. If the forwarding node where the client terminal which exits from the sightseeing is located is not connected with other client terminals at the moment, the client terminal is regarded as a releasable resource, and is automatically destroyed after a certain time delay, so that the server resource is not occupied any more, and the effect of dynamic capacity reduction is achieved.
Therefore, the method and the device realize a sightseeing mode supporting dynamic expansion in the battle cluster, on one hand, physical resources are completely consumed as required through dynamic expansion, and resource waste caused by fluctuation of the number of sightseeing persons is avoided. On the other hand, idle physical resources in the combat cluster are effectively utilized to support the sightseeing service, and resource waste in the combat cluster is avoided.
In order to better implement the above method, the embodiment of the present application further provides a game cluster management device, where the game cluster management device may be specifically integrated in an electronic device, for example, the electronic device may be a server cluster formed by a plurality of servers.
For example, in this embodiment, a method of the embodiment of the present application will be described in detail by taking a specific integration of a game cluster management device in a server cluster as an example.
For example, as shown in fig. 3, the game cluster management device may include a determination unit 301 and a creation unit 302 and a transmission unit 303, as follows:
a determining unit 301, configured to determine, in a process of running a specified game logic through a fight node, the number of sightseeing clients associated with each sightseeing forwarding node in the game cluster, where the sightseeing forwarding node is configured to process fight data derived from the fight node, the fight data being obtained based on the fight node running the specified game logic;
the creating unit 302 is configured to create a target sightseeing forwarding node in the game cluster and establish an association between the target sightseeing forwarding node and the target client if the number of sightseeing clients associated with all sightseeing forwarding nodes reaches an upper limit value when detecting a sightseeing request sent by a newly added target client;
And the removing unit 303 is configured to remove the idle sightseeing forwarding node when detecting that the number of associated sightseeing clients is less than the preset value.
In some embodiments, the creating unit 302 is configured to:
determining a game process running in the current game cluster to obtain a process set;
acquiring a load corresponding to each game process in the process set;
determining a target game process from the process set according to the load;
and creating a target sightseeing forwarding node through the target game process.
In some embodiments, the creating unit 302 is further configured to:
determining the number of the sightseeing forwarding nodes created by each game process in the process set;
and determining the load corresponding to each game process according to the number of the sightseeing forwarding nodes.
In some embodiments, the apparatus may further comprise:
and the updating unit is used for taking the target client as the sightseeing client after the association between the target sightseeing forwarding node and the target client is established, and updating the number of the sightseeing clients associated with the target sightseeing forwarding node.
In some embodiments, the apparatus may further comprise:
And the processing unit is used for releasing the association between the target sightseeing clients and the corresponding sightseeing forwarding nodes when receiving the sightseeing ending request sent by the target sightseeing clients, and updating the number of sightseeing clients associated with the corresponding sightseeing forwarding clients.
In some embodiments, the apparatus may further comprise:
and the first forwarding unit is used for sending the fight data to the corresponding associated fight client through the fight nodes and/or the target fight forwarding nodes when detecting that the fight data from the fight nodes is stored on each fight node and/or the target fight forwarding nodes.
In some embodiments, the game cluster further comprises: one or more perspective forwarding center nodes configured to process combat data forwarded by the combat nodes, each perspective forwarding node associated with at least one combat node, and at least one perspective forwarding node; the apparatus further comprises:
the transmitting unit is used for transmitting the fight data to the associated sightseeing forwarding center node through the fight node before transmitting the fight data to the corresponding associated sightseeing client through the sightseeing node and/or the target sightseeing forwarding node;
And the second forwarding unit is used for forwarding the received combat data to the associated sightseeing forwarding nodes through the sightseeing forwarding center nodes, wherein the number of the sightseeing forwarding center nodes in the game cluster is less than that of the sightseeing forwarding nodes.
In some embodiments, the combat data includes: package data containing a specified number of video frames; the transmitting unit may specifically be configured to:
and sending the package data to the associated sightseeing forwarding center node through the fight node at each interval for a preset time length.
