CN112416598B - Message processing method, device, electronic equipment and storage medium - Google Patents

Message processing method, device, electronic equipment and storage medium Download PDF

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Publication number
CN112416598B
CN112416598B CN202011389134.9A CN202011389134A CN112416598B CN 112416598 B CN112416598 B CN 112416598B CN 202011389134 A CN202011389134 A CN 202011389134A CN 112416598 B CN112416598 B CN 112416598B
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entity object
message
process entity
offline
player account
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CN112416598A (en
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刘正华
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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
    • 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
    • G06F9/54Interprogram communication
    • G06F9/547Remote procedure calls [RPC]; Web services

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  • Engineering & Computer Science (AREA)
  • Software Systems (AREA)
  • Theoretical Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Engineering & Computer Science (AREA)
  • General Physics & Mathematics (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The invention provides a message processing method, a device, an electronic device and a storage medium, wherein the method is applied to a server and comprises the following steps: when the first process entity object has the target information to be sent, the first process entity object checks whether the second player account corresponding to the second process entity object is online, if not, the first process entity object writes the target information into the first offline information database so that the second process entity object can read the target information from the first offline information database when the second player account is online. In the invention, the offline message writing database operation is carried out through the process entity object of the player, so that the workload of the single-point manager is reduced, and the processing efficiency of the offline message is improved.

Description

Message processing method, device, electronic equipment and storage medium
Technical Field
The present invention relates to the field of information processing technologies, and in particular, to a message processing method, a device, an electronic apparatus, and a storage medium.
Background
In multiplayer gaming applications, information interaction between both users (i.e., players) and between servers and users is often involved, which is typically based on both online and offline states of the users.
For the game application software of the single point registration mechanism, when a user is online, the communication address mailbox of the user is registered in a single point manager (also called a single point management process and located in a server), and when the user is offline, the single point manager deletes the communication address of the user. In general, the server may determine whether the user is online according to the communication address (mailbox) of the user, and for the message of the online user, may directly send the message to the communication address thereof, so as to complete the online message sending. For offline user messages, unified delivery is required to write the offline messages to a specified database by a single point manager.
The single-point manager is not only responsible for managing the communication addresses of all online users, but also needs to perform database writing operation on the offline messages of all offline users, has heavy load and affects the processing efficiency of the offline messages.
Disclosure of Invention
In view of the above, the present invention is directed to a method, an apparatus, an electronic device, and a storage medium for processing a message, so as to reduce the workload of a single point manager and improve the processing efficiency of an offline message.
In a first aspect, an embodiment of the present invention provides a message processing method, where the method is applied to a server, where the server includes a process entity object corresponding to a player account, where the process entity object is used to manage a game service; the process entity object comprises a first process entity object and a second process entity object; the method comprises the following steps: when the first process entity object has a target message to be sent, the first process entity object checks whether a second player account corresponding to the second process entity object is online or not; if not, the first process entity object writes the target message into the first offline message database so that the second process entity object can read the target message from the first offline message database when the second player account is online.
The server comprises a single point manager for managing communication addresses of online player accounts; the first process entity object comprises a first storage space; the method further comprises the following steps: responding to an online event of a first player account of a first process entity object, acquiring a communication address of the second player account by the first process entity object from the single-point manager, and writing the acquired communication address into a first storage space of the first process entity object; responsive to an offline event broadcast by a second process entity object of the second player account, the first process entity object deletes the communication address of the second player account in the first storage space.
The server comprises a single point manager for managing the communication address of the online user; the first process entity object comprises a first storage space; the step of checking whether the second player account corresponding to the second process entity object is online by the first process entity object comprises the following steps: the first process entity object obtains a communication address of a second player account corresponding to the second process entity object from a first storage space or a single point manager; if the first process entity object obtains the communication address of the second player account, the first process entity object sends a target message to the communication address of the second player account so that the second process entity object receives the target message; if the response message returned by the second process entity object is not received within the set time length, the first process entity object determines that the second player account is offline.
The method further comprises the following steps: if the first storage space and the single point manager do not have the communication address of the second player account, the first process entity object determines that the second player account is offline.
After the step of writing the target message into the first offline message database by the first process entity object, the method further includes: responding to the response message returned by the second process entity object, determining that the receiving time of the response message exceeds the set time by the first process entity object, and deleting the target message from a first offline message database; wherein the receiving time length is equal to the difference of the receiving time point of the response message minus the sending time point of the target message.
After the step of sending the target message to the communication address of the second player account by the first process entity object, the method further includes: the first process entity object starts a preset timeout timer; the timing duration of the timeout timer is the set duration; in the timing process of the timeout timer, the first process entity object monitors the response message returned by the second process entity object.
The step of writing the target message into a first offline message database by the first process entity object includes: the first process entity object sets a survival period parameter of the target message according to the type of the target message; wherein the survival period parameter comprises a long-term effective parameter and an effective parameter within a specified period; the first process entity object writes the target message with the lifetime parameter set to a first offline message database.
The method further comprises the following steps: and maintaining the target message based on the survival period parameter when the second player account is detected to be offline.
The method further comprises the following steps: when the first process entity object has a target message to be sent, the first process entity object checks whether the target message is provided with a preset reliable message identifier or not; if yes, the first process entity object writes the target message into a second offline message database, and sends a notification message to the second process entity object so as to notify a second player account of the second process entity object to be online, and the target message is acquired from the second offline message database; if not, executing the step that the first process entity object checks whether the second player account is online.
In a second aspect, an embodiment of the present invention further provides a message processing apparatus, where the apparatus is applied to a server, where the server includes a process entity object corresponding to a player account, where the process entity object is used to manage a game service; the process entity object comprises a first process entity object and a second process entity object; the device comprises: the detection module is used for checking whether a second player account corresponding to the second process entity object is online or not when the first process entity object has the target message to be sent; and the message writing module is used for writing the target message into the first offline message database if the second player account is offline, so that the second process entity object can read the target message from the first offline message database when the second player account is online.
