CN117857610A - Data communication method and device, computer readable storage medium and electronic equipment - Google Patents

Data communication method and device, computer readable storage medium and electronic equipment Download PDF

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Publication number
CN117857610A
CN117857610A CN202410014301.3A CN202410014301A CN117857610A CN 117857610 A CN117857610 A CN 117857610A CN 202410014301 A CN202410014301 A CN 202410014301A CN 117857610 A CN117857610 A CN 117857610A
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node
target
game engine
process architecture
data
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蔡旭坤
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Guangzhou Boguan Information Technology Co Ltd
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Guangzhou Boguan Information Technology Co Ltd
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Abstract

The disclosure relates to a data communication method and device, a computer readable storage medium and an electronic device, and relates to the technical field of computers, wherein the method comprises the following steps: responding to a connection request of a game engine of a single-process architecture, and sending a target agent node acquisition request to a data statistics node according to the connection request; the target agent node is sent to a single-process architecture game engine, and a request for connecting the target agent node, sent by the single-process architecture game engine, is received; according to the request of connecting the target agent node, requesting connection authentication from the data statistics node, acquiring a target routing node after the authentication is successful, and registering the routing information of the single-process architecture game engine and the target agent node in the target routing node; after the route information is successfully registered, a communication link between the target agent node and the single-process architecture game engine is established, and the data packet is transmitted based on the communication link. The present disclosure reduces latency when a single-process architecture game engine communicates with a multi-process architecture game engine.

Description

Data communication method and device, computer readable storage medium and electronic equipment
Technical Field
The embodiment of the disclosure relates to the technical field of computers, in particular to a data communication method, a data communication device, a computer readable storage medium and electronic equipment.
Background
With the development of computer technology, the engine architecture of the game server is continuously advancing, and the development of the original single-service single-process architecture is gradually advanced to the multi-process architecture. In order for a single-process architecture game engine to enjoy the advantages of a multi-process architecture, additional schemes are required to allow the two engine architectures to communicate with each other at the communication level.
In the related art, a common solution is to introduce message queue middleware between game engines of different architectures, and then implement mutual communication through a predefined communication protocol.
However, the response time of communication is greatly affected by introducing the message queue middleware, and the reliability of the message queue middleware is very dependent, so that the delay caused by the message queue middleware is unacceptable in some game services with high real-time requirements.
Based on the above problems, there is a need to provide a new data communication method.
It should be noted that the information of the present invention in the above background section is only for enhancing the understanding of the background of the present invention and thus may include information that does not form the prior art that is already known to those of ordinary skill in the art.
Disclosure of Invention
The present disclosure provides a data communication method, a data communication apparatus, a computer-readable storage medium, and an electronic device, which further overcome, at least to some extent, the problem of communication delay caused by introduction of message queue middleware due to limitations and disadvantages of the related art.
According to one aspect of the present disclosure, there is provided a data communication method including:
responding to the connection request of the single-process architecture game engine, and sending a target agent node acquisition request to a data statistics node according to the connection request;
the target agent node sent by the data statistics node is sent to the single-process architecture game engine, and a request for connecting the target agent node sent by the single-process architecture game engine is received;
according to the request for connecting the target agent node, requesting connection authentication from the data statistics node, acquiring a target routing node after the authentication is successful, and registering the routing information of the single-process architecture game engine and the target agent node in the target routing node;
after the routing information is successfully registered, a communication link between the target agent node and the single-process architecture game engine is established, and data packets are transmitted based on the communication link.
In one exemplary embodiment of the present disclosure, in response to a connection request of the single-process architecture game engine, sending a target agent node acquisition request to a data statistics node according to the connection request, including:
the proxy node monitors a network port and acquires a connection request sent by a single-process architecture game engine;
and establishing connection between the proxy node and the single-process architecture game engine, and sending a target proxy node acquisition request to the data statistics node by the proxy node according to the connection request.
In an exemplary embodiment of the present disclosure, the method further comprises:
the agent node counts the data packets of the connected single-process architecture game engine and synchronizes the data packets to the data statistics node;
and the data statistics node obtains the average load of the single-process architecture game engine according to the data packet of the connected single-process architecture game engine.
In an exemplary embodiment of the present disclosure, after sending a target agent node acquisition request to a data statistics node according to the connection request, the method further comprises:
obtaining the total load of the proxy node according to the average load of the single-process architecture game engine;
And determining the proxy node with the lowest total load as the target proxy node, and updating the total load of the target proxy node.
In an exemplary embodiment of the present disclosure, transmitting a data packet based on the communication link includes:
the target agent node receives a data packet sent by the single-process architecture game engine and judges whether the target agent node is a target node of the data packet;
when the target agent node is the target node, calling a message processing interface associated with the data packet, and processing the data packet through the message processing interface;
when the target agent node is not the target node, judging whether the target agent node is directly connected with the target node;
when the direct connection is performed, the data packet is sent to the target node;
and when the direct connection is not performed, acquiring the unique identifier of the target node, determining a target routing node according to the unique identifier, sending the data packet to the target routing node, and judging whether the target routing node is the target node or not.
In an exemplary embodiment of the present disclosure, transmitting a data packet based on the communication link includes:
Acquiring a target routing node in the multi-process architecture game engine, and sending the data packet to the target routing node;
and when the target routing node is determined to be the node connected with the single-process architecture game engine, the data packet is sent to the single-process architecture game engine through the target routing node.
According to still another aspect of the present disclosure, there is provided a data communication method including:
acquiring a network address of an agent node, establishing connection with the agent node, and sending a target agent node request to a data statistics node of the multi-process architecture game engine through the agent node;
receiving a target agent node sent by the data statistics node, sending a connection request to the target agent node, and establishing a communication link with the target agent node through the connection request;
and transmitting the data packet through the communication link.
In one exemplary embodiment of the present disclosure, obtaining a network address of a proxy node, establishing a connection with the proxy node, includes:
acquiring node topology data of a multi-process architecture game engine through a service discovery system, randomly selecting proxy nodes, and acquiring addresses of the randomly selected proxy nodes from the node topology data;
And establishing connection with the proxy node according to the address.
