WO2021233093A1 - 帐号接入方法和装置、存储介质及电子设备 - Google Patents

帐号接入方法和装置、存储介质及电子设备 Download PDF

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Publication number
WO2021233093A1
WO2021233093A1 PCT/CN2021/090458 CN2021090458W WO2021233093A1 WO 2021233093 A1 WO2021233093 A1 WO 2021233093A1 CN 2021090458 W CN2021090458 W CN 2021090458W WO 2021233093 A1 WO2021233093 A1 WO 2021233093A1
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WIPO (PCT)
Prior art keywords
server
account
access device
target
data
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PCT/CN2021/090458
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English (en)
French (fr)
Inventor
王亚昌
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腾讯科技(深圳)有限公司
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Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Priority to JP2022538828A priority Critical patent/JP7375203B2/ja
Priority to KR1020227013532A priority patent/KR102685010B1/ko
Priority to EP21809337.5A priority patent/EP4029580A4/en
Publication of WO2021233093A1 publication Critical patent/WO2021233093A1/zh
Priority to US17/735,668 priority patent/US12011659B2/en

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    • 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
    • A63F13/352Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
    • 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
    • A63F13/34Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections
    • 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
    • A63F13/355Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client
    • 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
    • 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
    • A63F13/73Authorising game programs or game devices, e.g. checking authenticity
    • 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
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • 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
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history

