TWI220498B - Open cluster parallel computing and interactive broadband game platform - Google Patents
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1220498 _案號90106687_年月曰 修正_ 五、發明說明(1) 本發明係一種開放式叢集平行運算互動寬頻遊戲平台 ,其具有動態資料處理能力與貯存能力之遊戲訊息處理器 以平行傳輸動態資料之叢集形態配合遊戲資料漫遊資訊伺 服器及遊戲情節控制伺服器即可形成一開放式之遊戲寬頻 平台,且可在最佳化之考量下有效的平行擴充遊戲訊息處 理器,更藉由低成本之遊戲訊息處理器予以擴充,使遊戲 平台可以高品質低成本之傳輸能量,達到遊戲平台高擴張 性之頻寬需求者。1220498 _Case No. 90106687_ Revised Year of the Month_ V. Description of the invention (1) The invention is an open cluster parallel computing interactive broadband game platform, which has a game information processor with dynamic data processing and storage capabilities to transmit dynamics in parallel. The clustered form of data can be combined with the game data roaming information server and game story control server to form an open game broadband platform, and can effectively expand the game information processor in parallel under optimized considerations. The cost of the game information processor is expanded, so that the game platform can transmit energy with high quality and low cost, and meet the demand of the high expansion bandwidth of the game platform.
按目前由於網際網路普及以及網際網路頻寬與相關之 技術不斷的被開發出來,不但帶動電子商務之發展,更使 得多人網路線上即時遊戲也因而帶動風潮,由於線上遊戲 之特質係在於當進入線上遊戲時,即進入另一個與現實社 會完全不同之社群環境中,有其不同之景觀及時代背景, 可以在其中到處遊走,與別人交談或交戰,且玩家的對象 是玩家,可使整個遊戲因每個參與者的不同,而產生不同 之情節與結果,變化性不可捉摸,永遠無法預測其他玩家 的想法,更藉由每個玩家於遊戲中具像之視覺化形體,亦 可輕易具像的觀察到每個形體之行為對周遭環境的影響, 此種特性令人著迷而無法自拔,使得更多人投入成為消費 線上遊戲的玩家,更引起各大網路業者積極的投入此一不 斷擴大之商機,惟由於目前玩家增加之速度跟業者投入之 硬體設備難以平衡,造成以下之缺失,諸如:At present, due to the popularity of the Internet and the continuous development of Internet bandwidth and related technologies, it not only drives the development of e-commerce, but also makes the multi-player online real-time games also drive the trend. Due to the characteristics of online games The reason is that when you enter online games, you are in another community environment that is completely different from the real society, with its different landscape and era background. You can walk around in it, talk or fight with others, and the object of the player is the player. It can make the whole game have different plots and results due to the difference of each participant. The variability is unpredictable, the thoughts of other players can never be predicted, and the visual form of each player in the game. It is easy to visually observe the impact of the behavior of each form on the surrounding environment. This feature is fascinating and cannot be exaggerated. This makes more people invest in players who consume online games, and it also arouses the active investment of major online players. This expanding business opportunity, but due to the current increase in player speed and the hardware equipment invested by the industry is difficult Balance, resulting in the following missing, such as:
1 ·無法最佳化之處理:由於單一伺服器之主機,其 内含之CPU、RAM以及HD資料庫之存取速度均十分 的有限,如目前一般的P C之C P U最大的極限在1 G B1 · Cannot optimize the processing: Because the host of a single server, the access speed of the included CPU, RAM and HD database is very limited, such as the current maximum limit of PC C C P U is 1 G B
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P u、R A Μ、Η 在頻寬的限制上仍 的高,成效卻十分 服器不斷的花下大 見需求者。 D等處理速度之開發 然無法突破,而且整 的有限;而目前國内 筆資金,惟仍無法滿 ,十分的有限,故 體之開發成本十分 業者在購買遊戲伺 足激增的玩家及頻 4 由於目 寬,業 求之頻 豕成長 的更新 致主機 頻寬不 伺服器 寬以及 CPU Μ或C 之成本 在頻寬 有改良 •無法 前開發 者必須 見I, 量及速 及需求 崩潰之 足難以 主機常 處理速 以及Η P U或 南9而 上或可 之必要 滿足玩家及 出之遊戲伺 有效的預估 進行該伺服 度,常超出 擴張下,其 危險,使得 展現遊戲應 有不覆使用 度之擴充時 D進行改良 H D等硬體 且,越高頻 滿足,惟穩 服器主機, 玩家之使用 器主機之購 業者之預估 伺服器主機 玩家無法確 有的精彩程 之狀態,若 ’其必須針 ’而就目前 處理速度上 之硬體穩定 定度則成為 進後之頻寬 其均可提供 量,以及遊 買與裝置, ,加上遊戲 之頻寬常有 實的連上線 度,故該即 要針對該主 對主機上之 之技術,無 之改良,不 度必然隨之 最大之缺失 需求者: 固定之頻 戲軟體需 惟由於玩 軟體不斷 不足而導 或上線後 定式頻寬 機進行頻 RAM、 論在R A 但其所費 降低,雖 所在,故 5 ·維修或換裝不易:由於其伺服器主機各項資料庫 均在同一主機上,故若發生超載故障時,不但極易影響主 機内之各項貧料庫完整性,更需整體停機進行維修之作業 ’造成業者營業上之損失,更使玩家無法確實的保持住遊Pu, R A, and Η are still high in the bandwidth limitation, but the results are very effective. The development of processing speeds such as D cannot be broken, and the whole is limited; at present, domestic funds are still not full, and are very limited. The development cost of the system is very high. The update of the headband and the frequency of growth has resulted in the improvement of the host bandwidth, the server bandwidth, and the cost of the CPU M or C. The bandwidth has been improved. • Before the developer must see I, the volume and speed and the collapse of demand are difficult. Often processing speed and 南 PU or South 9-up or may be necessary to meet the effective estimation of the player and the game to perform the servo, often beyond the expansion, its danger, so that the game should be expanded without overuse At the same time, D will improve the hardware such as HD, and the higher the frequency is satisfied, but the server host is stable, the player ’s user ’s buyer ’s buyer ’s estimated server host player ’s state of the exciting process cannot be confirmed. 'As far as the current stability of hardware stability is concerned, the amount of bandwidth that can be provided in the future, as well as the purchase and installation, and the frequency of the game Often there is a real connection, so it is necessary to target the technology on the host to the host, without improvement, the degree of inevitable followers will inevitably be the biggest missing demand: Fixed video game software needs only due to the continuous lack of software The fixed-bandwidth machine performs frequency RAM when it is turned on or goes online. However, the cost is reduced. Although it is located, it is not easy to repair or change. Because the database of its server host is on the same host. When an overload fault occurs, it will not only easily affect the integrity of various lean materials warehouses in the mainframe, but also require overall shutdown for maintenance operations. This will cause business losses for the operator and make it impossible for players to reliably maintain the game.
