CN112604270A - Cross-server method, device and equipment for online game - Google Patents

Cross-server method, device and equipment for online game Download PDF

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Publication number
CN112604270A
CN112604270A CN202011604956.4A CN202011604956A CN112604270A CN 112604270 A CN112604270 A CN 112604270A CN 202011604956 A CN202011604956 A CN 202011604956A CN 112604270 A CN112604270 A CN 112604270A
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China
Prior art keywords
game
server
cross
target
game server
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CN202011604956.4A
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Chinese (zh)
Inventor
朱建文
林浩
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Beijing Bingfeng Mutual Entertainment Technology Co ltd
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Beijing Bingfeng Mutual Entertainment Technology Co ltd
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Priority to CN202011604956.4A priority Critical patent/CN112604270A/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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/352Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F16/00Information retrieval; Database structures therefor; File system structures therefor
    • G06F16/20Information retrieval; Database structures therefor; File system structures therefor of structured data, e.g. relational data
    • G06F16/22Indexing; Data structures therefor; Storage structures
    • G06F16/2282Tablespace storage structures; Management thereof

Abstract

The application discloses a method, a device and equipment for crossing a server of a network game, which relate to the technical field of computers, so that the server crossing process does not need to acquire the game role data required by crossing the server from a source game server, the function of crossing the server can be simplified, and the coupling difficulty of game business logic and the business logic of the server crossing the server is reduced. The method comprises the following steps: responding to a trigger instruction of a first login request of a game client, and acquiring request access information for establishing connection between a target game server and a cross-server in the game running process; establishing a shared database by using the game data recorded by each game server, wherein a database table formed by game server identifications is stored in the shared server; the method comprises the steps of reading a target game server identifier in a database table to obtain game role data of a target game server associated with the target game server identifier; and executing the game operation of the game client according to the game role data corresponding to the target game server.

Description

Cross-server method, device and equipment for online game
Technical Field
The present application relates to the field of computer technologies, and in particular, to a method, an apparatus, and a device for crossing a network game.
Background
With the increasing number of players of network games, due to the limitation of computer performance and resources, a plurality of servers are started, each server is an independent game world, a player must select one server before entering the game, and a character created after entering the game can only play the game in the selected server. Therefore, the player in each server can only interact with the player in the server, and can not communicate, compete and cooperate with the players of other servers.
In a game scene requiring multi-user cooperation, cross-server requirements are frequently met, players of different servers can participate in a game in the same game scene together, in the prior art, each server has a database, the cross-server process needs to obtain data of game characters through a source game server when the data of the game characters are accessed, the cross-server login scene is used for example, after the cross-server agrees to the cross-server request, all data access needs to write logic independently, the data of the game characters required by cross-server access are obtained from the source game server, the cross-server function is complex, and newly added function logic is difficult to be coupled into business logic of the cross-server.
Disclosure of Invention
In view of this, the present application provides a method, an apparatus, and a device for cross-server of a network game, and mainly aims to solve the problems in the prior art that a cross-server function is complex and a newly added function logic is difficult to couple to a service logic of a central server due to data required for cross-server acquisition from a source server.
According to a first aspect of the application, a cross-server method of a network game is provided, which comprises the following steps:
responding to a trigger instruction of a first login request of a game client, and acquiring request access information for establishing connection between a target game server and a cross-server in a game running process, wherein the first login request is used for requesting to login the cross-server, and the request access information carries a target game server identifier;
establishing a shared database by using game data recorded by each game server, wherein a database table formed by game server identifications is stored in the shared server, and the game server identifications are associated with game role data of the game servers;
obtaining game role data of a target game server associated with the target game server identification by reading the target game server identification in the database table;
and executing the game operation of the game client according to the game role data corresponding to the target game server.
In another embodiment, a key value format formed by different attribute identifiers of game characters is defined in the database table, and the obtaining of the game character data of the target game server associated with the target game server identifier by reading the target game server identifier in the database table specifically includes:
determining the attribute identifier of the target game server mapping game role by reading the target game server identifier in the database table;
and mapping the attribute identification of the game role by using the target game server to acquire the game role data of the target game server associated with the target game server identification.
In another embodiment, the attribute identifier of the game character at least includes a service area identifier where the game character is located and a game character self-growth identifier, the key value format at least includes a service area identifier where the game character is located, a game character table name and a game character identifier, and the number of bits of the game character identifier stores the service area identifier where the game character is located and the game character self-growth identifier.
In another embodiment, after the executing the game operation of the game client according to the game character data corresponding to the target game server, the method further includes:
responding to a trigger instruction of a merging request of a target game server, and determining a service area identifier where a game role is mapped by a game server to be merged by using a preset merging configuration table;
and according to the service area identification, modifying the interface information of the target game server in the shared database into the interface information of the game server to be merged.
In another embodiment, after the modifying the interface information of the target game server in the shared database to the interface information of the game server to be merged according to the service area identifier, the method further includes:
and inquiring and deleting the game role data corresponding to the target game server from the shared database according to the service area identification.
In another embodiment, before acquiring the request access information for establishing connection between the target game server and the cross server in the game running process in response to the triggering instruction of the first login request of the game client, the method further comprises:
responding to a trigger instruction of a target game server cross-server request, and acquiring a game server identification list allowing to access the cross-server by utilizing a mapping relation between a pre-configured game server and the cross-server, wherein the game server identification list is recorded with game server identifications allowing to create roles in the cross-server;
and establishing the cross-server connection between the target game server and the cross-server according to the game server identification list of the cross-server allowing access.
