CN113680050A - Game request processing method and device, computer equipment and readable storage medium - Google Patents

Game request processing method and device, computer equipment and readable storage medium Download PDF

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Publication number
CN113680050A
CN113680050A CN202111045803.5A CN202111045803A CN113680050A CN 113680050 A CN113680050 A CN 113680050A CN 202111045803 A CN202111045803 A CN 202111045803A CN 113680050 A CN113680050 A CN 113680050A
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China
Prior art keywords
game
server
request
data
client
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CN202111045803.5A
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CN113680050B (en
Inventor
王晓旭
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Beijing Yuanli Prism Technology Co ltd
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Beijing Yuanli Prism Technology 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/46Multiprogramming arrangements
    • G06F9/50Allocation of resources, e.g. of the central processing unit [CPU]
    • G06F9/5005Allocation of resources, e.g. of the central processing unit [CPU] to service a request
    • G06F9/5027Allocation of resources, e.g. of the central processing unit [CPU] to service a request the resource being a machine, e.g. CPUs, Servers, Terminals
    • G06F9/505Allocation of resources, e.g. of the central processing unit [CPU] to service a request the resource being a machine, e.g. CPUs, Servers, Terminals considering the load

Abstract

The application discloses a game request processing method and device, computer equipment and a readable storage medium, relates to the technical field of internet, and aims to avoid overload of a server and improve processing efficiency by separating game service from a game server and configuring server resources according to a routing strategy without switching the server or migrating and integrating data. The method comprises the following steps: determining a first game server and a first game service in response to the first game request; determining a plurality of first candidate logical servers; determining a first target logical server based on a first routing policy of the first game server and a client characteristic of the first client; acquiring a first data to be executed; and routing the first game request to a first target logic server so that the first target logic server processes the first game request according to the first data to be executed to obtain a first processing result.

Description

Game request processing method and device, computer equipment and readable storage medium
Technical Field
The present application relates to the field of internet technologies, and in particular, to a method and an apparatus for processing a game request, a computer device, and a readable storage medium.
Background
With the rapid development of internet technology, more and more network games provide the function of cross-server games. The function of the cross-server game realizes the integration processing of player data and game requests in a plurality of game servers, so that players in each independent game server in the game can better interact, and more game playing methods are derived.
In the related art, when the function of the cross-server game is realized, game data and player data in each independent game server need to be recorded in a cross-server database in advance, and the data needs to be stored in the cross-server database. In this way, when a game request of a player for a suit striding is processed, the relevant game data is called in the suit striding database according to the game request to be executed, so that the player can play the game in a designated area.
In carrying out the present application, the applicant has found that the related art has at least the following problems:
the processing of the game requests of the cross-server players is performed on the basis of data integration, and player data in each independent game server needs to be integrated, but the data integration consumes a lot of time, the processing efficiency of the game requests is low, and the integrated data volume is large, so that the server load is heavy.
Disclosure of Invention
In view of the above, the present application provides a method and an apparatus for processing a game request, a computer device and a readable storage medium, and mainly aims to solve the problems that a large amount of time is consumed for data integration, the processing efficiency of the game request is low, and the server load is heavy due to a large amount of integrated data.
According to a first aspect of the present application, there is provided a method for processing a game request, the method comprising:
responding to a first game request of a first client, and determining a first game server corresponding to the first game request and a first game service to be executed, wherein the first game server corresponds to a plurality of logic servers;
determining a plurality of first candidate logical servers among the plurality of logical servers, the plurality of first candidate logical servers having the capability to execute the first game service;
determining a first target logical server among the plurality of first candidate logical servers based on a first routing policy of the first game server and a client characteristic of the first client;
acquiring a first data to be executed related to the first client and the first game service;
and routing the first game request to the first target logic server so that the first target logic server processes the first game request according to the first data to be executed to obtain a first processing result.
Optionally, after determining a plurality of first candidate logical servers among the plurality of logical servers, the method further includes:
querying the first game server for the presence of a customized routing policy;
if the first game server is determined to have the customized routing strategy, the customized routing strategy of the first game server is obtained to be used as the first routing strategy;
and if the first game server is determined not to have the customized routing strategy, acquiring an automatic routing strategy as the first routing strategy.
Optionally, the determining a first target logical server among the plurality of first candidate logical servers based on the first routing policy of the first game server and the client characteristics of the first client includes:
reading user information logged in the first client, and acquiring information attributes of the user information as characteristics of the client;
inquiring a target characteristic interval where the client characteristic is located in the first routing strategy, and extracting a first candidate logic server related to the target characteristic interval in the first routing strategy;
and evaluating the associated first candidate logic server according to the routing standard indicated by the first routing strategy, and determining the first candidate logic server meeting the routing standard as the first target logic server.
Optionally, the acquiring the first to-be-executed data related to the first client and the first game service includes:
reading user information logged in the first client, and acquiring a target data key value associated with the user information;
generating a data reading request according to first service data depended by the first game service during execution, and routing the data reading request to a target fragment database indicated by the target data key value;
and receiving a first to-be-executed data returned by the target fragment database based on the data reading request.
Optionally, the method further comprises:
responding to a specific request of the first client, allocating a default game server and/or a logic server for a user according to user information provided by the user, and caching the information of the default game server and/or the logic server to the first client.
Optionally, the method further comprises:
responding to a second game request of the first client, and acquiring server information cached by the first client;
when the server information cached by the first client includes a logic server, acquiring the logic server included in the server information as a second target logic server, acquiring a second to-be-executed data related to a second game service to be executed and indicated by the second game request, and routing the second game request to the second target logic server, so that the second target logic server processes the second game request according to the second to-be-executed data to obtain a second processing result;
when the server information cached by the first client includes a game server, determining a plurality of second candidate logical servers having the capability of executing the second game service from among a plurality of logical servers corresponding to the game server included in the server information, determining a third target logical server from among the plurality of second candidate logical servers based on a second routing policy of the game server and the client characteristics included in the server information, and routing the second game request to the third target logical server, so that the third target logical server processes the second game request according to the second to-be-executed data to obtain a third processing result.
