CN115920409A - Data processing method and device and electronic equipment - Google Patents

Data processing method and device and electronic equipment Download PDF

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Publication number
CN115920409A
CN115920409A CN202211413512.1A CN202211413512A CN115920409A CN 115920409 A CN115920409 A CN 115920409A CN 202211413512 A CN202211413512 A CN 202211413512A CN 115920409 A CN115920409 A CN 115920409A
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data
server
target virtual
virtual home
home
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陈佳驰
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02PCLIMATE CHANGE MITIGATION TECHNOLOGIES IN THE PRODUCTION OR PROCESSING OF GOODS
    • Y02P90/00Enabling technologies with a potential contribution to greenhouse gas [GHG] emissions mitigation
    • Y02P90/02Total factory control, e.g. smart factories, flexible manufacturing systems [FMS] or integrated manufacturing systems [IMS]

Abstract

The invention provides a data processing method, a data processing device and electronic equipment.A room object of a target virtual home is created in a server, and if the server receives an access request of a player account for the target virtual home, temporary connection with a client of the player account is established in the room object of the target virtual home; if the modified data of the client aiming at the target virtual home are received through the temporary connection, the modified data are synchronized to the room object of the target virtual home, the modified data are forwarded to other player accounts in the target virtual home by the room object, and the modified data in the room object are sent to the server for caching at regular time. In the mode, players in the virtual home carry out data synchronization through temporary connection of room objects in the server, so that the data processing pressure of the server is reduced; and the room object sends the modification of the homestead data to the server at regular time, so that the server is prevented from processing a large amount of data at the same time, and the stability of the server is ensured.

Description

Data processing method and device and electronic equipment
Technical Field
The present invention relates to the field of data processing technologies, and in particular, to a data processing method and apparatus, and an electronic device.
Background
The family system is an indispensable part in a large-scale multiplayer online game and belongs to a social system with a DIY space for players; the home in the home system is equivalent to a player with a player character in a game, and the player can not only decorate the home into a favorite appearance, but also collect antiques through the home and acquire some special functions. Therefore, the family system can meet the daily social requirement of the player and can also meet the requirement of the player for creating DIY.
The home system is a cross-server playing method, and players in the same home synchronize and transmit data through cross-server nodes. In the home system, after a player applies for a home at a cross-server node, the cross-server node generates home data, the home data is cached and then persisted into a database, and the data in the cache and the database are kept consistent in the subsequent process; when a homestead owner or a visitor applies for entering a homestead, the homestead owner or the visitor needs to request the homestead data from the cross-server node, and the cross-server node acquires the homestead data from the cache data or the database and returns the homestead data to the player; when the player modifies the home or interacts with the home, the modification is sent to the cross-server node, the cross-server node broadcasts the modification to all players in the home, and meanwhile, the modification is cached and stored in the database. Thus, if the number of players in the home system is large, the number of data synchronization and transmission will be very large, thereby increasing the data processing capacity of the cross-server node, and possibly causing the cross-server node to crash.
Disclosure of Invention
The invention aims to provide a data processing method, a data processing device and electronic equipment, so that the data processing pressure of cross-service nodes is reduced, and the collapse of the cross-service nodes is avoided.
In a first aspect, the present invention provides a data processing method, which is applied to a server, where the server is connected to a server and at least one client respectively; a room object of a target virtual home is established in the server, and home data of the target virtual home is cached in the server; the method comprises the following steps: receiving an access request aiming at a target virtual home sent by a server, and extracting first player information carried by the access request; the first player information is used for indicating a first client side where a first player account applying for accessing the target virtual home is located; establishing a first temporary connection with a first client in a room object of a target virtual home based on first player information, so that the first client acquires home data in the room object through the first temporary connection, and renders the target virtual home in a graphical user interface of the first client based on the home data; if modification data of the first client aiming at the target virtual home is received through the first temporary connection, the modification data is synchronized to a room object of the target virtual home, and the room object forwards the modification data to other player accounts except the first player account in the target virtual home; and sending the modified data in the room object to the server side for caching at regular time.
In a second aspect, the present invention provides a data processing method, which is applied to a server, where the server is connected to a server and at least one client respectively; the server is used for creating a room object of the virtual home; the server is used for managing the object information of the room object created in the server; the method comprises the following steps: receiving an access request aiming at a target virtual home sent by a target client, and judging whether a room object of the target virtual home exists or not according to the stored object information of the room object; if the client does not exist, sending an object creating instruction aiming at the target virtual home to the server so as to enable the server to create a room object of the target virtual home and establish temporary connection with the target client in the room object; the server receives modification data of the target client aiming at the target virtual home through temporary connection, synchronizes the modification data to a room object of the target virtual home, and forwards the modification data to other clients corresponding to the target virtual home except the target client through the room object; if the client-side access request exists, sending the access request to the server so that the server establishes a temporary connection with the target client-side in the room object of the target virtual home; if modified data in the room object are received, caching the modified data into a preset queue, and storing the modified data in the preset queue into a preset database; wherein the room object transmits the modification data at regular time.
In a third aspect, the present invention provides a data processing apparatus, where the apparatus is disposed in a server, and the server is connected to a server and at least one client respectively; a room object of a target virtual home is established in the server, and home data of the target virtual home is cached in the server; the device includes: the request receiving module is used for receiving an access request aiming at a target virtual home sent by a server and extracting first player information carried by the access request; the first player information is used for indicating a first client side where a first player account applying for accessing the target virtual home is located; the connection establishing module is used for establishing a first temporary connection with a first client in a room object of the target virtual home based on the first player information, so that the first client obtains home data in the room object through the first temporary connection, and renders the target virtual home in a graphical user interface of the first client based on the home data; the data synchronization module is used for synchronizing the modification data to a room object of the target virtual home if the modification data of the first client aiming at the target virtual home are received through the first temporary connection, and forwarding the modification data to other player accounts except the first player account in the target virtual home by the room object; and sending the modified data in the room object to the server side at regular time for caching.
