CN115193026A - High-concurrency global uniform game server architecture and data access method - Google Patents

High-concurrency global uniform game server architecture and data access method Download PDF

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Publication number
CN115193026A
CN115193026A CN202211125505.1A CN202211125505A CN115193026A CN 115193026 A CN115193026 A CN 115193026A CN 202211125505 A CN202211125505 A CN 202211125505A CN 115193026 A CN115193026 A CN 115193026A
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data
server
local
logic
cross
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CN202211125505.1A
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余侠
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Chengdu Zhiguan Interactive Entertainment Technology Co ltd
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Chengdu Zhiguan Interactive Entertainment 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
    • 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
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/10Protocols in which an application is distributed across nodes in the network
    • H04L67/1097Protocols in which an application is distributed across nodes in the network for distributed storage of data in networks, e.g. transport arrangements for network file system [NFS], storage area networks [SAN] or network attached storage [NAS]

Abstract

The invention discloses a high-concurrency global uniform game server architecture and a data access method, and relates to the field of server architectures. By dividing the database into a plurality of single databases, the problems of high cost and complex maintenance of a cluster database are avoided, player data are stored in the local database, data reading and writing are also completed in the local database, short operation delay is guaranteed, writing cache and timing data synchronization are avoided, and data loss is prevented.

Description

High-concurrency global uniform game server architecture and data access method
Technical Field
The invention relates to the field of server architectures, in particular to a high-concurrency global uniform game server architecture and a data access method.
Background
With the rapid development of the information age, various online games gradually enter households, and the games suitable for the ages are provided for people to enjoy no matter the ages, so that the number of players is increased day by day, and the online games are developed in the world.
The present common method is to divide the server into centralized data center clothes and scattered game logic clothes, the data center clothes are used for storing the data of all players, a database cluster is generally adopted, the game logic clothes provide the service of player data caching and game logic processing, and the player data is synchronized to the data center clothes at regular time. The database cluster is characterized in that at least two or more database servers are utilized to form a virtual single database logical image, a database system provides transparent data service for a client, and a distributed database is corresponding to the transparent single database logical image, and the two database logical images are distinguished as follows:
1. the database cluster is provided with a single data set, two or more similar data sets and two or more real-time consistent data sets; while distributed databases tend to have disparate data sets.
2. The database cluster is often a homogeneous system, and all nodes of the cluster are required to have the same operating system and database system version, even the versions of the patch packages are required to be consistent; while a distributed database system may be a heterogeneous system, containing different operating systems and different database systems.
3. Database clusters are often built in high-speed local area networks; the distributed database system can be a high-speed local area network, and can also be a remote network which is across departments and units and is in a different place.
Meanwhile, when a database cluster is involved, synchronization of database hierarchies is often involved, situations of data redundancy and data loss easily occur, one of risks of the cluster is 'split brain', namely cluster faults that database nodes operate independently from one another are caused, the situation can cause data inconsistency and data cannot be repaired, for example, when two database nodes independently update the same row on the same table, data loss at the moment cannot be repaired, and even the data is completely lost. Therefore, not only is the database cluster relatively more costly, but also the database cluster is complicated to maintain and risks data loss, and in addition, data synchronization between the game logic server cache and the data center server is delayed and risks data loss.
Disclosure of Invention
In view of this, the present invention provides a highly concurrent global uniform game server architecture and a data access method, and aims to solve the technical problem of data loss during data caching and synchronization.
In order to solve the technical problems, the technical scheme of the invention is to provide a high-concurrency global uniform game server architecture, which comprises a login garment for processing login and registration services of players, a cross-over garment data garment for storing multi-player shared data, a cross-over garment logic garment for executing tasks of timing processing on the shared data, a local data garment for storing personal data of the players and a local logic garment for processing data requests of the players, wherein the cross-over garment logic garment and the cross-over garment data garment form a central server which is deployed at a central node, and the local logic garment and the local data garment form a local server which is flexibly deployed.
Optionally, the flexible deployment of the local server is composed of the local logic server and the local data server, and includes:
the local server is deployed at the nearest node from the player's registration or centrally at a central node.
Optionally, the local server is composed of a local data server and a local logic server set, or is composed of a local data server and a plurality of local logic server sets.
Optionally, the login server is further configured to assign the player to a different local server according to the regional information when the player registers.
Optionally, when the data of the non-local data service needs to be accessed and modified, the corresponding data service data is directly accessed by establishing all the data services and the logic service as a cross-regional local area network.
Optionally, the cross-service data server stores a part of all the player data as shared data for sharing.
In addition, the present invention further provides a data access method, which is applied to any one of the above-mentioned global game server architectures for high concurrency, including:
a client initiates a data access request to a local logic server;
the local logic server initiates data access to the corresponding data server according to the content of the data access request, and returns the data to the local logic server;
and the local logic server returns the returned data to the client.
Optionally, the data access method further includes:
after the cross-server logic server starts a timing task, initiating data access to the data server according to the requirement of the timing task;
and the cross-service logic server receives the access returned data and executes corresponding timing task logic according to the returned data content.
Optionally, the data access includes player access to personal data, player access to cross-server shared data, player access to other player data of the same local data server, player data of a different local data server, timed mission access to cross-server data, timed mission access to player data.
Optionally, the accessing, by the client, data of a cross-service data service or local data service data not in the same area includes:
and the client performs remote data access on the data to be accessed through a cross-regional local area network.
