CN117018598A - Game scene scheduling method, device, equipment and storage medium - Google Patents

Game scene scheduling method, device, equipment and storage medium Download PDF

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Publication number
CN117018598A
CN117018598A CN202310950060.9A CN202310950060A CN117018598A CN 117018598 A CN117018598 A CN 117018598A CN 202310950060 A CN202310950060 A CN 202310950060A CN 117018598 A CN117018598 A CN 117018598A
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China
Prior art keywords
scene
node
game
scheduling
target
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刘泽弘
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Guangzhou Sanqi Jiyao Network Technology Co ltd
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Guangzhou Sanqi Jiyao Network Technology Co ltd
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Priority to CN202310950060.9A priority Critical patent/CN117018598A/en
Publication of CN117018598A publication Critical patent/CN117018598A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/358Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/46Multiprogramming arrangements
    • G06F9/50Allocation of resources, e.g. of the central processing unit [CPU]
    • G06F9/5005Allocation of resources, e.g. of the central processing unit [CPU] to service a request
    • G06F9/5027Allocation of resources, e.g. of the central processing unit [CPU] to service a request the resource being a machine, e.g. CPUs, Servers, Terminals
    • G06F9/505Allocation of resources, e.g. of the central processing unit [CPU] to service a request the resource being a machine, e.g. CPUs, Servers, Terminals considering the load
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/46Multiprogramming arrangements
    • G06F9/50Allocation of resources, e.g. of the central processing unit [CPU]
    • G06F9/5061Partitioning or combining of resources
    • G06F9/5072Grid computing
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/534Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction
    • 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
    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
    • Y02D30/00Reducing energy consumption in communication networks
    • Y02D30/70Reducing energy consumption in communication networks in wireless communication networks

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  • Engineering & Computer Science (AREA)
  • Software Systems (AREA)
  • Theoretical Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • Multimedia (AREA)
  • General Engineering & Computer Science (AREA)
  • General Physics & Mathematics (AREA)
  • Mathematical Physics (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The embodiment of the application discloses a game scene scheduling method, a game scene scheduling device and a game scene scheduling storage medium. According to the technical scheme provided by the embodiment of the application, the node load information of each scene node in the distributed scene node cluster is monitored and collected, when a scene entry request sent by a user terminal is received, a target scene node is determined from the scene node cluster based on the scene entry request and the node load information, node scheduling information is generated based on the target scene node, the node scheduling information is sent to the user terminal, the user terminal is connected with the target scene node based on the node scheduling information, a scene logic service is requested to the target scene node, and the scene logic of the game is distributed in different scene nodes, so that the scheduling effect of the game logic service is effectively improved.

Description

Game scene scheduling method, device, equipment and storage medium
Technical Field
The embodiment of the application relates to the technical field of computers, in particular to a game scene scheduling method, a game scene scheduling device, a game scene scheduling equipment and a storage medium.
Background
A game server is a computer system dedicated to providing, managing and maintaining online game services. It provides game connection, data storage, player authentication and management, etc., so that a plurality of players can connect to the same game world and play games through the internet.
The period of traditional game research and development is generally long and difficult, the upper limit of players which can be borne by a game server issued is insufficient, the server is easy to leak, no corresponding means is provided for dealing with emergency situations, a great deal of loss is caused for players, and the traditional game clothes research and development is often single-container, namely all logics are written in one process.
Because all of the game service logic is in a single container, the number of people that a game suit can carry is often constrained by the upper physical machine hardware limits. Once a single container game server is abnormal due to a very small module in the game logic, the whole game server may crash thoroughly, and the scheduling effect of the game logic service is poor.
Disclosure of Invention
The embodiment of the application provides a game scene scheduling method, a device, equipment and a storage medium, which are used for solving the technical problem of poor game logic service scheduling effect caused by a single-container game server in the related technology and effectively improving the game logic service scheduling effect.
In a first aspect, an embodiment of the present application provides a game scenario scheduling method, including:
monitoring and collecting node load information of each scene node in the distributed scene node cluster;
receiving a scene entry request sent by a user terminal, determining a target scene node from the scene node cluster based on the scene entry request and the node load information, and generating node scheduling information based on the target scene node;
and sending the node scheduling information to the user side so that the user side can be connected with the target scene node based on the node scheduling information and request scene logic service from the target scene node.