In a fourth aspect, the present invention provides a data processing apparatus, where the apparatus is disposed at a server, and the server is connected to a server and at least one client respectively; the server is used for creating a room object of the virtual home; the server is used for managing the object information of the room object created in the server; the device comprises: the judging module is used for receiving an access request aiming at the target virtual home sent by the target client and judging whether the room object of the target virtual home exists or not according to the stored object information of the room object; the creation instruction sending module is used for sending an object creation instruction aiming at the target virtual home to the server if the object creation instruction does not exist, so that the server creates a room object of the target virtual home, and a temporary connection with the target client is established in the room object; the server receives modification data of a target client aiming at a target virtual home through temporary connection, synchronizes the modification data to a room object of the target virtual home, and forwards the modification data to other clients corresponding to the target virtual home except the target client by the room object; the access request sending module is used for sending the access request to the server if the access request exists so that the server can establish temporary connection with the target client in the room object of the target virtual home; the data caching module is used for caching the modified data in the room object to a preset queue and storing the modified data in the preset queue to a preset database if the modified data in the room object are received; wherein the room object transmits the modification data periodically.
In a fifth aspect, the present invention provides an electronic device comprising a processor and a memory, the memory storing machine executable instructions capable of being executed by the processor, the processor executing the machine executable instructions to implement the data processing method described above.
In a sixth aspect, the present invention provides a computer-readable storage medium storing computer-executable instructions that, when invoked and executed by a processor, cause the processor to implement the above-described data processing method.
The embodiment of the invention brings the following beneficial effects:
according to the data processing method, the data processing device and the electronic equipment, firstly, when a first player account accesses a target virtual home, a room object of the target virtual home is created in a server; when the server receives an access request aiming at the target virtual home sent by the server, extracting first player information carried by the access request, wherein the first player information is used for indicating a first client side where a first player account applying for accessing the target virtual home is located; then, based on the first player information, establishing a first temporary connection with a first client in the room object of the target virtual home, so that the first client obtains home data in the room object through the first temporary connection, and rendering the target virtual home in a graphical user interface of the first client based on the home data; if the modification data of the first client aiming at the target virtual home are received through the first temporary connection, the modification data are synchronized to the room object of the target virtual home, and the room object forwards the modification data to other player accounts except for the first player account in the target virtual home; and sending the modified data in the room object to the server side at regular time for caching. In the method, when a player applies for entering the virtual home, a new temporary connection is established in the room object of the virtual home in the server, and the player synchronizes data in the virtual home through the temporary connection, so that the data processing pressure of the server is reduced. Meanwhile, the room object sends the modification of the homestead data to the server at regular time, so that the server is prevented from processing a large amount of data at the same time, and the stability of the server is ensured.
Additional features and advantages of the invention will be set forth in the description which follows, and in part will be obvious from the description, or may be learned by the practice of the invention as set forth above.
In order to make the aforementioned and other objects, features and advantages of the present invention comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the embodiments or the prior art will be briefly described below, and it is obvious that the drawings in the following description are some embodiments of the present invention, and other drawings can be obtained by those skilled in the art without creative efforts.
Fig. 1 is a flowchart of a data processing method according to an embodiment of the present invention;
FIG. 2 is a flow chart of another data processing method according to an embodiment of the present invention;
FIG. 3 is a flow chart of another data processing method according to an embodiment of the present invention;
fig. 4 is a data processing flow chart of the home system according to the embodiment of the present invention;
fig. 5 is a schematic structural diagram of a data processing apparatus according to an embodiment of the present invention;
FIG. 6 is a block diagram of another data processing apparatus according to an embodiment of the present invention;
fig. 7 is a schematic structural diagram of an electronic device according to an embodiment of the present invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present invention clearer, 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 some, but not all embodiments of the present invention. The components of embodiments of the present invention generally described and illustrated in the figures herein may be arranged and designed in a wide variety of different configurations.
Thus, the following detailed description of the embodiments of the present invention, presented in the figures, is not intended to limit the scope of the invention, as claimed, but is merely representative of selected embodiments of the invention. All other embodiments, which can be obtained by a person skilled in the art without inventive step based on the embodiments of the present invention, are within the scope of protection of the present invention.
With the popularization of mobile intelligent terminals, mobile games have become a more and more favorite entertainment mode for people. The home system is an indispensable part of a large-scale multiplayer online game and belongs to a social system of self-play DIY (Do It Yourself) space of players; the home in the home system is equivalent to a player with a player character in a game, and the player can not only make the home into a favorite appearance, but also collect antiques and obtain some special functions through the home. Therefore, the family system can meet the daily social requirement of the player and can also meet the requirement of the player for creating DIY. In a home system, the loading, storing, modifying, and synchronizing of home data, as well as the synchronization of guest data in the home, are of major concern.
The cross-server playing method needs cross-server nodes to transmit data, and players of different servers carry out interaction and data transmission through the same cross-server functional node. The home system is a cross-server playing method, and players in the same home synchronize and transmit data through cross-server nodes, for example, synchronization of player position data, modification of furniture placement position data, and the like. Meanwhile, the cross-server node also needs to manage the life cycle of the homestead data, and completes data persistence through the database, and the key process is as follows:
1) After the player applies for the homestead at the cross-server node, the cross-server node generates homestead data, the homestead data is cached and then is persisted in a database, and the data in the cache and the database need to be kept consistent in the subsequent process. Therefore, the modification of the cache data in the cross-server node needs to be synchronized into the database, and if a large amount of homestead data are modified at the same time, the modification of the cache data is written into the database, which may cause the server to be stuck; meanwhile, because the home data are cached in the cross-server nodes, when more homes exist in the game, the cached data are huge, and more servers occupy more memories.
2) When a homestead owner or a visitor applies for entering a homestead, the homestead owner or the visitor needs to request the homestead data from the cross-server node, and the cross-server node acquires the homestead data from the cache data or the database and returns the homestead data to the player, so that the player client can render the virtual homestead in the game interface through the homestead data.
