WO2019027083A1 - Distributed server structure and system for multiple connectors enabled in mobile environment - Google Patents

Distributed server structure and system for multiple connectors enabled in mobile environment Download PDF

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Publication number
WO2019027083A1
WO2019027083A1 PCT/KR2017/009370 KR2017009370W WO2019027083A1 WO 2019027083 A1 WO2019027083 A1 WO 2019027083A1 KR 2017009370 W KR2017009370 W KR 2017009370W WO 2019027083 A1 WO2019027083 A1 WO 2019027083A1
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Prior art keywords
dungeon
server
connection
information
management server
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PCT/KR2017/009370
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French (fr)
Korean (ko)
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김선철
최종훈
서정욱
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주식회사 엔큐게임즈
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Publication of WO2019027083A1 publication Critical patent/WO2019027083A1/en

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    • 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
    • H04L67/10Protocols in which an application is distributed across nodes in the network
    • H04L67/1001Protocols in which an application is distributed across nodes in the network for accessing one among a plurality of replicated servers
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L61/00Network arrangements, protocols or services for addressing or naming
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/2866Architectures; Arrangements
    • H04L67/30Profiles
    • 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
    • H04L67/51Discovery or management thereof, e.g. service location protocol [SLP] or web services
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L2101/00Indexing scheme associated with group H04L61/00
    • H04L2101/30Types of network names
    • H04L2101/375Access point names [APN]

Definitions

  • the present invention relates to a distributed server architecture and system for a multi-user system implemented in a mobile environment, and more particularly, to a server architecture and a system including a dungeon server, a dungeon connection server, and a dungeon management server.
  • One of the biggest features of online games is that remote users, that is, clients play games together based on concurrent access. This is distinguished from a single play in which a game is played by a specific user, called a party play in an online game.
  • online games of various mobile environments currently provide various contents for party play, and provide various means for constructing and maintaining a predetermined community in the game.
  • MMORPG Massively Multiplayer Online Role Playing Game
  • a dungeon connection server for generating a dungeon entrance packet when a client is accessed, receiving a dungeon generated address and other dungeon related request information, a dungeon server for processing battle logic in the dungeon, And a dungeon management server for recording and managing dungeon server list information including the generated dungeon address information and dungeon related request information, wherein the dungeon connection server, the dungeon server, and the dungeon management server are interconnected, Wherein the server connects the clients connected to the different dungeon connection servers with the same dungeon.
  • the dungeon connection server transmits the dungeon entrance packet to the dungeon server.
  • the dungeon server receives the dungeon entry packet, generates a dungeon, and transmits dungeon server list information including address information of the dungeon to the dungeon management server.
  • the dungeon connection server is connected to the dungeon management server, receives the dungeon server list, and accesses the dungeon server corresponding to the dungeon server list.
  • the dungeon connection server transmits a dungeon entry packet to the dungeon management server, and the dungeon management server analyzes the dungeon entrance packet information, and the dungeon connection server informs the dungeon server that the client has a dungeon corresponding to the dungeon entrance packet information And to request entry.
  • the dungeon connection server may request the dungeon server to generate a dungeon accessible when the dungeon connection packet information does not include a corresponding dungeon.
  • the dungeon server transfers the corresponding dungeon information to the dungeon management server.
  • the dungeon connection server removes the corresponding user from the dungeon connection server when the user leaves the dungeon, and transmits the user information to the dungeon server.
  • the dungeon server removes the user from the dungeon object .
  • the dungeon connection server transfers dungeon end information to the dungeon management server when the battle ends in the dungeon, and the dungeon management server removes the dungeon from the dungeon list.
  • the dungeon management server may further include a step of transmitting ranking and compensation information of users according to the result of the battle to the dungeon connector server.
  • the present invention can improve the processing speed by designing a server structure in which a connection dedicated to a client is allocated to a connection resource, and a connection dedicated server is provided for a generated resource to separate a battle logic processing and a connection creation processing task.
  • server structure and the system realized in the mobile environment according to the embodiments of the present invention can achieve the effects of the present invention are not limited to those mentioned above, and other effects not mentioned can be obtained from the following description. And will be apparent to one of ordinary skill in the art.
  • 1 (a) and 1 (b) are block diagrams showing a schematic structure of a server structure and a system according to the present invention.
  • FIG. 2 is a block diagram illustrating a connection structure and a procedure of a dungeon connection server (DCS) 200, a dungeon server (DS) 300, and a dungeon management server (DMS) 400 according to the present invention.
  • DCS dungeon connection server
  • DS dungeon server
  • DMS dungeon management server
  • FIG. 3 is a diagram illustrating the operation process of each server when creating and entering a dungeon in the dungeon connection server (DCS) 200, the dungeon server (DS) 300, and the dungeon management server (DMS) .
  • DCS dungeon connection server
  • DS dungeon server
  • DMS dungeon management server
  • FIG. 4 is a block diagram illustrating an operation process of each server in the dungeon connection server (DCS) 200, the dungeon server (DS) 300, and the dungeon management server (DMS) to be.
  • DCS dungeon connection server
  • DS dungeon server
  • DMS dungeon management server
  • DCS dungeon management server
  • DS dungeon management server
  • DMS dungeon management server
  • FIG. 6 is a block diagram illustrating the operation process of each server at the end of a dungeon in the dungeon connection server (DCS) 200, the dungeon server (DS) 300, and the dungeon management server (DMS) to be.
  • DCS dungeon connection server
  • DS dungeon server
  • DMS dungeon management server
  • 1 (a) and 1 (b) are block diagrams showing a schematic structure of a server structure and a system according to the present invention.
  • the server architecture and system implemented in the mobile environment according to the present invention include a dungeon connect server (DCS) 200, a dungeon server (DS) 300, and a dungeon management server (DMS) (400).
  • DCS dungeon connect server
  • DS dungeon server
  • DMS dungeon management server
  • the server architecture and system according to the present invention can separate the battle logic processing and the connection creation processing work by providing a dungeon connection server (DCS) 200 which is a connection dedicated server differently from the conventional server structure. This enables distributed processing to multiple servers at low cost.
  • DCS dungeon connection server
  • the dungeon connection server (DCS) 200 allows users connected to different dungeon connection servers (DCS) 200 to play in the same battle room.
  • DCS dungeon connection server
  • the dungeon connection server (DCS) 200 is connected to the dungeon server (DS) 300, so that clients connected to different dungeon connection servers (DCS) 200 can play in the same room.
  • a packet such as battlefield creation, battle-related, etc. is transmitted to the dungeon server (DS) 300 and the packet received from the dungeon server (DS) 300 is transmitted back to the client 100 .
  • the dungeon server (DS) 300 processes battle logic. Meanwhile, all requests of the client 100 are received through the dungeon connection server (DCS) 200.
  • DCS dungeon connection server
  • the dungeon management server (DMS) 400 is a server that manages which dungeon server (DS) 300 has created a battle room between clients.
  • the dungeon server (DS) 300 is connected to the dungeon connection server (DCS) 200 at the time of driving and informs the dungeon management server (DMS) 400 of the occurrence of the battle room in the dungeon server .
  • DCS dungeon connection server
  • 1 (a) and 1 (b) are block diagrams showing a schematic structure of a server structure and a system according to the present invention.
  • the server architecture and system implemented in the mobile environment according to the present invention include a dungeon connect server (DCS) 200, a dungeon server (DS) 300, and a dungeon management server (DMS) (400).
  • DCS dungeon connect server
  • DS dungeon server
  • DMS dungeon management server
  • the server architecture and system according to the present invention can separate the battle logic processing and the connection creation processing work by providing a dungeon connection server (DCS) 200 which is a connection dedicated server differently from the conventional server structure. This enables distributed processing to multiple servers at low cost.
  • DCS dungeon connection server
  • the dungeon connection server (DCS) 200 allows users connected to different dungeon connection servers (DCS) 200 to play in the same battle room.
  • DCS dungeon connection server
  • the dungeon connection server (DCS) 200 is connected to the dungeon server (DS) 300, so that clients connected to different dungeon connection servers (DCS) 200 can play in the same room.
  • a packet such as battlefield creation, battle-related, etc. is transmitted to the dungeon server (DS) 300 and the packet received from the dungeon server (DS) 300 is transmitted back to the client 100 .