In another embodiment, the establishing a cross-server connection between a target game server and a cross-server according to the game server identifier list of the allowed access cross-server specifically includes:
acquiring a target game server identifier carried by the service crossing request, and judging whether the target game server identifier is in the game server identifier list or not;
if yes, cross-server connection between the target game server and the cross-server is established.
According to a second aspect of the application, a method for crossing clothes of a network game is provided, which comprises
Responding to a trigger instruction of a cross-service request of a game client, and sending the cross-service request to a cross-service server;
and if response information of the service crossing request is received, pushing a login address carried by the response information to the game client so that the game client generates a login request according to the login address and jumps to a login page of the service crossing server.
In another embodiment, after the trigger instruction responding to the game client cross-server request sends the cross-server request to the cross-server, the method further comprises:
responding to a trigger instruction of a second login request of a game client, and judging whether the game client logs in on a cross-server or not, wherein the second login request is used for logging in a target game server;
and if so, rejecting the second login request of the game client.
According to a third aspect of the present application, there is provided a cross-clothing device for network game, comprising:
the game client comprises a first acquisition unit, a second acquisition unit and a third acquisition unit, wherein the first acquisition unit is used for responding to a trigger instruction of a first login request of a game client, and acquiring request access information for establishing connection between a target game server and a cross-server in the game running process, and the first login request is used for requesting to login the cross-server;
the game server comprises a creating unit, a sharing database creating unit and a processing unit, wherein the creating unit is used for creating a sharing database by using game data recorded by each game server, a database table formed by game server identifications is stored in the sharing server, and the game server identifications are associated with game role data of the game servers;
the second acquisition unit is used for acquiring game role data of a target game server related to the target game server identifier by reading the target game server identifier in the database table;
and the execution unit is used for executing the game operation of the game client according to the game role data corresponding to the target game server.
In another embodiment, a key-value format formed by identifiers of different attributes of a game character is defined in the database table, and the second obtaining unit includes:
the determining module is used for determining the attribute identifier of the target game server mapping game role by reading the target game server identifier in the database table;
and the obtaining module is used for obtaining the game role data of the target game server related to the target game server identification by utilizing the attribute identification of the target game server mapping game role.
In another embodiment, the attribute identifier of the game character at least includes a service area identifier where the game character is located and a game character self-growth identifier, the key value format at least includes a service area identifier where the game character is located, a game character table name and a game character identifier, and the number of bits of the game character identifier stores the service area identifier where the game character is located and the game character self-growth identifier.
In another embodiment, the apparatus further comprises:
the determining unit is used for responding to a trigger instruction of a merging request of the target game server after executing the game operation of the game client according to the game role data corresponding to the target game server and determining the service area identifier where the game role is mapped by the game server to be merged by using a preset merging configuration table;
and the merging unit is used for modifying the interface information of the target game server in the shared database into the interface information of the game server to be merged according to the service area identification.
In another embodiment, the apparatus further comprises:
and the deleting unit is used for inquiring and deleting the game role data corresponding to the target game server from the shared database according to the service area identifier after the interface information of the target game server in the shared database is modified into the interface information of the game server to be merged according to the service area identifier.
In another embodiment, the apparatus further comprises:
a third obtaining unit, configured to, before obtaining request access information for establishing a connection between a target game server and a cross-server in a game running process in response to a trigger instruction of a first login request of a game client, obtain, in response to the trigger instruction of the cross-server request of the target game server, a game server identifier list allowing access to the cross-server by using a mapping relationship between a pre-configured game server and the cross-server, where a game server identifier allowing a role to be created in the cross-server is recorded in the game server identifier list;
and the establishing unit is used for establishing the cross-server connection between the target game server and the cross-server according to the game server identification list allowing the access to the cross-server.
In another embodiment, the establishing unit includes:
the judging module is used for acquiring a target game server identifier carried by the service crossing request and judging whether the target game server identifier is in the game server identifier list or not;
and the establishing module is used for establishing the cross-server connection between the target game server and the cross-server if the target game server is the cross-server.
According to a fourth aspect of the present application, there is provided a cross-clothing device for network games, comprising:
the server comprises a sending unit, a service crossing server and a service crossing unit, wherein the sending unit is used for responding to a trigger instruction of a service crossing request of a game client and sending the service crossing request to the service crossing server;
and the pushing unit is used for pushing the login address carried by the response information to the game client if the response information of the service crossing request is received, so that the game client generates the login request according to the login address and jumps the game page to the login page of the service crossing server.
In another embodiment, the apparatus further comprises:
the judging unit is used for responding to a triggering instruction of a second login request of the game client after the triggering instruction responding to the game client service crossing request sends the service crossing request to the service crossing server, and judging whether the game client is logged in the service crossing server or not, wherein the second login request is used for logging in a target game server;
and the rejecting unit is used for rejecting the second login request of the game client if the second login request is positive.
According to a fifth aspect of the present application, there is provided a computer device comprising a memory storing a computer program and a processor implementing the steps of the method of the first aspect when the processor executes the computer program.
