CN117531205A - Game data processing method, system, device, storage medium and electronic device - Google Patents

Game data processing method, system, device, storage medium and electronic device Download PDF

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Publication number
CN117531205A
CN117531205A CN202311523827.6A CN202311523827A CN117531205A CN 117531205 A CN117531205 A CN 117531205A CN 202311523827 A CN202311523827 A CN 202311523827A CN 117531205 A CN117531205 A CN 117531205A
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China
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game
target
cross
server
service
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CN202311523827.6A
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Chinese (zh)
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罗松超
殷俊
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Guangzhou Boguan Information Technology Co Ltd
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Guangzhou Boguan Information Technology Co Ltd
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Priority to CN202311523827.6A priority Critical patent/CN117531205A/en
Publication of CN117531205A publication Critical patent/CN117531205A/en
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Abstract

The application discloses a data processing method, a system, a device, a storage medium and an electronic device for a game. The method comprises the following steps: responding to a cross-clothes game command aiming at a target game, and determining a plurality of game accounts triggering the cross-clothes game command, wherein the game accounts log in the target game through a plurality of game servers; obtaining game data corresponding to a plurality of game accounts from a plurality of game servers; based on game data, carrying out account matching grouping on a plurality of game accounts to obtain at least one game account group, wherein each game account group comprises at least two target game accounts; and determining a specified number of target cross-service servers in the plurality of cross-service servers based on the number of the game account groups, and distributing each game account group to the corresponding target cross-service server so as to ensure that load balance among the target cross-service servers is met. The technical problem of low data processing efficiency of the game is solved.

Description

Game data processing method, system, device, storage medium and electronic device
Technical Field
The present disclosure relates to the field of data processing, and in particular, to a data processing method, system, device, storage medium and electronic device for a game.
Background
Currently, in games, due to various limitations in computer performance and resources, multiple servers may be started, each corresponding to a separate game world in the game. A player may select one of the servers before entering the game, and the virtual game character created after entering the server for a game world may only play within the selected server. Because the player in each server can only perform game interaction operation with the player in the server, the situation that the game time is long and the game interaction circle of the player is small can be caused, and the player is difficult to learn the pleasure of communication interaction and team cooperation.
In the related art, considering the above-mentioned situation, a cross-service technology is proposed, which can use a single central server to start a cross-service scenario, so that game clients corresponding to a plurality of game accounts can be connected to the central server, so that a player can play a game in the central server, however, the cross-service of the above-mentioned technology only involves interaction between a server selected by the player and the central server, when a large number of players gush into respective servers to play, all the players need to pass through the central server, so that the workload of the central server is increased, and the efficiency of the cross-service is easily reduced. Therefore, there is still a technical problem that the data processing efficiency of the game is low.
In view of the above problems, no effective solution has been proposed at present.
Disclosure of Invention
At least some embodiments of the present disclosure provide a method, a system, an apparatus, a storage medium, and an electronic apparatus for processing data of a game, so as to at least solve a technical problem of low data processing efficiency of the game.
According to one embodiment of the present disclosure, a method of processing data for a game is provided. The method can be applied to a central server, and the central server is connected with a plurality of game servers and a plurality of cross-service servers, and can comprise the following steps: responding to a cross-clothes game command aiming at a target game, and determining a plurality of game accounts triggering the cross-clothes game command, wherein the game accounts log in the target game through a plurality of game servers; obtaining game data corresponding to a plurality of game accounts from a plurality of game servers; based on game data, carrying out account matching grouping on a plurality of game accounts to obtain at least one game account group, wherein each game account group comprises at least two target game accounts; and determining a specified number of target cross-service servers in the plurality of cross-service servers based on the number of the game account groups, and distributing each game account group to the corresponding target cross-service server so as to ensure that load balance among the target cross-service servers is met.
According to one embodiment of the present disclosure, another game data processing method is also provided. The method can be applied to target cross-service servers in a plurality of cross-service servers, the plurality of cross-service servers and the plurality of game servers are connected with a central server, wherein the target cross-service servers are distributed with game account groups, the designated number of target cross-service servers are determined in the plurality of cross-service servers based on the number of the game account groups, so that load balance is met among the target cross-service servers, at least one game account group is obtained by performing account matching grouping on a plurality of game accounts based on game data corresponding to a plurality of game accounts in the plurality of game servers by the central server, each game account group comprises at least two target game accounts, and the method can comprise the following steps: sending address information of the cross-service server to the central server, wherein the address information is used for enabling the central server to log in a target game account to the cross-service server; and responding to the successful login of the target game account to the target cross-service server, controlling the virtual game role corresponding to the target game account, and executing at least game interaction operation in a game room operated by the target cross-service server.
According to one embodiment of the present disclosure, there is also provided a data processing system for a game. The system may include: the system comprises a central server, a plurality of game servers and a plurality of cross-service servers, wherein the central server is connected with the game servers and the cross-service servers, the game servers are used for storing game data corresponding to game accounts, and the game accounts log in a target game through the game servers; the central server is used for responding to the cross-service game instruction aiming at the target game and determining a plurality of game accounts triggering the cross-service game instruction; obtaining game data corresponding to a plurality of game accounts from a plurality of game servers; based on game data, carrying out account matching grouping on a plurality of game accounts to obtain at least one game account group; determining a specified number of target cross-service servers in a plurality of cross-service servers based on the number of the game account groups, and distributing each game account group to the corresponding target cross-service servers so as to enable the target cross-service servers to meet load balancing, wherein each game account group comprises at least two target game accounts; the target cross-service server is used for sending the address information of the target cross-service server to the central server, wherein the central server is used for logging in the target game account number to the target cross-service server based on the address information of the target cross-service server, and the target cross-service server is used for controlling the virtual game role corresponding to the target game account number and executing at least game interaction operation in a game room operated by the target cross-service server.
According to one embodiment of the present disclosure, there is also provided a data processing apparatus for a game. The device is applied to a central server, and the central server is connected with a plurality of game servers and a plurality of cross-service servers, and can comprise: the first determining unit is used for responding to the cross-service game command aiming at the target game and determining a plurality of game accounts triggering the cross-service game command, wherein the plurality of game accounts log in the target game through a plurality of game servers; the acquisition unit is used for acquiring game data corresponding to a plurality of game accounts from a plurality of game servers; the grouping unit is used for carrying out account matching grouping on a plurality of game accounts based on game data to obtain at least one game account group, wherein each game account group comprises at least two target game accounts; the second determining unit is used for determining a specified number of target cross-service servers in the plurality of cross-service servers based on the number of the game account groups, and distributing each game account group to the corresponding target cross-service server so as to enable the load balance among the target cross-service servers to be met.
According to one embodiment of the present disclosure, there is also provided a computer-readable storage medium. The computer-readable storage medium has stored therein a computer program, wherein the computer program is arranged to execute the data processing method of the game in any one of the above-mentioned items when run.
According to one embodiment of the present disclosure, there is also provided an electronic device. The electronic device may comprise a memory in which a computer program is stored and a processor arranged to run the computer program to perform the data processing method of the game of any of the above.
In the embodiment of the disclosure, whether the game client corresponding to the plurality of game accounts has a requirement for starting the game interaction operation or not can be detected in real time through the central server, and if yes, a corresponding cross-service game instruction can be generated; when a cross-service game instruction which needs to perform the cross-service game aiming at the target game is detected, a game account which triggers the cross-service game instruction, namely, a game account which needs to perform the cross-service game, can be determined; game data corresponding to each of the plurality of game accounts may be obtained from the plurality of game servers. According to the game data, account matching grouping can be carried out among a plurality of game accounts, so that a game account group capable of executing game interaction operation in a game room is obtained; the target cross-service server which is to be logged in by the target game account contained in the game account group can be determined from at least one cross-service server; the target game account number obtained by the matching processing can be logged into the target cross-service server based on the address information of the target cross-service server, so that the virtual game role corresponding to the target game account number can be subjected to game interaction operation in a game room operated by the target cross-service server, and load balancing can be met among the distributed target cross-service servers. Because the cross-service game interaction operation between different game accounts is realized only through the central server in the related technology, the problem of low cross-service efficiency and low data processing efficiency of the game can be caused. However, the game account numbers in the servers where different game account numbers are located are associated by the control center server in the embodiment of the present disclosure, and a suitable target cross-service server is matched for a suitable game account number through corresponding matching processing, so that cross-service game interactive operation is performed in the target cross-service server, workload of the center server can be reduced, performance bottleneck formation of the center server is avoided, the goal of improving cross-service efficiency is achieved, further, the technical effect of improving low data processing efficiency of the game is achieved, and the technical problem of low data processing efficiency of the game is solved.
Drawings
The accompanying drawings, which are included to provide a further understanding of the disclosure and are incorporated in and constitute a part of this application, illustrate embodiments of the disclosure and together with the description serve to explain the disclosure and do not constitute an undue limitation on the disclosure. In the drawings:
FIG. 1 is a block diagram of a hardware architecture of a mobile terminal of a data processing method of a game according to an embodiment of the present disclosure;
FIG. 2 is a flow chart of a method of data processing for a game according to one embodiment of the present disclosure;
FIG. 3 is a flow chart of another method of game data processing according to one embodiment of the present disclosure;
FIG. 4 is a schematic diagram of a data processing system for a game according to one embodiment of the present disclosure;
FIG. 5 is a schematic diagram of server node connection results according to one embodiment of the present disclosure;
FIG. 6 is a schematic diagram of creating a cross-service battlefield according to one embodiment of the present disclosure;
FIG. 7 is a schematic diagram of a cross-service login timing according to one embodiment of the present disclosure;
FIG. 8 is a block diagram of a data processing apparatus for a game according to an embodiment of the present disclosure;
FIG. 9 is a block diagram of a data processing apparatus of another game according to an embodiment of the present disclosure;
Fig. 10 is a schematic diagram of an electronic device according to an embodiment of the disclosure.
Detailed Description
In order that those skilled in the art will better understand the present disclosure, a technical solution in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in which it is apparent that the described embodiments are only some embodiments of the present disclosure, not all embodiments. All other embodiments, which can be made by one of ordinary skill in the art without inventive effort, based on the embodiments in this disclosure, shall fall within the scope of the present disclosure.
It should be noted that the terms "first," "second," and the like in the description and claims of the present disclosure and in the foregoing figures are used for distinguishing between similar objects and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used may be interchanged where appropriate such that the embodiments of the disclosure described herein may be capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
In one possible implementation, in the field of data processing, since games need to be run through multiple servers, each corresponding to a separate game world, players within each server can only play and interact with players within that server. If the game account numbers of the players among different servers need to be interacted across the service, the server where each game account number is located can be connected through the central server, and when the game interaction among the game account numbers across the service exists, the effect of the game interaction across the service can be achieved through the central server.
However, after the inventor has conducted practical and careful studies, it has been found that if the above-mentioned method is adopted to implement the cross-service game angle, the workload of the central server is increased, and the cross-service efficiency is easily reduced, so that there is still a technical problem that the data processing efficiency of the game is low.
Based on the above, the embodiment of the present disclosure provides a method for processing data of a game, which may be applied to a scenario in which cross-service game interaction needs to be performed between game accounts under different servers in a game, where the method may detect, in real time, whether a game client corresponding to a plurality of game accounts has a need to start a game interaction operation through a central server, and if yes, may generate a corresponding cross-service game instruction; when a cross-service game instruction which needs to perform the cross-service game aiming at the target game is detected, a game account which triggers the cross-service game instruction, namely, a game account which needs to perform the cross-service game, can be determined; game data corresponding to each of the plurality of game accounts may be obtained from the plurality of game servers. According to the game data, account matching grouping can be carried out among a plurality of game accounts, so that a game account group capable of executing game interaction operation in a game room is obtained; the target cross-service server which is to be logged in by the target game account contained in the game account group can be determined from at least one cross-service server; the target game account number obtained by the matching processing can be logged into the target cross-service server based on the address information of the target cross-service server, so that the virtual game role corresponding to the target game account number can be subjected to game interaction operation in a game room operated by the target cross-service server, and load balancing can be met among the distributed target cross-service servers.
Because the cross-service game interaction operation between different game accounts is realized only through the central server in the related technology, the problem of low cross-service efficiency and low data processing efficiency of the game can be caused. However, the game account numbers in the servers where different game account numbers are located are associated by the control center server in the embodiment of the present disclosure, and a suitable target cross-service server is matched for a suitable game account number through corresponding matching processing, so that cross-service game interactive operation is performed in the target cross-service server, workload of the center server can be reduced, performance bottleneck formation of the center server is avoided, the goal of improving cross-service efficiency is achieved, further, the technical effect of improving low data processing efficiency of the game is achieved, and the technical problem of low data processing efficiency of the game is solved.