  • the dungeon server (DS) 300 processes battle logic. Meanwhile, all requests of the client 100 are received through the dungeon connection server (DCS) 200.
  • DCS dungeon connection server
  • the dungeon management server (DMS) 400 is a server that manages which dungeon server (DS) 300 has created a battle room between clients.
  • the dungeon server (DS) 300 is connected to the dungeon connection server (DCS) 200 at the time of driving and informs the dungeon management server (DMS) 400 of the occurrence of the battle room in the dungeon server .
  • DCS dungeon connection server
  • FIG. 2 is a block diagram illustrating a connection structure and a procedure of a dungeon connection server (DCS) 200, a dungeon server (DS) 300, and a dungeon management server (DMS) 400 according to the present invention.
  • DCS dungeon connection server
  • DS dungeon server
  • DMS dungeon management server
  • the server connection of the dungeon connection server (DCS) 200 will be described.
  • the dungeon connection server (DCS) 200 accesses the dungeon management server (DMS) 400 after starting.
  • the concrete algorithm is as follows.
  • the concrete algorithm is as follows.
  • the server connection of the dungeon server (DS) 300 will be described.
  • the dungeon server (DS) 300 accesses the dungeon management server (DMS) 400 after startup.
  • the concrete algorithm is as follows.
  • the dungeon management server (DMS) 400 manages a list of connected dungeon servers (DS) 300.
  • the concrete algorithm is as follows.
  • the server connection of the dungeon management server (DMS) 400 will be described.
  • the dungeon management server (DMS) 400 basically does not know the addresses of the dungeon connection server (DCS) 200 and the dungeon server (DS) 300, and does not attempt connection.
  • DCS dungeon connection server
  • DS dungeon management server
  • the dungeon management server (DMS) 400 transmits the list of the dungeon server (DS) 300 managed by the dungeon management server (DMS) DCS < / RTI >
  • the concrete algorithm is as follows.
  • FIG. 3 is a diagram illustrating the operation process of each server when creating and entering a dungeon in the dungeon connection server (DCS) 200, the dungeon server (DS) 300, and the dungeon management server (DMS) .
  • DCS dungeon connection server
  • DS dungeon server
  • DMS dungeon management server
  • the dungeon connection server (DCS) 200 sends a DUNGEON_ENTER packet to the dungeon management server (DMS) 400 when the client 100 is connected.
  • the concrete algorithm is as follows.
  • the dungeon management server (DMS) 400 When receiving the DUNGEON_ENTER packet, the dungeon management server (DMS) 400 sends a request to the corresponding dungeon server (DS) 300 if the dungeon is an existing dungeon.
  • the dungeon management server (DMS) 400 has information as to which dungeon servers (DS) 300 are created. If no dungeons have been created yet, ask the dungeon server (DS) (300) to create a dungeon.
  • the dungeon management server (DMS) 400 transfers the response received from the dungeon server (DS) 300 to the dungeon connection server (DCS) 200.
  • the dungeon connection server (DCS) 200 transfers the response received from the dungeon management server (DMS) 400 to the client 100.
  • the concrete algorithm is as follows.
  • the dungeon server (DS) 300 Upon receiving the DUNGEON_ENTER packet from the dungeon connection server (DCS) 200, the dungeon server (DS) 300 generates a dungeon or sends a response to the dungeon connection server (DCS) 200 after the entry processing.
  • the concrete algorithm is as follows.
  • the dungeon server (DS) 300 delivers the DUNGEON_OTHER_ENTER to the existing users through the dungeon connection server (DCS) 200.
  • the concrete algorithm is as follows.
  • FIG. 4 is a block diagram illustrating an operation process of each server in the dungeon connection server (DCS) 200, the dungeon server (DS) 300, and the dungeon management server (DMS) to be.
  • DCS dungeon connection server
  • DS dungeon server
  • DMS dungeon management server
  • the basic operation sequence of the server at the time of dungeon exit is the flow of the dungeon connection server (DCS) 200, the dungeon server (DS) 300, and the dungeon connection server (DCS)
  • the dungeon server (DS) 300 exits the user from the dungeon object.
  • the concrete algorithm is as follows.
  • DCS dungeon management server
  • DS dungeon management server
  • DMS dungeon management server
  • the dungeon connection server (DCS) 200 transmits the DUNGEON_ATTACK packet after the verification to the dungeon server (DS) 300.
  • the concrete algorithm is as follows.
  • the dungeon connection server (DCS) 200 delivers the DUNGEON_ATTACK command to the users in the corresponding dungeon.
  • a dungeon is also created in the dungeon connection server (DCS) 200 and users connected to the same dungeon connection server (DCS) 200 are included in the dungeon information of the dungeon connection server (DCS) 200.
  • the dungeon server (DS) 300 transmits the updated information according to the decrease of the health of the boss (HP) to the dungeon connection server (DCS) 200 having the users connected to the dungeon. Where the dungeon server (DS) 300 knows which dungeon connection server (DCS) 200 each user in the dungeon is in.
  • the dungeon server (DS) 300 notifies the dungeon management server (DMS) 400 when the dancers finish the dancers with the fitness of the boss being 0, and arrange the corresponding dungeons in the dungeon list possessed by the dungeon management server (DMS) do.
  • the concrete algorithm is as follows.
  • FIG. 6 is a block diagram illustrating the operation process of each server at the end of a dungeon in the dungeon connection server (DCS) 200, the dungeon server (DS) 300, and the dungeon management server (DMS) to be.
  • DCS dungeon connection server
  • DS dungeon server
  • DMS dungeon management server
  • the dungeon server (DS) 300 basically becomes the HP of the boss by the DUNGEON_ATTACK command, and the dungeon is ended.
  • the dungeon server (DS) 300 informs the dungeon management server (DMS) 400 at the end of the dungeon.
  • the concrete algorithm is as follows.
  • the concrete algorithm is as follows.
  • the dungeon management server (DMS) 400 arranges corresponding dungeons in the dungeon list, and the dungeon connection server (DCS) 200 delivers the result delivered by the dungeon server (DS) 300 to the client 100 .
  • This embodiment may be represented by functional block configurations and various processing steps. These functional blocks may be implemented in a wide variety of hardware and / or software configurations that perform particular functions. For example, embodiments may include integrated circuit components such as memory, processing, logic, look-up tables, etc., that may perform various functions by control of one or more microprocessors or other control devices Can be employed. Similar to how components may be implemented with software programming or software components, the present embodiments may be implemented in a variety of ways, including C, C ++, Java (" Java), an assembler, and the like. Functional aspects may be implemented with algorithms running on one or more processors. This embodiment may also employ conventional techniques for electronic configuration, signal processing, and / or data processing, etc. The terms “mechanism”, “element”, “means” And is not limited to mechanical and physical configurations. The term may include the meaning of a series of routines of software in conjunction with a processor or the like.

Abstract

The present invention comprises: a dungeon connection server for generating a dungeon entry packet when a client connects, and receiving an address where a dungeon has been generated and other dungeon-related requested information; a dungeon server for processing battle logic in the dungeon; and a dungeon management server for recording and managing dungeon server list information including the address where the dungeon has been generated and the dungeon-related requested information, wherein the dungeon connection server, the dungeon server, and the dungeon management server are interconnected, and the dungeon connection server enables clients connecting to different dungeon connection servers to connect to the same dungeon, wherein processing speed can be enhanced by designing a server structure in which battle logic processing and connection generation processing work are separated by providing a connection-designated server for generated resources for a connection required for when the client makes a connection.

Description

모바일 환경에서 구현되는 다중 접속자를 위한 분산 서버구조 및 시스템Distributed server architecture and system for multiple users implemented in mobile environment
본 발명은 모바일 환경에서 구현되는 다중 접속자를 위한 분산 서버구조 및 시스템에 관한 것으로, 더욱 상세하게는 던전 서버, 던전 커넥션 서버, 던전 관리 서버를 포함하는 서버구조 및 시스템에 관한 것이다.BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to a distributed server architecture and system for a multi-user system implemented in a mobile environment, and more particularly, to a server architecture and a system including a dungeon server, a dungeon connection server, and a dungeon management server.