In a second aspect, an embodiment of the present application provides a game scenario scheduling apparatus, including a node monitoring module, a request response module, and a node scheduling module, where:
the node monitoring module is used for monitoring and collecting node load information of each scene node in the distributed scene node cluster;
the request response module is used for receiving a scene entry request sent by a user terminal, determining a target scene node from the scene node cluster based on the scene entry request and the node load information, and generating node scheduling information based on the target scene node;
the node scheduling module is configured to send the node scheduling information to the user side, so that the user side connects the target scene node based on the node scheduling information, and requests a scene logic service from the target scene node.
In a third aspect, an embodiment of the present application provides a game scene scheduling apparatus, including: a memory and one or more processors;
the memory is used for storing one or more programs;
the one or more programs, when executed by the one or more processors, cause the one or more processors to implement the game scene scheduling method as described in the first aspect.
In a fourth aspect, embodiments of the present application provide a storage medium storing computer executable instructions which, when executed by a computer processor, are for performing the game scene scheduling method according to the first aspect.
According to the embodiment of the application, the node load information of each scene node in the distributed scene node cluster is monitored and collected, when a scene entry request sent by a user terminal is received, a target scene node is determined from the scene node cluster based on the scene entry request and the node load information, node scheduling information is generated based on the target scene node, the node scheduling information is sent to the user terminal, so that the user terminal can be connected with the target scene node based on the node scheduling information, and a scene logic service is requested to the target scene node, and the scene logic of a game is distributed in different scene nodes, thereby effectively improving the scheduling effect of the game logic service.
Drawings
FIG. 1 is a flow chart of a game scene scheduling method provided by an embodiment of the application;
fig. 2 is a schematic diagram of a target scene node determining process according to an embodiment of the present application;
fig. 3 is a schematic diagram of a target scene node determining process according to an embodiment of the present application;
fig. 4 is a schematic structural diagram of a game scene scheduling device according to an embodiment of the present application;
fig. 5 is a schematic structural diagram of a game scene scheduling device according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the present application more apparent, the following detailed description of specific embodiments of the present application is given with reference to the accompanying drawings. It is to be understood that the specific embodiments described herein are merely illustrative of the application and are not limiting thereof. It should be further noted that, for convenience of description, only some, but not all of the matters related to the present application are shown in the accompanying drawings. Before discussing exemplary embodiments in more detail, it should be mentioned that some exemplary embodiments are described as processes or methods depicted as flowcharts. Although a flowchart depicts operations (or steps) as a sequential process, many of the operations can be performed in parallel, concurrently, or at the same time. Furthermore, the order of the operations may be rearranged. The above-described process may be terminated when its operations are completed, but may have additional steps not included in the drawings. The processes described above may correspond to methods, functions, procedures, subroutines, and the like.
Fig. 1 shows a flowchart of a game scenario scheduling method according to an embodiment of the present application, where the game scenario scheduling method according to the embodiment of the present application may be executed by a game scenario scheduling device, and the game scenario scheduling device may be implemented in a hardware and/or software manner and integrated in a game scenario scheduling apparatus.
The following describes an example of a game scene scheduling method executed by the game scene scheduling apparatus. Referring to fig. 1, the game scene scheduling method includes:
s110: and monitoring and collecting node load information of each scene node in the distributed scene node cluster.
The distributed scene node cluster provided by the scheme comprises a plurality of scene nodes distributed, the game service logic provided by the scheme comprises basic logic and scene logic (fight logic), the performance bottleneck of the game service is often in the scene logic, the effective scene logic can greatly improve the performance of the game service, the scheme strips the basic logic and the scene logic in the game service logic, the scene logic is configured in the scene nodes, and after the user side accesses the scene nodes, the scene nodes can provide corresponding scene logic services for the user side based on the configured scene logic.
In one embodiment, the scene node cluster provided by the scheme can automatically expand and contract according to the current load condition, and can dynamically place scene logic in any container (scene node) in the cluster, so that the single-point problem of the scene logic is effectively avoided, the performance of the whole game service is improved, and an efficient technical foundation support is provided for the global concurrent demand of a large-scale game. Meanwhile, effective health detection and fault transfer can be carried out on a distributed container (distributed scene node cluster), a high-availability service group is provided, so that developers of an access system can be released from maintenance of underlying basic services, test workload brought by concurrent programs is reduced, the developers are more focused on service development, the scheme of performance optimization does not need to be considered too much, and development efficiency is effectively improved.