According to one embodiment of the present disclosure, there is provided an embodiment of a data processing method of a game, it being noted that the steps shown in the flowcharts of the figures may be performed in a computer system such as a set of computer executable instructions, and although a logical order is shown in the flowcharts, in some cases the steps shown or described may be performed in an order different from that herein.
The method embodiments may be performed in a mobile terminal, a computer terminal, or similar computing device. Taking the example of running on a mobile terminal, the mobile terminal can be a terminal device such as a smart phone (such as an Android mobile phone, an iOS mobile phone, etc.), a tablet computer, a palm computer, a mobile internet device (Mobile Internet Devices, abbreviated as MID), a PAD, a game console, etc. Fig. 1 is a block diagram of a hardware configuration of a mobile terminal of a data processing method of a game according to an embodiment of the present disclosure. As shown in fig. 1, a mobile terminal may include one or more (only one is shown in fig. 1) processors 102 (the processors 102 may include, but are not limited to, a Central Processing Unit (CPU), a Graphics Processor (GPU), a Digital Signal Processing (DSP) chip, a Microprocessor (MCU), a programmable logic device (FPGA), a neural Network Processor (NPU), a Tensor Processor (TPU), an Artificial Intelligence (AI) type processor, etc.) and a memory 104 for storing data. Optionally, the mobile terminal may further include a transmission device 106, an input-output device 108, and a display device 110 for communication functions. It will be appreciated by those skilled in the art that the structure shown in fig. 1 is merely illustrative and not limiting of the structure of the mobile terminal described above. For example, the mobile terminal may also include more or fewer components than shown in fig. 1, or have a different configuration than shown in fig. 1.
The memory 104 may be used to store computer programs, such as software programs of application software and modules, such as computer programs corresponding to the data processing method of the game in the embodiments of the present disclosure, and the processor 102 executes the computer programs stored in the memory 104, thereby performing various functional applications and data processing, that is, implementing the data processing method of the game described above. Memory 104 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory 104 may further include memory remotely located relative to the processor 102, which may be connected to the mobile terminal 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 transmission device 106 is used to receive or transmit data via a network. Specific examples of the network described above may include a wireless network provided by a communication provider of the mobile terminal. In one example, the transmission device 106 includes a network adapter (Network Interface Controller, simply referred to as NIC) that can connect to other network devices through a base station to communicate with the internet. In one example, the transmission device 106 may be a Radio Frequency (RF) module, which is configured to communicate with the internet wirelessly.
The input in the input output device 108 may come from a plurality of human interface devices (Human Interface Device, abbreviated as HIDs). For example: keyboard and mouse, gamepad, other special game controllers (e.g., steering wheel, fishing pole, dance mat, remote control, etc.). Part of the ergonomic interface device may provide output functions in addition to input functions, such as: force feedback and vibration of the gamepad, audio output of the controller, etc.
The display device 110 may be, for example, a head-up display (HUD), a touch screen type Liquid Crystal Display (LCD), and a touch display (also referred to as a "touch screen" or "touch display"). The liquid crystal display may enable a user to interact with a user interface of the mobile terminal. In some embodiments, the mobile terminal has a Graphical User Interface (GUI), and the user may interact with the GUI by touching finger contacts and/or gestures on the touch-sensitive surface, where the man-machine interaction functions optionally include the following interactions: executable instructions for performing the above-described human-machine interaction functions, such as creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, sending and receiving electronic mail, talking interfaces, playing digital video, playing digital music, and/or web browsing, are configured/stored in a computer program product or readable storage medium executable by one or more processors.
It will be appreciated by those skilled in the art that the structure shown in fig. 1 is merely illustrative and not limiting of the structure of the mobile terminal described above. For example, the mobile terminal may also include more or fewer components than shown in fig. 1, or have a different configuration than shown in fig. 1.
In a possible implementation manner, the embodiment of the present disclosure provides a data processing method of a game, and fig. 2 is a flowchart of a data processing method of a game according to one embodiment of the present disclosure, as shown in fig. 2, where the method is applied to a central server, and may include the following steps:
step S202, a cross-service game command for a target game is responded, a plurality of game accounts triggering the cross-service game command are determined, and the plurality of game accounts log in the target game through a plurality of game servers.
In the technical scheme provided in the step S202 of the present disclosure, whether the game client corresponding to the plurality of game accounts has a requirement for starting the game interaction operation or not may be detected in real time by the central server, if yes, a corresponding cross-service game instruction may be generated; when a cross-service game instruction for performing the cross-service game aiming at the target game is detected, a game account triggering the cross-service game instruction can be determined, wherein the target game can be a network game. Multiple servers may be started while running the game. Each server corresponds to an independent game world in the game. Each server can contain a respective game account, and game interaction operation can be directly carried out between the game accounts contained in each server. The central server may also be referred to as a central server or central node, and may be configured to match corresponding cross-server servers for game servers to which the game clients correspond. The game account numbers can be the only certificates which are corresponding to the game client sides and can log in the corresponding games, and each game account number corresponds to a player in one game client side.
Alternatively, multiple servers may be started for the game, each running a separate game world, due to computer performance and resource constraints. A player at a game client needs to select a server before entering a game, and a virtual game character created after entering the game can only play in the selected server, wherein the server may also be called a game suit or a central server, such as game suit 1, game suit 2, and game suit 3. It should be noted that the number and naming manner of the game clothes opened for the game are only illustrative, and are not limited in this case.
Alternatively, in order to enable interaction between players in different servers, the effect of the players in different game suits to interact across games may be achieved through a central server. When the connection between the central server and the game clothes and the cross-service server is designed, the game client can be connected with the game clothes selected by the player corresponding to the game client. The game suit may be connected to the central suit via a Bridge, and then the Bridge may be used to connect the cross-suit server to the central suit and the game suit. Therefore, global data of the whole game suit, the game client and the cross-service server can be summarized through the central server, so that the central server can be controlled to match game account numbers and distribute corresponding target cross-service servers conveniently, wherein the cross-service server can be also called as cross-service and can comprise cross-service 1, cross-service 2 and cross-service 3. The game client may also be referred to as a client. It should be noted that the number and naming manner of the cross-service servers connected to the central server are merely illustrative, and are not limited herein.
Optionally, the central server is used for detecting whether the player in at least two game clothes needs to play the cross-service game, if so, a corresponding cross-service game command can be sent out to drive the central server to match with a corresponding target cross-service server so as to provide a game scene of the cross-service game for the player. A game account corresponding to the player issuing the cross-service game instruction may be determined.
Step S204, game data corresponding to a plurality of game accounts are obtained from a plurality of game servers.
In the technical solution provided in the above step S204 of the present disclosure, after determining, in response to the cross-service game instruction for the target game, a plurality of game accounts triggering the cross-service game instruction, respective corresponding game data may be obtained from a plurality of game accounts to corresponding game servers, where the game data may be used to characterize game information in the corresponding game accounts, and may also be referred to as player data or side information, for example, may include information such as a game experience value of the game account, a war value, a score, and an equipment score of a virtual game role corresponding to the game account. The game data may also be information in a party or league where a game account in the game is located, that is, party information or league information. It should be noted that, the specific information included in the game data is merely illustrative, and is not particularly limited herein, and any information that can be used to evaluate the matching degree between the game account numbers is within the scope of the embodiments of the present disclosure.
Optionally, based on the above design, whether the requirement of the cross-service game to be played triggered by the game client exists or not can be detected in real time through the central garment, if the requirement is detected, a corresponding cross-service game instruction can be triggered, and a game account number to which the game client with the requirement belongs and game data to which the game account number belongs can be obtained.
Step S206, based on the game data, performing account matching grouping on the plurality of game accounts to obtain at least one game account group, wherein each game account group comprises at least two target game accounts.
In the technical solution provided in the above step S206 of the present disclosure, after game data of a plurality of game accounts are obtained through a central server, matching processing may be performed on the plurality of game accounts through the central server based on the game data to obtain at least one game account group, after matching processing is performed on the plurality of game accounts through the central server based on the game data to obtain the game account group, a target cross-service server to be logged in by a target game account in the game account group may be determined, where the target cross-service server may be a cross-service server matched with the target game account selected from the cross-service servers. A battlefield scene in a game may be presented in each cross-service server. Battlefield scenes may be used to represent different game maps in a game, also referred to as cross-service battlefield, such as snow maps, desert maps, rain forest maps, etc., as well as different plays in a game, such as matching plays, ranking plays, entertainment plays, etc. It should be noted that the above battlefield scenario is merely illustrative, and is not limited herein. The game account group may be used to represent different groups or associations corresponding to target game accounts for which game interaction is to be performed, and may include at least two target game accounts. At least two virtual game characters corresponding to at least two target game accounts may be used to perform at least game interactions within a game room. It should be noted that, the number of target game accounts included in the matched game account group is not specifically limited, and may be adjusted accordingly according to the playing requirement of the game, for example, if the playing requirement is two groups or alliances fight, two target game accounts may be matched in the game account group. The game interactive operation may be used to represent operations such as battling (fight), dating, team formation, and chatting of virtual game characters during the course of a game. It should be noted that the above game interaction operations are only illustrative, and are not limited in particular herein, and any operations performed by virtual game characters corresponding to the matched game accounts in the same game room are within the scope of the embodiments of the present disclosure.
Optionally, after detecting that there are a plurality of game clients that need to play a game through the central server, acquiring corresponding game accounts and game data, the central server may analyze the game data of the current game demand to determine the matching degree of the game accounts, and the game accounts with high matching degree may be separated into the same game account group according to the game play requirement.
Optionally, a rule of matching processing may be deployed in advance in the central server, through the rule of matching processing, the acquired game data may be processed, and the matching processing may be performed to a corresponding game account group, for example, if game accounts in different game clothes need to enter a cross-service server to perform a battle, the fight, score, equipment score and other information in the game data corresponding to the multiple game accounts may be scored and ordered according to the rule of matching processing, so that the game accounts with close scores are distributed to the same game account group according to the number required by the playing method requirement.
In the embodiment of the disclosure, in order to achieve fairness of a game and ornamental performance of the game, whether the players corresponding to the game account are equivalent or not may be considered, and the game data in the game account of each player may be used to record the player's strength, that is, information such as the player's battle, score, and equipping score in the game may be used to judge the player's strength. The game data of the game account numbers to be played are summarized through the central server, scoring and sorting can be carried out through corresponding matching processing rules, and the contribution groups with close scores are grouped, so that opponents with close strength in the game are guaranteed to fight, the aim of more wonderful game is achieved, and the technical effect of game experience of players in the game is achieved.
Optionally, the central server may consider the load situation in the game interaction process by providing a corresponding battlefield scene for the target game account in the game account group, and determine a corresponding target cross-service server capable of meeting the load situation for the target cross-service server. The central server distributes corresponding cross-service battlefield for the game account groups to be battled, and the number of the corresponding cross-service servers in the cross-service servers can be determined for the battlefield game account groups to be battlefied to serve as target cross-service servers in consideration of load balancing.
Step S208, determining a specified number of target cross-service servers in a plurality of cross-service servers based on the number of the game account groups, and distributing each game account group to a corresponding target cross-service server so as to enable load balance among the target cross-service servers to be met.
In the technical solution provided in the above step S208 of the present disclosure, after performing account matching grouping on a plurality of game accounts based on game data to obtain at least one game account group, a target cross-service server with a command number may be determined in a plurality of cross-service servers based on the number of game account groups, and each game account group may be allocated to a corresponding target cross-service server, so that load balancing is satisfied between the target cross-service servers, where the specified number may be a preset value or a value that is set by itself according to an actual cross-service situation. It should be noted that, the above-mentioned setting manner of the specified data is only illustrative, and the storage is not particularly limited.
Optionally, according to the address information of the target cross-service server, logging the target game account numbers in the corresponding game account number group into the target cross-service server. At this time, a corresponding game room can be run through the target cross-service server, so that the virtual game roles in the game account group can execute corresponding game interaction operations in the game room, wherein the address information can be used for distinguishing different cross-service servers, and can be an internet protocol (Internet Protocol, abbreviated as IP) address and a port number of the cross-service server. It should be noted that the address information is merely illustrative, and is not particularly limited herein. The game room may be used to represent a battlefield created across the server, which may also be referred to as a cross-service battlefield, battlefield scenario, or a pair of helper cross-service scenario.
Optionally, after determining the target cross-service server, the player corresponding to the target game account in the game account group may be transmitted to the designated target cross-service server for game interaction through corresponding address information.
Alternatively, the client may send a corresponding request to the gaming suit to request entry into the cross-suit. The game server may forward and copy the game data for the game client through Bridge, and the cross server may respond to the game client with the copy data complete. The game client may request a cross-service Ticket (Ticket) from the game suit, and after the game suit receives the cross-service Ticket, the cross-service IP, port, and Ticket may be returned to the corresponding game client. The game client may connect with the cross-service and verify the protocol. After the protocol authentication passes, login authentication may be performed. After passing the login verification, the game of the player corresponding to the target game account belonging to the game account group may be logged in through the cross-service.
