200916168 九、發明說明: 【發明所屬之技術領域】 本案係關於一種遊戲軟體 =用於線上遊戲且具分散式場景之鎌^二 【先前技術】 所谓的線上遊戲,是指個人用戶安裝遊 :網連到遊戲公司所架設的飼服器,而後進行Ϊ 服”可變動的資料(如角色狀態等)皆保留於伺 =1’,動的資料則是,藉由安裝過程存於個人用戶 夕么枯田每類的線上遊戲是利用一種電腦軟體系統,可供 夕—使者(玩家)同時進人系統中去探險,每個進入的 ,豕可以扮演或控制—個角色,透過這個角色,玩家可以 _糸統中任意遊走探險,也可以與其他玩家對話與交往, 經由頻繁的互動,一同作戰或交談,產生社群的連結,進 而發展出一個新的層級式社會結構。 在系統層面上,這類遊戲必須連上網際網路(Internet) 才可遊玩,由玩家方面使㈣f的客端程式(aien〇連上 廠商所提供的付費健H (Se㈣),客端程式與伺服器之 間的數碼訊號傳到玩家的電腦後才圖形化,這也是客端程 式的唯-任務。而飼服器則提供一個可以活動的虛擬網路 空間,給玩家探險和組隊等等的活動所使用。但隨著遊戲 系統的複雜度增加’單一資料庫與伺服器漸漸無法滿足遊 200916168 戲系統所需。於是便有些線上遊戲 器來架構線上遊戲系統,依據不同功能而== 般在線上遊戲线中,最常==題ΐ 。現是由於習知技藝之線上遊戲系統,儘管引 == 固:服器’但場景部份仍採用單一伺服器負責單一 η。—旦某單一場景中的連入人數過多時,該場 =所有之瓶ϋ的負擔增加,而處理速度自然也就跟著變 因此’如何研發—種應祕線上遊戲且具分散式場景 構糸統及其方法,有效減輕各個單-遊戲飼服 的確是目前此一相關領域所需積極發展研 九^標。本案發明人等’爰精心研究,並以其從事該項 年經驗,遂提出本案一種應用於線上遊戲且 =政式场景之伺服器架構系統及其方法,透過將遊戲場 豕作切割,並各別利用不同伺服器來掌管,將原本單一伺 服器負責單-場景的重大負荷量減輕成由多個飼服器來分 擔’避免各個單-遊戲伺服器之負荷量因同—時間連入過 多使用者而減低速度,可有效解決習知之問題,實不 可多得之發明。 【發明内容】 本案之主要目的為提供-種應用於線上遊戲且且分散 式場景之伺服H架構系統,透過將遊戲場景作切十並分 別利用不同伺服II來掌管,將原本單—伺服器負責單一場 200916168 =:¾個=來分擔,避免各個單 速度,可有效解決習題時間連入過多使用者而減低 為達上述目的’太空4 ϋτώτ# 應用於線上遊戲且具分廣f實施樣態為提供一種 以及-線上提供—权識別資料; 以及複數個場景他器,;:以至者數 ===:=有:場景區域及一相對識別資料,並 該線上遊戲倾日Γ麟料端之該賴程式連入 該複數個場景伺2=:】進f連入識別資料與 ^χθ, 哀相對識別貧料比對,而指向該藉 數個%,7、伺服器之該場景區域之一。 /卜―’其中該線上戲軟體伺服端更具有至 二Si服器’用以認證分配該連線程式端之該連 伺服:tff想’其中該連入識別資料與該複數個場景 ^服器之§亥相對識別資料之比對透過該場景認證伺服器完 ==構想’其中該複數個場景飼服器與該場景認 伺服盗構成一分散式處理伺服系統。 根據上述構想’其中該連線程式端為一個人電腦,透 匕-網際網路與該線上_軟體伺服端連接。 根據上述構想’其中該連線程式端更具有一儲存空 200916168 間’用以儲存-遊戲記錄資料、該連線程式與該連入識別 資料。 根據上述構想’其中該遊戲場景透過該連線程式端之 一瀏覽器來展現。 根據本案另-態樣’本案更提供一種應用於線上遊戲 且具分散式場景之伺服n架構系統,包含複數個連線程式 端,均具有-連線程式及-遊戲記錄資料,用以分別根據 遊戲記錄資料提供一場景連入識別資料;至少一場景認證 飼服器,用㈣複㈣連線喊料人時,分別認證分配 該場景連人識別資料;至少—使用者資料庫,用以儲存一 使用者位置紀錄;以及複數個場景伺服器, 認證飼服器,料提供_遊戲場景;其中複數=場景= 器分別具有-場景區域及—相對朗諸,並整合構成該 遊戲場景;當賴_連線料端之鱗_錢入該線 上遊戲軟體伺服端時,因應該連入識別資料自該使用者資 料庫提取錄时位置域,進行該連人朗資料與該複 數個場景舰H之該相對制資料崎,而指向該複數個 場景伺服器之該場景區域之一。 根據上述構想,其中該場景連入識別資料與該複數個 場景伺服以_職财狀輯透過騎景認證伺服 器完成。 。根據上述構想,其中該複數個場景伺服器與該場景認 證飼服器構成一分散式處理伺服系統。 根據上述構想,其中該連線程式端為一個人電腦,透 過一網際網路與賴數個場賴服ϋ及該場景認證伺服器 200916168 連接。 根據上述構想,其中該連線程式端更具有一儲存空 間,用以儲存該遊戲記錄資料、該連線程式與該場景連入 識別資料。 u 根據上述構想,其中該遊戲場景透過該連線程式端之 一瀏覽器來展現。 本案之再一目的為提供一種應用於線上遊戲且具分散 式場景之伺服器分配方法,透過切割遊戲場景,並分別利 用不同伺服n掌管,將單-場景的重大負荷量減輕成由多 個伺服ϋ來分擔,避免各個單—遊戲伺服器之負荷量因同 一時間連入過多使用者而減低速度,以解決習知之問題。 為達上述目的,本案之一較廣義實施樣態為提供一種 應用於線上遊戲且具分散式場景之伺服器分配方法,其步 驟包含a)啟動複數個場景伺服器與一場景認證伺服器;其 中複數個場〃、伺服ϋ分別具有—場景區域及—相對識別資 料上,並整合構成-戲場景;b)啟動—連線程式端 ,並連 =該場景認鋪服ϋ ; e)雛該親程式敵_遊戲記錄 資自-使用者資料庫提取—使用者位置紀錄,並提供 上-場景連人朗資料;以及_對該場景連人識別資料與 4複數個%純服H之該相對識別資料,而指向該複數個 %厅、伺服器之纟亥場景區域之一。 曰根據f案構想’其中該場景連入識別資料與該複數個 昜厅、飼服器之仙對識別資料之比對透過該認證 器完成。 根據本案構想’其中該複數個場景祠服器與該場景認 200916168 證伺服器構成一分散式處理伺服系統。 根據本案構想,其中該連線程式 過-網際網路與該複數個場景伺服個人電腦’透 連接。 器及§亥場景認證伺服器 根據本案構想,其中該連線程式 間,用以儲存該職記騎料_場景連===存空 根據本案構想’其中該遊戲場連^ 一瀏覽器來展現。 %忒連線程式端之 根據本案另-態樣,本案更提供一種 且具分散式場景之飼服器分配方法 二“,友上遊戲 連線程式端,並連接至-線上遊戲軟其體^^含a)啟動一 上遊戲軟體飼服端具有複數個場景伺服^.端’其中該線 景伺服器更分別具有一場景區域及_相對識=複數個場 合構成-遊戲場景;b)認證該連線程式端二—貝料’並整 料’自-使用者資料庫提取一使用者位:遊戲記錄資 場景連入識別資料;以及c)比對該並提供- 複數個場景飼服器之該相對識別資料:、=別資料與該 景伺服器之該場景區域之一。 3向5亥複數個場 根據本案構想,其中該步驟b)與該步驟、 認證伺服器執行。 、’驟c) ’由一場景 根據本案構想,其中該趨數伽 證伺服器構成一分散式處理伺服系二、5服器與該場景認 根據本案構想,其中該連線程式端為 過一網際網路與該線上遊戲軟體飼服端連接固人電腦,透 根據本案構想,其令該連線程式端更具有一儲存空 200916168 間朗戲記錄資料與該場景連入識別資料。 之 根據本案構想’其中該 -劉覽n來展現。 ⑨謂過錢線程式端 【實施方式】 體現本案特徵與優點的一些典型 明中詳細敘述。應理解 州將在纽的说 各種•,不 示在明之用,而非用以限 明H圖’其係揭示本案較佳實施例之—種應用 二且,分散式場景之伺服器架㈣統。