第8頁 1220498 90106687 i、發明說明(4) 本發明人 成為一開放式 化之狀態,乃 式叢集平行運 本發明之 互動寬頻遊戲 理器配合其内 及普級資料庫 存放於該箄動 心直接取用處 接藉由遊戲訊 由各自獨立運 速處理能力以 加或減少而擴 放式之遊戲平 戲訊息處理器 實用性之目的 為使貴 及其他目的, 后:Page 8 1220498 90106687 i. Explanation of the invention (4) The inventor has become an open state, and the interactive broadband game processor of the present invention is clustered in parallel, and the internal and general-level data inventory is placed directly on the heart. The purpose of the application is to increase or decrease the use of the game ’s flat-play message processor by adding or subtracting from each other ’s independent speed processing capabilities. The purpose of the utility is to make it expensive and other purposes.
更符合實 隨意的配 之本發明 際之需求 置成最佳 一種開埤 有4監於此, 之架構且可 開發出一種 算互動寬頻 主要目的在 平台,係藉 部夂自具有 ’使有關即 態資料庫;、 理’而可逵 息處理器平 异且存取動 及相互平行 充或滅_少游 台結構,以 數量有效的 者。 審查委員能 玆以如后之 為使遊 視使用 符合上 遊戲平 於提供 由各組 之資料 時必須 前級資 到快速 行叢集 態資料 薄遞之 载、訊土、 使業者 批配玩 戲平台 者人數 述條件 台。 一種開 可平行 處理中 運算之 料庫内 即時之連結, 之遊戲 虛理器 可以低 家使用 放式叢集 運算之遊 .動態 動%資料 ,以供資 而來,而 整體伺服 訊息處理 更可隨使 數量、,形 成本擴充 之頻寬, 平行運算 戲訊息處 資料庫以 ,可直接 料處理中 t,可直 态即可經 器達到高 用者之增 成成一開 ’藉由遊 而達到高 進一步瞭解本發明之結構,特徵 較佳實施例附以圖式詳細說明如 相 。與 圖構 意架 示之 構部 架内 台器 平理 器處 服息 伺訊 。 戲戲圖 遊遊意 之之示 明明之 發發自? ••本本訊 明係係理 說::處 式圖圖接 圖一二連 j第第部 _ 外 、關 1220498 _案號 90106687_年月日__ 五、發明說明(5) 程示意圖。 第四圖:係本發明之遠端遊戲訊息處理器進入本遊戲 伺服器平台之流程示意圖。 第五圖:係本發明之遠端遊戲訊息處理器之架構示意 圖。 (二)圖號說明: (1 0 )遊戲資料漫遊資訊伺服器 (1 1 )帳務伺服器 (1 2 )遊戲資料伺服器It is more in line with the requirements of the present invention. It is the best one. The architecture has 4 supervisors. The architecture can develop a kind of interactive broadband. The main purpose is the platform. State database; and management, while the processor can be different and access and move and parallel charge or destroy each other, the number of those who are effective. The review committee can take the following as a way to make the use of the tour video match the game platform. When providing the information from each group, the pre-level funds must be included in the fast-cluster cluster data book. The number of persons is described in the condition table. A kind of real-time link in the database that can be processed in parallel. The virtual processor of the game can use the game of the open cluster computing. The dynamic data of the dynamics can be obtained from the funding, and the overall servo message processing can follow The amount of data can be expanded to form the expanded bandwidth. The parallel operation information database can be used to directly process the t, and can be used in the straight state to achieve the growth of high users through the device. To further understand the structure of the present invention, the preferred embodiment is detailed with drawings to explain details. And the structure of the frame is shown in the frame of the platform and the level of the server to serve information. Picture of the play You Youyi show clearly from the? •• This book says that the Department of Physics said: the diagram of the pattern is connected to the graph of the first and second parts j part _ outer 、 outer 1220498 _ case number 90106687 _ year month day __ 5. Description of the invention (5) process schematic diagram. Fig. 4 is a flow chart of the remote game information processor of the present invention entering the game server platform. Fig. 5 is a schematic diagram of the architecture of the remote game information processor of the present invention. (2) Explanation of drawing number: (1 0) Game data roaming information server (1 1) Account server (1 2) Game data server
