CN113181633A - Game data synchronization method, system and device - Google Patents

Game data synchronization method, system and device Download PDF

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Publication number
CN113181633A
CN113181633A CN202110326691.4A CN202110326691A CN113181633A CN 113181633 A CN113181633 A CN 113181633A CN 202110326691 A CN202110326691 A CN 202110326691A CN 113181633 A CN113181633 A CN 113181633A
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game
client
operation identifier
identifier
stored maximum
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CN202110326691.4A
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CN113181633B (en
Inventor
谭淼清
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Bigo Technology Pte Ltd
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Bigo Technology Pte Ltd
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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
    • 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
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The embodiment of the application discloses a game data synchronization method, a system and a device. The method comprises the following steps: receiving a game operation instruction sent by a first client, acquiring an operation identifier corresponding to the game operation instruction, and verifying whether the operation identifier and a stored maximum operation identifier meet preset conditions; if the preset condition is met, updating the operation identifier to a maximum operation identifier, broadcasting the game operation instruction to the second client, and updating the locally stored maximum operation identifier by the second client according to the game operation instruction; and if the preset condition is not met, sending operation error information to the first client, and sending the stored maximum operation identifier and the game state information to the first client for the first client to update the locally stored maximum operation identifier and the game state. By adopting the technical means, invalid data transmission can be reduced, and the data transmission efficiency is improved, so that the game experience of the player is improved.

Description

Game data synchronization method, system and device
Technical Field
The embodiment of the application relates to the technical field of games, in particular to a game data synchronization method, system and device.
Background
With the continuous development of the network, the network game is also developed rapidly, and the game states of the server and the client of the game can be kept consistent through the synchronization of the game data information.
At present, two schemes of state synchronization and frame synchronization are mainly adopted for the synchronization of game data information, the state synchronization is various states in a synchronous game, and for a chess and card game, the states represent the distribution position information of current game pieces. The frame synchronization is in an asynchronous state, and only the operation instruction of the player is synchronized. When the game client is disconnected with the server, the client needs to perform state recovery, because the game state may be updated during the disconnection, the method for synchronizing the data information in the state synchronization scheme is relatively simple, that is, the current latest game state is directly pulled, but this method needs to synchronize information other than the non-game operation instruction, and needs to consume a large amount of data traffic. The disconnection reconnection processing mechanism of the frame synchronization is relatively complex, for example, when the client is disconnected in the 10 th second from the beginning of the game and reconnected in the 15 th second, the server is required to send all operation messages in 5 seconds from the 10 th second to the 15 th second to the client at one time, and meanwhile, because only the operation instruction needs to be forwarded, the processing mechanism consumes less data flow. Therefore, for the game data information, the mode of state synchronization or frame synchronization has certain disadvantages, and needs to be improved.
Disclosure of Invention
The embodiment of the application provides a game data synchronization method, system and device, which can reduce invalid data transmission, keep the states of a server and a client consistent and improve game experience of players.
In a first aspect, an embodiment of the present application provides a game data synchronization method, including:
receiving a game operation instruction sent by a first client, acquiring an operation identifier corresponding to the game operation instruction, and checking whether the operation identifier and a stored maximum operation identifier meet preset conditions;
if the preset condition is met, updating the operation identifier to a maximum operation identifier, broadcasting the game operation instruction to a second client, and updating the locally stored maximum operation identifier by the second client according to the game operation instruction;
and if the preset condition is not met, sending operation error information to the first client, and sending the stored maximum operation identifier and the game state information to the first client, wherein the operation error information is used for updating the locally stored maximum operation identifier and the game state by the first client.
In a second aspect, an embodiment of the present application provides a game data synchronization method, including:
acquiring user behavior data to generate a game operation instruction, and distributing an operation identifier for the game operation instruction based on a stored maximum operation identifier;
sending the game operation instruction to a server so that the server checks whether the operation identifier and the stored maximum operation identifier meet preset conditions;
if the preset condition is not met, receiving operation error information sent by the server, locally stored maximum operation identification and game state information, and updating the stored maximum operation identification and game state according to the maximum operation identification and the game state information;
and if the preset condition is met, receiving a game operation instruction made by a second client terminal broadcasted by the server terminal, and updating the stored maximum operation identifier according to the game operation instruction.
In a third aspect, an embodiment of the present application provides a game data synchronization system, including: the system comprises a server, a first client and a second client, wherein:
the server is used for receiving a game operation instruction sent by a first client, acquiring an operation identifier corresponding to the game operation instruction, and verifying whether the operation identifier and a stored maximum operation identifier meet preset conditions; if the preset condition is met, updating the operation identifier to a maximum operation identifier, broadcasting the game operation instruction to a second client, and updating the locally stored maximum operation identifier by the second client according to the game operation instruction; if the preset condition is not met, sending operation error information to the first client, and sending the stored maximum operation identifier and game state information to the first client, wherein the operation error information is used for updating the locally stored maximum operation identifier and game state by the first client;
the first client is used for acquiring user behavior data to generate a game operation instruction, and distributing an operation identifier for the game operation instruction based on the stored maximum operation identifier; sending the game operation instruction to a server so that the server checks whether the operation identifier and the stored maximum operation identifier meet preset conditions; if the preset condition is not met, receiving operation error information sent by the server, locally stored maximum operation identification and game state information, and updating the stored maximum operation identification and game state according to the maximum operation identification and the game state information; and if the preset condition is met, receiving a game operation instruction made by a second client terminal broadcasted by the server terminal, and updating the stored maximum operation identifier according to the game operation instruction.