Optionally, the method further comprises:
when a data writing request of any game server in a plurality of game servers is detected, acquiring data to be written carried by the data writing request;
generating a data key value for the data to be written, and storing the data to be written to a specific fragmentation database of a plurality of corresponding fragmentation databases in a fragmentation manner according to a preset parameter of the data key value of the data to be written, wherein the preset parameter is at least a numerical range or a numerical hash value of the data key value of the data to be written;
and determining user information corresponding to the data to be written, and associating the data key value of the data to be written with the user information corresponding to the data to be written.
Optionally, the method further comprises:
when a strategy modification request is acquired based on a monitoring mechanism, determining a specified routing strategy indicated by the strategy modification request and a specified game server associated with the specified routing strategy;
and modifying the specified routing strategy by adopting the modification content carried by the strategy modification request, and associating the modified specified routing strategy with the specified game server.
Optionally, the method further comprises:
responding to a third game request of the first client, processing the third game request, and generating a modified third game request;
and sending the modified third game request to a fourth target logic server of the second game server corresponding to the third game request.
Optionally, the method further comprises:
caching the first processing result in the first game server, so that the first game server updates database data related to the first client based on the cached first processing result.
According to a second aspect of the present application, there is provided a game request processing apparatus, comprising:
the system comprises a first determining module, a second determining module and a third determining module, wherein the first determining module is used for responding to a first game request of a first client, determining a first game server corresponding to the first game request and a first game service to be executed, and the first game server corresponds to a plurality of logic servers;
a second determining module for determining a plurality of first candidate logical servers among the plurality of logical servers, the plurality of first candidate logical servers having the capability of executing the first game service;
a third determining module, configured to determine a first target logical server among the plurality of first candidate logical servers based on the first routing policy of the first game server and the client characteristics of the first client;
an obtaining module, configured to obtain a first data to be executed related to the first client and the first game service;
and the processing module is used for routing the first game request to the first target logic server so that the first target logic server processes the first game request according to the first to-be-executed data to obtain a first processing result.
Optionally, the apparatus further comprises:
the query module is used for querying whether the first game server has a customized routing strategy;
the obtaining module is further configured to obtain a customized routing policy of the first game server as the first routing policy if it is determined that the first game server has the customized routing policy;
the obtaining module is further configured to obtain an automatic routing policy as the first routing policy if it is determined that the first game server does not have a customized routing policy.
Optionally, the third determining module is configured to read user information logged in the first client, and obtain an information attribute of the user information as the client characteristic; inquiring a target characteristic interval where the client characteristic is located in the first routing strategy, and extracting a first candidate logic server related to the target characteristic interval in the first routing strategy; and evaluating the associated first candidate logic server according to the routing standard indicated by the first routing strategy, and determining the first candidate logic server meeting the routing standard as the first target logic server.
Optionally, the obtaining module is configured to read user information logged in the first client, and obtain a target data key value associated with the user information; generating a data reading request according to first service data depended by the first game service during execution, and routing the data reading request to a target fragment database indicated by the target data key value; and receiving a first to-be-executed data returned by the target fragment database based on the data reading request.
Optionally, the apparatus further comprises:
the allocation module is used for responding to the login request of the first client and allocating a default game server and/or a default logic server to the user according to user information provided by the user;
and the caching module is used for caching the information of the default game server and/or the logic server to the first client.
Optionally, the obtaining module is further configured to obtain server information cached by the first client in response to a second game request of the first client;
the processing module is further configured to, when the server information cached by the first client includes a logical server, acquire the logical server included in the server information as a second target logical server, acquire a second to-be-executed data related to a second game service to be executed, which is indicated by the second game request, and route the second game request to the second target logical server, so that the second target logical server processes the second game request according to the second to-be-executed data, and obtains a second processing result;
the processing module is further configured to determine, when the server information cached by the first client includes a game server, a plurality of second candidate logical servers having a capability of executing the second game service among a plurality of logical servers corresponding to the game server included in the server information, determine, based on a second routing policy of the game server and the client characteristics included in the server information, a third target logical server among the plurality of second candidate logical servers, route the second game request to the third target logical server, so that the third target logical server processes the second game request according to the second to-be-executed data, and obtain a second processing result.
Optionally, the apparatus further comprises:
the obtaining module is further configured to obtain data to be written carried by the data writing request when detecting a data writing request of any game server of the plurality of game servers;
the storage module is used for generating a data key value for the data to be written, and storing the data to be written to a specific fragmentation database of a plurality of corresponding fragmentation databases according to a preset parameter of the data key value of the data to be written, wherein the preset parameter is at least a numerical range or a numerical hash value of the data key value of the data to be written;
and the association module is used for determining the user information corresponding to the data to be written and associating the data key value of the data to be written with the user information corresponding to the data to be written.
Optionally, the apparatus further comprises:
the second determining module is used for determining a specified routing strategy indicated by the strategy modification request and a specified game server associated with the specified routing strategy when the strategy modification request is acquired based on a monitoring mechanism;
and the modification module is used for modifying the specified routing strategy by adopting the modification content carried by the strategy modification request and associating the modified specified routing strategy with the specified game server.
Optionally, the processing module is further configured to respond to a third game request of the first client, process the third game request, and generate a modified third game request; and sending the modified third game request to a fourth target logic server of the second game server corresponding to the third game request.
Optionally, the apparatus further comprises:
and the updating module is used for caching the first processing result in the first game server so as to enable the first game server to update the database data related to the first client based on the cached first processing result.
According to a third aspect of the present application, there is provided a computer device comprising a memory storing a computer program and a processor implementing the steps of the method of any of the first aspects when the computer program is executed.
According to a fourth aspect of the present application, there is provided a readable storage medium having stored thereon a computer program which, when executed by a processor, carries out the steps of the method of any of the above-mentioned first aspects.