如圖所 :提,=線程式端11 ’具一連線程式111,用 2 別資料112;以及—線上遊戲軟體舰端 13,==一使用者資料庫15;以及複數個場景伺服器 用以k供-遊戲場景;其中複數個場純服器分別呈 有-場景區域(未揭示)及一相對識別資料131,並整合構 該遊戲場景;當該連線程式端n之該連線程式m連入該 線上遊戲軟购服端12時,因應該連人識別㈣112自該 使用者資料庫15提取—使用者位置紀錄15卜進行該連二 識別資料112無複數個場景伺服㈣之該相對識別資料 131比對,而指向該複數個場景伺服器13之該場景區域之 〇 在實際應用時,其中該線上遊戲軟體伺服端12更具有 至少一場景認證伺服器14’用以認證分配該連線程式端u 之该連人識別貧料II2 ;而該連入識別資料lu輿該複數 個場景伺服器13之該相對識別資料13丨之比對亦透過該場 12 200916168 景認證伺服器14完成;同日: 使用者音· M /t 1 < ΐβ ~ :同時因應該連入識別資料112自該200916168 IX, invention description: [Technical field of invention] This case is about a game software = for online games and has a decentralized scene ^ 2 [prior art] The so-called online game refers to the installation of individual users: Connected to the feeding device set up by the game company, and then the swearing service "variable information (such as the role status), etc. are retained in the servo = 1 ', the moving information is, by the installation process, stored in the personal user eve Each type of online game in the field is using a computer software system, which allows the eve-creator (player) to enter the system to explore at the same time. Each entry can play or control a character. Through this role, the player can _ 糸 中 中 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意 任意The game must be connected to the Internet (Internet) to play, and the player's (4)f client program (aien〇 connected to the manufacturer's paid health H (Se (4)), the digital signal between the client program and the server is transmitted to the player's computer before being graphical, which is also the only task of the client program, while the feeding device provides a virtual network space that can be active. It is used by players to explore and team up, etc. But as the complexity of the game system increases, 'single database and server are gradually unable to meet the needs of the 200916168 system. So there are some online games to build online game systems. According to different functions, == online game line, most often == title 现. Now it is due to the online game system of traditional skills, although the guide == solid: server's but the scene part still uses a single server Responsible for a single η.—If there are too many people in a single scene, the burden of all the bottles will increase, and the processing speed will naturally change. So how to develop and develop a kind of online game with decentralized The scene structure and its method, effectively alleviating each single-game feeding suit is indeed the active development of this related field. The inventor of this case has carefully studied and In this year's experience, I proposed a server architecture system and method for online games and = political scenes. By cutting the game field and using different servers to control the original single servo. The device is responsible for the single-scenario's significant load reduction to be shared by multiple feeders. 'To avoid the load of each single-game server, the same amount of time is connected to too many users to reduce the speed, and the problem can be effectively solved. The invention is mainly directed to providing a servo H-architecture system for online games and distributed scenes, which is managed by using different servos II. The original single-server is responsible for a single field 200916168 =:3⁄4 = to share, avoiding each single speed, can effectively solve the problem time to connect to too many users and reduce the above purpose. 'Space 4 ϋτώτ# is applied to online games and has The implementation of the distribution is to provide an and-on-the-right identification data; and a plurality of scenes;;: the number of people ===:= : the scene area and a relative identification data, and the online game 倾 Γ 料 之 连 连 连 连 连 连 连 连 = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = And pointing to the borrowed %, 7, one of the scene areas of the server. / 卜 - 'The online game software server has more than two Si server' to authenticate the connection of the threaded end of the server: tff wants to be connected to the identification data and the plurality of scenes ^ server The comparison of the identification data with the