In a fourth aspect, an embodiment of the present application provides a game data synchronization apparatus, including:
the verification module is configured to receive a game operation instruction sent by a first client, acquire an operation identifier corresponding to the game operation instruction, and verify whether the operation identifier and a stored maximum operation identifier meet preset conditions;
the broadcast module is configured to update the operation identifier to a maximum operation identifier if the preset condition is met, and broadcast the game operation instruction to a second client, so that the second client updates the locally stored maximum operation identifier according to the game operation instruction;
and the first state synchronization module is configured to send operation error information to the first client if the preset condition is not met, and send the stored maximum operation identifier and the game state information to the first client, so that the first client updates the locally stored maximum operation identifier and the game state.
In a fifth aspect, an embodiment of the present application provides a game data synchronization apparatus, including:
the allocation identification module is configured to acquire user behavior data to generate a game operation instruction, and allocate an operation identification to the game operation instruction based on the stored maximum operation identification;
the sending operation module is configured to send the game operation instruction to a server so that the server checks whether the operation identifier and the stored maximum operation identifier meet preset conditions;
the second state synchronization module is configured to receive the operation error information, the locally stored maximum operation identifier and the game state information sent by the server if the preset condition is not met, and update the stored maximum operation identifier and the game state according to the maximum operation identifier and the game state information;
and the state updating module is configured to receive a game operation instruction made by the second client terminal broadcasted by the server terminal and update the stored maximum operation identifier according to the game operation instruction if the preset condition is met.
In a sixth aspect, an embodiment of the present application provides an electronic device, including:
a memory and one or more processors;
the memory for storing one or more programs;
when executed by the one or more processors, cause the one or more processors to implement the game data synchronization method of the first and second aspects.
In a seventh aspect, embodiments of the present application provide a storage medium containing computer-executable instructions for performing the game data synchronization method according to the first and second aspects when executed by a computer processor.
The method comprises the steps of obtaining an operation identifier corresponding to a game operation instruction by receiving the game operation instruction sent by a first client, and checking whether the operation identifier and a stored maximum operation identifier meet preset conditions; if the preset condition is met, updating the operation identifier to a maximum operation identifier, broadcasting the game operation instruction to a second client, and updating the locally stored maximum operation identifier by the second client according to the game operation instruction; and if the preset condition is not met, sending operation error information to the first client, and sending the stored maximum operation identifier and the game state information to the first client, wherein the operation error information is used for updating the locally stored maximum operation identifier and the game state by the first client. By adopting the technical means, the server only needs to broadcast the most necessary game operation instructions to all the clients, so that invalid data transmission can be reduced, the data transmission rate can be improved while the flow is saved, and the game experience of players is improved. When the client loses packets, the server sends the game state information and the stored maximum operation identifier to the client, so that the game states of the client and the server are kept consistent, and the condition that the game states seen from different player visual angles are inconsistent is avoided. And when the server loses packets, the game states of all the clients are rolled back to ensure that the game states of all the clients are consistent with the game states of the server, so that the game state storage of the server does not require reliability, and the storage technology complexity can be properly reduced.
Drawings
FIG. 1 is a flow chart of a game data synchronization method according to an embodiment of the present disclosure;
FIG. 2 is a flow chart of a game operation command verification according to an embodiment of the present application;
FIG. 3 is a flowchart illustrating a data error type determination process according to an embodiment of the present application;
FIG. 4 is a flow chart of another game data synchronization method provided in an embodiment of the present application;
FIG. 5 is a game data synchronization flowchart based on a game data synchronization system according to an embodiment of the present application;
FIG. 6 is a flow chart of another game data synchronization based on a game data synchronization system according to an embodiment of the present application;
fig. 7 is a schematic structural diagram of a game data synchronization device according to a second embodiment of the present application;
FIG. 8 is a schematic structural diagram of a game data synchronization device according to a second embodiment of the present application;
fig. 9 is a schematic structural diagram of an electronic device according to a third embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the present application more apparent, specific embodiments of the present application will be described in detail with reference to the accompanying drawings. It is to be understood that the specific embodiments described herein are merely illustrative of the application and are not limiting of the application. It should be further noted that, for the convenience of description, only some but not all of the relevant portions of the present application are shown in the drawings. Before discussing exemplary embodiments in more detail, it should be noted that some exemplary embodiments are described as processes or methods depicted as flowcharts. Although a flowchart may describe the operations (or steps) as a sequential process, many of the operations can be performed in parallel, concurrently or simultaneously. In addition, the order of the operations may be re-arranged. The process may be terminated when its operations are completed, but may have additional steps not included in the figure. The processes may correspond to methods, functions, procedures, subroutines, and the like.