Alternatively, after the game ends in the designated pair of the uniform cross-service scenario run by the target cross-service server, the game results, i.e., the fight result synchronization Bridge, may be forwarded to the central server, where the fight result is recorded and sent to the corresponding game uniform.
Because the cross-service technology in the related technology only uses a single central server as a cross-service scene, the cross-service logic is executed, when the number of players increases, the cross-service logic is limited by the hardware performance of the central server, the performance bottleneck is easy to form, the workload of a central node is increased, and the technical problem of low cross-service efficiency of the game is caused. However, in the embodiment of the present disclosure, interaction among a game suit, a central suit and a cross suit may be designed through Bridge, the overall global game data may be monitored in real time through the central suit, and corresponding game accounts may be matched according to the game data of the game account having a game requirement, and grouped into corresponding game account groups, and corresponding cross suits may be matched for the corresponding game account groups, and corresponding battlefield scenes may be operated by using the cross suit to provide game interaction operations for corresponding players. Because the cross-clothes game interaction of players of different game clothes can be performed through corresponding cross-clothes, the situation that the workload of taking the central server as a cross-clothes scene is large is avoided, and the technical effect of improving the cross-clothes efficiency of the game is achieved.
Through the steps S202 to S208, whether the game client corresponding to the plurality of game accounts has a requirement for starting the game interaction operation or not can be detected in real time through the central server, and if yes, a corresponding cross-service game instruction can be generated; when a cross-service game instruction which needs to perform the cross-service game aiming at the target game is detected, a game account which triggers the cross-service game instruction, namely, a game account which needs to perform the cross-service game, can be determined; game data corresponding to each of the plurality of game accounts may be obtained from the plurality of game servers. According to the game data, account matching grouping can be carried out among a plurality of game accounts, so that a game account group capable of executing game interaction operation in a game room is obtained; the target cross-service server which is to be logged in by the target game account contained in the game account group can be determined from at least one cross-service server; the target game account number obtained by the matching processing can be logged into the target cross-service server based on the address information of the target cross-service server, so that the virtual game role corresponding to the target game account number can be subjected to game interaction operation in a game room operated by the target cross-service server, and load balancing can be met among the distributed target cross-service servers. According to the embodiment of the invention, the game account numbers in the servers where different game account numbers are located are associated by controlling the central server, and the appropriate target cross-service server is matched for the appropriate game account numbers through the corresponding matching processing, so that the cross-service game interactive operation is realized in the target cross-service server, the workload of the central server can be reduced, the situation that the central server forms a performance bottleneck is avoided, the aim of improving the cross-service efficiency is achieved, the technical effect of improving the low data processing efficiency of the game is achieved, and the technical problem of low data processing efficiency of the game is solved.
The above-described methods of embodiments of the present disclosure are further described below.
As an optional embodiment, step S208, based on the number of game account groups, determines a specified number of target cross-service servers from the plurality of cross-service servers, including: among the plurality of cross-service servers, a specified number of target cross-service servers matching the number of game account groups is determined, wherein the number of game account groups is an integer multiple of the specified number.
In this embodiment, a specified number of target cross-service servers that match the number of game account groups may be determined among the plurality of cross-service servers, that is, in a cross-server set that includes the plurality of cross-service servers, where the number of game account groups may be an integer multiple of the specified number. Corresponding load balancing relations are met among different cross-service servers matched with different game accounts in a cross-server set. The set of cross-servers may include all cross-servers connected to a central server through Bridge. The cross-server may also be referred to simply as a cross-server. The target cross-service server may satisfy a load balancing relationship with target game accounts included in the game account group.
Optionally, the cross-service server matching the target game account is determined as the target cross-service server. All the cross-service servers in the cross-server set connected to by Bridge can be monitored through the central server, and after the game account group is matched based on the game data, the cross-service server which can be matched with the game account group and meets the load balancing relation at the moment can be determined as the target cross-service server according to the game data of the target game account in the game account group and the related data of the cross-server set.
In this embodiment, if the load balancing relationship between the cross server and the game account group is not considered, only whether the battlefield scene operated by the cross server is the battlefield scene to be played by the player corresponding to the target game account included in the game account group is considered, and the cross server is matched for the game account group, there may be a situation that the response speed of the cross server is slow, network congestion is easy to be caused, and the network access effect is poor, so that there is a technical problem that the effect on data processing in the game is poor. However, in the embodiment of the present disclosure, considering the above situation, not only a battlefield scene to be played by a player corresponding to a target game account, but also a cross-service server that can be load-balanced with a game account group needs to be considered, so that not only can the requirements of the player be met, but also the situations of slow response speed and network congestion of the cross-service server can be avoided, the purpose of improving the response speed and network access effect of the cross-service server is achieved, and further the technical effect of improving the effect of data processing in the game is achieved.
As an optional embodiment, step S208, assigning each game account group to a corresponding target cross-service server includes: determining first identification information of the game account groups based on the number of the game account groups, wherein the first identification information is used for representing the ordering of the corresponding game account groups in at least one game account group; and determining target cross-service servers identified by second identification information based on the first identification information, wherein the second identification information is used for representing the ordering of the corresponding target cross-service servers in a specified number of target cross-service servers.
In this embodiment, the first identification information of the game account group may be determined based on the number of the game account groups, the second identification information may be determined based on the first identification information of the game account group, and the cross servers identified by the second identification information in the cross server set may be determined as target cross servers, where the first identification information may be used to represent a ranking of the corresponding game account group in at least one game account group, and may belong to a unique number of a target game account in the game account group, and may also be referred to as a party number or a unique identification code (Universally Unique Identifier, abbreviated as UUID). The second identification information may be used to represent a ranking of the corresponding target cross-service servers among the formulated number of target cross-service servers.
Optionally, based on the first identification information of the target game account in the game account group and the information such as the number of cross-service servers contained in the cross-server set, a cross-service server with balanced load with the current game account group is determined through a corresponding processing mode and used as a target cross-service server corresponding to the game account group.
As an alternative embodiment, the method may further comprise: and carrying out hash processing on the first identification information by using the designated number to obtain second identification information.
In this embodiment, the number of cross servers in the cross server set, that is, the specified number, may be used to hash the first identification information to obtain the second identification information, where the second identification information may be used to represent a result of the hash process, that is, may be used to determine a location of the target cross server in the cross server set.
Optionally, when the central server distributes the cross-service battlefield corresponding to the game account group, hash (hash) processing may be used to perform load balancing to match the corresponding target cross-service server for the game account group.
For example, the central server distributes the corresponding cross-service battlefield to the parties to the matrix, and a simple hash function can be used: m=hash (P) mod N, where M may be used to represent the second identification information, that is, the nth of the N cross-server sets of cross-server servers is the target cross-server. N may be used to represent the number of cross-server centralized cross-server servers. P may be used to represent a unique number for both parties of the array, i.e. the first identification information. mod is used to represent the remainder of N.
Optionally, before the central server allocates a corresponding cross-service server to the player needing cross-service game interaction, a unique UUID needs to be allocated to each target game account by the central server, and a cross-service battlefield is used for creating a corresponding cross-service battlefield on the corresponding cross-service server.
For example, taking a two-by-two matrix between players as an example, after the central server detects that there is a game account number to be played, that is, after the server registers a opponent of the game server, the server has a game data, the opponents of the two-by-two matrix may be divided into two pairs and numbered sequentially, for example, 100 opponents of all the game servers register, and the game server may be divided into 50 groups, each group numbered 1,2,3,, 50. If there are 10 servers across the servers, the load balancing can be divided simply as follows: 1-10 components to cross-clothes 1, 11-20 to cross-clothes 2, 21-30 to cross-clothes 3, 31-40 to cross-clothes 4, 41-50 to cross-clothes 5. This gives a simple hash function: m=helper number rounding across server numbers. If the helper number is 32, the whole number is 10, namely 3, and the corresponding target cross-service server is the cross-service 4. It should be noted that, the remainder and rounding in the above-mentioned hash function is merely illustrative, and the disclosure is not limited thereto. The method and the process for determining the target cross-service server by considering load balancing are within the protection scope of the embodiment of the invention.
As an alternative embodiment, the method may further comprise: the specified number is adjusted based on the number change trend of the game account group.
In this embodiment, the number of cross-servers in the cross-server set, that is, the designated number, may be adjusted based on the number change trend of the plurality of game accounts.
Optionally, the number of the cross-service servers in the cross-server set is adjusted in consideration of the trend of the number of the game accounts to be played in the cross-service game, for example, if the number of the game accounts increases, the number of the cross-service servers can be adaptively increased.
As an optional embodiment, step S206, performing account matching grouping on the plurality of game accounts based on the game data to obtain at least one game account group, includes: determining a level index of the game account based on game data of the game account, wherein the level index is used for representing the game level of the virtual game role corresponding to the game account; and dividing at least two game account numbers with the similarity between the horizontal indexes smaller than a similarity threshold value into a group in the plurality of game account numbers to obtain a game account number group.
In this embodiment, the level indicator of the game account may be determined based on game data of the game account, and among the plurality of game accounts, at least two game accounts with a similarity smaller than the pre-count of the similarity between the level indicators may be divided into a game account group, where the level indicator may be used to represent a game level of the virtual game role corresponding to the game account, for example, may be a score or score for the virtual game role and the player.
Optionally, before the player enters the cross-service, regular grouping is performed, such as two side groups of the AB or a alliance enters the cross-service server to fight, and specifically, which cross-service C the AB enters, and which battlefield scene D of the cross-service C is obtained by the central service performing ranking matching according to a series of rules (such as battle force, score, equipment score) and the like.
Optionally, the game data of all the side groups, that is, the registration information, are stored in the central suit, so the central suit can match to two side groups with similar strength according to the information of battle ability, score and the like, and the target cross-service server for cross-service fight is distributed to the two side groups.
Since two opponents with close strength are always expected to fight more wonderfully in the game, we will sort according to information such as battle, score, equipment score, etc., and group the helper with close score. The central server can be pre-deployed with a rule of matching processing, the acquired game data can be processed through the rule of matching processing, the matching processing is carried out on the acquired game data to corresponding game account groups, for example, if game accounts in different game clothes need to enter a cross-service server to carry out battle, the information of battle forces, scores, equipment scores and the like in the game data corresponding to a plurality of game accounts can be scored and ordered according to the rule of matching processing, so that the game accounts with the scores close to each other are distributed to the same game account group according to the number required by playing method requirements.
In the embodiment of the disclosure, in order to achieve fairness of a game and ornamental performance of the game, whether the players corresponding to the game account are equivalent or not may be considered, and the game data in the game account of each player may be used to record the player's strength, that is, information such as the player's battle, score, and equipping score in the game may be used to judge the player's strength. The game data of the game account numbers to be played are summarized through the central server, scoring and sorting can be carried out through corresponding matching processing rules, and the contribution groups with close scores are grouped, so that opponents with close strength in the game are guaranteed to fight, the aim of more wonderful game is achieved, and the technical effect of game experience of players in the game is achieved.
As an optional embodiment, logging in the corresponding target game account to the target cross-service server based on the address information of the target cross-service server includes: and sending address information of the target cross-service server to a game server corresponding to the target game account, so that the game server corresponding to the target game account transmits the stored game data of the target game account to the target cross-service server, wherein the game data of the target game account is used for carrying out login verification on the target game account, and the target game account with successful verification allows login to the target cross-service server.
In this embodiment, address information of the target cross-service server may be sent to a game server corresponding to the target game account, so that the game server transmits the stored game data of the target game account to the corresponding target cross-service server, where the game data of the target game account may be used to perform login verification on the target game account, and the target game account after the verification is successful may be allowed to log into the corresponding target cross-service server, where the game data may be a data file of a player, and may include plaintext data such as a player account, a player requirement specification (User Requirement Specification, abbreviated as URS), and IP. It should be noted that the above game data is merely illustrative, and is not particularly limited herein. The login verification may be login verification using an asymmetric encryption algorithm, for example, may be RSA algorithm login verification.
Optionally, the game data in the game account of the player is stored in the game server where the player initially establishes the game account, and when the cross-service game interaction is performed, that is, when the game client requests to enter the cross-service, since the determined target cross-service server corresponding to the game account does not have the game data of the player, the game data of the player can be transmitted to the corresponding target cross-service server from the game server corresponding to the game client.