identification information is completed by the scene authentication server == conception, wherein the plurality of scene feeding devices and the scene recognition servo thief constitute a distributed processing servo system. According to the above concept, wherein the threaded end is a personal computer, the Internet-based network is connected to the online server. According to the above concept, wherein the threaded end has a storage space of 200916168 for storing the game record data, the thread and the connection identification data. According to the above concept, the game scene is presented through a browser of the threaded end. According to the other aspect of the present case, the present invention further provides a servo n-architecture system applied to an online game and having a distributed scene, comprising a plurality of threaded ends, each having a threaded and game record data, respectively The game record data provides a scene connected to the identification data; at least one scene authentication feeding device, when (4) complex (4) connected to the shouting person, respectively, the authentication and distribution of the scene connected person identification data; at least - the user database for storing a user location record; and a plurality of scene servers, the certified feeding device, the material providing _ game scene; wherein the plural = scene = the device has a - scene area and - relatively lenient, and integrated to form the game scene; _ Connect the line of the material _ _ money into the online game software server, because the identification data should be connected to the user database to extract the recorded location field, the connection between the person and the number of scenes H The relative system is in the form of one of the scene regions of the plurality of scene servers. According to the above concept, the scene is connected to the identification data and the plurality of scene servos are completed by the riding authentication server. . According to the above concept, the plurality of scene servers and the scene authentication feeder constitute a distributed processing servo system. According to the above concept, the threaded end is a personal computer, and is connected to the scene authentication server 200916168 through an Internet. According to the above concept, the threaded end further has a storage space for storing the game record data, and the threaded type and the scene are connected to the identification data. u According to the above concept, the game scene is presented through a browser of the threaded end. A further object of the present invention is to provide a server allocation method for an online game with a decentralized scene. By cutting the game scene and using different servos, the significant load of the single-scene is reduced to a plurality of servos. In order to share the problem, the load of each single-game server is reduced by connecting too many users at the same time to solve the conventional problem. In order to achieve the above objective, one of the more general implementations of the present invention provides a server allocation method for an online game with a distributed scenario, the steps of which include a) starting a plurality of scene servers and a scene authentication server; A plurality of field 〃 and servo 具有 have - scene area and - relative identification data, and integrate to form a scene - b) start - even threaded end, and even = the scene to recognize the service; e) Program enemy _ game record capital-user database extraction - user location record, and provide the upper-scene continuation of the person's lang information; and _ the relative identification of the scene connected person identification data and 4 plural% pure service H The data points to one of the plurality of halls and servers.