The game data synchronization method, system and device aim to enable the game states of the client and the server to be consistent by sending game state information and the stored maximum operation identification to the client through the server when the client loses packets, and avoid the situation that the game states seen from different player visual angles are inconsistent. And when the server loses packets, rolling back the game states of all the clients to ensure that the game states of all the clients are consistent with the game state of the server. Compared with the traditional state synchronization method, when the client loses packets, information except for the non-game operation instruction needs to be synchronized, and more data traffic needs to be consumed. The disconnection reconnection processing mechanism of the frame synchronization method is relatively complex, and the server is required to send all operation messages to the client once during the disconnection period of the client. In addition, the traditional state synchronization or frame synchronization method requires the server to have higher storage reliability, so that the phenomenon of packet loss of the server is avoided. Therefore, the game data synchronization method, the system and the device provided by the embodiment of the application are provided to solve the problem that the traditional state synchronization or frame synchronization method cannot give consideration to simplicity in operation and high transmission efficiency.
The first embodiment is as follows:
fig. 1 is a flowchart of a game data synchronization method provided in an embodiment of the present application, where the game data synchronization method provided in this embodiment may be executed by a game data synchronization device, the game data synchronization device may be implemented by software and/or hardware, and the game data synchronization device may be formed by two or more physical entities or may be formed by one physical entity. Generally, the game data synchronization device is a server.
The following description will be made by taking the server as an example of a main body for executing the game data synchronization method. Referring to fig. 1, the game data synchronization method specifically includes:
s110, receiving a game operation instruction sent by a first client, acquiring an operation identifier corresponding to the game operation instruction, and checking whether the operation identifier and a stored maximum operation identifier meet preset conditions.
The server and each client locally store the maximum operation identifier, and the current game state is represented by the maximum operation identifier. The operation identifier is used for identifying one-time game operation instructions generated by the client in one game. In one game, the maximum operation identifiers of the server and the client are initialized, so that the maximum operation identifiers of the server and the client are consistent, and the game states of the server and the client are also consistent. The client distributes the operation identification for the game operation instruction generated by the client according to the locally stored maximum operation identification, so that when the client sends the game operation instruction to the server, the server can determine the game state of the current client through the operation identification of the game operation instruction so as to verify whether the game state of the client is synchronous with the game state of the client.
Further, after the client starts to enter the game, according to the stored maximum operation identifier, an operation identifier associated with the maximum operation identifier is allocated to the game operation instruction generated for the first time. Specifically, referring to fig. 2, fig. 2 is a flowchart illustrating a game operation instruction verification in the first embodiment of the present application. As shown in fig. 2, the game operation instruction verification process includes:
s1101, comparing the stored maximum operation identifier with the operation identifier, judging whether the operation identifier is larger than the stored maximum operation identifier, and if not, determining that the condition is not met;
and S1102, if so, judging whether the operation identifier is continuous with the stored maximum operation identifier, if not, determining that the condition is not met, and if so, determining that the condition is met.
For example, it is easier to assign operation identifiers to game operation instructions from small to large, and the operation identifiers of the game operation instructions may be set to be continuously increased from the stored maximum operation identifiers. After entering a game, the client allocates an operation identifier for a game operation instruction based on the stored maximum operation identifier, the server compares the operation identifier sent by the client with the stored maximum operation identifier, and since the operation identifier and the maximum operation identifier stored by the client are continuously increased, and the maximum operation identifier stored by the client and the maximum operation identifier stored by the server are consistent during initialization, the maximum operation identifier stored by the server and the operation identifier are continuously increased. This indicates that the server and the client generate the game state before the game operation instruction are consistent, and the server updates the game state according to the game operation instruction and then keeps consistent with the game state of the client. If the maximum operation identifier of the server and the operation identifier cannot meet the preset condition of continuous increment, it indicates that the server is inconsistent with the game state of the client before the game operation instruction is generated, and the server does not coincide with the current game state of the client after updating the game state of the server based on the game operation instruction, and at this time, the server and the client are required to perform game state synchronous operation.
And S120, if the preset condition is met, updating the operation identifier to a maximum operation identifier, broadcasting the game operation instruction to a second client, and using the second client to update the locally stored maximum operation identifier according to the game operation instruction.
If the maximum operation identifier stored by the server and the operation identifier sent by the client meet the preset condition of continuous increment, the maximum operation identifier of the current server is consistent with the game state of the client before the game operation instruction is generated by the client, and in order to keep consistent with the game state of the client after the game operation instruction is generated by the server, the game state of the server needs to be updated according to the game operation instruction, namely the maximum operation identifier stored locally is updated according to the operation identifier, and the operation identifier is used as the maximum operation identifier stored locally. At this time, the game states of the server and the client sending the operation identifier are kept consistent, but the rest clients in the game play are still in the game state of the previous stage. Furthermore, the server side broadcasts the game operation instruction to other clients so as to keep the game states of the other clients consistent with those of the server side, and also enables the game states of all the clients in the game office to be synchronous, thereby improving the game experience of the player. Understandably, after the broadcast by the server, the maximum operation identifiers of the server and all the clients in the game office are consistent.
It can be understood that the first client and the second client in the embodiment both refer to clients in the same game play, and the clients in one game play are not limited to two, and when the first client is in operation, the remaining clients in the game play can be regarded as the second clients.
And S130, if the preset condition is not met, sending operation error information to the first client, and sending the stored maximum operation identifier and the game state information to the first client, wherein the operation error information is used for updating the locally stored maximum operation identifier and the game state by the first client.
