CN113244607B - Object matching method of MMORPG game, server group and related equipment - Google Patents

Object matching method of MMORPG game, server group and related equipment Download PDF

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Publication number
CN113244607B
CN113244607B CN202110522171.0A CN202110522171A CN113244607B CN 113244607 B CN113244607 B CN 113244607B CN 202110522171 A CN202110522171 A CN 202110522171A CN 113244607 B CN113244607 B CN 113244607B
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server
scene
interactive
level
matching request
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CN113244607A (en
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韦青
乌兰那仁满达
刘欣宇
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Beijing Changyou Tianxia Network Technologies Co Ltd
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Beijing Changyou Tianxia Network Technologies Co 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
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games
    • 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
    • A63F2300/51Server architecture
    • A63F2300/513Server architecture server hierarchy, e.g. local, regional, national or dedicated for different tasks, e.g. authenticating, billing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/556Player lists, e.g. online players, buddy list, black list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

Abstract

The invention discloses an object matching method, a server group and related equipment of an MMORPG game, which are characterized in that a first high-level server receives object matching requests sent by a first bottom-level server through an intermediate-level server, one object matching request corresponds to a virtual object, each object matching request at least comprises a target scene identifier and matching parameters, and the target scene identifier is consistent with a scene identifier of a first interactive scene set in the first high-level server; the first high-level server determines an interactive object list of a first interactive scene according to the target scene identification and the matching parameters, wherein the interactive object list is a list formed by virtual objects for performing data interaction in the first interactive scene; and the first high-level server controls the corresponding virtual object to carry out data interaction according to the first interactive object list. The invention can ensure that the virtual objects of different servers can be matched with corresponding virtual objects in each interactive scene for data interaction, thereby realizing large-scale cross-service object matching.

Description

Object matching method of MMORPG game, server group and related equipment
Technical Field
The invention relates to the field of games, in particular to an object matching method of an MMORPG game, a server group and related equipment.
Background
The large MMORPG game has the characteristics of strong real-time performance, high interactivity and the like, and has rich game content, complicated character attributes and difficult cross-region operation. Based on the factors, only single-suit competitive playing methods which are not across-suit, have a small number of persons and are fixed in the number of participating persons can be provided, and in order to overcome the limitation in two years, a plurality of solutions are also endless. Such as: the method of utilizing the file-cutting player data is used for cutting partial players to one server to realize the cross-suit competition, but the file-cutting of the scheme is troublesome and labor-consuming, the competition result is cut back to the original suit after the competition of the players is finished, and the manual participation is excessive in the process. And for example, small-scale cross-server battles are carried out by limiting regional servers, and the cross-server competitive difficulty is reduced by subjectively limiting the server communication scale.
At present, no solution exists that can cope with large-scale cross-uniform competitions.
Disclosure of Invention
In view of the above, the present invention provides an object matching method, a server group and related devices for a MMORPG game that overcomes or at least partially solves the above mentioned problems.
In a first aspect, an object matching method for an MMORPG game is applied to a server group, wherein the server group comprises a bottom layer server, an intermediate layer server and a high layer server, the bottom layer server is connected with the intermediate layer server, the intermediate layer server is connected with the high layer server, and each intermediate layer server is connected with each high layer server;
the high-level servers are all configured with at least one interactive scene, the bottom-level servers are all configured with at least one virtual object, and each interactive scene is provided with a corresponding unique scene identifier;
the object matching method comprises the following steps:
a first high-level server in the high-level servers receives object matching requests sent by a first bottom-level server in the bottom-level servers through the middle-level server, wherein one object matching request corresponds to one virtual object, each object matching request at least comprises a target scene identifier and a matching parameter, the matching parameter is in direct proportion to a first information value of the corresponding virtual object, and the target scene identifier is consistent with a scene identifier of a first interactive scene set in the first high-level server;
the first high-level server determines an interactive object list of a first interactive scene in the first high-level server according to a target scene identifier and matching parameters in each received object matching request, wherein the first interactive scene is one of the interactive scenes of the first high-level server, and the interactive object list is a list formed by virtual objects for performing data interaction in the first interactive scene;
and the first high-level server controls the corresponding virtual object to carry out data interaction in the first interaction scene according to the first interaction object list.