컴퓨팅 디바이스 및 네트워크 환경의 발달에 따라, 모바일 환경의 온라인 기반 게임이 크게 발전하고 있다. 이러한 모바일 환경의 온라인 기반의 게임은 사용자들간 상호 연관이 발생한다는 점에서, 종래의 프로그램을 대상으로 소정의 액션을 수행하는 오프라인 게임과 차별성이 인정되며 급속하게 발전하고 있는 실정이다.BACKGROUND OF THE INVENTION With the development of computing devices and network environments, online-based games of the mobile environment have been greatly developed. Since the online-based games of the mobile environment are correlated with each other, they are distinguished from offline games that perform predetermined actions with respect to conventional programs and are rapidly developing.
온라인 게임의 가장 큰 특징 중 하나는 동시 접속을 기반으로 원격지의 사용자들, 즉 클라이언트들이 함께 게임을 플레이하는 것이다. 이를 온라인 게임에서는 파티(Party) 플레이라고 하여, 특정 사용자 홀로 게임을 수행하는 싱글(Single)플레이와 구분된다.One of the biggest features of online games is that remote users, that is, clients play games together based on concurrent access. This is distinguished from a single play in which a game is played by a specific user, called a party play in an online game.
따라서, 현재 다양한 모바일 환경의 온라인 게임들은 파티 플레이를 위한 다양한 컨텐츠를 제공하며, 해당 게임 내에서 소정의 커뮤니티를 구성하고 유지하기 위한 다양한 수단들을 제공하고 있다.Accordingly, online games of various mobile environments currently provide various contents for party play, and provide various means for constructing and maintaining a predetermined community in the game.
한편, 종래 컴퓨터용 게임이 개발되기 시작한 1980년대 초창기부터 유형화된 롤플레잉 게임의 한 형태는, "필드"라고 불리어지는 온라인 게임 내에서 플레이어 캐릭터가 이동할 수 있는 공간, 즉 지형지물이 정해진 위치에 존재하여 지도의 형태로 표시될 수 있는 영역과, "던전"이라고 불리우는 필드를 이동하다 정해진 위치의 던전 입구를 통해 입장할 수 있는 영역으로 구분되고 있다.On the other hand, one type of role playing game typed since the early 1980's when games for computer games began to be developed is a space in which a player character can move within an online game called " field " And an area that can be displayed in the form of a map and an area that can be entered through a dungeon entrance of a predetermined location to move a field called " dungeon ".
이러한 던전은 대체로 온라인 게임의 진행에 있어 퀘스트를 수행하거나, 내용상 진행을 위해서 반드시 거쳐야 하는 등 필드와는 또 다른 위상을 가지는 것이 일반적이다. 그런데, 모바일 환경에서 많게는 수만명의 동시접속자가 한꺼번에 게임을 즐기는 MMORPG(Massively Multiplayer Online Role Playing Game)에서는 이들 모두가 각자 자신의 플레이어 캐릭터를 필드에서 이동시키면서 게임을 조작할 수 있도록 지원하더라도, 던전은 이와 달리 운영 및 속도등의 여러가지 이유에서 클라이언트가 접속 시 커넥션을 생성하는데 많은 자원을 할애하기 때문에 처리속도가 늦어져, 이를 효과적으로 제어하기 위한 분산처리 서버 시스템이 요구되는 실정이다.These dungeons generally have a different phase from the field, such as performing quests in the course of online games, or having to go through the process in order to proceed with the contents. However, in MMORPG (Massively Multiplayer Online Role Playing Game), where tens of thousands of concurrent users simultaneously play games in a mobile environment, each of them can manipulate the game while moving their own player character from the field, A variety of reasons such as operation and speed, and so on, require a distributed processing server system for effectively controlling the processing speed because the client has to allocate a large amount of resources for connection creation.
본 발명의 목적은 클라이언트가 서버에 접속 시 생성되는 커넥션 관련, 커넥션을 생성하는데 할애되는 자원을 효과적으로 제어하고 관리하기 위한 서버 구조 및 시스템을 제공 하는데 있다.It is an object of the present invention to provide a server structure and system for effectively controlling and managing resources related to a connection generated when a client connects to a server and resources for creating a connection.
상기 기술적 과제를 해결하기 위하여 본 발명은 클라이언트 접속시 던전 진입 페킷을 생성하고, 던전이 생성된 주소 및 기타 던전관련 요청정보를 전달받는 던전 커넥션 서버, 던전에서의 전투 로직 처리를 담당하는 던전 서버 및 상기 던전이 생성된 주소 정보 및 던전관련 요청정보를 포함하는 던전서버 리스트 정보를 기록하고 관리하는 던전 관리 서버를 포함하여, 상기 던전 커넥션 서버, 던전 서버 및 던전 관리 서버는 상호 연결되어, 상기 던전 커넥션 서버는, 서로 다른 던전 커넥션 서버에 접속한 클라이언트를 동일한 던전으로 접속하도록 하는 것을 특징으로 하는 던전 서버 시스템.According to an aspect of the present invention, there is provided a dungeon connection server for generating a dungeon entrance packet when a client is accessed, receiving a dungeon generated address and other dungeon related request information, a dungeon server for processing battle logic in the dungeon, And a dungeon management server for recording and managing dungeon server list information including the generated dungeon address information and dungeon related request information, wherein the dungeon connection server, the dungeon server, and the dungeon management server are interconnected, Wherein the server connects the clients connected to the different dungeon connection servers with the same dungeon.
또한 상기 던전 커넥션 서버는, 상기 던전 진입 패킷을 상기 던전서버로 전달하는 것을 특징으로 한다.The dungeon connection server transmits the dungeon entrance packet to the dungeon server.
또한 상기 던전서버는, 상기 던전 진입 패킷을 전달받아 던전을 생성하고, 상기 던전 관리 서버로 해당 던전의 주소 정보를 포함하는 던전 서버 리스트 정보를 전달하는 것을 특징으로 한다.The dungeon server receives the dungeon entry packet, generates a dungeon, and transmits dungeon server list information including address information of the dungeon to the dungeon management server.
또한 상기 던전 커넥션 서버는, 상기 던전 관리 서버에 접속하여, 상기 던전 서버 리스트를 전달받고, 상기 던전 서버 리스트에 대응하는 던전 서버에 접속하는 것을 특징으로 한다.The dungeon connection server is connected to the dungeon management server, receives the dungeon server list, and accesses the dungeon server corresponding to the dungeon server list.
또한 상기 던전 커넥션 서버는, 던전 진입 패킷을 상기 던전 관리 서버로 전송하고, 상기 던전 관리 서버는 상기 던전 진입 패킷 정보를 분석하여, 상기 던전 서버에, 클라이언트가 상기 던전 진입 패킷 정보에 대응되는 던전에 진입하도록 요청하는 것을 특징으로 한다.Also, the dungeon connection server transmits a dungeon entry packet to the dungeon management server, and the dungeon management server analyzes the dungeon entrance packet information, and the dungeon connection server informs the dungeon server that the client has a dungeon corresponding to the dungeon entrance packet information And to request entry.
또한 상기 던전 커넥션 서버는, 상기 던전 진입 패킷 정보의 분석결과, 대응되는 던전이 없는 경우, 던전 서버에, 접속 가능한 던전을 생성하도록 요청하는 것을 특징으로 한다.In addition, the dungeon connection server may request the dungeon server to generate a dungeon accessible when the dungeon connection packet information does not include a corresponding dungeon.
또한 상기 던전 서버는 상기 던전 관리 서버로 해당 던전 정보를 전달하는 것을 특징으로 한다.In addition, the dungeon server transfers the corresponding dungeon information to the dungeon management server.
또한 상기 던전 커넥션 서버는, 유저가 던전에서 퇴장하는 경우, 상기 던전 커넥션 서버의 던전에서 해당 유저를 제거하여, 상기 유저 정보를 상기 던전 서버에 전달하고, 상기 던전 서버는 상기 유저를 던전객체에서 제거하는 것을 특징으로 한다.The dungeon connection server removes the corresponding user from the dungeon connection server when the user leaves the dungeon, and transmits the user information to the dungeon server. The dungeon server removes the user from the dungeon object .
또한 상기 던전 커넥션 서버는, 상기 던전에서 전투가 종료되는 경우, 상기 던전 관리 서버에 던전 종료정보를 전달하고, 상기 던전 관리 서버는 던전 리스트에서 상기 던전을 제거하는 것을 특징으로 한다.The dungeon connection server transfers dungeon end information to the dungeon management server when the battle ends in the dungeon, and the dungeon management server removes the dungeon from the dungeon list.