In a third aspect, an embodiment of the present invention further provides an electronic device, including a processor and a memory, where the memory stores computer executable instructions executable by the processor, and the processor executes the computer executable instructions to implement the above-mentioned message processing method.
In a fourth aspect, embodiments of the present invention also provide a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the above-described message processing method.
The embodiment of the invention has the following beneficial effects:
the embodiment of the invention provides a message processing method, a device, electronic equipment and a storage medium, which are applied to a server comprising a process entity object corresponding to a player account, wherein the process entity object is used for managing game services; when a first process entity object (i.e., a process entity object corresponding to a first player account, where the first player account may be understood as an account used by a first user) has a target message to be sent, the first process entity object checks whether a second player account corresponding to a second process entity object (i.e., an account used by a second user) is online, and if not, the first process entity object writes the target message into a first offline message database, so that the second process entity object reads the target message from the first offline message database when the second player account is online. In this way, when the user of the receiver goes offline, the process entity object performs the operation of writing the offline information into the database, and compared with the processing mode of writing the database into the offline information of all offline users through the single-point manager, the embodiment of the invention effectively utilizes the characteristics of the process entity object in the game, processes the offline information by using the process entity object, can share the pressure of the single-point manager to the process entity object corresponding to each player account, reduces the workload of the single-point manager, and improves the processing efficiency of the offline information.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings that are needed in the description of the embodiments or the prior art will be briefly described, and it is obvious that the drawings in the description below are some embodiments of the present invention, and other drawings can be obtained according to the drawings without inventive effort for a person skilled in the art.
FIG. 1 is a flow chart of a message processing method according to an embodiment of the present invention;
FIG. 2 is a schematic diagram of a message processing method according to an embodiment of the present invention;
FIG. 3 is a schematic diagram of another message processing method according to an embodiment of the present invention;
FIG. 4 is a flowchart of another message processing method according to an embodiment of the present invention;
FIG. 5 is a flowchart of another message processing method according to an embodiment of the present invention;
FIG. 6 is a flowchart of another message processing method according to an embodiment of the present invention;
FIG. 7 is a schematic diagram of another message processing method according to an embodiment of the present invention;
FIG. 8 is a schematic diagram of another message processing method according to an embodiment of the present invention;
FIG. 9 is a flowchart of another message processing method according to an embodiment of the present invention;
Fig. 10 is a schematic structural diagram of a server according to an embodiment of the present invention;
FIG. 11 is a schematic diagram of another message processing method according to an embodiment of the present invention;
fig. 12 is a schematic diagram of a message processing apparatus according to an embodiment of the present invention;
FIG. 13 is a schematic diagram of another message processing apparatus according to an embodiment of the present invention;
fig. 14 is a schematic structural diagram of an electronic device according to an embodiment of the present invention.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present invention more apparent, the technical solutions of the present invention will be clearly and completely described in conjunction with the embodiments, and it is apparent that the described embodiments are some embodiments of the present invention, but not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the invention without making any inventive effort, are intended to be within the scope of the invention.
The application range of the existing single-point registration mechanism is relatively wide, and some fields of multi-person interactive games and the like generally adopt a single-point registration mechanism, under which a player registers own communication address in a single-point manager (also called a single-point management process) of a server when online, and when offline, the single-point manager deletes the communication address of the player. When there is an offline player's message, the server needs to uniformly submit the offline message to the single point manager to write the offline message to the specified database. The single-point manager is not only responsible for managing the communication addresses of all online players, but also needs to perform database writing operation on the offline messages of all offline players, and has heavy load and influences the processing efficiency of the offline messages.
In view of the above problems, embodiments of the present invention provide a method, an apparatus, an electronic device, and a storage medium for processing a message, where an offline message is written into a database by a process entity object (also a process on a server, for example, an entity object) of a player, and a single point manager is only used for managing a communication address of an online player, so as to share the pressure of the single point manager to the process entity object of each player, thereby reducing the workload of the single point manager and improving the processing efficiency of the offline message.
For the sake of understanding the present embodiment, a detailed description is first provided below of a message processing method according to an embodiment of the present invention.
The message processing method provided by the embodiment of the invention is applied to a server, and the process of the server comprises the following steps: the single point manager is used for managing the communication address (mailbox) of the online player, and the communication address can generally comprise the IP address and port number (port) of the terminal where the player is located, the unique number of the player and the like.
Based on the above server, referring to a flowchart of a message processing method shown in fig. 1, the message processing method includes the following steps:
Step S102, when a target message needs to be sent by a first process entity object, the first process entity object checks whether a second player account corresponding to a second process entity object is online or not; wherein the second process entity object is the recipient of the targeted message.
The target message may be any message initiated by the player of the first process entity object. Whether the second player account corresponding to the second process entity object is online or not is checked, whether the communication address of the second player account exists in the storage space of the first process entity object or not can be judged, and whether the second player account is online or not can be inquired from the single-point manager.
Step S104, if the second player account corresponding to the second process entity object is offline, the first process entity object writes the target message into the first offline message database, so that the second process entity object can read the target message from the first offline message database when the second player account is online.
The first offline message database may store offline messages of each offline player, and during the storing process, the offline messages may be stored separately based on the player identifier, so as to facilitate subsequent searching.
The process entity object in the embodiment of the invention is a process for providing game service functions, such as managing game rooms, character positions, combat states and the like. In the process of realizing the invention, considering that the process entity objects are in one-to-one correspondence with the player accounts, and the messages initiated by the player accounts are processed through the process entity objects corresponding to the player accounts, taking the example that the first player account has the messages to be sent to the second player account, the first process entity object corresponding to the first player account receives the messages to be sent which are input or triggered by the user of the first player account, the first process entity object can determine whether the second player account is offline or not through a storage space (communication addresses of other player accounts which are used for being stored online) or a single-point manager, if the second player account is offline, the first process entity object does not need to forward the messages to be sent to other modules, and directly writes the messages to be sent into a corresponding offline message database. The database writing operation of the offline message is completed through the process entity object, intermediate links such as forwarding of the offline message are not needed, and the number of the offline messages on the server is generally large.