In an exemplary embodiment of the present disclosure, transmitting the data packet over the communication link includes:
judging whether the cache queue is empty or not;
when the buffer queue is empty, the data packet is sent to the target agent node through the communication link;
and when the buffer queue is not empty, adding the data packet into the buffer queue, and starting a timer.
In an exemplary embodiment of the present disclosure, after starting the timer, the method further comprises:
when no data packet exists in the cache queue, closing the timer;
and the data packets are in the buffer queue, and part of the data packets in the buffer queue are sent in batches.
In an exemplary embodiment of the present disclosure, transmitting the data packet over the communication link includes:
acquiring a unique identifier, and determining a target routing node in the multi-process architecture game engine according to the unique identifier;
and when the target routing node is determined to be the node connected with the single-process architecture game engine, receiving the data packet sent by the target routing node.
According to one aspect of the present disclosure, there is provided a data communication apparatus comprising:
the request sending module is used for responding to the connection request of the single-process architecture game engine and sending a target agent node acquisition request to the data statistics node according to the connection request;
the target agent node sending module is used for sending the target agent node sent by the data statistics node to the single-process architecture game engine and receiving a request for connecting the target agent node sent by the single-process architecture game engine;
the connection authentication module is used for requesting connection authentication from the data statistics node according to the request of connecting the target proxy node, acquiring a target routing node after the authentication is successful, and registering the routing information of the single-process architecture game engine and the target proxy node in the target routing node;
and the data communication module is used for establishing a communication link between the target agent node and the single-process architecture game engine after the routing information is successfully registered, and transmitting the data packet based on the communication link.
According to one aspect of the present disclosure, there is provided a data communication apparatus comprising:
The connection establishment module is used for acquiring the network address of the proxy node, establishing connection with the proxy node, and sending a target proxy node request to the data statistics node of the multi-process architecture game engine through the proxy node;
the link establishment module is used for receiving the target agent node sent by the data statistics node, authenticating and registering routing information through the target agent node, and establishing a communication link between the target agent node and the link establishment module;
and the data communication module is used for transmitting the data packet through the communication link.
According to an aspect of the present disclosure, there is provided a computer storage medium having stored thereon a computer program which, when executed by a processor, implements the data communication method according to any of the above-described exemplary embodiments.
According to one aspect of the present disclosure, there is provided an electronic device including:
a processor; and
a memory for storing executable instructions of the processor;
wherein the processor is configured to perform the data communication method of any of the above-described exemplary embodiments via execution of the executable instructions.
According to the data communication method provided by the embodiment of the disclosure, a connection request of the single-process architecture game engine is responded, and a target agent node acquisition request is sent to a data statistics node according to the connection request; the target agent node sent by the data statistics node is sent to the single-process architecture game engine, and a request for connecting the target agent node sent by the single-process architecture game engine is received; according to the request for connecting the target agent node, requesting connection authentication from the data statistics node, acquiring a target routing node after the authentication is successful, and registering the routing information of the single-process architecture game engine and the target agent node in the target routing node; after the routing information is successfully registered, a communication link between the target agent node and the single-process architecture game engine is established, and data packets are transmitted based on the communication link. On one hand, agent nodes, data statistics nodes and routing nodes are provided in the multi-process architecture game engine, a target agent node in the multi-process architecture game engine is determined through the data statistics nodes, routing information of the single-process architecture game engine and the target agent node is registered in the routing nodes, a communication link between the single-process architecture game engine and the multi-process architecture game engine is successfully established based on registration of the routing information, no third party middleware is introduced in the whole communication process, delay when the single-process architecture game engine and the multi-process architecture game engine are communicated is reduced, and response rate of communication is improved; on the other hand, after the establishment of the communication link is completed, data transmission is performed through the communication link, so that the order of the data packets is ensured.
It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the invention as claimed.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the invention and together with the description, serve to explain the principles of the invention. It is evident that the drawings in the following description are only some embodiments of the present invention and that other drawings may be obtained from these drawings without inventive effort for a person of ordinary skill in the art.
Fig. 1 schematically illustrates a flow chart of a data communication method according to an example embodiment of the present disclosure.
Fig. 2 schematically illustrates a block diagram of a data communication apparatus according to an example embodiment of the present disclosure.
Fig. 3 schematically illustrates a flow chart of a method of sending a target agent node acquisition request to a data statistics node in response to a connection request of a single process architecture game engine according to an example embodiment of the present disclosure.
Fig. 4 schematically illustrates a flow chart of a data communication method according to an example embodiment of the present disclosure.
Fig. 5 schematically illustrates a flow chart of a data communication method after sending a target agent node acquisition request to a data statistics node according to a connection request, according to an example embodiment of the present disclosure.
Fig. 6 schematically illustrates a flow chart of a method for transmitting data packets based on a communication link according to an example embodiment of the present disclosure.
Fig. 7 schematically illustrates a flow chart of a method for transmitting data packets based on a communication link according to an example embodiment of the present disclosure.
Fig. 8 schematically illustrates a flow chart of a data communication method according to an example embodiment of the present disclosure.
Fig. 9 schematically illustrates a flow chart of a method of obtaining a network address of a proxy node and establishing a connection with the proxy node according to an example embodiment of the present disclosure.
FIG. 10 schematically illustrates a flow chart of a method for transmitting data packets over a communication link when a single-process architecture game engine transmits the data packets to a multi-process architecture game engine, according to an example embodiment of the present disclosure.
Fig. 11 schematically illustrates a flow chart of a method of data communication after a timer is started, according to an example embodiment of the present disclosure.
Fig. 12 schematically illustrates a method flow diagram for transmitting data packets over a communication link according to an example embodiment of the present disclosure.
Fig. 13 schematically illustrates a block diagram of a data communication apparatus according to an example embodiment of the present disclosure.
Fig. 14 schematically illustrates a block diagram of a data communication apparatus according to an example embodiment of the present disclosure.
Fig. 15 schematically shows an electronic device for implementing a data communication method according to an exemplary embodiment of the invention.