With reference to the first aspect, in some optional embodiments, each of the virtual objects is provided with a corresponding object level;
before a first one of the high-level servers receives an object matching request sent by a first one of the bottom-level servers through the middle-level server, the method further includes:
the first underlying server receives scene identifiers input by a plurality of users, wherein one user corresponds to one virtual object, and the scene identifiers are matched with the object levels of the corresponding virtual objects;
the first bottom server takes the scene identification input by each user as the target scene identification and constructs the scene identification as the target scene identification in the corresponding object matching request;
and the first bottom server sends the object matching request carrying the target scene identifier to a first middle server in the middle servers, so that the first middle server can send the object matching request to the first high server conveniently.
With reference to the first aspect, in some optional implementations, the determining, by the first high-level server, an interactive object list of a first interactive scene in the first high-level server according to the target scene identifier and the matching parameter in each received object matching request includes:
the first high-level server screens out a first object matching request group according to a target scene identifier in each object matching request, wherein each object matching request in the first object matching request group carries the scene identifier of the first interactive scene;
and the first high-level server determines an interactive object list of the first interactive scene according to the matching parameters carried by each object matching request in the first object matching request group.
With reference to the previous embodiment, in some optional embodiments, the determining, by the first high-level server, the interactive object list of the first interactive scene according to the matching parameter carried by each object matching request in the first object matching request group includes:
and the first high-level server arranges the matching parameters carried by the object matching requests in the first object matching request group from large to small in sequence, and selects N virtual objects with larger matching parameters to be determined as members of the interactive object list.
With reference to the first aspect, in certain optional embodiments, the method further comprises:
and the first high-level server obtains the result of the data interaction and sends the result of the data interaction to the first bottom-level server so as to facilitate the first bottom-level server to update the game data of the virtual object for the data interaction.
In a second aspect, a server group comprises a bottom server, a middle server and a high server, wherein the bottom server is connected with the middle server, the middle server is connected with the high server, and each middle server is connected with each high server;
the high-level server is provided with at least one interactive scene, the bottom-level server is provided with at least one virtual object, and each interactive scene is provided with a corresponding unique scene identifier;
the high-level server includes: a first high-level server, the first high-level server comprising: the device comprises a matching request receiving unit, an object list determining unit and an interaction control unit;
the matching request receiving unit is configured to execute receiving of object matching requests sent by a first bottom layer server of the bottom layer servers through the middle layer server, wherein one object matching request corresponds to one virtual object, each object matching request at least comprises a target scene identifier and a matching parameter, the matching parameter is in direct proportion to a first information value of the corresponding virtual object, and the target scene identifier is consistent with a scene identifier of a first interactive scene set in the first high layer server;
the object list determining unit is configured to determine an interactive object list of a first interactive scene in the first high-level server according to a target scene identifier and a matching parameter in each received object matching request, where the first interactive scene is one of the interactive scenes of the first high-level server, and the interactive object list is a list formed by virtual objects performing data interaction in the first interactive scene;
the interaction control unit is configured to execute data interaction of the corresponding virtual object in the first interaction scene according to the first interaction object list.
With reference to the second aspect, in some optional embodiments, the first underlying server includes: the device comprises an identification receiving unit, a request constructing unit and a request sending unit;
before the matching request receiving unit receives an object matching request sent by a first bottom layer server of the bottom layer servers through the middle layer server, the identification receiving unit is configured to execute receiving of scene identifications input by a plurality of users, wherein one user corresponds to one virtual object, the scene identification is matched with the object level of the corresponding virtual object, and each virtual object is provided with the corresponding object level;
before the matching request receiving unit receives an object matching request sent by a first bottom layer server of the bottom layer servers through the middle layer server, the request constructing unit is configured to execute the construction of the scene identification input by each user as the target scene identification in the corresponding object matching request;
before the matching request receiving unit receives an object matching request sent by a first bottom server of the bottom servers through the middle server, the request sending unit is configured to send the object matching request carrying the target scene identifier to the first middle server of the middle servers, so that the first middle server sends the object matching request to the first high server.