With the above technical solution, the present application provides a method, an apparatus, a computer device, and a readable storage medium for processing a game request, when receiving a first game request from a first client, determining a first game server corresponding to the first game request and a first game service to be executed, determining a plurality of first candidate logical servers among the plurality of logical servers, determining a first target logical server among the plurality of first candidate logical servers based on a first routing policy of the first game server and a client characteristic of the first client, obtaining a first data to be executed related to the first client and the first game service, routing the first game request to the first target logical server, so that the first target logical server processes the first game request according to the first data to be executed, obtaining a first processing result, the game server is separated from the game server by using the logic server, server resources are configured according to the routing strategy of the game server, switching of the game server is not needed, migration and integration of data are not needed, the phenomenon that the server is overloaded due to overlarge data amount is avoided, and the processing efficiency of the cross-service game request is improved.
The foregoing description is only an overview of the technical solutions of the present application, and the present application can be implemented according to the content of the description in order to make the technical means of the present application more clearly understood, and the following detailed description of the present application is given in order to make the above and other objects, features, and advantages of the present application more clearly understandable.
Drawings
Various other 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 application. Also, like reference numerals are used to refer to like parts throughout the drawings. In the drawings:
FIG. 1 is a flow chart illustrating a method for processing a game request according to an embodiment of the present disclosure;
FIG. 2A is a flow chart illustrating a method for processing a game request according to an embodiment of the present disclosure;
FIG. 2B is a flow chart illustrating a method for processing a game request according to an embodiment of the present disclosure;
FIG. 2C is a flow chart illustrating a method for processing a game request according to an embodiment of the present disclosure;
FIG. 3A is a schematic structural diagram illustrating a processing apparatus for a game request according to an embodiment of the present application;
FIG. 3B is a schematic structural diagram of a processing apparatus for a game request according to an embodiment of the present disclosure;
FIG. 3C is a schematic structural diagram of a processing apparatus for a game request according to an embodiment of the present disclosure;
FIG. 3D is a schematic structural diagram illustrating a processing apparatus for a game request according to an embodiment of the present disclosure;
FIG. 3E is a schematic structural diagram of a processing apparatus for a game request according to an embodiment of the present disclosure;
fig. 4 shows a schematic device structure diagram of a computer apparatus according to an embodiment of the present application.
Detailed Description
Exemplary embodiments of the present application will be described in more detail below with reference to the accompanying drawings. While exemplary embodiments of the present application are shown in the drawings, it should be understood that the present application may be embodied in various forms and should not be limited to 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.
An embodiment of the present application provides a method for processing a game request, as shown in fig. 1, the method includes:
101. in response to a first game request of a first client, a first game server corresponding to the first game request and a first game service to be executed are determined, and the first game server corresponds to a plurality of logic servers.
102. A plurality of first candidate logical servers are determined among the plurality of logical servers, the plurality of first candidate logical servers having the capability to execute the first game service.
103. A first target logical server is determined among the plurality of first candidate logical servers based on a first routing policy of the first game server and a client characteristic of the first client.
104. A first to-be-executed data related to a first client and a first game service is acquired.
105. And routing the first game request to a first target logic server so that the first target logic server processes the first game request according to the first data to be executed to obtain a first processing result.
The method provided by the embodiment of the application, when receiving a first game request of a first client, determines a first game server corresponding to the first game request and a first game service to be executed, determines a plurality of first candidate logical servers among the plurality of logical servers, and determines a first target logical server among the plurality of first candidate logical servers based on a first routing policy of the first game server and a client characteristic of the first client, acquires a first data to be executed related to the first client and the first game service, routes the first game request to the first target logical server, so that the first target logical server processes the first game request according to the first data to be executed, obtains a first processing result, separates the game service from the game server by using the logical servers, and configures server resources according to the routing policy of the game server, the switching of game servers is not needed, the migration and integration of data are also not needed, the server load is prevented from being too heavy due to overlarge data volume, and the processing efficiency of the cross-server game requests is improved.
An embodiment of the present application provides a method for processing a game request, as shown in fig. 2A, the method includes:
201. in response to a first game request of a first client, a first game server corresponding to the first game request and a first game service to be executed are determined.
At present, many network games provide a cross-server game function for creating a more relaxed game environment for players, that is, players can not only form teams, fight and the like with players belonging to the same game server, but also form teams, fight and the like with players on different game servers, so that interaction restriction between the game servers is removed, and communication between the players is facilitated. When the cross-server game function is provided, most games are realized in the following modes: the data of the players in the independent game servers are integrated, the data are matched with the corresponding data dictionaries, and data intercommunication among the game servers is achieved, so that when a cross-server game function is provided, one game server can use the data on the other game server to provide the game server for the players.
However, the applicant has appreciated that data integration takes a significant amount of time and burdens the game processor when providing cross-server gaming functionality in the manner described above.
In fact, the traditional game is cross-server, the switching of the game server and the data migration are needed, the process is complicated, the burden of the processor is increased, and the game experience of the player is reduced. Therefore, the present application provides a method for processing a game request, which is applicable to a game engine, and when receiving a first game request from a first client, determining a first game server corresponding to the first game request and a first game service to be executed, determining a plurality of first candidate logical servers among the plurality of logical servers, and determining a first target logical server among the plurality of first candidate logical servers based on a first routing policy of the first game server and a client characteristic of the first client, acquiring a first data to be executed related to the first game service using a database middleware, routing the first game request to the first target logical server, so that the first target logical server performs a response processing on the first game request according to the first data to obtain a first processing result, separating the game service from the game server using the logical server, server resources are configured according to the routing strategy of the game server, switching of the game server is not needed, migration and integration of data are not needed, server overload caused by overlarge data volume is avoided, and processing efficiency of cross-server game requests is improved.
The game engine provides an executable starting file of the game, a plurality of game services can be simultaneously operated in one process, and the game services can be communicated with one another. Or, the game engines can be respectively started on different game servers, the number of the game services carried by the game engines can be customized according to needs, a user defines the proportion between the game engines and the game services according to needs on the premise of considering the cost of the servers, and then all the defined game services are carried by the game engines. The game engine comprises a network communication module, a cross-server routing function module, a monitoring module and the like. The network communication module is used for carrying out communication between the client and the game server, communication processing between the game server and the game server, session management, basic security filtering and the like; the cross-service routing function module is used for realizing automatic forwarding of the request according to a routing strategy based on network communication and service registration updating; the monitoring module is used for providing basic performance indexes and load condition data of the game engine. In the process of practical application, the game engine can also comprise a service registration/updating module which is used for automatically registering the loaded service to a service registration center after the game engine is started, monitoring the change and updating the corresponding processing strategy of the service; the persistent layer module is responsible for reading and writing operations of the database; the MMO (Massively Multiplayer Online) module is used for room management, entity management in a room, data synchronization in an AOI (Area Of Interest) visual range, and the like in a game.