Definitions

  • This application relates to the computer field, and specifically, to an account access method and device, storage medium, and electronic equipment.
  • Cloud technology is a general term for network technology, information technology, integration technology, management platform technology, application technology, etc., based on the application of cloud computing business models. It can form a resource pool, which can be used as needed, which is flexible and convenient. Cloud computing technology will become an important support.
  • the background service of the technical network system requires a large amount of computing and storage resources, such as video websites, image websites and more portal websites.
  • each item may have its own identification mark, which needs to be transmitted to the back-end system for logical processing. Data of different levels will be processed separately, and all types of industry data need to be powerful The backing of the system can only be achieved through cloud computing.
  • a central IDC Internet Data Center
  • PVP User vs. User Player VS Player
  • the data storage server deploys PVP servers in each other IDC for the user’s recent single-office access, and at the same time displays the RTT (Round-Trip Time) from the user to each pre-established PVP server on the main interface.
  • RTT Red-Trip Time
  • an account access method and device storage medium, and electronic equipment are provided.
  • an account access method including:
  • the first data request sent by the first account on the first access device where the first data request is used to request to start a round of scene interaction in the target application; send the first data request on the first access device
  • the first server of the first type the first server is used to determine the first set of accounts as accounts participating in a round of scene interaction, and to determine the address of the second server of the second type, and the second server is used to create
  • the first group of accounts includes the first group of accounts from different geographic regions
  • the first group of accounts includes the first account
  • each account in the first group of accounts is used to pass through the corresponding connection.
  • the incoming device sends a corresponding data request to the first server.
  • the corresponding data request is used to request the start of a round of scene interaction.
  • the corresponding access device includes access devices from a second group of different geographic areas; created on the second server After the interaction scenario, obtain the address of the second server sent by the first server on the target access device, where the network delay between the second server and the corresponding access device is less than the first delay threshold; the target The access device is the access device with the lowest network delay with the first account; the address of the second server is sent to the first account on the target access device, and the first account is forwarded to the second server The interaction data in a round of scene interaction.
  • an account access device in an application which is set in an electronic device and includes:
  • the obtaining module is configured to obtain the first data request sent by the first account on the first access device, where the first data request is used to request to start a round of scene interaction in the target application;
  • the sending module is used to send the first data request to the first server of the first type on the first access device, where the first server is used to determine the first set of accounts as accounts participating in a round of scene interaction, and Determine the address of the second server of the second type.
  • the second server is used to create a round of scene interaction.
  • the first set of accounts includes the first set of accounts from different geographic regions, the first set of accounts includes the first account, and the first set of accounts.
  • Each account in is used to send a corresponding data request to the first server through the corresponding access device, the corresponding data request is used to request to start a round of scene interaction, and the corresponding access device includes a second set of different geographic regions Access equipment;
  • the obtaining module is also used to obtain the address of the second server sent by the first server on the target access device after creating a round of scene interaction on the second server, where the communication between the second server and the corresponding access device
  • the network delays are all less than the first delay threshold;
  • the target access device is the access device with the lowest network delay between the target access device and the first account;
  • the sending module is further configured to send the address of the second server to the first account on the target access device, and forward the interaction data in a round of scene interaction sent by the first account to the second server.
  • one or more computer-readable storage media are also provided.
  • the computer-readable storage medium stores computer-readable instructions, wherein the computer-readable instructions are configured to run Execute the above account access method at the time.
  • an electronic device including a memory and one or more processors.
  • the memory stores computer-readable instructions
  • the one or more processors are The readable instruction executes the above account access method.
  • FIG. 1 is a schematic diagram of an application environment of an account access method in an embodiment
  • Figure 2 is a schematic flow chart of an account access method in an embodiment
  • Figure 3 is a schematic diagram of an account access method in an embodiment
  • FIG. 4 is a schematic flowchart of an account access method in another embodiment
  • Figure 5 is a schematic diagram of an account access method in another embodiment
  • FIG. 6 is a schematic flowchart of an account access method in another embodiment
  • FIG. 7 is a schematic diagram of an account access method in another embodiment
  • FIG. 8 is a schematic structural diagram of an account access device in a game application in an embodiment
  • FIG. 9 is a schematic structural diagram of an account access device in another embodiment.
  • Fig. 10 is a schematic diagram of the structure of an electronic device in an embodiment.
  • Cloud technology refers to a kind of hosting technology that unifies a series of resources such as hardware, software, and network in a wide area network or a local area network to realize the calculation, storage, processing and sharing of data.
  • Cloud computing refers to the delivery and use model of IT infrastructure, which refers to the acquisition of required resources through the network in an on-demand and easy-to-scalable manner; broadly cloud computing refers to the delivery and use model of services, which refers to the delivery and use of services through the network. Get the services you need in an easy-to-expandable way. This service can be related to IT and software, the Internet, or other services.
  • Cloud computing is grid computing (Grid Computing), distributed computing (Distributed Computing), parallel computing (Parallel Computing), utility computing (Utility Computing), network storage (Network Storage Technologies), virtualization (Virtualization), load balancing (Load Balance) and other traditional computer and network technology development and integration products.
  • cloud computing With the development of the Internet, real-time data streams, and the diversification of connected devices, as well as the demand for search services, social networks, mobile commerce, and open collaboration, cloud computing has developed rapidly. Different from the previous parallel distributed computing, the emergence of cloud computing will theoretically promote revolutionary changes in the entire Internet model and enterprise management model.
  • Cloud gaming also known as gaming on demand, is an online gaming technology based on cloud computing technology. Cloud gaming technology enables thin clients with relatively limited graphics processing and data computing capabilities to run high-quality games.
  • the game does not run on the player's game terminal, but runs on the cloud server, and the cloud server renders the game scene into a video and audio stream, which is transmitted to the player's game terminal through the network.
  • the player's game terminal does not need to have powerful graphics computing and data processing capabilities, but only needs to have basic streaming media playback capabilities and the ability to obtain player input commands and send them to the cloud server.
  • RTT Round-Trip Time is used to describe the round-trip network delay of the network packet from the user to the server.
  • IDC Internet Data Center
  • complete equipment including high-speed Internet access bandwidth, high-performance local area network, safe and reliable computer room environment, etc.
  • professional management and complete applications platform.
  • Peering Connection is a large-bandwidth, high-quality cloud resource interworking service.
  • Peer-to-peer connection has the characteristics of multi-region, multi-account, multiple network heterogeneous interoperability, and supports VPC network and basic network interoperability to meet the deployment requirements of different services.
  • GAPP Global Application Acceleration Platform relies on high-speed channels, forwarding clusters and intelligent routing technologies between global nodes to achieve nearby access for users from all over the world, and direct access to the source station area through high-speed channels, helping businesses solve global user access cards Pause or delay is too high.