With reference to the second aspect, in some optional embodiments, the object list determining unit includes: a request group determination subunit and a list determination subunit;
the request group determining subunit is configured to perform screening of a first object matching request group according to a target scene identifier in each object matching request, where each object matching request in the first object matching request group carries a scene identifier of the first interaction scene;
the list determining subunit is configured to determine an interactive object list of the first interactive scene according to the matching parameters carried by each object matching request in the first object matching request group.
In a third aspect, a storage medium has stored thereon a program that, when executed by a processor, implements any of the object matching methods of the MMORPG game.
In a fourth aspect, an electronic device includes at least one processor, and at least one memory, a bus, connected to the processor; the processor and the memory are communicated with each other through the bus; the processor is operable to invoke program instructions in the memory to perform any of the MMORPG game object matching methods.
By means of the technical scheme, the object matching method, the server group and the related equipment for the MMORPG game are applied to the server group, wherein the server group comprises a bottom layer server, a middle layer server and a high layer server, the bottom layer server is connected with the middle layer server, the middle layer server is connected with the high layer server, and each middle layer server is connected with each high layer server; the high-level servers are all configured with at least one interactive scene, the bottom-level servers are all configured with at least one virtual object, and each interactive scene is provided with a corresponding unique scene identifier; receiving, by a first one of the high-level servers, object matching requests sent by a first one of the bottom-level servers through the intermediate-level server, wherein one of the object matching requests corresponds to one of the virtual objects, each of the object matching requests includes at least a target scene identifier and a matching parameter, the matching parameter is proportional to a first information value of the corresponding virtual object, and the target scene identifier is consistent with a scene identifier of a first interactive scene set in the first high-level server; the first high-level server determines an interactive object list of a first interactive scene in the first high-level server according to a target scene identifier and matching parameters in each received object matching request, wherein the first interactive scene is one of the interactive scenes of the first high-level server, and the interactive object list is a list formed by virtual objects for performing data interaction in the first interactive scene; and the first high-level server controls the corresponding virtual object to carry out data interaction in the first interaction scene according to the first interaction object list. Therefore, the method and the system can quickly match corresponding virtual objects for each interactive scene, so that the virtual objects from different servers can match the corresponding virtual objects in each interactive scene for data interaction, and large-scale cross-service object matching is realized to a certain extent.
The above description is only an overview of the technical solutions of the present invention, and the present invention can be implemented in accordance with the content of the description so as to make the technical means of the present invention more clearly understood, and the above and other objects, features, and advantages of the present invention will be more clearly understood.
Drawings
Various additional advantages and benefits will become apparent to those of ordinary skill in the art upon reading the following detailed description of the preferred embodiments. The drawings are only for purposes of illustrating the preferred embodiments and are not to be construed as limiting the invention. Also, like reference numerals are used to refer to like parts throughout the drawings. In the drawings:
FIG. 1 illustrates a flow chart of an object matching method of an MMORPG game provided by the present invention;
fig. 2 is a schematic structural diagram of a server group provided by the present invention;
fig. 3 shows a schematic structural diagram of an electronic device provided by the present invention.
Detailed Description
Exemplary embodiments of the present disclosure will be described in more detail below with reference to the accompanying drawings. While exemplary embodiments of the present disclosure are shown in the drawings, it should be understood that the present disclosure may be embodied in various forms and should not be limited by the embodiments set forth herein. Rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the scope of the disclosure to those skilled in the art.