According to a sixth aspect of the present application, there is provided a readable storage medium having stored thereon a computer program which, when executed by a processor, carries out the steps of the method of the first aspect described above.
By the technical scheme, compared with the mode of acquiring game role data required by the cross-over from a source game server to carry out the cross-over of the network game in the prior mode, the cross-over method, the device and the equipment for the network game provided by the application acquire the request access information for establishing the connection between a target game server and the cross-over server in the running process of the game, create a shared database by using the game data recorded by each server, store a database table formed by game server identifications in the shared database, associate the game role data of the game server with the game server identifications, acquire the game role data of the target game server associated with the target game server identifications by reading the target server identifications in the database table, execute the game operation of a game client according to the game role data corresponding to the target game server, the cross-server function can be simplified, and the coupling difficulty of the game business logic and the cross-server business logic is reduced.
The foregoing description is only an overview of the technical solutions of the present application, and the present application can be implemented according to the content of the description in order to make the technical means of the present application more clearly understood, and the following detailed description of the present application is given in order to make the above and other objects, features, and advantages of the present application more clearly understandable.
Drawings
The accompanying drawings, which are included to provide a further understanding of the application and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the application and together with the description serve to explain the application and not to limit the application. In the drawings:
FIG. 1 is a flow chart of a cross-server method of a network game provided by an embodiment of the present application;
FIG. 2 is a flow chart of another cross-server method for network games provided by the embodiment of the present application;
FIG. 3 is a flow chart of another cross-server method for network games provided by the embodiment of the present application;
FIG. 4 is a block diagram of a game server group provided in an embodiment of the present application
Fig. 5a is a schematic diagram illustrating a pick front trajectory curve generation process for a current mining point according to an embodiment of the present application;
fig. 5b is a schematic diagram illustrating a pick front trajectory curve generation process for a current mining point according to an embodiment of the present disclosure;
FIG. 6 is a schematic structural diagram of a cross-server device of a network game provided by an embodiment of the present application;
FIG. 7 is a schematic structural diagram of a cross-server device of another online game provided in the embodiment of the present application;
FIG. 8 is a schematic structural diagram of a cross-server device of another online game provided in the embodiment of the present application;
FIG. 9 is a schematic structural diagram of a cross-server device of another online game provided in the embodiment of the present application;
fig. 10 is a schematic device structure diagram of a computer apparatus according to an embodiment of the present invention.
Detailed Description
The content of the invention will now be discussed with reference to a number of exemplary embodiments. It is to be understood that these examples are discussed only to enable those of ordinary skill in the art to better understand and thus implement the teachings of the present invention, and are not meant to imply any limitations on the scope of the invention.
As used herein, the term "include" and its variants are to be read as open-ended terms meaning "including, but not limited to. The term "based on" is to be read as "based, at least in part, on". The terms "one embodiment" and "an embodiment" are to be read as "at least one embodiment". The term "another embodiment" is to be read as "at least one other embodiment".
In general, in the process of crossing the servers of the network game, after a game client logs in the crossing servers, each server has a database, the data of the game role needs to be acquired through a source game server in the crossing process, so as to exemplify the crossing game login scene, after the crossing servers agree to a crossing request, all data access needs to write logic separately, and the game role data needed by crossing is acquired from the source game server, so that the crossing function is complex, and newly added function logic is difficult to be coupled to the service logic of the crossing servers.
In order to solve the above problem, the present embodiment provides a method for crossing servers of a network game, as shown in fig. 1, the method is applied to a crossing server, and includes the following steps:
101. and responding to a trigger instruction of a first login request of the game client, and acquiring request access information for establishing connection between the target game server and the cross-server in the game running process.
In general, a game client corresponds to a game server, the game server has access to a plurality of game clients, in an online game framework, a target game server may be any game server, each game client can obtain information of a game world through the game server, correspondingly, the game server can store player information of the game client, such as information of character levels, equipment and the like, which are provided by the game server, and the game client is only used for displaying the information. The logic of the whole game is processed by the game server uniformly, and then the processing result is sent to the game client. In practical application, due to CPU and bandwidth limitations, it is necessary to consider that players are placed in different secondary units in batches, so that each game server can be connected to game clients of a specific group of users, for example, game clients of users in the same region and game clients of users in the same level, and thus players connected to different game servers cannot interact with each other.
Wherein, the first login request is used for requesting to login the cross-server, in the specific cross-server application scene, a game role in the game client needs to cross-server, the cross-server request can be sent to the cross-server through the target game server connected with the cross-server, the cross-server can decide which target game server cross-server requests are received, after the cross-server agrees to the cross-server request, the target game server informs the game role in the game client to quit from the target game server and log in the cross-server, further acquiring the access request information of the target game server and the cross server establishing connection in the game running process, the request access information is equivalent to communication information formed by forwarding a cross-server request of the game client to the cross-server by the target game server, and specifically may include a game character identifier, a target game server identifier, and the like.
The execution main body of the embodiment can be a cross-server device or equipment of the network game, and can be configured in a cross-server, on one hand, the cross-server can establish communication connection with a game server to check and process cross-server requests of game clients, and ensure that the game clients connected to the cross-server have login authority, and on the other hand, the cross-server can access the game clients with login authority and access game role data from a shared database in a game process, so that data does not need to be accessed from a database corresponding to a target game server in the cross-server process, and resource space occupation of the target game server is saved.