The invention provides a high-concurrency global uniform game server architecture and a data access method, which comprise a login server for processing login and registration service of a player, a uniform data server for storing multi-player shared data, a uniform logic server for executing a task of timing processing on the shared data, a local data server for storing personal data of the player and a local logic server for processing a data request of the player, wherein the uniform logic server and the uniform data server form a central server and are deployed at a central node, and the local logic server and the local data server form a local server and are flexibly deployed. By dividing the database into a plurality of single databases, the problems of high cost and complex maintenance of a cluster database are avoided, player data are stored in the local database, data reading and writing are also completed in the local database, short operation delay is guaranteed, writing cache and timing data synchronization are avoided, and data loss is prevented.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
FIG. 1 is a block diagram of a high concurrency global uniform game server architecture according to an embodiment of the present invention;
FIG. 2 is a schematic diagram illustrating steps of a data access method according to an embodiment of the present invention;
FIG. 3 is a schematic diagram illustrating steps of a data access method according to another embodiment of the present invention;
FIG. 4 is a flow chart of data access provided by an embodiment of the present invention;
fig. 5 is a flow chart of data access provided by another embodiment of the present invention.
Detailed Description
In order to make the embodiment of the present invention better understood, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
The game market is developing completely as a sunrise industry of the windmills in the information age in recent years, especially the continuous updating and iteration of the network environment, so that the development of the network game is extremely rapid, and under the condition of huge social competition pressure, numerous crowds in all ages can use the network game to give away and release pressure when being leisure, therefore, the increase of players of the network game leads to the multiplication of the pressure of a server operated by the network game, and the current network game database generally adopts a cluster database to maintain the normal operation of the global uniform game based on the huge base number of the players, but the high cost and the complex maintenance of the cluster database are important problems which are difficult to solve.
Therefore, the invention provides a method for solving the problem of the troublesome problem by removing a cluster database with high cost and complex maintenance and dividing the database into a plurality of single databases, and conceives a high-concurrency global uniform game server architecture, which is specifically shown in figure 1:
a high-concurrency global uniform game server architecture comprises a login server for processing login and registration services of players, a cross-server data server for storing multi-player shared data, a cross-server logic server for executing tasks of timing processing on the shared data, a local data server for storing personal data of the players and a local logic server for processing data requests of the players, wherein the cross-server logic server and the cross-server data server form a central server and are deployed at a central node, and the local logic server and the local data server form a local server and are flexibly deployed.
The login service is used for processing login (registration) service of the player, the player is allocated to different local servers according to information (including server IP address, city address and the like) such as a region when the player is registered, and after the client logs in successfully, the client is directly connected with the corresponding local server. For example, players in the Beijing area may be assigned to local servers in the Beijing area, or more specifically, players in the sunward area of Beijing may be assigned to local servers in the sunward area of Beijing.
The local data server is used for storing personal data information of players, the cross-server data server is used for storing shared data information of multiple players, and it should be noted that the player data stored in the local data server is all personal data of players, the player data stored in the cross-server data server is data information shared by players, and is only a part of all the data of the players, as if one player has own equipment information, backpack information, grade information, skill information, attribute information and the like, the local data server stores all the information owned by the local data server, the cross-server data server only stores the grade information of the cross-server data server for ranking multiple players, the personal name information is used for a multi-player construction workshop, and other information is not stored, so the cross-server data server only stores part of the information of all the players for a sharing platform among multiple players to use, like ranking charts, workshop information and the like.
The local logic servers and the matched local logic servers form the local servers, the local servers are generally flexibly deployed and can be centrally deployed at a central node or placed in different areas according to requirements, wherein a series of local logic servers and one local logic server form a group of local servers, and it can be understood that a group of local servers has two formation modes, one is that one local logic server and one local data server form a group of local servers, and the other is that a plurality of local logic servers and one local data server form a group of local servers, that is, only one local data server is in one group of local servers, but a variable number of local logic servers can be matched with the local logic servers.
The cross-server data clothes and the matched cross-server logic clothes form a central server, the central server is generally fixedly arranged and arranged on a central node, wherein a group of central servers can have three forming modes, one is that one cross-server logic clothes and one cross-server data clothes form a group of central servers, the other one is that one cross-server logic clothes and a plurality of cross-server data clothes form a group of central servers, and the third one is that a plurality of cross-server logic clothes and one cross-server data clothes form a group of central servers, namely the number of the cross-server logic clothes and the cross-server data clothes in one group of central servers are not fixed.
The local logic server is used for processing data requests of players, and the cross-server logic server is used for executing tasks of performing timing processing on multi-player shared data, such as leader board reward settlement, workshop ranking settlement and the like.
The high-concurrency global uniform game server architecture provided by one embodiment of the invention comprises a login clothes for processing login and registration service of players, a cross-clothes data clothes for storing multi-player shared data, a cross-clothes logic clothes for executing tasks of timing processing on the shared data, a local data clothes for storing personal data of the players and a local logic clothes for processing data requests of the players, wherein the cross-clothes logic clothes and the cross-clothes data clothes form a central server and are deployed at a central node, and the local logic clothes and the local data clothes form a local server and are flexibly deployed. The game server is divided into a login server, a cross-service data server, a cross-service logic server, a local data server and a cross-service database, the five parts of the login server, the cross-service data server, the cross-service logic server, the local data server and the local logic server exclude a high-cost and complex maintenance cluster database, the local database is used for storing all personal data of players, the cross-service database stores shared data among the players, the data of the players are written into the direct operation database, data writing cache and timing data synchronization are avoided, the data are not easy to lose, meanwhile, the parallel pressure of the databases can be greatly reduced through the multiple local databases, and the operation and the use are smoother.