曰 According to the concept of the f case, the comparison between the identification data and the identification information of the plurality of halls and the feeding device is performed by the authenticator. According to the present invention, the plurality of scene servers and the scene recognition 200916168 certificate server constitute a distributed processing servo system. According to the present concept, the threaded over-the-air network is permeable to the plurality of scene servo personal computers. The device and the §Hai scene authentication server are based on the concept of the case, wherein the threaded room is used to store the job riding material _ scene even === empty space according to the concept of the case, wherein the game field is connected to a browser to display . According to the other aspect of the case, this case also provides a method for distributing the feeding device with a decentralized scene. ^Include a) start a game software feed end has a plurality of scene servo ^. end 'where the line view server has a scene area and _ relative knowledge = a number of occasions constitute a - game scene; b) certification Threaded end-to-bee material and 'single material' extracts a user bit from the user database: the game record capital scene is connected to the identification data; and c) provides and provides - a plurality of scene feeding devices The relative identification data:, = other data and one of the scene areas of the server. 3 to 5 hai number of fields according to the present case, wherein the step b) and the step, the authentication server is executed. "From a scenario according to the present case, wherein the trending gamma server constitutes a decentralized processing servo system, the second server, and the scene are recognized according to the concept of the case, wherein the threaded end is over the Internet and The online game software feeding end connection The human computer, according to the concept of the case, makes the threaded end have a storage space of 200916168 and the scene is connected to the identification data. According to the concept of the case, which is the one that will be displayed. Threaded end of the money [Embodiment] Some typical details of the characteristics and advantages of the case are described in detail. It should be understood that the state will be in New Zealand, not to be used in the Ming, rather than to limit the H The server rack (four) system of the preferred embodiment of the present invention is disclosed, and the server rack (four) system of the distributed scene is as shown in the figure: the threaded end 11' has a threaded type 111, and the other data 112; The online game software terminal 13, == a user database 15; and a plurality of scene servers for the k-game scene; wherein the plurality of field pure servers are respectively provided with a scene region (not disclosed) and a relative Identifying the data 131 and integrating the game scene; when the threaded end of the threaded end n is connected to the online game soft shopping service terminal 12, since the person identification (four) 112 is extracted from the user database 15 - User location record 15 The second identification data 112 does not have a plurality of scene servos (4) of the relative identification data 131, and the scene area of the plurality of scene servers 13 is in actual application, wherein the online game software server 12 Further, the at least one scene authentication server 14' is configured to authenticate the connected person identifying the lean material II2 of the threaded end u; and the connected identification data is the relative identification data of the plurality of scene servers 13. The comparison between the two is also completed through the 12 200916168 Scene Authentication Server 14; the same day: User tone · M / t 1 < ΐβ ~ : At the same time, the identification data 112 should be connected