102. A shared database is created using the game data recorded by the respective game servers.
Wherein, the sharing server stores a database table formed by game server identification, the game server identification is associated with game role data of the game server, such as clothes, props, pets, skills, etc, and the game data needs to be transmitted between the game servers in the game running process, aiming at the scene that the game client logs in the target game server, the sharing database provides the game role data of the game client to the target game server, aiming at the scene that the game client logs in the cross-server, the sharing database does not provide the game role data of the game client to the game server, but directly provides the game role data of the game client to the cross-server, so that the game client can quickly execute game operation on the cross-server, and simultaneously reduces the interaction times between the cross-server and the game server, simplifying the functional logic of the cross-server.
103. And acquiring the game role data of the target game server associated with the target game server identifier by reading the target game server identifier in the database table.
It can be understood that each game server and the cross-server can continuously generate new game data in the use process in the game process, the data structure of the shared database ensures the uniqueness of the game data in each game server, and a storage specification can be formed through the database table so as to form the association relationship between the game server identification and the game role data of the game servers, thereby avoiding the mutual coverage of the game data among the game servers. The data structure of the key-value pair may be defined by using the attribute identifier of the game, and the data structure of the key-value pair may use the attribute identifier of the game data as a key (key) and the corresponding data on the attribute identifier as a value (value), so as to facilitate obtaining the game data corresponding to the corresponding game server from the shared database by using the attribute identifier of the game data.
104. And executing the game operation of the game client according to the game role data corresponding to the target game server.
The game operation of the game client can comprise game playing method control, game role control, game process control and the like, and all the game servers share one database, namely all the game data are stored in the shared database, so that the game data access formed by the game operation of the client is realized through the shared database, the same data do not need to be transmitted among a plurality of game servers, and the problems of cross-service and complex service function logic in the game process are solved.
Compared with the prior mode of acquiring the game role data required by the cross-server from the source game server to carry out the cross-server of the network game, the cross-server method of the network game provided by the embodiment of the application acquires the access request information for establishing the connection between the target game server and the cross-server in the running process of the game, and utilizes the game data recorded by each server to create a shared database, the shared database stores a database table formed by game server identifications, the game server identifications are associated with the game role data of the game server, the game role data of the target game server associated with the target game server identifications are acquired by reading the target server identifications in the database table, the game operation of a game client is executed according to the game role data corresponding to the target game server, so that the cross-server process does not need to acquire the game role data required by the cross-server from the source game server, the cross-server function can be simplified, and the coupling difficulty of the game business logic and the business logic of the cross-server is reduced.
Further, as a refinement and an extension of the specific implementation of the foregoing embodiment, in order to fully describe the specific implementation process of the embodiment, the embodiment provides another cross-server method for an online game, as shown in fig. 2, the method includes:
201. and responding to a trigger instruction of a first login request of the game client, and acquiring request access information for establishing connection between the target game server and the cross-server in the game running process.
It can be understood that after the cross-server playing method is started, a large number of game servers are connected with the cross-server servers, in order to facilitate access control of the game servers, the central server can be set as an intermediate server to judge whether the game servers have access authority according to game role information of the game servers, if the game servers have the access authority, it is indicated that the game roles of the target game servers have the cross-server qualification, the cross-server servers are connected with the target game servers with the access authority, and the target game servers notify the corresponding game clients of the cross-server login.
202. A shared database is created using the game data recorded by the respective game servers.
203. And determining the attribute identifier of the target game server mapping game role by reading the identifier of the target game server in the database table.
204. And mapping the attribute identification of the game role by using the target game server to acquire the game role data of the target game server associated with the target game server identification.
The attribute identifier of the game character at least includes a server area identifier where the game character is located and a game character self-growth identifier, where the server area identifier may be represented as an identifier of a specific area player or a specific level player that is targeted by the game server, for example, a east China partition, a northeast China partition, and the like. On one hand, to ensure the uniqueness of the game data recorded in the shared database, if the game data is not unique, the game servers in the area may overlap each other, on the other hand, in the game operation and maintenance process, a single game server also has a maintenance requirement, for example, the single game server needs to find a corresponding game server for processing, such as clearing and returning the files, or closing the servers, and the like.
Regarding the ID specification, the attribute identifier of the game character at least includes a service area identifier where the game character is located and a game character self-growth identifier, and may be specifically defined as an area ID + a self-growth ID, for example, the character ID is 64 bits, so that the lower 14 bits store the area ID where the current game character is located, and the upper 50 bits are the area self-growth ID, which ensures uniqueness when game data of each game server in the database is shared, and meanwhile, the service area where the game data is located may also be calculated according to the ID, which facilitates debugging of subsequent games.
Regarding to Key specifications, a Key value format at least includes a service area identifier where a game role is located, a game role table name and a game role identifier, the number of digits of the game role identifier stores the service area identifier where the game role is located and a game role self-growth identifier, and all keys use character strings and adopt [ area ID ]: [ table name ]: [ Key ID ] is defined in the format, for example, a character backpack, the character ID is 262521833, the area where the game character is located is 14 low, and by performing AND with 0x3FFF, 1001 can be calculated, the backpack is named inventory, and then the Key of the backpack is defined as: 1001: inventor: 262521833.