Illustratively, the game scene scheduling device monitors and collects node load information of each scene node in the scene node cluster in real time. Optionally, the node load information provided by the scheme can be represented by physical resource pressure and/or calling times of scene nodes. After monitoring and collecting the node load information of each scene node, recording the node load information of each scene node. Optionally, after the monitoring mobile phone obtains new node load information each time, the original node load information of the scene node can be updated in a covering way, and the node load information of each node load information in a set time length or a set number of times can be reserved.
S120: and receiving a scene entry request sent by the user terminal, determining a target scene node from the scene node cluster based on the scene entry request and the node load information, and generating node scheduling information based on the target scene node.
For example, when a user starts a game program and needs to call a scene logic service to enter a game scene, the user side may send a scene entry request to the game scene scheduling device based on the scene logic service that needs to be called. Further, when the game scene scheduling receives a scene entry request, determining a target scene node for providing corresponding scene logic service for the user terminal from a plurality of scene nodes of the scene node cluster according to the scene entry request and node load information corresponding to each scene node, and generating node scheduling information according to the determined target scene node. The node scheduling information records address information of the target scene node, and the user side can be connected and enter the target scene node based on the address information.
Alternatively, when determining the target scene node from the scene node cluster based on the scene entry request and the node load information, the scene logic service may be used as the target scene node, wherein the scene logic service may be used as the scene node in the scene node cluster, and the node load information indicates the scene node with the minimum physical resource pressure or within the set pressure threshold.
In one possible embodiment, as shown in a target scenario node determining flowchart provided in fig. 2, the method for scheduling a game scenario provided in the present embodiment determines a target scenario node from a scenario node cluster based on a scenario entry request and node load information, including:
s121: a plurality of candidate scene nodes is determined from the scene node cluster based on the scene entry request.
S122: the target scene node is determined based on the node load information of each candidate scene node.
When a scene entry request sent by a user terminal is received, a scene logic service required to be called by the scene entry request is determined, and a plurality of candidate scene nodes capable of providing the scene logic service required to be called by the scene entry request are determined from the scene nodes according to the scene logic services provided by the scene nodes in the scene node cluster. Further, node load information corresponding to the candidate scene nodes is determined, and the candidate scene node with the minimum node load is determined from the candidate scene nodes according to the node load information to serve as a target scene node.
In a possible embodiment, when determining a plurality of candidate scene nodes from a scene node cluster based on a scene entry request, the game scene scheduling method provided by the scheme may be to determine a scene logic service required to be invoked by the scene entry request, determine a plurality of candidate scene nodes capable of providing the scene logic service required to be invoked by the scene entry request from the scene nodes according to the scene logic service provided by each scene node in the scene node cluster, determine the scene service capability of each candidate scene node to implement the corresponding scene logic service, screen the plurality of candidate scene nodes according to the scene service capability (for example, screen out a plurality of candidate scene nodes with the scene service capability before a set number or with the scene service capability reaching a set capability threshold), and determine a target scene node based on node load information of each screened candidate scene node, thereby ensuring that the scene service capability of the target scene node reaches the service capability requirement and improving the game scene scheduling quality.
According to the scheme, the plurality of candidate scene nodes are determined from the scene node cluster, then the target scene node is determined according to the node load information of each candidate scene node, the data processing capacity of the scene node is effectively reduced, and the determination efficiency of the target scene node is effectively improved.
In one possible embodiment, in the game scenario scheduling method provided by the present application, when determining the target scenario node based on the node load information of each candidate scenario node, the method may be: determining physical resource pressure and/or calling times of each candidate scene node based on node load information of each candidate scene node; and determining the target scene node from the plurality of candidate scene nodes according to the physical resource pressure and/or the calling times.
For example, after determining a plurality of candidate scene nodes, determining physical resource pressure and/or call number (number of times called in a set time length) of each candidate scene node according to node load information of each candidate scene node, and determining the candidate scene node with the minimum physical resource pressure and/or call number as the target scene node. According to the scheme, the target scene node is accurately determined from the plurality of candidate scene nodes according to the physical resource pressure and/or the calling times of the candidate scene nodes, the target scene node suitable for the user side scheduling is more balanced, and the game scene scheduling quality is improved.