Referring to fig. 2, a data access method provided in an embodiment of the present invention is applicable to the above-mentioned global uniform game server architecture with high concurrency, and specifically includes:
s11, the client side sends a data access request to the local logic server.
And S12, the local logic server initiates data access to the corresponding data server according to the content of the data access request, and returns the data to the local logic server.
And S13, returning the returned data to the client by the local logic server.
The data access flow of the player can be roughly divided into the following categories, and fig. 4 is a schematic diagram of the data access flow:
1. the process of the player accessing the own data is as follows:
a: a player initiates a request for accessing own data to a local logic server;
b: the local logic server accesses the local database and returns the data to the local logic server;
c: and the local logic server returns the data to the client.
2. Flow of players accessing other player data for the same local data service:
a: a player initiates a data request for accessing other player data of the same local data server to the local logic server;
b: the local logic server accesses the local data server and returns the data to the local logic server;
c: and the local logic server returns the data to the client.
3. The process of the player accessing the cross-server shared data is as follows:
a: a player initiates a request for accessing cross-server shared data to a local logic server;
b: the local logic server finds out a cross-server data server where the shared data to be accessed is located through a cross-regional local area network, initiates remote data access, and returns the data to the local logic server;
c: and the local logic server returns the data to the client.
4. The process of the player data of the player accessing different local data servers is as follows:
a: a player initiates data access for accessing different local data servers to a local logic server;
b: the local logic server finds a local data server where the data of the player to be accessed are located through a cross-regional local area network, initiates remote data access, and returns the data to the local logic server;
c: and the local logic server returns the data to the client.
It can be understood that the local data servers store all personal data of the player, so most of data access requests of the player are completed in the local data server where the player is located, but when the player is located in different local data servers due to regions or other reasons, the target data server needs to be searched through a cross-regional local area network, the data request is performed in a remote access mode, and the required data is obtained.
The data writing process is the same as the data accessing process, and will not be described herein.
In the data access method provided by an embodiment of the invention, a data access request is initiated to a local logic server through a client; the local logic server initiates data access to the corresponding data server according to the content of the data access request and returns the data to the local logic server; and the local logic server returns the returned data to the client. The data access application remote access technology is only used for data of non-local data servers and occupies a small part of data access, and most of data access is completed in the local data servers, so that the access efficiency is effectively improved, further, most of reading and writing are completed in the local database, short operation delay can be effectively guaranteed, and data errors and data loss caused by operation delay are avoided.
Further, another embodiment of the present invention provides a data access method, which is also applicable to the above-mentioned high-concurrency global uniform game server architecture, as shown in fig. 3, specifically:
and S21, after the cross-server logic server starts a timing task, initiating data access to the data server according to the requirement of the timing task.
And S22, receiving the access returned data by the cross-service logic server, and executing corresponding timing task logic according to the returned data.
The flow of the timed task to access the data is divided into the following categories, and fig. 5 is a schematic diagram of the data access flow:
1. the flow of accessing the cross-service data by the timing task is as follows:
a: after the cross-server logic server starts a timing task, initiating data access to the cross-server data server where the required data is located according to the task requirement, and returning the data to the cross-server logic server;
b: and the cross-service logic server executes corresponding timing task logic according to the return data.
2. The process of accessing the player data by the timing task comprises the following steps:
a: after the cross-server logic server starts a timing task, initiating data access to a local data server where a specified player is located according to task needs, and returning data to the cross-server logic server;
b: and the cross-service logic server executes corresponding timing task logic according to the return data.
The data writing process is the same as the data accessing process, and will not be described herein.
It should be noted that, in the process of starting the timing task by the cross-server logic suit to perform data access, data owned by the cross-server data suit may be directly accessed, and data that needs to initiate a data request to the local data suit needs to be searched for a target data suit through a cross-regional local area network, so that the required data is returned, so that the cross-server logic suit can execute a corresponding timing task logic according to the returned data. For example, in the case of ranking list settlement, the timing task is the top three ranks within 72 hours, wherein the names, ranks and other information of multiple players are stored in the cross-clothing data suit as shared information, so that when settlement is performed, corresponding player names and rank data can be found in the cross-clothing data suit by directly performing data access according to the ranking in the settlement, but the personal attributes of the players, the personal information of the knapsack information and other player personal information are not stored in the cross-clothing data suit and are stored in the local data suit, so when the personal attributes and the knapsack information need to be accessed in the settlement, data access needs to be performed in the local data suit where the players are located, and then the ranking list settlement and corresponding award issuance are completed.
In addition, the high-concurrency global uniform game server architecture and the data access method provided by the invention are also suitable for the condition of intensively deploying all servers.
It should be noted that, in this document, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or system 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 system. Without further limitation, an element defined by the phrases "comprising a," "8230," "8230," or "comprising" does not exclude the presence of other like elements in a process, method, article, or system comprising the element.
The above is only a preferred embodiment of the present invention, and it should be noted that the above preferred embodiment should not be considered as limiting the present invention, and the protection scope of the present invention should be subject to the scope defined by the claims. It will be apparent to those skilled in the art that various modifications and adaptations can be made without departing from the spirit and scope of the invention, and these modifications and adaptations should be considered within the scope of the invention.