Based on the process entity object being a processing process of the message, and the characteristic of the online and offline state of the message receiver can be obtained through the storage space or the single point manager, when the first process entity object (namely, the process entity object corresponding to the first player account, which can be understood as an account used by the first user) has a target message to be sent, the first process entity object checks whether a second player account corresponding to the second process entity object (namely, an account used by the second user) is online, and if not, the first process entity object writes the target message into the first offline message database, so that the second process entity object reads the target message from the first offline message database when the second player account is online. In the method, when the user of the receiver goes offline, the process entity object performs the operation of writing the offline information into the database, and compared with the processing mode of performing the database writing operation on the offline information of all offline users through the single-point manager, the method can share the pressure of the single-point manager to the process entity object corresponding to each player account, effectively utilize the characteristics of the process entity object in the game on the basis of guaranteeing other relevant performances of the game, process the offline information by using the process entity object, lighten the workload of the single-point manager and improve the processing efficiency of the offline information.
Referring to a schematic diagram of a message processing method shown in fig. 2, in which a case that player a has a message to be sent to player B is taken as an example, assuming that both player a and player B are online, the method includes the following procedures:
(1) Client a sends an RPC (Remote Procedure Call ) request message to the server.
And the player A transmits the message content to the client A of the player A through an input device such as a voice collector or a keyboard on the terminal A, wherein the player account of the player A logs in the client A, and the client A generates an RPC request message based on the message content and sends the RPC request message to the server, wherein the message carries the communication address of the player A and the unique code of the player B.
(2) The process a on the server (here, the process a refers to a process entity object corresponding to the player a) receives the RPC request message, obtains the communication address of the player B based on the unique code of the player B, adds the obtained communication address of the player B to the RPC request message, and sends the RPC request message to the process B corresponding to the player B (here, the process B refers to a process entity object corresponding to the player B). The sending of the RPC request message may be implemented by a callback function Call.
(3) After receiving the RPC request message, the process B returns an RPC response to the process A, and sends the RPC request message to the client B of the player B for subsequent processing.
(4) Process a sends an RPC response to client a so that player a determines that the message was sent successfully.
Referring to another message processing method shown in fig. 3, in which player a has a message to be sent to player B is taken as an example, it is assumed that player a is online and player B is online again after offline, the method includes the following steps:
(1) The client a sends an RPC request message to the server.
Similar to fig. 2, player a transmits the message content to player a's client a via an input device such as a voice collector or keypad on terminal a, and client a generates an RPC request message based on the message content and sends it to the server, the message carrying player a's communication address and player B's unique code.
(2) The process a on the server (here, the process a refers to a process entity object corresponding to the player a) receives the RPC request message, obtains the communication address of the player B based on the unique code of the player B, and may fail to obtain the communication address of the player B because the player B is offline. After the process A writes the RPC request message into the offline message database, the process A can also return an RPC response to the client A, so that the client A is prevented from repeatedly sending the RPC request message again.
(3) When the process B (here, the process B refers to a process entity object corresponding to the player B) finds that the player B is online again, the offline message of the player B is obtained from the offline message database, and the offline message is sent to the client B.
When the player B is online, the communication address of the player B or other information can be sent to the process B, so that the process B determines that the player B corresponding to the client B is online.
After receiving the RPC request message or the offline message, the client B may also return a confirmation message to the process B, so that the process B determines that the client B successfully receives the message.
The above-mentioned fig. 2 and fig. 3 simply describe the processing flow of the normal message and the processing flow of the offline message, the offline message is processed by the process entity object corresponding to the player, the process corresponding to each player can only process the offline message corresponding to the player, and the number of the offline messages is very small compared with the number of the offline messages processed by the single point manager, so that the process corresponding to each player can write the offline message into the database relatively quickly, and the single point manager does not need to process the offline message while managing the communication address of the player, thereby reducing the load of the single point manager and improving the processing efficiency of the offline message.
The server also comprises a single point manager for managing the communication address of the online user; the first process entity object comprises a first storage space; in order to more reasonably maintain the storage space of the process corresponding to each player, and effectively utilize the server resources, the message processing method further comprises the following steps (1) and (2):
(1) And responding to the online event of the first player account of the first process entity object, the first process entity object acquires the communication address of the second player account from the single-point manager, and writes the acquired communication address into the first storage space of the first process entity object.
In the embodiment of the invention, when the first progress entity object is online, the communication address of the second player account is acquired from the single point manager, wherein the second player account can be one of designated player accounts associated with the first player account, and the account association is usually preconfigured by a player, for example, player accounts corresponding to friend players, team players, group players or the like preconfigured by the player can be regarded as player accounts associated with the player accounts.
For example, when a player is online, the progress entity object of the player may obtain, from the single point manager, communication addresses of all designated players (e.g., friends, same group or group of players, and other players in a progress scene where the player is located) corresponding to the player at a time, and store the communication addresses in a local storage space of the progress entity object.
(2) And responding to an offline event broadcast by a second process entity object of the second player account, and deleting the communication address of the second player account in the first storage space by the first process entity object.
When the offline player exists, the progress entity object of the offline player informs other players in a broadcasting mode, so that the progress entity object of the other players deletes the communication address of the offline player in the local storage space.
The maintenance mode of the storage space can ensure that the communication address corresponding to the appointed player does not need to be acquired by the single point manager when the process entity object of the player sends a message to the appointed player associated with the player every time, and the online of the players can be simply known through the storage space maintained by the single point manager, so that the communication loss and the load of the single point manager caused by frequent access to the single point manager are further relieved.
Referring to the flowchart of another message processing method shown in fig. 4, which focuses on an implementation of the method shown in fig. 1 in which a first process entity object checks whether a second player is online, the method includes the steps of:
in step S402, when the first process entity object has a target message to be sent, the first process entity object obtains a communication address of a second player account corresponding to the second process entity object from the first storage space or the single point manager.