또한 상기 던전 관리 서버는, 전투 종료의 결과에 따른 유저들의 순위 및 보상정보를 상기 던전 커넥터 서버에 전달하는 과정을 추가적으로 수행하는 것을 특징으로 한다.The dungeon management server may further include a step of transmitting ranking and compensation information of users according to the result of the battle to the dungeon connector server.
본 발명의 실시 예들에 따른 모바일 환경에서 구현되는 서버구조 및 시스템의 효과에 대해 설명하면 다음과 같다.The server structure and the effect of the system implemented in the mobile environment according to the embodiments of the present invention will be described as follows.
본 발명은, 클라이언트가 접속 시 할애되는 커넥션을 생성자원에 대해 커넥션 전용 서버를 두어, 전투 로직 처리와 커넥션 생성 처리작업을 분리하도록 하는 서버 구조를 설계함으로써 처리속도를 향상시킬 수 있다.The present invention can improve the processing speed by designing a server structure in which a connection dedicated to a client is allocated to a connection resource, and a connection dedicated server is provided for a generated resource to separate a battle logic processing and a connection creation processing task.
다만, 본 발명의 실시 예들에 따른 모바일 환경에서 구현되는 서버구조 및 시스템이 달성할 수 있는 효과는 이상에서 언급한 것들로 제한되지 않으며, 언급하지 않은 또 다른 효과들은 아래의 기재로부터 본 발명이 속하는 기술분야에서 통상의 지식을 가진 자에게 명확하게 이해될 수 있을 것이다.However, the server structure and the system realized in the mobile environment according to the embodiments of the present invention can achieve the effects of the present invention are not limited to those mentioned above, and other effects not mentioned can be obtained from the following description. And will be apparent to one of ordinary skill in the art.
본 발명에 관한 이해를 돕기 위해 상세한 설명의 일부로 포함되는, 첨부도면은 본 발명에 대한 실시예를 제공하고, 상세한 설명과 함께 본 발명의 기술적 사상을 설명한다.BRIEF DESCRIPTION OF THE DRAWINGS The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of the specification, illustrate embodiments of the invention and, together with the description, serve to explain the principles of the invention.
도 1의 (a), (b)는 본 발명에 따른 서버 구조 및 시스템의 개략적인 구조를 나타낸 구성도이다.1 (a) and 1 (b) are block diagrams showing a schematic structure of a server structure and a system according to the present invention.
도 2는 본 발명에 따른 던전 커넥션 서버(DCS)(200), 던전 서버(DS)(300) 및 던전 관리 서버(DMS)(400)의 연결 구조 및 순서를 나타낸 구성도이다.FIG. 2 is a block diagram illustrating a connection structure and a procedure of a dungeon connection server (DCS) 200, a dungeon server (DS) 300, and a dungeon management server (DMS) 400 according to the present invention.
도 3은 본 발명에 따른 던전 커넥션 서버(DCS)(200), 던전 서버(DS)(300) 및 던전 관리 서버(DMS)(400)에서 던전의 생성 및 진입 시 각 서버들의 동작과정을 나타낸 구성도이다.FIG. 3 is a diagram illustrating the operation process of each server when creating and entering a dungeon in the dungeon connection server (DCS) 200, the dungeon server (DS) 300, and the dungeon management server (DMS) .
도 4는 본 발명에 따른 던전 커넥션 서버(DCS)(200), 던전 서버(DS)(300) 및 던전 관리 서버(DMS)(400)에서 던전의 퇴장 시 각 서버들의 동작과정을 나타낸 나타낸 구성도이다.FIG. 4 is a block diagram illustrating an operation process of each server in the dungeon connection server (DCS) 200, the dungeon server (DS) 300, and the dungeon management server (DMS) to be.
도 5의 본 발명에 따른 던전 커넥션 서버(DCS)(200), 던전 서버(DS)(300) 및 던전 관리 서버(DMS)(400)에서 던전의 전투시 각 서버들의 동작과정을 나타낸 나타낸 구성도이다.(DCS) 200, a dungeon server (DS) 300, and a dungeon management server (DMS) 400 according to the present invention shown in FIG. 5 .
도 6은 본 발명에 따른 던전 커넥션 서버(DCS)(200), 던전 서버(DS)(300) 및 던전 관리 서버(DMS)(400)에서 던전의 종료 시 각 서버들의 동작과정을 나타낸 나타낸 구성도이다.FIG. 6 is a block diagram illustrating the operation process of each server at the end of a dungeon in the dungeon connection server (DCS) 200, the dungeon server (DS) 300, and the dungeon management server (DMS) to be.
도 1의 (a), (b)는 본 발명에 따른 서버 구조 및 시스템의 개략적인 구조를 나타낸 구성도이다.1 (a) and 1 (b) are block diagrams showing a schematic structure of a server structure and a system according to the present invention.
본 발명에 따른 모바일 환경에서 구현되는 서버구조 및 시스템은 던전 커넥션 서버(DCS : Dungeon Connect Server)(200), 던전 서버(DS : Dungeon Server)(300) 및 던전 관리 서버(DMS : Dungeon Manage Server)(400)를 포함한다.The server architecture and system implemented in the mobile environment according to the present invention include a dungeon connect server (DCS) 200, a dungeon server (DS) 300, and a dungeon management server (DMS) (400).
본 발명에 따른 서버구조 및 시스템은 종래의 서버구조와는 다르게 커넥션 전용 서버인 던전 커넥션 서버(DCS)(200)를 두어 전투 로직 처리와 커넥션 생성 처리작업을 분리할 수 있다. 이를 통해, 저렴한 비용의 여러 대의 서버로 분산처리가 가능하다. 본 발명에 따른 서버구조 및 시스템에서 각 서버들의 개략적인 역할을 설명한다.The server architecture and system according to the present invention can separate the battle logic processing and the connection creation processing work by providing a dungeon connection server (DCS) 200 which is a connection dedicated server differently from the conventional server structure. This enables distributed processing to multiple servers at low cost. The schematic structure of each server in the server architecture and system according to the present invention will be described.
던전 커넥션 서버(DCS)(200)는 서로 다른 던전 커넥션 서버(DCS)(200)에 접속한 유저들이 같은 전투방에서 플레이할 수 있도록 한다. 전투가 시작되면 클라이언트(100)는 던전 커넥션 서버(DCS)(200)로 접속한다. 던전 커넥션 서버(DCS)(200)는 던전 서버(DS)(300)와 연결되므로 서로 다른 던전 커넥션 서버(DCS)(200)에 접속한 클라이언트가 같은 방에서 플레이할 수 있도록 한다.The dungeon connection server (DCS) 200 allows users connected to different dungeon connection servers (DCS) 200 to play in the same battle room. When the battle is started, the client 100 accesses the dungeon connection server (DCS) 200. The dungeon connection server (DCS) 200 is connected to the dungeon server (DS) 300, so that clients connected to different dungeon connection servers (DCS) 200 can play in the same room.
또한 클라이언트(100)의 요청에 따라 전투방 생성, 전투관련 등의 패킷을던전 서버(DS)(300)로 전달하고 던전 서버(DS)(300)에서 받은 패킷을 다시 클라이언트(100)로 전달한다.In response to a request from the client 100, a packet such as battlefield creation, battle-related, etc. is transmitted to the dungeon server (DS) 300 and the packet received from the dungeon server (DS) 300 is transmitted back to the client 100 .
던전 서버(DS)(300)는 전투 로직을 처리를 한다. 한편, 클라이언트(100)의 모든 요청은 상기 던전 커넥션 서버(DCS)(200)를 통해서 전달 받는다.The dungeon server (DS) 300 processes battle logic. Meanwhile, all requests of the client 100 are received through the dungeon connection server (DCS) 200.
던전 관리 서버(DMS)(400)는 클라이언트간, 어떤 전투방이 어떤 던전 서버(DS)(300)에 생성되어 있는지를 관리하는 역할을 하는 서버이다. 던전 서버(DS)(300)는 구동시 던전 커넥션 서버(DCS)(200)에 연결되고, 던전 서버(DS)(300) 에 전투방이 생성되면 던전 관리 서버(DMS)(400)에 이를 알리는 역할을 한다.The dungeon management server (DMS) 400 is a server that manages which dungeon server (DS) 300 has created a battle room between clients. The dungeon server (DS) 300 is connected to the dungeon connection server (DCS) 200 at the time of driving and informs the dungeon management server (DMS) 400 of the occurrence of the battle room in the dungeon server .