而麟戲&景則可透職連線程式端11之一劉覽器 # θ見透過切割一遊戲場景至複數個伺服器 ’以減低負 何,’避免各個單—遊戲伺服器之負荷量因同-時間連入 過多使用者而減低速度。 、根據前述揭故系統結構,本案更提供-種應用於線 上遊戲且具分散式場景之飼服器分配方法。請參閱第二 圖’其係揭7^本案錄實闕之分散柄景舰ϋ分配方 法其步驟包含a)提供—具複數個場景伺服器之線上遊戲 軟體伺服端’如圖示步驟S21所示;其中該複數個場景伺 服器更分別具有—場景區域及—相對識別資料,並整合構 成:遊戲場景(如前述結構系統所揭示);b)啟動一連線程 式鳊’並連接至一線上遊戲軟體伺服端,如圖示步驟S22 所不,c)認證該連線程式端之一遊戲記錄資料,自一使用 ^資料庫提取-制者位置紀錄,並提供—場景連入識別 二貝料,如圖示步驟S23所示;d)比對該場景連入識別資料 與該複數個場景伺服器之該相對識別資料,如圖示步驟 S24所示;e)根據比對結果指向符合該場景連入識別資料 之該複數個場景伺服器之一,如圖示步驟S25所示;以及 ί)最後被指向之該場景伺服器則會回送場景區域資料至該 13 200916168 連線程式端。 行。而^複ίΓ場步驟C),由一場景認證词服器執 分散式處理刪::場景認證伺服器可構成- 過-網際網路與該線上们::逯 儲存空間,用以儲射2軟體健^連接,亦更具有一 料。藉由本案方法之^戲,'^巧料景連入識別資 各Γ—遊戲伺量 過多:用者喊低迷度,以解決習知之問題。 庳用二ί?ΐ:圖’其係揭示本案另-較佳實施例之-種 二二且具分散式場景之伺服器架構系統。如圖 η:構包含複數個連線程式端31,均具有一連線程 遊戲記錄資料(未揭示),用以分別根據遊戲記錄資 田Γ…—場厅、連入識別資料;至少一場景認證伺服器32, h亥複數個連線程式端31連人時,分別認證分配該場景 連=識別資料,並提供該場景連人識別資料;至少-使用 者資料庫34 ’用以儲存—使用者位置紀錄(未揭示);以 及^數個場㈣服器33,連接至該場景認關服器Μ,用 以提,-、遊戲場景;其中複數個場景伺服器%分別具有一 場景區域及-相對識別資料331,並整合構成該遊戲場 景’田雜數個連線程式端31之該連線程式連人該線上遊 戲軟體^服端時,因應該連人識別資料而自該使用者資料 庫34提取一使用者位置紀錄,進行該連入識別資料與該複 數個%景伺服器33之該相對識別資料mi比對,最後再根 據比對結果指向符合該場景連入識別資料之該複數個場景 14 200916168 器則會回送場景區 伺服器33之一;而被指向之該場景伺服 域資料至該連線程式端31。 在本實施财,該連線程式端31之場景連人識別資料 與該複數個場景伺服器33之該相對識別資料331之比對透 過該場景認服器32完成,_因應該連人識別資料自 献用者貧料庫34提取該錢者位£紀狀動作亦可藉 由該場景認證健32完成。t該連線程式端31為一個人 電腦’透過-網際網路與該線上賴軟體鎌端連接;亦 更具有冑存空間’用以儲存該遊戲記錄資料與該場景連 入識別貝料。利用本案之結構,即可有效切騎戲場景至 ,個場景伺服器以減低各個伺服器之負荷量。所得之遊戲 場景可透過連線程式端31之一瀏覽器來展現。 >根據别述揭示之系統結構’本案亦提供一種應用於線 上遊戲且具分散式場景之伺服器分配方法。請參閱第四 圖,其係揭示本案另一較佳實施例之分散式場景伺服器分 配方法’其步驟包含a)啟動複數個場景伺服器與一場景認 =伺服器,如圖示步驟S41所示;其中複數個場景伺服器 分別具有一場景區域及一相對識別資料,並整合構成一遊 ,場景;b)啟動一連線程式端,並連入該場景認證伺服 器’如圖示步驟S42所示;c)認證該連線程式端之一遊戲 圮錄資料,自一使用者資料庫提取—使用者位置紀錄,並 提供一場景連入識別資料,如圖示步驟S43所示;以及d) 比對該場景連入識別資料與該複數個場景伺服器之該相對 識別資料,根據比對結果指向符合該場景連入識別資料之 該衩數個場景伺服器之一,如圖示步驟S44與45所示。 15 200916168 藉此被指向之該場景舰關會回送場魏域資料至該連 線程式端,如圖示步驟S46,而達到分割遊戲場景 單一伺服器負荷量之目的。 低 在實際應用時,該場景連入識別資料與該複數個場景 伺^器之該相對制資料之比對可透過該場景認證飼服器 32完成;當然自該使用者資料庫34提取該使用者位置紀 錄之動作亦可藉由該場景認證伺服器32同時達成。 β綜上所述,本案提供一種應用於線上遊戲且具分散式 场不之飼服器架構系統及其方法,以期減輕各個單一遊戲 飼服器之貞荷量。透過將—賴場景先行蝴,並各別利 =不同伺服來掌管’以將原本由單—祠服器負責單一場 景的重大負荷量減輕成由多個伺服器來分擔掌管,避免各 個單遊戲飼服益之負荷量因同一時間連入過多使用者而 減低速度’此為習知技藝無法達成。本案技術具有實用性、 新穎性與進步性,爰依法提出申請。 縱使本發明已由上述之實施例詳細敘述而可由熟悉 本技藝之人士任施匠思而為諸般修飾,然皆不脫如附申請 專利範圍所欲保護者。 月 【圖式簡單說明】 第一圖揭示本案較佳實施例之一種應用於線上遊戲且具分 散式場景之伺服器架構系統。 第二圖揭示本案較佳實施例之分散式場景伺服器分配方 法。 第三圖揭示本案另一較佳實施例之一種應用於線上遊戲且 16 200916168 具分散式場景之伺服器架構系統。 第四圖揭7F本案另-較佳實施例之分散式場景伺服器分配 方法。 11 :連線程式端 112 :連入識別資料 13 :場景伺服器 14 :場景認識伺服器 151 :使用者位置紀錄 31 ·連線程式端 33 :場景伺服器 S41〜S46 :流程步驟 34:使用者資料庫 【主要元件符號說明】 10 :網際網路 ill :連線程式 12 ;線上遊戲軟體伺服端 i31 :相對識別資料 15 ;使用者資料庫 S21〜S26 :流程步驟 32 :場景認識伺服器 131 :相對識別資料 331 :相對識別資料 17The Lin Opera & Scenery can be connected to one of the threaded end 11 viewers # θ see through cutting a game scene to a plurality of servers 'to reduce the negative, 'avoid the single-game server load Reduce speed by connecting too many users at the same time. According to the foregoing system structure, the present invention further provides a method for dispensing a feeding device which is applied to a game on the line and has a distributed scene. Please refer to the second figure, which is a method for distributing the distribution of the case. The steps include a) providing an online game software server with a plurality of scene servers as shown in step S21. The plurality of scene