(2 0 )遊戲情節控制伺服器 (3 0 )遊戲訊息處理器 (3 1 )資料處理中心 (3 2 )動態資料庫 (3 3 )前級資料庫 (3 4 )資料匯流排 (4 0 )路由器 (4 1 )網際網路 (5 0 )遠端遊戲訊息處理器 (6 0 )啟動遊戲處理程式 (6 1 )傳送遊戲相關之資料 (6 2 )處理訊息(2 0) Game plot control server (3 0) Game information processor (3 1) Data processing center (3 2) Dynamic database (3 3) Pre-stage database (3 4) Data bus (4 0) Router (41) Internet (50) Remote game message processor (60) Start game processing program (61) Send game-related data (62) Process message
(6 3 )送至各遊戲訊息處理器内以對應其他使用者 (6 4 )互動訊息之輸傳 (7 0 )聯網 (7 1 )選擇連結遊戲訊息處理器 (7 2 )簽入 (7 3 )是否是會員? (7 3 0 )帳務伺服器核對資料(6 3) Send to each game message processor to correspond to other users (6 4) Interactive message transmission (7 0) Networking (7 1) Choose to connect the game message processor (7 2) Sign in (7 3 Is it a member? (7 3 0) Account server check data
第1〇頁 1220498 _案號90106687_年月日__ 五、發明說明(6) (7 3 1 )建立資料 (A )遊戲進行程序 (7 4 )自動分裂客戶遊戲對應子程式 (7 5 )匯入遊戲情節及相關資料 (7 5 0 )遊戲情節控制伺服器匯入資料 (7 5 1 )遊戲資料伺服器匯入資料 (7 6 )遠端遊戲訊息處理器互動 (77)結束回存否? (770)存檔簽出 (771)不存檔簽出Page 101220498 _Case No. 90106687_Year Month Date__ V. Description of the invention (6) (7 3 1) Create data (A) Game progress program (7 4) Automatically split customer game corresponding subroutines (7 5) Import game story and related data (7 50) Game story control server import data (7 5 1) Game data server import data (7 6) Remote game message processor interaction (77) End saving? (770) Archive checkout (771) Do not archive checkout
(7 7 2 )計時 (7 7 3 )扣款或扣點 (8 0 )遊戲程式執行器 (8 1 )遊戲核心事件產生器 (8 2 )圖形引擎 (8 2 0 )影像資料庫 (8 3 )音效引擎 (8 3 0 )音效資料庫 (8 4 )物件資料庫 (8 5 )地圖資料庫 (8 6 )網路輸入感應 (8 7 )本地輸入感應(7 7 2) Timing (7 7 3) Deduction or deduction (8 0) Game program executor (8 1) Game core event generator (8 2) Graphic engine (8 2 0) Image database (8 3 ) Sound engine (8 3 0) Sound database (8 4) Object database (8 5) Map database (8 6) Network input sensor (8 7) Local input sensor
請配合參閱第一圖所示,本發明之伺服器架構主要係 針對高頻寬資料處理需求之平台所進行之設計,且可確實 的達到即時互動之目的,而目前對於此類高頻寬即時性之 平台運用最廣的係為現下最流行之遊戲平台,以下即以本 發明運用於高頻寬之遊戲伺服器,作一說明; 即本發明之遊戲伺服器端架構係具有一組遊戲資料漫 遊資訊伺服器(1 0 ),搭配遊戲情節控制伺服器(2 0 ),而本發明之特徵係在於其遊戲資料漫遊資訊伺服器( 1 0 )與遊戲情節控制伺服器(2 0 )係連接於大量叢集Please refer to the first figure. The server architecture of the present invention is mainly designed for platforms that require high-bandwidth data processing, and can achieve the purpose of real-time interaction. Currently, such high-bandwidth real-time platforms are currently used. The most widely used game platform is the most popular game platform. The following is a description of the high-bandwidth game server according to the present invention. The game server-side architecture of the present invention has a set of game data roaming information server (1 0), with a game scenario control server (20), and the present invention is characterized in that its game data roaming information server (1 0) and game scenario control server (20) are connected to a large number of clusters
修正 五 曰 t 號 90]f)fifiS7_^ 發明說明(7) =行運算化連結之遊戲訊息處理哭 息處理器(3 〇 )再以路由哭(:K ?) ’而各遊戲訊 )連接至遠端遊戲訊息處理;與網:網路“ i 平台中之叢集化遊戲訊息處理 ^ : 土迦戲伺服器 4 1 )經路由器(4 〇 )進^ 3 0 )使由網際網路( 擴充,而達到開放式且高c =求’可經由適當的 JLtb — 見 < 目的者。 伺服器(11 )$ i ϊ: ΐ:伺服器(10) •具有帳務 ’帳務伺服器(1、巧;子;服$(12)兩部份,其中 資料,包括·振玫L 使用者之帳號以及相關認證之 戲資料=器使::為包月或計時制,而遊 中,以供使用使用者之漫遊角色資料存於其 理者:饲服器(2〇)嫩遊戲企劃或管 之電腦;;服器内執行,即自動操作非玩家人: 而太供劇情之可變性以及萬用性者。 _本务明之特徵係在於: 适戲訊息處理哭、< q ^、 (3 Ο ) a分別運用,其各遊戲訊息處理器 )、動態資料庫(^ ?、以这運t之貝枓處理中心(3 1 合第二圖所干^ 3 2 及前級資料庫(3 3 ),請配 一般低成本之PC相〆茲+里阳(3〇)之基本架構與 料處理中心(1彳、田丄猎由其相互平行並接,如此各資 處理由賢料匯流排 L排上^ 4 )連接,以直接 遊戲情節控制词服哭 ^入之貝汛,而於後端支援之Amend the t number 90] f) fifiS7_ ^ Description of the invention (7) = the game message processing cry processor (3 0) of the line computational connection and then cry (: K?) 