Detailed Description
Example embodiments will now be described more fully with reference to the accompanying drawings. However, the exemplary embodiments may be embodied in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concept of the example embodiments to those skilled in the art. The described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a thorough understanding of embodiments of the invention. One skilled in the relevant art will recognize, however, that the invention may be practiced without one or more of the specific details, or with other methods, components, devices, steps, etc. In other instances, well-known aspects have not been shown or described in detail to avoid obscuring aspects of the invention.
Furthermore, the drawings are merely schematic illustrations of the present invention and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and thus a repetitive description thereof will be omitted. Some of the block diagrams shown in the figures are functional entities and do not necessarily correspond to physically or logically separate entities. These functional entities may be implemented in software or in one or more hardware modules or integrated circuits or in different networks and/or processor devices and/or microcontroller devices.
In this exemplary embodiment, a data communication method is provided first, and referring to fig. 1, the data communication method may include the steps of:
s110, responding to a connection request of the single-process architecture game engine, and sending a target agent node acquisition request to a data statistics node according to the connection request;
s120, sending the target agent node sent by the data statistics node to the single-process architecture game engine, and receiving a request for connecting the target agent node sent by the single-process architecture game engine;
s130, requesting connection authentication from the data statistics node according to a request for connecting the target agent node, acquiring a target routing node after successful authentication, and registering routing information of the single-process architecture game engine and the target agent node in the target routing node;
and S140, after the routing information is successfully registered, establishing a communication link between the target agent node and the single-process architecture game engine, and transmitting a data packet based on the communication link.
The data communication method responds to the connection request of the single-process architecture game engine, and sends a target agent node acquisition request to a data statistics node according to the connection request; the target agent node sent by the data statistics node is sent to the single-process architecture game engine, and a request for connecting the target agent node sent by the single-process architecture game engine is received; according to the request for connecting the target agent node, requesting connection authentication from the data statistics node, acquiring a target routing node after the authentication is successful, and registering the routing information of the single-process architecture game engine and the target agent node in the target routing node; after the routing information is successfully registered, a communication link between the target agent node and the single-process architecture game engine is established, and data packets are transmitted based on the communication link. On one hand, agent nodes, data statistics nodes and routing nodes are provided in the multi-process architecture game engine, a target agent node in the multi-process architecture game engine is determined through the data statistics nodes, routing information of the single-process architecture game engine and the target agent node is registered in the routing nodes, a communication link between the single-process architecture game engine and the multi-process architecture game engine is successfully established based on registration of the routing information, no third party middleware is introduced in the whole communication process, delay when the single-process architecture game engine and the multi-process architecture game engine are communicated is reduced, and response rate of communication is improved; on the other hand, after the establishment of the communication link is completed, data transmission is performed through the communication link, so that the order of the data packets is ensured.
First, a data communication system involved in an exemplary embodiment of the present disclosure is explained and explained. Referring to fig. 2, the data communication system may include a single-process architecture game engine 210, a multi-process architecture game engine 220, a proxy node 221, a data statistics node 222, a routing node 223, and other nodes 224. In this data communication system, the single-process architecture game engine 210 is a stand-alone game server, varying in number. Proxy node 221, data statistics node 222, and routing node 223 are all nodes in multi-process architecture game engine 220.
The number of the agent nodes 221 is variable, can be transversely expanded, and is directly connected with the single-process architecture game engine 210 through a socket, so that the agent nodes are key data packet transfer nodes in data communication; the nodes in the proxy node 221 may be used as temporary proxy nodes or target proxy nodes, when the proxy node is a temporary proxy node, the recommended target proxy nodes are obtained from the data statistics node 222, the target proxy nodes request connection authentication to the data statistics node 222, and the target proxy nodes can synchronize the data packets of each single-process architecture game engine to the data statistics node 222 at regular time. Proxy node 221 may establish a communication link with other nodes of multi-process architecture game engine 220 for communication.
The number of data statistics nodes 222 may be one, accepting and processing load data uploaded by the target agent node, recommending the target agent node, and authenticating connection requests from the single process architecture game engine to the target agent node.
The target agent node synchronizes the routing information of the single-process architecture game engine 210 to the routing node 223, and the data packet transmission of any process in the single-process architecture game engine 210 and the multi-process architecture game engine 220 needs to be transferred by the routing node 223. The number of the routing nodes 223 is variable, and the routing information of the single-process architecture game engine 210 is stored, so that the routing transfer of the data packet can be performed. Routing node 223 may establish communication links with other nodes of multi-process architecture game engine 220 in a data communication system.
The number of other nodes 224 is variable and is responsible for functions related to a particular gaming service in the multi-process architecture gaming engine 220.
Hereinafter, each step involved in the data communication method of the exemplary embodiment of the present disclosure is explained and illustrated in detail with reference to fig. 2.
In step S110, in response to the connection request of the single-process architecture game engine, a target agent node acquisition request is sent to a data statistics node according to the connection request.
In this example embodiment, the single-process architecture game engine may initiate a request for establishing a connection to the multi-process architecture game engine, and after the single-process architecture game engine initiates the connection request, the multi-process architecture game engine responds to the connection request, with reference to fig. 3, and sends a target agent node obtaining request to the data statistics node according to the connection request in response to the connection request of the single-process architecture game engine, including:
s310, monitoring a network port by the agent node to acquire a connection request sent by a game engine with a single-process architecture;
and S320, establishing connection between the proxy node and the single-process architecture game engine, and sending a target proxy node acquisition request to the data statistics node by the proxy node according to the connection request.
Hereinafter, step S310 and step S320 will be further explained and explained. Specifically, the proxy node 221 in the multi-process architecture game engine 220 monitors its own network port to wait for the single-process architecture game engine 210 to initiate a connection request, and when the connection request is monitored, the connection request is acquired, and a connection between the proxy node 221 and the single-process architecture game engine is established according to the connection request; the proxy node may be a temporary proxy node or a target proxy node, which is not specifically limited in this exemplary embodiment, and a person skilled in the art may set a network port of the proxy node, which is not specifically limited in this exemplary embodiment.