If one of the clients is disconnected during broadcasting of the server, the client cannot update the game state of the client according to the game operation instruction sent by the server, the game state of the client is still kept in the game state of the last stage, and the maximum operation identifier stored by the client is smaller than the maximum operation identifier stored by the server. When the client sends a game operation instruction, the operation identifier of the game operation instruction cannot meet the preset condition of continuous increment with the maximum operation identifier stored in the server because the maximum operation identifier stored in the client is smaller than the maximum operation identifier stored in the server, so that the game state of the client and the game state of the server are not consistent. When the game states of the client and the server are not consistent, the server sends the locally stored maximum operation identifier and the game state information to the client, so that the client updates the game state of the client according to the maximum operation identifier and the game state information, and the game state of the client is consistent with the game state of the server.
Furthermore, when the client is disconnected during broadcasting at the server, the game state of the client will be behind the game state of the server, and the operation identifier allocated by the client for the game operation instruction will be less than or equal to the maximum operation identifier stored by the server. And if the storage condition of the server is poor, the server loses the packet phenomenon, and the server loses the game state of the current stage, the maximum operation identifier stored by the server is the maximum operation identifier of the previous stage, so that the game state after the packet loss of the server lags behind the game states of all the clients in the game office, and the maximum operation identifier stored by the server is smaller than the maximum operation identifier stored by the client. After the server loses the packet, the operation identifier sent by the client to the server is larger than the maximum operation identifier stored by the server, but is not continuous. Therefore, the server side can determine the game state of the client side according to the operation identification and the stored maximum operation identification. Specifically, referring to fig. 3, fig. 3 is a flowchart illustrating a data error type determination process in a first embodiment of the present application. As shown in fig. 3, the data error type determination process includes:
s1301, if the operation identifier is larger than the stored maximum operation identifier, determining that the data error type of the first client is an out-of-range type;
s1302, if the operation identifier is less than or equal to the stored maximum operation identifier, determining that the data error type of the first client is a conflict type.
Specifically, the server compares the operation identifier sent by the client with the stored maximum operation identifier, if the operation identifier is larger than and discontinuous with the stored maximum operation identifier, it indicates that a packet loss phenomenon occurs in the server, and the game states of all clients in the server and the game station are inconsistent. Therefore, the embodiment of the application can enable all the clients in the game bureau to roll back to be consistent with the game state after the packet loss of the server through strong synchronization, has low requirement on the reliability of the game state storage technology of the server, and can properly reduce the complexity of the server storage technology.
Further, if the operation identifier is less than or equal to the maximum operation identifier stored by the server, it indicates that a problem occurs in the client network when the server broadcasts, and the game state of the client is inconsistent with the game state of the server without receiving the broadcast information. However, in the whole game station, only the game state of the disconnected and reconnected client side has a problem, and the server side only needs to send the stored maximum operation instruction and the game state information to the client side, so that the client side updates the game state to be consistent with the game state of the server side.
Further, after the client updates to the game state consistent with the server, the server determines the client sending the previous game operation instruction according to the stored maximum operation identifier, determines the client executing the next game operation instruction according to the preset game operation sequence, and notifies the client to send the game operation instruction. Therefore, the operation identification generated by the client and the maximum operation identification stored by the server are ensured to meet the continuously increasing preset condition and the preset game operation sequence, and the normal operation of the game is ensured.
The embodiment of the application provides different solutions for the problems possibly generated by the server and the client, ensures the game states of the client and the server to be consistent, and ensures the game bureau to normally run, and the game bureau based on the embodiment of the application can normally run even if the client is in a weak network and the server stores unreliable.
On the other hand, in order to ensure that the server and the client in the game station operate according to the same game mechanism, aiming at the game data synchronization method operating on the server, a game data synchronization method operating on the client is provided, which corresponds to the game synchronization method operating on the server. Specifically, referring to fig. 5, another game data synchronization method according to the embodiment of the present application is provided. The game data synchronization method is executed by a client, and the process of the game data synchronization method comprises the following steps:
s210, obtaining user behavior data to generate a game operation instruction, and distributing an operation identifier for the game operation instruction based on the stored maximum operation identifier.
S220, the game operation instruction is sent to a server side, so that the server side verifies whether the operation identification and the stored maximum operation identification meet preset conditions.
And S230, if the preset condition is not met, receiving operation error information sent by the server, the locally stored maximum operation identifier and game state information, and updating the stored maximum operation identifier and game state according to the maximum operation identifier and the game state information.
And S240, if the preset condition is met, receiving a game operation instruction made by the second client terminal broadcasted by the server terminal, and updating the stored maximum operation identifier according to the game operation instruction.
Specifically, the client acquires user behavior data, generates a corresponding game operation instruction, and allocates an operation identifier continuous with the stored maximum operation identifier to the game operation instruction. And sending the game operation instruction to the server so that the server verifies whether the game state of the client before generating the game operation instruction is consistent with the game state of the server. If the server determines that the game state of the client before the game operation instruction is generated is consistent with the game state of the server, the server can update the stored maximum operation identifier according to the operation identifier of the game operation instruction, so that the game state of the server is consistent with the game state of the client after the game operation instruction is generated. If the server side determines that the game state of the client side before the game operation instruction is generated is not consistent with the game state of the server side, the server side determines that the game state of the client side has a problem, and sends operation error information, the stored maximum operation identification and the game state information to the client side. And the client updates the game state of the client according to the maximum operation identifier and the game state information sent by the server.