본 명세서 및 특허청구범위에 사용된 용어나 단어는 통상적이거나 사전적인 의미로 한정하여 해석되어서는 아니되며, 발명자는 그 자신의 발명을 가장 최선의 방법으로 설명하기 위해서 용어의 개념을 적절하게 정의할 수 있다는 원칙에 입각하여, 본 발명의 기술적 사상에 부합되는 의미와 개념으로 해석되어야만 한다. 따라서 본 명세서에 기재된 실시예와 도면에 도시된 구성은 본 발명의 가장 바람직한 하나의 실시예에 불과할 뿐이고, 본 발명의 기술적 사상을 모두 대변하는 것은 아니므로, 본 출원시점에 있어서 이들을 대체할 수 있는 다양한 균등물과 변형예들이 있을 수 있음을 이해하여야 한다. 이하에서는, 첨부된 도면을 참조하여 본 발명의 실시예에 따른 모바일 환경에서 구현되는 서버구조 및 시스템을 상세하게 설명하기로 한다.The terms and words used in the present specification and claims should not be construed as limited to ordinary or dictionary meanings and the inventor shall appropriately define the concept of the term in order to describe its invention in the best way It should be construed in accordance with the meaning and concept consistent with the technical idea of the present invention. Therefore, the embodiments described in the present specification and the configurations shown in the drawings are only the most preferred embodiments of the present invention, and not all of the technical ideas of the present invention are described. Therefore, It should be understood that various equivalents and modifications may be present. Hereinafter, a server architecture and a system implemented in a mobile environment according to an embodiment of the present invention will be described in detail with reference to the accompanying drawings.
도 1의 (a), (b)는 본 발명에 따른 서버 구조 및 시스템의 개략적인 구조를 나타낸 구성도이다.1 (a) and 1 (b) are block diagrams showing a schematic structure of a server structure and a system according to the present invention.
본 발명에 따른 모바일 환경에서 구현되는 서버구조 및 시스템은 던전 커넥션 서버(DCS : Dungeon Connect Server)(200), 던전 서버(DS : Dungeon Server)(300) 및 던전 관리 서버(DMS : Dungeon Manage Server)(400)를 포함한다.The server architecture and system implemented in the mobile environment according to the present invention include a dungeon connect server (DCS) 200, a dungeon server (DS) 300, and a dungeon management server (DMS) (400).
본 발명에 따른 서버구조 및 시스템은 종래의 서버구조와는 다르게 커넥션 전용 서버인 던전 커넥션 서버(DCS)(200)를 두어 전투 로직 처리와 커넥션 생성 처리작업을 분리할 수 있다. 이를 통해, 저렴한 비용의 여러 대의 서버로 분산처리가 가능하다. 본 발명에 따른 서버구조 및 시스템에서 각 서버들의 개략적인 역할을 설명한다.The server architecture and system according to the present invention can separate the battle logic processing and the connection creation processing work by providing a dungeon connection server (DCS) 200 which is a connection dedicated server differently from the conventional server structure. This enables distributed processing to multiple servers at low cost. The schematic structure of each server in the server architecture and system according to the present invention will be described.
던전 커넥션 서버(DCS)(200)는 서로 다른 던전 커넥션 서버(DCS)(200)에 접속한 유저들이 같은 전투방에서 플레이할 수 있도록 한다. 전투가 시작되면 클라이언트(100)는 던전 커넥션 서버(DCS)(200)로 접속한다. 던전 커넥션 서버(DCS)(200)는 던전 서버(DS)(300)와 연결되므로 서로 다른 던전 커넥션 서버(DCS)(200)에 접속한 클라이언트가 같은 방에서 플레이할 수 있도록 한다.The dungeon connection server (DCS) 200 allows users connected to different dungeon connection servers (DCS) 200 to play in the same battle room. When the battle is started, the client 100 accesses the dungeon connection server (DCS) 200. The dungeon connection server (DCS) 200 is connected to the dungeon server (DS) 300, so that clients connected to different dungeon connection servers (DCS) 200 can play in the same room.
또한 클라이언트(100)의 요청에 따라 전투방 생성, 전투관련 등의 패킷을던전 서버(DS)(300)로 전달하고 던전 서버(DS)(300)에서 받은 패킷을 다시 클라이언트(100)로 전달한다.In response to a request from the client 100, a packet such as battlefield creation, battle-related, etc. is transmitted to the dungeon server (DS) 300 and the packet received from the dungeon server (DS) 300 is transmitted back to the client 100 .
던전 서버(DS)(300)는 전투 로직을 처리를 한다. 한편, 클라이언트(100)의 모든 요청은 상기 던전 커넥션 서버(DCS)(200)를 통해서 전달 받는다.The dungeon server (DS) 300 processes battle logic. Meanwhile, all requests of the client 100 are received through the dungeon connection server (DCS) 200.
던전 관리 서버(DMS)(400)는 클라이언트간, 어떤 전투방이 어떤 던전 서버(DS)(300)에 생성되어 있는지를 관리하는 역할을 하는 서버이다. 던전 서버(DS)(300)는 구동시 던전 커넥션 서버(DCS)(200)에 연결되고, 던전 서버(DS)(300) 에 전투방이 생성되면 던전 관리 서버(DMS)(400)에 이를 알리는 역할을 한다.The dungeon management server (DMS) 400 is a server that manages which dungeon server (DS) 300 has created a battle room between clients. The dungeon server (DS) 300 is connected to the dungeon connection server (DCS) 200 at the time of driving and informs the dungeon management server (DMS) 400 of the occurrence of the battle room in the dungeon server .
도 2는 본 발명에 따른 던전 커넥션 서버(DCS)(200), 던전 서버(DS)(300) 및 던전 관리 서버(DMS)(400)의 연결 구조 및 순서를 나타낸 구성도이다.FIG. 2 is a block diagram illustrating a connection structure and a procedure of a dungeon connection server (DCS) 200, a dungeon server (DS) 300, and a dungeon management server (DMS) 400 according to the present invention.
던전 커넥션 서버(DCS)(200)의 서버 연결을 설명한다. 던전 커넥션 서버(DCS)(200)는 시작 후, 던전 관리 서버(DMS)(400)에 접속한다. 구체적인 알고리즘은 하기와 같다.The server connection of the dungeon connection server (DCS) 200 will be described. The dungeon connection server (DCS) 200 accesses the dungeon management server (DMS) 400 after starting. The concrete algorithm is as follows.
[규칙 제91조에 의한 정정 01.11.2017] 
Figure WO-DOC-FIGURE-53
[Correction under Rule 91, 01.11.2017]
Figure WO-DOC-FIGURE-53
이후, DCS_CONNECTION 에 대한 응답으로, 던전 관리 서버(DMS)(400)로부터 던전 서버(DS)(300)리스트를 받는다. 던전 커넥션 서버(DCS)(200)는 상기 던전 서버(DS)(300)의 던전 서버(DS)(300)에 접속한다. 구체적인 알고리즘은 하기와 같다.Thereafter, in response to the DCS_CONNECTION, it receives a list of dungeon servers (DS) 300 from the dungeon management server (DMS) 400. The dungeon connection server (DCS) 200 accesses the dungeon server (DS) 300 of the dungeon server (DS) 300. The concrete algorithm is as follows.
[규칙 제91조에 의한 정정 01.11.2017] 
Figure WO-DOC-FIGURE-55
[Correction under Rule 91, 01.11.2017]
Figure WO-DOC-FIGURE-55
던전 서버(DS)(300)의 서버 연결을 설명한다. 던전 서버(DS)(300)는 시작 후 던전 관리 서버(DMS)(400)에 접속한다. 구체적인 알고리즘은 하기와 같다.The server connection of the dungeon server (DS) 300 will be described. The dungeon server (DS) 300 accesses the dungeon management server (DMS) 400 after startup. The concrete algorithm is as follows.
[규칙 제91조에 의한 정정 01.11.2017] 
Figure WO-DOC-FIGURE-57
[Correction under Rule 91, 01.11.2017]
Figure WO-DOC-FIGURE-57
던전 관리 서버(DMS)(400)는 접속된 던전 서버(DS)(300) 리스트(list)를 관리한다. 구체적인 알고리즘은 하기와 같다.The dungeon management server (DMS) 400 manages a list of connected dungeon servers (DS) 300. The concrete algorithm is as follows.