servers further have a scene area and a relative identification data, and are integrated to form: a game scene (as disclosed in the foregoing structural system); b) start a threaded 鳊 ' and connect to an online game The software servo end, as shown in step S22 of the figure, c) authenticates one of the game record data of the threaded end, extracts the position record of the maker from the use of the data library, and provides the scene connection identification two materials. As shown in step S23; d) comparing the identification data and the relative identification data of the plurality of scene servers to the scene, as shown in step S24; e) according to the comparison result pointing to the scene One of the plurality of scene servers entering the identification data, as shown in step S25 is shown; and ί) the scene server that is finally pointed to returns the scene area data to the 13 200916168 threaded end. Row. And the step C) is performed by a scene authentication word service device. The scene authentication server can be configured to: The soft body is connected, and there is even more material. With the method of this case, '^巧景景连入入入Γ—the game is too much: the user shouts depression to solve the problem of conventional knowledge.图 二 ΐ 图 图 图 图 图 图 图 图 图 图 图 图 图 图 图 图 图 图 图 。 。 。 。 。 。 。 。 。 。 。 。 。 。 As shown in the figure η: the structure includes a plurality of threaded ends 31, each having a threaded game record data (not disclosed) for respectively recording the game according to the game, the field, the identification data; at least one scene The authentication server 32, when the plurality of threaded terminals 31 are connected, authenticates and assigns the scene connection=identification data, and provides the scene identification data; at least the user database 34' is used for storage-use Location record (not disclosed); and ^ number of field (four) server 33, connected to the scene recognition device Μ, for mentioning, -, game scene; wherein a plurality of scene server % have a scene area and - the relative identification data 331 and integrated into the game scene 'the number of threads of the threaded end 31 of the threaded connection of the online game software ^ service end, because the person identification data and the user data The library 34 extracts a user location record, compares the connection identification data with the relative identification data mi of the plurality of % view servers 33, and finally points to the complex identification data according to the scene according to the comparison result. 14200916168 scene is the scene will be sent back region 33, one server; and this scenario is directed to the servo field of the data connection to terminal 31 program. In the implementation, the comparison between the scene identification data of the threaded end 31 and the relative identification data 331 of the plurality of scene servers 33 is completed by the scene recognizer 32, and the person identification data is The self-dealing user's library 34 extracts the money position and can also be completed by the scene authentication key 32. The threaded terminal 31 is a personal computer connected to the online software terminal through the Internet. It also has a storage space for storing the game record data and the scene to identify the bedding material. By using the structure of the case, it is possible to effectively cut the scene of the ride to a scene server to reduce the load of each server. The resulting game scene can be presented through a browser with one of the threaded ends 31. > System Structure Revealed According to Others' This case also provides a server