Embodiment 1, as shown in fig. 1, the present invention provides an object matching method for an MMORPG game, applied to a server group, where the server group includes a bottom layer server, a middle layer server and a high layer server, the bottom layer server is connected to the middle layer server, the middle layer server is connected to the high layer server, and each middle layer server is connected to each high layer server;
the high-level servers are all configured with at least one interactive scene, the bottom-level servers are all configured with at least one virtual object, and each interactive scene is provided with a corresponding unique scene identifier;
the object matching method comprises the following steps:
s100, a first high-level server in the high-level servers receives object matching requests sent by a first bottom-level server in the bottom-level servers through a middle-level server, wherein one object matching request corresponds to one virtual object, each object matching request at least comprises a target scene identifier and a matching parameter, the matching parameter is in direct proportion to a first information value of the corresponding virtual object, and the target scene identifier is consistent with a scene identifier of a first interactive scene set in the first high-level server;
optionally, the present invention may include a plurality of high-level servers, each high-level server may be provided with at least one interactive scene, and the interactive scenes in different high-level servers may be different. The first high-level server is taken as an example to describe the solution of the present invention, but the high-level server of the present invention is not limited to include only the first high-level server, and may also include other servers, which the present invention is not limited to.
Optionally, the present invention may include a plurality of middle tier servers, and each middle tier server may correspond to one regional server. For example, a middle tier server may act as a china zone server. Each intermediate server may be connected to all the high-level servers, and each intermediate server is connected to the bottom-level server in the corresponding area.
Optionally, the present invention may include a plurality of bottom servers, each bottom server may be provided with a plurality of virtual objects, and each virtual object may correspond to one player account, which is not limited in this respect.
Optionally, each virtual object may initiate an object matching request, for example, a specific player may click on a "start game" button of a specific interactive scene, and the action of clicking the button may be understood as initiating an object matching request.
Optionally, an object matching request may correspond to an interaction scenario, that is, an object matching request may be understood as: a particular one of the players requests that the game player be matched in a particular one of the interaction scenarios. Therefore, the object matching request may carry a corresponding target scene identifier, which is not limited in the present invention.
Optionally, the interaction scenario in each high-level server may be preset, and the target scenario identifier may be a scenario identifier of one of the interaction scenarios in each high-level server. In the present invention, the target scene identifier is the same as the scene identifier of the first interactive scene set in the first high-level server, but the target scene identifier may also be the same as the scene identifiers of other interactive scenes in other high-level servers, which is not limited in the present invention.
Optionally, any object matching request may be started by the bottom server, transmitted to the middle server, and then sent to the high server by the middle server, and object matching is performed in the corresponding interaction scenario of the high server, which is not limited in the present invention.
Optionally, the first information value mentioned in the present invention may be a game player's level, a winning field number, a battlefield level, a game consumption value, etc., which is not limited in the present invention.
S200, the first high-level server determines an interactive object list of a first interactive scene in the first high-level server according to a target scene identifier and a matching parameter in each received object matching request, wherein the first interactive scene is one of the interactive scenes of the first high-level server, and the interactive object list is a list formed by virtual objects for performing data interaction in the first interactive scene;
optionally, the present invention may limit the number of virtual objects performing data interaction in each interaction scenario. That is, for any interaction scenario, the number of virtual objects performing data interaction each time may be fixed, which is not limited in the present invention.
Optionally, the present invention may determine an interaction scenario requested by the object matching request for performing data interaction according to the target scenario identifier. For a specific interactive scene, if the number of object matching requests for data interaction in the interactive scene is greater than the number of virtual objects for data interaction limited by the interactive scene, an interactive object list can be determined according to the matching parameters. For example, several virtual objects with larger first information values are selected to form the interactive object list, and the number of the virtual objects in the interactive object list is not limited by the invention and can be set according to actual needs.
Optionally, based on the characteristics of the MMORPG game, any interactive scene may have a corresponding virtual object as the "leader" of the interactive scene. For the matching parameter of the "leader", it may further include an attack parameter or a defense parameter, that is, the "leader" may choose to attack other interactive scenes, or may choose to defend in an interactive scene that is itself taken as the "leader", which is not limited in the present invention.
S300, the first high-level server controls the corresponding virtual object to perform data interaction in the first interaction scene according to the first interaction object list.
Optionally, the virtual objects in the interactive object list may perform game data interaction in the corresponding first interactive scene, and intuitively may be understood that the virtual objects in the interactive object list perform game interaction in the first interactive scene.
Optionally, the virtual object performs data interaction in the first interaction scenario, and may generate a corresponding result. The game data of each virtual object, including the first information value of each virtual object, may be updated according to the result of the data interaction, which is not limited by the present invention.