In the present exemplary embodiment, when the proxy node 221 is a target proxy node, a connection between the single-process architecture game engine and the target proxy node is directly established, and the target proxy node does not need to send a target proxy node acquisition request to the data statistics node 222; when the proxy node 221 is a temporary proxy node, after the single-process architecture game engine establishes a connection with the temporary proxy node, the temporary proxy node sends a target proxy node acquisition request to the data statistics node 222.
In the present exemplary embodiment, referring to fig. 4, the data communication method further includes:
s410, the agent node counts the data packets of the connected single-process architecture game engine, and synchronizes the data packets to the data statistics node;
and S420, the data statistics node obtains the average load of the single-process architecture game engine according to the data packet of the connected single-process architecture game engine.
Hereinafter, step S410 and step S420 will be further explained and explained. Specifically, the proxy node in the multi-process architecture game engine can count the data packets of all connected single-process architecture game engines, synchronize the data packets to the data statistics node 222, and the data statistics node 222 receives and stores the data packets synchronized by the proxy node, and obtains the average load of the single-process architecture game engine according to the historical data packets of each proxy node.
After obtaining the average load of the single-process architecture game engine, after the data statistics node 222 receives the acquisition request of the target agent node of the temporary agent node, the target agent node may be selected from the agent nodes according to the average load of the single-process architecture game engine, and referring to fig. 5, after sending the acquisition request of the target agent node to the data statistics node according to the connection request, the data communication method further includes:
s510, obtaining the total load of the proxy node according to the average load of the single-process architecture game engine;
and S520, determining the proxy node with the lowest total load as the target proxy node, and updating the total load of the target proxy node.
Hereinafter, step S510 and step S520 will be further explained and explained. Specifically, after the data statistics node 222 receives a target agent node obtaining request sent by an agent node, the data statistics node 222 obtains the total load of each agent node currently according to the average load of the single-process architecture game engine, and selects one agent node with the minimum total load from the total loads of the agent nodes as the target agent node; after determining the target agent node, the data statistics node records the target agent node and the single-process architecture game engine connected with the target agent node, and after recording, updates the total load of the target agent node, namely, the average load of the single-process architecture game engine connected with the target agent node is superposed on the total load of the target agent node.
In step S120, the target agent node sent by the data statistics node is sent to the single-process architecture game engine, and a request sent by the single-process architecture game engine to connect the target agent node is received.
In the present exemplary embodiment, when the temporary proxy node fails to acquire the target proxy node, the connection between the temporary proxy node and the single-process architecture game engine is disconnected. When the temporary node successfully acquires the target agent node, the temporary agent node transmits the acquired target agent node to the single-process architecture game engine 210, and after transmitting the target agent node transmitted by the data statistics node to the single-process architecture game engine, the data communication method further comprises:
and disconnecting the proxy node from the single-process architecture game engine.
Specifically, after the single-process architecture game engine 210 acquires the target proxy node, the connection between the single-process architecture game engine 210 and the original temporary proxy node is disconnected.
After the single-process architecture game engine disconnects from the temporary proxy node, the single-process architecture game engine sends a connection request to a target proxy node of the multi-process architecture game engine, which receives the connection request.
In step S130, according to the request for connecting the target proxy node, connection authentication is requested to the data statistics node, and after authentication is successful, a target routing node is obtained, and routing information of the single-process architecture game engine and the target proxy node is registered in the target routing node.
In this example embodiment, after the single-process architecture game engine is connected to the target proxy node, the target proxy node needs to send a connection authentication request to the data statistics node 222, after the data statistics node receives the connection authentication request, search is performed in the record of the target proxy node and the single-process architecture game engine connected to the target proxy node, when the single-process architecture game engine sending the connection request exists in the record, the authentication is successful, and the result of the authentication success is returned to the target proxy node; when the single-process architecture game engine for sending the connection request does not exist in the record, the authentication fails, and the authentication failure result is returned to the target agent node.
When the target agent node receives the result of successful authentication, hash calculation is performed on the unique identifier of the single-process architecture game engine to obtain a routing node 223 corresponding to the single-process architecture game engine, and the routing information of the single-process architecture game engine and the target agent node is registered in the routing node 223.
In step S140, after the routing information is successfully registered, a communication link between the target agent node and the single-process architecture game engine is established, and the data packet is transmitted based on the communication link.
In the present example embodiment, when registration of the routing information in the routing node 223 is successful, the target agent node may inform the single process architecture game engine that the communication link between it and the target agent node was established successfully. After the communication link is established successfully, the single-process architecture game engine and the multi-process architecture game engine may transmit data packets to each other based on the communication link.
Referring to fig. 6, transmitting a data packet based on a communication link includes:
step S610, the target agent node receives a data packet sent by the single-process architecture game engine and judges whether the target agent node is a target node of the data packet;
s620, when the target agent node is the target node, calling a message processing interface associated with the data packet, and processing the data packet through the message processing interface;
s630, when the target agent node is not the target node, judging whether the target agent node is directly connected with the target node;
Step S640, when the direct connection is performed, the data packet is sent to the target node;
and S650, when the direct connection is not performed, acquiring the unique identifier of the target node, determining a target routing node according to the unique identifier, sending the data packet to the target routing node, and judging whether the target routing node is the target node.
Hereinafter, step S610 to step S650 will be further explained and explained. Specifically, the data packet may be transmitted through the communication link to the single-process architecture game engine, or to the multi-process architecture game engine. When the single-process architecture game engine sends a data packet to the multi-process architecture game engine, the target agent node receives the data packet sent by the single-process architecture game engine and judges whether the target agent node is a target node of the data packet; when the target agent node is the target node of the data packet, calling a message processing interface associated with the data packet, and processing the data packet through the message processing interface; when the target proxy node is not the target node of the data packet, judging whether the target proxy node is directly connected with the target node of the data packet, and when the target proxy node is directly connected, transmitting the data packet to the target proxy node through the target proxy node; when the data packet is not directly connected, the unique identifier of the target node of the data packet is obtained, hash calculation is carried out on the unique identifier to obtain the routing node corresponding to the data packet, and after the routing node is obtained, the target agent node sends the data packet to the routing node. After the routing node receives the data packet, judging whether the routing node is a target node of the data packet, if yes, processing the data packet by the routing node, and if not, hashing again to obtain a second routing node, and repeating the above processes until the determined routing node is the target node of the data packet.