'And route each game news) to Remote game information processing; and network: network "i" clustered game information processing in the platform ^: tuga play server 41 1) via router (4 0) into ^ 3 0) To achieve an open and high c = seek 'can be passed through the appropriate JLtb — see < the purpose of the server. (11) $ i ϊ: ΐ: server (10) • has an account' account server (1, Qiao; Zi; service $ (12) two parts, the information, including the user account of Zhenmei L and related authentication information = device make :: for monthly subscription or time-based system, while traveling, for use The roaming character information of the player is stored in the person who manages it: the feeder (20) is a computer that plans or manages the game; it is executed in the server, that is, the non-player person is automatically operated: and it is too for the variability of the plot and the versatility _The main feature of this matter is that: Appropriate information processing cry, < q ^, (3 〇) a, respectively, its games Information processor), dynamic database (^?), The Behr processing center (3 1 combined with the second figure ^ 3 2 and the previous database (3 3)), please use a general low-cost PC The basic structure of Xiangyang + Liyang (30) is connected with the material processing center (1 彳 and Tian 丄 hunting are connected in parallel with each other, so the various materials processing is connected by the L material bus L row ^ 4) to directly The plot of the game controls the verbal cry ^ 入 之 贝 汛, while supporting the back end
者相關之遊戲情 11· 第12頁 1220498 五、發明說明(8) 節、關卡以及人物等 )之動態資料庫(3 資料處理中心(3 1 息時,可直接由遊戲 心(3 1 )進行處理 料庫(3 2 )内之資 呈現給使用者,亦可 戲訊息處理器(3 0 相對有關之使用者即 之目的者。 而其遊戲訊息處 ,即如第三圖所示, 啟動遊戲處理程 守護程式接受使用者 對應遊戲處理程式; 案號 90106687 修正Related game situations of the player 11 · Page 12 1220498 V. Dynamic database (3) of the invention description (8), levels, characters, etc. (3 Data processing center (3 1) When the information is available, it can be directly performed by the game heart (3 1) The information in the processing library (3 2) is presented to the user, and the information processor (30 is relative to the relevant user is the intended person. The game information part, as shown in the third figure, starts the game Process daemon accepts user corresponding game handlers; Case No. 90106687 Amendment
二悲資料送入遊戲訊息處 2 )與前級資料庫(里:(3 〇 )隨時之存0 d )内,以備 , ’‘使用者輪入裒— ,並以〇)内之資料處理中 料進行會败:庫(3 3 )與動態資 @時# f 1,除了將相關之晝面即時 =將相關情節之變動平行傳入各遊 可接必使各遊戲訊息處理器(3 0 ) 了接收相關之變動,而達到確實即時 理菇(3 0 )主要之處理訊息之流程 其係於包括: 式(6 0 ) •即使用者之訊息經看門 連線後’於$忍證建立連線後,即啟動 傳送遊戲相關之資料(6 1 ):即將與該使用者有關 之遊戲資料,如遊戲人員之身份、背景以及所處之場景等 ’傳至遊戲訊息處理器(3 0 )之動態資料庫(3 2 )與 W級資料庫(3 3 )内,將第一級常用之資料由動態資料 庫(3 2 )貯存,次級資料由前級資料庫(3 3 )存放者 處理訊息(6 2 )··當使用者發出不同之訊息時,即 可藉由資料處理中心(3 1 )内之主遊戲處理程式以取用 動態資料庫(3 2 )内之資料進行比對運算處理改變該訊The second sad information is sent to the game information office 2) and the former database (Li: (3 0) at any time 0 d), in preparation for "'' the user turns into 裒 — and the data processing within 0) Chinese materials will lose: Library (3 3) and dynamic resources @ 时 # f 1, in addition to the relevant day and time in real time = the relevant plot changes will be transferred to each game in parallel can make each game information processor (3 0 ) In order to receive relevant changes and achieve the real-time real-time processing of the main message (30), the main process is as follows: Formula (6 0) After the connection is established, the game-related data is started to be transmitted (6 1): the game data related to the user, such as the identity, background and scene of the game player, is transmitted to the game message processor (3 0 ) In the dynamic database (3 2) and W-level database (3 3), the first-level commonly used data is stored in the dynamic database (3 2), and the secondary data is stored in the previous-level database (3 3). (6 2) ·· When the user sends different messages, the data processing center (3 1) The main game processing program inside takes the data in the dynamic database (3 2) for comparison and processing to change the information.