[규칙 제91조에 의한 정정 01.11.2017] 
Figure WO-DOC-FIGURE-59
[Correction under Rule 91, 01.11.2017]
Figure WO-DOC-FIGURE-59
던전 관리 서버(DMS)(400)의 서버 연결을 설명한다. 던전 관리 서버(DMS)(400)는 기본적으로 던전 커넥션 서버(DCS)(200) 및 던전 서버(DS)(300)의 주소를 알지 못하며, 접속시도를 하지 않는다. 던전 커넥션 서버(DCS)(200)가 접속하면, 던전 관리 서버(DMS)(400)는 던전 관리 서버(DMS)(400)가 관리하는 던전 서버(DS)(300)의 리스트를 던전 커넥션 서버(DCS)(200)에 전달한다. 구체적인 알고리즘은 하기와 같다.The server connection of the dungeon management server (DMS) 400 will be described. The dungeon management server (DMS) 400 basically does not know the addresses of the dungeon connection server (DCS) 200 and the dungeon server (DS) 300, and does not attempt connection. When the dungeon connection server (DCS) 200 accesses the dungeon management server (DMS) 400, the dungeon management server (DMS) 400 transmits the list of the dungeon server (DS) 300 managed by the dungeon management server (DMS) DCS < / RTI > The concrete algorithm is as follows.
[규칙 제91조에 의한 정정 01.11.2017] 
Figure WO-DOC-FIGURE-61
[Correction under Rule 91, 01.11.2017]
Figure WO-DOC-FIGURE-61
도 3은 본 발명에 따른 던전 커넥션 서버(DCS)(200), 던전 서버(DS)(300) 및 던전 관리 서버(DMS)(400)에서 던전의 생성 및 진입 시 각 서버들의 동작과정을 나타낸 구성도이다.FIG. 3 is a diagram illustrating the operation process of each server when creating and entering a dungeon in the dungeon connection server (DCS) 200, the dungeon server (DS) 300, and the dungeon management server (DMS) .
던전의 생성 및 진입 시 각 서버들의 역할에 대해 설명한다. 던전 커넥션 서버(DCS)(200)는 클라이언트(100)가 접속하면 DUNGEON_ENTER 패킷을 던전 관리 서버(DMS)(400)에 보낸다. 구체적인 알고리즘은 하기와 같다.Describe the role of each server in creating and entering dungeons. The dungeon connection server (DCS) 200 sends a DUNGEON_ENTER packet to the dungeon management server (DMS) 400 when the client 100 is connected. The concrete algorithm is as follows.
[규칙 제91조에 의한 정정 01.11.2017] 
Figure WO-DOC-FIGURE-65
[Correction under Rule 91, 01.11.2017]
Figure WO-DOC-FIGURE-65
던전 관리 서버(DMS)(400)는 DUNGEON_ENTER 패킷을 받으면 기존에 생성된 던전이면 해당 던전 서버(DS)(300)에 요청을 보낸다. 여기서 던전 관리 서버(DMS)(400)는 던전들이 어떤 던전 서버(DS)(300)에 생성되어 있는지에 대한 정보를 가지고 있다. 만약, 아직 던전이 생성되지 않았다면 가능한 던전 서버(DS)(300)에 던전을 생성하도록 요청한다. 던전 관리 서버(DMS)(400)는 던전 서버(DS)(300)로부터 받은 응답을 던전 커넥션 서버(DCS)(200)로 전달한다.When receiving the DUNGEON_ENTER packet, the dungeon management server (DMS) 400 sends a request to the corresponding dungeon server (DS) 300 if the dungeon is an existing dungeon. Here, the dungeon management server (DMS) 400 has information as to which dungeon servers (DS) 300 are created. If no dungeons have been created yet, ask the dungeon server (DS) (300) to create a dungeon. The dungeon management server (DMS) 400 transfers the response received from the dungeon server (DS) 300 to the dungeon connection server (DCS) 200.
한편, 던전 커넥션 서버(DCS)(200)는 던전 관리 서버(DMS)(400)로부터 받은 응답을 클라이언트(100)로 전달한다. 구체적인 알고리즘은 하기와 같다.Meanwhile, the dungeon connection server (DCS) 200 transfers the response received from the dungeon management server (DMS) 400 to the client 100. The concrete algorithm is as follows.
[규칙 제91조에 의한 정정 01.11.2017] 
Figure WO-DOC-FIGURE-68
[Correction under Rule 91, 01.11.2017]
Figure WO-DOC-FIGURE-68
던전 서버(DS)(300)는 던전 커넥션 서버(DCS)(200)로부터 DUNGEON_ENTER패킷을 받으면 던전을 생성하거나 입장 처리 후 던전 커넥션 서버(DCS)(200)로 응답을 보낸다. 구체적인 알고리즘은 하기와 같다.Upon receiving the DUNGEON_ENTER packet from the dungeon connection server (DCS) 200, the dungeon server (DS) 300 generates a dungeon or sends a response to the dungeon connection server (DCS) 200 after the entry processing. The concrete algorithm is as follows.
[규칙 제91조에 의한 정정 01.11.2017] 
Figure WO-DOC-FIGURE-70
[Correction under Rule 91, 01.11.2017]
Figure WO-DOC-FIGURE-70
또한, 상기 던전 서버(DS)(300)는 DUNGEON_OTHER_ENTER을 기존 유저들에게 던전 커넥션 서버(DCS)(200)를 통해 전달한다. 구체적인 알고리즘은 하기와 같다.Also, the dungeon server (DS) 300 delivers the DUNGEON_OTHER_ENTER to the existing users through the dungeon connection server (DCS) 200. The concrete algorithm is as follows.
도 4는 본 발명에 따른 던전 커넥션 서버(DCS)(200), 던전 서버(DS)(300) 및 던전 관리 서버(DMS)(400)에서 던전의 퇴장 시 각 서버들의 동작과정을 나타낸 나타낸 구성도이다.FIG. 4 is a block diagram illustrating an operation process of each server in the dungeon connection server (DCS) 200, the dungeon server (DS) 300, and the dungeon management server (DMS) to be.
던전 퇴장시 기본적인 서버의 동작순서는 던전 커넥션 서버(DCS)(200), 던전 서버(DS)(300), 던전 커넥션 서버(DCS)(200)의 흐름으로 이어진다.The basic operation sequence of the server at the time of dungeon exit is the flow of the dungeon connection server (DCS) 200, the dungeon server (DS) 300, and the dungeon connection server (DCS)
클라이언트(100)가 접속을 종료하는 경우, 던전 커넥션 서버(DCS)(200)의 던전에서 해당 유저를 제거하고 이를 던전 서버(DS)(300)로 알린다. 구체적인 알고리즘은 하기와 같다.When the client 100 terminates the connection, the corresponding user is removed from the dungeon of the dungeon connection server (DCS) 200 and notified to the dungeon server (DS) 300. The concrete algorithm is as follows.
[규칙 제91조에 의한 정정 01.11.2017] 
Figure WO-DOC-FIGURE-76
[Correction under Rule 91, 01.11.2017]
Figure WO-DOC-FIGURE-76
이 때, 해당 유저를 던전 서버(DS)(300)는 던전객체에서 퇴장 처리한다. 구체적인 알고리즘은 하기와 같다.At this time, the dungeon server (DS) 300 exits the user from the dungeon object. The concrete algorithm is as follows.
[규칙 제91조에 의한 정정 01.11.2017] 
Figure WO-DOC-FIGURE-78
[Correction under Rule 91, 01.11.2017]
Figure WO-DOC-FIGURE-78
이후 DUNGEON_OTHER_EXIT를 기존 던전 커넥션 서버(DCS)(200)를 통해 유저들에게 전달한다. 구체적인 알고리즘은 하기와 같다.Then, DUNGEON_OTHER_EXIT is transmitted to the users through the existing dungeon connection server (DCS) The concrete algorithm is as follows.
[규칙 제91조에 의한 정정 01.11.2017] 
Figure WO-DOC-FIGURE-80
[Correction under Rule 91, 01.11.2017]
Figure WO-DOC-FIGURE-80
도 5의 본 발명에 따른 던전 커넥션 서버(DCS)(200), 던전 서버(DS)(300) 및 던전 관리 서버(DMS)(400)에서 던전의 전투시 각 서버들의 동작과정을 나타낸 나타낸 구성도이다.(DCS) 200, a dungeon server (DS) 300, and a dungeon management server (DMS) 400 according to the present invention shown in FIG. 5 .