3) When the player modifies the home or interacts with the home, the modification is sent to the cross-server node, the cross-server node broadcasts the modification to all players in the home, and meanwhile, the modification is cached and stored in the database. For example, four ABCD players are in the same home, the data of the modified home of the A player is synchronized to the cross-server node through the A server, and then is broadcasted to the BCD player of the BCD server by the cross-server node, and the operation of the BCD player is the same. If the number of players in the home system is large, the number of data synchronization and transmission is very large, so that the data processing amount of the cross-server node is increased, and the cross-server node can be broken down.
Embodiments of the present invention provide a data processing method, an apparatus, and an electronic device, which can be applied to a scenario in which data synchronization and transmission need to be performed across service nodes, and in a scenario in which data synchronization and transmission are performed in a home system.
In order to facilitate understanding of the embodiment of the present invention, a data processing method provided by the embodiment of the present invention is first described in detail, where the method is applied to a server, and the server is connected to a server and at least one client respectively; the client can be a mobile phone, a tablet computer or a computer; a room object of a target virtual home is established in the server, and home data of the target virtual home is cached in the server; as shown in fig. 1, the method comprises the following specific steps:
step S102, receiving an access request aiming at a target virtual home sent by a server, and extracting first player information carried by the access request; wherein the first player information is used for indicating a first client side where a first player account applying for accessing the target virtual home is located.
In practical application, the server is equivalent to the cross-server node, and the cross-server node can cache the home data of a plurality of virtual homes, and can also acquire the home data of the virtual homes from a preset database, wherein the home data of the plurality of virtual homes are persistently stored in the preset database. The server is mainly used for creating a room object of the virtual home, and establishing temporary connection for each player client joining the virtual home in the room object so that the player clients synchronize home data in the room object through the temporary connection; the home data in the room object corresponding to a virtual home is shared by all players in the virtual home.
In specific implementation, when a room object of a target virtual home is created in a server, and a new player (equivalent to a player corresponding to the first player account) applies for joining the target virtual home, an access request for applying for joining the target virtual home is sent to a server through a client, at this time, the server forwards the access request to the server, and the server receives the access request and extracts first player information carried in the access request; the first player information may include information such as a name and ID for the first player account, and an IP address of the first client where the first player account is located. The first player account may be a game account corresponding to any player in the home system.
And step S104, establishing a first temporary connection with a first client in the room object of the target virtual home based on the first player information, so that the first client obtains home data in the room object through the first temporary connection, and rendering the target virtual home in a graphical user interface of the first client based on the home data.
After receiving an access request sent by a client, the server establishes a first temporary connection with a first client in a room object of the target virtual home, then waits for the connection of the first client, and simultaneously broadcasts a message that a new player (namely, a player corresponding to a first player account) enters the target virtual home to all players in the target virtual home.
After the first client is connected with the room object, the home data of the target virtual home stored in the room object can be acquired through the first temporary connection, and the game picture of the target virtual home is rendered in the graphical user interface of the first client according to the acquired home data, so that a player can modify or view the home data of the target virtual home in the graphical user interface, interact with other players in the target virtual home, and the like.
Step S106, if receiving the modification data of the first client aiming at the target virtual home through the first temporary connection, synchronizing the modification data to the room object of the target virtual home, and forwarding the modification data to other player accounts except the first player account in the target virtual home by the room object; and sending the modified data in the room object to the server side for caching at regular time.
The player's modified data for the target virtual home at the first client may be synchronized via a first temporary connection to a room object of the target virtual home, which may hold the modified data and relay the modified data to player accounts other than the first player account in the target virtual home to make the home data of all players in the target virtual home consistent.
In a specific implementation, the modified data in the room object is triggered and sent to the server by the synchronization timer, that is, the modified data in the room object needs to be sent to the server at regular time, and only the modified data with the updated part is synchronized to the server. And after receiving the updated data, the server writes the updated data into the preset database. The data which does not need to be durably modified, such as synchronous data of player operation and position in the home, is sent to the room object through temporary connection and then broadcasted to other players by the room object, and the data do not need to be sent to the server, so that the data processing pressure of the server can be relieved.
According to the data processing method provided by the embodiment of the invention, when a player applies for entering the virtual home, a new temporary connection is established in the room object of the virtual home in the server, and the player synchronizes data in the virtual home through the temporary connection, so that the data processing pressure of the server is reduced. Meanwhile, the room object sends the modification of the homestead data to the server at regular time, so that the server is prevented from processing a large amount of data at the same time, and the stability of the server is ensured.
The embodiment of the present invention further provides another data processing method, which is implemented on the basis of the above method embodiment, and the method mainly describes a specific process of creating a room object of a target virtual home in a server (implemented by steps S202 to S204 described below), synchronizes modification data to the room object of the target virtual home, and forwards the modification data to other player accounts except for a first player account in the target virtual home by the room object; as shown in fig. 2, the method includes the following specific steps:
step S202, receiving an object creating instruction aiming at the target virtual home sent by the server, and extracting home data and second player information of the target virtual home carried by the object creating instruction; the second player information is used for indicating a second client side where a second player account applying for accessing the target virtual home is located, and the second player account is a first player account applying for joining the target virtual home.
In particular implementation, there is a management class of the home room in the server, and the management class is used for recording and managing object information of the room objects already created in the server, wherein the object information includes, but is not limited to, addresses of the room objects, room identifications and player-related information. The player-related information includes the number of players in the virtual home corresponding to the current room object, the name of the player account, and the like. Specifically, when a player applies for entering a target virtual home, firstly, checking whether a room object of the target virtual home already exists in a management class; for example, a player sends an access application for a target virtual home to a server through a client, the server receives the access application, object information of a room object with the target virtual home is searched in a management class, and if the object information exists, the room object with the target virtual home is shown to exist in the server; if not, an object creation instruction for the target virtual home needs to be sent to the server to create a room object of the target virtual home in the server.
In practical application, the object creation instruction carries the home data of the target virtual home and second player information of a player applying for joining the target virtual home; the second player information is used for indicating a second client side where a second player account applying for accessing the target virtual home is located, and the second player account is a player account which is applied for joining the target virtual home for the first time.