In one possible embodiment, the game scenario scheduling method provided by the present solution, when determining a target scenario node based on node load information of each candidate scenario node, includes: determining the response efficiency score of each candidate scene node to the scene entry request based on the node load information of each candidate scene node; and determining a target scene node from the plurality of candidate scene nodes according to the response efficiency score.
Illustratively, after determining the plurality of candidate context nodes, determining a response efficiency score for each candidate context node to the context entry request based on the node load information for each candidate context node. The higher the response speed of the candidate scene node to the scene entry request is, the higher the corresponding response efficiency score is. Optionally, the node load information provided by the scheme further records request response efficiency information (such as response speed, data transmission quality, etc.) of the corresponding scene node to different user ends, and the response efficiency score can be determined according to a weighted summation result of one or more of physical resource pressure, calling times and request response efficiency information. Further, the candidate scene node with the highest response efficiency score in the plurality of candidate scene nodes is determined as the target scene node. According to the scheme, the response efficiency score of each candidate scene node to the scene entry request is determined according to the node load information of the candidate scene nodes, the target scene node is accurately determined from the plurality of candidate scene nodes according to the response efficiency score, the applicable target scene nodes are more uniformly scheduled for the user side, and the scheduling quality of the game scene is improved.
In one possible embodiment, as shown in a target scenario node determining flowchart provided in fig. 3, the game scenario scheduling method provided in the present embodiment includes, when determining a target scenario node from a scenario node cluster based on a scenario entry request and node load information:
s123: a first scenario node is determined from the scenario node cluster based on the scenario entry request and the node load information.
S124: and sending a scene entry request to other scene schedulers configured in the same distributed cache framework, and acquiring a second scene node sent by the other scene schedulers.
S125: a target scene node is determined based on the first scene node and the second scene node.
In one embodiment, the game scene scheduling device provided by the scheme can be arranged in a distributed cache framework, a plurality of game scene scheduling devices are configured in the distributed cache framework, each game scene scheduling device can serve as a scene scheduler, and each scene scheduler can monitor each scene node in the distributed scene node cluster and collect node load information of each scene node.
When a scene entry request sent by a user terminal is received, a scene logic service required to be called by the scene entry request is determined, and a scene node capable of providing the scene logic service required to be called by the scene entry request is determined from all scene nodes according to the scene logic service provided by all scene nodes in the scene node cluster.
Further, node load information corresponding to the scene nodes which can provide the scene logical service required to be invoked by the scene entry request is determined, and a first scene node is determined from the scene nodes which can provide the scene logical service required to be invoked by the scene entry request according to the node load information. For example, according to the node load information, determining the physical resource pressure and/or the calling times of the scene nodes which can provide the scene logical service required to be called by the scene entry request, and taking the scene node with the minimum physical resource pressure and/or the minimum calling times as the first scene node.
Meanwhile, when a scene entry request sent by a user side is received, the scene entry request is sent to other scene schedulers configured in the same distributed cache frame (all the scene schedulers configured in the same distributed cache frame or a set number of scene schedulers determined randomly), so that the scene schedulers receiving the scene entry request determine second scene nodes from the scene node cluster based on the scene entry request and the node load information, and return corresponding second scene nodes to the game scene scheduling equipment provided by the scheme. The second scene nodes determined by the other scene schedulers and the first scene nodes determined by the scheme can be the same scene nodes or different scene nodes, and the second scene nodes determined by the different scene schedulers can be the same scene nodes or different scene nodes.
In one embodiment, when determining the second scene node from the scene node cluster based on the scene entry request and the node load information, the scene scheduler may determine a scene logic service required to be invoked by the scene entry request, and determine, from among the scene nodes, a scene node capable of providing the scene logic service required to be invoked by the scene entry request according to the scene logic services provided by the scene nodes in the scene node cluster. Further, node load information corresponding to the scene nodes which can provide the scene logical service required to be invoked by the scene entry request is determined, and a second scene node is determined from the scene nodes which can provide the scene logical service required to be invoked by the scene entry request according to the node load information. For example, according to the node load information, determining the physical resource pressure and/or the calling times of the scene nodes which can provide the scene logical service required to be called by the scene entry request, and taking the scene node with the minimum physical resource pressure and/or the minimum calling times as the second scene node.