第13頁 1220498 _案號90106687_年月曰 修正_ 五、發明說明(9) 送至各遊戲訊息處理器(3 0 )内以對應其他使用者 (63) ••將已改變之訊息送入其他之遊戲訊息處理器( 3 0),使各遊戲訊息處理器(3 0 )内之資料對應改變 之,使其他使用者所見及之場景與展示内容係屬相同,成 為一確實即時之資料處理架構者;Page 13 1220498 _Case No. 90106687_ Year Month Amendment _ V. Description of the invention (9) sent to each game message processor (3 0) to correspond to other users (63) •• send the changed message into Other game information processors (30) change the corresponding data in each game information processor (30), so that the scenes and display contents seen by other users are the same, and become a real-time data processing Architect
互動訊息之輸傳(6 4 ):各遊戲訊息處理器(3 0 )内之使用者均可對虛擬世界之其他使用者進行交談或動 作,以改變該遊戲訊息處理器(3 0 )内之訊息,經過該 遊戲訊息處理器(3 0 )資料處理中心(3 1 )處理後, 同樣經送至各遊戲訊息處理器(3 0 )内以對應其他使用 者(6 3 )之程序,即可將該改變後之訊息送至其他使用 者之眼前,產生一互動之訊息形態者。 而如此之遊戲伺服器架構,實可達到以下之功能,諸 如: 1 ·開放式架構易於擴充:由於藉由遊戲訊息處理器 (3 0 )大量的叢集化,無論此一伺服器係為對内或對外 或以任何協定進行資料之傳輸,其均可藉由遊戲訊息處理 器(3 0 )平行運算以達到所需之頻寬需求。Interactive message transmission (64): Users in each game message processor (30) can talk or move to other users in the virtual world to change the game message processor (30) After the message is processed by the game information processor (30) data processing center (31), it is also sent to each game message processor (30) to correspond to the program of other users (63). The changed message is sent to the eyes of other users to generate an interactive message form. And such a game server architecture can actually achieve the following functions, such as: 1 · Open architecture is easy to expand: due to the massive clustering of game information processors (30), regardless of whether this server is internal Data can be transmitted externally or by any agreement, which can be processed in parallel by the game information processor (30) to achieve the required bandwidth requirements.
2 ·方便最佳化處理之進行:由於本發明係為一開放 式之架構,可在遊戲訊息處理器(3 0 )有限之資料處理 中心(3 1 ) C P U、動態資料庫(3 2 ) R A Μ、前級 資料庫(3 3 ) H D等有限資源的限制下,視使用者之數 量,如以前級資料庫(3 3 )貯存量及轉速下進行分析, 在前級資料庫(3 3 )最大資料呑吐量之安全額度以下以 最佳化分配每一使用者之最大資料需求量,若1 G Β前級2 · Facilitate the optimization process: As the invention is an open architecture, it can be used in the game data processor (30) limited data processing center (31) CPU, dynamic database (32) RA Under the limitation of limited resources such as Μ, the former database (3 3) HD, depending on the number of users, such as analysis under the storage and rotation speed of the former database (3 3), the former database (3 3) The maximum data throughput is below the security quota to optimize the allocation of the maximum data demand for each user.
第14頁 丄220498Page 14 丄 220498
貝枓庫(33)谷1在最佳化處理要求下,里 千 人次的使用,則可保持在此—最 "、々可仏 視會員登記的人數,直接以平二隹=:卜以乘積, 無論在資料處理中心2戲訊息處理器、(3〇) 叮—曰μ 、 1 d 1 )或動態資料庫(3 ?),均 二,^化下進行有效的支援動•,而使各項 體均能 的執ϋ效率下!作,即可有效避免塞•、當機或 、、、、之可此性,確貫能解決目前伺服器無法最佳化作 菜之困境者。 ,3充伤即日守化之没計:由於訊息之處理,係直接在 於岫級之遊戲訊息處理器(3 〇 )内之資料處理中心(3 ^ )、動態資料庫(3 2 )以及前級資料庫(3 3 )内進 行,而且,所有的動態資料均在於動態資料庫(3 2 )與 前級資料庫(3 3 )貯存運算,其遊戲訊息處理器(3 〇 )貧料處理中心(3 1 )可在最短的時間内直接存取使用 ,故其速度十分的快,而且,於處理後可,,即時,,的送出 至遂端顯示’使高頻寬之平台展現出充份即時化之目的, 並無任何可能發生遲滯的現象者。 4 ·換裝維修方便:其經常使用之遊戲訊息處理器( 3 0 )若有任一組損害時,由於使用者仍可於其他遊戲訊 息處理器(3 0 )内使用,可直接將損害之遊戲訊息處理 裔(3 0 )更換,不致發生太大之影響,快速而方便者。 5 ·購置與維修之成本極低:即該遊戲訊息處理器( 3〇)係為一般之pc,故若以1〇部Ce 1 e r〇n〜 7 0 0的CPU及1 28MB — RAM之電腦經過各第_Under the optimized processing requirements, the use of beijingku (33) Valley 1 can be maintained here—the most "quote, you can despise the number of registered members. The product, whether in the data processing center, 2 play message processors, (30) Ding—say μ, 1 d 1), or dynamic database (3?), Are all effective support activities, so that Under the efficiency of each physical ability! By doing this, you can effectively avoid the possibility of jams, crashes, or, ,,,, and can definitely solve the dilemma of the current server that cannot be optimized for cooking. , 3 Charges are not counted as day-to-day: due to the processing of information, the data processing center (3 ^), dynamic database (3 2), and the predecessor are directly located in the high-level game information processor (30). Database (33), and all the dynamic data are stored in the dynamic database (3 2) and the previous database (3 3). The game information processor (30) and the lean material processing center ( 3 1) It can be directly accessed and used in the shortest time, so its speed is very fast, and after processing, it can be sent to the end of the display immediately, 'to make the high-bandwidth platform show a full real-time For the purpose, there is no one who may have sluggishness. 4 · Easy to change and repair: If any of the game information processors (30) often used are damaged, users can still use the damages directly in other game information processors (30). The game message processing line (30) can be replaced quickly and conveniently without causing much impact. 5 · The cost of purchase and maintenance is extremely low: that is, the game information processor (30) is a general PC, so if you use 10 Ce 1 er ~ 7 0 0 CPU and 1 28MB — RAM computer After each first _
第15頁 1220498 案號 90106687 车 月 曰 修正 五、發明說明(11) 二圖所示之叢集平行運算處理後’其即可藉其平行運算 s以上之寬頻娛樂用伺服器Page 15 1220498 Case No. 90106687 Car Month Revision V. Description of the Invention (11) After the cluster parallel operation shown in the second figure is processed, it can borrow the parallel operation server for broadband entertainment above s