Further, if the server side judges that the data error type of the client side is a conflict type, receiving a game operation instruction sending notice sent by the server side, acquiring user behavior data to generate a game operation instruction, and sending the game operation instruction to the server side based on the operation identifier distributed by the game operation instruction and the stored maximum operation identifier. It can be understood that when the server determines that the data error type of the client is a conflict type, it can be determined that the client is the client that sends the next game operation instruction.
In another aspect, a game data synchronization system is provided, where the game data synchronization system includes a server, a first client, and a second client, where:
the server is used for receiving a game operation instruction sent by a first client, acquiring an operation identifier corresponding to the game operation instruction, and verifying whether the operation identifier and a stored maximum operation identifier meet preset conditions; if the preset condition is met, updating the operation identifier to a maximum operation identifier, broadcasting the game operation instruction to a second client, and updating the locally stored maximum operation identifier by the second client according to the game operation instruction; and if the preset condition is not met, sending operation error information to the first client, and sending the stored maximum operation identifier and the game state information to the first client, wherein the operation error information is used for updating the locally stored maximum operation identifier and the game state by the first client.
The first client is used for acquiring user behavior data to generate a game operation instruction, and distributing an operation identifier for the game operation instruction based on the stored maximum operation identifier; sending the game operation instruction to a server so that the server checks whether the operation identifier and the stored maximum operation identifier meet preset conditions; if the preset condition is not met, receiving operation error information sent by the server, locally stored maximum operation identification and game state information, and updating the stored maximum operation identification and game state according to the maximum operation identification and the game state information; and if the preset condition is met, receiving a game operation instruction made by a second client terminal broadcasted by the server terminal, and updating the stored maximum operation identifier according to the game operation instruction.
It is understood that the first client and the second client are both clients in one game play created based on the game data synchronization system.
Specifically, referring to fig. 5, fig. 5 is a game data synchronization flow chart based on a game data synchronization system according to an embodiment of the present application. For the packet loss phenomenon occurring at the client, the game data synchronization flow is shown in fig. 5. In order to conveniently display the game states of the client and the server in the game bureau, only two clients and two servers are assumed to be in the game bureau, and two operation identifiers are assumed to be distributed to each game operation instruction according to the sequence of alternate operation of the first client and the second client. The first client and the second client enter the game, the maximum operation identifier (0) is initialized, the first client starts game operation, and the first client allocates the operation identifiers (1,2) for the game operation instruction on the basis of the maximum operation identifier (0). The server receives a game operation instruction sent by the first client, verifies that operation identifiers (1,2) of the game operation instruction and a locally stored maximum operation identifier (0) are continuously increased, allows the first client to continue executing the game operation instruction, updates the stored maximum operation identifier (0) to the maximum operation identifier (2), and updates the maximum operation identifier (0) stored by the first client to the maximum operation identifier (2). And broadcasting the game operation instruction to the second client so as to enable the second client to update the stored maximum operation identifier (0) to the maximum operation identifier (2). And according to a preset game sequence, the server side informs the second client side of game operation, and the second client side allocates operations (3,4) for the game operation identification on the basis of the maximum operation identification (2). The server receives the game operation instruction sent by the second client, verifies that the operation identifier (3,4) of the game operation instruction and the locally stored maximum operation identifier (2) are continuously increased, allows the second client to continue executing the game operation instruction, and updates the maximum operation identifier (2) stored by the second client to the maximum operation identifier (4). The game operation instruction is broadcasted to the first client, but the first client does not receive the broadcast sent by the server because of the network and the like, the local game state of the first client is not updated, and the stored maximum operation identifier (2) is not updated. The server side informs the first client side of game operation, the first client side distributes operation identification (3,4) for the game operation instruction based on the stored maximum operation identification (2), the server side verifies that the operation identification (3,4) conflicts with the stored maximum operation identification (4), and then returns an operation conflict instruction to the first client side, so that the first client side pulls game state information and the maximum operation identification (4) from the server side, and after the first client side updates the game state of the first client side according to the game state information and the maximum operation identification (4), the maximum operation identification (2) stored in the first client side is updated to the maximum operation identification (4). And the first client acquires the user behavior data again according to the operation conflict instruction, and allocates operation identifiers (5,6) for the game operation instruction based on the maximum operation identifier (4). The server side verifies that the operation identifiers (5,6) of the game operation instruction and the stored maximum operation identifier (4) are continuously increased, the first client side is allowed to continue to execute the game operation instruction, the stored maximum operation identifier (4) is updated to the maximum operation identifier (6), and at the moment, the maximum operation identifier (4) stored by the first client side is updated to the maximum operation identifier (6). The game operation instruction is broadcasted to the second client, so that the second client updates the stored maximum operation identifier (4) to the maximum operation identifier (6), and the game returns to normal. The numerical value in the bracket behind the maximum operation identifier is the numerical value of the current maximum operation identifier, and the numerical value in the bracket behind the operation identifier is the numerical value of the operation identifier of the corresponding game operation instruction.