The communication address of the second player account obtained by the first process entity may be directly obtained from the first storage space or the single point manager. The first process entity object may also obtain, from the first storage space, a communication address of the second player account corresponding to the second process entity object. Wherein the second process entity object is the recipient of the targeted message. If the first storage space does not contain the communication address of the second player account, the first process entity object acquires the communication address of the second player account from the single-point manager.
In step S404, if the first process entity object obtains the communication address of the second player account, the first process entity object sends a target message to the communication address of the second player account, so that the second process entity object receives the target message.
In step S406, if the response message returned by the second process entity object is not received within the set duration, the first process entity object determines that the second player account is offline.
If the communication address of the second player account does not exist in the first storage space and the single-point manager, the first process entity object determines that the second player account is offline. For the case where the second player account is offline, the following step S408 is performed.
In step S408, the first process entity object writes the target message into the first offline message database, so that the second process entity object can read the target message when the second player account is online.
In the above message processing method, considering that in an extreme case, there may be a case that the receiver is offline when the sender just sends the message, at this time, the storage space of the sender further stores the communication address of the receiver, in order to avoid message loss, on the basis of the above message processing method, after the first process entity object obtains the communication address of the second player account from the first storage space, the target message is sent, if no response message is received within a set period of time, it is determined that the second player account is offline, and then the target message is written into the offline message database. The method can effectively verify whether the message receiver is online or not by setting whether the response message is received within a time length on the basis of reducing the access to the single-point manager, and directly write the message into the first offline message database when the receiver is offline, and does not inform the single-point manager to perform offline message processing operation, so that the efficiency of offline message writing database operation is improved on the basis of relieving the load of the single-point manager.
In order to further improve the processing performance of the offline message, on the basis of the above message processing method, the embodiment of the present invention further provides another message processing method, in which the offline message processing process when the storage space of the sender stores the communication address of the receiver is described with emphasis, and see another message processing method flowchart shown in fig. 5, the method includes the following steps:
in step S502, when the first process entity object has a target message to be sent, the first process entity object obtains a communication address of a second player account corresponding to the second process entity object from the first storage space. Wherein the second process entity object is the recipient of the targeted message.
Step S504, the first process entity object sends a target message to the communication address of the second player account, and the first process entity object starts a preset timeout timer; the timing duration of the timeout timer is a set duration.
In step S506, during the timing process of the timeout timer, the first process entity object monitors the response message returned by the second process entity object.
In step S508, if the response message returned by the second process entity object is not received within the set duration, the first process entity object determines that the second player account is offline.
In step S510, the first process entity object writes the target message into the first offline message database, so that the second process entity object can read the target message from the first offline message database when the second player account is online.
In the above message processing method, after the first process entity object obtains the communication address of the second player account from the first storage space, the first process entity object sends the target message, and in order to effectively monitor the response message, after the target message is sent, the first process entity object starts the timeout timer, and monitors whether the response message returned by the second process entity object is only monitored in the timing process of the timeout timer. The method for recording the time by the overtime timer is simple and easy, and can directly write the message into the offline message database when the overtime timer is overtime, and the single-point manager is not informed to process the offline message, so that the efficiency of the offline message writing database operation is improved on the basis of relieving the load of the single-point manager.
In the above method, if the receiver goes offline, the target message is written into the first offline message database, so that when the receiver goes online again, the message in the offline process is obtained from the first offline message database, which means that the message written into the first offline message database is usually sent to the receiver when the receiver goes online. For the phenomenon of response message reception lag caused by network transmission delay, in order to avoid that the receiver repeatedly receives the same message, the embodiment of the present invention provides another message processing method based on the above method, where the method mainly describes a processing manner of response message lag, and see a flowchart of another message processing method shown in fig. 6, where the message processing method includes the following steps:
In step S602, when the first process entity object has a target message to be sent, the first process entity object obtains a communication address of a second player account corresponding to the second process entity object from the first storage space. Wherein the second process entity object is the recipient of the targeted message.
Of course, if the first player account is online earlier than the second player account, the first storage space may not have the communication address of the second player account, and the first process entity object cannot obtain the communication address of the second player account from the first storage space, in this case, the first process entity object may obtain the communication address of the second player account from the single point manager, and if the communication address of the second player account can be obtained from the single point manager, this indicates that the second player account should be online at this time.
In step S604, the first process entity object sends the target message to the communication address of the second player, so that the second process entity object receives the target message.
In step S606, if the response message returned by the second process entity object is not received within the set duration, the first process entity object determines that the second player account is offline.
In step S608, the first process entity object writes the target message into the first offline message database, so that the second process entity object can read the target message when the second player account is online.
In step S610, in response to the response message returned by the second process entity object, the first process entity object determines that the receiving duration of the response message exceeds the set duration, and deletes the target message from the first offline message database. Wherein the reception duration is equal to the difference of the reception time point of the response message minus the transmission time point of the target message.
In the message processing method, when the first process entity object does not receive the response message within a set time length, the second player account is determined to be offline, and the target message is written into an offline message database. If the response message of the target message is received later, the target message is determined to be received by the receiver, but the receiving time of the response message exceeds the set time, and the target message is written into the first offline message database, so that the target message is prevented from being sent to the second player account again later by deleting the target message in the first offline message database, unnecessary database space waste and redundant message sending flow are reduced, the storage space of the offline message database is reasonably maintained on the basis of relieving the load of the single-point manager, and the reliability of message transmission is ensured.
Taking a game application scenario as an example, a process entity object in the game scenario is a process corresponding to each player, and for convenience of explanation, the process entity is abbreviated as a player entity. In the following, a description will be given by taking an example in which player entities are each provided with a timeout timer, referring to a message processing method shown in fig. 7, the method includes the following steps:
(1) The player entity A has a message which needs to be sent to the player entity B, and after the communication address of the player B corresponding to the player entity B is acquired, the message is directly sent to the player entity B, and a timeout timer is started.
(2) After receiving the message, player entity B returns a response message to player entity A.
(3) And the player entity A receives the response message in the timing process of the timeout timer, and the current flow is ended.