Step S204, based on the home data of the target virtual home, a room object of the target virtual home is created, and a second temporary connection with the second client is established in the room object according to the second player information, so that the second client communicates with the room object through the second temporary connection.
The server comprises a plurality of running processes, one or more room objects can be created on each running process, and based on the room objects, a target process can be determined based on a load balancing rule and the load states of the running processes; then, a room object of the target virtual home is created in the target process, and the home data of the target virtual home is used as the shared data of the room object. Specifically, the server may select a running process with the smallest load as a target process according to load balancing, and create a room object on the selected target process.
After the room object of the target virtual home is created, a second temporary connection with the second client is established in the room object, a player corresponding to the second client is notified, the second client waits for connection of the second client, and after the second client is connected, the second client can acquire home data of the target virtual home stored in the room object through the second temporary connection and render a game picture of the target virtual home in a graphical user interface of the second client according to the acquired home data, so that the player can modify or view the home data of the target virtual home in the graphical user interface, interact with other players in the target virtual home, and the like.
The players in the same virtual home are temporarily connected to the same server in the same process, and managed by the room object. The temporary connection can be understood as a server-side player object on the server, when a player applies for entering a home, the server informs the room object, creates a new temporary connection, waits for connection of a client, stores and manages the temporary connection, and then forwards all temporary connections on the room object once the data of the home is modified.
Step S206, establishing a synchronous data timer of the room object, and returning the room information of the room object to the server, so that the server records and manages the room object; the synchronous data timer is used for controlling the timing of data in the room object to be sent to the server side.
And after the room object of the target virtual home is created, calling back the room information of the room object to the management class of the server, and establishing a heartbeat and synchronous data timer. The heartbeat can determine the survival state of the room object, and usually, the failure of the running process where the room object is located, the failure of the room object itself, or the abnormal connection and the like can cause the heartbeat to disappear, so that the room object is inactivated.
Step S208, if an access request aiming at the target virtual home sent by the server is received, extracting first player information carried by the access request; the first player information is used to indicate a first client at which a first player account applying for access to the target virtual home is located.
The first player account may be different from the second player account.
Step S210, based on the first player information, establishing a first temporary connection with the first client in the room object of the target virtual home, so that the first client obtains home data in the room object through the first temporary connection, and renders the target virtual home in a graphical user interface of the first client based on the home data.
Step S212, sending a message that the first player account accesses the target virtual home to the temporary connection of the other player accounts except the first player account in the target virtual home through the room object, so that the client where the other player accounts are located receives the message.
A plurality of temporary connections are established in the room object of the target virtual home, and each temporary connection corresponds to a client where a player account in the target virtual home is located. In a specific implementation, when a new player joins the target virtual home, a temporary connection waiting client connection of the client of the player is established in the room object of the target virtual home, and a message that the new player enters is broadcast to all players in the room object.
Step S214, if the modification data of the first client aiming at the target virtual home is received through the first temporary connection, the modification data is synchronized to the room object of the target virtual home, and the modification data is sent to the temporary connection of other player accounts except the first player account in the target virtual home through the room object, so that the clients where the other player accounts are located receive the modification data.
Step S216, based on the time length indicated by the synchronous data timer, the homestead data needing to be cached in the modification data stored in the room object is sent to the server in real time, so that the server caches the received data to a preset queue, and writes the data in the preset queue into a preset database.
In practical applications, the modification data includes player operation data and home adjustment data; the homeland adjustment data is modified homeland data needing to be cached; the player operation data is modification data which does not need to be cached; therefore, the family adjustment data stored in the room object can be sent to the server in real time based on the time length indicated by the synchronous data timer, so that the server caches the family adjustment data to the preset queue, and writes the family adjustment data in the preset queue into the preset database. Specifically, when the synchronized data timer in the room object is triggered, only the updated data (i.e., the modified home data that needs to be cached) is synchronized back to the server, and then after receiving the updated data, the server caches the updated data in the preset queue and writes the updated data into the database. The data which does not need to be persisted (namely the player operation data) is synchronized to the room object through the temporary connection and then is broadcasted to other players by the room object without being forwarded to the server, so that the data processing pressure of the server is reduced.
Generally, the data of the home is huge, so that the data of the home can be divided into a plurality of subdata in advance according to functions, and each subdata is provided with a modification mark bit; the modification flag bit is used to indicate whether the sub data is modified. The plurality of subdata that the family data was divided can include furniture data, parking stall data and show wheel hub data etc. and specifically can set for according to the research and development demand. Based on this, the modified sub data indicated by the modification flag bit in the room object may be sent to the server based on the time duration indicated by the synchronized data timer, and the modification flag bit of the modified sub data may be adjusted to be unmodified. In the method, the room object only sends the data needing to be cached, and the data needing not to be cached is only synchronized with the room object, so that the data synchronization pressure of the server is reduced. Meanwhile, the cache data is structured (namely, the home data is divided into a plurality of subdata), so that the data volume of each updating and synchronizing process is reduced, and the data volume transmitted by the server and the data volume of the read-write database are reduced.
Because the player enters the virtual home to create the room object, the creation time of the room object can be considered to be discrete, the time for the synchronization timer in the room object to synchronize the data back to the server is uniformly distributed, and the time for the server to modify and write the data into the preset database is also discrete, so that the data writing operation of the preset database is dispersed in uniform time, the data volume of the server for reading and writing the database at one time is reduced, and the possibility of stuttering the read and write database is reduced.
In some embodiments, if a message is received that the first player account leaves the target virtual home sent by the first client, the first temporary connection corresponding to the first client is deleted in the target virtual home. This approach may reduce the load pressure of the room object.
In the data processing method, the temporary connection of the players in the same virtual home is in the same process, and the players in the virtual home can synchronize data through the temporary connection without remote calling of the server, so that the synchronous data volume of the server is greatly reduced. Meanwhile, the room object synchronizes the modified data of the virtual home to the server at regular time, the interaction and modified data of other homes, and the position data and the operation data of the players are synchronized to other players through temporary connection, and forwarding through the server is not needed, so that the pressure of the server is reduced.