던전 커넥션 서버(DCS)(200)는 검증 후 DUNGEON_ATTACK 패킷을 던전 서버(DS)(300)로 전달한다. 구체적인 알고리즘은 하기와 같다.The dungeon connection server (DCS) 200 transmits the DUNGEON_ATTACK packet after the verification to the dungeon server (DS) 300. The concrete algorithm is as follows.
[규칙 제91조에 의한 정정 01.11.2017] 
Figure WO-DOC-FIGURE-84
[Correction under Rule 91, 01.11.2017]
Figure WO-DOC-FIGURE-84
던전 커넥션 서버(DCS)(200)는 던전 서버(DS)(300)가 DUNGEON_ATTACK 명령을 보내오면 해당 던전에 있는 유저들에게 이를 전달한다. 던전 커넥션 서버(DCS)(200)에도 던전이 생성되어 있으며 같은 던전 커넥션 서버(DCS)(200)에 접속한 유저들은 던전 커넥션 서버(DCS)(200)의 던전정보에 포함되어 있다.When the dungeon server (DS) 300 sends a DUNGEON_ATTACK command, the dungeon connection server (DCS) 200 delivers the DUNGEON_ATTACK command to the users in the corresponding dungeon. A dungeon is also created in the dungeon connection server (DCS) 200 and users connected to the same dungeon connection server (DCS) 200 are included in the dungeon information of the dungeon connection server (DCS) 200.
던전 서버(DS)(300)는 보스의 체력(HP)의 감소에 따른 업데이트된 정보를 던전에 접속한 유저들이 있는 던전 커넥션 서버(DCS)(200)로 전달한다. 여기서 던전 서버(DS)(300)는 던전에 있는 각각의 유저들이 어떤 던전 커넥션 서버(DCS)(200)에 있는지 알고 있다. The dungeon server (DS) 300 transmits the updated information according to the decrease of the health of the boss (HP) to the dungeon connection server (DCS) 200 having the users connected to the dungeon. Where the dungeon server (DS) 300 knows which dungeon connection server (DCS) 200 each user in the dungeon is in.
던전 서버(DS)(300)는 보스의 체력이 0이 되어 던전이 종료되면 던전 관리 서버(DMS)(400)에 알려 던전 관리 서버(DMS)(400)가 가진 던전리스트에서 해당 던전을 정리하도록 한다. 구체적인 알고리즘은 하기와 같다.The dungeon server (DS) 300 notifies the dungeon management server (DMS) 400 when the dancers finish the dancers with the fitness of the boss being 0, and arrange the corresponding dungeons in the dungeon list possessed by the dungeon management server (DMS) do. The concrete algorithm is as follows.
[규칙 제91조에 의한 정정 01.11.2017] 
Figure WO-DOC-FIGURE-88
[Correction under Rule 91, 01.11.2017]
Figure WO-DOC-FIGURE-88
도 6은 본 발명에 따른 던전 커넥션 서버(DCS)(200), 던전 서버(DS)(300) 및 던전 관리 서버(DMS)(400)에서 던전의 종료 시 각 서버들의 동작과정을 나타낸 나타낸 구성도이다.FIG. 6 is a block diagram illustrating the operation process of each server at the end of a dungeon in the dungeon connection server (DCS) 200, the dungeon server (DS) 300, and the dungeon management server (DMS) to be.
던전 서버(DS)(300)는 기본적으로 DUNGEON_ATTACK 명령으로 해당 보스의 HP가 0이되어 던전이 종료된다. 던전 서버(DS)(300)는 던전 종료 시 이를 던전 관리 서버(DMS)(400)에 알린다. 구체적인 알고리즘은 하기와 같다.The dungeon server (DS) 300 basically becomes the HP of the boss by the DUNGEON_ATTACK command, and the dungeon is ended. The dungeon server (DS) 300 informs the dungeon management server (DMS) 400 at the end of the dungeon. The concrete algorithm is as follows.
[규칙 제91조에 의한 정정 01.11.2017] 
Figure WO-DOC-FIGURE-92
[Correction under Rule 91, 01.11.2017]
Figure WO-DOC-FIGURE-92
이후 유저들의 순위에 따라 보상을 결정하고 결과를 던전 커넥션 서버(DCS)(200)에 전달한다. 구체적인 알고리즘은 하기와 같다.After that, compensation is determined according to the ranking of the users and the result is transmitted to the dungeon connection server (DCS) 200. The concrete algorithm is as follows.
[규칙 제91조에 의한 정정 01.11.2017] 
Figure WO-DOC-FIGURE-94
[Correction under Rule 91, 01.11.2017]
Figure WO-DOC-FIGURE-94
[규칙 제91조에 의한 정정 01.11.2017] 
Figure WO-DOC-FIGURE-95
[Correction under Rule 91, 01.11.2017]
Figure WO-DOC-FIGURE-95
이후, 던전 관리 서버(DMS)(400)는 던전 리스트에서 해당 던전을 정리하고, 던전 커넥션 서버(DCS)(200)는 던전 서버(DS)(300)가 전달한 결과를 클라이언트(100)에게 전달한다.Thereafter, the dungeon management server (DMS) 400 arranges corresponding dungeons in the dungeon list, and the dungeon connection server (DCS) 200 delivers the result delivered by the dungeon server (DS) 300 to the client 100 .
본 실시 예는 기능적인 블록 구성들 및 다양한 처리 단계들로 나타내어질 수 있다. 이러한 기능 블록들은 특정 기능들을 실행하는 다양한 개수의 하드웨어 또는/및 소프트웨어 구성들로 구현될 수 있다. 예를 들어, 실시 예는 하나 이상의 마이크로프로세서들의 제어 또는 다른 제어 장치들에 의해서 다양한 기능들을 실행할 수 있는, 메모리, 프로세싱, 로직(logic), 룩 업 테이블(look-up table) 등과 같은 직접 회로 구성들을 채용할 수 있다. 구성 요소들이 소프트웨어 프로그래밍 또는 소프트웨어 요소들로 실행될 수 있는 것과 유사하게, 본 실시 예는데이터 구조, 프로세스들, 루틴들 또는 다른 프로그래밍 구성들의 조합으로 구현되는 다양한 알고리즘을 포함하여, C, C++, 자바(Java), 어셈블러(assembler) 등과 같은 프로그래밍 또는 스크립팅 언어로 구현될 수 있다. 기능적인 측면들은 하나 이상의 프로세서들에서 실행되는 알고리즘으로 구현될 수 있다. 또한, 본 실시 예는 전자적인 환경 설정, 신호 처리, 및/또는 데이터 처리 등을 위하여 종래 기술을 채용할 수 있다.“매커니즘”, "요소", "수단", "구성"과 같은 용어는 넓게 사용될 수 있으며, 기계적이고 물리적인 구성들로서 한정되는 것은 아니다. 상기 용어는 프로세서 등과 연계하여 소프트웨어의 일련의 처리들(routines)의 의미를 포함할 수 있다.This embodiment may be represented by functional block configurations and various processing steps. These functional blocks may be implemented in a wide variety of hardware and / or software configurations that perform particular functions. For example, embodiments may include integrated circuit components such as memory, processing, logic, look-up tables, etc., that may perform various functions by control of one or more microprocessors or other control devices Can be employed. Similar to how components may be implemented with software programming or software components, the present embodiments may be implemented in a variety of ways, including C, C ++, Java (" Java), an assembler, and the like. Functional aspects may be implemented with algorithms running on one or more processors. This embodiment may also employ conventional techniques for electronic configuration, signal processing, and / or data processing, etc. The terms "mechanism", "element", "means" And is not limited to mechanical and physical configurations. The term may include the meaning of a series of routines of software in conjunction with a processor or the like.
