WO2008104221A1 - Procédé et appareil destinés à être utilisés dans un jeu sur serveur pour joueurs multiples - Google Patents

Procédé et appareil destinés à être utilisés dans un jeu sur serveur pour joueurs multiples Download PDF

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Publication number
WO2008104221A1
WO2008104221A1 PCT/EP2007/051856 EP2007051856W WO2008104221A1 WO 2008104221 A1 WO2008104221 A1 WO 2008104221A1 EP 2007051856 W EP2007051856 W EP 2007051856W WO 2008104221 A1 WO2008104221 A1 WO 2008104221A1
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WO
WIPO (PCT)
Prior art keywords
server
update
gaming
client
clients
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PCT/EP2007/051856
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English (en)
Inventor
Zsolt Kenesi
Gábor KISS
János LEVENDOVSZKY
Sándor Molnár
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Telefonaktiebolaget Lm Ericsson (Publ)
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Priority to PCT/EP2007/051856 priority Critical patent/WO2008104221A1/fr
Publication of WO2008104221A1 publication Critical patent/WO2008104221A1/fr

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/358Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L65/00Network arrangements, protocols or services for supporting real-time applications in data packet communication
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/534Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5526Game data structure
    • A63F2300/5533Game data structure using program state or machine event data, e.g. server keeps track of the state of multiple players on in a multiple player game
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/04Protocols specially adapted for terminals or networks with limited capabilities; specially adapted for terminal portability
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/50Network services
    • H04L67/60Scheduling or organising the servicing of application requests, e.g. requests for application data transmissions using the analysis and optimisation of the required network resources
    • H04L67/62Establishing a time schedule for servicing the requests