205. and executing the game operation of the game client according to the game role data corresponding to the target game server.
206. And responding to a trigger instruction of the cross-server request of the target game server, and acquiring a game server identification list allowing to access the cross-server by utilizing a mapping relation between the pre-configured game server and the cross-server.
207. And establishing the cross-server connection between the target game server and the cross-server according to the game server identification list of the cross-server allowing access.
Specifically, a target game server identifier carried by the service crossing request can be acquired, whether the target game server identifier is in the game server identifier list or not is judged, if yes, the game role of the game client is allowed to be accessed to the service crossing server, and the service crossing connection between the target game server and the service crossing server is further established.
The cross-server process of the network game of the embodiment of the invention mainly relates to equipment comprising a game client, a game server and a cross-server, wherein, the game server and the cross server are essentially the same server, the game server as the source game server can establish connection with the cross server, logically, the main differences of the cross server and the game server are the following aspects, on one hand, the cross server can actually provide the server with centralized game roles of each access game server, the creation of a new game character is not allowed in the cross server, on the other hand, the cross server may allow the game character on the access target game server to log in, however, the game server allows only the game character of the own server to log in, and on the other hand, the game character can only log in at one of the game server and the server across servers.
In order to solve the above problems, a game server group is provided, and a framework of the Giallo game server group is as shown in fig. 4, firstly, a cross server and a game server in the game server group are marked in advance to distinguish different server functions, if the game server can create a game role, if the game server is a cross server, the creation of the game role and other functions are prohibited; secondly, a configuration table of the game server and the cross-server is established, a mapping relation between the game server and the cross-server is configured, TCP connection is established with the cross-server on the game server according to the mapping relation, and the cross-server decides which game servers can be connected with the game server. When the game role of the client needs to be cross-dressed, the game server can send an access request to the cross-dress server, record the current game role needing to be cross-dressed in the cross-dress server, and only the game client with the recorded game role is allowed to log in the cross-dress server; finally, when any game character logs in the game server, whether the game character logs in the cross-server or not needs to be judged preferentially, if the game character logs in the cross-server, the game character is not allowed to log in other game servers, and therefore the situation that the game character logs in the game server and the cross-server at the same time is avoided.
It can be understood that, after the game server runs for a period of time, if the number of players connected to the game server is too small, the game servers connected to the game player clients with few numbers are merged, so that the merged game server can be connected to more players, and the game experience of the players is improved. In the prior art, if the game servers have a matching requirement, each game server is an independent database, the database of a source game server needs to be merged into the database of a target game server through a matching tool during matching, the matching tool is troublesome to maintain, the service is closely coupled with the matching tool, a new service is developed every time, the matching tool needs to be maintained if the database is changed, in addition, the matching tool needs to be written separately in the matching process, so that all data of a single game server are copied to the target game server from the merged game server, and along with the longer and longer project operation and maintenance time, the longer and longer data of the single game server and the longer and longer matching time influence the matching operation efficiency. In the embodiment of the application, the shared database is used in the process of compliance, firstly, the shared database is transparent to the players, namely, before and after compliance, the game experience of the players and the target players to be complied is basically the same, and secondly, no data copy exists in the process of compliance.
Specifically, in the process of merging game servers, in response to a trigger instruction of a merging request of a target game server, a preset merge configuration table is used to determine a service area identifier where a game server to be merged maps a game character, and interface information of a target game server in a shared database is modified into interface information of the game server to be merged according to the service area identifier, for example, the merge configuration table may use json configuration, where for configuration data { "combine _ list" [ { "target _ zoneid":1001, "combined _ zonoids": 1002] } indicates that a region 1002 where the game server is located is merged into the game server region 1001, and a game server IP and a port corresponding to the region 1002 in a game server list provided to a game client are directly changed into a game server IP and a port corresponding to the region 1001, that is, the game server in the area 1002 is actually the game server in the area 1001, and at this time, the game server needs to process that the game server in the area 1001 allows the player in the area 1002 to log in according to the compliance configuration table.
It can be understood that, since the game client can access the character data of the game server player to be matched from the shared data, the game client does not need to be connected to the character data of the target game server player, and further, according to the service area identifier, the game orange data corresponding to the target game server is inquired and deleted from the shared database, so that no data copy exists in the matching process, and only the deletion of the rear regional game server needs to be processed.
The embodiment provides a cross-server method of a network game, as shown in fig. 5, the method is applied to a target game server, and includes the following steps:
301. and responding to a trigger instruction of the cross-server request of the game client, and sending the cross-server request to the cross-server.
The game server identification list records game server identifications allowing the cross server to create characters, and the game client can only select one of the target game server and the cross server to log in as the game characters can only log in on one game server. In order to ensure the uniqueness of the game server for logging in the game role, in the process that any game role requests to log in the game server, whether the game client logs in the cross server or not can be judged in response to a trigger instruction of a second login request of the game client, wherein the second login request is used for logging in a target game server, if yes, the game client logs in the cross server, the second login request of the game client is rejected, and otherwise, the game client is allowed to log in the game server.
Specifically, the game client interface judges whether the player has the cross-server login permission according to the identification of the player, if so, the login window of the cross-server game server is displayed, and the identification can be a player ID, a player character ID and the like and serves as the unique identification of the player, so that the situation that the game character logs in the game server and the cross-server at the same time can be prevented.