Specifically, referring to fig. 6, fig. 6 is a game data synchronization flow chart based on a game data synchronization system according to an embodiment of the present application. For the packet loss phenomenon occurring at the server, the game data synchronization flow is shown in fig. 6. The first client and the second client enter the game, the maximum operation identifier (0) is initialized, the first client starts game operation, and the first client allocates the operation identifiers (1,2) for the game operation instruction on the basis of the maximum operation identifier (0). The server receives a game operation instruction sent by the first client, verifies that operation identifiers (1,2) of the game operation instruction and a locally stored maximum operation identifier (0) are continuously increased, allows the first client to continue executing the game operation instruction, updates the stored maximum operation identifier (0) to the maximum operation identifier (2), and updates the maximum operation identifier (0) stored by the first client to the maximum operation identifier (2). And broadcasting the game operation instruction to the second client so as to enable the second client to update the stored maximum operation identifier (0) to the maximum operation identifier (2). And according to a preset game sequence, the server side informs the second client side of game operation, and the second client side allocates operations (3,4) for the game operation identification on the basis of the maximum operation identification (2). The server receives the game operation instruction sent by the second client, verifies that the operation identifier (3,4) of the game operation instruction and the locally stored maximum operation identifier (2) are continuously increased, allows the second client to continue executing the game operation instruction, and updates the maximum operation identifier (2) stored by the second client to the maximum operation identifier (4). The game operation instruction is broadcasted to the first client so that the first client updates the stored maximum operation identifier (2) to the maximum operation identifier (4). At the moment, the server stores the abnormal condition, the maximum operation identifier (4) of the server returns to the maximum operation identifier (2), the first client sends the operation identifiers (5 and 6) to the server, the server verifies that the operation identifiers (5 and 6) are not continuously increased with the stored maximum operation identifier (2), the server sends an operation out-of-range instruction to the first client, and sends game state information and the stored maximum operation identifier (2) to the first client and the second client, so that the game states of the first client and the second client roll back to be consistent with the game state of the server, and at the moment, the maximum operation identifiers (2) stored by the first client and the second client are stored. After the game state of the first client and the second client rolls back, the server side informs the second client to continue executing the game operation, and therefore the game is recovered to be normal.
The method comprises the steps of obtaining an operation identifier corresponding to a game operation instruction by receiving the game operation instruction sent by a first client, and checking whether the operation identifier and a stored maximum operation identifier meet preset conditions; if the preset condition is met, updating the operation identifier to a maximum operation identifier, broadcasting the game operation instruction to a second client, and updating the locally stored maximum operation identifier by the second client according to the game operation instruction; and if the preset condition is not met, sending operation error information to the first client, and sending the stored maximum operation identifier and the game state information to the first client, wherein the operation error information is used for updating the locally stored maximum operation identifier and the game state by the first client. By adopting the technical means, the server only needs to broadcast the most necessary game operation instructions to all the clients, so that invalid data transmission can be reduced, the data transmission rate can be improved while the flow is saved, and the game experience of players is improved. When the client loses packets, the server sends the game state information and the stored maximum operation identifier to the client, so that the game states of the client and the server are kept consistent, and the condition that the game states seen from different player visual angles are inconsistent is avoided. And when the server loses packets, the game states of all the clients are rolled back to ensure that the game states of all the clients are consistent with the game states of the server, so that the game state storage of the server does not require reliability, and the storage technology complexity can be properly reduced.
Example two:
on the basis of the foregoing embodiments, fig. 7 is a schematic structural diagram of a game data synchronization device according to a second embodiment of the present application. Referring to fig. 7, the game data synchronization device provided in this embodiment specifically includes: a verification module 11, a broadcast module 12 and a first state synchronization module 13.
The verification module 21 is configured to receive a game operation instruction sent by a first client, acquire an operation identifier corresponding to the game operation instruction, and verify whether the operation identifier and a stored maximum operation identifier meet a preset condition;
the broadcasting module 22 is configured to update the operation identifier to a maximum operation identifier if the preset condition is met, and broadcast the game operation instruction to a second client, so that the second client updates the locally stored maximum operation identifier according to the game operation instruction;
the first state synchronization module 23 is configured to send operation error information to the first client if the preset condition is not met, and send the stored maximum operation identifier and game state information to the first client, where the operation error information is used by the first client to update the locally stored maximum operation identifier and game state.
On the basis of the foregoing embodiment, fig. 8 is a schematic structural diagram of another game data synchronization device provided in the second embodiment of the present application. Referring to fig. 8, the game data synchronization device provided in this embodiment specifically includes: an assignment identification module 21, a sending operation module 22, a second state synchronization module 23 and a state update module 24.
The allocation identification module 21 is configured to acquire user behavior data to generate a game operation instruction, and allocate an operation identification to the game operation instruction based on a stored maximum operation identification;
the sending operation module 22 is configured to send the game operation instruction to the server, so that the server checks whether the operation identifier and the stored maximum operation identifier meet a preset condition;
the second state synchronization module 23 is configured to receive the operation error information, the locally stored maximum operation identifier and the game state information sent by the server if the preset condition is not met, and update the stored maximum operation identifier and the game state according to the maximum operation identifier and the game state information;
and the state updating module 24 is configured to receive a game operation instruction made by the second client terminal broadcast by the server terminal if the preset condition is met, and update the stored maximum operation identifier according to the game operation instruction.
