CN112169341B - Game data processing method, device, equipment and storage medium - Google Patents

Game data processing method, device, equipment and storage medium Download PDF

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Publication number
CN112169341B
CN112169341B CN202011050012.7A CN202011050012A CN112169341B CN 112169341 B CN112169341 B CN 112169341B CN 202011050012 A CN202011050012 A CN 202011050012A CN 112169341 B CN112169341 B CN 112169341B
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player
request
game
processing
judging
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CN112169341A (en
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宋大伟
李拓
高庆
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Suzhou Yige Network Technology Co ltd
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Suzhou Yige Network Technology Co ltd
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Priority to CN202011050012.7A priority Critical patent/CN112169341B/en
Priority to PCT/CN2020/128728 priority patent/WO2022068000A1/en
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    • 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
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history

Abstract

The invention discloses a game data processing method, which comprises the following steps: receiving a processing request; determining whether a source of the processing request is a player request from a game server or a request for game player data from a database server; when the source of the processing request is a player request initiated by the game server, processing according to a first processing mechanism; and when the source of the processing request is the processing request of the game player data initiated by the database server, processing according to a second processing mechanism. Therefore, the source of the received processing request is judged, the processing request is processed by different mechanisms according to different sources, the disorder of data can be avoided while each request can be effectively processed, the game is smoothly carried out, the continuity and timeliness of user operation are guaranteed, and the game experience of the user is optimized.

Description

Game data processing method, device, equipment and storage medium
Technical Field
The present application relates to the field of computer internet technologies, and in particular, to a method, an apparatus, a device, and a storage medium for processing game data.
Background
Network games (online games) are well known in the art, and can be divided into client games, page games, and mobile client games (i.e., hand games), in which, for example, players often compete for game resources, and game resources among players are increased or decreased, but when such data processing operations are performed, the problem of game resource data conflict among players is often encountered, especially in distributed and multi-threaded games.
Disclosure of Invention
An object of the present invention is to provide a method, an apparatus, a device and a storage medium for processing game data, which can solve one or more of the above-mentioned problems.
According to an aspect of the present invention, there is provided a game data processing method, including the steps of: receiving a processing request; determining whether a source of the processing request is a player request from a game server or a request for game player data from a database server; when the source of the processing request is a player request initiated by the game server, processing according to a first processing mechanism; and when the source of the processing request is the processing request of the game player data initiated by the database server, processing according to a second processing mechanism.
In some embodiments, when the source of the processing request is a player request initiated by the game server, the first processing mechanism is: judging whether the world stops or not, if so, returning to the request flow abnormally; if not, judging whether to obtain cache information, and if not, returning to the request flow abnormally; if so, judging that the RGuid searches for a role cache, and if not, executing other steps; if yes, judging whether the player state belongs to player online or player offline, and if not, forwarding the command to the game server; if not, adding the offline request queue; and returning normally.
In some embodiments, it is determined that the RGuid looks up the character cache, and if not, there are both cases of a loaded player and a logged-in player.
In some embodiments, determining that the RGuid looks up the role cache, and if not, performing other steps includes: judging whether the account searches for role cache, if so, further judging whether the player is the player who is loading, if so, adding the player into an offline request queue, and returning normally; if not, adding an offline request queue and entering a corner selection process; and returning normally.
In some embodiments, it is determined that the account looks up the role cache, and if not, the offline player process is loaded, added to the offline request queue, and returned normally.
In some embodiments, when the source of the processing request is a player data processing request initiated by a database proxy server, the second processing mechanism is: judging whether the role loading result is normal or not, if not, returning to the request flow abnormally; if yes, updating the DB state of the player; judging whether the current request is a login request of a player, if not, loading the player to a game process; updating the player status; returning normally; if yes, other steps are executed.
In some embodiments, the performing further steps comprises: judging whether the player is locked or the DB state is locked, if not, loading the player to a game process, if so, further judging whether an offline loading request exists, and if not, returning the request process abnormally; if yes, further judging whether the player connection is on-line, if yes, cleaning the player connection information and loading the player to a game process; if not, directly loading the player to the game flow; updating the player status; and returning normally.
According to another aspect of the present invention, there is provided a game data processing apparatus including a receiving unit for receiving a processing request;
a judgment unit at least comprising a first sub-judgment unit, the
The first sub-judgment unit is used for judging the source of the processing request;
and the processing unit is used for processing requests from different sources.