Definitions

  • the present invention relates to a method and apparatus for use in a communications network.
  • Multiplayer network games form a rapidly growing segment of the computer game industry.
  • the popularity of online gaming applications leads to increasing revenues in this market.
  • the world- wide online game market is predicted to grow from USD3.4 billion in 2005 to over USD 13 billion in 2011.
  • North America is expected to challenge the current market leader, Asia, as becoming the leading region for online games.
  • the subscription revenue which is only one part of the online game business, was USD2 billion in 2005 and is expected to grow to USD6.8 billion by 2011.
  • Delay and jitter values depend even in the internet quite much on the location of the nodes.
  • the delay between different regions can be around 100-400ms (lOObyte packets, based on Ping End-to-end Reporting in June 2006).
  • Online game providers typically install servers in different regions to provide acceptable gaming quality. For example, clients connected to Quake3 servers in a 200ms latency 'radius' of Internet in 2001.
  • Delay and jitter can be an even more important issue in mobile networks.
  • the general characteristics and classification of 2G and 3G delays are discussed in 3GPP specifications (TS 22.060 and 23.107). However, the measured delay and jitter varies at different operators based on their system version, configuration, traffic load, etc.
  • the Round Trip Time (RTT) values are typically in the order of 100ms in 2G and in the order of 10ms in 3G networks [M. Busse, B. Lamparter, M. Mauve, and W. Effelsberg. Lightweight QoS-Support for Networked Mobile Gaming. In Proc. of the 3rd Workshop on Network and System Support for Games, NETGAMES 2004, Portland, Oregon, USA, pages 85-92, August 2004].
  • RTT Round Trip Time
  • Mechanisms that are based on prediction are quite complex, and also are decentralized, i.e. running on the client side.
  • Time warping is also complex and it may undermine gaming consistency, e.g. the rolled back game status may be in conflict with the game status already confirmed to the clients.
  • Mechanisms that introduce processing delays are typically not adaptive (a predefined server update period is applied, typically set for LAN environment) or in some games the clients have to set the "connection quality" in a range that is typically not flexible enough for the large delay variations in heterogeneous networks.
  • a method for use in a multiplayer server-based gaming protocol in which each of a plurality of gaming clients is in communication over a network with a gaming server for participating in a common multiplayer network game, the protocol comprising a sequence of update periods in each of at least some of which a gaming update is sent from the server to each of at least some of the clients for updating them on a status of the game, with each client sending a gaming action, if any, to the server in response to receipt of such a gaming update, the gaming action being used at the server to update the status of the game, the network being of a type to produce variations in client-server communication delays, and the method comprising: accessing for each client a function representing a distribution of client-server delays relating to that client, causing a parameter used to determine a duration of the update periods to be updated so as to tend to improve an evaluation relating to a predetermined measure of game quality, the evaluation being dependent upon the functions and the parameter, and causing the functions to be updated based
  • Improving the evaluation may comprise minimising or maximising the evaluation. Whether the evaluation is maximised or minimised depends on the nature of the evaluation. For example, an evaluation of a negative measure of game quality might be minimised, while an evaluation of a positive measure of game quality might be maximised.
  • the evaluation may relate to a likelihood (which may take the form of a probability) that the predetermined measure of game quality is greater or less than a predetermined threshold. Again, the direction over the threshold depends on the nature of the evaluation being made.
  • the function may take the form of a probability density function and/or a probability distribution function.
  • the predetermined measure may comprise an element relating to an idle time for each of the clients in an update period.
  • an idle time for a client in an update period may be considered to relate to the time remaining in that update period after a reply to the gaming update from the client is received at the server.
  • the aim may be to minimise a probability p[max ⁇ ; > A), where ⁇ , represents the idle
  • T represents the parameter
  • Xi represents the client-server delay for client i, where ⁇ (t) represents the probability density function for client i, with F t (t) representing the corresponding probability distribution function, and where ⁇ represents the maximum delay among the clients.
  • the predetermined measure may comprise an element relating to the average idle among the clients in an update period.
  • the predetermined measure may comprise an element relating to the loss among the clients in an update period.
  • the predetermined measure may comprise an element relating to the average loss rate among the clients.
  • the duration of an update period may be determined in dependence upon whether replies to the gaming update for that update period have been received at the server from all the clients to which the gaming update was sent.
  • the duration of an update period may be determined to be the lowest multiple of the base duration that allows replies to the gaming update for that update period to be received at the server from all the clients, at least up to a predetermined maximum multiple.
  • the predetermined maximum multiple is two. Updating the parameter may be performed as part of a recursive optimisation routine, such as a gradient search routine.
  • the optimisation routine may be performed at predetermined intervals.
  • the network node performing the method actually stores the functions.
  • the functions may be stored remotely and accessed from that remote location by the node.
  • the method performed by the node may comprise storing the functions locally.
  • the network node performing the method actually makes measurements of the network delays; this may be performed by another node.
  • the network node performing the method actually performs the updating of the parameter.
  • the network node performing the method actually performs the updating of the functions. It is even possible that the maintenance of the functions is entirely separate from the node, so that it is not even essential to cause the updating of the functions, only to access the functions, maintained independently and remotely, so as to be able to perform the evaluation based on the functions.