The embodiment of the invention also provides another data processing method, which is applied to a server, wherein the server is respectively connected with the server and at least one client; the server is used for creating a room object of the virtual home; the server is used for managing the object information of the room object created in the server; as shown in fig. 3, the method includes the following specific steps:
step S304, receiving an access request aiming at the target virtual home sent by the target client, and judging whether the room object of the target virtual home exists or not according to the stored object information of the room object; if not, go to step S306; step S308 is performed if any.
In the server, there is a management class of the home room, which is used to record and manage the object information of the room objects that have been created in the server. Specifically, the management class does not include the object information of the room object of the target virtual home, which indicates that the room object of the target virtual home does not exist.
Step S306, sending an object creating instruction aiming at the target virtual home to the server so as to enable the server to create a room object of the target virtual home and establish temporary connection with the target client in the room object; the server receives modification data of the target client aiming at the target virtual home through temporary connection, synchronizes the modification data to a room object of the target virtual home, and forwards the modification data to other clients corresponding to the target virtual home except the target client through the room object; step S310 is performed.
In specific implementation, if a room object of the target virtual home does not exist, the server needs to acquire home data of the target virtual home from a preset database; then, generating an object creating instruction aiming at the target virtual home based on the home data and the player information carried by the access request; and sending an object creating instruction to the server so that the server creates a room object of the target virtual home, taking home data as shared data of the room, calling back object information of the room object to a management class, establishing a heartbeat and synchronous data timer, establishing temporary connection with a target client in the room object, informing a player and waiting for connection of the target client, and after the target client is connected, acquiring the home data in the room object and loading and rendering by the target client.
Step S308, sending the access request to the server so that the server establishes temporary connection with the target client in the room object of the target virtual home; step S310 is performed.
If the room object of the target object exists, the player information is directly sent to the room object through an access request, a temporary connection is locally established by the room object to wait for the connection of the target client, and meanwhile, a message that a new player enters is broadcasted to all players in the room object.
Step S310, if receiving the modified data in the room object, caching the modified data into a preset queue, and storing the modified data in the preset queue into a preset database; wherein the room object transmits the modification data at regular time.
In a specific implementation, the step S310 may be implemented by the following steps 10 to 12:
step 10, judging whether data in a preset queue is full; if so, go to step 11, otherwise go to step 12.
And 11, deleting the data which is stored firstly or used least in the preset queue, and caching the modified data into the preset queue.
And step 12, caching the modified data into a preset queue.
According to the method and the device, the server side starts a lazy loading and least recent caching mechanism, and the upper limit of the cache quantity in the preset queue is guaranteed, so that the use amount of the memory of the server side cannot be too large. Meanwhile, the server side does not have any cache data in the initial state, when a player applies to enter the virtual home, the corresponding home data are read from the preset database and put into the preset queue, then the player request is processed, and if the cache is full of data, the oldest cache data are unloaded and new data are loaded according to the least recently used cache mechanism, so that the home data are loaded and unloaded as required.
In order to facilitate understanding of the embodiment of the invention, fig. 4 provides a data processing flow diagram of a home system, where fig. 4 includes two player clients client1 and client2, the client1 is located in a login uniform a, the client2 is located in a login uniform B, a player corresponding to the client1 is a first player applying for entering a virtual home JY001, a request for entering the home JY001 is first sent to a home function node (corresponding to the server) in the function uniform through the client1, the home function node receives the request, reads a home data cache of the home JY001 from a database and sends the home data cache to home cache data, and then sends player information and home data of the JY001 to a synchronization data uniform (corresponding to the server) so that the synchronization data uniform creates a temporary home room (corresponding to the room object) in an appropriate process according to load balance, and uses the home data as shared data of the room, and then creates a temporary connection locally, and notifies the client1 to wait for connection. And after the client1 is connected, acquiring the family data in the room, and loading and rendering by the client 1. The client1 can also modify, interact, synchronize location data, etc. with the homestead data through the temporary connection. And then, the family temporary room synchronizes the modified data to the cross-server function node (equivalent to the family function node) at regular time, and after the cross-server function node caches the modified data, the modified data is synchronously stored in the database.
The player in the virtual home carries out data synchronization through temporary connection, so that the data volume of the server is greatly reduced. Because the temporary connections of players in the same home are in the same process, remote invocation by a server is not needed. The data requiring server synchronization has only the following two cases:
1. when a player applies for entering a home for the first time, a server of the home transmits home data to a temporarily created room object in a cross-service mode;
2. the room object then synchronizes the modified data of the home back to the server at regular time. The interaction and modification data of other gardens, the position data and the operation data of the players are synchronized through temporary connection, and the pressure of a server is greatly reduced without passing through the server.
According to the data processing method, when a player applies for entering the virtual home, a new temporary connection is established in the room object of the virtual home in the server, and the player synchronizes data in the virtual home through the temporary connection, so that the data processing pressure of the server is reduced. Meanwhile, the room object sends the modification of the homestead data to the server at regular time, so that the server is prevented from processing a large amount of data at the same time, and the stability of the server is ensured.
For the above method embodiment, an embodiment of the present invention further provides a data processing apparatus, where the apparatus is disposed in a server, and the server is connected to a server and at least one client respectively; a room object of a target virtual home is established in the server, and home data of the target virtual home is cached in the server; as shown in fig. 5, the apparatus includes:
the request receiving module 50 is configured to receive an access request, which is sent by a server and is for a target virtual home, and extract first player information carried in the access request; the first player information is used for indicating a first client side where a first player account applying for accessing the target virtual home is located.
The connection establishing module 51 is configured to establish a first temporary connection with a first client in the room object of the target virtual home based on the first player information, so that the first client obtains home data in the room object through the first temporary connection, and renders the target virtual home in a graphical user interface of the first client based on the home data.