In some embodiments, the determining unit further comprises a second sub-determining unit for determining whether the world has stopped; a third sub-judgment unit, configured to judge whether to obtain cache information; the fourth sub-judgment unit is used for judging that the RGuid searches for role cache; and the fifth sub-judgment unit is used for judging whether the player state belongs to player online or player offline.
In some embodiments, the system further includes a sixth sub-determining unit, configured to determine that the account searches for the role cache; and a seventh sub-judgment unit for judging whether the player is the player who is loading.
In some embodiments, the determining unit further includes an eighth sub-determining unit, configured to determine whether the role loading result is normal; and the ninth sub-judgment unit is used for judging whether the current request is a login request of the player.
In some embodiments, the judging unit further includes a tenth sub-judging unit for judging whether the player is locked or the DB state is locked; an eleventh sub-judgment unit, configured to judge whether an offline loading request exists; and the twelfth sub-judgment unit is used for judging whether the player connection is online or not.
According to another aspect of the invention, there is provided an apparatus comprising a processor and a memory having stored therein at least one instruction, at least one program, set of codes or set of instructions, which is loaded and executed by the processor to implement a method of game data processing according to any one of claims 1 to 7.
According to another aspect of the invention, a computer-readable storage medium has stored therein at least one instruction, at least one end program, a set of codes, or a set of instructions that are loaded and executed by a processor to implement a method of game data processing as described above.
The invention has the beneficial effects that:
according to the technical scheme provided by the invention, the source of the received processing request is judged, and the processing request is processed by different mechanisms according to different sources, so that the condition that each request can be processed and the data disorder cannot be generated is effectively ensured.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the embodiments or the prior art will be briefly described below, and it is obvious that the drawings in the following description are some embodiments of the present invention, and those skilled in the art can also obtain other drawings according to the drawings without creative efforts.
FIG. 1 is a flow chart of a method of game data processing according to an embodiment of the present invention.
FIG. 2 is a flow chart of a method of game data processing according to an embodiment of the present invention.
FIG. 3 is a flow chart of a method of game data processing according to an embodiment of the present invention.
FIG. 4 is a flow chart of a method of game data processing according to an embodiment of the present invention.
FIG. 5 is a flow chart of a method of game data processing according to an embodiment of the present invention.
Fig. 6 is a block diagram showing the configuration of a game data processing device according to an embodiment of the present invention.
Fig. 7 is a block diagram showing the configuration of a game data processing device determining unit according to an embodiment of the present invention.
Fig. 8 is a block diagram showing the configuration of a game data processing device determining unit according to an embodiment of the present invention.
Fig. 9 is a block diagram showing the configuration of a game data processing device determining unit according to an embodiment of the present invention.
Fig. 10 is a block diagram showing the configuration of a game data processing device determining unit according to an embodiment of the present invention.
Fig. 11 is a schematic configuration diagram of an apparatus for performing a game data processing method of the present invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are some, but not all, embodiments of the present invention. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
Example 1
As shown in fig. 1, there is provided a method of game data processing, comprising the steps of:
s11: the central server receives the processing request.
S12: it is determined whether the source of the processing request is a player request from a game server or a request for game player data from a database server.
S13: and when the source of the processing request is a player request initiated by the game server, processing according to a first processing mechanism.
S14: and when the source of the processing request is the processing request of the game player data initiated by the database server, processing according to a second processing mechanism.
Specifically, when the central server receives a processing request initiated by the game server or player data sent by the database server, the adopted processing mechanisms are the first processing mechanism and the second processing mechanism respectively, and the accuracy of the data in the processing process can be effectively ensured if the adopted processing mechanisms are different according to different requests.
Example 2
As shown in fig. 2, when the source of the processing request is a player request initiated by the game server, the first processing mechanism is:
s131: the central server receives a request initiated by the game server;
s132: judging whether the world stops, if so, executing S133: and returning the request flow by exception. If not, executing S134: determining whether to acquire the cache information, if not, executing S135: and returning the request flow by exception.
Therefore, the accuracy of the game data can be ensured.
Example 3
As shown in fig. 2, when the source of the processing request is a player request initiated by the game server, the first processing mechanism is:
s131: the central server receives a request initiated by the game server;
s132: judging whether the world stops, if so, executing S133: and returning the request flow by exception. If not, executing S134: and judging whether to acquire the cache information. If the cache information is obtained, then S136 is further executed: judging that the RGuid searches for the role cache, if so, namely the RGuid searches for the role cache, and then the four conditions in S138 exist: online by player, offline by player, save by player, and load by player. At this time, S139 is executed: if the player status is judged not to belong to the player online or the player offline, and if the judgment result is no, S1311 is executed: the proceeding command is forwarded to the game server, and then returns normally, if the determination result is yes, the S1310 is executed: adding an offline request queue; s1312: and returning normally.