  • the function may be modelled using radial basis functions. Updating the function may be performed as part of a radial basis function fitting technique.
  • the function may be updated at predetermined intervals.
  • the parameter may be updated at predetermined intervals.
  • the client-server delay may be determined in dependence upon the time period from sending a gaming update to receiving a gaming action in reply.
  • the network may be of a heterogeneous type.
  • the method may be performed at the server.
  • apparatus for use in a multiplayer server-based gaming protocol in which each of a plurality of gaming clients is in communication over a network with a gaming server for participating in a common multiplayer network game, the protocol comprising a sequence of update periods in each of at least some of which a gaming update is sent from the server to each of at least some of the clients for updating them on a status of the game, with each client sending a gaming action, if any, to the server in response to receipt of such a gaming update, the gaming action being used at the server to update the status of the game, the network being of a type to produce variations in client-server communication delays, and the apparatus comprising: means for accessing for each client a function representing a distribution of client-server delays relating to that client, means for causing a parameter used to determine a duration of the update periods to be updated so as to tend to improve an evaluation relating to a predetermined measure of game quality, the evaluation being dependent upon the functions and the parameter, and means for causing the functions to
  • a program for controlling an apparatus to perform a method according to the first aspect of the present invention or which, when loaded into an apparatus, causes the apparatus to become an apparatus according to the second aspect of the present invention may be carried on a carrier medium.
  • the carrier medium may be a storage medium.
  • the carrier medium may be a transmission medium.
  • an apparatus programmed by a program according to the third aspect of the present invention.
  • a storage medium containing a program according to the third aspect of the present invention there is provided a storage medium containing a program according to the third aspect of the present invention.
  • An embodiment of the present invention has one or more of the following technical advantages over previously-considered approaches.
  • the server update period can be adaptively optimized.
  • the algorithm can find the optimal server update period in case the clients experience different and varying latency to a game server.
  • the game provider can support much more clients from heterogeneous network environment. Therefore, the method can contribute to achieving higher revenues from network games and can further increase the perceived game quality and user satisfaction. Thus, an embodiment of the present invention paves the way towards serving more players which can further increase the business potential of network games.
  • the solution can be implemented on the server side and has the advantage of running only one centralized algorithm, thus it avoids putting unnecessary computational overhead onto the clients.
  • the algorithm has a fast convergence speed.
  • Figure IA illustrates a protocol model based on a period of T
  • Figure IB illustrates a protocol model based on a period up to 2 T
  • Figure 2 illustrates a mechanism of server period time optimization according to an embodiment of the present invention
  • Figure 3 is a block diagram illustrating apparatus according to an embodiment of the present invention.
  • FIG. 4 illustrates quality measures by T server parameter
  • FIG. 5 illustrates quality measures by T server parameter (extended protocol);
  • Figure 6 illustrates a comparison of measurements and model results;
  • Figure 7 illustrates a convergence of the server period time.
  • an embodiment of the present invention provides a novel adaptive game server protocol optimization method to combat network latencies in a heterogeneous network environment.
  • an embodiment of the present invention provides a solution to a technical problem that enables the serving of more players, which in turn can further increase the business potential of network games.
  • a server-side solution according to an embodiment of the present invention can be applied by network operators, as it has the advantage of running a centralized algorithm, thereby avoiding putting unnecessary computational overhead onto the clients.
  • latency compensation is treated as an optimization problem on the server side, tackled by a recursive optimization algorithm.
  • An algorithm has been developed for use in an embodiment of the present invention to find the optimal server update period, i.e. the game status update period is set by the server, subject to the criterion of minimizing the tail probability of the maximal idle time.
  • the loss probability can also be taken into account, i.e. too short an update period for minimizing the idle time can increase the loss of "slow" clients.
  • a sever-based game protocol is considered as a number of arrival processes from the clients (which are characterized by different delays) and periodical updates sent by the server to the clients.
  • the reason for applying a periodical update process has been well discussed in the literature.
  • a server S updates the status of the game periodically, after each update period (the duration of this period is denoted by T) with packets U-il, U- jl (first update to clients C 1 , C, respectively) and U- i2, U-j2 (second update to clients C 1 , C j respectively); • The clients C 1 , C j send new packets (their gaming actions) A-il, A-jl respectively upon receiving updates U-il, U-jl from the server S;
  • the clients C 1 , C j send further packets (their gaming actions) upon receiving further updates U-i2, U-j2 from the server S; • The arrived packets A-il have to wait for a time IT 1 until the next update
  • this waiting time is referred to as the client idle time.
  • the loss can be minimized by increasing T, since there is enough time to receive the packets of each client, even though some of them may have large delays.
  • the idle time IT is also increased, as a client C with a small access delay has to remain idle for a long period, until packets generated by the larger delay clients are received.
  • the protocol in this form does not cope well with heterogeneous clients and a wide variety of delays.