Referring to another message processing method schematic diagram shown in fig. 8, the method includes the steps of:
(1) The player entity A has a message which needs to be sent to the player entity B, and after the communication address of the player B corresponding to the player entity B is acquired, the message is directly sent to the player entity B, and a timeout timer is started.
(2) After receiving the message, player entity B returns a response message to player entity A.
(3) When the time-out timer is finished, the player entity A does not receive the response message and writes the message into the offline message database.
(4) After the expiration of the timeout timer, the player entity a receives the response message and deletes the message in the offline message database.
In the above process, the player entity B may also calculate the difference between the message receiving time and the message sending time (the message may carry the sending time) when receiving the message, and if the difference is less than half of the set time, return a response message; if the difference is greater than or equal to half the set time, no response message is returned. In this way, the messages in the offline message database can be obtained later by reading the messages, and in this case, the player entity a will not receive the response message with timeout, and the deletion operation of the messages in the offline message database is not required. Both ways are possible, and the embodiment of the present invention is not limited to this.
To facilitate maintaining messages in the offline message database, each message may set a duration parameter stored in the database, based on which the step of writing the target message into the first offline message database by the first process entity object may include:
(1) The first process entity object sets a life-time parameter of the target message according to the type of the target message. Wherein the survival period parameter includes a long term validity parameter and a validity parameter within a specified period.
(2) The first process entity object writes the target message with the survival period parameter into the first offline message database, so that the first offline message database maintains the target message based on the survival period parameter during the period that the second player account is not online.
Typically, each player will have a plurality of different types of offline messages, such as offline friend applications, offline friend private chat, offline bonus mails, etc., and these different types of offline messages are distinguished by offline message names, and the desired processing manners for the different types of offline messages will be different. Such as offline buddy applications, it is generally undesirable for this type of offline message to always exist, and therefore it is desirable to set a validity parameter for this type of offline message for a specified period of time. Also such as offline rewards mail, it is generally desirable that this type of offline message be permanently valid, so long-term validity parameters need to be set for this type of offline message.
The first offline message database may be a mongo database, and the Time-To-Live parameter may be TTL (Time To Live value), so that the database may maintain the target message in the mongo database by using a TTL mechanism. Of course, the above-mentioned survival period parameter may also be represented by an alive parameter, which indicates whether or not the alive parameter is valid for a long period of time, and defaults to false, that is, not valid for a long period of time. If the alive parameter of the target message is false, i.e. the target message is not valid for a long period of time, it can be classified into a 7-day validity period and a 30-day validity period according to the type of the offline message, and the period can be implemented with TTL. For example: offline messages relating to the distribution of items in the game may be kept for a long period of time, e.g., 30 days, and other notification-type offline messages may be kept for a short period of time, e.g., 7 days.
Based on the survival period parameter corresponding to the offline message, the method further comprises: and when the offline of the second player account is detected, maintaining the target message based on the survival period parameter corresponding to the target message. Specifically, the target message may be reserved only within the term of the survival term parameter corresponding to the target message, and when the survival term parameter corresponding to the target message is invalid, the target message is deleted from the first offline message database, so as to avoid consuming resources by a large amount of offline messages.
Considering that the types of messages are relatively more, the requirements of some messages on reliability are relatively higher, and the requirements of game messages on reliability are relatively lower, based on the requirements, the embodiment of the invention also provides another message processing method, and the method mainly describes the processing modes of reliable messages and unreliable messages. Referring to the flowchart of another message processing method shown in fig. 9 and the schematic structural diagram of the server shown in fig. 10, the server includes a plurality of process entity objects, and fig. 10 illustrates a first process entity object and a second process entity object as an example. The server also comprises a single point manager and two off-line message databases, namely a first off-line message database for storing common off-line messages and a second off-line message database for storing important messages. The first process entity object and the second process entity object can obtain communication addresses of other player accounts through the single point manager. Referring to fig. 9, the message processing method includes the steps of:
In step S902, when the first process entity object has a target message to be sent, the first process entity object checks whether the target message is provided with a preset reliable message identifier. If yes, go to step S904; if not, step S906 is performed.
In particular, the reliable message identification can characterize whether the target message is an important message, and if so, the reliable message identification is added to the target message.
In step S904, the first process entity object writes the target message into the second offline message database, and sends a notification message to the second process entity object to notify the second offline message database of the target message when the second player account of the second process entity object is online.
The second process entity object is the receiver of the target message.
In step S906, the first process entity object checks whether the second player account corresponding to the second process entity object is online, and if the second player account is not online, the first process entity object writes the target message into the first offline message database, so that the second process entity object reads the target message from the first offline message database when the second player account is online.
In the above message processing method, whether the target message is an important message can be distinguished through the preset reliable message identifier, when the target message is provided with the reliable message identifier, the target message is the important message, the target message needs to be written into the second offline message database, and then the notification message is sent to the second process entity object, so that the target message is directly obtained from the second offline message database. If the target message is not provided with the reliable message identifier, the target message is a common message, and can be processed according to the message processing method in the above embodiment, that is, whether the second player is online or not is checked, and when the second player is not online, the first process entity object writes the target message into the first offline message database, so that the second player can read the target message from the first offline message database when the second player is online. Through the message type distinguishing mode, important messages can be prevented from being lost, for common messages, on one hand, timeliness of message sending is guaranteed, and on the other hand, if all messages are written into an offline message database first and then a receiver is notified, a large number of messages can be stored in the offline message database, so that maintenance cost of the database is increased, and through the mode that common messages are tried to be sent first and only are stored when offline is confirmed, maintenance cost of the database is also reduced. In addition, in the way that the process entity object writes the offline information into the database, the single point manager is only used for managing the communication address of the online player, and compared with the way that the single point manager processes the offline information of all offline players, the embodiment of the invention can share the pressure of the single point manager to the process entity object of each player, lighten the workload of the single point manager and improve the processing efficiency of the offline information.
The reliable message identifier may have two parameters, one is true, which indicates that the message is an important message; one is false, indicating that the message is a normal message. Referring to fig. 11, another message processing method is illustrated, in which a message to be sent is taken as an important message.