Since the player does not cache completely while doing some state machines. This application guarantees through two sets of mechanisms, uses two sets of state machines to cover whole player life cycle, and the rguid cache mechanism, acct account number cache mechanism, for example in logging, player self has not selected the angle yet, just this moment only acct information.
Therefore, the condition of multiple times of loading is avoided by monitoring the whole life cycle of the player and using an offline loading queue mechanism if a specific loading request is carried out, and the generation of multiple copies of data is avoided. The part for game processing is one copy from beginning to end, thereby ensuring the accuracy of game data.
Example 4
As shown in fig. 2, when the source of the processing request is a player request initiated by the game server, the first processing mechanism is:
s131: the central server receives a request initiated by the game server;
s132: judging whether the world stops, if not, executing S134: determining whether to acquire the cache information, if not, executing S135: and returning the request flow by exception. If the cache information is obtained, then S136 is further executed: judging that the RGuid searches for the role cache, if not, as shown in fig. 3, S136: when the result of the RGuid character cache search is judged to be negative, the player is loaded and the logged-in player exists.
In order to further ensure the accuracy of the data, it is necessary to further perform other step S137, which specifically includes: s1372: judging the account number to search the role cache, if so, executing S1373: further judging whether the player is the player who is loading, if yes, executing S1374: then join the off-line request queue and return normally. S1372: judging the account number to search the role cache, if not, executing S1376: join the offline request queue, execute S1376: entering a corner selection process; s1375: and returning normally.
The reason is that the process is asynchronous, and the offline request is preferred because the offline request is in the state when the role is loaded. And judging whether the player has offline request data before in the loading process, if the offline request data does not exist before the player requests the role loading command sent by the offline request, indicating that the player normally logs in, and entering a corner selection process. Therefore, in multiple processes, asynchronous requests are all adopted, and the number of the character data is controlled to be only one by controlling the character pulling, so that the accuracy of the game data can be ensured.
Example 5
As shown in fig. 2 and fig. 3, the previous steps are the same as those in embodiment 4, and are not described herein. The difference is that: s1372: judging the account number to search the role cache, if not, executing S1378, namely, loading the offline player process, and S1379: join offline request queue, S1370: and returning normally. Therefore, the accuracy of the game data can be ensured.
Example 6
As shown in fig. 4, when the source of the processing request is a player data processing request initiated by the database proxy server, the second processing mechanism is:
s14: the central server receives the player data sent by the database server.
S141: judging whether the role loading result is normal, if not, executing S142: and returning the request flow by exception. If yes, go to step S143: the player's DB status is updated.
S144: judging whether the current request is a player login request, if not, executing S145: loading a player to a game process;
s147: updating the player status;
s148: and returning normally.
Therefore, the accuracy of the game data can be ensured.
Example 7
As shown in fig. 4: when the source of the processing request is a player data processing request initiated by the database proxy server, the second processing mechanism is:
s14: the central server receives the player data sent by the database server.
S141: judging whether the role loading result is normal, if not, executing S142: and returning the request flow by exception. If yes, go to step S143: the player's DB status is updated.
S144: judging whether the current request is a player login request, if so, S146: other steps are performed.
As shown in fig. 5, S146: the performing other steps include:
s1461: judging whether the player locks or the DB state locks, if not, executing S1462: the player is loaded into the game flow.
S1466: the player status is updated.
S1467: and returning normally.
Therefore, the accuracy of the game data can be ensured.
Example 8
As shown in fig. 4 and 5, when the source of the processing request is a player data processing request initiated by the database proxy server, the second processing mechanism is:
s14: the central server receives the player data sent by the database server.
S141: judging whether the role loading result is normal, if not, executing S142: and returning the request flow by exception. If yes, go to step S143: the player's DB status is updated.
S144: judging whether the current request is a player login request, if so, S146: other steps are performed. As shown in fig. 5, S146: the performing other steps include:
s1461: judging whether the player is locked or not or whether the DB state is locked, if so, executing S1463: judging whether an offline loading request exists, if not, executing S1464: and returning the request flow by exception. If the determination result of the further determination of S1463 on whether there is an offline loading request is yes, S1465 is executed: further judging whether the player connection is on-line, if yes, executing S1468: clear up the player connection information and perform S1462: loading a player to a game process; if not, directly executing S1462: the player is loaded into the game flow.