之功能達到供應3 Ο Ο Μ B /------^ ^ ^ ^ ^ 級之速度,且其可視各遊戲訊息處理器(3 0 )内之前級 虎 广 q Ο 、 6 窃 、上 L-zr_ Tta '-k.l ^ . ^ 11 JIL 、叹 < 逆反,且兴口J 祝合避啟心、^少工如 v ο υ ; 門々月1j队 資料庫(3 3 )容量作為一極限之判斷,當此一容量在最 佳化之需求下,視使用者數量上之增加,即可直接增加另 一部之遊戲訊息處理器(3 0 ),不但可保持整體系統之 最佳化狀態,亦可以較低之成本進行購置或維修;若以資 料處理中心(3 1 ) c P U處理之速度為例,若要擴充至 1 GB/S以上或更高頻之處理速度則可確實藉由前述之 平行運异形態達到,而以一般玩家所佔之頻寬約在1 K B /s j故該平行叢集化處理後即可提供1 〇萬人以上共用 ΐ ϊ Ϊ世ί ή若要達到百萬人次上線•’僅要將遊戲訊息 2 ( (Λ Λ , 予以擴充即可,而目前一架遊戲訊息處理 級之PC,其價格已十分的價宜,約在二至三 部左右之遊戲訊rJi數萬人次可上線之形態,則可四十 用約在百丄器(30)相互連接料,而其費 萬,動軏數百萬即專;飼=:萬人次的饲服器少者百 可能到達千萬,可知,犯右要達到更鬲人次之頻寬則有 )直接平行連#,f發明藉由遊戲訊息處理器(3 0 。 極低之成本達到擴充頻寬之目的者 6 ·穩定度高:由 載計算均在其可g 二口遊戲訊息處理器(3 0 )之負 3 〇 )平行架#,、且數::各遊戲訊息處理器: 戲訊息處理器(1 π彳者數1直接架構即可,而各遊The function can reach the speed of supplying 3 Ο Ο Μ B / ------ ^ ^ ^ ^ ^ level, and it can be seen in each game message processor (3 0), the previous level Tiger Guang q 0, 6 steal, upload L -zr_ Tta '-kl ^. ^ 11 JIL, sigh < inverse, and Xingkou J wish to avoid ambition, ^ less work such as v ο υ; gate 1 month team database (3 3) capacity as a limit It is judged that when this capacity is optimized, depending on the increase in the number of users, another game information processor (30) can be directly added, which can not only maintain the optimized state of the overall system , Can also be purchased or repaired at a lower cost; if the data processing center (3 1) c PU processing speed is taken as an example, if you want to expand to a processing speed of 1 GB / S or higher, you can really use The aforementioned parallel transport variants are achieved, and the bandwidth occupied by ordinary players is about 1 KB / sj. Therefore, the parallel clustering process can provide more than 100,000 people to share. Ϊ́ ϊ Ϊ 世 ϊ If the price is to reach one million Number of visits • 'Only game information 2 ((Λ Λ, can be expanded, and currently a game information processing level PC, its The price is already very affordable. The game news rJi of about two to three or so can be online for tens of thousands of people. It can be used forty to connect the materials to each other at about 30 yuan. Millions are specialized; Feeding =: Tens of thousands of feeders may reach ten million, it can be known that if you want to reach the right bandwidth for more people, you can directly connect in parallel #, f invention through game information processing (3 0. Extremely low cost to achieve the purpose of expanding the bandwidth 6 · High stability: the load calculation is within the range of its two-port game information processor (3 0) minus 3 0) parallel frame # ,, And the number :: each game message processor: the game message processor (1 π 彳 number 1 can be directly structured, and each game
_ι麵 確實的保持: 第16頁 1220498 ___案號 90106687 五、發明說明(12)_ι 面 Assured maintenance: Page 16 1220498 ___ Case No. 90106687 V. Description of the invention (12)
額定之範圍内,其相對之穩定度即可提高,且各使 使用之頻寬均在額定之狀態下,速度可保持在最佳= 下,成為一高品質之使用形態者。 土 、狀悲 7 ·頻寬及各伺服器間之連結穩定度高:由於其各游 戲訊息處理器(3 0 )之系統控制可由l I n U X系統= 制之,其藉由叢集管理依照各遊戲訊息處理器(3 〇' ) ^ 結數量提昇各遊戲訊息處理器(3 〇 )運算效率,更可 變其他之,戲訊息處理器(3 〇 )狀態,以平均分配各叢 集之連結量,使連結後之頻寬可保持在最佳之狀態下, 可達到穩定度及高品質之目的者。 — 若將本發明前述之高擴充性架構,使用於一般之網路 遊戲之網站上者,此一遊戲平台載入或載出之程序如第四 圖所示,其步驟包括: 耳Μ罔(7 〇 ):透過遠端遊戲訊息處理器(5 〇 )、 網際,路(4 1 )與路由器(4 〇 )進入; 々選擇連結遊戲訊息處理器(7 1 ):即選擇具有足多句 f見之遊戲訊息處理器(3 0 )與遊戲資料漫遊資訊伺服 $ ( ^ 0 )之帳務伺服器(1 1 )内部之資料相互連結; 簽入(7 2):載入使用者之資料; 是否是會員? ( 7 3 ):經由帳務伺服器核對資料( 7 3 0 )判斷是否為會員;若是者,則進入下一步驟,若 非者,則需建立資料(7 3 1 ),並重新簽入或繳款者; 遊戲進行程序(A ):當認證完成後,即可進入遊戲 之程序,而其程序包括··Within the rated range, its relative stability can be improved, and each of the used bandwidths is in the rated state, and the speed can be maintained at the best =, which becomes a high-quality use form. Soil and condition 7. High bandwidth and high stability of connection between servers: Because the system control of each game information processor (30) can be controlled by l I n UX system, it is managed by cluster management according to each Game information processor (30 ′) ^ The number of knots improves the operation efficiency of each game information processor (30), and is more variable. In addition, the state of the game information processor (30) is to evenly distribute the connection amount of each cluster. Those who can keep the bandwidth after the connection in the best state, can achieve the purpose of stability and high quality. — If the aforementioned highly scalable architecture of the present invention is used on a general online game website, the program loaded or loaded by this game platform is shown in the fourth figure, and its steps include: 7 〇): enter through the remote game information processor (50), Internet, Road (41) and router (40); 々 choose to connect the game information processor (7 1): that is to choose to have enough sentences f See the game information processor (3 0) and the game data roaming information server $ (^ 0) of the internal accounting server (1 1), the data is interconnected; Check in (7 2): load the user's data; Is it a member? (7 3): Check the data (7 30) by the account server to determine whether it is a member; if it is, go to the next step, if not, you need to create the data (7 3 1) and re-check in or pay Participants; Game progress program (A): After the authentication is completed, you can enter the game program, and the program includes ...