  • an extended protocol in which the server S is able to accept packets arriving from the clients C in a period of length 2 J, and in which the server S is able to send an update U with a period of either J (where the packet of each participant is received within the interval [0, J]), or 2 J (where there are some participants whose packets are received within the interval [J, 2J]).
  • J where the packet of each participant is received within the interval [0, J]
  • 2 J where there are some participants whose packets are received within the interval [J, 2J]
  • J In view of the variable length of update period in the extended protocol, compared to the fixed length of update period of the protocol shown in Figure IA, despite both being controlled by the same basic update period J, for the avoidance of confusion, J will henceforth be referred to as the "update parameter", while the “update period” will refer to the actual length of time between successive updates, which may be J or 2 J in this protocol.
  • the update parameter J can be considered to be a parameter that is used to determine the duration of the update periods.
  • the server S sends an update U after J if the packets of all participants have arrived earlier than J, or sends an update U after 2 J (like U-i2, U-j2 of Figure IB) if there is at least one client packet (like A-jl in Figure IB) received within the interval [J, 2 J].
  • the update period is effectively either J or 2 T, depending on whether replies to a gaming update for a particular update period have been received at the server from all the clients to which the gaming update was sent at the J time point. It is desirable to choose the server update period subject to minimize the probability of the maximal idle time exceeding a certain threshold (which threshold is associated with the "psycho-physically approved quality of the game"). In order to calculate the optimal server update period and the underlying tail distribution, statistical tools from large deviation theory are used.
  • an adaptive on-line algorithm has been developed for use in an embodiment of the present invention that can adjust the server update period by estimating the corresponding delay probability density functions based on past observations.
  • the p.d.f. of the measured delay processes is approximated and the tail probability of the maximal idle time is expressed analytically as a function of the server update parameter.
  • the optimal server update parameter can found by performing, for example, a gradient search on this function. Finding the optimal server update parameter in turn means that the optimal server update period is found, since one is related to the other.
  • an adaptive sever update algorithm can be developed which helps to optimize the sever update period even in the case of clients with unknown and varying latencies.
  • the client C 1 misses an update if the access delay is longer than 2T.
  • the objective is to optimize the server update parameter T in order minimize the probability that the maximum idle time is larger then a predefined quantity A, where A relates to the quality of the game. More precisely, gaming optimization amounts to solving the following problem:
  • T(k + 1) T(k) - ⁇ sgn( ⁇ (T(k)) - ⁇ (T(k - I)) ) (5)
  • the computational process of the algorithm is summarized in Figure 2, while a schematic block diagram of a server 100 for carrying out the algorithm is shown in Figure 3.
  • the server 100 comprises a delay measuring portion 110, a p.d.f. updating portion 120, a parameter updating portion 130, an evaluation portion 140, a parameter storing portion 150, a p.d.f. storing portion 160 and a control portion 170.
  • the various portions 110 to 160 operate under control of the control portion 170.
  • step Sl the delay measuring portion 110 measures the delays, and passes this information to the p.d.f. updating portion 120, which in step S2 uses the information to update the distributions, which are stored in the p.d.f. storing portion
  • step S2 The updating of the distributions runs simultaneously with the game session.
  • P.d.f. estimation in step S2 can make use of Radial Basis Function (RBF) fitting techniques, for example.
  • RBF Radial Basis Function
  • step S2 When a new measurement is taken about the delay of client C; in the course of the game, the corresponding density is updated (step S2).
  • the server update parameter T which is stored in the parameter storing portion 150, is optimized recursively by plugging the updated p.d.f.s into expression (3) and (4) (step S3); this is performed by the evaluation portion 140 in dependence upon information from the parameter storing portion 150 and the p.d.f. storing portion 160.
  • the parameter updating portion 130 of the server 100 can optimize the update parameter (step S4) based on the newly obtained delay information in the course of the game.
  • Recursion (5) is based on a gradient search, which can get stuck in local optima. However, simulations demonstrated that p[max ⁇ ; > ⁇ ) has only one global minimum
  • recursion (5) can be started from many different initial points.
  • an embodiment of the present invention can be considered to be applicable in any situation where there is a base duration for each update period, and an overall duration of each update period is determined to be a multiple of the base duration, typically an integer multiple of the base duration.
  • the integer multiple is determined in advance to be one.
  • the duration of an update period is determined in dependence upon whether replies to the gaming update for that update period have been received at the server from all the clients to which the gaming update was sent.
  • the duration of an update period is determined to be the lowest multiple of the base duration that allows replies to the gaming update for that update period to be received at the server from all the clients, at least up to a predetermined maximum multiple of two in this particular protocol, although the predetermined maximum multiple could be any suitable number.
  • Figures 3 and 4 show the quality measures (loss rate, average idle time and tail probability) as a function of the server update parameter T, in the case of applying the single T protocol ( Figure 4) and the extended 2T protocol ( Figure 5).
  • the quality measures (loss rate, average idle time and tail probability) as a function of the server update parameter T, in the case of applying the single T protocol ( Figure 4) and the extended 2T protocol ( Figure 5).
  • operation of one or more of the above-described components can be controlled by a program operating on the device or apparatus.
  • Such an operating program can be stored on a computer-readable medium, or could, for example, be embodied in a signal such as a downloadable data signal provided from an Internet website.
  • the appended claims are to be interpreted as covering an operating program by itself, or as a record on a carrier, or as a signal, or in any other form.