S1466: the player status is updated.
S1467: and returning normally.
Therefore, the accuracy of the game data can be ensured.
Example 9
As shown in fig. 6, according to another aspect of the present invention, there is provided a game data processing apparatus 100, including a receiving unit 110 for receiving a processing request;
the judging unit 120, which includes at least a first sub-judging unit 1201,
the first sub-determining unit 1201 is configured to determine a source of the processing request;
the processing unit 130 is configured to process processing requests from different sources.
As shown in fig. 7, the determining unit 120 further includes a second sub-determining unit 1202 for determining whether the world is stopped; a third sub-determining unit 1203, configured to determine whether to obtain cache information; a fourth sub-determining unit 1204, configured to determine that the RGuid searches for a role cache; a fifth sub-judgment unit 1205 for judging whether the player status belongs to player online or player offline.
As shown in fig. 8, the determining unit 120 further includes a sixth sub-determining unit 1206, configured to determine that the account searches for the role cache; a seventh sub-judgment unit 1207 for judging whether or not it is a player who is loading.
As shown in fig. 9, the determining unit 120 further includes an eighth sub-determining unit 1208, configured to determine whether the role loading result is normal; a ninth sub-judgment unit 1209, which is used to judge whether the player is currently a login request.
As shown in fig. 10, the judging unit 120 further includes a tenth sub-judging unit 1210 for judging whether the player is locked or DB state locked; an eleventh sub-determination unit 1211, configured to determine whether there is an offline loading request; a twelfth sub-determination unit 1212, configured to determine whether the player connection is online.
The judgment unit of the device executes logic judgment in the first processing mechanism and the second processing mechanism and sends the judgment result to the processing unit for processing, so that the whole game data is processed well and orderly, the accuracy is improved, the generation of error data is avoided, and the experience of game players is effectively improved.
Example 10
As shown in fig. 11, according to another aspect of the present invention, there is provided an apparatus including: one or more processors 310 and a memory 320, with one processor 310 being an example in fig. 5. The apparatus performing the method of game data processing may further include: an input device 330 and an output device 340. The memory 320 is a non-volatile computer-readable storage medium, and can be used for storing non-volatile software programs, non-volatile computer-executable programs, and modules, such as program instructions/modules corresponding to the game data processing method in the embodiment of the present application. The processor 310 executes various functional applications of the server and data processing, i.e., a method of implementing game data processing of the above-described method embodiments, by executing nonvolatile software programs, instructions, and modules stored in the memory 320.
The memory 320 may include a storage program area and a storage data area, wherein the storage program area may store an operating system, an application program required for at least one function; the storage data area may store data created according to the use of the prompt information push apparatus, and the like. Further, the memory 320 may include high speed random access memory, and may also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other non-volatile solid state storage device. In some embodiments, memory 320 may optionally include memory located remotely from processor 310, which may be connected to the game data processing device via a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof.
The input device 330 may receive input numeric or character information and generate signal inputs related to user settings and function control. The output device 340 may include a display device such as a display screen.
The one or more modules are stored in the memory 320 and, when executed by the one or more processors 310, perform a method of game data processing in any of the method embodiments described above.
The product can execute the method provided by the embodiment of the application, and has the corresponding functional modules and beneficial effects of the execution method. For technical details that are not described in detail in this embodiment, reference may be made to the methods provided in the embodiments of the present application.
Example 11:
in another aspect, embodiment 6 of the present invention provides a computer-readable storage medium, where one or more programs including execution instructions are stored, where the execution instructions can be read and executed by a device (including but not limited to a computer, a server, or a network device, etc.) to perform relevant steps in the above method embodiments.
The above-described embodiments of the apparatus are merely illustrative, and the units described as separate parts may or may not be physically separate, and the parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the modules may be selected according to actual needs to achieve the purpose of the solution of the present embodiment. One of ordinary skill in the art can understand and implement it without inventive effort.
Through the above description of the embodiments, those skilled in the art will clearly understand that each embodiment can be implemented by software plus a necessary general hardware platform, and certainly can also be implemented by hardware. With this understanding in mind, the above-described technical solutions may be embodied in the form of a software product, which can be stored in a computer-readable storage medium, such as ROM/RAM, magnetic disk, optical disk, etc., and includes instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute the methods of the various embodiments or some parts of the embodiments.