A data synchronization module 52, configured to synchronize, if modification data of the first client for the target virtual home is received through the first temporary connection, the modification data to a room object of the target virtual home, and forward, by the room object, the modification data to other player accounts in the target virtual home except for the first player account; and sending the modified data in the room object to the server side for caching at regular time.
According to the data processing device, when a player applies for entering the virtual home, a new temporary connection is established in the room object of the virtual home in the server, and the player synchronizes data in the virtual home through the temporary connection, so that the data processing pressure of the server is reduced. Meanwhile, the room object sends the modification of the homestead data to the server at regular time, so that the server is prevented from processing a large amount of data at the same time, and the stability of the server is ensured.
In a specific implementation, the apparatus further includes an object creation module, configured to: receiving an object creating instruction aiming at the target virtual home sent by the server, and extracting home data and second player information of the target virtual home carried by the object creating instruction; the second player information is used for indicating a second client side where a second player account applying for accessing the target virtual home is located; and creating a room object of the target virtual home based on the home data of the target virtual home, and establishing a second temporary connection with the second client in the room object according to the second player information, so that the second client communicates with the room object through the second temporary connection.
In practical application, the server comprises a plurality of running processes; the object creation module is further configured to: determining a target process based on a load balancing rule and load states of a plurality of running processes; and establishing a room object of the target virtual home in the target process, and taking home data of the target virtual home as shared data of the room object.
Further, the apparatus further includes an information processing module, configured to: after a room object of the target virtual home is created based on home data of the target virtual home, a synchronous data timer of the room object is established, and room information of the room object is returned to the server, so that the server records and manages the room object; the synchronous data timer is used for controlling the data in the room object to be sent to the server side at regular time; the room information includes an address of a room object, a room identification, and player related information.
During specific implementation, a plurality of temporary connections are established in the room object of the target virtual home, and each temporary connection corresponds to a client where a player account in the target virtual home is located; the apparatus further comprises a message sending module, configured to: after establishing a first temporary connection with a first client in a room object of the target virtual home based on the first player information, sending a message that the first player account accesses the target virtual home to temporary connections of other player accounts except the first player account in the target virtual home through the room object so that the clients where the other player accounts are located receive the message.
Further, the data synchronization module 52 is further configured to: and sending the modification data to temporary connections of other player accounts except the first player account in the target virtual home through the room object, so that the clients where the other player accounts are located receive the modification data.
In a specific implementation, the modification data includes player operation data and homestead adjustment data; the homeland adjustment data is modified homeland data needing to be cached; the player operation data is modification data which does not need to be cached; the data synchronization module 52 is further configured to: and sending the family adjustment data stored in the room object to the server in real time based on the time length indicated by the preset synchronous data timer, so that the server caches the family adjustment data to a preset queue, and writes the family adjustment data in the preset queue into a preset database.
Further, the homestead data is divided into a plurality of subdata according to functions, and each subdata is provided with a modification mark bit; the modification flag bit is used for indicating whether the sub-data is modified; the data synchronization module 52 is further configured to: and sending the modified sub-data indicated by the modification mark bit in the room object to the server side based on the time length indicated by the synchronous data timer, and adjusting the modification mark bit of the modified sub-data to be unmodified.
In a specific implementation, the apparatus further includes a connection deletion module configured to: and if the message that the first player account leaves the target virtual home, which is sent by the first client, is received, deleting the first temporary connection corresponding to the first client in the target virtual home.
The data processing apparatus provided in the embodiment of the present invention has the same implementation principle and technical effect as those of the above method embodiments, and for the sake of brief description, reference may be made to the corresponding contents in the foregoing method embodiments for the parts of the apparatus embodiments that are not mentioned.
For the above method embodiment, an embodiment of the present invention further provides another data processing apparatus, where the apparatus is disposed at a server, and the server is connected to a server and at least one client respectively; the server is used for creating a room object of the virtual home; the server is used for managing the object information of the room object created in the server; as shown in fig. 6, the apparatus includes:
the determining module 60 is configured to receive an access request for the target virtual home sent by the target client, and determine whether a room object of the target virtual home exists according to the stored object information of the room object.
A creation instruction sending module 61, configured to send an object creation instruction for the target virtual home to the server if the object creation instruction does not exist, so that the server creates a room object of the target virtual home, and establishes a temporary connection with the target client in the room object; the server receives the modified data of the target client aiming at the target virtual home through temporary connection, synchronizes the modified data to the room object of the target virtual home, and forwards the modified data to other clients corresponding to the target virtual home except the target client through the room object.
And an access request sending module 62, configured to send an access request to the server, if the access request exists, so that the server establishes a temporary connection with the target client in the room object of the target virtual home.
The data caching module 63 is configured to cache the modified data in the preset queue and store the modified data in the preset queue to a preset database if the modified data in the room object is received; wherein the room object transmits the modification data periodically.
In the data processing device, when a player applies for entering the virtual home, a new temporary connection is established in the room object of the virtual home in the server, and the player synchronizes data in the virtual home through the temporary connection, so that the data processing pressure of the server is reduced. Meanwhile, the room object sends the modification of the homestead data to the server at regular time, so that the server is prevented from processing a large amount of data at the same time, and the stability of the server is ensured.
Further, the access request sending module 62 is configured to: if the virtual home data do not exist, acquiring home data of the target virtual home from a preset database; generating an object creating instruction aiming at the target virtual home based on the home data and the player information carried by the access request; and sending an object creating instruction to the server so that the server creates a room object of the target virtual home and establishes a temporary connection with the target client in the room object.
In a specific implementation, the data caching module 63 is configured to: judging whether the data in the preset queue is full; if the preset queue is full, deleting the data which is stored firstly or used least in the preset queue, and caching the modified data into the preset queue; and if not, buffering the modified data into a preset queue.
The data processing apparatus provided in the embodiment of the present invention has the same implementation principle and technical effect as those of the above method embodiments, and for the sake of brief description, reference may be made to the corresponding contents in the foregoing method embodiments for the parts of the apparatus embodiments that are not mentioned.