In order to enter the game normally, the user needs to download a client of the game, and registers or logs in based on the client, so as to allocate a default game server and/or logic server to the user, that is, in response to a specific request of the first client, allocate the default game server and/or logic server to the user according to user information provided by the user, and cache information of the default game server and/or logic server to the first client. The specific request may be a registration request or a login request.
In one embodiment, assuming that the specific request is a registration request, in response to the registration request of the first client, the game engine registers for the user according to user information provided by the user, allocates a default game server for the user, and caches information of the default game server to the first client. The default game server is a server which processes the game service requested by the user in the game by default when the user does not have the cross-service requirement, so after the registration, the game engine acquires the default game server and controls the first client to log in the default game server.
In another embodiment, it is further assumed that the specific request is a registration request, in response to the registration request of the first client, the game engine registers the user according to the user information provided by the user, and simultaneously allocates a default game server and a default logic server to the user, and caches information of the default game server and the default logic server in the first client, so that after registration, the game request controls the first client to log in at the default game server, and the default logic server provides a corresponding game service for the user. For example, if the novice user unifies the default novice logical server, the game request of the novice user is routed to the novice logical server.
In another embodiment, assuming that the specific request is a login request, in response to the login request of the first client, the game engine logs in for the user according to user information provided by the user, allocates a default game server for the user, and caches information of the default game server to the first client.
In another embodiment, assuming that the specific request is a login request, in response to the login request of the first client, the game engine logs in the user according to the user information provided by the user, and simultaneously allocates a default game server and a default logic server to the user, and caches the information of the default game server and the default logic server in the first client, so that the game request controls the first client to log in the default game server, and the default logic server provides the corresponding game service for the user. It should be noted that, in the above-described embodiment, the information of the default game server or the logic server is cached in the first client, and in the process of actual application, the information of the default logic server may also be directly cached in the default game server, so that when a subsequent user requests to log in the default game server, the logic server may be directly determined in the game server, and the logic server does not need to be acquired based on the content cached in the first client, thereby reducing the workload of request processing.
Furthermore, in order to save data migration processing when providing a cross-server game function and improve the performance of cross-server play, and enable a user to perform a cross-server game without reconnecting a cross-server, a database middleware for managing service data accumulated by a plurality of game servers in the running process is arranged in the game engine. The database middleware is used for carrying out fragment management on the service data written by the plurality of game servers and routing data read-write requests generated by users in games to an actual fragment database. It should be noted that the database middleware is clustered, so that when there is a scaling requirement, the database middleware can perform capacity expansion and volume reduction processing. Specifically, the game engine determines a plurality of game servers which are accessed currently, and establishes data links between the plurality of game servers and the database middleware. When a data writing request of any game server in a plurality of game servers is detected, a game engine acquires data to be written carried by the data writing request, generates a data key value for the data to be written, stores data to be written into a corresponding specific fragment database in a fragment mode according to preset parameters of the data key value of the data to be written, determines user information corresponding to the data to be written, and associates the data key value of the data to be written with the user information corresponding to the data to be written. The preset parameter is at least a numerical range or a numerical hash value of a data key value of the data to be written, and the specific database is a fragmentation database determined for the preset parameter in the plurality of fragmentation databases based on an allocation rule. Specifically, if the preset parameter is a numerical range, the data is sliced according to the range (numerical range) of the key (data key value), and the method is suitable for data with capacity expansion and reduction requirements, and most game data are suitable for the method. And if the preset parameter is a numerical hash value, fragmentation is carried out according to the hash value of the key, the method is suitable for data with an estimated target magnitude, and the method is suitable for binding data by a general account.
In this way, through the use of the database middleware, data sharing of a plurality of game servers can be realized, the game servers and the database are independent of each other, cross-server interaction is supported through a special service, players have no sense, and cross-server modification is supported by a bottom layer distribution DB (database). In addition, because the interactive behaviors between players such as fight, alliance interaction and the like are processed in each logic server, the game requests are directly forwarded through a flexible routing strategy, the purpose of not migrating data is achieved, and each service can also form a service cluster to share the load.
The user can send out battle, matching, team formation and other requests in the game process, and the requests are actually game requests sent out by the client in the game. Since the game engine actually provides a game for the user based on a plurality of game servers, that is, the game engine has access to a plurality of game servers, so that different users are registered on different game servers, the user may desire to go to another game server to fight, form a team, and the like with other players, when the user has a need for a cross-server game, in response to a first game request of the first client, the game engine determines a first game service to be executed and the first game server corresponding to the first game request, and subsequently allocates server resources to the user according to the first game server and the first game service. The first game server can be determined in two ways, one way is determined based on the first client, namely, the user account and the information bound by the user account and the like logged in the first client are obtained, which game server the user belongs to is determined according to the user account and the information bound by the user account, and the game server is used as the first game server. The other mode is to determine based on the first game request itself, and since the user can send the first game request after successfully logging in the first client, the first game request of the first client actually carries the information of the user logged in the first client and the current running condition of the first client, and based on the information of the user and the running request, which game server the user belongs to can be determined, and the game server is used as the first game server. In fact, whether the first game server corresponding to the first client is determined or the first game server corresponding to the first game request is determined, the finally determined first game server is the game server corresponding to the user, so that the information of the user needs to be included in the first client and the first game request, and the subsequent determination of the corresponding first game server is facilitated.
It should be noted that, in order to ensure the normal operation of the game server, each game server corresponds to a plurality of logic servers, and each logic server has a function of providing game services, such as providing combat services, matching services, and the like. Further, among a plurality of logical servers corresponding to the game server, a logical server capable of providing the same service may provide one or more of the logical servers, for example, logical server a and logical server B provide combat services.