Further, after the first scene node is determined and the second scene nodes returned by the scene schedulers are received, the target scene node is determined based on the first scene node and the second scene node. For example, a scene node with the largest proportion among the first scene node and the second scene node is determined, and the scene node with the largest proportion is determined as the target scene node. According to the scheme, the first scene node is determined from the scene node cluster, the second scene node is determined by utilizing other scene schedulers configured in the same distributed cache frame, the target scene node is determined according to the scene node which is not determined by the scene schedulers, the situation that the target scene node is determined inaccurately due to the fact that the monitoring of the scene node is deviated or the error occurs in the locally determined target scene node is reduced, the accuracy of determining the target scene node is improved, and the game scene scheduling effect is improved.
In one possible embodiment, the game scenario scheduling method provided by the present application further includes, after receiving a scenario entry request sent by a user terminal: determining the node load condition of each scene node in the scene node cluster according to the node load information; and under the condition that the node load condition exceeds a set load threshold, carrying out current limiting processing on the scene node.
The method includes the steps of collecting node load conditions of all scene nodes in a scene node cluster in real time, and determining whether the node load conditions of all scene nodes are within a set load threshold. When the node load condition of a certain scene node exceeds a set load threshold, the scene node is subjected to flow limiting treatment, so that the running water of the scene node is guided to be reduced, and the stability of the system is ensured. According to the scheme, the scene nodes with the node load condition exceeding the set load threshold value are subjected to the flow limiting treatment, so that the running water of the scene nodes is reduced, the normal and orderly progress of the game scene scheduling is effectively ensured, the situation that the game logic service delay is too high due to the fact that the scene nodes are too high in load is reduced, and the game logic service quality is ensured.
In one possible embodiment, the game scenario scheduling method provided by the present solution further includes, after monitoring and collecting node load information of each scenario node in the scenario node cluster:
determining node states of all scene nodes in the scene node cluster based on the node load information;
and performing offline processing on the scene nodes with abnormal node states.
The method includes the steps of collecting node load conditions of all scene nodes in a scene node cluster in real time, determining node states of all scene nodes in the scene node cluster according to node load information, and determining whether the node states of all scene nodes are in a health state or not. When the node state of a certain scene node is in a non-healthy state, the scene node with abnormal node state is processed in a downlink mode, so that the server group of the scene node cluster is prevented from being crashed, a degradation function is provided, the stability of the system can be ensured even if the scene node has abnormal faults, the occurrence of avalanche abnormality is prevented, and the normal operation of the scene node cluster and the scheduling stability of a game scene are effectively ensured.
S130: and sending node scheduling information to the user terminal so that the user terminal can be connected with the target scene node based on the node scheduling information, and requesting scene logic service from the target scene node.
Illustratively, after determining the target scene node and generating the corresponding node scheduling information, the node scheduling information is sent to the user terminal. After receiving the node scheduling information, the user side connects and enters a target scene node according to the address information recorded in the node scheduling information, and requests scene logic service from the connected target scene node.
In one embodiment, the game scene scheduling device provided by the scheme can be used as a centralized and high-availability scene scheduler (middle platform), achieves consistency, availability and partition tolerance of relevant data of game scene scheduling, and can allow various games (such as a multi-player role playing game MMORBG, a strategy game SLG and the like) to be seamlessly accessed into the system through an API interface provided by the game scene scheduling device, so that programming difficulty of game developers is effectively reduced. In addition, the scene scheduler automatically collects and monitors node load information of scene nodes, and places unhealthy scene nodes offline in real time to prevent the server group from collapsing, and simultaneously provides a degradation function, so that even if abnormal faults occur, the system stability can be ensured, and avalanche can be prevented.