An embodiment of the present invention further provides an electronic device, as shown in fig. 7, where the electronic device includes a processor and a memory, where the memory stores machine executable instructions capable of being executed by the processor, and the processor executes the machine executable instructions to implement the data processing method.
Further, the electronic device shown in fig. 7 further includes a bus 102 and a communication interface 103, and the processor 101, the communication interface 103, and the memory 100 are connected through the bus 102.
The memory 100 may include a high-speed Random Access Memory (RAM) and may further include a non-volatile memory (non-volatile memory), such as at least one disk memory. The communication connection between the network element of the system and at least one other network element is realized through at least one communication interface 103 (which may be wired or wireless), and the internet, a wide area network, a local network, a metropolitan area network, and the like may be used. The bus 102 may be an ISA bus, PCI bus, EISA bus, or the like. The bus may be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, only one double-headed arrow is shown in FIG. 7, but this does not indicate only one bus or one type of bus.
The processor 101 may be an integrated circuit chip having signal processing capabilities. In implementation, the steps of the above method may be performed by integrated logic circuits of hardware or instructions in the form of software in the processor 101. The processor 101 may be a general-purpose processor, and includes a Central Processing Unit (CPU), a Network Processor (NP), and the like; the device can also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other Programmable logic devices, discrete Gate or transistor logic devices, discrete hardware components. The various methods, steps and logic blocks disclosed in the embodiments of the present invention may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of the method disclosed in connection with the embodiments of the present invention may be directly implemented by a hardware decoding processor, or implemented by a combination of hardware and software modules in the decoding processor. The software modules may be located in ram, flash, rom, prom, or eprom, registers, etc. as is well known in the art. The storage medium is located in the memory 100, and the processor 101 reads the information in the memory 100, and completes the steps of the method of the foregoing embodiment in combination with the hardware thereof.
Embodiments of the present invention further provide a computer-readable storage medium, where the computer-readable storage medium stores computer-executable instructions, and when the computer-executable instructions are called and executed by a processor, the computer-executable instructions cause the processor to implement the data processing method, and specific implementation may refer to method embodiments, which are not described herein again.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, which is stored in a storage medium and includes instructions for causing a computer device (which may be a personal computer, a terminal device, or a network device) to execute all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.
In the description of the present invention, it should be noted that the terms "center", "upper", "lower", "left", "right", "vertical", "horizontal", "inner", "outer", etc., indicate orientations or positional relationships based on the orientations or positional relationships shown in the drawings, and are only for convenience of description and simplicity of description, but do not indicate or imply that the device or element being referred to must have a particular orientation, be constructed and operated in a particular orientation, and thus, should not be construed as limiting the present invention. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and are not to be construed as indicating or implying relative importance.
Finally, it should be noted that: the above-mentioned embodiments are only specific embodiments of the present invention, which are used for illustrating the technical solutions of the present invention and not for limiting the same, and the protection scope of the present invention is not limited thereto, although the present invention is described in detail with reference to the foregoing embodiments, those skilled in the art should understand that: any person skilled in the art can modify or easily conceive the technical solutions described in the foregoing embodiments or equivalent substitutes for some technical features within the technical scope of the present disclosure; such modifications, changes or substitutions do not depart from the spirit and scope of the embodiments of the present invention, and they should be construed as being included therein. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.

Claims (16)

1. A data processing method is characterized in that the method is applied to a synchronous server, and the server is respectively connected with a server side and at least one client side; a room object of a target virtual home is established in the server, and home data of the target virtual home is cached in the server; the method comprises the following steps:
receiving an access request aiming at the target virtual home sent by the server, and extracting first player information carried by the access request; wherein the first player information is used for indicating a first client at which a first player account applying for accessing the target virtual home is located;
establishing a first temporary connection with the first client in the room object of the target virtual home based on the first player information, so that the first client acquires home data in the room object through the first temporary connection, and renders the target virtual home in a graphical user interface of the first client based on the home data;
if modification data of the first client aiming at the target virtual home is received through the first temporary connection, synchronizing the modification data to a room object of the target virtual home, and forwarding the modification data to other player accounts except the first player account in the target virtual home by the room object; and sending the modified data in the room object to the server side for caching at regular time.
2. The method of claim 1, wherein the room object of the target virtual home is created by:
receiving an object creating instruction aiming at the target virtual home sent by the server, and extracting home data and second player information of the target virtual home carried by the object creating instruction; wherein the second player information is used for indicating a second client in which a second player account applying for accessing the target virtual home is located;
and creating a room object of the target virtual home based on the home data of the target virtual home, and establishing a second temporary connection with the second client in the room object according to the second player information, so that the second client communicates with the room object through the second temporary connection.
3. The method of claim 2, wherein the server comprises a plurality of running processes; the step of creating a room object of the target virtual home based on the home data of the target virtual home includes:
determining a target process based on a load balancing rule and the load states of the running processes;
and creating a room object of the target virtual home in the target process, and taking home data of the target virtual home as shared data of the room object.
4. The method of claim 2, wherein after the step of creating the room object for the target virtual home based on the home data for the target virtual home, the method further comprises:
establishing a synchronous data timer of the room object, and returning the room information of the room object to the server so that the server records and manages the room object; the synchronous data timer is used for controlling the timing of data in the room object to be sent to the server side; the room information includes an address of the room object, a room identification, and player related information.
5. The method according to claim 1, wherein a plurality of temporary connections are established in the room object of the target virtual home, and each temporary connection corresponds to a client where a player account in the target virtual home is located;
after the step of establishing a first temporary connection with the first client in the room object of the target virtual home based on the first player information, the method further comprises:
and sending a message that the first player account accesses the target virtual home to temporary connections of other player accounts except the first player account in the target virtual home through the room object, so that a client where the other player accounts are located receives the message.
6. The method of claim 5, wherein the step of forwarding, by the room object, the modification data to the player account other than the first player account in the target virtual home comprises:
and sending the modification data to temporary connections of other player accounts except the first player account in the target virtual home through the room object, so that clients where the other player accounts are located receive the modification data.