In the embodiment of the disclosure, since the daily activity tasks of the player in the game are all operated on the initial game server, when the player participates in the playing method of the game cross-clothes, the player data on the initial game server can be copied to the corresponding target cross-clothes server, and the game data of the player in the initial game server can be changed frequently, for example, the game data of the player in the initial game server can be changed in the conditions of upgrading the level of the virtual game role, putting on and taking off the equipment of the virtual game role and the like, therefore, when the player participates in the playing method of the game cross-clothes each time, the player needs to remotely transmit and copy the game data on the initial game server to the corresponding target cross-clothes server, thereby ensuring the real-time performance of the game data and further realizing the technical problem of low data processing efficiency of the game.
Alternatively, the copy game data transmission may be forwarded from the game server to the corresponding target cross-server via Bridge. After the target cross-service server detects that copying is completed for the game data, a prompt message responding to the completion of copying the game data can be sent to the game client.
Optionally, after the game client receives the prompt information that the copy of the game data responded by the target cross-service server is completed, the game client can send a request cross-service Ticket to the game server where the game client is located, and the game server can return the cross-service IP and the port and the Ticket to the corresponding game client, that is, the IP and the port and the Ticket of the corresponding target cross-service server.
Optionally, after the game client receives the cross-service IP, the port and the socket, the corresponding target cross-service server may be connected, and the protocol may be verified, if the protocol verification is passed, login verification may be initiated to the target cross-service server, and if the protocol verification is passed, the corresponding game room may be run out through the target cross-service server to log in the game.
Because players in a single game server can only conduct game interaction operations such as making friends and teams with players in the same game server, however, in the embodiment of the present disclosure, player data in two different game servers can be copied to one cross-service server through cross-service teams, so that players in the two game servers can log into the cross-service server, and game interaction operations of players in the two different game servers can be achieved, and therefore, the purpose of copying game data of players in the two different game servers to the cross-service server is to achieve the technical effect that players between different game servers can conduct game interaction operations across the cross-service.
Alternatively, by remotely copying the player's game data to the corresponding cross-service server, an RSA asymmetric encryption algorithm may be used to verify that the login Ticket mode entered cross-service login and login the cross-service server.
The cross-service server used in the embodiments of the present disclosure is a set of special game clothes, running cross-service related game logic, and under normal conditions, no player logs in, only players that have been authenticated by cross-service login can log in to the cross-service server.
The embodiments of the present disclosure use a classical RSA asymmetric encryption decryption algorithm for login rights verification. The process of player entering cross-service authentication is as follows: the player can upload the public key of the game client at the game client, and the game server corresponding to the game client can encrypt the game data of the player, such as plaintext data of player account URS, IP and the like, by using the cross-service public key. The public key of the game client may then be used for secondary encryption and the encryption result Ticket may be sent to the corresponding game client.
Optionally, the game client may decrypt with the private key to which each belongs, and encrypt the decryption result with the private key again, so as to obtain a socket, which may be stored in the memory. After the corresponding target cross-service server is connected by using the network, the public key of the game client can be uploaded to the target cross-service server, and then the encrypted Ticket can be sent to the currently connected target cross-service server by using the private key. The target cross-service server can decrypt by using the public key uploaded by the game client, and can obtain the plaintext data of the player in the game server, namely, the game data by using the private key of the cross-service to decrypt secondarily, and the verification can verify that the login passes.
As an alternative embodiment, the method further comprises: obtaining an operation result obtained by at least executing game interaction operation on a virtual game role corresponding to a target game account; and sending the operation result to the game server.
In this embodiment, an operation result obtained by at least a game interaction operation that can be performed by a virtual game character corresponding to the target game account may be obtained, and a corresponding operation result may be sent to a game server to which the player belongs, where the operation result may be a combat result.
Optionally, when a player logs in to a corresponding target cross-service server, the player can be transmitted to a designated cross-service scene of a pair of assistance and assistance which can be operated by the target cross-service server, namely, a cross-service battlefield, the player can control a corresponding virtual game role to conduct assistance and assistance in the cross-service battlefield, and after the end of the pairing, a battle result can be forwarded to a central server in synchronization with Bridge, and the central server records data and forwards the data to a game server where the player is located.
As an optional embodiment, after sending the address information of the target cross-service server to the game server corresponding to the target game account, the method further includes: and sending the address information of the target cross-service server to the game server corresponding to the target game account again in response to the fact that the first response message of the game server is not received within the target duration, wherein the first response message is used for indicating that the game server successfully receives the address information of the target cross-service server.
In this embodiment, whether the game server receives the first response message may be detected, and if the first response message is still not received within the target duration, the address information of the target cross-service server may be sent again to the game server corresponding to the target game account, where the first response message may be used to indicate that the game server successfully receives the address information of the target cross-service server.
Optionally, in order to ensure asynchronous communication between different game servers and implement timeout retransmission for message communication of different game servers, in the embodiment of the present disclosure, an assistant library provided by a scripting language (Lua) may be used to implement asynchronous communication between different game servers, and the duration of the first response message received by the game server may be monitored by Lua, where when the duration exceeds the target duration, it may be stated that timeout occurs, and at this time, a timeout retransmission effect may be started, that is, address information of the target cross server may be sent to the game server corresponding to the target game account for the second time.
In the embodiment of the disclosure, in order to ensure the reliability of communication between different servers, a Lua cooperative technology is used, a cooperative Cheng Chaoshi detection mechanism is added, a request sent to a server B by a server a through Bridge is returned to the server a after the server B receives the request in normal connection, when the server B is abnormally withdrawn, the write-up of the server a is overtime, the server a is resent after the suspension, and alarm processing is performed after a plurality of failures.
In the embodiment of the disclosure, the alarm mechanism is to write the alarm message into the designated file, the abnormality monitoring service detects the alarm file and can forward the newly added alarm to the group message notification, wherein the group message is a chat tool capable of solving the internal chat of the relevant staff for alarming, similar to WeChat, a group can be established for the relevant staff, and the alarm message is sent to the group to be seen by the staff in the group, so that the group notification function is realized.
Optionally, the codes of the game clothes and the cross-clothes center clothes are almost the same, and only different labels are given, for example, a server C is configured as the center clothes, all full-clothes data are sent to C, and then a full-clothes list can be realized. For example, the server D is configured as a cross-service, and then the player performing the cross-service executes the cross-service flow to log in to the server D. The servers are all the same, but are configured differently, giving different meanings. However, bridge is a "Bridge" that communicates with all servers, with which data can be transferred from server a to server C, which is just one server, and which may be a central service, a cross-service, or a player service, since all servers are connected to Bridge.
As an optional embodiment, sending address information of the target cross-service server to the game server corresponding to the target game account includes: and forwarding the address information of the target cross-service server to the game server through the first data forwarding server.
In this embodiment, address information of the target cross-service server may be forwarded to the corresponding game server through the first data forwarding server, where the first data forwarding server may be Bridge.
Optionally, interaction between the game server, the central server and the cross-service server may be achieved by the first data forwarding server, i.e. Bridge. The Bridge is connected with all servers, the central server is used as a full-server unique node of all servers to manage global data, and players enter the cross-service from the game server by forwarding player data to the cross-service through the Bridge and logging in the game from the cross-service.
As an alternative embodiment, forwarding address information to the game server through the first data forwarding server includes: switching the first data forwarding server to a second data forwarding server in a normal state in response to the first data forwarding server being in an abnormal state; and forwarding the address information to the game server through the second data forwarding server.
In this embodiment, the state of the first data forwarding server may be detected in real time, when it is detected that the first data forwarding server is in an abnormal state, the first data forwarding server may be switched to a second data forwarding server in a normal state at this time, and address information may be forwarded to a corresponding game server through the second data forwarding server, where the first data forwarding server and the second data forwarding server belong to a mutual backup, and when one party is in an abnormal state, the other party may be started to replace the operation.
In the embodiment of the present disclosure, the Bridge used is connected to all servers by a plurality of nodes, i.e., bridge0, bridge1, bridge2, etc., and message forwarding between servers is performed. The Bridge0, the Bridge1 and the Bridge2 are not different, only a plurality of processes are adopted, the Bridge is connected with all servers and is used for data transmission of different servers, the plurality of bridges are started only for improving transmission efficiency and reliability, a single Bridge crashes, and other bridges can be used to achieve the purpose of redundant deployment of the Bridge.
In one possible implementation, the embodiment of the present disclosure provides another game data processing method, and fig. 3 is a flowchart of another game data processing method according to one embodiment of the present disclosure, and as shown in fig. 3, the method is applied to a cross-service server, and may include the following steps:
Step S302, address information of a target cross-service server is sent to a central server.
In the technical solution provided in the above step S302 of the present disclosure, the address information is used to enable the central server to log in the target game account to the target cross-service server, where the target cross-service server is allocated with a game account group, and the designated number of target cross-service servers are determined in the target cross-service servers based on the number of the game account groups, so that load balancing is satisfied between the target cross-service servers, at least one game account group is obtained by performing account matching grouping on the game accounts based on game data corresponding to the game accounts in the game servers, each game account group includes at least two target game accounts, and address information of the corresponding cross-service server can be sent to the central server, where the address information can be used to enable the central server to log in the target game account to the cross-service server. The cross-service server may be logged in by a target game account in the set of game accounts. The game account group is obtained by matching a plurality of game accounts based on game data of the plurality of game accounts by the central server, and comprises at least two target game accounts, and at least two virtual game roles corresponding to the at least two target game accounts are used for executing at least game interactive operation in a game room.
Optionally, whether the requirement for playing the game triggered by the game client exists or not is detected in real time through the central suit, and if the requirement is detected, a game account number to which the game client with the requirement belongs and game data to which the game account number belongs can be obtained. After detecting that a plurality of game clients need to play a game through a central server and acquiring corresponding game accounts and game data, the central server can analyze the game data with the game demands at present to determine the matching degree of the game accounts, and the game accounts with high matching degree can be separated into the same game account group according to the game play demands. The central server can consider the load situation in the process of game interaction operation by providing a corresponding battlefield scene for the target game account in the game account group, and determines a corresponding target cross-service server capable of meeting the load situation for the target game account. The central server distributes corresponding cross-service battlefield for the game account groups to be battled, and the number of the corresponding cross-service servers in the cross-service servers can be determined for the battlefield game account groups to be battlefied to serve as target cross-service servers in consideration of load balancing.
Optionally, the corresponding address information is sent to the central server through the determined cross-service server.
Step S304, in response to the successful login of the target game account to the target cross-service server, controlling the virtual game role corresponding to the target game account, and executing at least game interaction operation in the game room operated by the target cross-service server.
In the technical scheme provided in the above step S304 of the present disclosure, when it is detected that the target game account successfully logs into the cross-service server, the virtual game role corresponding to the target game account may be controlled, and at least a game interaction operation is performed in the game room running in the cross-service server.
Optionally, the player corresponding to the target game account in the game account group can be transmitted to the designated target cross-service server for game interaction through corresponding address information.
Through the steps S302 and S304, address information of the cross-service server is sent to the central server, where the address information is used to enable the central server to log in the target game account to the cross-service server; and in response to the target game account number successfully logging in the cross-service server, controlling the virtual game role corresponding to the target game account number, and executing at least game interaction operation in a game room operated by the cross-service server. The game account numbers in the servers where different game account numbers are located are associated through the control center server in the embodiment of the disclosure, and the appropriate target cross-service server is matched for the appropriate game account numbers through the corresponding matching processing, so that cross-service game interactive operation is performed in the target cross-service server, the workload of the center server can be reduced, the situation that the center server forms performance bottlenecks is avoided, the aim of improving the cross-service efficiency is achieved, the technical effect of improving the low data processing efficiency of the game is achieved, and the technical problem of low data processing efficiency of the game is solved.
The above-described methods of embodiments of the present disclosure are further described below.
As an alternative embodiment, the method further comprises: and acquiring game data of the target game account number from the game server to control virtual game roles corresponding to the target game account number, and executing at least game interaction operation in a game room running across the server, wherein the game server is used for storing at least the game data of the target game account number.
In this embodiment, game data of the target game account number from the game server may be acquired to control the virtual game character corresponding to the target game account number, and at least a game interaction operation is performed in a game room running across the server, where the game server may be configured to store at least the game data of the target game account number.
Optionally, the game data in the game account of the player is stored in the game server where the player initially establishes the game account, and when the cross-service game interaction is performed, that is, when the game client requests to enter the cross-service, since the determined target cross-service server corresponding to the game account does not have the game data of the player, the game data of the player can be transmitted to the corresponding target cross-service server from the game server corresponding to the game client.
Alternatively, the copy game data transmission may be forwarded from the game server to the corresponding target cross-server via Bridge. After the target cross-service server detects that copying is completed for the game data, a prompt message responding to the completion of copying the game data can be sent to the game client.
Optionally, after the game client receives the prompt information that the copy of the game data responded by the target cross-service server is completed, the game client can send a request cross-service Ticket to the game server where the game client is located, and the game server can return the cross-service IP and the port and the Ticket to the corresponding game client, that is, the IP and the port and the Ticket of the corresponding target cross-service server.