Finally, it should be noted that: the above examples are only intended to illustrate the technical solution of the present invention, but not to limit it; although the present invention has been described in detail with reference to the foregoing embodiments, it will be understood by those of ordinary skill in the art that: the technical solutions described in the foregoing embodiments may still be modified, or some technical features may be equivalently replaced; and such modifications or substitutions do not depart from the spirit and scope of the corresponding technical solutions of the embodiments of the present invention.

Claims (9)

1. A method of game data processing, comprising the steps of:
receiving a processing request;
determining whether a source of the processing request is a player request from a game server or a request for game player data from a database server;
when the source of the processing request is a player request initiated by the game server, processing according to a first processing mechanism;
when the source of the processing request is a processing request of the game player data initiated by the database server, processing according to a second processing mechanism;
when the source of the processing request is a player request from the game server, the first processing mechanism is:
judging whether the world stops or not, if so, returning to the request flow abnormally; if not, then
Judging whether cache information is obtained or not, if not, returning to the request flow abnormally; if so, then
Judging that the RGuid searches the role cache, and if not, executing other steps; if so, then
Judging whether the player state belongs to player online or player offline, if not, forwarding the command to the game server; if not, adding the offline request queue;
and returning normally.
2. The method of game data processing according to claim 1,
the RGuid searches the role cache, and if not, two situations of loading the player and logging in the player exist.
3. The method of game data processing according to claim 2,
the judging RGuid searches the role cache, if not, the executing other steps include:
judging the account number to search the role cache, if yes,
further judging whether the player is the player which is loading, if so, adding the player into an offline request queue, and returning normally; if not, adding an offline request queue and entering a corner selection process; and returning normally.
4. The method of game data processing according to claim 3,
and judging the account number to search the role cache, if not, loading an offline player process, adding the offline player process into an offline request queue, and returning normally.
5. The method of game data processing according to claim 1,
when the source of the processing request is a player data processing request initiated by the database proxy server, the second processing mechanism is:
judging whether the role loading result is normal or not, if not, returning to the request flow abnormally;
if yes, updating the DB state of the player;
judging whether the current request is a login request of a player, if not, loading the player to a game process; updating the player status; returning normally; if yes, other steps are executed.
6. The method of game data processing according to claim 5,
the performing other steps include:
judging whether the player is locked or not or the DB state is locked, if not, loading the player to a game flow,
if yes, further judging whether an offline loading request exists, and if not, returning to the request flow abnormally; if yes, further judging whether the player connection is on-line, if yes, cleaning the player connection information and loading the player to a game process; if not, directly loading the player to the game flow;
updating the player status;
and returning normally.
7. A game data processing device comprises a game data processing unit,
a receiving unit configured to receive a processing request;
a judgment unit at least comprising a first sub-judgment unit, the
The first sub-judgment unit is used for judging the source of the processing request;
the processing unit is used for processing requests from different sources;
and/or the judging unit further comprises:
the second sub-judgment unit is used for judging whether the world stops or not;
a third sub-judgment unit, configured to judge whether to obtain cache information;
the fourth sub-judgment unit is used for judging that the RGuid searches for role cache;
the fifth sub-judgment unit is used for judging whether the player state belongs to player online or player offline;
and/or the judging unit further comprises,
the sixth sub-judgment unit is used for judging the role cache searched by the account;
a seventh sub-judgment unit operable to judge whether or not the player is the player who is loading;
and/or the judging unit further comprises,
the eighth judging unit is used for judging whether the role loading result is normal or not;
a ninth sub-judgment unit for judging whether the current is a player login request;
and/or the judging unit further comprises,
a tenth sub-judgment unit for judging whether the player is locked or the DB state is locked;
an eleventh sub-judgment unit, configured to judge whether an offline loading request exists;
and the twelfth sub-judgment unit is used for judging whether the player connection is online or not.
8. An apparatus comprising a processor and a memory, the memory having stored therein at least one instruction, at least one program, set of codes or set of instructions, the at least one instruction, the at least one program or set of instructions being loaded and executed by the processor to implement a method of game data processing according to any one of claims 1 to 6.
9. A computer readable storage medium having stored therein at least one instruction, at least one end program, set of codes, or set of instructions, which is loaded and executed by a processor to implement a method of game data processing according to any one of claims 1 to 6.
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