When the multi-process architecture game engine sends a data packet to the single-process architecture game engine, referring to fig. 7, the transmission of the data packet based on the communication link includes:
s710, acquiring a target routing node in the multi-process architecture game engine, and sending the data packet to the target routing node;
and S720, when the target routing node is determined to be the node connected with the single-process architecture game engine, the data packet is sent to the single-process architecture game engine through the target routing node.
Hereinafter, step S710 and step S720 will be further explained and explained. Specifically, first, determining a target routing node corresponding to a single-process architecture game engine in the multi-process architecture game engine, and sending a data packet to the target routing node; then, judging whether the target routing node is directly connected with the single-process architecture game engine or not, and when the target routing node is directly connected with the single-process architecture game engine, sending a data packet to the single-process architecture game engine by the target routing node; when not directly connected, the target routing node is again determined in the multi-process architecture game engine.
There is also provided in an example embodiment of the present disclosure a data communication method, referring to fig. 8, which may include the steps of:
Step S810, obtaining a network address of an agent node, establishing connection with the agent node, and sending a target agent node request to a data statistics node of the multi-process architecture game engine through the agent node.
In the present exemplary embodiment, the single-process architecture game engine periodically detects whether the connection with the multi-process architecture game engine is established successfully, and when the establishment is successful, no operation is required; when the connection is not successfully established, the single-process architecture game engine sends a connection establishment request to the multi-process architecture game engine. Referring to fig. 9, obtaining a network address of a proxy node, establishing a connection with the proxy node, includes:
s910, acquiring node topology data of a multi-process architecture game engine through a service discovery system, randomly selecting proxy nodes, and acquiring addresses of the randomly selected proxy nodes from the node topology data;
and S920, establishing connection with the proxy node according to the address.
Hereinafter, step S910 and step S920 will be further explained and described. Specifically, the single-process architecture game engine acquires node topology data of nodes included in the multi-process architecture game engine through the service discovery system, randomly selects an address of a proxy node from the node topology data, and sends a connection establishment request to the proxy node according to the randomly selected address of the proxy node to establish connection with the proxy node.
In the present example embodiment, after the single-process architecture game engine establishes a connection with a proxy node, a target proxy node request is sent to the data statistics node through the proxy node. After the connection between the single-process architecture game engine and the proxy node is successfully established, the single-process architecture game engine needs to send heartbeat packets to the proxy node at regular time, and when the heartbeat response packets of the proxy node are not received for more than preset time, the connection between the single-process architecture game engine and the proxy node is considered to be disconnected.
And S820, receiving a target agent node sent by the data statistics node, sending a connection request to the target agent node, and establishing a communication link with the target agent node through the connection request.
In this example embodiment, after the data statistics node determines the target agent node, the information of the target agent node is sent to the single-process architecture game engine through the agent node, after the single-process architecture game engine receives the information of the target agent node, the single-process architecture game engine disconnects the link with the agent node and sends a connection request to the target agent node, authentication is performed in the multi-process architecture game engine based on the connection request, routing information registration is performed when authentication passes, and when the routing information registration is successful, a communication link between the single-process architecture game engine and the target agent node is established.
And step S830, transmitting the data packet through the communication link.
In the present example embodiment, after a communication link is established between the single-process architecture game engine and the target agent node, data packet transmission may be performed through the communication link. The data packet transmission may be used to send a data packet to the multi-process architecture game engine for the single-process architecture game engine, or to send a data packet to the single-process architecture game engine for the multi-process architecture game engine. Referring to fig. 10, when the single-process architecture game engine transmits a data packet to the multi-process architecture game engine, transmitting the data packet through the communication link may include:
s1010, judging whether a cache queue is empty or not;
s1020, when the buffer queue is empty, the data packet is sent to the target agent node through the communication link;
and step S1030, when the buffer queue is not empty, adding the data packet into the buffer queue, and starting a timer.
Hereinafter, step S1010 to step S1030 will be further explained and explained. Specifically, when the single-process architecture game engine sends a data packet to the multi-process architecture game engine and the single-process architecture game engine establishes a communication link to the multi-process architecture game engine, judging whether a sent cache queue is empty, and when the cache queue is empty, directly sending the data packet to the multi-process architecture game engine by the single-process architecture game engine; when the data packet is not empty, the single-process architecture game engine adds the data packet to the last of the cache queue, and starts a timer for detecting and sending the data in the cache queue at fixed time.
Further, after starting the timer, referring to fig. 11, the data communication method further includes:
s1110, closing the timer when no data packet exists in the buffer queue;
and S1120, the data packets are in the buffer queue, and part of the data packets in the buffer queue are sent in batches.
Hereinafter, step S1110 and step S1120 will be further explained and described. Specifically, detecting a data packet in a buffer queue through a timer, and closing the timer when the data packet does not exist in the buffer queue; when the data packets exist in the cache queue, judging whether a communication link is established, and when the communication link is established, sending the data packets in the cache queue in batches; when not established, the data packets in the buffer queue are detected at regular time through a timer.
When the multi-process architecture game engine sends a data packet to the single-process architecture game engine, referring to fig. 12, the data packet is transmitted through a communication link, including:
s1210, acquiring a unique identifier, and determining a target routing node in the multi-process architecture game engine according to the unique identifier;
and S1220, receiving the data packet sent by the target routing node when the target routing node is determined to be the node connected with the single-process architecture game engine.
Hereinafter, step S1210 and step S1220 will be further explained and described. Specifically, the single-process architecture game engine acquires a unique identifier thereof, performs hash computation on the unique identifier to obtain a target routing node corresponding to the single-process architecture game engine in the multi-process architecture game engine, and after the target routing node is determined, the multi-process architecture game engine sends a data packet to the target routing node, and when the node directly connected with the single-process architecture game engine is determined, the single-process architecture game engine receives the data packet sent by the target routing node.