Optionally, after the game client receives the cross-service IP, the port and the socket, the corresponding target cross-service server may be connected, and the protocol may be verified, if the protocol verification is passed, login verification may be initiated to the target cross-service server, and if the protocol verification is passed, the corresponding game room may be run out through the target cross-service server to log in the game.
As an optional embodiment, obtaining game data of the target game account from a game server corresponding to the target game account includes: and acquiring game data of the target game account from a game server corresponding to the target game account through the first data repeater.
In this embodiment, the game data of the target game account may be acquired from the game server corresponding to the target game account through the first headend.
Optionally, interaction between the game server, the central server and the cross-service server may be achieved by the first data forwarding server, i.e. Bridge. If the game data in the game server needs to be transmitted to the corresponding target cross-service server, the Bridge can be used as a Bridge between the game server and the target cross-service server to transmit the game data.
As an alternative embodiment, the method further comprises: and replying a second response message to the game client corresponding to the target game account within the target time length, wherein the second response message is used for indicating that the cross-service server successfully acquires the game data of the target game account.
In this embodiment, a second response message may be replied to the game client corresponding to the target game account within the target duration, where the second response message may be used to indicate that the cross-service server successfully obtains the game data of the target game account.
Optionally, when the target cross-service server successfully receives the game data of the target game account, a second response message may be sent to the game client corresponding to the game data to prompt.
As an alternative embodiment, obtaining game data for a target game account from a game server includes: obtaining target encrypted game data of a target game account, wherein the target encrypted game data is obtained by encrypting decrypted game data by using a private key of a game client, the decrypted game data is obtained by decrypting initial encrypted game data by using a private key of the game client, and the initial encrypted game data is obtained by encrypting game data of the target game account by using a public key of a cross server and a public key of the game client by using a game server; and decrypting the target encrypted game data by using the public key of the game client and the private key of the cross-service server to obtain the game data of the target game account.
In this embodiment, the target encrypted game data of the target game account may be obtained, and the target encrypted game data may be decrypted by using a public key in the game client and a private key of the cross server, so as to obtain final game data, where the target encrypted game data is obtained by encrypting, by the game client, the decrypted game data by using the private key of the game client, and may be a socket. The decrypted game data is obtained by decrypting the initial encrypted game data by the game client by using the private key of the game client, and can also be a decryption result. The initial encrypted game data is obtained by encrypting the game data of the target game account by the game server through the public key of the cross-server and the public key of the game client.
Alternatively, a classical RSA asymmetric encryption decryption algorithm is used for login rights verification. The process of player entering cross-service authentication is as follows: the player can upload the public key of the game client at the game client, and the game server corresponding to the game client can encrypt the game data of the player, such as plaintext data of player account URS, IP and the like, by using the cross-service public key. The public key of the game client may then be used for secondary encryption and the encryption result Ticket may be sent to the corresponding game client.
Optionally, the game client may decrypt with the private key to which each belongs, and encrypt the decryption result with the private key again, so as to obtain a socket, which may be stored in the memory. After the corresponding target cross-service server is connected by using the network, the public key of the game client can be uploaded to the target cross-service server, and then the encrypted Ticket can be sent to the currently connected target cross-service server by using the private key. The target cross-service server can decrypt by using the public key uploaded by the game client, and can obtain the plaintext data of the player in the game server, namely, the game data by using the private key of the cross-service to decrypt secondarily, and the verification can verify that the login passes.
As an alternative embodiment, the method may comprise: and in response to successfully acquiring the game data of the target game account, determining that the verification of the game client passes, and allowing the target game account to log in to the cross-service server.
In this embodiment, when the game data of the target game account is detected to be successfully acquired, and verification of the game client is determined to pass, the target game account may be allowed to log into the cross-service server.
Optionally, when a player logs in to a corresponding target cross-service server, the player can be transmitted to a designated cross-service scene of a pair of assistance and assistance which can be operated by the target cross-service server, namely, a cross-service battlefield, the player can control a corresponding virtual game role to conduct assistance and assistance in the cross-service battlefield, and after the end of the pairing, a battle result can be forwarded to a central server in synchronization with Bridge, and the central server records data and forwards the data to a game server where the player is located.
In one possible embodiment, the disclosed embodiments provide a data processing system for a game that may be used to perform the data processing method for a game of the embodiments of the present invention. FIG. 4 is a schematic diagram of a data processing system of a game according to one embodiment of the present disclosure, as shown in FIG. 4, the data processing system 400 of the game may include: a plurality of game servers 402, a central server 404, and a target cross-service server 406.
The plurality of game servers 402 are configured to store game data corresponding to a plurality of game accounts, where the plurality of game accounts log in the target game through the plurality of game servers.
In the technical solution provided by the central server 402 of the present disclosure, game data of a player who registers a game account in the present game server may be stored in the game server, where multiple game accounts may log in a target game through multiple game servers.
A central server 404, configured to determine a plurality of game accounts for triggering the cross-service game command in response to the cross-service game command for the target game; obtaining game data corresponding to a plurality of game accounts from a plurality of game servers; based on game data, carrying out account matching grouping on a plurality of game accounts to obtain at least one game account group; based on the number of the game account groups, a specified number of target cross-service servers are determined in the plurality of cross-service servers, each game account group is distributed to the corresponding target cross-service servers so that load balancing is achieved among the target cross-service servers, each game account group comprises at least two target game accounts, the central server is used for logging in the target game accounts to the target cross-service servers based on address information of the target cross-service servers, the target cross-service servers are used for controlling virtual game roles corresponding to the target game accounts, and at least game interaction operation is executed in a game room operated by the target cross-service servers.
In the technical solution provided by the central server 404 in the present disclosure, game data of a plurality of game accounts may be obtained through the central server, and based on the game data, a matching process may be performed on the plurality of game accounts to obtain a corresponding game account group, and a target cross-service server to be logged in corresponding to the game account group may be determined. And the target game account number can be logged into the target cross-service server based on the address information of the target cross-service server.
Optionally, whether the requirement for playing the game triggered by the game client exists or not is detected in real time through the central suit, and if the requirement is detected, a game account number to which the game client with the requirement belongs and game data to which the game account number belongs can be obtained.
Optionally, the central server analyzes the game data with the current game requirement to determine the matching degree of the game accounts, and the game accounts with high matching degree can be separated into the same game account group according to the requirement of the game playing method.
Optionally, the central server may consider the load situation in the game interaction process by providing a corresponding battlefield scene for the target game account in the game account group, and determine a corresponding target cross-service server capable of meeting the load situation for the target cross-service server. The central server distributes corresponding cross-service battlefield for the game account groups to be battled, and the number of the corresponding cross-service servers in the cross-service servers can be determined for the battlefield game account groups to be battlefied to serve as target cross-service servers in consideration of load balancing.
Optionally, the player corresponding to the target game account in the game account group is transmitted to the designated target cross-service server for game interaction through corresponding address information.
The target cross-service server 406 is configured to send address information of the target cross-service server to the central server.
In the technical solution provided by the target cross-service server 406 in the present disclosure, address information of the target server is sent to the central server through the target cross-service server, where the address information may be used to enable the central server to log in the target game account to the target cross-service server.
Optionally, the corresponding address information is sent to the central server through the determined cross-service server.
The above-described systems of embodiments of the present disclosure are further described below.
As an alternative embodiment, the system may further comprise: the game server corresponding to the target game account is used for responding to a target request of the game client corresponding to the target game account, encrypting the game data of the target game account by using the public key of the cross server and the public key of the game client to obtain initial encrypted game data, wherein the target request is used for requesting the game server to transmit the game data of the target game account to the target cross server; the game client is used for decrypting the initial encrypted game data by utilizing the private key of the game client to obtain decrypted game data, encrypting the decrypted game data by utilizing the private key of the game client to obtain target encrypted game data, and uploading the public key of the game client and the target encrypted game data to the target cross-service server, wherein the target cross-service server decrypts the target encrypted game data by utilizing the public key of the game client and the private key of the cross-service server to obtain game data of a target game account number so as to control virtual game roles corresponding to the target game account number, and at least executing game interaction operation in a game room operated by the target cross-service server.
In this embodiment, in response to a target request of a game client corresponding to a target game account, game data of the target game account is encrypted using a public key of a cross server and a public key of the game client to obtain initial encrypted game data. Decrypting the initial encrypted game data by using the private key of the game client to obtain decrypted game data, encrypting the decrypted game data by using the private key of the game client to obtain target encrypted game data, and uploading the public key of the game client and the target encrypted game data to the target cross-server.
Optionally, the player may upload the public key of the game client at the game client where the player is located, and the game server corresponding to the game client may encrypt the game data of the player, for example, plain text data such as the player account URS, IP, etc., using the cross-service public key. The public key of the game client may then be used for secondary encryption and the encryption result Ticket may be sent to the corresponding game client.
Optionally, the game client may decrypt with the private key to which each belongs, and encrypt the decryption result with the private key again, so as to obtain a socket, which may be stored in the memory. After the corresponding target cross-service server is connected by using the network, the public key of the game client can be uploaded to the target cross-service server, and then the encrypted Ticket can be sent to the currently connected target cross-service server by using the private key. The target cross-service server can decrypt by using the public key uploaded by the game client, and can obtain the plaintext data of the player in the game server, namely, the game data by using the private key of the cross-service to decrypt secondarily, and the verification can verify that the login passes.
As an optional embodiment, the game server corresponding to the target game account is configured to send address information of the target cross-service server to the game client; the game client is used for establishing communication connection with the target cross-service server based on the address information of the target cross-service server.
In this embodiment, the address information of the target cross-service server may be transmitted to the game client through the game server. The game client may also establish a communication connection with the target cross-service server based on address information of the target cross-service server.
Through the system, the central server is used for acquiring game data of a plurality of game accounts; based on game data, carrying out matching processing on a plurality of game account numbers to obtain at least one game account number group, wherein the game account number group comprises at least two target game account numbers, and at least two virtual game roles corresponding to the at least two target game account numbers are used for executing at least game interaction operation in a game room; determining a target cross-service server to which a target game account in the game account group is to be logged in; the target cross-service server is used for sending the address information of the target cross-service server to the central server, wherein the address information is used for enabling the central server to log in the target game account to the target cross-service server; the central server is used for logging in the target cross-service server based on the address information of the target cross-service server, the target cross-service server is used for controlling virtual game roles corresponding to the target game account, and at least game interactive operation is executed in a game room operated by the target cross-service server, so that the technical effect of improving the low data processing efficiency of the game is achieved, and the technical problem of low data processing efficiency of the game is solved.
The technical solutions of the embodiments of the present disclosure are further described by way of example with reference to the preferred embodiments. In particular, a mid-game cross-server solution is further described.
In online gaming, multiple servers, each being an independent game world, are started due to computer performance and resource constraints. The player must select a server before entering the game and the character created after entering the game can only be played within the selected server. Thus, players in each server can only interact with players in the present server, and cannot communicate, compete, and cooperate with players of other servers. Thus, the longer the game time, the smaller the circle of the player becomes, and even the situation that the player alone plays the game becomes, which makes it difficult for the player to experience the pleasure of communication interaction and team cooperation.
In the cross-service technology in the related technology, a central server is used as a central node, a cross-service scene is started in the central node, and the connection of the client is switched to the central node, so that a player is active in the scene of the central node. The cross-service in this case only involves the interaction of two servers, if all the servers pass through the central node, the workload of the central node is increased, performance bottlenecks are easily formed, and the efficiency of the cross-service is reduced, so that the technical problem of low data processing efficiency of the game still exists.
In order to solve the above problems, the embodiments of the present disclosure provide a method for solving a game midspan server, which can detect, in real time, whether a game client corresponding to a plurality of game accounts has a need for starting a game interaction operation through a central server, and if so, can generate a corresponding midspan game instruction; when a cross-service game instruction which needs to perform the cross-service game aiming at the target game is detected, a game account which triggers the cross-service game instruction, namely, a game account which needs to perform the cross-service game, can be determined; game data corresponding to each of the plurality of game accounts may be obtained from the plurality of game servers. According to the game data, account matching grouping can be carried out among a plurality of game accounts, so that a game account group capable of executing game interaction operation in a game room is obtained; the target cross-service server which is to be logged in by the target game account contained in the game account group can be determined from at least one cross-service server; the target game account number obtained by the matching processing can be logged into the target cross-service server based on the address information of the target cross-service server, so that the virtual game role corresponding to the target game account number can be subjected to game interaction operation in a game room operated by the target cross-service server, and load balancing can be met among the distributed target cross-service servers.