The execution subject of the embodiment may be a cross-server device or equipment of a network game, and may be configured in a game server, on one hand, the game server may establish a communication connection with the cross-server to forward a cross-server request of a game client, and ensure that the game client connected to the cross-server has a login right, and on the other hand, the game server may access the game client having the login right and access game character data from a shared database during a game.
302. And if response information of the service crossing request is received, pushing the login address carried by the response information to the game client.
If response information of the cross-server request is received, the cross-server allows the game role to log in the cross-server, the response information can include login information of the cross-server, such as a login address and a login mode, the game server can further inform the game client to log out from the game server and log in the cross-server, and the login address carried by the response information is pushed to the game client, and the login address is the login address of the cross-server.
In the prior art, each game server corresponds to a separate database, specifically, in the cross-server process of the network game, the interaction flow among the game clients, the cross-server servers, and the game servers is as shown in fig. 5a, after the game client initiates a cross-server request to the game server, the game server communicates with a central server set in the cross-server to determine whether to allow cross-server login of the game client, if the cross-server request is granted, the game server informs the game client to log out and log in to the central server, after the game client logs in to the central server, the central server obtains game data associated with the game client from the database corresponding to the game server, such as player data, public data, and the like, and returns the game data to the game client for display, in the whole cross-server process, the cross-server accesses game roles of a plurality of game clients, in the game process, game data need to be acquired from databases corresponding to a plurality of game servers, and timed disk storage needs to be carried out on the databases corresponding to the corresponding game servers while the game data are stored, so that the cross-server needs to independently write functional logic every time, and the cross-server process is complicated. In the present application, a shared database is used by all game servers and a cross-server, specifically, in the cross-server process of a network game, the interaction flow among the game clients, the cross-server and the game servers is shown in fig. 5b, after the game clients initiate a cross-server request to the game servers, the game servers communicate with a central server arranged in the cross-server to determine whether to allow cross-server login of the game clients, if the cross-server request is approved, the game servers inform the game clients to log out and log in to the central server, and save game characters in the shared database, after the game clients log in to the central server, the central server obtains game data associated with the game clients from the shared server, such as player data, public data and the like, and returns the game data to the game clients for display, in the whole service crossing process, the service crossing server can access game roles of a plurality of game clients, all game role data can be acquired from the shared database in the game process, and then the service crossing server does not need to interact with the databases corresponding to the game servers, and can acquire the game role data corresponding to all the game servers through the shared server, so that the function logic of the service crossing server is simplified, and the service crossing efficiency of the network game is improved.
Further, as a specific implementation of the method in fig. 1 and fig. 2, an embodiment of the present application provides a cross-server apparatus for online games, as shown in fig. 6, the apparatus includes: a first acquisition unit 41, a creation unit 42, a second acquisition unit 43, an execution unit 44.
A first obtaining unit 41, configured to obtain, in response to a trigger instruction of a first login request of a game client, request access information for establishing a connection between a target game server and a cross-server during a game running process, where the first login request is used to request to login the cross-server, and the request access information carries a target game server identifier;
a creating unit 42, configured to create a shared database by using the game data recorded by each game server, where the shared database is a database table formed by game server identifiers, and the game server identifiers are associated with game character data of the game servers;
a second obtaining unit 43, configured to obtain game role data of a target game server associated with a target game server identifier by reading the target game server identifier in the database table;
the executing unit 44 may be configured to execute the game operation of the game client according to the game character data corresponding to the target game server.
The cross-server device of the network game provided by the embodiment of the invention establishes a shared database by acquiring the request access information of the connection between the target game server and the cross-server in the game running process and utilizing the game data recorded by each server, the shared database is stored with a database table formed by game server identifications, the game server identifications are associated with game role data of the game servers, by reading the target server identification in the database table, the game role data of the target game server associated with the target game server identification is obtained, executing the game operation of the game client according to the game role data corresponding to the target game server, the cross-server function can be simplified, and the coupling difficulty of the game business logic and the cross-server business logic is reduced.
In a specific application scenario, as shown in fig. 7, a key value format formed by different attribute identifiers of game characters is defined in the database table, and the second obtaining unit 43 includes:
a determining module 431, configured to determine an attribute identifier of a game role mapped by the target game server by reading the target game server identifier in the database table;
the obtaining module 432 may be configured to obtain, by using the attribute identifier of the target game server mapping game role, game role data of a target game server associated with the target game server identifier.
In a specific application scenario, the attribute identifier of the game role at least comprises a service area identifier where the game role is located and a game role self-growth identifier, the key value format at least comprises a service area identifier where the game role is located, a game role table name and a game role identifier, and the number of bits of the game role identifier stores the service area identifier where the game role is located and the game role self-growth identifier.
In a specific application scenario, as shown in fig. 7, the apparatus further includes:
the determining unit 45 may be configured to, after the game operation of the game client is executed according to the game role data corresponding to the target game server, determine, by using a preset compliance configuration table, a service area identifier where a game role mapped by a game server to be merged is located, in response to a trigger instruction of a merging request of the target game server;
the merging unit 46 may be configured to modify, according to the service area identifier, the interface information of the target game server in the shared database to the interface information of the game server to be merged.