(1) For reliable messages configured with true state, player entity a will not call the message directly to player entity B, but will write the message directly into the second offline message database, and then send a notification to player entity B, where the notification may carry information such as the location of the message in the second offline message database.
(2) If the player entity B receives the notification, the message is read from the second offline message database if the player entity B is normally online, for example, a request for reading the message is sent to the second offline message database, and when the second offline message database receives the request for reading the message from the player entity B, the message is returned to the player entity B. If the player corresponding to player entity B is just offline, the message is read from the second offline message database when the player is online again.
If the second offline message database returns a message to player entity B, the second offline message database deletes the message.
To facilitate management of the offline message database (which may include a first offline message database and a second offline message database), the server process further includes a database management process, based on which the method further includes: the database management process maintains the targeted message based on the survival period parameter during the period when the second player account is not online. In addition to maintaining messages in the offline message database based on the deadline parameters, maintenance may also be performed based on the number of offline messages corresponding to each player. The message maintenance mode in the specific database can be implemented by referring to other related databases, which is not limited in the embodiment of the present invention.
The message processing process performed by the process entity object can be regarded as an offline processing module. The offline processing module may interface with upper layer logic (typically referred to as business logic at the instant messaging or other player level of the gaming application), for example, the offline processing module may configure a safe_call_entry interface for messaging, a load interface for interfacing with an offline database, uploading or downloading offline messages, etc. The upper logic does not need to care whether the player account is online, and the offline processing module can realize message transmission according to the message processing method provided by the embodiment as long as the message needs to be sent.
The message processing procedure described by the method on-line or off-line with the second player account also has an off-line condition for the first player account, and based on this, the message processing method further comprises: when the first player account is online, the first process entity object reads an offline message of the first player account from a first offline message database in response to an online event of the first player account of the first process entity object. The first process entity object may also read the message of the first player account from the second offline message database if the message of the first player account exists in the second offline message database.
The find and modify interface provided by the mongo database may be used when reading the first offline message database, through which the first offline message database may be updated while the offline message is being read, where updating may include deleting the read message from the first offline message database and updating the first player's read timestamp. The find and modify interface may also ensure consistency of the read message and update first offline message database operations.
The messages in the first offline message database may be classified according to the player account numbers, i.e., the messages of the same player account number are classified into the same class, and based on the classification, the messages may be classified according to the survival period parameters of the messages. The parameters of each message record may include the following:
target: a unique identification number for the receiving player;
day: is the number of days of the day;
operators: is an offline message name;
active_time: survival time (corresponding to the survival period parameter) and controlling expiration time of the offline information;
args_list, a list of parameters for offline information, containing a timestamp that refers to the time the message was written to the offline message database.
Taking the first process entity object as an example, the first process entity object may traverse all the messages of the first player account in the first offline message database, and for each traversed message, the following operations are performed:
(1) The first process entity object checks whether the timestamp of the message is smaller than the processed timestamp of the first player account; wherein the processed timestamp of the first player account is the time when the last time the first process entity object accessed the first offline message database to read the message.
(2) If the timestamp of the message is less than the processed timestamp of the first player account, the message is indicated to have been previously read by the first process entity object, and the next message is skipped without being read again.
(3) If the timestamp of the message is not less than the processed timestamp of the first player account, the first process entity object reads the message, and the first offline message database deletes the message after determining that the message has been read successfully.
In addition to the timestamp checking mechanism described above, the statistics of messages may be looked up, the first offline message database may be traversed once at intervals, and the statistics of traversed messages may be recorded. If the statistics number is greater than the set threshold, it indicates that the message is stored in the first offline message database for a longer time, and the messages may not be concerned, and when the process entity object reads the messages, the messages with greater statistics number may not be read, but the messages with smaller statistics number may be read preferentially.
After the message is successfully read, the first process entity object can call a method function corresponding to the message to process the message.
Consider that in extreme cases, some players accumulate many offline messages, and at this time all processing can put some stress on the server. So a trade-off can be made for different offline messages. For example, offline buddy applications, the number of processes must not be higher than a predetermined maximum. The upper limit of the specific different offline messages can be determined in connection with actual services, such as offline mail, up to 50 mails, such as offline friend applications, up to 100 mails, and the like.
The above message processing method can ensure that offline messages are not lost even if extreme cases occur. For example: by the above method, if the offline message is an important message, the process entity object of the player account has an offline message immediately before the single point manager registers the communication address, and then the offline message is written into the second offline message database. If the offline message is a normal message, the offline message is written into the first offline message database because the communication address of the player cannot be obtained, and thus the message is not lost. Alternatively, the process entity object of the player account may have an offline message immediately before de-registering, and if the message is an important message, the offline message may be directly written into the second offline message database, as described above. If the message is a common message, the message is sent to the player account, but because the player account is unregistered and offline, no response message exists, so the message is written into the first offline message database, and no offline message is lost.
In the method, different processing flows are used for different offline message types (important messages and common messages), so that the pressure of a single point manager is reduced on the premise of ensuring the correctness of upper layer logic, and the mechanism that the common messages are directly sent to a player when the player is online as much as possible also reduces the access of an offline message database.
Based on the method embodiment, the embodiment of the invention also provides a message processing device, which is applied to a server, wherein the server comprises a process entity object corresponding to the player account, and the process entity object is used for managing game services; the process entity object comprises a first process entity object and a second process entity object; referring to fig. 12, the apparatus includes:
the detection module 122 is configured to check whether a second player account corresponding to the second process entity object is online when the first process entity object has a target message to be sent; wherein the second process entity object is the receiver of the target message;
the message writing module 124 is configured to write, if the second player account is offline, a target message into the first offline message database, so that the second process entity object reads the target message from the first offline message database when the second player account is online.
In this way, when the first process entity object (i.e., the process entity object corresponding to the first player account, which may be understood as an account used by the first user) has a target message to be sent, the first process entity object checks whether the second player account corresponding to the second process entity object (i.e., the account used by the second user) is online, and if not, the first process entity object writes the target message into the first offline message database, so that the second process entity object reads the target message from the first offline message database when the second player account is online. In the method, when the user of the receiver goes offline, the process entity object performs the operation of writing the offline information into the database, and compared with the processing mode of writing the database into the offline information of all offline users through the single-point manager, the embodiment of the invention can share the pressure of the single-point manager to the process entity object corresponding to each player account, thereby reducing the workload of the single-point manager and improving the processing efficiency of the offline information.