Because the cross-service game interaction operation between different game accounts is realized only through the central server in the related technology, the problem of low cross-service efficiency and low data processing efficiency of the game can be caused. However, the game account numbers in the servers where different game account numbers are located are associated by the control center server in the embodiment of the present disclosure, and a suitable target cross-service server is matched for a suitable game account number through corresponding matching processing, so that cross-service game interactive operation is performed in the target cross-service server, workload of the center server can be reduced, performance bottleneck formation of the center server is avoided, the goal of improving cross-service efficiency is achieved, further, the technical effect of improving low data processing efficiency of the game is achieved, and the technical problem of low data processing efficiency of the game is solved.
In this embodiment, the disclosed embodiment is a scheme for horizontally expanding cross-service nodes, which supports the cross-service requirements of a large number of players. Through estimating the number of active persons, resident cross-service server nodes with fixed number are supported, and the number of the cross-service server nodes is dynamically increased or decreased according to the actual number of active persons, so that the requests of supporting a large number of players for cross-service are met, and the game experience of the players is enhanced.
Optionally, fig. 5 is a schematic diagram of a server node connection result according to an embodiment of the disclosure, as shown in fig. 5, where Bridge connects all servers, a central service manages global data as a full-service unique node of all servers, and a player enters a cross-service from a game service, forwards player data to the cross-service through Bridge, and logs in a game from the cross-service. In order to enable interaction among players in different servers, the effect of cross-suit game interaction of players in different game clothes can be achieved through the central server. When the connection between the central server and the game clothes and the cross-service server is designed, the game client can be connected with the game clothes selected by the player corresponding to the game client. The game suit can be connected with the central suit by a Bridge, and then the cross-suit server can be connected with the central suit and the game suit by the Bridge. Therefore, global data of the whole game service, the game client and the cross-service server can be summarized through the central server, and the central server can be controlled to match game account numbers and distribute corresponding target cross-service servers conveniently. Bridge may include Bridge0 and Bridge1. The game pieces may include a game piece 1, a game piece 2, and a game piece 3. The cross-clothes may include cross-clothes a, B, and C. Clients may include client a and client b. There is no distinction between Bridge0 and Bridge1, only multiple processes, bridge is connected to all servers for data transmission of different servers, multiple bridges are started only for improving transmission efficiency and reliability, a single Bridge crashes, and other bridges can be used.
Alternatively, FIG. 6 is a schematic diagram of creating a cross-clothing battlefield according to one embodiment of the disclosure, as shown in FIG. 6, a cross-clothing connected with a center-clothing may include cross-clothing A, cross-clothing B, and cross-clothing C.
Alternatively, the Bridge is connected to all servers by multiple nodes, namely Bridge0, bridge1, bridge2, etc., so as to forward messages between servers.
In this embodiment, the full-service data of all servers is managed by the central service, and is in data communication with all servers by Bridge, where the full-service data may also be referred to as global data, and the full-service data is data shared by all servers, and exists on a single server, referred to herein as a "central service", such as a full-service ranking list, where the list data of each server is transmitted to the "central service" and ranked.
Optionally, the central service distributes a cross-service battlefield corresponding to the assistant alliance of the two parties of the opposite array, and uses a simple hash function m=hash (P) mod N to perform load balancing, where P is the unique number UUID of the two parties of the opposite array, N is the number of cross-service servers, and M corresponds to an nth server in the N cross-service servers. Before the start of the activity, the central uniform assigns each team a unique UUID, and the battlefield cross-uniform, and then creates a battlefield on the corresponding cross-uniform.
Optionally, after the assignment of the assignment to all servers, the center takes the assignment information, we divide the assignment into opponents of two pairs, number them sequentially, for example, 100 assignment entries are taken, we divide 50 groups, each group number is 1, 2, 3 to 50, 10 are taken across, then the simple load balancing division is 1-10 groups to span 1, 11-20 to span 2, 21-30 to span 3, 31-40 to span 4, 41-50 to span 5. Thus, there is a simple hash function=the whole number of the side numbers, for example, the server corresponding to the side number 32, the whole 10, or 3 is the cross-service 4. The hash function is also referred to herein as this method, except that the remainder is used and the idea is the same.
Optionally, before the player enters the cross-service, regular grouping is performed, such as two side groups of the AB or a alliance enters the cross-service server to fight, and specifically, which cross-service C the AB enters, and which battlefield scene D of the cross-service C is obtained by the central service performing ranking matching according to a series of rules (such as battle force, score, equipment score) and the like.
Optionally, the game data of all the side groups, that is, the registration information, are stored in the central suit, so the central suit can match to two side groups with similar strength according to the information of battle ability, score and the like, and the target cross-service server for cross-service fight is distributed to the two side groups.
In this embodiment, the cross-service server used is a special set of game clothes, running cross-service related game logic, no player normally logs in, only players that have been authenticated by the cross-service login can log in to the cross-service server.
Fig. 7 is a schematic diagram of a cross-service login timing according to one embodiment of the disclosure, which may include the following methods:
step S701, request to enter cross-service.
In this embodiment, the client may send a corresponding request to the gaming suit to request entry into the cross-suit.
Optionally, the game data in the game account of the player is stored in the game server where the player initially establishes the game account, and when the cross-service game interaction is performed, that is, when the game client requests to enter the cross-service, since the determined target cross-service server corresponding to the game account does not have the game data of the player, the game data of the player can be transmitted to the corresponding target cross-service server from the game server corresponding to the game client.
Step S702, the copy game data is forwarded through Bridge.
In this embodiment, the game suit may forward and copy the game data for the game client through Bridge.
Alternatively, the copy game data transmission may be forwarded from the game server to the corresponding target cross-server via Bridge. After the target cross-service server detects that copying is completed for the game data, a prompt message responding to the completion of copying the game data can be sent to the game client.
Step S703, the copy game data is completed in response.
In this embodiment, the cross-server may respond to the game client with a copy data completion.
Step S704, requesting to cross-service the Ticket.
In this embodiment, the game client may request a cross-service Ticket from the gaming suit.
Step S705, returning to the cross-service IP, port, and socket.
Optionally, after the game client receives the prompt information that the copy of the game data responded by the target cross-service server is completed, the game client can send a request cross-service Ticket to the game server where the game client is located, and the game server can return the cross-service IP and the port and the Ticket to the corresponding game client, that is, the IP and the port and the Ticket of the corresponding target cross-service server.
In this embodiment, after receiving the cross-service Ticket, the gaming garment may return the cross-service IP, port, and Ticket to the corresponding gaming client.
Step S706, connecting the cross-service and verifying the protocol.
In this embodiment, the game client may connect with the cross-service and verify the protocol.
In step S707, the protocol verification is passed.
In this embodiment, it may be determined whether the protocol verification is passed, and if so, step S708 may be further performed.
The embodiments of the present disclosure use a classical RSA asymmetric encryption decryption algorithm for login rights verification. The process of player entering cross-service authentication is as follows: the player can upload the public key of the game client at the game client, and the game server corresponding to the game client can encrypt the game data of the player, such as plaintext data of player account URS, IP and the like, by using the cross-service public key. The public key of the game client may then be used for secondary encryption and the encryption result Ticket may be sent to the corresponding game client.
Optionally, the game client may decrypt with the private key to which each belongs, and encrypt the decryption result with the private key again, so as to obtain a socket, which may be stored in the memory. After the corresponding target cross-service server is connected by using the network, the public key of the game client can be uploaded to the target cross-service server, and then the encrypted Ticket can be sent to the currently connected target cross-service server by using the private key. The target cross-service server can decrypt by using the public key uploaded by the game client, and can obtain the plaintext data of the player in the game server, namely, the game data by using the private key of the cross-service to decrypt secondarily, and the verification can verify that the login passes.
Step S708, login verification.
In this embodiment, after the protocol authentication is passed, login authentication may be performed.
Step S709, through authentication, the game is logged in.
In this embodiment, after passing the login authentication, the game of the player corresponding to the target game account belonging to the game account group can be logged in by crossing the service.
Optionally, after the game client receives the cross-service IP, the port and the socket, the corresponding target cross-service server may be connected, and the protocol may be verified, if the protocol verification is passed, login verification may be initiated to the target cross-service server, and if the protocol verification is passed, the corresponding game room may be run out through the target cross-service server to log in the game.
In order to ensure asynchronous communication between different game servers and realize timeout retransmission for message communication of different game servers, in the embodiment of the present disclosure, asynchronous communication between different game servers may be realized by using a coroutine provided by a scripting language (Lua), and the duration of a first response message received by a game server may be monitored by Lua, where when the duration exceeds a target duration, it may be stated that timeout occurs, and a timeout retransmission effect may be started at this time, that is, address information of a target cross-service server may be sent to a game server corresponding to a target game account for the second time.
Optionally, in order to ensure the reliability of communication between different servers, a Lua cooperative technology is used, a cooperative Cheng Chaoshi detection mechanism is added, a request sent to a server B by a server a through Bridge is returned to the server a after the server B receives the request in normal connection, when the server B abnormally exits, the write-up of the server a is overtime, retransmission is performed after the write-up of the server a is overtime, and alarm processing is performed after a plurality of failures.
Optionally, the codes of the game clothes and the cross-clothes center clothes are almost the same, and only different labels are given, for example, a server C is configured as the center clothes, all full-clothes data are sent to C, and then a full-clothes list can be realized. For example, the server D is configured as a cross-service, and then the player performing the cross-service executes the cross-service flow to log in to the server D. The servers are all the same, but are configured differently, giving different meanings. However, bridge is a "Bridge" that communicates with all servers, with which data can be transferred from server a to server C, which is just one server, and which may be a central service, a cross-service, or a player service, since all servers are connected to Bridge.
In the embodiment of the disclosure, the alarm mechanism is to write the alarm message into the designated file, the abnormality monitoring service detects the alarm file and can forward the newly added alarm to the group message notification, wherein the group message is a chat tool capable of solving the internal chat of the relevant staff for alarming, similar to WeChat, a group can be established for the relevant staff, and the alarm message is sent to the group to be seen by the staff in the group, so that the group notification function is realized.
In this embodiment, whether the game client corresponding to the plurality of game accounts has a requirement for starting the game interaction operation or not may be detected in real time by the central server, and if yes, game data corresponding to the plurality of game accounts having the requirement for starting the game interaction operation may be obtained. The matching process can be performed among the plurality of game account numbers according to the game data, so that a game account number group capable of executing game interaction operation in a game room is obtained. The target cross-service server on which the target game account included in the game account group is to be logged in can be determined from the at least one cross-service server. The target game account number obtained by the matching processing can be logged into the target cross-service server based on the address information of the target cross-service server, so that the virtual game role corresponding to the target game account number can be subjected to game interaction operation in the game room operated by the target cross-service server. Because the cross-service game interaction operation between different game accounts is realized only through the central server in the related technology, the problem of low cross-service efficiency and low data processing efficiency of the game can be caused. However, the game account numbers in the servers where different game account numbers are located are associated by the control center server in the embodiment of the present disclosure, and a suitable target cross-service server is matched for a suitable game account number through corresponding matching processing, so that cross-service game interactive operation is performed in the target cross-service server, workload of the center server can be reduced, performance bottleneck formation of the center server is avoided, the goal of improving cross-service efficiency is achieved, further, the technical effect of improving low data processing efficiency of the game is achieved, and the technical problem of low data processing efficiency of the game is solved.
From the description of the above embodiments, it will be clear to a person skilled in the art that the method according to the above embodiments may be implemented by means of software plus the necessary general hardware platform, but of course also by means of hardware, but in many cases the former is a preferred embodiment. Based on such understanding, the technical solution of the present disclosure may be embodied essentially or in a part contributing to the related art in the form of a software product stored in a storage medium (such as ROM/RAM, magnetic disk, optical disk), including several instructions for causing a terminal device (which may be a mobile phone, a computer, a server, or a network device, etc.) to perform the method of the embodiments of the present disclosure.
The embodiment also provides a game data processing device, which is used for implementing the above embodiment and the preferred implementation, and is not described in detail. As used below, the term "unit" may be a combination of software and/or hardware that implements a predetermined function. While the means described in the following embodiments are preferably implemented in software, implementation in hardware, or a combination of software and hardware, is also possible and contemplated.
Fig. 8 is a block diagram of a game data processing apparatus according to an embodiment of the present disclosure, and as shown in fig. 8, the game data processing apparatus 800 is applied to a central server, and may include: a first determination unit 802, an acquisition unit 804, a grouping unit 806, and a second determination unit 808.
A first determining unit 802, configured to determine, in response to a cross-service game instruction for a target game, a plurality of game accounts that trigger the cross-service game instruction, where the plurality of game accounts log in the target game through a plurality of game servers;
an obtaining unit 804, configured to obtain game data corresponding to a plurality of game accounts from a plurality of game servers;
a grouping unit 806, configured to perform account matching grouping on the plurality of game accounts based on the game data, to obtain at least one game account group, where each game account group includes at least two target game accounts;
and a second determining unit 808, configured to determine a specified number of target cross-service servers from the plurality of cross-service servers based on the number of the game account groups, and allocate each game account group to a corresponding target cross-service server, so that load balancing is satisfied between the target cross-service servers.