Abstract

L'invention concerne un procédé destiné à être utilisé dans un protocole de jeu sur serveur pour joueurs multiples dans lequel chaque client d'une pluralité de clients de jeu est en communication sur un réseau avec un serveur de jeu afin de participer à un jeu en réseau commun pour joueurs multiples. Le protocole est un protocole dans lequel une séquence de périodes de mise à jour dans chacune d'au moins certaines périodes une mise à jour de jeu est envoyée du serveur à chacun d'au moins certains des clients pour leur mise à jour sur un état du jeu. Dans le protocole, chaque client envoie une action de jeu, le cas échéant, au serveur en réponse à la réception d'un telle mise à jour de jeu, l'action de jeu étant utilisée au niveau du serveur pour mettre à jour l'état du jeu. Le réseau est d'un type permettant de produire des variations au niveau des retards de communication client-serveur. Le procédé selon l'invention consiste: à accéder (S3), pour chaque client, à une fonction représentant une distribution de retards client-serveur relatifs audit client, à mettre à jour (S4) un paramètre utilisé pour déterminer une durée des périodes de mise à jour de manière à tendre à améliorer une évaluation (mise en oeuvre dans S3) relative à une mesure prédéterminée de qualité de jeu, l'évaluation dépendant des fonctions et du paramètre, et à mettre à jour (S2) les fonctions sur la base de mesures (S1) de retard client-serveur dans le réseau.
PCT/EP2007/051856 2007-02-27 2007-02-27 Procédé et appareil destinés à être utilisés dans un jeu sur serveur pour joueurs multiples WO2008104221A1 (fr)

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WO2022163439A1 (fr) * 2021-01-29 2022-08-04 国立研究開発法人産業技術総合研究所 Système, procédé et programme de partage d'espace virtuel
US11662051B2 (en) 2018-11-16 2023-05-30 Google Llc Shadow tracking of real-time interactive simulations for complex system analysis
US11684849B2 (en) 2017-10-10 2023-06-27 Google Llc Distributed sample-based game profiling with game metadata and metrics and gaming API platform supporting third-party content
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WO2019195167A3 (fr) * 2018-04-02 2019-11-21 Google Llc Détection et compensation d'un retard d'affichage dans des systèmes de jeux
US11110348B2 (en) 2018-04-10 2021-09-07 Google Llc Memory management in gaming rendering
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CN112511256A (zh) * 2020-11-24 2021-03-16 高小翎 在线游戏中动态延迟优化的稳健同步方法
WO2022163439A1 (fr) * 2021-01-29 2022-08-04 国立研究開発法人産業技術総合研究所 Système, procédé et programme de partage d'espace virtuel
CN113082723A (zh) * 2021-03-24 2021-07-09 杭州电魂网络科技股份有限公司 游戏服务器滚动更新方法、装置、电子设备及介质

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