In a specific application scenario, as shown in fig. 7, the apparatus further includes:
the deleting unit 47 may be configured to, after the interface information of the target game server in the shared database is modified to the interface information of the game server to be merged according to the service area identifier, query and delete the game role data corresponding to the target game server from the shared database according to the service area identifier.
In a specific application scenario, as shown in fig. 7, the apparatus further includes:
a third obtaining unit 48, configured to, before obtaining request access information for establishing a connection between a target game server and a cross-server in a game running process in response to a trigger instruction of a first login request of a game client, obtain, in response to the trigger instruction of a cross-server request of the target game server, a game server identifier list for allowing access to the cross-server by using a mapping relationship between a pre-configured game server and the cross-server, where a game server identifier for allowing a character to be created in the cross-server is recorded in the game server identifier list;
the establishing unit 49 may be configured to establish a cross-server connection between the target game server and the cross-server according to the game server identifier list allowing access to the cross-server.
In a specific application scenario, as shown in fig. 7, the establishing unit 49 includes:
the determining module 491 may be configured to obtain a target game server identifier carried by the service crossing request, and determine whether the target game server identifier is in the game server identifier list;
the establishing module 492 may be configured to, if so, establish a cross-server connection between the target game server and the cross-server.
It should be noted that other corresponding descriptions of the functional units related to the clothes crossing device of the network game provided in this embodiment may refer to the corresponding descriptions in fig. 1 to fig. 2, and are not described herein again.
Further, as a specific implementation of the method in fig. 3, an embodiment of the present application provides a cross-server apparatus for a network game, as shown in fig. 8, the apparatus includes: a sending unit 51 and a pushing unit 52.
A sending unit 51, configured to send a service crossing request to a service crossing server in response to a trigger instruction of the service crossing request of the game client;
the pushing unit 52 may be configured to, if response information of the service crossing request is received, push a login address carried in the response information to the game client, so that the game client generates a login request according to the login address, and jump the game page to the login page of the service crossing server.
In a specific application scenario, as shown in fig. 9, the apparatus further includes:
a determining unit 53, configured to determine, after the trigger instruction in response to the game client service crossing request sends the service crossing request to the service crossing server, whether the game client is logged on the service crossing server in response to a trigger instruction of a second login request of the game client, where the second login request is used to log on a target game server;
a rejecting unit 54, configured to reject the second login request of the game client if yes.
It should be noted that other corresponding descriptions of the functional units involved in the clothes crossing device of the network game provided in this embodiment may refer to the corresponding descriptions in fig. 3, and are not described herein again.
Based on the method shown in fig. 1-2, correspondingly, the embodiment of the present application further provides a storage medium, on which a computer program is stored, and the program, when executed by a processor, implements the cross-server method of the network game shown in fig. 1-2. Based on the method shown in fig. 3, correspondingly, the embodiment of the present application further provides a storage medium, on which a computer program is stored, and the program, when executed by a processor, implements the cross-server method of the network game shown in fig. 3.
Based on such understanding, the technical solution of the present application may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (which may be a CD-ROM, a usb disk, a removable hard disk, etc.), and includes several instructions for enabling a computer device (which may be a personal computer, a server, or a network device, etc.) to execute the method according to the implementation scenarios of the present application.
Based on the method shown in fig. 1 to fig. 3 and the virtual device embodiment shown in fig. 5 to fig. 9, in order to achieve the above object, the present application further provides an entity device, which may be specifically a computer, a server, or other network device, of a cross-server and a target game server, where the entity device includes a storage medium and a processor; a storage medium for storing a computer program; a processor for executing a computer program to implement the cross-server method of network gaming as described above in fig. 1-3.
Optionally, the entity device may further include a user interface, a network interface, a camera, a Radio Frequency (RF) circuit, a sensor, an audio circuit, a WI-FI module, and the like. The user interface may include a Display screen (Display), an input unit such as a keypad (Keyboard), etc., and the optional user interface may also include a USB interface, a card reader interface, etc. The network interface may optionally include a standard wired interface, a wireless interface (e.g., WI-FI interface), etc.
In an exemplary embodiment, referring to fig. 10, the entity device includes a communication bus, a processor, a memory, and a communication interface, and may further include an input/output interface and a display device, where the functional units may communicate with each other through the bus. The memory stores computer programs, and the processor is used for executing the programs stored in the memory and executing the painting mounting method in the embodiment.
Those skilled in the art will appreciate that the structure of the cross-server physical device of the network game provided by the embodiment does not constitute a limitation to the physical device, and may include more or less components, or combine some components, or arrange different components.
The storage medium may further include an operating system and a network communication module. The operating system is a program for managing hardware and software resources of the actual device for store search information processing, and supports the operation of the information processing program and other software and/or programs. The network communication module is used for realizing communication among components in the storage medium and communication with other hardware and software in the information processing entity device.
Through the above description of the embodiments, those skilled in the art will clearly understand that the present application can be implemented by software plus a necessary general hardware platform, and can also be implemented by hardware. Compared with the prior art, the method and the device have the advantages that the database table formed by the game server identification is stored in the shared database, the game server identification is associated with the game role data of the game server, the game role data of the target game server associated with the target game server identification is obtained by reading the target server identification in the database table, and the game operation of the game client is executed according to the game role data corresponding to the target game server, so that the game role data required by cross-service does not need to be obtained from the source game server in the cross-service process, the cross-service function can be simplified, and the coupling difficulty of the game service logic and the service logic of the cross-service server is reduced.