The method comprises the steps of obtaining an operation identifier corresponding to a game operation instruction by receiving the game operation instruction sent by a first client, and checking whether the operation identifier and a stored maximum operation identifier meet preset conditions; if the preset condition is met, updating the operation identifier to a maximum operation identifier, broadcasting the game operation instruction to a second client, and updating the locally stored maximum operation identifier by the second client according to the game operation instruction; and if the preset condition is not met, sending operation error information to the first client, and sending the stored maximum operation identifier and the game state information to the first client, wherein the operation error information is used for updating the locally stored maximum operation identifier and the game state by the first client. By adopting the technical means, the server only needs to broadcast the most necessary game operation instructions to all the clients, so that invalid data transmission can be reduced, the data transmission rate can be improved while the flow is saved, and the game experience of players is improved. When the client loses packets, the server sends the game state information and the stored maximum operation identifier to the client, so that the game states of the client and the server are kept consistent, and the condition that the game states seen from different player visual angles are inconsistent is avoided. And when the server loses packets, the game states of all the clients are rolled back to ensure that the game states of all the clients are consistent with the game states of the server, so that the game state storage of the server does not require reliability, and the storage technology complexity can be properly reduced.
The game data synchronization device provided by the second embodiment of the present application can be used for executing the game data synchronization method provided by the first embodiment of the present application, and has corresponding functions and beneficial effects.
Example three:
an embodiment of the present application provides an electronic device, and with reference to fig. 9, the electronic device includes: a processor 31, a memory 32, a communication module 33, an input device 34, and an output device 35. The number of processors in the electronic device may be one or more, and the number of memories in the electronic device may be one or more. The processor, memory, communication module, input device, and output device of the electronic device may be connected by a bus or other means.
The memory 32 is a computer readable storage medium, and can be used for storing software programs, computer executable programs, and modules, such as program instructions/modules corresponding to the game data synchronization method according to any embodiment of the present application. The memory can mainly comprise a program storage area and a data storage area, wherein the program storage area can store an operating system and an application program required by at least one function; the storage data area may store data created according to use of the device, and the like. Further, the memory may include high speed random access memory, and may also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other non-volatile solid state storage device. In some examples, the memory may further include memory located remotely from the processor, and these remote memories may be connected to the device over a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof.
The communication module 33 is used for data transmission.
The processor 31 executes various functional applications of the device and data processing by executing software programs, instructions, and modules stored in the memory, that is, implements the game data synchronization method described above.
The input device 34 may be used to receive entered numeric or character information and to generate key signal inputs relating to user settings and function controls of the apparatus. The output device 35 may include a display device such as a display screen.
The electronic device provided by the above can be used to execute the game data synchronization method provided by the first embodiment, and has corresponding functions and advantages.
Example four:
the present embodiments also provide a storage medium containing computer-executable instructions, which when executed by a computer processor, are configured to perform the game data synchronization method of the first embodiment.
Storage medium-any of various types of memory devices or storage devices. The term "storage medium" is intended to include: mounting media such as CD-ROM, floppy disk, or tape devices; computer system memory or random access memory such as DRAM, DDR RAM, SRAM, EDO RAM, Lanbas (Rambus) RAM, etc.; non-volatile memory such as flash memory, magnetic media (e.g., hard disk or optical storage); registers or other similar types of memory elements, etc. The storage medium may also include other types of memory or combinations thereof. In addition, the storage medium may be located in a first computer system in which the program is executed, or may be located in a different second computer system connected to the first computer system through a network (such as the internet). The second computer system may provide program instructions to the first computer for execution. The term "storage medium" may include two or more storage media residing in different locations, e.g., in different computer systems connected by a network. The storage medium may store program instructions (e.g., embodied as a computer program) that are executable by one or more processors.
Of course, the storage medium provided in the embodiments of the present application contains computer-executable instructions, and the computer-executable instructions are not limited to the game data synchronization method described above, and may also perform related operations in the game data synchronization method provided in any embodiments of the present application.
The game data synchronization device, the storage medium, and the electronic device provided in the above embodiments may execute the game data synchronization method provided in any embodiment of the present application, and reference may be made to the game data synchronization method provided in any embodiment of the present application without detailed technical details described in the above embodiments.
The foregoing is considered as illustrative of the preferred embodiments of the invention and the technical principles employed. The present application is not limited to the particular embodiments described herein, but is capable of various obvious changes, rearrangements and substitutions as will now become apparent to those skilled in the art without departing from the scope of the invention. Therefore, although the present application has been described in more detail with reference to the above embodiments, the present application is not limited to the above embodiments, and may include other equivalent embodiments without departing from the spirit of the present application, and the scope of the present application is determined by the scope of the claims.

Claims (12)

1. A game data synchronization method, comprising:
receiving a game operation instruction sent by a first client, acquiring an operation identifier corresponding to the game operation instruction, and checking whether the operation identifier and a stored maximum operation identifier meet preset conditions;
if the preset condition is met, updating the operation identifier to a maximum operation identifier, broadcasting the game operation instruction to a second client, and updating the locally stored maximum operation identifier by the second client according to the game operation instruction;
and if the preset condition is not met, sending operation error information to the first client, and sending the stored maximum operation identifier and the game state information to the first client, wherein the operation error information is used for updating the locally stored maximum operation identifier and the game state by the first client.
2. The method of claim 1, wherein the checking whether the operation identifier and the maximum operation identifier satisfy a preset condition comprises:
comparing the stored maximum operation identifier with the operation identifier, judging whether the operation identifier is larger than the stored maximum operation identifier, and if not, determining that the condition is not met;
if so, judging whether the operation identifier is continuous with the stored maximum operation identifier, if not, determining that the condition is not met, and if so, determining that the condition is met.