7. The method of claim 1, wherein the modification data includes player operational data and home adjustment data; the homeland adjustment data are modified homeland data needing to be cached; the player operation data is modification data which does not need to be cached;
the step of sending the modified data in the room object to the server side for caching at regular time comprises the following steps:
and sending the home adjustment data stored in the room object to the server in real time based on the time length indicated by a preset synchronous data timer, so that the server caches the home adjustment data to a preset queue, and writes the home adjustment data in the preset queue into a preset database.
8. The method of claim 7, wherein the home data is divided into a plurality of sub-data according to a function, and each sub-data is provided with a modification flag bit; the modification flag bit is used for indicating whether the sub data is modified;
the step of sending the homestead adjustment data stored in the room object to the server in real time based on the time length indicated by the preset synchronous data timer comprises the following steps:
and sending the modified sub data indicated by the modification mark bit in the room object to the server side based on the time length indicated by the synchronous data timer, and adjusting the modification mark bit of the modified sub data to be unmodified.
9. The method of claim 1, further comprising:
and if the message that the first player account leaves the target virtual home, which is sent by the first client, is received, deleting the first temporary connection corresponding to the first client in the target virtual home.
10. A data processing method is characterized in that the method is applied to a server side, and the server side is respectively connected with a server and at least one client side; the server is used for creating a room object of the virtual home; the server is used for managing the object information of the room object created in the server; the method comprises the following steps:
receiving an access request aiming at a target virtual home sent by a target client, and judging whether a room object of the target virtual home exists or not according to the stored object information of the room object;
if the room object does not exist, sending an object creating instruction aiming at the target virtual home to the server so as to enable the server to create the room object of the target virtual home and establish a temporary connection with the target client in the room object; the server receives modification data of the target client aiming at the target virtual home through the temporary connection, synchronizes the modification data to a room object of the target virtual home, and forwards the modification data to other clients corresponding to the target virtual home except the target client by the room object;
if yes, sending the access request to the server so that the server establishes a temporary connection with the target client in the room object of the target virtual home;
if modified data in the room object are received, caching the modified data into a preset queue, and storing the modified data in the preset queue into a preset database; wherein the room object transmits the modification data periodically.
11. The method according to claim 10, wherein the step of sending an object creation instruction for the target virtual home to the server to cause the server to create a room object of the target virtual home and establish a temporary connection with the target client in the room object, if not present, comprises:
if the target virtual home does not exist, acquiring home data of the target virtual home from the preset database;
generating an object creating instruction aiming at the target virtual home based on the home data and the player information carried by the access request;
and sending the object creating instruction to the server so as to enable the server to create a room object of the target virtual home and establish a temporary connection with the target client in the room object.
12. The method of claim 10, wherein the step of receiving the modified data in the room object and buffering the modified data into a predetermined queue comprises:
judging whether the data in the preset queue is full or not;
if the preset queue is full, deleting the data which is stored firstly or used least in the preset queue, and caching the modified data into the preset queue;
and if not, caching the modified data into the preset queue.
13. The data processing device is characterized in that the device is arranged on a server, and the server is respectively connected with a server side and at least one client side; a room object of a target virtual home is established in the server, and home data of the target virtual home is cached in the server; the device comprises:
the request receiving module is used for receiving an access request aiming at the target virtual home sent by the server and extracting first player information carried by the access request; wherein the first player information is used for indicating a first client in which a first player account applying for accessing the target virtual home is located;
a connection establishing module, configured to establish a first temporary connection with the first client in the room object of the target virtual home based on the first player information, so that the first client obtains home data in the room object through the first temporary connection, and renders the target virtual home in a graphical user interface of the first client based on the home data;
a data synchronization module, configured to, if modification data of the first client for the target virtual home is received through the first temporary connection, synchronize the modification data to a room object of the target virtual home, and forward the modification data to other player accounts in the target virtual home, except for the first player account, by the room object; and sending the modified data in the room object to the server side for caching at fixed time.
14. A data processing device is characterized in that the device is arranged at a server side, and the server side is respectively connected with a server and at least one client side; the server is used for creating a room object of the virtual home; the server is used for managing the object information of the room object created in the server; the device comprises:
the judging module is used for receiving an access request aiming at a target virtual home sent by a target client and judging whether a room object of the target virtual home exists or not according to the stored object information of the room object;
a creation instruction sending module, configured to send an object creation instruction for the target virtual home to the server if the object creation instruction does not exist, so that the server creates a room object of the target virtual home, and establishes a temporary connection with the target client in the room object; the server receives modification data of the target client aiming at the target virtual home through the temporary connection, synchronizes the modification data to a room object of the target virtual home, and forwards the modification data to other clients corresponding to the target virtual home except the target client by the room object;
an access request sending module, configured to send the access request to the server if the access request exists, so that the server establishes a temporary connection with the target client in the room object of the target virtual home;
the data caching module is used for caching the modified data in a preset queue and storing the modified data in the preset queue to a preset database if the modified data in the room object is received; wherein the room object transmits the modification data periodically.
15. An electronic device comprising a processor and a memory, the memory storing machine executable instructions executable by the processor, the processor executing the machine executable instructions to implement the data processing method of any one of claims 1 to 12.
16. A computer-readable storage medium having stored thereon computer-executable instructions which, when invoked and executed by a processor, cause the processor to implement the data processing method of any one of claims 1 to 12.
CN202211413512.1A 2022-11-11 2022-11-11 Data processing method and device and electronic equipment Pending CN115920409A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN117113942A (en) * 2023-10-24 2023-11-24 杭州百子尖科技股份有限公司 Model synchronization method and device, electronic equipment and storage medium

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN117113942A (en) * 2023-10-24 2023-11-24 杭州百子尖科技股份有限公司 Model synchronization method and device, electronic equipment and storage medium
CN117113942B (en) * 2023-10-24 2024-02-20 杭州百子尖科技股份有限公司 Model synchronization method and device, electronic equipment and storage medium

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