allocation method for a game on the line and having a distributed scene. Please refer to the fourth figure, which discloses a distributed scene server allocation method according to another preferred embodiment of the present invention, the steps of which include a) starting a plurality of scene servers and a scene recognition server, as shown in step S41. The plurality of scene servers respectively have a scene area and a relative identification data, and are integrated to form a tour, the scene; b) start a threaded end and connect to the scene authentication server as shown in step S42 C) authenticating the game record data of the threaded end, extracting the user location record from a user database, and providing a scene connection identification data, as shown in step S43; and Comparing the identification data of the identification data and the plurality of scene servers to the scene, and pointing to the one of the plurality of scene servers connected to the identification data according to the comparison result according to the comparison result, as shown in step S44. As shown in 45. 15 200916168 The scene will be directed to the scene of the ship to return the field Wei domain data to the threaded end, as shown in step S46, to achieve the purpose of splitting the single server load of the game scene. When the application is low, the comparison between the identification data and the relative data of the plurality of scene servers can be completed by the scene authentication server 32; of course, the usage is extracted from the user database 34. The action of the location record can also be achieved simultaneously by the scenario authentication server 32. In summary, the present invention provides a feeding device architecture system and method for online games that have a decentralized field, in order to reduce the load on each single game feeder. By taking the singular scene first, and each singly = different servos to take control of 'to reduce the significant load that was originally responsible for a single scene from the single-server to be managed by multiple servers, avoiding individual single game feeding The load of the benefit is reduced by connecting too many users at the same time. This is a skill that cannot be achieved. The technology of this case is practical, novel and progressive, and it is submitted in accordance with the law. The present invention has been described in detail by the above-described embodiments, and may be modified by those skilled in the art without departing from the scope of the appended claims. [First Description of the Drawings] The first figure discloses a server architecture system for an online game with a distributed scene in a preferred embodiment of the present invention. The second figure reveals the distributed scene server allocation method of the preferred embodiment of the present invention. The third figure discloses a server architecture system applied to an online game and 16 200916168 with a decentralized scene in another preferred embodiment of the present invention. The fourth figure discloses a distributed scene server allocation method of another preferred embodiment. 11: even threaded end 112: connected identification data 13: scene server 14: scene recognition server 151: user position record 31 • threaded end 33: scene server S41 to S46: flow step 34: user Database [Main component symbol description] 10: Internet ill: even threaded 12; online game software server i31: relative identification data 15; user database S21~S26: process step 32: scene recognition server 131: Relative identification data 331: relative identification data 17