As can be seen from the above, in the game cluster management device of the present embodiment, when receiving the sightseeing request sent by the target client, the determining unit 301 determines the number of sightseeing clients associated with each sightseeing forwarding node in the current game cluster in the process of running the designated game logic through the fight node; when detecting a sightseeing request sent by a target client, if the number of sightseeing clients associated with all sightseeing forwarding nodes reaches an upper limit value, creating the target sightseeing forwarding nodes in the game cluster through a creation unit 302, and establishing the association between the target sightseeing forwarding nodes and the target clients; when the number of associated sightseeing forwarding nodes is detected to be less than the preset value, the idle sightseeing forwarding nodes are removed by the removing unit 303. The game cluster management device can prompt users with insufficient virtual resources in accounts to supplement the virtual resources in advance, so that the sufficient virtual resources in the accounts are ensured when virtual resource transfer operation is executed, the intelligence and the accuracy of game cluster management are improved, and adverse effects on network live broadcasting and the results of scene playing in network games due to insufficient virtual resources are avoided.
Correspondingly, the embodiment of the application also provides electronic equipment, which can be a server or a server cluster. As shown in fig. 4, fig. 4 is a schematic structural diagram of an electronic device according to an embodiment of the present application. The electronic device 400 includes a processor 401 having one or more processing cores, a memory 402 having one or more computer readable storage media, and a computer program stored on the memory 402 and executable on the processor. The processor 401 is electrically connected to the memory 402. It will be appreciated by those skilled in the art that the electronic device structure shown in the figures is not limiting of the electronic device and may include more or fewer components than shown, or may combine certain components, or a different arrangement of components.
The processor 401 is a control center of the electronic device 400, connects various parts of the entire electronic device 400 using various interfaces and lines, and performs various functions of the electronic device 400 and processes data by running or loading software programs and/or modules stored in the memory 402, and calling data stored in the memory 402, thereby performing overall monitoring of the electronic device 400.
In the embodiment of the present application, the processor 401 in the electronic device 400 loads the instructions corresponding to the processes of one or more application programs into the memory 402 according to the following steps, and the processor 401 executes the application programs stored in the memory 402, so as to implement various functions:
determining a number of warfare clients associated with each warfare forwarding node in the current gaming cluster during operation of a designated gaming logic by a warfare node, wherein the warfare forwarding node is configured to process warfare data derived from the warfare node based on the operation of the designated gaming logic by the warfare node;
when detecting a warfare request sent by a newly added target client, if the number of warfare clients associated with all warfare forwarding nodes reaches an upper limit value, creating a target warfare forwarding node in the game cluster, and establishing an association between the target warfare forwarding node and the target client;
and removing the idle sightseeing forwarding nodes when the number of the associated sightseeing clients is detected to be less than the preset value.
The specific implementation of each operation above may be referred to the previous embodiments, and will not be described herein.
Optionally, as shown in fig. 4, the electronic device 400 further includes: a touch display 403, a radio frequency circuit 404, an audio circuit 405, an input unit 406, and a power supply 407. The processor 401 is electrically connected to the touch display 403, the radio frequency circuit 404, the audio circuit 405, the input unit 406, and the power supply 407, respectively. Those skilled in the art will appreciate that the electronic device structure shown in fig. 4 is not limiting of the electronic device and may include more or fewer components than shown, or may combine certain components, or may be arranged in different components.
The touch display 403 may be used to display a graphical user interface and receive operation instructions generated by a user acting on the graphical user interface. The touch display screen 403 may include a display panel and a touch panel. Wherein the display panel may be used to display information entered by a user or provided to a user as well as various graphical user interfaces of the electronic device, which may be composed of graphics, text, icons, video, and any combination thereof. Alternatively, the display panel may be configured in the form of a liquid crystal display (LCD, liquid Crystal Display), an Organic Light-Emitting Diode (OLED), or the like. The touch panel may be used to collect touch operations on or near the user (such as operations on or near the touch panel by the user using any suitable object or accessory such as a finger, stylus, etc.), and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Alternatively, the touch panel may include two parts, a touch detection device and a touch controller. The touch detection device detects the touch azimuth of a user, detects a signal brought by touch operation and transmits the signal to the touch controller; the touch controller receives touch information from the touch detection device, converts it into touch point coordinates, and sends the touch point coordinates to the processor 401, and can receive and execute commands sent from the processor 401. The touch panel may overlay the display panel, and upon detection of a touch operation thereon or thereabout, the touch panel is passed to the processor 401 to determine the type of touch event, and the processor 401 then provides a corresponding visual output on the display panel in accordance with the type of touch event. In the embodiment of the present application, the touch panel and the display panel may be integrated into the touch display screen 403 to implement the input and output functions. In some embodiments, however, the touch panel and the touch panel may be implemented as two separate components to perform the input and output functions. I.e. the touch-sensitive display 403 may also implement an input function as part of the input unit 406.