3. The method of claim 2, after sending the operation error information to the first client, further comprising:
and determining the data error type of the first client according to the operation identifier and the stored maximum operation identifier, and if the data error type is an out-of-range type, sending the stored maximum operation identifier and game state information to the second client for the second client to update the locally stored maximum operation identifier and game state.
4. The method of claim 3, wherein the determining the type of data error of the first client according to the operation identifier and the stored maximum operation identifier comprises:
if the operation identifier is larger than the stored maximum operation identifier, determining that the data error type of the first client is an out-of-range type;
and if the operation identifier is less than or equal to the stored maximum operation identifier, determining that the data error type of the first client is a conflict type.
5. The method according to claim 1, wherein if the preset condition is not satisfied, sending operation error information to the first client, and sending the stored maximum operation identifier and game state information to the first client, further comprising:
and determining a client side for sending the previous game operation instruction according to the stored maximum operation identifier, determining a client side for executing the next game operation instruction according to a preset game operation sequence, and informing the client side of sending the game operation instruction.
6. A game data synchronization method, comprising:
acquiring user behavior data to generate a game operation instruction, and distributing an operation identifier for the game operation instruction based on a stored maximum operation identifier;
sending the game operation instruction to a server so that the server checks whether the operation identifier and the stored maximum operation identifier meet preset conditions;
if the preset condition is not met, receiving operation error information sent by the server, locally stored maximum operation identification and game state information, and updating the stored maximum operation identification and game state according to the maximum operation identification and the game state information;
and if the preset condition is met, receiving a game operation instruction made by a second client terminal broadcasted by the server terminal, and updating the stored maximum operation identifier according to the game operation instruction.
7. The method according to claim 6, wherein after receiving the operation error information, the locally stored maximum operation identifier and the game state information sent by the server and updating the stored maximum operation identifier and the game state according to the maximum operation identifier and the game state information if the preset condition is not satisfied, the method further comprises:
and if the server determines that the data error type is the conflict type, receiving a game operation instruction sending notice sent by the server, acquiring user behavior data to generate a game operation instruction, and sending the game operation instruction to the server based on the operation identifier distributed by the game operation instruction and the stored maximum operation identifier.
8. A game data synchronization system, comprising: the system comprises a server, a first client and a second client, wherein:
the server is used for receiving a game operation instruction sent by a first client, acquiring an operation identifier corresponding to the game operation instruction, and verifying whether the operation identifier and a stored maximum operation identifier meet preset conditions; if the preset condition is met, updating the operation identifier to a maximum operation identifier, broadcasting the game operation instruction to a second client, and updating the locally stored maximum operation identifier by the second client according to the game operation instruction; if the preset condition is not met, sending operation error information to the first client, and sending the stored maximum operation identifier and game state information to the first client, wherein the operation error information is used for updating the locally stored maximum operation identifier and game state by the first client;
the first client is used for acquiring user behavior data to generate a game operation instruction, and distributing an operation identifier for the game operation instruction based on the stored maximum operation identifier; sending the game operation instruction to a server so that the server checks whether the operation identifier and the stored maximum operation identifier meet preset conditions; if the preset condition is not met, receiving operation error information sent by the server, locally stored maximum operation identification and game state information, and updating the stored maximum operation identification and game state according to the maximum operation identification and the game state information; and if the preset condition is met, receiving a game operation instruction made by a second client terminal broadcasted by the server terminal, and updating the stored maximum operation identifier according to the game operation instruction.
9. A game data synchronization apparatus, comprising:
the verification module is configured to receive a game operation instruction sent by a first client, acquire an operation identifier corresponding to the game operation instruction, and verify whether the operation identifier and a stored maximum operation identifier meet preset conditions;
the broadcast module is configured to update the operation identifier to a maximum operation identifier if the preset condition is met, and broadcast the game operation instruction to a second client, so that the second client updates the locally stored maximum operation identifier according to the game operation instruction;
and the first state synchronization module is configured to send operation error information to the first client if the preset condition is not met, and send the stored maximum operation identifier and the game state information to the first client, so that the first client updates the locally stored maximum operation identifier and the game state.
10. A game data synchronization apparatus, comprising:
the allocation identification module is configured to acquire user behavior data to generate a game operation instruction, and allocate an operation identification to the game operation instruction based on the stored maximum operation identification;
the sending operation module is configured to send the game operation instruction to a server so that the server checks whether the operation identifier and the stored maximum operation identifier meet preset conditions;
the second state synchronization module is configured to receive the operation error information, the locally stored maximum operation identifier and the game state information sent by the server if the preset condition is not met, and update the stored maximum operation identifier and the game state according to the maximum operation identifier and the game state information;
and the state updating module is configured to receive a game operation instruction made by the second client terminal broadcasted by the server terminal and update the stored maximum operation identifier according to the game operation instruction if the preset condition is met.
11. An electronic device, comprising:
a memory and one or more processors;
the memory for storing one or more programs;
when executed by the one or more processors, cause the one or more processors to implement a game data synchronization method as recited in any of claims 1-7.
12. A storage medium containing computer-executable instructions for performing the game data synchronization method of any of claims 1-7 when executed by a computer processor.
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