The game scene scheduling provided by the scheme is carried out by communication between the user side and the scene node cluster through an RPC (procedure call protocol) communication protocol, for example, transmission Control Protocol (TCP) duplex communication is realized by using a java open source framework Netty, a network model is highly abstract, a Request is separated into two modes of Oneway (without response) and Request (without response), and in addition, a model protocol is layered, so that the self-defined protocol and expansion are facilitated. Meanwhile, protobuf (a tool library for protocol coding and decoding in data storage and network communication) is utilized to optimize protocol coding and decoding, so that an efficient heartbeat mechanism and a flow reduction mechanism are realized, the system is used for monitoring states, unstable services are eliminated in advance, stability of the system is maintained, secondary request response is carried out after abnormal services occur, a plug-in mechanism is realized, and a current limiting plug-in is expanded, thereby preventing the collapse of services due to too fast flow rate. For example, after the user terminal is connected with the scene scheduler, the user terminal communicates with the scene scheduler at intervals of set time length (for example, 30 seconds), if the user terminal communicates with the scene scheduler, the communication initiation time is automatically prolonged, and the system is prevented from being collapsed due to overhigh heartbeat frequency. When a user side initiates a scene entering request, an optimal scene scheduler is automatically selected according to a balanced load algorithm, a usable target scene node is obtained through communication between a base component RPC and the scene scheduler, and then communication and information pushing are carried out between the base component RPC and the target scene node. Since sufficient stability is required, an efficient load balancing algorithm is particularly important, and when determining a target scenario node based on node load information of each candidate scenario node, it may be: the scene node with the minimum resource pressure is selected as a target scene node according to the physical resource pressure reflected by the node load information of each scene node, the scene node with the minimum calling times is selected as the target scene node according to the resource calling times reflected by the node load information of each scene node, or the target scene node is selected according to a hash consistency algorithm.
The scene scheduler can realize large-scale cluster data sharing through a distributed cache framework, complete data consistency and master-slave hot standby based on a distributed algorithm (such as a distributed algorithm Raft), effectively avoid service single points, provide a load balancing function to the outside, effectively distribute physical machine tasks, fully utilize physical resources and further improve overall service performance. In addition, the game scene scheduling device can also provide a visual component WEB UI (user interface), effectively display scene data and control the scene online and offline, help operation and maintenance personnel to reduce the working difficulty, and simultaneously can also manually intervene in a game scene scheduling system to enable the game scene scheduling system to reach an optimal state, so that the game operation and maintenance difficulty is effectively reduced, the visual component can acquire resource information in real time according to the capability of an API (application program interface) of the core component, and the capability of the API interface is utilized to allow a user to expand services according to the requirement, so that the difficulty of secondary development is effectively reduced.
According to the method, the node load information of each scene node in the distributed scene node cluster is monitored and collected, when a scene entry request sent by a user terminal is received, the target scene node is determined from the scene node cluster based on the scene entry request and the node load information, the node scheduling information is generated based on the target scene node, the node scheduling information is sent to the user terminal, the user terminal is connected with the target scene node based on the node scheduling information, the scene logic service is requested to the target scene node, the scene logic of the game is distributed in different scene nodes, and the scheduling effect of the game logic service is effectively improved.
Fig. 4 shows a schematic structural diagram of a game scenario scheduling device according to an embodiment of the present application. Referring to fig. 4, the game scenario scheduling apparatus includes a node monitoring module 41, a request response module 42, and a node scheduling module 43.
The node monitoring module 41 is configured to monitor and collect node load information of each scene node in the distributed scene node cluster; the request response module 42 is configured to receive a scenario entry request sent by a user terminal, determine a target scenario node from the scenario node cluster based on the scenario entry request and the node load information, and generate node scheduling information based on the target scenario node; the node scheduling module 43 is configured to send node scheduling information to the user terminal, so that the user terminal connects with the target scene node based on the node scheduling information, and requests the scene logic service from the target scene node.
According to the method, the node load information of each scene node in the distributed scene node cluster is monitored and collected, when a scene entry request sent by a user terminal is received, the target scene node is determined from the scene node cluster based on the scene entry request and the node load information, the node scheduling information is generated based on the target scene node, the node scheduling information is sent to the user terminal, the user terminal is connected with the target scene node based on the node scheduling information, the scene logic service is requested to the target scene node, the scene logic of the game is distributed in different scene nodes, and the scheduling effect of the game logic service is effectively improved.
In one possible embodiment, the request response module 42, when determining a target scenario node from the scenario node cluster based on the scenario entry request and the node load information, includes:
determining a plurality of candidate scene nodes from the scene node cluster based on the scene entry request;
the target scene node is determined based on the node load information of each candidate scene node.
In one possible embodiment, request response module 42, when determining a target scenario node based on node load information for each candidate scenario node, comprises:
determining physical resource pressure and/or calling times of each candidate scene node based on node load information of each candidate scene node;
and determining the target scene node from the plurality of candidate scene nodes according to the physical resource pressure and/or the calling times.
In one possible embodiment, request response module 42, when determining a target scenario node based on node load information for each candidate scenario node, comprises:
determining the response efficiency score of each candidate scene node to the scene entry request based on the node load information of each candidate scene node;
and determining a target scene node from the plurality of candidate scene nodes according to the response efficiency score.