In this embodiment of the present application, the processor 401 executes the game application program to generate a picture of the virtual three-dimensional scene on the touch display screen 403, where the picture includes a graphical user interface (UI interface), and the graphical user interface includes a second spatial orientation indicator, where a spatial orientation identifier corresponding to the target object is displayed on the second spatial orientation indicator, and the spatial orientation identifier is used to indicate an orientation where the target object is located.
The touch display 403 may be used to present a screen of a virtual three-dimensional scene, and a graphical user interface and receive operation instructions generated by a user acting on the graphical user interface.
The radio frequency circuitry 404 may be used to transceive radio frequency signals to establish wireless communication with a network device or other electronic device via wireless communication.
The audio circuitry 405 may be used to provide an audio interface between a user and an electronic device through a speaker, microphone. The audio circuit 405 may transmit the received electrical signal after audio data conversion to a speaker, where the electrical signal is converted into a sound signal for output; on the other hand, the microphone converts the collected sound signals into electrical signals, which are received by the audio circuit 405 and converted into audio data, which are processed by the audio data output processor 401 and sent via the radio frequency circuit 404 to e.g. another electronic device, or which are output to the memory 402 for further processing. The audio circuit 405 may also include an ear bud jack to provide communication of the peripheral headphones with the electronic device.
The input unit 406 may be used to receive input numbers, character information, or user characteristic information (e.g., fingerprint, iris, facial information, etc.), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.
The power supply 407 is used to power the various components of the electronic device 400. Alternatively, the power supply 407 may be logically connected to the processor 401 through a power management system, so as to implement functions of managing charging, discharging, and power consumption management through the power management system. The power supply 407 may also include one or more of any of a direct current or alternating current power supply, a recharging system, a power failure detection circuit, a power converter or inverter, a power status indicator, and the like.
Although not shown in fig. 4, the electronic device 400 may further include a camera, a sensor, a wireless fidelity module, a bluetooth module, etc., which are not described herein.
In the foregoing embodiments, the descriptions of the embodiments are emphasized, and for parts of one embodiment that are not described in detail, reference may be made to related descriptions of other embodiments.
It can be known that the electronic device provided in this embodiment may prompt the user with insufficient amount of virtual resources in the account to supplement the virtual resources in advance, so as to ensure sufficient virtual resources in the account when executing the virtual resource transfer operation, improve the intelligence and accuracy of the game cluster management, and avoid adverse effects caused by insufficient virtual resources in the account on the network live broadcast and the result of scenario playing in the network game.
Those of ordinary skill in the art will appreciate that all or a portion of the steps of the various methods of the above embodiments may be performed by instructions, or by instructions controlling associated hardware, which may be stored in a computer-readable storage medium and loaded and executed by a processor.
To this end, embodiments of the present application provide a computer readable storage medium having stored therein a plurality of computer programs that can be loaded by a processor to perform steps in any of the game cluster management methods provided by embodiments of the present application. For example, the computer program may perform the steps of:
determining a number of warfare clients associated with each warfare forwarding node in the current gaming cluster during operation of a designated gaming logic by a warfare node, wherein the warfare forwarding node is configured to process warfare data derived from the warfare node based on the operation of the designated gaming logic by the warfare node;
when detecting a warfare request sent by a newly added target client, if the number of warfare clients associated with all warfare forwarding nodes reaches an upper limit value, creating a target warfare forwarding node in the game cluster, and establishing an association between the target warfare forwarding node and the target client;
And removing the idle sightseeing forwarding nodes when the number of the associated sightseeing clients is detected to be less than the preset value.
The specific implementation of each operation above may be referred to the previous embodiments, and will not be described herein.
Wherein the storage medium may include: read Only Memory (ROM), random access Memory (RAM, random Access Memory), magnetic or optical disk, and the like.
The steps in any game cluster management method provided in the embodiments of the present application may be executed by the computer program stored in the storage medium, so that the beneficial effects that any game cluster management method provided in the embodiments of the present application may be achieved are described in detail in the previous embodiments, which are not repeated herein.
The above describes in detail a game cluster management method, device, storage medium and electronic apparatus provided in the embodiments of the present application, and specific examples are applied to illustrate principles and implementations of the present application, where the descriptions of the above embodiments are only used to help understand the method and core ideas of the present application; meanwhile, those skilled in the art will have variations in the specific embodiments and application scope in light of the ideas of the present application, and the present description should not be construed as limiting the present application in view of the above.