第17頁 1220498 案號 90106687 五 、發明説明G3) 處理裔(30)自動分裂出鱼 ^ 匯入遊戲情節及相關資^ /應之遊戲子程式; 控制伺服器匯入資料(7 5 n a 5 ):分別由遊戲情節 料(751),以使遊戲訊2與,戲資料飼服器匯入資 對之遊戲子程式; w处理态(3 0 )自動產生相 遠端遊戲訊息處理器互 、, 遊戲訊息處理器(5 〇 )上,、-匕)·並展現於遠端之 理器(3 0 )進行訊息上之丄f經伺服器内之遊戲訊息處 圖所示,與各使用者之遠f,而其交換過程即如第三 連結互動,形成-動態處判(50)相互 圖所示,其遠端遊戲訊息處態者’,配合第亙 ),而其遊戲核心遊f亥心事件產生器(8 1 (8 2 )及音效引擎(R為(8 1 )則分別與圖形引擎 8 2 0 )與音效資斜廑f Q )連接,以經由影像資料庫( 效者;而遊戲程弋劼〃 3 〇 )提供資料控制影像及音 )及地圖資= : V)另與物件資料庫(“ 進行存取或#制連接,以針對環境之物件或地圖 入感應(8 f J $而另與網路輸入感應(8 6 )及本地輸 確實的與游齡人接,使遠端遊戲訊息處理器(5 0 )玎 結束回^司服器端之主機成為一互動之關係者; 否回存進i子否? (77) ••待遊戲結束時,可作選擇是 分別存於ί尚若是者,則存檔簽出(7 7 0 )將各項資料 之動離資料4貧料漫遊資訊伺服器(1 0 )内,並將相關 ,同&作行刪除;若非者,則不存檔簽出(7 7 1 ) 厂—二7 2 )及扣款或扣點(7 7 3 )之動作 ~ --- " — _———Page 17 1220498 Case No. 90106687 V. Description of the invention G3) The processing family (30) automatically splits out the fish ^ Imports the game plot and related resources ^ / The corresponding game subroutine; The control server imports the data (7 5 na 5) : Game story material (751), respectively, so that game news 2 and game data feeder will import the game subroutines; w processing state (3 0) automatically generates the remote game message processor, On the game information processor (50), -dagger) and displayed on the remote processor (30), the message on the server is shown by the game message in the server, and the Far away, and its exchange process is as shown in the third link interaction, formation-dynamic judgment (50) mutual diagram, its far-end game information player ', cooperate with the first one), and its game core game The event generator (8 1 (8 2)) and the sound engine (R = (8 1) are respectively connected to the graphics engine 8 2 0) and the sound effect resource obliquely f Q) to pass through the image database (effects; and games Cheng Yi 3 〇) Provide data control image and audio) and map data =: V) In addition to the object database (" Or # system connection, for environment-oriented objects or map input sensing (8 f J $ and the other with network input sensing (8 6) and local input is indeed connected with the elderly, so that the remote game message processor (5 0) End the host on the server side to become an interactive relationship; whether to deposit back into the child? (77) •• When the game is over, you can choose whether to save them separately. Archive check-out (7 7 0) Move all data away from the data in the data roaming information server (1 0), and delete the related, same as & if not, check-out is not archived (7 7 1) Factory-2 7 2) and the action of deduction or deduction point (7 7 3) ~ --- " — _———
1220498 _案號90106687_年月日__ 五、發明說明(14) 者。 另本發明之遊戲訊息處理器(3 0 )亦可將與聯網( 7 0 )所需的設備予以整合成一體之結構,即於遊戲訊息 -處理器(30)直接將路由器(40)整合入其中成為一 體之結構,使遊戲訊息處理器(3 0 )可直接適用於聯網 Λ (7 0 )上之使用,成為一高方便性之結構形態者。 藉由前述之程序,透過遊戲訊息處理器(3 0 )平行 運算叢集化之處理,不但可以較低之成本達到穩定度最高 、最即時之伺服器架構形態;而此一結構形態亦可作為一 資料即時互動之伺服器用,同樣可達到前述之功能者;本 參 發明確實可達到上述諸項功能,故本發明應符專利申請要 件,爰依法提出申請。1220498 _Case No. 90106687_Year Month Date__ V. The description of the invention (14). In addition, the game information processor (30) of the present invention can also integrate the equipment required for networking (70) into an integrated structure, that is, the game information processor (30) directly integrates the router (40) into The integrated structure makes the game information processor (30) directly applicable to the use of the network Λ (70), and becomes a highly convenient structure. Through the aforementioned procedures, through the parallel processing cluster processing of the game information processor (30), not only can the lower cost achieve the most stable and real-time server architecture form; and this structure form can also be used as a The server for real-time data interaction can also achieve the aforementioned functions; the present invention can indeed achieve the above functions, so the invention should comply with the patent application requirements and apply according to law.