The data communication method provided by the exemplary embodiments of the present disclosure has at least the following advantages: according to the first aspect, agent nodes, data statistics nodes and routing nodes are provided in a multi-process architecture game engine, a target agent node in the multi-process architecture game engine is determined through the data statistics nodes, routing information of a single-process architecture game engine and the target agent node is registered in the routing nodes, a communication link between the single-process architecture game engine and the multi-process architecture game engine is successfully established based on registration of the routing information, a third party middleware is not introduced in the whole communication process, delay when the single-process architecture game engine and the multi-process architecture game engine are communicated is reduced, communication is carried out between the single-process architecture game engine and the multi-process architecture game engine through sockets, and response rate of communication is improved; in the second aspect, after the establishment of the communication link is completed, data transmission is performed through the communication link, so that the order of the data packets is ensured; in the third aspect, when a data packet is sent, the data packet is buffered, so that the problem of data packet loss in the data packet transmission process is solved; in the fourth aspect, load balancing of nodes in the multi-process architecture game engine is achieved by monitoring the load condition of the proxy nodes by the data statistics nodes and providing the target proxy nodes according to the load condition of the proxy nodes.
The exemplary embodiments of the present disclosure also provide a data communication apparatus, as shown with reference to fig. 13, may include: a request sending module 1310, a target agent node sending module 1320, a connection authentication module 1330, and a data communication module 1340. Wherein:
a request sending module 1310, configured to respond to a connection request of the single-process architecture game engine, and send a target agent node acquisition request to a data statistics node according to the connection request;
a target agent node sending module 1320, configured to send a target agent node sent by the data statistics node to the single-process architecture game engine, and receive a request sent by the single-process architecture game engine to connect the target agent node;
the connection authentication module 1330 is configured to request connection authentication for the data statistics node according to a request for connecting the target proxy node, obtain a target routing node after authentication is successful, and register routing information of the single-process architecture game engine and the target proxy node in the target routing node;
and the data communication module 1340 is configured to establish a communication link between the target agent node and the single-process architecture game engine after the routing information is successfully registered, and transmit a data packet based on the communication link.
The exemplary embodiments of the present disclosure also provide a data communication apparatus, as shown with reference to fig. 14, may include: a connection establishment module 1410, a link establishment module 1420, and a data communication module 1430. Wherein:
a connection establishment module 1410, configured to obtain a network address of an agent node, establish a connection with the agent node, and send, by the agent node, a target agent node request to a data statistics node of the multi-process architecture game engine;
a link establishment module 1420, configured to receive a target proxy node sent by the data statistics node, perform authentication and register routing information through the target proxy node, and establish a communication link with the target proxy node;
and a data communication module 1430 for transmitting the data packets through the communication link.
The specific details of each module in the above data communication apparatus are described in detail in the corresponding data communication method, so that the details are not repeated here.
In one exemplary embodiment of the present disclosure, in response to a connection request of the single-process architecture game engine, sending a target agent node acquisition request to a data statistics node according to the connection request, including:
The proxy node monitors a network port and acquires a connection request sent by a single-process architecture game engine;
and establishing connection between the proxy node and the single-process architecture game engine, and sending a target proxy node acquisition request to the data statistics node by the proxy node according to the connection request.
In an exemplary embodiment of the present disclosure, the method further comprises:
the agent node counts the data packets of the connected single-process architecture game engine and synchronizes the data packets to the data statistics node;
and the data statistics node obtains the average load of the single-process architecture game engine according to the data packet of the connected single-process architecture game engine.
In an exemplary embodiment of the present disclosure, after sending a target agent node acquisition request to a data statistics node according to the connection request, the method further comprises:
obtaining the total load of the proxy node according to the average load of the single-process architecture game engine;
and determining the proxy node with the lowest total load as the target proxy node, and updating the total load of the target proxy node.
In an exemplary embodiment of the present disclosure, transmitting a data packet based on the communication link includes:
The target agent node receives a data packet sent by the single-process architecture game engine and judges whether the target agent node is a target node of the data packet;
when the target agent node is the target node, calling a message processing interface associated with the data packet, and processing the data packet through the message processing interface;
when the target agent node is not the target node, judging whether the target agent node is directly connected with the target node;
when the direct connection is performed, the data packet is sent to the target node;
and when the direct connection is not performed, acquiring the unique identifier of the target node, determining a target routing node according to the unique identifier, sending the data packet to the target routing node, and judging whether the target routing node is the target node or not.
In an exemplary embodiment of the present disclosure, transmitting a data packet based on the communication link includes:
acquiring a target routing node in the multi-process architecture game engine, and sending the data packet to the target routing node;
and when the target routing node is determined to be the node connected with the single-process architecture game engine, the data packet is sent to the single-process architecture game engine through the target routing node.
In one exemplary embodiment of the present disclosure, obtaining a network address of a proxy node, establishing a connection with the proxy node, includes:
acquiring node topology data of a multi-process architecture game engine through a service discovery system, randomly selecting proxy nodes, and acquiring addresses of the randomly selected proxy nodes from the node topology data;
and establishing connection with the proxy node according to the address.
In an exemplary embodiment of the present disclosure, transmitting the data packet over the communication link includes:
judging whether the cache queue is empty or not;
when the buffer queue is empty, the data packet is sent to the target agent node through the communication link;
and when the buffer queue is not empty, adding the data packet into the buffer queue, and starting a timer.
In an exemplary embodiment of the present disclosure, after starting the timer, the method further comprises:
when no data packet exists in the cache queue, closing the timer;
and the data packets are in the buffer queue, and part of the data packets in the buffer queue are sent in batches.
In an exemplary embodiment of the present disclosure, transmitting the data packet over the communication link includes:
Acquiring a unique identifier, and determining a target routing node in the multi-process architecture game engine according to the unique identifier;
and when the target routing node is determined to be the node connected with the single-process architecture game engine, receiving the data packet sent by the target routing node.
It should be noted that although in the above detailed description several modules or units of a device for action execution are mentioned, such a division is not mandatory. Indeed, the features and functions of two or more modules or units described above may be embodied in one module or unit in accordance with embodiments of the invention. Conversely, the features and functions of one module or unit described above may be further divided into a plurality of modules or units to be embodied.