Referring to fig. 13, on the basis of the apparatus shown in fig. 12, the server further includes: the single point manager is used for managing the communication address of the online player; the storage space corresponding to the process entity object is used for storing the communication address of the appointed player; the device further comprises: a writing module 132, configured to obtain, from the single point manager, a communication address of the second player account in response to an online event of the first player account of the first process entity object, and write the obtained communication address into a first storage space of the first process entity object; a first deleting module 134, configured to delete the communication address of the second player account in the first storage space in response to an offline event broadcasted by the second process entity object of the second player account.
The detection module 122 is further configured to: and acquiring a communication address of a second player account corresponding to the second process entity object from the first storage space or the single-point manager. Specifically, if the communication address of the second player corresponding to the second process entity object is obtained from the first storage space; if the first storage space does not contain the communication address of the second player, acquiring the communication address of the second player from the single-point manager; if the single point manager does not have a communication address of the second player, determining that the second player is offline.
The detection module 122 is further configured to: if the first process entity object acquires the communication address of the second player account, sending a target message to the communication address of the second player account, so that the second process entity object receives the target message; and if the response message returned by the second process entity object is not received within the set time length, determining that the second player account is offline.
The device further comprises: a second deleting module 136, configured to determine, in response to a response message returned by the second process entity object, that a receiving duration of the response message exceeds a set duration, and delete the target message from the first offline message database; wherein the receiving duration is equal to the difference of the receiving time point of the response message minus the sending time point of the target message.
The device further comprises: a timer application module 138, configured to start a preset timeout timer; the timing duration of the timeout timer is the set duration; and monitoring a response message returned by the second process entity object in the timing process of the timeout timer.
The message writing module 124 is further configured to: setting a survival period parameter of the target message according to the type of the target message; wherein the survival period parameter comprises a long-term effective parameter and an effective parameter in a specified period; and writing the target message with the life-time parameter set into a first offline message database.
The server process further comprises a database management process, and the device further comprises: the database management module 140 is configured to maintain the target message based on the survival period parameter when detecting that the second player account is offline.
The device further comprises: the identifier checking module 142 is configured to check, when the first process entity object has a target message to be sent, whether the target message is provided with a preset reliable message identifier;
the reliable message writing module 144 is configured to write the target message into a second offline message database when the target message is provided with a preset reliable message identifier, send a notification message to a second process entity object, and acquire the target message from the second offline message database when a second player account of the second process entity object is notified to be online;
the detection module 122 is further configured to execute a function that the first process entity object checks whether the second player corresponding to the second process entity object is online when the target message is not provided with the preset reliable message identifier.
The device further comprises: a reading module 146 is configured to read a message of the first player account from the first offline message database in response to an online event of the first player account of the first process entity object.
The implementation principle and the technical effects of the message processing apparatus provided by the embodiment of the present invention are the same as those of the foregoing method embodiment, and for brevity, reference may be made to corresponding contents in the foregoing message processing method embodiment where the embodiment portion of the message processing apparatus is not mentioned.
The embodiment of the present invention further provides an electronic device, as shown in fig. 14, which is a schematic structural diagram of the electronic device, where the electronic device includes a processor 1401 and a memory 1402, the memory 1402 stores computer executable instructions that can be executed by the processor 1401, and the processor 1401 executes the computer executable instructions to implement the above-mentioned message processing method.
In the embodiment shown in fig. 14, the electronic device further comprises a bus 1403 and a communication interface 1404, wherein the processor 1401, the communication interface 1404 and the memory 1402 are connected by the bus 1403.
The memory 1402 may include a high-speed random access memory (RAM, random Access Memory), and may further include a non-volatile memory (non-volatile memory), such as at least one magnetic disk memory. The communication connection between the system network element and at least one other network element is implemented through at least one communication interface 1404 (which may be wired or wireless), and may use the internet, a wide area network, a local network, a metropolitan area network, etc. Bus 1403 may be an ISA (Industry Standard Architecture ) bus, a PCI (Peripheral Component Interconnect, peripheral component interconnect standard) bus, or EISA (Extended Industry Standard Architecture ) bus, among others. The bus 1403 may be divided into an address bus, a data bus, a control bus, and the like. For ease of illustration, only one bi-directional arrow is shown in FIG. 14, but not only one bus or type of bus.
The processor 1401 may be an integrated circuit chip with signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuitry of hardware in the processor 1401 or instructions in the form of software. The processor 1401 may be a general-purpose processor, including a central processing unit (Central Processing Unit, CPU for short), a network processor (Network Processor, NP for short), and the like; but also digital signal processors (Digital Signal Processor, DSP for short), application specific integrated circuits (Application Specific Integrated Circuit, ASIC for short), field-programmable gate arrays (Field-Programmable Gate Array, FPGA for short) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of the method disclosed in connection with the embodiments of the present invention may be embodied directly in the execution of a hardware decoding processor, or in the execution of a combination of hardware and software modules in a decoding processor. The software modules may be located in a random access memory, flash memory, read only memory, programmable read only memory, or electrically erasable programmable memory, registers, etc. as well known in the art. The storage medium is located in a memory, and the processor 1401 reads the information in the memory, and in combination with its hardware, performs the steps of the message processing method of the foregoing embodiment.
The embodiment of the invention also provides a computer readable storage medium, which stores computer executable instructions that, when being called and executed by a processor, cause the processor to implement the above-mentioned message processing method, and the specific implementation can be found in the foregoing method embodiment, and will not be described herein.
The message processing method, the device, the electronic equipment and the computer program product of the storage medium provided by the embodiment of the invention comprise a computer readable storage medium storing program codes, and instructions included in the program codes can be used for executing the method in the previous method embodiment, and specific implementation can be referred to the method embodiment and will not be repeated here.