第19頁 1220498 _案號90106687_年月日__ 圖式簡單說明 (一) 圖式說明: 第一圖:係本發明之遊戲伺服器平台架構示意圖。 第二圖:係本發明之遊戲訊息處理器内部之架構與相 關外部連接處理訊息之示意圖。 第三圖:係本發明之遊戲訊息處理器内部處理訊息流 程示意圖。 第四圖:係本發明之遠端遊戲訊息處理器進入本遊戲 伺服器平台之流程示意圖。 第五圖:係本發明之遠端遊戲訊息處理器之架構示意 圖。 (二) 圖號說明: (1 0 )遊戲資料漫遊資訊伺服器 (1 1 )帳務伺服器 (1 2 )遊戲資料伺服器 (2 0 )遊戲情節控制伺服器 (3 0 )遊戲訊息處理器 (3 1 )資料處理中心 (3 2 )動態資料庫 (3 3 )前級資料庫 (3 4 )資料匯流排 (4 0 )路由器 (4 1 )網際網路 (5 0 )遠端遊戲訊息處理器 (6 0 )啟動遊戲處理程式 (6 1 )傳送遊戲相關之資料 (6 2 )處理訊息 (6 3 )送至各遊戲訊息處理器内以對應其他使用者Page 19 1220498 _Case No. 90106687_Year Month Date__ Brief description of the drawings (1) Description of the drawings: The first picture: a schematic diagram of the game server platform architecture of the present invention. The second figure is a schematic diagram of the internal structure of the game message processor and related external connections for processing messages according to the present invention. The third figure is a schematic diagram of the internal message processing flow of the game message processor of the present invention. Fig. 4 is a flow chart of the remote game information processor of the present invention entering the game server platform. Fig. 5 is a schematic diagram of the architecture of the remote game information processor of the present invention. (2) Explanation of drawing numbers: (1 0) Game data roaming information server (1 1) Account server (1 2) Game data server (2 0) Game plot control server (3 0) Game information processor (3 1) Data Processing Center (3 2) Dynamic Database (3 3) Pre-Database (3 4) Data Bus (4 0) Router (4 1) Internet (50) Remote Game Information Processing (6 0) starts the game processing program (6 1), sends game-related data (6 2), and processes messages (6 3) to each game message processor to correspond to other users
第20頁 1220498 案號 90106687 A_ 曰 修正 圖式簡單說明 (6 4 )互動 (7 0 )聯網 (71)選擇 (7 2 )簽入 (7 3 )是否 (7 3 0 )帳 (7 3 1 )建 (A )遊戲進 (7 4 )自動 (7 5 )匯入 (7 5 0 )遊 (7 5 1 )遊 (7 6 )遠端 (7 7 )結束 (7 7 0 )存 (7 7 2 )計 (8 0 )遊戲 (81)遊戲 (8 2 )圖形 (8 3 )音效 (8 4 )物件 (8 6 )網路 不存檔簽出 扣款或扣點 影像資料庫 音效貨料庫 8 5 )地圖資料庫 8 7 )本地輸入感應 訊息之輸傳 連結遊戲訊息處理器 是會員? 務伺服器核對資料 立資料 行程序 分裂客戶遊戲對應子程式 遊戲情節及相關資料 戲情節控制伺服器匯入資料 戲資料伺服器匯入資料 遊戲訊息處理器互動 回存否? 檔簽出 (771 時 (773 程式執行器 核心事件產生器 引擎 (820 引擎 (830 資料庫 輸入感應Page 20 1220498 Case No. 90106687 A_ Brief description of revised schema (6 4) Interaction (7 0) Networking (71) Select (7 2) Check in (7 3) Whether (7 3 0) Account (7 3 1) Build (A) Game advance (7 4) Automatic (7 5) Import (7 5 0) Tour (7 5 1) Tour (7 6) Far end (7 7) End (7 7 0) Save (7 7 2 ) Count (8 0) Games (81) Games (8 2) Graphics (8 3) Sound effects (8 4) Objects (8 6) The network does not archive checkouts or points image database sound effects warehouse 8 5 ) Map database 8 7) Is the input and output link of the local input sensor message the game message processor is a member? Service server to check data, establish data, run procedures, split customer game corresponding subroutines, game plots and related data, game plot control server to import data, game data server to import data, game message processor interaction, and restore it? File checkout (771 hours (773 program executor core event generator engine 820 engine 830 database input sensing
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US8360889B2 (en) | 2006-12-20 | 2013-01-29 | Konami Digital Entertainment Co., Ltd. | Game system, game apparatus therefor, communication apparatus therefor, computer program therefor, and data management method therefor |
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US8360889B2 (en) | 2006-12-20 | 2013-01-29 | Konami Digital Entertainment Co., Ltd. | Game system, game apparatus therefor, communication apparatus therefor, computer program therefor, and data management method therefor |
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