In one possible embodiment, the request response module 42, when determining a target scenario node from a scenario node cluster based on a scenario entry request and node load information, includes:
determining a first scene node from the scene node cluster based on the scene entry request and the node load information;
sending a scene entry request to other scene schedulers configured in the same distributed cache frame, and acquiring a second scene node sent by the other scene schedulers;
a target scene node is determined based on the first scene node and the second scene node.
In one possible embodiment, the game scenario scheduling apparatus further includes a node current limiting module, where the node current limiting module is configured to: determining the node load condition of each scene node in the scene node cluster according to the node load information; and under the condition that the node load condition exceeds a set load threshold, carrying out current limiting processing on the scene node.
In one possible embodiment, the game scene scheduling device further includes a node offline module, where the node offline module is configured to: determining node states of all scene nodes in the scene node cluster based on the node load information; and performing offline processing on the scene nodes with abnormal node states.
It should be noted that, in the embodiment of the game scene scheduling device, each unit and module included are only divided according to the functional logic, but not limited to the above division, so long as the corresponding functions can be implemented; in addition, the specific names of the functional units are also only for distinguishing from each other, and are not used to limit the protection scope of the embodiments of the present application.
The embodiment of the application also provides game scene scheduling equipment which can integrate the game scene scheduling device provided by the embodiment of the application. Fig. 5 is a schematic structural diagram of a game scene scheduling device according to an embodiment of the present application. Referring to fig. 5, the game scene scheduling apparatus includes: an input device 53, an output device 54, a memory 52, and one or more processors 51; a memory 52 for storing one or more programs; the one or more programs, when executed by the one or more processors 51, cause the one or more processors 51 to implement the game scene scheduling method as provided by the above-described embodiments. Wherein the input device 53, the output device 54, the memory 52 and the processor 51 may be connected by a bus or otherwise, for example by a bus connection in fig. 5.
The memory 52 is used as a computer readable storage medium for storing software programs, computer executable programs, and modules, such as program instructions/modules (e.g., the node monitor module 41, the request response module 42, and the node scheduling module 43 in the game scene scheduling device) corresponding to the game scene scheduling method according to any embodiment of the present application. The memory 52 may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, at least one application program required for functions; the storage data area may store data created according to the use of the device, etc. In addition, memory 52 may include high-speed random access memory, and may also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other non-volatile solid-state storage device. In some examples, memory 52 may further include memory remotely located relative to processor 51, which may be connected to the device via a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof.
The input means 53 may be used to receive entered numeric or character information and to generate key signal inputs related to user settings and function control of the device. The output device 54 may include a display device such as a display screen.
The processor 51 executes various functional applications of the apparatus and data processing by executing software programs, instructions and modules stored in the memory 52, i.e., implements the above-described game scene scheduling method.
The game scene scheduling device, the game scene scheduling equipment and the game scene scheduling computer can be used for executing the game scene scheduling method provided by any embodiment, and have corresponding functions and beneficial effects.
The embodiment of the present application also provides a storage medium storing computer-executable instructions that when executed by a computer processor are used to perform the game scene scheduling method provided by the embodiment, the game scene scheduling method comprising: monitoring and collecting node load information of each scene node in the distributed scene node cluster; receiving a scene entry request sent by a user terminal, determining a target scene node from a scene node cluster based on the scene entry request and node load information, and generating node scheduling information based on the target scene node; and sending node scheduling information to the user terminal so that the user terminal can be connected with the target scene node based on the node scheduling information, and requesting scene logic service from the target scene node.
Storage media-any of various types of memory devices or storage devices. The term "storage medium" is intended to include: mounting media such as CD-ROM, floppy disk or tape devices; computer system memory or random access memory such as DRAM, DDR RAM, SRAM, EDO RAM, lanbas (Rambus) RAM, etc.; nonvolatile memory such as flash memory, magnetic media (e.g., hard disk or optical storage); registers or other similar types of memory elements, etc. The storage medium may also include other types of memory or combinations thereof. In addition, the storage medium may be located in a first computer system in which the program is executed, or may be located in a second, different computer system connected to the first computer system through a network such as the internet. The second computer system may provide program instructions to the first computer for execution. The term "storage medium" may include two or more storage media that may reside in different locations (e.g., in different computer systems connected by a network). The storage medium may store program instructions (e.g., embodied as a computer program) executable by one or more processors.