It should be noted that, the above description is a case where the first game service is a stateful service, that is, the first game request does not include the first data to be executed, and needs to be acquired by using the database middleware. In the process of practical application, the first game service to be executed indicated by the first game request may also be a stateless service, that is, the first game request includes all data for executing the first game service, or all data of the first game service requested to be executed at this time can be acquired through public data. In this case, the first game request may be directly routed to the first target logical server, processed according to the first to-be-executed data based on the first target logical server to obtain a first processing result, and returned to the first client.
202. A plurality of first candidate logical servers are determined among the plurality of logical servers.
In the embodiment of the application, after determining the first game server requesting access and the first game service to be executed, the game engine starts to allocate server resources for the first game request received this time. The game engine determines a plurality of first candidate logical servers among the plurality of logical servers, and the plurality of first candidate logical servers have the capability of executing the first game service.
For example, assuming that the plurality of logical servers are A, B, C, D, a has the ability to execute a combat service, B also has the ability to execute a combat service, C has the ability to execute a community building service, D has the ability to execute a shopping service, and if the first game service is a combat service, the first candidate logical servers determined are a and B.
203. A first routing policy is obtained.
In the embodiment of the present application, since more than one candidate logical server may be determined through the above process, and some of the determined candidate logical servers are more suitable for the user logged on the first client than other candidate servers in terms of load, number of people or player level of the service, a routing policy is set in the present application, and the determined candidate logical servers are evaluated according to the routing policy so as to select the optimal candidate logical server relative to the current user to provide the game service for the user.
The routing policy may be customized by a user of the game server, and if the user customizes the routing policy for a certain game server, the routing policy is associated with the game server. Therefore, in the embodiment of the present application, after determining the first game server that the user requests to access, the game engine queries whether the first game server has a customized routing policy. And if the first game server is determined to have the customized routing strategy, acquiring the customized routing strategy of the first game server as a first routing strategy. If the first game server is determined not to have the customized routing strategy, the game engine is provided with an automatic routing strategy, and the automatic routing strategy is obtained to be used as the first routing strategy. It should be noted that the automatic routing policy is not a constant one, and the routing policy may be dynamically updated according to the service load status and the availability status of the logical server.
In addition, no matter the routing strategy is automatic or customized, the game engine needs to be registered when being started, the game server can be automatically registered when being started, and then the game server is divided into two parts, wherein the first part is used for providing an interface by the game engine to enable a user to customize the routing strategy, and the second part is used for automatically routing according to client characteristics and registered services. Further, the customized routing policy may also be changed, so that when the routing policy is changed, the game engine updates the routing policy through the monitoring mechanism, and the specific process is as follows:
when the game engine acquires the strategy modification request based on a monitoring mechanism, determining the specified routing strategy indicated by the strategy modification request and the specified game server associated with the specified routing strategy, modifying the specified routing strategy by adopting the modification content carried by the strategy modification request, and associating the modified specified routing strategy with the specified game server. In the process of actual application, the customized routing policy may be stored in a specific format, and the monitoring is performed through a discovery service (ServiceDiscovery) so as to update the routing policy in time.
It should be noted that the routing policy may also be of a directional type, for example, it may indicate that the combat service request from the game server a is routed to the logical server B, so as to directly perform the routing of the game request without performing operations such as evaluation of the server. In addition, the routing policy of the point-to type can also be dynamically changed, for example, the service layer of the game engine calls the SDKAPI to realize the dynamic modification of the routing policy.
204. A first target logical server is determined among the plurality of first candidate logical servers based on a first routing policy of the first game server and a client characteristic of the first client.
In an embodiment of the application, after determining the first routing policy, the game engine determines a first target logical server among the plurality of first candidate logical servers based on the first routing policy of the first game server and the client characteristics of the first client, so as to subsequently route the first game request to the first target logical server. When the first target logic server is determined, firstly, the game engine reads the user information logged in the first client, and acquires the information attribute of the user information as the client characteristic. Such as the user attributes "novice", "ranking score 26" that can be viewed as client features. And then, the game engine inquires a target characteristic interval of the client characteristic in the first routing strategy and extracts a first candidate logic server associated with the target characteristic interval in the first routing strategy. For example, assuming that the first routing policy indicates that "novices" are both assigned to logical servers a and B for combat, a and B are the first candidate logical servers associated. And finally, the game engine evaluates the associated first candidate logic server according to the routing standard indicated by the first routing strategy, and determines the first candidate logic server meeting the routing standard as a first target logic server. For example, assuming that the routing criteria indicated by the first routing policy specifies that the game request is routed to a logical server with a lower load, it may be determined that a is the first target logical server when the load of a is lower than that of B.
205. A first to-be-executed data related to a first client and a first game service is acquired.
In the embodiment of the present application, after the first target logical server is determined, since the execution of the first game service needs to rely on the service data accumulated by the user during the historical game process, for example, a game image for fighting needs to be created for the user according to the character, skin, and the like selected by the user, the game engine may acquire the first data to be executed related to the first client and the first game service, thereby ensuring that the first game service can be executed correctly. The process of specifically acquiring the first to-be-executed data is as follows:
first, since the data in the embodiment of the present application is stored based on the database middleware fragment, the game engine reads the user information logged in the first client, obtains a target data key associated with the user information, generates a data reading request according to the first service data relied on when the first game service is executed, routes the data reading request to the target fragment database indicated by the target data key, and receives the first to-be-executed data returned by the target fragment database based on the data reading request.
206. And routing the first game request to a first target logic server so that the first target logic server processes the first game request according to the first data to be executed to obtain a first processing result.
In this embodiment of the application, after the first target logical server is determined, the game engine routes the first game request to the first target logical server, so that the first target logical server processes the first game request according to the first to-be-executed data, and obtains a first processing result. In addition, after the first processing result is obtained, the first target logic server returns the first processing result to the first client to inform the user that the first game service is executed in a cross-service mode currently, and the user can start playing the game.