For example, in connection with the embodiment shown in fig. 1, in certain alternative embodiments, the method further comprises:
and the first high-level server obtains the result of the data interaction and sends the result of the data interaction to the first bottom-level server so that the first bottom-level server can update the game data of the virtual object for the data interaction.
Optionally, the invention can also switch the event by the state machine, thereby controlling the game process. Events are symbolic states of the game, such as: a game start event, a flag grab event, a game end event, etc.; the state machine operates according to time, such as the first 10 minutes of a game being an entry state, allowing a player to enter in the first 10 minutes, the game ending at 45 minutes, and entering an end state. The states and events complement each other to better control the rhythm of the game, for example, if the flag is not easy to master in 15 minutes of flag wining, the game state is switched to the end state in advance. If the competition of the flags is violent, the game is won by the person in his hand by 45 minutes.
Example 2, in combination with the embodiment shown in fig. 1, in some optional embodiments, each of the virtual objects is provided with a corresponding object level;
before performing S100, the method further includes: step one, step two and step three;
the first bottom layer server receives scene identifications input by a plurality of users, wherein one user corresponds to one virtual object, and the scene identifications are matched with the object level of the corresponding virtual object;
optionally, the object level may be understood as a game account level, and data interaction may be performed in an interaction scene of a higher level if the object level is higher, which is not limited in the present invention.
Optionally, the object level of the virtual object is matched with an interaction scene allowing data interaction. I.e. different interaction scenarios, the object level of the virtual objects allowing data to be performed may be different. For example, virtual objects at an object level within a first interval range may perform data interaction in a first interaction scenario, and virtual objects at an object level within a second interval range may perform data interaction in a second interaction scenario. That is, the scene identifier matches the object level of the corresponding virtual object, which is not limited in the present invention.
Optionally, a user may correspond to a virtual object, and when a user inputs a scene identifier, it indicates that the user requests to perform data interaction in an interaction scene corresponding to the scene identifier.
Step two, the first bottom layer server takes the scene identification input by each user as the target scene identification and constructs the scene identification as the target scene identification in the corresponding object matching request;
optionally, the first underlying server may construct one scene identifier in one object matching request, and construct different scene identifiers in different object matching requests, which is not limited in the present invention.
And step three, the first bottom server sends the object matching request carrying the target scene identification to a first middle server in the middle servers, so that the first middle server can conveniently send the object matching request to the first high server.
Optionally, the first bottom server sends the object matching request carrying the target scene identifier to a middle server connected to the first bottom server, for example, the first middle server.
Optionally, the first middle server is connected to all the high-level servers, and the first middle server may send the corresponding object matching request to the corresponding high-level server according to the target scene identifier in each object matching request, which is not limited in the present invention.
Optionally, the present invention is described by taking only the case where the first middle-tier server sends the object matching request to the first high-tier server. The first middle server may further send each object matching request to a plurality of different high-level servers, and specifically, the first middle server may send the object matching request according to the target scene identifier in the object matching request, which is not limited in the present invention.
Example 3, in combination with example 1, in certain alternative embodiments, the S200, comprises: step four and step five;
screening out a first object matching request group by the first high-level server according to a target scene identifier in each object matching request, wherein each object matching request in the first object matching request group carries the scene identifier of the first interactive scene;
alternatively, the first object matching request group may be understood as object matching requests which all request data interaction in the same interaction scene. For example, the first object matching request groups are all object matching requests for requesting data interaction in the first interaction scene, that is, all object matching requests carrying the scene identifier of the first interaction scene, which is not limited in the present invention.
Optionally, the present invention is described by taking the first object matching request group as an example, and the present invention may also screen out other object matching request groups corresponding to other interaction scenarios, which is not limited in this respect.
And step five, the first high-level server determines an interactive object list of the first interactive scene according to the matching parameters carried by the object matching requests in the first object matching request group.