Alternatively, the second determining unit 808 may include: the first determining module is used for determining a specified number of target cross-service servers matched with the number of the game account groups in the plurality of cross-service servers, wherein the number of the game account groups is integer multiples of the specified number.
Alternatively, the second determining unit 808 may include: the second determining module is used for determining first identification information of the game account groups based on the number of the game account groups, wherein the first identification information is used for representing the ordering of the corresponding game account groups in at least one game account group; the third determining module is used for determining the target cross-service servers identified by the second identifying information based on the first identifying information, wherein the second identifying information is used for representing the ordering of the corresponding target cross-service servers in the target cross-service servers with the specified number; and the fourth determining module is used for determining the target cross-service servers identified by the second identification information in the target cross-service servers with the designated number as the target cross-service servers corresponding to the game account group.
Optionally, the third determining module may further include: and the processing sub-module is used for carrying out hash processing on the first identification information by using the designated number to obtain second identification information.
Optionally, the apparatus may further include: and the adjusting unit is used for adjusting the designated number based on the number change trend of the game account groups.
Alternatively, the grouping unit 806 may include: a fifth determining module, configured to determine a level indicator of the game account based on game data of the game account, where the level indicator is used to represent a game level of a virtual game character corresponding to the game account; the dividing module is used for dividing at least two game account numbers with the similarity between the horizontal indexes smaller than a similarity threshold value into a group in the plurality of game account numbers to obtain a game account number group.
Optionally, the apparatus may further include: the login unit is used for logging in the corresponding target game account number to the target cross-service server based on the address information of the target cross-service server so as to enable the virtual game role corresponding to the target game account number to execute at least game interaction operation in a game room operated by the target cross-service server.
Optionally, the login unit may further include: the first sending module is used for sending address information of the target cross-service server to the game server corresponding to the target game account, so that the game server corresponding to the target game account can transmit the stored game data of the target game account to the target cross-service server, wherein the game data of the target game account is used for carrying out login verification on the target game account, and the target game account with successful verification allows login to the target cross-service server.
Optionally, the apparatus may include: the first acquisition unit is used for acquiring an operation result obtained by at least executing game interaction operation on the virtual game role corresponding to the target game account; and the first sending unit is used for sending an operation result from the game server corresponding to the target game account.
Optionally, the apparatus may further include: the second sending unit is used for sending the address information of the target cross-service server to the game server corresponding to the target game account again in response to the fact that the first response message of the game server corresponding to the target game account is not received within the target duration, wherein the first response message is used for indicating that the game server successfully receives the address information of the target cross-service server.
Optionally, the first transmitting module may include: and the first forwarding sub-module is used for forwarding the address information of the target cross-service server to the game server corresponding to the target game account through the first data forwarding server.
Optionally, the first sending module may further include: the switching sub-module is used for switching the first data forwarding server to the second data forwarding server in a normal state in response to the first data forwarding server being in an abnormal state; and the second forwarding sub-module is used for forwarding the address information to the game server through the second data forwarding server.
In the embodiment, a first determining unit is used for responding to a cross-service game command aiming at a target game, and determining a plurality of game accounts triggering the cross-service game command, wherein the plurality of game accounts log in the target game through a plurality of game servers; acquiring game data corresponding to a plurality of game accounts from a plurality of game servers through an acquisition unit; performing account matching grouping on a plurality of game accounts through a grouping unit based on game data to obtain at least one game account group, wherein each game account group comprises at least two target game accounts; the second determining unit determines the target cross-service servers with the designated number in the plurality of cross-service servers based on the number of the game account groups, and distributes each game account group to the corresponding target cross-service server so as to ensure that the load balance among the target cross-service servers is met, thereby achieving the technical effect of improving the data processing efficiency of the game and solving the technical problem of low data processing efficiency of the game.
FIG. 9 is a block diagram of another game data processing device according to an embodiment of the present disclosure, where, as shown in FIG. 9, the game data processing device 900 is applied to a target cross-service server of a plurality of cross-service servers, and may include: a transmitting unit 902 and a control unit 904.
The sending unit 902 is configured to send address information of a cross-service server to a central server, where the address information is used to enable the central server to log in target game accounts to the cross-service server, the plurality of cross-service servers and the plurality of game servers are connected with the central server, the target cross-service servers are allocated with game account groups, a specified number of target cross-service servers are determined in the plurality of cross-service servers based on the number of the game account groups for the central server, so that load balance is satisfied between the target cross-service servers, at least one game account group is obtained by matching and grouping the plurality of game accounts based on game data corresponding to the plurality of game accounts in the plurality of game servers, and each game account group includes at least two target game accounts.
And the control unit 904 is used for controlling the virtual game role corresponding to the target game account to at least execute the game interaction operation in the game room operated by the target cross-service server in response to the successful login of the target game account to the target cross-service server.
Optionally, the apparatus may further include: and the second acquisition unit is used for acquiring the game data of the target game account number from the game server so as to control the virtual game role corresponding to the target game account number, and at least executing game interaction operation in a game room running across the server, wherein the game server is used for at least storing the game data of the target game account number.
Alternatively, the second acquisition unit may include: the first acquisition module is used for acquiring game data of the target game account from a game server corresponding to the target game account through the first data transponder.
Optionally, the apparatus may further include: and the reply unit is used for replying a second reply message to the game client corresponding to the target game account within the target duration, wherein the second reply message is used for indicating that the cross-service server successfully acquires the game data of the target game account.
Optionally, the second acquisition unit may further include: the second acquisition module is used for acquiring target encrypted game data of the target game account, wherein the target encrypted game data is obtained by encrypting decrypted game data by using a private key of the game client, the decrypted game data is obtained by decrypting initial encrypted game data by using a private key of the game client, and the initial encrypted game data is obtained by encrypting game data of the target game account by using a public key of the cross server and a public key of the game client; and the decryption module is used for decrypting the target encrypted game data by utilizing the public key of the game client and the private key of the cross-server to obtain the game data of the target game account.
Optionally, the apparatus may include: and the first determining unit is used for determining that the verification of the game client passes in response to the game data of the target game account number successfully acquired, and allowing the target game account number to log in the cross-service server.
In this embodiment, address information of a cross-service server is sent to a central server through a sending unit, where the address information is used to enable the central server to log in a target game account to the cross-service server, the cross-service server is obtained by matching a plurality of game accounts based on game data of the plurality of game accounts by using a game account group as the central server, the game account group includes at least two target game accounts, and at least two virtual game roles corresponding to the at least two target game accounts are used to execute at least game interactive operations in a game room. The control unit responds to the successful login of the target game account to the cross-service server, controls the virtual game role corresponding to the target game account, and at least executes game interaction operation in a game room operated by the cross-service server, so that the technical effect of improving the data processing efficiency of the game is achieved, and the technical problem of low data processing efficiency of the game is solved.
It should be noted that each of the above units may be implemented by software or hardware, and for the latter, it may be implemented by, but not limited to: the units are all located in the same processor; alternatively, the units described above may be located in different processors, respectively, in any combination.
Embodiments of the present disclosure also provide a computer readable storage medium having a computer program stored therein, wherein the computer program is arranged to perform the steps of any of the method embodiments described above when run.
Alternatively, in the present embodiment, the above-described computer-readable storage medium may be configured to store a computer program for performing the steps of:
s1, responding to a cross-service game command aiming at a target game, and determining a plurality of game accounts triggering the cross-service game command, wherein the game accounts log in the target game through a plurality of game servers;
s2, game data corresponding to a plurality of game accounts are obtained from a plurality of game servers;
s3, carrying out account matching grouping on a plurality of game accounts based on game data to obtain at least one game account group, wherein each game account group comprises at least two target game accounts;
S4, determining a specified number of target cross-service servers in a plurality of cross-service servers based on the number of the game account groups, and distributing each game account group to the corresponding target cross-service server so as to enable load balance among the target cross-service servers to be met.
Alternatively, in the present embodiment, the above-described computer-readable storage medium may also be configured to store a computer program for executing the steps of:
s1, address information of a cross-service server is sent to a central server, wherein the address information is used for enabling the central server to log in target game accounts to the cross-service server, a plurality of cross-service servers and a plurality of game servers are connected with the central server, game account groups are distributed to the target cross-service servers, a designated number of target cross-service servers are determined in the plurality of cross-service servers based on the number of the game account groups for the central server, so that load balance is met among the target cross-service servers, at least one game account group is obtained by carrying out account matching grouping on the game accounts based on game data corresponding to the game accounts in the game servers for the central server, and each game account group comprises at least two target game accounts;
S2, responding to successful login of the target game account to the target cross-service server, controlling the virtual game role corresponding to the target game account, and executing at least game interaction operation in a game room operated by the target cross-service server.
Alternatively, in the present embodiment, the above-described computer-readable storage medium may include, but is not limited to: a usb disk, a Read-Only Memory (ROM), a random access Memory (Random Access Memory, RAM), a removable hard disk, a magnetic disk, or an optical disk, or other various media capable of storing a computer program.
Embodiments of the present disclosure also provide an electronic device comprising a memory having stored therein a computer program and a processor arranged to run the computer program to perform the steps of any of the method embodiments described above.
Optionally, the electronic apparatus may further include a transmission device and an input/output device, where the transmission device is connected to the processor, and the input/output device is connected to the processor.
Alternatively, in the present embodiment, the above-described processor may be configured to execute the following steps by a computer program:
s1, responding to a cross-service game command aiming at a target game, and determining a plurality of game accounts triggering the cross-service game command, wherein the game accounts log in the target game through a plurality of game servers;
S2, game data corresponding to a plurality of game accounts are obtained from a plurality of game servers;
s3, carrying out account matching grouping on a plurality of game accounts based on game data to obtain at least one game account group, wherein each game account group comprises at least two target game accounts;
s4, determining a specified number of target cross-service servers in a plurality of cross-service servers based on the number of the game account groups, and distributing each game account group to the corresponding target cross-service server so as to enable load balance among the target cross-service servers to be met.
Alternatively, in the present embodiment, the above-described processor may be configured to execute the following steps by a computer program:
s1, address information of a cross-service server is sent to a central server, wherein the address information is used for enabling the central server to log in target game accounts to the cross-service server, a plurality of cross-service servers and a plurality of game servers are connected with the central server, game account groups are distributed to the target cross-service servers, a designated number of target cross-service servers are determined in the plurality of cross-service servers based on the number of the game account groups for the central server, so that load balance is met among the target cross-service servers, at least one game account group is obtained by carrying out account matching grouping on the game accounts based on game data corresponding to the game accounts in the game servers for the central server, and each game account group comprises at least two target game accounts;
S2, responding to successful login of the target game account to the target cross-service server, controlling the virtual game role corresponding to the target game account, and executing at least game interaction operation in a game room operated by the target cross-service server.
Alternatively, specific examples in this embodiment may refer to examples described in the foregoing embodiments and optional implementations, and this embodiment is not described herein.
Fig. 10 is a schematic diagram of an electronic device according to an embodiment of the disclosure. As shown in fig. 10, the electronic device 1000 is merely an example and should not be construed as limiting the functionality and scope of use of the disclosed embodiments.
As shown in fig. 10, the electronic apparatus 1000 is embodied in the form of a general purpose computing device. Components of electronic device 1000 may include, but are not limited to: the at least one processor 1010, the at least one memory 1020, a bus 1030 connecting the various system components including the memory 10 and the processor 1010, and a display 1040.
Wherein the memory 1020 stores program code that can be executed by the processor 1010 to cause the processor 1010 to perform steps according to various exemplary implementations of the disclosure described in the method section above of the embodiments of the disclosure.
Memory 1020 may include readable media in the form of volatile memory units such as Random Access Memory (RAM) 10201 and/or cache memory 10202, and may further include Read Only Memory (ROM) 10203, and may also include non-volatile memory such as one or more magnetic storage devices, flash memory, or other non-volatile solid state memory.
In some examples, memory 1020 may also include a program/utility 10204 having a set (at least one) of program modules 10205, such program modules 10205 including, but not limited to: an operating system, one or more application programs, other program modules, and program data, each or some combination of which may include an implementation of a network environment. Memory 1020 may further include memory located remotely from processor 1010, which may be connected to electronic device 1000 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.
Bus 1030 may be representing one or more of several types of bus structures including a memory unit bus or memory unit controller, a peripheral bus, an accelerated graphics port, a processor 1010, or a local bus using any of a variety of bus architectures.
Display 1040 may be, for example, a touch-screen type Liquid Crystal Display (LCD) that may enable a user to interact with a user interface of electronic device 1000.