It should be noted that, after the processing of the first game request is completed through the processes from step 201 to step 201, the data of the user may need to be updated, and the relevant data is returned from the first game server to the game server where the first client is located. In addition, the response and the update can be completed through the same path, that is, the first processing result is cached in the first game server, so that the first game server updates the database data related to the first client based on the cached first processing result. For example, the game server where the first client is located caches the received first processing result locally at the first client while forwarding the first processing result to the first client of the user to complete the data update.
By executing the above processes from step 201 to step 206, the execution of the user cross-service request is completed. In the process of practical application, a user may more perform a series of activities on the game server allocated to the user, and if the user performs a game request on the game server allocated to the user, the game request does not indicate which game server the user requests to access, and the user defaults to perform a service on the game server allocated to the user. In the process of practical application, some users may store logic server information in their user information during registration/login, that is, when the users register/login, the game engine allocates the designated logic server to provide game services for the users, and the allocated logic server needs to be considered preferentially in the request of the local game server of the users, so that, in response to the second game request of the first client, the game engine obtains the server information cached by the first client. When the server information cached by the first client includes the game server and the logic server, it indicates that the game engine allocates the designated logic server to the user when the user registers/logs in, and therefore, the logic server included in the game engine server information serves as a second target logic server, acquires second to-be-executed data related to a second game service to be executed, which is indicated by the second game request, and routes the second game request to the second target logic server, so that the second target logic server processes the second game request according to the second to-be-executed data to obtain a second processing result. When the server information cached by the first client includes the game server, it indicates that the game engine does not allocate a designated logic server to the user at the time of registration/login, so that the game engine determines a plurality of second candidate logic servers having the capability of executing the second game service from among a plurality of logic servers corresponding to the game server included in the server information, determines a third target logic server from among the plurality of second candidate logic servers based on the second routing policy and the client characteristics of the game server included in the server information, and routes the second game request to the third target logic server, so that the third target logic server processes the second game request according to the second to-be-executed data, thereby obtaining a third processing result. The process of acquiring the second execution data, performing response processing on the second game request according to the second execution data to be executed, and returning the second processing result to the first client is the same as the process shown in the above step 201 to step 207, and is not described here again.
In addition, in the process of practical application, a user has requirements of sending a message, sending a gift and the like, for example, the user A sends a message request to the user B for communication, and the user C wants to send a property to the user B, but since the application provides a cross-service function, different methods can be adopted for actually sending a request for cross-service or same-service, and the specific process is as follows:
and responding to a third game request of the first client, and processing the third game request by a game engine to generate a modified third game request. The purpose of modifying the third game request is to make the requests sent to different game servers compatible, so the third game request needs to be processed, a modified third game request is generated, and the modified third game request is subsequently forwarded.
Subsequently, the game engine sends the modified third game request to a fourth target logic server of the second game server corresponding to the third game request. The logic servers are allocated when the user registers/logs in, and the allocated logic servers are cached, so that the cached logic servers are preferred servers for processing the request. Therefore, the game engine sends the modified third game request to the fourth target logic server of the second game server corresponding to the third game request, so that the fourth target logic server processes the third game request to obtain a processing result.
It should be noted that, if the third game request is a request sending message, when the game engine sends data, the game engine sends the request to a specific UserService (user service) according to the characteristics of the requester requesting data sending, and the UserService addresses a specific game server connected to a target client where the target is located according to the target sent by the request and sends the data out. In addition, if the user sends the message in the server, the message forwarding in the game server can be directly carried out, namely if the target client and the requester are in the same game server, the forwarding is not carried out, and the game server can directly finish the data sending in the server. In the process of practical application, in order to facilitate the transmission of cross-service or same-service messages, the two types of transmission modes are integrated, a specific server for message forwarding can be set, the specific server receives a message transmitted by one client and transmits the message to the other client. That is to say, whether the message is sent across the servers or sent with the same server, the message can be sent through the specific server, so that the uniform processing of message sending is realized, and the message distinguishing process is prevented from influencing the message sending efficiency.
In summary, the game request processing method provided by the present application is summarized as follows:
referring to fig. 2B, after the game engine is started, the routing policy is registered, so that the logic server is started to process the task. If the routing policy is an automatic routing policy, the routing policy can be automatically loaded; and if the routing policy is customized, the user can use the routing policy after customizing the routing policy. In addition, the game engine can monitor the routing strategy, change the routing strategy after monitoring the updating of the routing strategy, and continue monitoring after changing.
Referring to fig. 2C, when a game request from a user is received, the game engine determines a target logical server for the game request according to a routing policy customized by the game server, and routes the game request to the target logical server for processing. And then, the game engine returns the processing result after the game request processing to the client used by the user for sending the game request in an original way, and the processing process of the game request is ended.
In this embodiment of the application, if the message is sent, when the second game server is different from the first game server, it indicates that the user requests to send the message in a cross-server manner, and the game engine needs to perform cross-server forwarding of the message, so that the game engine processes the message sending request, generates a message body to be sent as a modified game request, and forwards the message body to be sent to a fourth target logic server of the second game server corresponding to the message body sending request, so that the fourth target logic server routes the message body to be sent, so that the game engine can modify the message body according to actual service needs of the second game server before forwarding, and then sends the modified message body.
The method provided by the embodiment of the application, when receiving a first game request of a first client, determines a first game server corresponding to the first game request and a first game service to be executed, determines a plurality of first candidate logical servers among the plurality of logical servers, and determines a first target logical server among the plurality of first candidate logical servers based on a first routing policy of the first game server and a client characteristic of the first client, acquires a first data to be executed related to the first client and the first game service, routes the first game request to the first target logical server, so that the first target logical server processes the first game request according to the first data to be executed, obtains a first processing result, separates the game service from the game server by using the logical servers, and configures server resources according to the routing policy of the game server, the switching of game servers is not needed, the migration and integration of data are also not needed, the server load is prevented from being too heavy due to overlarge data volume, and the processing efficiency of the cross-server game requests is improved.
Further, as a specific implementation of the method shown in fig. 1, an embodiment of the present application provides a device for processing a game request, where as shown in fig. 3A, the device includes: a first determining module 301, a second determining module 302, a third determining module 303, an obtaining module 304 and a processing module 305.