Optionally, referring to the foregoing, the present invention may limit the number of virtual objects that perform data interaction simultaneously in each interaction scenario, that is, the number of virtual objects in the interaction object list may be fixed in advance. If the number of the object matching requests in the first object matching request group is greater than the number of the virtual objects in the interactive object list, it indicates that the number of the virtual objects requesting data interaction in the first interactive scene is greater than the number of the virtual objects limited by the first interactive scene, and the interactive object list of the first interactive scene may be determined according to the matching parameters carried by each object matching request, which is not limited by the present invention.
Optionally, for example, the first N virtual objects with larger matching parameters may be selected to form an interactive object list of the first interactive scene, where N is an integer greater than 0, and N is equal to the number of virtual objects limited by the first interactive scene, which is not limited in the present invention.
For example, in combination with example 3, in certain alternative embodiments, the step five includes:
and the first high-level server arranges the matching parameters carried by the object matching requests in the first object matching request group from large to small in sequence, and selects N virtual objects with larger matching parameters to be determined as members of the interactive object list.
As shown in fig. 2, the present invention provides a server group, where the server group includes a bottom layer server 100, a middle layer server 200 and a high layer server 300, the bottom layer server 100 is connected to the middle layer server 200, the middle layer server 200 is connected to the high layer server 300, and each middle layer server 200 is connected to each high layer server 300;
the high-level servers 300 are configured with at least one interactive scene, the bottom-level servers 100 are configured with at least one virtual object, and each interactive scene is provided with a corresponding unique scene identifier;
the high-level server 300 includes: a first high-level server 310, said first high-level server 310 comprising: a matching request receiving unit 301, an object list determining unit 302, and an interaction controlling unit 303;
the matching request receiving unit 301 is configured to perform receiving object matching requests sent by the first bottom layer server 110 in the bottom layer servers 100 through the middle layer server 200, where one of the object matching requests corresponds to one of the virtual objects, and each of the object matching requests at least includes a target scene identifier and a matching parameter, where the matching parameter is proportional to a first information value of the corresponding virtual object, and the target scene identifier is consistent with a scene identifier of a first interactive scene set in the first top layer server 310;
the object list determining unit 302 is configured to perform determining, according to a target scene identifier and a matching parameter in each received object matching request, an interaction object list of a first interaction scene in the first high-level server 310, where the first interaction scene is one of interaction scenes of the first high-level server 310, and the interaction object list is a list formed by virtual objects performing data interaction in the first interaction scene;
the interaction control unit 303 is configured to perform data interaction in the first interaction scene by controlling the corresponding virtual object according to the first interaction object list.
Alternatively, as shown in FIG. 2, for example, an object matching request for the first bottom tier server 110 may be sent to the first higher tier server 310 by the first middle tier server 210.
In some optional embodiments, in combination with the embodiment shown in fig. 2, the bottom layer server 110 includes: the device comprises an identification receiving unit, a request constructing unit and a request sending unit;
the identification receiving unit is configured to perform receiving scene identifications input by a plurality of users before the matching request receiving unit 301 receives an object matching request sent by the bottom server 110 in the bottom server 100 through the middle layer server 200, wherein one user corresponds to one virtual object, the scene identification matches with an object level of the corresponding virtual object, and each virtual object is provided with a corresponding object level;
the request constructing unit is configured to perform, before the matching request receiving unit 301 receives the object matching request sent by the bottom server 110 in the bottom server 100 through the middle layer server 200, constructing the scene identifier input by each user as the target scene identifier in the corresponding object matching request;
the request sending unit is configured to send the object matching request carrying the target scene identifier to a first middle server of the middle servers before the matching request receiving unit 301 receives the object matching request sent by the middle server 200 from the bottom server 110 of the bottom servers 100, so that the first middle server sends the object matching request to the first high server 310.
In some optional embodiments, in combination with the embodiment shown in fig. 2, the object list determining unit 302 includes: a request group determination subunit and a list determination subunit;
the request group determining subunit is configured to perform screening of a first object matching request group according to a target scene identifier in each object matching request, where each object matching request in the first object matching request group carries a scene identifier of the first interaction scene;
the list determining subunit is configured to determine an interactive object list of the first interactive scene according to the matching parameters carried by each object matching request in the first object matching request group.