Of course, the storage medium storing the computer executable instructions provided in the embodiments of the present application is not limited to the game scene scheduling method provided above, and may also perform the related operations in the game scene scheduling method provided in any embodiment of the present application.
The game scene scheduling device, the device and the storage medium provided in the foregoing embodiments may execute the game scene scheduling method provided in any embodiment of the present application, and technical details not described in detail in the foregoing embodiments may be referred to the game scene scheduling method provided in any embodiment of the present application.
The foregoing description is only of the preferred embodiments of the application and the technical principles employed. The present application is not limited to the specific embodiments provided herein, and various obvious changes, rearrangements and substitutions can be made by those skilled in the art without departing from the scope of the application. Therefore, while the application has been described in connection with the above embodiments, the application is not limited to the embodiments, but may be embodied in many other equivalent forms without departing from the spirit of the application, the scope of which is set forth in the following claims.

Claims (10)

1. A game scene scheduling method, comprising:
monitoring and collecting node load information of each scene node in the distributed scene node cluster;
receiving a scene entry request sent by a user terminal, determining a target scene node from the scene node cluster based on the scene entry request and the node load information, and generating node scheduling information based on the target scene node;
and sending the node scheduling information to the user side so that the user side can be connected with the target scene node based on the node scheduling information and request scene logic service from the target scene node.
2. The game scenario scheduling method of claim 1, wherein the determining a target scenario node from the scenario node cluster based on the scenario entry request and the node load information comprises:
determining a plurality of candidate scene nodes from the scene node cluster based on the scene entry request;
and determining a target scene node based on the node load information of each candidate scene node.
3. The game scenario scheduling method according to claim 2, wherein the determining a target scenario node based on the node load information of each of the candidate scenario nodes comprises:
determining physical resource pressure and/or calling times of each candidate scene node based on node load information of each candidate scene node;
and determining a target scene node from a plurality of candidate scene nodes according to the physical resource pressure and/or the calling times.
4. The game scenario scheduling method according to claim 2, wherein the determining a target scenario node based on the node load information of each of the candidate scenario nodes comprises:
determining the response efficiency score of each candidate scene node to the scene entry request based on the node load information of each candidate scene node;
and determining a target scene node from a plurality of candidate scene nodes according to the response efficiency score.
5. The game scenario scheduling method of claim 1, wherein the determining a target scenario node from the scenario node cluster based on the scenario entry request and the node load information comprises:
determining a first scene node from the scene node cluster based on the scene entry request and the node load information;
sending the scene entry request to other scene schedulers configured in the same distributed cache frame, and acquiring second scene nodes sent by other scene schedulers;
a target scene node is determined based on the first scene node and the second scene node.
6. The game scene scheduling method according to claim 1, wherein after receiving the scene entry request sent by the user side, the method further comprises:
determining the node load condition of each scene node in the scene node cluster according to the node load information;
and under the condition that the node load condition exceeds a set load threshold, carrying out current limiting processing on the scene node.
7. The game scenario scheduling method according to claim 1, wherein after monitoring and collecting node load information of each scenario node in the scenario node cluster, further comprises:
determining the node state of each scene node in the scene node cluster based on the node load information;
and performing offline processing on the scene node with the abnormal node state.
8. The game scene scheduling device is characterized by comprising a node monitoring module, a request response module and a node scheduling module, wherein:
the node monitoring module is used for monitoring and collecting node load information of each scene node in the distributed scene node cluster;
the request response module is used for receiving a scene entry request sent by a user terminal, determining a target scene node from the scene node cluster based on the scene entry request and the node load information, and generating node scheduling information based on the target scene node;
the node scheduling module is configured to send the node scheduling information to the user side, so that the user side connects the target scene node based on the node scheduling information, and requests a scene logic service from the target scene node.
9. A game scene scheduling apparatus, characterized by comprising: a memory and one or more processors;
the memory is used for storing one or more programs;
the one or more programs, when executed by the one or more processors, cause the one or more processors to implement the game scenario scheduling method of any one of claims 1-7.
10. A storage medium storing computer executable instructions which, when executed by a computer processor, are for performing the game scene scheduling method of any one of claims 1-7.
CN202310950060.9A 2023-07-28 2023-07-28 Game scene scheduling method, device, equipment and storage medium Pending CN117018598A (en)

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