The first determining module 301 is configured to determine, in response to a first game request of a first client, a first game server corresponding to the first game request and a first game service to be executed, where the first game server corresponds to a plurality of logic servers;
the second determining module 302 is configured to determine a plurality of first candidate logical servers among the plurality of logical servers, where the plurality of first candidate logical servers have the capability of executing the first game service;
the third determining module 303 is configured to determine a first target logical server among the plurality of first candidate logical servers based on the first routing policy of the first game server and the client characteristics of the first client;
the obtaining module 304 is configured to obtain a first to-be-executed data related to the first client and the first game service;
the processing module 305 is configured to route the first game request to the first target logical server, so that the first target logical server processes the first game request according to the first to-be-executed data, and obtains a first processing result.
In a specific application scenario, as shown in fig. 3B, the apparatus further includes: and a query module 306.
The query module 306 is configured to query whether the first game server has a customized routing policy;
the obtaining module 304 is further configured to obtain a customized routing policy of the first game server as the first routing policy if it is determined that the customized routing policy exists in the first game server;
the obtaining module 304 is further configured to obtain an automatic routing policy as the first routing policy if it is determined that the first game server does not have a customized routing policy.
In a specific application scenario, the third determining module 303 is configured to read user information logged in the first client, and obtain an information attribute of the user information as the client characteristic; inquiring a target characteristic interval where the client characteristic is located in the first routing strategy, and extracting a first candidate logic server related to the target characteristic interval in the first routing strategy; and evaluating the associated first candidate logic server according to the routing standard indicated by the first routing strategy, and determining the first candidate logic server meeting the routing standard as the first target logic server.
In a specific application scenario, the obtaining module 304 is configured to read user information logged in the first client, and obtain a target data key value associated with the user information; generating a data reading request according to first service data depended by the first game service during execution, and routing the data reading request to a target fragment database indicated by the target data key value; and receiving a first to-be-executed data returned by the target fragment database based on the data reading request.
In a specific application scenario, as shown in fig. 3C, the apparatus further includes: a distribution module 307 and a cache module 308.
The allocating module 307 is configured to, in response to the registration/login request of the first client, allocate a default game server and/or a default logic server to the user according to user information provided by the user;
the caching module 308 is configured to cache information of the default game server and/or the logic server to the first client.
In a specific application scenario, the obtaining module 304 is further configured to respond to a second game request of the first client, and obtain server information cached by the first client;
the processing module 305 is further configured to, when the server information cached by the first client includes a logical server, acquire the logical server included in the server information as a second target logical server, acquire a second to-be-executed data related to a second game service to be executed, which is indicated by the second game request, and route the second game request to the second target logical server, so that the second target logical server processes the second game request according to the second to-be-executed data, and obtains a second processing result;
the processing module 305 is further configured to, when the server information cached by the first client includes a game server, determine, from a plurality of logic servers corresponding to the game server included in the server information, a plurality of second candidate logic servers having a capability of executing the second game service, determine, based on a second routing policy of the game server and the client characteristics included in the server information, a third target logic server from the plurality of second candidate logic servers, and route the second game request to the third target logic server, so that the third target logic server processes the second game request according to the second to-be-executed data, to obtain a second processing result.
In a specific application scenario, as shown in fig. 3D, the apparatus further includes: a storage module 309 and an association module 310.
The obtaining module 304 is further configured to obtain data to be written carried by the data writing request when detecting a data writing request of any game server in the plurality of game servers;
the storage module 309 is configured to generate a data key value for the data to be written, and store the data to be written in a fragment to a specific fragment database of the corresponding multiple fragment databases according to a preset parameter of the data key value of the data to be written, where the preset parameter is at least a numerical range or a numerical hash value of the data key value of the data to be written;
the associating module 310 is configured to determine user information corresponding to the data to be written, and associate a data key value of the data to be written with the user information corresponding to the data to be written.
In a specific application scenario, the processing module 305 is further configured to respond to a third game request of the first client, process the third game request, and generate a modified third game request; and sending the modified third game request to a fourth target logic server of the second game server corresponding to the third game request.
In a specific application scenario, as shown in fig. 3E, the apparatus further includes: and an update module 311.
The updating module 311 is configured to cache the first processing result in the first game server, so that the first game server updates the database data related to the first client based on the cached first processing result.
The device provided by the embodiment of the application, when receiving a first game request of a first client, determines a first game server corresponding to the first game request and a first game service to be executed, determines a plurality of first candidate logical servers in the plurality of logical servers, determines a first target logical server in the plurality of first candidate logical servers based on a first routing policy of the first game server and a client characteristic of the first client, acquires a first data to be executed related to the first client and the first game service, routes the first game request to the first target logical server, so that the first target logical server processes the first game request according to the first data to be executed, obtains a first processing result, separates the game service from the game server by using the logical servers, and configures server resources according to the routing policy of the game server, the switching of game servers is not needed, the migration and integration of data are also not needed, the server load is prevented from being too heavy due to overlarge data volume, and the processing efficiency of the cross-server game requests is improved.
It should be noted that, for other corresponding descriptions of the functional units related to the game request processing apparatus provided in the embodiment of the present application, reference may be made to corresponding descriptions in fig. 1 and fig. 2A to fig. 2C, which are not described herein again.
In an exemplary embodiment, referring to fig. 4, there is further provided a device, which includes a bus, a processor, a memory, and a communication interface, and may further include an input/output interface and a display device, wherein the functional units may communicate with each other through the bus. The memory stores a computer program, and the processor executes the program stored in the memory and executes the processing method of the game request in the above embodiment.
A computer-readable storage medium, on which a computer program is stored which, when executed by a processor, implements the steps of the method of processing a game request.
Through the above description of the embodiments, those skilled in the art will clearly understand that the present application can be implemented by hardware, and also by software plus a necessary general hardware platform. Based on such understanding, the technical solution of the present application may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (which may be a CD-ROM, a usb disk, a removable hard disk, etc.), and includes several instructions for enabling a computer device (which may be a personal computer, a server, or a network device, etc.) to execute the method according to the implementation scenarios of the present application.
Those skilled in the art will appreciate that the figures are merely schematic representations of one preferred implementation scenario and that the blocks or flow diagrams in the figures are not necessarily required to practice the present application.