In combination with the previous embodiment, in some optional embodiments, the list determining subunit includes: the first list identifies the subunit;
the first list determining subunit is configured to perform sequential arrangement of the matching parameters carried by each object matching request in the first object matching request group from large to small, and select N virtual objects with larger matching parameters to be determined as members of the interactive object list.
In some optional embodiments, in combination with the embodiment shown in fig. 2, the first high-level server 310 further includes: a result obtaining unit;
the result obtaining unit is configured to perform obtaining a result of the data interaction, and send the result of the data interaction to the underlying server 110, so that the underlying server 110 updates game data of the virtual object performing the data interaction.
A storage medium having stored thereon a program which, when executed by a processor, implements the object matching method of the MMORPG game of any of the above.
As shown in fig. 3, the present invention provides an electronic device 70, wherein the electronic device 70 includes at least one processor 701, at least one memory 702 connected to the processor 701, and a bus 703; the processor 701 and the memory 702 complete communication with each other through the bus 703; the processor 701 is configured to invoke program instructions in the memory 702 to perform any of the object matching methods of the MMORPG game described above.
In this application, relational terms such as first and second, and the like may be used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Also, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising a … …" does not exclude the presence of another identical element in a process, method, article, or apparatus that comprises the element.
All the embodiments in the present specification are described in a related manner, and the same and similar parts among the embodiments may be referred to each other, and each embodiment focuses on differences from other embodiments. In particular, for the system embodiment, since it is substantially similar to the method embodiment, the description is simple, and for the relevant points, reference may be made to the partial description of the method embodiment.
The previous description of the disclosed embodiments is provided to enable any person skilled in the art to make or use the present invention. Various modifications to these embodiments will be readily apparent to those skilled in the art, and the generic principles defined herein may be applied to other embodiments without departing from the spirit or scope of the invention. Thus, the present invention is not intended to be limited to the embodiments shown herein but is to be accorded the widest scope consistent with the principles and novel features disclosed herein.
The above description is only for the preferred embodiment of the present invention, and is not intended to limit the scope of the present invention. Any modification, equivalent replacement, or improvement made within the spirit and principle of the present invention shall fall within the protection scope of the present invention.

Claims (8)

1. An object matching method of an MMORPG game is characterized in that the method is applied to a server group, the server group comprises a bottom layer server, a middle layer server and a high layer server, the bottom layer server is connected with the middle layer server, the middle layer server is connected with the high layer server, and each middle layer server is connected with each high layer server;
the high-level servers are all configured with at least one interactive scene, the bottom-level servers are all configured with at least one virtual object, and each interactive scene is provided with a corresponding unique scene identifier;
the object matching method comprises the following steps:
a first high-level server in the high-level servers receives object matching requests sent by a first bottom-level server in the bottom-level servers through the middle-level server, wherein one object matching request corresponds to one virtual object, each object matching request at least comprises a target scene identifier and a matching parameter, the matching parameter is in direct proportion to a first information value of the corresponding virtual object, and the target scene identifier is consistent with a scene identifier of a first interactive scene set in the first high-level server;
the first high-level server determines an interactive object list of a first interactive scene in the first high-level server according to a target scene identifier and matching parameters in each received object matching request, wherein the first interactive scene is one of the interactive scenes of the first high-level server, and the interactive object list is a list formed by virtual objects for performing data interaction in the first interactive scene;
the first high-level server controls a corresponding virtual object to perform data interaction in the first interactive scene according to the interactive object list of the first interactive scene;
the first high-level server determines an interactive object list of a first interactive scene in the first high-level server according to the target scene identification and the matching parameters in each received object matching request, and the method comprises the following steps:
the first high-level server screens out a first object matching request group according to a target scene identifier in each object matching request, wherein each object matching request in the first object matching request group carries the scene identifier of the first interactive scene;
and the first high-level server determines an interactive object list of the first interactive scene according to the matching parameters carried by each object matching request in the first object matching request group.