Claims (11)

1. A method of game cluster management, comprising:
determining a number of warfare clients associated with each warfare forwarding node in the current gaming cluster during operation of a designated gaming logic by a warfare node, wherein the warfare forwarding node is configured to process warfare data derived from the warfare node based on the operation of the designated gaming logic by the warfare node;
dividing the sightseeing forwarding nodes into a plurality of layers, establishing communication connection between the sightseeing forwarding nodes of adjacent layers, and taking the sightseeing forwarding nodes directly establishing communication connection with the fight nodes as forwarding center nodes, wherein each forwarding center node is configured to process fight data forwarded by a group of fight nodes, and the fight data of the fight nodes processed by each forwarding center node is determined by taking the module of hash values of fight node identifiers;
when detecting a warfare request sent by a newly added target client, if the number of warfare clients associated with all warfare forwarding nodes reaches an upper limit value, creating a target warfare forwarding node in the game cluster, and establishing an association between the target warfare forwarding node and the target client;
And removing the idle sightseeing forwarding nodes when the number of the associated sightseeing clients is detected to be less than the preset value.
2. The game cluster management method according to claim 1, wherein creating a target spectator forwarding node in the game cluster comprises:
determining a game process running in the current game cluster to obtain a process set;
acquiring a load corresponding to each game process in the process set;
determining a target game process from the process set according to the load;
and creating a target sightseeing forwarding node through the target game process.
3. The method for game cluster management according to claim 2, wherein the obtaining the load corresponding to each game process in the process set includes:
determining the number of the sightseeing forwarding nodes created by each game process in the process set;
and determining the load corresponding to each game process according to the number of the sightseeing forwarding nodes.
4. The game cluster management method according to claim 1, further comprising, after establishing the association between the target spectator forwarding node and the target client:
And taking the target client as a sightseeing client, and updating the number of sightseeing clients associated with the target sightseeing forwarding node.
5. The game cluster management method according to claim 4, further comprising:
when receiving a request for ending the sightseeing sent by a target sightseeing client, releasing the association between the target sightseeing client and a corresponding sightseeing forwarding node, and updating the number of sightseeing clients associated with the corresponding sightseeing forwarding client.
6. The game cluster management method according to any one of claims 1 to 5, further comprising:
when each sightseeing node and/or the target sightseeing forwarding node is detected to store the fight data from the fight node, the fight data is sent to the corresponding associated sightseeing client through the sightseeing node and/or the target sightseeing forwarding node.
7. The game cluster management method according to claim 6, wherein the game cluster further comprises: one or more sightseeing forwarding center nodes, each sightseeing forwarding node associated with at least one combat node and at least one sightseeing forwarding node;
before the fight data is sent to the corresponding associated fight client through the fight node and/or the target fight forwarding node, the method further comprises:
Transmitting the fight data to an associated sightseeing forwarding center node through the fight node;
and forwarding the received combat data to the associated sightseeing forwarding nodes through the sightseeing forwarding center nodes.
8. The game cluster management method according to claim 7, wherein the combat data includes: package data containing a specified number of video frames;
the transmitting the fight data to the associated sightseeing forwarding center node through the fight node includes:
and sending the package data to the associated sightseeing forwarding center node through the fight node at each interval for a preset time length.
9. A game cluster management device, comprising:
a determining unit, configured to determine the number of sightseeing clients associated with each sightseeing forwarding node in the current game cluster and divide the sightseeing forwarding nodes into a plurality of levels in the process of running a designated game logic through the sightseeing forwarding nodes, wherein the sightseeing forwarding nodes directly connected with the sightseeing nodes are used as forwarding center nodes, the sightseeing forwarding nodes are configured to process the fight data from the fight nodes, the fight data is obtained by running the designated game logic on the basis of the fight nodes, each forwarding center node is configured to process fight data forwarded by a group of fight nodes, and the fight data of the fight nodes processed by each forwarding center node is determined by a hash value taking model of the fight node identification;
The creation unit is used for creating target sightseeing forwarding nodes in the game cluster and establishing the association between the target sightseeing forwarding nodes and the target clients if the number of sightseeing clients associated with all sightseeing forwarding nodes reaches an upper limit value when detecting the sightseeing request sent by the newly added target clients;
and the removing unit is used for removing the idle sightseeing forwarding nodes when detecting that the number of the associated sightseeing clients is less than the preset value.
10. A computer readable storage medium storing a plurality of instructions adapted to be loaded by a processor to perform the steps in the game cluster management method of any of claims 1-8.
11. An electronic device comprising a processor and a memory, the memory storing a plurality of instructions; the processor loads instructions from the memory to perform the steps in the game cluster management method according to any of claims 1-8.
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