Claims (10)

1. A high-concurrency global uniform game server architecture is characterized by comprising a login server for processing login and registration services of players, a cross-server data server for storing multi-player shared data, a cross-server logic server for executing tasks of timing processing on the shared data, a local data server for storing personal data of the players and a local logic server for processing data requests of the players, wherein the cross-server logic server and the cross-server data server form a central server to be deployed at a central node, and the local logic server and the local data server form a local server to be flexibly deployed.
2. The high-concurrency global uniform game server architecture of claim 1, wherein the local logic server and the local data server constitute a local server flexible deployment comprising:
the local server is deployed at the nearest node from the player's registration or centrally at a central node.
3. The architecture of claim 2, wherein the local server comprises one local data server and one local logic server suite, or one local data server and multiple local logic server suites.
4. The high concurrency global uniform game server architecture of claim 1, wherein the login server is further configured to assign players to different local servers according to regional information at the time of player registration.
5. The architecture of claim 1, wherein when the data of the non-local data servers needs to be accessed and modified, all the data servers and the logic servers are established as a local area network across regions, and the corresponding data server data are directly accessed.
6. The high concurrency global uniform game server architecture of claim 1, wherein a portion of all player data is stored across the uniform data server as shared data for sharing.
7. A data access method applied to the high-concurrency global uniform game server architecture of any one of claims 1-6, comprising the following steps:
the client side initiates a data access request to the local logic server;
the local logic server initiates data access to the corresponding data server according to the content of the data access request and returns the data to the local logic server;
and the local logic server returns the returned data to the client.
8. A data access method according to claim 7, further comprising:
after the cross-server logic server starts a timing task, initiating data access to the data server according to the requirement of the timing task;
and the cross-service logic server receives the access returned data and executes corresponding timing task logic according to the returned data content.
9. A data access method according to claim 7, wherein the data access comprises player access to personal data, player access to cross-uniform shared data, player access to other player data of the same local data uniform, player data of a different local data uniform, timed mission access to cross-uniform data, timed mission access to player data.
10. The data access method of claim 7, wherein the client accesses data of a cross-service data server or local data server data not in the same region, and comprises:
and the client performs remote data access on the data to be accessed through a cross-regional local area network.
CN202211125505.1A 2022-09-16 2022-09-16 High-concurrency global uniform game server architecture and data access method Pending CN115193026A (en)

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