Furthermore, although the steps of the methods of the present invention are depicted in the accompanying drawings in a particular order, this is not required to either imply that the steps must be performed in that particular order, or that all of the illustrated steps be performed, to achieve desirable results. Additionally or alternatively, certain steps may be omitted, multiple steps combined into one step to perform, and/or one step decomposed into multiple steps to perform, etc.
In an exemplary embodiment of the present invention, an electronic device capable of implementing the above method is also provided.
Those skilled in the art will appreciate that the various aspects of the invention may be implemented as a system, method, or program product. Accordingly, aspects of the invention may be embodied in the following forms, namely: an entirely hardware embodiment, an entirely software embodiment (including firmware, micro-code, etc.) or an embodiment combining hardware and software aspects may be referred to herein as a "circuit," module "or" system.
An electronic device 1500 according to such an embodiment of the invention is described below with reference to fig. 15. The electronic device 1500 shown in fig. 15 is merely an example, and should not be construed as limiting the functionality and scope of use of embodiments of the present invention.
As shown in fig. 15, the electronic device 1500 is embodied in the form of a general purpose computing device. The components of electronic device 1500 may include, but are not limited to: the at least one processing unit 1510, the at least one storage unit 1520, a bus 1530 connecting the different system components (including the storage unit 1520 and the processing unit 1510), and a display unit 1540.
Wherein the storage unit stores program code that is executable by the processing unit 1510 such that the processing unit 1510 performs steps according to various exemplary embodiments of the present invention described in the above section of the "exemplary method" of the present specification. For example, the processing unit 1510 may perform step S110 as shown in fig. 1: responding to the connection request of the single-process architecture game engine, and sending a target agent node acquisition request to a data statistics node according to the connection request; s120: the target agent node sent by the data statistics node is sent to the single-process architecture game engine, and a request for connecting the target agent node sent by the single-process architecture game engine is received; s130: according to the request for connecting the target agent node, requesting connection authentication from the data statistics node, acquiring a target routing node after the authentication is successful, and registering the routing information of the single-process architecture game engine and the target agent node in the target routing node; s140: after the routing information is successfully registered, a communication link between the target agent node and the single-process architecture game engine is established, and data packets are transmitted based on the communication link.
The storage unit 1520 may include readable media in the form of volatile memory units such as Random Access Memory (RAM) 15201 and/or cache memory 15202, and may further include Read Only Memory (ROM) 15203.
The storage unit 1520 may also include a program/utility 15204 having a set (at least one) of program modules 15205, such program modules 15205 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.
Bus 1530 may be a bus 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 processing unit, or a local bus using any of a variety of bus architectures.
The electronic device 1500 may also communicate with one or more external devices 1600 (e.g., keyboard, pointing device, bluetooth device, etc.), one or more devices that enable a user to interact with the electronic device 1500, and/or any device (e.g., router, modem, etc.) that enables the electronic device 1500 to communicate with one or more other computing devices. Such communication may occur through an input/output (I/O) interface 1550. Also, the electronic device 1500 may also communicate with one or more networks such as a Local Area Network (LAN), a Wide Area Network (WAN) and/or a public network, for example, the Internet, through a network adapter 1560. As shown, the network adapter 1560 communicates with other modules of the electronic device 1500 over the bus 1530. It should be appreciated that although not shown, other hardware and/or software modules may be used in connection with electronic device 1500, including, but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID (Redundant Arrays of Independent Disks, redundant array of independent disks) systems, tape drives, data backup storage systems, and the like.
From the above description of embodiments, those skilled in the art will readily appreciate that the example embodiments described herein may be implemented in software, or may be implemented in software in combination with the necessary hardware. Thus, the technical solution according to the embodiments of the present invention may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (may be a CD-ROM, a U-disk, a mobile hard disk, etc.) or on a network, and includes several instructions to cause a computing device (may be a personal computer, a server, a terminal device, or a network device, etc.) to perform the method according to the embodiments of the present invention.
In an exemplary embodiment of the present invention, a computer-readable storage medium having stored thereon a program product capable of implementing the method described above in the present specification is also provided. In some possible embodiments, the various aspects of the invention may also be implemented in the form of a program product comprising program code for causing a terminal device to carry out the steps according to the various exemplary embodiments of the invention as described in the "exemplary methods" section of this specification, when said program product is run on the terminal device.
A program product for implementing the above-described method according to an embodiment of the present invention may employ a portable compact disc read-only memory (CD-ROM) and include program code, and may be run on a terminal device, such as a personal computer. However, the program product of the present invention is not limited thereto, and in this document, a readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
The program product may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium can be, for example, but is not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or a combination of any of the foregoing. More specific examples (a non-exhaustive list) of the readable storage medium would include the following: an electrical connection having one or more wires, a portable disk, a hard disk, random Access Memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
The computer readable signal medium may include a data signal propagated in baseband or as part of a carrier wave with readable program code embodied therein. Such a propagated data signal may take any of a variety of forms, including, but not limited to, electro-magnetic, optical, or any suitable combination of the foregoing. A readable signal medium may also be any readable medium that is not a readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF (Radio Frequency) and the like, or any suitable combination of the foregoing.
Program code for carrying out operations of the present invention may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, C++ or the like and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computing device, partly on the user's device, as a stand-alone software package, partly on the user's computing device, partly on a remote computing device, or entirely on the remote computing device or server. In the case of remote computing devices, the remote computing device may be connected to the user computing device through any kind of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or may be connected to an external computing device (e.g., connected via the Internet using an Internet service provider).
Furthermore, the above-described drawings are only schematic illustrations of processes included in the method according to the exemplary embodiment of the present invention, and are not intended to be limiting. It will be readily appreciated that the processes shown in the above figures do not indicate or limit the temporal order of these processes. In addition, it is also readily understood that these processes may be performed synchronously or asynchronously, for example, among a plurality of modules.
Other embodiments of the invention will be apparent to those skilled in the art from consideration of the specification and practice of the invention disclosed herein. This application is intended to cover any variations, uses, or adaptations of the invention following, in general, the principles of the invention and including such departures from the present disclosure as come within known or customary practice within the art to which the invention pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the invention being indicated by the following claims.