Those skilled in the art will appreciate that the modules in the devices in the implementation scenario may be distributed in the devices in the implementation scenario according to the description of the implementation scenario, or may be located in one or more devices different from the present implementation scenario with corresponding changes. The modules of the implementation scenario may be combined into one module, or may be further split into a plurality of sub-modules.
The above application serial numbers are for description purposes only and do not represent the superiority or inferiority of the implementation scenarios.
The above disclosure is only a few specific implementation scenarios of the present application, but the present application is not limited thereto, and any variations that can be made by those skilled in the art are intended to fall within the scope of the present application.

Claims (13)

1. A method for processing a game request, comprising:
responding to a first game request of a first client, and determining a first game server corresponding to the first game request and a first game service to be executed, wherein the first game server corresponds to a plurality of logic servers;
determining a plurality of first candidate logical servers among the plurality of logical servers, the plurality of first candidate logical servers having the capability to execute the first game service;
determining a first target logical server among the plurality of first candidate logical servers based on a first routing policy of the first game server and a client characteristic of the first client;
acquiring a first data to be executed related to the first client and the first game service;
and routing the first game request to the first target logic server so that the first target logic server processes the first game request according to the first data to be executed to obtain a first processing result.
2. The method of claim 1, wherein after determining a first plurality of candidate logical servers among the plurality of logical servers, the method further comprises:
querying the first game server for the presence of a customized routing policy;
if the first game server is determined to have the customized routing strategy, the customized routing strategy of the first game server is obtained to be used as the first routing strategy;
and if the first game server is determined not to have the customized routing strategy, acquiring an automatic routing strategy as the first routing strategy.
3. The method of claim 1, wherein determining a first target logical server among the plurality of first candidate logical servers based on the first routing policy of the first game server and the client characteristics of the first client comprises:
reading user information logged in the first client, and acquiring information attributes of the user information as characteristics of the client;
inquiring a target characteristic interval where the client characteristic is located in the first routing strategy, and extracting a first candidate logic server related to the target characteristic interval in the first routing strategy;
and evaluating the associated first candidate logic server according to the routing standard indicated by the first routing strategy, and determining the first candidate logic server meeting the routing standard as the first target logic server.
4. The method of claim 1, wherein the obtaining a first to-be-executed data related to the first client and the first game service comprises:
reading user information logged in the first client, and acquiring a target data key value associated with the user information;
generating a data reading request according to first service data depended by the first game service during execution, and routing the data reading request to a target fragment database indicated by the target data key value;
and receiving a first to-be-executed data returned by the target fragment database based on the data reading request.
5. The method of claim 1, further comprising:
responding to a specific request of the first client, allocating a default game server and/or a logic server for a user according to user information provided by the user, and caching the information of the default game server and/or the logic server to the first client.
6. The method of claim 1, further comprising:
responding to a second game request of the first client, and acquiring server information cached by the first client;
when the server information cached by the first client includes a logic server, acquiring the logic server included in the server information as a second target logic server, acquiring a second to-be-executed data related to a second game service to be executed and indicated by the second game request, and routing the second game request to the second target logic server, so that the second target logic server processes the second game request according to the second to-be-executed data to obtain a second processing result;
when the server information cached by the first client includes a game server, determining a plurality of second candidate logical servers having the capability of executing the second game service from among a plurality of logical servers corresponding to the game server included in the server information, determining a third target logical server from among the plurality of second candidate logical servers based on a second routing policy of the game server and the client characteristics included in the server information, and routing the second game request to the third target logical server, so that the third target logical server processes the second game request according to the second to-be-executed data to obtain a third processing result.
7. The method of claim 1, further comprising:
when a data writing request of any game server in a plurality of game servers is detected, acquiring data to be written carried by the data writing request;
generating a data key value for the data to be written, and storing the data to be written to a specific fragmentation database of a plurality of corresponding fragmentation databases in a fragmentation manner according to a preset parameter of the data key value of the data to be written, wherein the preset parameter is at least a numerical range or a numerical hash value of the data key value of the data to be written;
and determining user information corresponding to the data to be written, and associating the data key value of the data to be written with the user information corresponding to the data to be written.
8. The method of claim 1, further comprising:
when a strategy modification request is acquired based on a monitoring mechanism, determining a specified routing strategy indicated by the strategy modification request and a specified game server associated with the specified routing strategy;
and modifying the specified routing strategy by adopting the modification content carried by the strategy modification request, and associating the modified specified routing strategy with the specified game server.
9. The method of claim 1, further comprising:
responding to a third game request of the first client, processing the third game request, and generating a modified third game request;
and sending the modified third game request to a fourth target logic server of the second game server corresponding to the third game request.
10. The method of claim 1, further comprising:
caching the first processing result in the first game server, so that the first game server updates database data related to the first client based on the cached first processing result.
11. A game request processing apparatus, comprising:
the system comprises a first determining module, a second determining module and a third determining module, wherein the first determining module is used for responding to a first game request of a first client, determining a first game server corresponding to the first game request and a first game service to be executed, and the first game server corresponds to a plurality of logic servers;
a second determining module for determining a plurality of first candidate logical servers among the plurality of logical servers, the plurality of first candidate logical servers having the capability of executing the first game service;
a third determining module, configured to determine a first target logical server among the plurality of first candidate logical servers based on the first routing policy of the first game server and the client characteristics of the first client;
an obtaining module, configured to obtain a first data to be executed related to the first client and the first game service;
and the processing module is used for routing the first game request to the first target logic server so that the first target logic server processes the first game request according to the first to-be-executed data to obtain a first processing result.
12. A computer device comprising a memory and a processor, the memory storing a computer program, characterized in that the processor realizes the steps of the method of any one of claims 1 to 10 when executing the computer program.
13. A readable storage medium, on which a computer program is stored, which, when being executed by a processor, carries out the steps of the method of any one of claims 1 to 10.
CN202111045803.5A 2021-09-07 2021-09-07 Game request processing method and device, computer equipment and readable storage medium Active CN113680050B (en)

Priority Applications (1)

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