Those skilled in the art will appreciate that the figures are merely schematic representations of one preferred implementation scenario and that the blocks or flow diagrams in the figures are not necessarily required to practice the present application. Those skilled in the art will appreciate that the modules in the devices in the implementation scenario may be distributed in the devices in the implementation scenario according to the description of the implementation scenario, or may be located in one or more devices different from the present implementation scenario with corresponding changes. The modules of the implementation scenario may be combined into one module, or may be further split into a plurality of sub-modules.
The above application serial numbers are for description purposes only and do not represent the superiority or inferiority of the implementation scenarios. The above disclosure is only a few specific implementation scenarios of the present application, but the present application is not limited thereto, and any variations that can be made by those skilled in the art are intended to fall within the scope of the present application.

Claims (11)

1. A cross-server method of a network game is characterized by comprising the following steps:
responding to a trigger instruction of a first login request of a game client, and acquiring request access information for establishing connection between a target game server and a cross-server in a game running process, wherein the first login request is used for requesting to login the cross-server, and the request access information carries a target game server identifier;
establishing a shared database by using game data recorded by each game server, wherein a database table formed by game server identifications is stored in the shared server, and the game server identifications are associated with game role data of the game servers;
obtaining game role data of a target game server associated with the target game server identification by reading the target game server identification in the database table;
and executing the game operation of the game client according to the game role data corresponding to the target game server.
2. The method according to claim 1, wherein a key value format formed by different attribute identifiers of game characters is defined in the database table, and the obtaining of the game character data of the target game server associated with the target game server identifier by reading the target game server identifier in the database table specifically includes:
determining the attribute identifier of the target game server mapping game role by reading the target game server identifier in the database table;
and mapping the attribute identification of the game role by using the target game server to acquire the game role data of the target game server associated with the target game server identification.
3. The method according to claim 2, wherein the attribute identifier of the game character at least includes a service area identifier where the game character is located and a game character self-growth identifier, the key format at least includes a service area identifier where the game character is located, a game character table name and a game character identifier, and the number of bits of the game character identifier stores the service area identifier where the game character is located and the game character self-growth identifier.
4. The method of claim 3, wherein after the executing the game operation of the game client according to the game character data corresponding to the target game server, the method further comprises:
responding to a trigger instruction of a merging request of a target game server, and determining a service area identifier where a game role is mapped by a game server to be merged by using a preset merging configuration table;
and according to the service area identification, modifying the interface information of the target game server in the shared database into the interface information of the game server to be merged.
5. The method according to claim 4, wherein after the modifying the interface information of the target game server in the shared database to the interface information of the game server to be merged according to the service area identifier, the method further comprises:
and inquiring and deleting the game role data corresponding to the target game server from the shared database according to the service area identification.
6. The method according to any one of claims 1-3, wherein before acquiring the request access information of the target game server and the cross server for establishing connection in the game running process in response to the triggering instruction of the first login request of the game client, the method further comprises:
responding to a trigger instruction of a target game server cross-server request, and acquiring a game server identification list allowing to access the cross-server by utilizing a mapping relation between a pre-configured game server and the cross-server, wherein the game server identification list is recorded with game server identifications allowing to create roles in the cross-server;
and establishing the cross-server connection between the target game server and the cross-server according to the game server identification list of the cross-server allowing access.
7. The method according to claim 6, wherein the establishing a cross-server connection between a target game server and the cross-server according to the game server identifier list of the allowed access cross-server specifically comprises:
acquiring a target game server identifier carried by the service crossing request, and judging whether the target game server identifier is in the game server identifier list or not;
if yes, cross-server connection between the target game server and the cross-server is established.
8. A cross-server apparatus for network game, comprising:
the game client comprises a first acquisition unit, a second acquisition unit and a third acquisition unit, wherein the first acquisition unit is used for responding to a trigger instruction of a first login request of a game client, and acquiring request access information for establishing connection between a target game server and a cross-server in the game running process, and the first login request is used for requesting to login the cross-server;
the game server comprises a creating unit, a sharing database creating unit and a processing unit, wherein the creating unit is used for creating a sharing database by using game data recorded by each game server, a database table formed by game server identifications is stored in the sharing server, and the game server identifications are associated with game role data of the game servers;
the second acquisition unit is used for acquiring game role data of a target game server related to the target game server identifier by reading the target game server identifier in the database table;
and the execution unit is used for executing the game operation of the game client according to the game role data corresponding to the target game server.
9. A cross-server apparatus for network game, comprising:
the server comprises a sending unit, a service crossing server and a service crossing unit, wherein the sending unit is used for responding to a trigger instruction of a service crossing request of a game client and sending the service crossing request to the service crossing server;
and the pushing unit is used for pushing the login address carried by the response information to the game client if the response information of the service crossing request is received, so that the game client generates the login request according to the login address and jumps the game page to the login page of the service crossing server.
10. A computer device comprising a memory and a processor, the memory storing a computer program, wherein the processor when executing the computer program implements the steps of the cross-server method of network game according to any one of claims 1 to 7.
11. A computer-readable storage medium, on which a computer program is stored, which, when being executed by a processor, carries out the steps of the cross-server method of network gaming according to any one of claims 1 to 7.
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