Claims (15)

1. A method of data communication between a single-process architecture game engine and a multi-process architecture game engine, the method comprising:
responding to the connection request of the single-process architecture game engine, and sending a target agent node acquisition request to a data statistics node according to the connection request;
The target agent node sent by the data statistics node is sent to the single-process architecture game engine, and a request for connecting the target agent node sent by the single-process architecture game engine is received;
according to the request for connecting the target agent node, requesting connection authentication from the data statistics node, acquiring a target routing node after the authentication is successful, and registering the routing information of the single-process architecture game engine and the target agent node in the target routing node;
after the routing information is successfully registered, a communication link between the target agent node and the single-process architecture game engine is established, and data packets are transmitted based on the communication link.
2. The data communication method according to claim 1, wherein, in response to a connection request of the single-process architecture game engine, sending a target agent node acquisition request to a data statistics node according to the connection request, comprises:
the proxy node monitors a network port and acquires a connection request sent by a single-process architecture game engine;
and establishing connection between the proxy node and the single-process architecture game engine, and sending a target proxy node acquisition request to the data statistics node by the proxy node according to the connection request.
3. The data communication method according to claim 1, characterized in that the method further comprises:
the agent node counts the data packets of the connected single-process architecture game engine and synchronizes the data packets to the data statistics node;
and the data statistics node obtains the average load of the single-process architecture game engine according to the data packet of the connected single-process architecture game engine.
4. A data communication method according to claim 3, wherein after sending a target agent node acquisition request to a data statistics node according to the connection request, the method further comprises:
obtaining the total load of the proxy node according to the average load of the single-process architecture game engine;
and determining the proxy node with the lowest total load as the target proxy node, and updating the total load of the target proxy node.
5. The data communication method according to claim 1, wherein transmitting the data packet based on the communication link comprises:
the target agent node receives a data packet sent by the single-process architecture game engine and judges whether the target agent node is a target node of the data packet;
When the target agent node is the target node, calling a message processing interface associated with the data packet, and processing the data packet through the message processing interface;
when the target agent node is not the target node, judging whether the target agent node is directly connected with the target node;
when the direct connection is performed, the data packet is sent to the target node;
and when the direct connection is not performed, acquiring the unique identifier of the target node, determining a target routing node according to the unique identifier, sending the data packet to the target routing node, and judging whether the target routing node is the target node or not.
6. The data communication method according to claim 1, wherein transmitting the data packet based on the communication link comprises:
acquiring a target routing node in the multi-process architecture game engine, and sending the data packet to the target routing node;
and when the target routing node is determined to be the node connected with the single-process architecture game engine, the data packet is sent to the single-process architecture game engine through the target routing node.
7. A method of data communication between a single-process architecture game engine and a multi-process architecture game engine, the method comprising:
acquiring a network address of an agent node, establishing connection with the agent node, and sending a target agent node request to a data statistics node of the multi-process architecture game engine through the agent node;
receiving a target agent node sent by the data statistics node, sending a connection request to the target agent node, and establishing a communication link with the target agent node through the connection request;
and transmitting the data packet through the communication link.
8. The data communication method according to claim 7, wherein obtaining a network address of a proxy node, establishing a connection with the proxy node, comprises:
acquiring node topology data of a multi-process architecture game engine through a service discovery system, randomly selecting proxy nodes, and acquiring addresses of the randomly selected proxy nodes from the node topology data;
and establishing connection with the proxy node according to the address.
9. The method of claim 7, wherein transmitting the data packets over the communication link comprises:
Judging whether the cache queue is empty or not;
when the buffer queue is empty, the data packet is sent to the target agent node through the communication link;
and when the buffer queue is not empty, adding the data packet into the buffer queue, and starting a timer.
10. The data communication method of claim 9, wherein after starting the timer, the method further comprises:
when no data packet exists in the cache queue, closing the timer;
and the data packets are in the buffer queue, and part of the data packets in the buffer queue are sent in batches.
11. The method of claim 7, wherein transmitting the data packets over the communication link comprises:
acquiring a unique identifier, and determining a target routing node in the multi-process architecture game engine according to the unique identifier;
and when the target routing node is determined to be the node connected with the single-process architecture game engine, receiving the data packet sent by the target routing node.
12. A data communication apparatus for application between a single-process architecture game engine and a multi-process architecture game engine, the apparatus comprising:
The request sending module is used for responding to the connection request of the single-process architecture game engine and sending a target agent node acquisition request to the data statistics node according to the connection request;
the target agent node sending module is used for sending the target agent node sent by the data statistics node to the single-process architecture game engine and receiving a request for connecting the target agent node sent by the single-process architecture game engine;
the connection authentication module is used for requesting connection authentication from the data statistics node according to the request of connecting the target proxy node, acquiring a target routing node after the authentication is successful, and registering the routing information of the single-process architecture game engine and the target proxy node in the target routing node;
and the data communication module is used for establishing a communication link between the target agent node and the single-process architecture game engine after the routing information is successfully registered, and transmitting the data packet based on the communication link.
13. A data communication apparatus for application between a single-process architecture game engine and a multi-process architecture game engine, the apparatus comprising:
The connection establishment module is used for acquiring the network address of the proxy node, establishing connection with the proxy node, and sending a target proxy node request to the data statistics node of the multi-process architecture game engine through the proxy node;
the link establishment module is used for receiving the target agent node sent by the data statistics node, authenticating and registering routing information through the target agent node, and establishing a communication link between the target agent node and the link establishment module;
and the data communication module is used for transmitting the data packet through the communication link.
14. A computer storage medium on which a computer program is stored, characterized in that the computer program, when being executed by a processing unit, implements the data communication method of any one of claims 1-11.
15. An electronic device, comprising:
a processing unit; and
a storage unit configured to store executable instructions of the processing unit;
wherein the processing unit is configured to perform the data communication method of any of claims 1-11 via execution of the executable instructions.
CN202410014301.3A 2024-01-04 2024-01-04 Data communication method and device, computer readable storage medium and electronic equipment Pending CN117857610A (en)

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