The relative steps, numerical expressions and numerical values of the components and steps set forth in these embodiments do not limit the scope of the present invention unless it is specifically stated otherwise.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a non-volatile computer readable storage medium executable by a processor. Based on this understanding, the technical solution of the present invention may be embodied essentially or in a part contributing to the prior art or in a part of the technical solution in the form of a software product stored in a storage medium, comprising several instructions for causing a computer device (which may be a personal computer, a server, a network device, etc.) to perform all or part of the steps of the method of the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
In the description of the present invention, it should be noted that the directions or positional relationships indicated by the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc. are based on the directions or positional relationships shown in the drawings, are merely for convenience of describing the present invention and simplifying the description, and do not indicate or imply that the devices or elements referred to must have a specific orientation, be configured and operated in a specific orientation, and thus should not be construed as limiting the present invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the above examples are only specific embodiments of the present invention for illustrating the technical solution of the present invention, but not for limiting the scope of the present invention, and although the present invention has been described in detail with reference to the foregoing examples, it will be understood by those skilled in the art that the present invention is not limited thereto: any person skilled in the art may modify or easily conceive of the technical solution described in the foregoing embodiments, or perform equivalent substitution of some of the technical features, while remaining within the technical scope of the present disclosure; such modifications, changes or substitutions do not depart from the spirit and scope of the technical solutions of the embodiments of the present invention, and are intended to be included in the scope of the present invention. Therefore, the protection scope of the invention is subject to the protection scope of the claims.

Claims (11)

1. The message processing method is characterized in that the method is applied to a server, the server comprises a process entity object corresponding to a player account, and the process entity object is used for managing game services; the process entity object comprises a first process entity object and a second process entity object; the server comprises a single point manager for managing communication addresses of online users; the first process entity object comprises a first storage space; the method comprises the following steps:
when the first process entity object has a target message to be sent, the first process entity object checks whether a second player account corresponding to a second process entity object is online or not;
if not, the first process entity object writes the target message into a first offline message database so that the second process entity object can read the target message from the first offline message database when the second player account is online;
the step of checking whether the second player account corresponding to the second process entity object is online by the first process entity object comprises the following steps: the first process entity object obtains a communication address of a second player account corresponding to a second process entity object from the first storage space or the single-point manager; if the first process entity object obtains the communication address of the second player account, the first process entity object sends the target message to the communication address of the second player account so that the second process entity object receives the target message; and if the response message returned by the second process entity object is not received within the set time length, the first process entity object determines that the second player account is offline.
2. The method of claim 1, wherein the server comprises a single point manager for managing communication addresses of online player accounts; the first process entity object comprises a first storage space; the method further comprises the steps of:
responding to an online event of a first player account of the first process entity object, acquiring a communication address of the second player account by the first process entity object from the single-point manager, and writing the acquired communication address into a first storage space of the first process entity object;
and responding to an offline event broadcast by a second process entity object of the second player account, and deleting the communication address of the second player account in the first storage space by the first process entity object.
3. The method according to claim 1, wherein the method further comprises:
and if the first storage space and the single point manager do not have the communication address of the second player account, the first process entity object determines that the second player account is offline.
4. The method of claim 1, wherein after the step of the first process entity object writing the target message to a first offline message database, the method further comprises:
Responding to the response message returned by the second process entity object, the first process entity object determines that the receiving duration of the response message exceeds the set duration, and deletes the target message from the first offline message database; wherein the receiving duration is equal to the difference of the receiving time point of the response message minus the sending time point of the target message.
5. The method of claim 1 or 4, wherein after the step of the first process entity object sending the target message to the communication address of the second player account, the method further comprises:
the first process entity object starts a preset timeout timer; the timing duration of the timeout timer is the set duration;
and in the timing process of the timeout timer, the first process entity object monitors a response message returned by the second process entity object.
6. The method of claim 1, wherein the step of the first process entity object writing the target message to a first offline message database comprises:
the first process entity object sets a survival period parameter of the target message according to the type of the target message; wherein the survival period parameter comprises a long-term effective parameter and an effective parameter in a specified period;
The first process entity object writes the target message with the lifetime parameter set to a first offline message database.
7. The method of claim 6, wherein the method further comprises:
and maintaining the target message based on the survival period parameter when the second player account is detected to be offline.
8. The method according to claim 1, wherein the method further comprises:
when the first process entity object has a target message to be sent, the first process entity object checks whether the target message is provided with a preset reliable message identifier or not;
if yes, the first process entity object writes the target message into a second offline message database, and sends a notification message to the second process entity object so as to notify that a second player account of the second process entity object is online, and the target message is acquired from the second offline message database;
if not, executing the step that the first process entity object checks whether the second player account is online.
9. The message processing device is characterized in that the device is applied to a server, the server comprises a process entity object corresponding to a player account, and the process entity object is used for managing game services; the process entity object comprises a first process entity object and a second process entity object; the server comprises a single point manager for managing communication addresses of online users; the first process entity object comprises a first storage space; the device comprises:
The detection module is used for checking whether a second player account corresponding to the second process entity object is online or not when the first process entity object has the target message to be sent; wherein checking whether the second player account corresponding to the second process entity object is online comprises: the first process entity object obtains a communication address of a second player account corresponding to a second process entity object from the first storage space or the single-point manager; if the first process entity object obtains the communication address of the second player account, the first process entity object sends the target message to the communication address of the second player account so that the second process entity object receives the target message; if the response message returned by the second process entity object is not received within the set time length, the first process entity object determines that the second player account is offline;
and the message writing module is used for writing the target message into a first offline message database if the second player account is offline, so that the second process entity object can read the target message from the first offline message database when the second player account is online.
10. An electronic device comprising a processor and a memory, the memory storing computer-executable instructions executable by the processor, the processor executing the computer-executable instructions to implement the method of any one of claims 1 to 8.
11. A computer readable storage medium storing computer executable instructions which, when invoked and executed by a processor, cause the processor to implement the method of any one of claims 1 to 8.
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