2. The method of claim 1, wherein each of the virtual objects is provided with a respective object level;
before the first one of the high-level servers receives the object matching request sent by the first one of the bottom-level servers through the middle-level server, the method further includes:
the first bottom server receives scene identifications input by a plurality of users, wherein one user corresponds to one virtual object, and the scene identifications are matched with the object level of the corresponding virtual object;
the first bottom server takes the scene identification input by each user as the target scene identification and constructs the scene identification as the target scene identification in the corresponding object matching request;
and the first bottom server sends the object matching request carrying the target scene identifier to a first middle server in the middle servers, so that the first middle server can send the object matching request to the first high server conveniently.
3. The method according to claim 1, wherein the determining, by the first high-level server, the interactive object list of the first interactive scene according to the matching parameter carried by each object matching request in the first object matching request group comprises:
and the first high-level server arranges the matching parameters carried by the object matching requests in the first object matching request group from large to small in sequence, and selects N virtual objects with larger matching parameters to be determined as members of the interactive object list.
4. The method of claim 1, further comprising:
and the first high-level server obtains the result of the data interaction and sends the result of the data interaction to the first bottom-level server so as to facilitate the first bottom-level server to update the game data of the virtual object for the data interaction.
5. A server group is characterized by comprising a bottom layer server, a middle layer server and a high layer server, wherein the bottom layer server is connected with the middle layer server, the middle layer server is connected with the high layer server, and each middle layer server is connected with each high layer server;
the high-level servers are all configured with at least one interactive scene, the bottom-level servers are all configured with at least one virtual object, and each interactive scene is provided with a corresponding unique scene identifier;
the high-level server includes: a first high-level server, the first high-level server comprising: the device comprises a matching request receiving unit, an object list determining unit and an interaction control unit;
the matching request receiving unit is configured to execute receiving of object matching requests sent by a first bottom layer server of the bottom layer servers through the middle layer server, wherein one object matching request corresponds to one virtual object, each object matching request at least comprises a target scene identifier and a matching parameter, the matching parameter is in direct proportion to a first information value of the corresponding virtual object, and the target scene identifier is consistent with a scene identifier of a first interactive scene set in the first high layer server;
the object list determining unit is configured to determine an interactive object list of a first interactive scene in the first high-level server according to a target scene identifier and a matching parameter in each received object matching request, where the first interactive scene is one of the interactive scenes of the first high-level server, and the interactive object list is a list formed by virtual objects performing data interaction in the first interactive scene;
the interaction control unit is configured to execute data interaction of corresponding virtual objects in the first interaction scene according to the interaction object list of the first interaction scene;
the object list determining unit includes: a request group determination subunit and a list determination subunit;
the request group determining subunit is configured to perform screening of a first object matching request group according to a target scene identifier in each object matching request, where each object matching request in the first object matching request group carries a scene identifier of the first interaction scene;
the list determining subunit is configured to determine an interactive object list of the first interactive scene according to the matching parameters carried by each object matching request in the first object matching request group.
6. The server farm of claim 5, wherein the first underlying server comprises: the device comprises an identification receiving unit, a request constructing unit and a request sending unit;
before the matching request receiving unit receives an object matching request sent by a first bottom layer server of the bottom layer servers through the middle layer server, the identification receiving unit is configured to execute receiving of scene identifications input by a plurality of users, wherein one user corresponds to one virtual object, the scene identification is matched with the object level of the corresponding virtual object, and each virtual object is provided with the corresponding object level;
before the matching request receiving unit receives an object matching request sent by a first bottom server of the bottom servers through the middle layer server, the request constructing unit is configured to execute the construction of the scene identification input by each user as the target scene identification in the corresponding object matching request;
before the matching request receiving unit receives an object matching request sent by a first bottom server of the bottom servers through the middle server, the request sending unit is configured to execute sending the object matching request carrying the target scene identifier to the first middle server of the middle servers, so that the first middle server sends the object matching request to the first high server.
7. A storage medium on which a program is stored, the program implementing an object matching method of the MMORPG game according to any one of claims 1 to 4 when executed by a processor.
8. An electronic device comprising at least one processor, and at least one memory, bus connected to the processor; the processor and the memory complete mutual communication through the bus; the processor is operable to invoke program instructions in the memory to perform an object matching method of the MMORPG game as defined in any one of claims 1 to 4.
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