본 실시 예에서 설명하는 특정 실행들은 예시들로서, 어떠한 방법으로도 기술적 범위를 한정하는 것은 아니다. 명세서의 간결함을 위하여, 종래 전자적인 구성들, 제어 시스템들, 소프트웨어, 상기 시스템들의 다른 기능적인 측면들의 기재는 생략될 수 있다. 또한, 도면에 도시된 구성 요소들 간의 선들의 연결 또는 연결 부재들은 기능적인 연결 및/또는 물리적 또는 회로적 연결들을 예시적으로 나타낸 것으로서, 실제 장치에서는 대체 가능하거나 추가의 다양한 기능적인 연결, 물리적인 연결, 또는 회로 연결들로서 나타내어질 수 있다. 본 명세서(특히 특허청구범위에서)에서 "상기"의 용어 및 이와 유사한 지시 용어의 사용은 단수 및 복수 모두에 해당하는 것일 수 있다. 또한, 범위(range)를 기재한 경우 상기 범위에 속하는 개별적인 값을 포함하는 것으로서(이에 반하는 기재가 없다면), 상세한 설명에 상기 범위를 구성하는 각 개별적인 값을 기재한 것과 같다. 마지막으로, 방법을 구성하는 단계들에 대하여 명백하게 순서를 기재하거나 반하는 기재가 없다면, 상기 단계들은 적당한 순서로 행해질 수 있다. 반드시 상기 단계들의 기재 순서에 한정되는 것은 아니다. 모든 예들 또는 예시적인 용어(예들 들어, 등등)의 사용은 단순히 기술적 사상을 상세히 설명하기 위한 것으로서 특허청구범위에 의해 한정되지 않는 이상 상기 예들 또는 예시적인 용어로 인해 범위가 한정되는 것은 아니다. 또한, 당업자는 다양한 수정, 조합 및 변경이 부가된 특허청구범위 또는 그 균등물의 범주 내에서 설계 조건 및 팩터에 따라 구성될 수 있음을 알 수 있다.The specific implementations described in this embodiment are illustrative and do not in any way limit the scope of the invention. For brevity of description, descriptions of conventional electronic configurations, control systems, software, and other functional aspects of such systems may be omitted. Also, the connections or connecting members of the lines between the components shown in the figures are illustrative of functional connections and / or physical or circuit connections, which may be replaced or additionally provided by a variety of functional connections, physical Connection, or circuit connections. In this specification (particularly in the claims), the use of the terms " above " and similar indication words may refer to both singular and plural. In addition, when a range is described, it includes the individual values belonging to the above range (unless there is a description to the contrary), and the individual values constituting the above range are described in the detailed description. Finally, if there is no explicit description or contradiction to the steps constituting the method, the steps may be performed in an appropriate order. It is not necessarily limited to the description order of the above steps. The use of all examples or exemplary terms (e. G., The like) is merely intended to be illustrative of technical ideas and is not to be limited in scope by the examples or the illustrative terminology, except as by the appended claims. It will also be appreciated by those skilled in the art that various modifications, combinations, and alterations may be made depending on design criteria and factors within the scope of the appended claims or equivalents thereof.

Claims (10)

  1. 클라이언트 접속시 던전 진입 페킷을 생성하고, 던전이 생성된 주소 및 기타 던전관련 요청정보를 전달받는 던전 커넥션 서버;A dungeon connection server that creates a dungeon entry packet when a client accesses it, and receives the dungeon generated address and other dungeon related request information;
    던전에서의 전투 로직 처리를 담당하는 던전 서버; 및A dungeon server that handles battle logic in the dungeon; And
    상기 던전이 생성된 주소 정보 및 던전관련 요청정보를 포함하는 던전서버 리스트 정보를 기록하고 관리하는 던전 관리 서버;A dungeon management server for recording and managing dungeon server list information including the generated dungeon address information and dungeon related request information;
    를 포함하여, 상기 던전 커넥션 서버, 던전 서버 및 던전 관리 서버는 상호 연결되어, 상기 던전 커넥션 서버는, 서로 다른 던전 커넥션 서버에 접속한 클라이언트를 동일한 던전으로 접속하도록 하는 것을 특징으로 하는 던전 서버 시스템.Wherein the dungeon connection server, the dungeon server, and the dungeon management server are interconnected, and the dungeon connection server connects the clients connected to the different dungeon connection servers with the same dungeon.
  2. 제1항에 있어서,The method according to claim 1,
    상기 던전 커넥션 서버는,Wherein the dungeon connection server comprises:
    상기 던전 진입 패킷을 상기 던전서버로 전달하는 것을 특징으로 하는 던전 서버 시스템.And transmits the dungeon entry packet to the dungeon server.
  3. 제2항에 있어서,3. The method of claim 2,
    상기 던전서버는,The dungeon server includes:
    상기 던전 진입 패킷을 전달받아 던전을 생성하고, 상기 던전 관리 서버로 해당 던전의 주소 정보를 포함하는 던전 서버 리스트 정보를 전달하는 것을 특징으로 하는 던전 서버 시스템.Receives the dungeon entry packet to generate a dungeon, and delivers the dungeon server list information including the address information of the corresponding dungeon to the dungeon management server.
  4. 제1항에 있어서,The method according to claim 1,
    상기 던전 커넥션 서버는,Wherein the dungeon connection server comprises:
    상기 던전 관리 서버에 접속하여, 상기 던전 서버 리스트를 전달받고, 상기 던전 서버 리스트에 대응하는 던전 서버에 접속하는 것을 특징으로 하는 던전 서버 시스템.Wherein the dungeon server is connected to the dungeon management server, receives the dungeon server list, and accesses the dungeon server corresponding to the dungeon server list.
  5. 제1항에 있어서,The method according to claim 1,
    상기 던전 커넥션 서버는, Wherein the dungeon connection server comprises:
    던전 진입 패킷을 상기 던전 관리 서버로 전송하고, 상기 던전 관리 서버는 상기 던전 진입 패킷 정보를 분석하여, 상기 던전 서버에, 클라이언트가 상기 던전 진입 패킷 정보에 대응되는 던전에 진입하도록 요청하는 것을 특징으로 하는 던전 서버 시스템.The dungeon management server analyzes the dungeon entrance packet information and requests the dungeon server to enter a dungeon corresponding to the dungeon entry packet information. Dungeon Server System.
  6. 제5항에 있어서,6. The method of claim 5,
    상기 던전 커넥션 서버는, Wherein the dungeon connection server comprises:
    상기 던전 진입 패킷 정보의 분석결과, 대응되는 던전이 없는 경우, 던전 서버에, 접속 가능한 던전을 생성하도록 요청하는 것을 특징으로 하는 던전 서버 시스템.Wherein the dungeon server system requests the dungeon server to generate an accessible dungeon if there is no corresponding dungeon as a result of analyzing the dungeon entrance packet information.
  7. 제5항 또는 제6항에 있어서,The method according to claim 5 or 6,
    상기 던전 서버는 상기 던전 관리 서버로 해당 던전 정보를 전달하는 것을 특징으로 하는 던전 서버 시스템.Wherein the dungeon server transmits the corresponding dungeon information to the dungeon management server.
  8. 제1항에 있어서,The method according to claim 1,
    상기 던전 커넥션 서버는, Wherein the dungeon connection server comprises:
    유저가 던전에서 퇴장하는 경우, 상기 던전 커넥션 서버의 던전에서 해당 유저를 제거하여, 상기 유저 정보를 상기 던전 서버에 전달하고, 상기 던전 서버는 상기 유저를 던전객체에서 제거하는 것을 특징으로 하는 던전 서버 시스템. Wherein when the user leaves the dungeon, the dungeon server removes the user from the dungeon connection server and delivers the user information to the dungeon server, and the dungeon server removes the user from the dungeon object. system.
  9. 제1항에 있어서,The method according to claim 1,
    상기 던전 커넥션 서버는,Wherein the dungeon connection server comprises:
    상기 던전에서 전투가 종료되는 경우, 상기 던전 관리 서버에 던전 종료정보를 전달하고, 상기 던전 관리 서버는 던전 리스트에서 상기 던전을 제거하는 것을 특징으로 하는 던전 서버 시스템.Wherein when the battle ends in the dungeon, dungeon end information is transmitted to the dungeon management server, and the dungeon management server removes the dungeon from the dungeon list.
  10. 제9항에 있어서,10. The method of claim 9,
    상기 던전 관리 서버는, 전투 종료의 결과에 따른 유저들의 순위 및 보상정보를 상기 던전 커넥터 서버에 전달하는 과정을 추가적으로 수행하는 것을 특징으로 하는 던전 서버 시스템.Wherein the dungeon management server further transmits a ranking and compensation information of users according to a result of the battle to the dungeon connector server.
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