Optionally, the electronic apparatus 1000 may also be in communication with one or more external devices 1400 (e.g., keyboard, pointing device, bluetooth device, etc.), one or more devices that enable a user to interact with the electronic apparatus 1000, and/or any device (e.g., router, modem, etc.) that enables the electronic apparatus 1000 to communicate with one or more other computing devices. Such communication may occur through an input/output (I/O) interface 1050. Also, electronic device 1000 can communicate with one or more networks such as a Local Area Network (LAN), a Wide Area Network (WAN), and/or a public network, such as the Internet, through network adapter 1060. As shown in fig. 10, the network adapter 1060 communicates with other modules of the electronic device 1000 over a bus 1030. It should be appreciated that although not shown in fig. 10, other hardware and/or software modules may be used in connection with the electronic device 1000, which may include, but are not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, redundant array of independent disks (Redundant Array of Independent Disk, simply RAID) systems, tape drives, data backup storage systems, and the like.
The electronic device 1000 may further include: a keyboard, a cursor control device (e.g., a mouse), an input/output interface (I/O interface), a network interface, a power supply, and/or a camera.
It will be appreciated by those of ordinary skill in the art that the configuration shown in fig. 10 is merely illustrative and is not intended to limit the configuration of the electronic device described above. For example, electronic device 1000 may also include more or fewer components than shown in FIG. 10, or have a different configuration than shown in FIG. 1. The memory 1020 may be used to store a computer program and corresponding data, such as a computer program and corresponding data corresponding to a data processing method of a game in an embodiment of the present disclosure. The processor 1010 executes a computer program stored in the memory 1020 to perform various functional applications and data processing, that is, a data processing method for realizing the above-described game.
The foregoing embodiment numbers of the present disclosure are merely for description and do not represent advantages or disadvantages of the embodiments.
In the foregoing embodiments of the present disclosure, the descriptions of the various embodiments are emphasized, and for a portion of this disclosure that is not described in detail in this embodiment, reference is made to the related descriptions of other embodiments.
In the several embodiments provided in the present disclosure, it should be understood that the disclosed technology content may be implemented in other manners. The above-described embodiments of the apparatus are merely exemplary, and the division of units may be a logic function division, and there may be another division manner in actual implementation, for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be through some interfaces, units or modules, or may be in electrical or other forms.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed over a plurality of units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in each embodiment of the present disclosure may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit. The integrated units may be implemented in hardware or in software functional units.
The integrated units, if implemented in the form of software functional units and sold or used as stand-alone products, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present disclosure may be essentially or a part contributing to the related art or all or part of the technical solution may be embodied in the form of a software product stored in a storage medium, including several instructions to cause a computer device (which may be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods of the embodiments of the present disclosure. And the aforementioned storage medium includes: a U-disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a removable hard disk, a magnetic disk, or an optical disk, or other various media capable of storing program codes.
The foregoing is merely a preferred embodiment of the present disclosure and it should be noted that modifications and adaptations to those skilled in the art may be made without departing from the principles of the present disclosure and are intended to be comprehended within the scope of the present disclosure.

Claims (24)

1. A data processing method for a game, applied to a central server, the central server being connected to a plurality of game servers and a plurality of cross-service servers, the method comprising:
responding to a cross-service game instruction aiming at a target game, and determining a plurality of game accounts triggering the cross-service game instruction, wherein the game accounts log in the target game through a plurality of game servers;
obtaining game data corresponding to the game accounts from the game servers;
based on the game data, carrying out account matching grouping on the plurality of game accounts to obtain at least one game account group, wherein each game account group comprises at least two target game accounts;
and determining a specified number of target cross-service servers in the plurality of cross-service servers based on the number of the game account groups, and distributing each game account group to a corresponding target cross-service server so as to ensure that load balance among the target cross-service servers is satisfied.
2. The method of claim 1, wherein determining a specified number of target cross-service servers among the plurality of cross-service servers based on the number of game account groups comprises:
and determining the target cross-service servers with the specified number, which are matched with the number of the game account groups, from the plurality of cross-service servers, wherein the number of the game account groups is an integer multiple of the specified number.
3. The method of claim 1, wherein assigning each group of game account numbers to a corresponding target cross-service server comprises:
determining first identification information of the game account groups based on the number of the game account groups, wherein the first identification information is used for representing the ordering of the corresponding game account groups in the at least one game account group;
determining target cross-service servers identified by second identification information based on the first identification information, wherein the second identification information is used for representing the ordering of the corresponding target cross-service servers in the target cross-service servers with the specified number;
and determining the target cross-service servers identified by the second identification information in the target cross-service servers with the designated number as the target cross-service servers corresponding to the game account group.
4. A method according to claim 3, characterized in that the method further comprises:
and carrying out hash processing on the first identification information by using the designated number to obtain the second identification information.
5. The method according to claim 2, wherein the method further comprises:
and adjusting the designated number based on the number change trend of the game account group.
6. The method of claim 1, wherein grouping the plurality of game accounts for account matching based on the game data to obtain at least one game account group comprises:
determining a level index of the game account based on the game data of the game account, wherein the level index is used for representing the game level of a virtual game role corresponding to the game account;
and dividing at least two game account numbers with the similarity between the horizontal indexes smaller than a similarity threshold value into a group in the plurality of game account numbers to obtain the game account number group.
7. The method according to claim 1, wherein the method further comprises:
and logging in the corresponding target game account number to the target cross-service server based on the address information of the target cross-service server so as to enable the virtual game role corresponding to the target game account number to execute at least game interaction operation in a game room operated by the target cross-service server.
8. The method of claim 7, wherein logging the corresponding target game account number into the target cross-service server based on address information of the target cross-service server, comprises:
the address information of the target cross-service server is sent to the game server corresponding to the target game account, so that the game server corresponding to the target game account transmits the stored game data of the target game account to the target cross-service server, wherein the game data of the target game account is used for carrying out login verification on the target game account, and the target game account which is successfully verified is allowed to log in to the target cross-service server.
9. The method of claim 8, wherein the method further comprises:
obtaining an operation result obtained by at least executing the game interaction operation by the virtual game role corresponding to the target game account;
and sending the operation result to the game server corresponding to the target game account.
10. The method of claim 8, wherein after sending the address information of the target cross-service server to the game server corresponding to the target game account, the method further comprises:
And in response to the fact that the first response message of the game server corresponding to the target game account is not received within the target duration, sending the address information of the target cross-service server to the game server corresponding to the target game account again, wherein the first response message is used for indicating that the game server successfully receives the address information of the target cross-service server.
11. The method of claim 8, wherein sending address information of the target cross-service server to the game server corresponding to the target game account comprises:
and forwarding the address information of the target cross-service server to the game server corresponding to the target game account through a first data forwarding server.
12. The method of claim 11, wherein forwarding the address information to the game server corresponding to the target game account through a first data forwarding server comprises:
switching the first data forwarding server to a second data forwarding server in a normal state in response to the first data forwarding server being in an abnormal state;
And forwarding the address information to the game server through the second data forwarding server.
13. The method is characterized in that the method is applied to target cross-service servers in a plurality of cross-service servers, the plurality of cross-service servers and the plurality of game servers are connected with a central server, wherein the target cross-service servers are allocated with game account groups, a designated number of the target cross-service servers are determined in the plurality of cross-service servers based on the number of the game account groups for the central server, so that load balance is met among the target cross-service servers, at least one game account group is obtained by carrying out account matching grouping on the plurality of game accounts based on game data corresponding to the plurality of game accounts in the plurality of game servers for the central server, and each game account group comprises at least two target game accounts, and the method comprises the following steps:
sending address information of the target cross-service server to the central server, wherein the address information is used for enabling the central server to log in the target game account to the target cross-service server;
And responding to the successful login of the target game account to the target cross-service server, controlling the virtual game role corresponding to the target game account, and executing at least game interaction operation in a game room operated by the target cross-service server.
14. The method of claim 13, wherein the method further comprises:
and acquiring the game data of the target game account from the game server corresponding to the target game account so as to control virtual game roles corresponding to the target game account, and executing at least game interaction operation in the game room operated by the target cross-service server, wherein the game server is used for storing at least the game data of the target game account.
15. The method of claim 14, wherein obtaining the game data for the target game account from the game server corresponding to the target game account comprises:
and acquiring the game data of the target game account from the game server corresponding to the target game account through a first data repeater.
16. The method of claim 14, wherein the method further comprises:
And replying a second response message to the game client corresponding to the target game account within the target duration, wherein the second response message is used for indicating that the target cross-service server successfully acquires the game data of the target game account.
17. The method of claim 16, wherein obtaining the game data for the target game account from the game server corresponding to the target game account comprises:
obtaining target encrypted game data of the target game account, wherein the target encrypted game data is obtained by encrypting decrypted game data by the game client by using a private key of the game client, the decrypted game data is obtained by decrypting initial encrypted game data by the game client by using a private key of the game client, the initial encrypted game data is obtained by encrypting the game data of the target game account by using a public key of the target cross server by using the game server corresponding to the target game account, and the public key of the game client;
and decrypting the target encrypted game data by using the public key of the game client and the private key of the target cross-service server to obtain the game data of the target game account.
18. The method of claim 16, wherein the method further comprises:
and responding to the game data of the target game account number successfully obtained, determining that the verification of the game client side is passed, and allowing the target game account number to log in to the target cross-service server.
19. A data processing system for a game, comprising: a central server, a plurality of game servers and a plurality of cross-service servers, wherein the central server is connected with the plurality of game servers and the plurality of cross-service servers,
the game server is used for storing game data corresponding to a plurality of game accounts, wherein the game accounts log in a target game through the game servers;
the central server is used for responding to a cross-service game instruction aiming at the target game and determining a plurality of game accounts triggering the cross-service game instruction; obtaining game data corresponding to the game accounts from the game servers; based on the game data, carrying out account matching grouping on the plurality of game accounts to obtain at least one game account group; determining a specified number of target cross-service servers in the plurality of cross-service servers based on the number of the game account groups, and distributing each game account group to a corresponding target cross-service server so as to enable load balance among the target cross-service servers to be met, wherein each game account group comprises at least two target game accounts;
The target cross-service server is used for sending the address information of the target cross-service server to the central server;
the central server is used for logging in the target game account number to the target cross-service server based on the address information of the target cross-service server, and the target cross-service server is used for controlling virtual game roles corresponding to the target game account number, and at least game interaction operation is executed in a game room operated by the target cross-service server.
20. The system of claim 19, wherein the system further comprises:
the game server corresponding to the target game account is configured to encrypt the game data of the target game account by using a public key of the cross-service server and a public key of the game client in response to a target request of a game client corresponding to the target game account, so as to obtain initial encrypted game data, where the target request is used to request the game server corresponding to the target game account to transmit the game data of the target game account to the target cross-service server;
the game client is used for decrypting the initial encrypted game data by using the private key of the game client to obtain decrypted game data, encrypting the decrypted game data by using the private key of the game client to obtain target encrypted game data, and uploading the public key of the game client and the target encrypted game data to the target cross-server;
The target cross-service server decrypts the target encrypted game data by utilizing the public key of the game client and the private key of the cross-service server to obtain the game data of the target game account so as to control the virtual game role corresponding to the target game account, and at least game interaction operation is executed in the game room operated by the target cross-service server.
21. The system of claim 20, wherein the system further comprises a controller configured to control the controller,
the game server corresponding to the target game account is used for sending the address information of the target cross-service server to the game client;
the game client is used for establishing communication connection with the target cross-service server based on the address information of the target cross-service server.
22. A data processing apparatus for a game, the apparatus being adapted for use with a central server, the central server being connected to a plurality of game servers and a plurality of cross-service servers, the apparatus comprising:
the first determining unit is used for responding to a cross-service game command aiming at a target game and determining a plurality of game accounts triggering the cross-service game command, wherein the game accounts log in the target game through the game servers;
The acquisition unit is used for acquiring game data corresponding to the game accounts from the game servers;
the grouping unit is used for carrying out account matching grouping on the plurality of game accounts based on the game data to obtain at least one game account group, wherein each game account group comprises at least two target game accounts;
and the second determining unit is used for determining a specified number of target cross-service servers in the plurality of cross-service servers based on the number of the game account groups, and distributing each game account group to the corresponding target cross-service server so as to ensure that load balance among the target cross-service servers is met.
23. A computer readable storage medium, characterized in that the computer readable storage medium has stored therein a computer program, wherein the computer program is arranged to perform the method of any of the claims 1 to 18 when being run by a processor.
24. An electronic device comprising a memory and a processor, wherein the memory has stored therein a computer program, the processor being arranged to run the computer program to perform the method of any of claims 1 to 18.
CN202311523827.6A 2023-11-15 2023-11-15 Game data processing method, system, device, storage medium and electronic device Pending CN117531205A (en)

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