  • VPC Virtual Private Cloud, which builds an isolated virtual network environment for elastic cloud servers that users can configure and manage independently, improve the security of resources in the user cloud, simplify user network deployment, and facilitate management and configuration In the internal network, make safe and fast network changes, so as to realize the architecture of turning a cloud service provider's multi-tenant into a single-tenant.
  • VPC private networks
  • IDC local data centers
  • Zone Server The zone server, the server directly connected to the player, is mainly responsible for the processing of all non-single game operations of the user in the game application, including logic such as login, purchase, backpack, mail, and task processing.
  • Matching server in a global multiplayer game, the server process responsible for matching users' matching requests in a single round.
  • PVP It is a game mode in which players and players have a single game against each other.
  • DNS Domain Name System (Domain Name System) is a distributed network directory service, mainly used for the mutual conversion of domain names and IP addresses.
  • CLB Cloud Load Balancing is a service that distributes traffic to multiple cloud servers. It can expand the external service capabilities of the application system through traffic distribution, and improve the availability of the application system by eliminating single points of failure.
  • VIP Virtual IP (English: virtual IP) is the IP address used by load balancing to provide services to clients.
  • an account access method is provided.
  • the above account access method can be applied to the server 101, the user terminal 103, and the access device 105 as shown in FIG.
  • the constituted hardware environment As shown in Figure 1, the server 101 and the terminal 103 are connected to the access device 105 through the network, and can be used to provide services for the user terminal or the client installed on the user terminal.
  • the target client can be a video client or an instant messaging client. , Browser client, education client, etc.
  • the database 107 can be set on the server or independently of the server to provide data storage services for the server 101.
  • the above-mentioned network can include but is not limited to: wired network, wireless network, where the wired network includes: local area network, metropolitan area network, and wide area network
  • the wireless network includes: Bluetooth, WIFI and other networks that realize wireless communication.
  • the user terminal 103 may be a terminal configured with a target client, and may include but is not limited to at least one of the following: mobile phones (such as Android mobile phones, iOS mobile phones, etc.), Notebook computers, tablet computers, handheld computers, MID (Mobile Internet Devices), PAD, desktop computers, smart TVs, etc.
  • the above servers can be a single server, or a server cluster composed of multiple servers, or Cloud Server.
  • the above account access method includes: acquiring a first data request sent by a first account on a first access device, wherein the first data request is used to request to start a round of scenes in the target application Interaction; sending the first data request to a first server of a first type on the first access device, where the first server is used to determine the first set of accounts to participate in the round of scenes And determine the address of the second server of the second type.
  • the second server is used to create an interactive scene for realizing the round of scene interaction.
  • the first group of accounts includes a first group of different geographic Regional account, the first group of accounts includes the first account, and each account in the first group of accounts is used to send a corresponding data request to the first server through a corresponding access device, so The corresponding data request is used to request the start of the round of scene interaction, and the corresponding access device includes access devices from a second group of different geographic areas; after the interaction scene is created on the second server Acquire the address of the second server sent by the first server on the target access device, wherein the network delay between the second server and the corresponding access device is less than the first delay Threshold; the target access device is the access device with the lowest network delay between the first account and the target access device; the address of the second server is sent to the first account on the target access device , And forward the interaction data in the round of scene interaction sent by the first account to the second server.
  • the method in the embodiment of the present application can be applied to a game scene.
  • the target application may be a target game application.
  • a request to start a round of scene interaction may be a request to start a game.
  • Creating an interactive scene for realizing a round of scene interaction can be creating a game.
  • the account that participates in a round of scene interaction can be an account that participates in a game. That is, the first group of accounts may be accounts for participating in a game. Forwarding the interaction data in a round of scene interaction sent by the first account may be forwarding the game interaction data in a game sent by the first account.
  • the method can also be applied in a live broadcast scene or an online meeting scene.
  • the target application may be a target live broadcast application or a target conference application.
  • the request to start a round of scene interaction may be a request to start a live broadcast or an online conference.
  • Creating an interactive scene for realizing a round of scene interaction may be creating a live interactive scene for realizing a live broadcast or creating a meeting interactive scene for realizing an online meeting.
  • the account that participates in a round of scene interaction can be an account that participates in a live broadcast or conference. That is, the first group of accounts may be accounts for participating in a live broadcast or conference.
  • the interaction data in a round of scene interaction may be live interaction data in a live broadcast or meeting or meeting interaction data.
  • the first data request sent by the first account is acquired on the first access device, and the first data request is sent to the first server of the first type, and the first server sends accounts from different geographic regions.
  • the account (including the first account) is determined to be an account that participates in a round of scene interaction. Accounts in different geographic regions participating in the same round of scene interaction will request the first server to start the round of scene interaction through corresponding access devices in different geographic regions.
  • After creating an interactive scene on the second server for realizing this round of scene interaction obtain the address of the second server sent by the first server on the target access device, send the address of the second server to the first account, and Forward the interaction data in a round of scene interaction sent by the first account to the second server.
  • the access device is bound across domains, and the target access device with the lowest network delay of the account that needs to interact is forwarded between the target application and the associated server to exchange the interactive data, realizing different geographic locations.
  • the regional accounts are connected to the same interactive scene to conduct a round of scene interaction, and the average network delay of multiple accounts in different geographic regions during scene interaction is reduced.
  • the sending the first data request to the first server of the first type on the first access device includes: performing the first cloud load balancing on the first access device
  • the first data request is sent to the first server via cloud networking on the first CLB, where the first CLB is located in the first group of the first group of different geographic areas. Geographical area.
  • the sending the first data request to the first server through cloud networking on the first CLB includes: sending the first data request to the second CLB through the cloud networking on the first CLB. Sending the first data request, wherein the second CLB is connected to multiple servers in the first server cluster where the first server is located; sending the first data request to The third server of the third type in the first server cluster, wherein the third server is used to provide services other than the one-round scene interaction in the target application; The first data request is sent to the first server.
  • a single-round scene interaction may be a single game, that is, the third server is used to provide game services other than the single game in the target game application.
  • the method before the obtaining the first data request sent by the first account on the first access device, the method further includes: obtaining the first data request sent by the first account on the first access device First login request; send the first login request on the first access device to a third server in the first server cluster; obtain the third server on the first access device The sent target data, wherein the target data includes the data of the first account in the target application acquired by the third server from the target database; An account sends a first login response, where the first login response is used to indicate that the first account is successfully logged in, and the first login response includes the target data.
  • the target data may be target game data. That is, the target game data sent by the third server is acquired on the first access device.
  • the target game data includes the game data of the first account in the target game application obtained by the third server from the target database.
  • the sending the first data request to the first server of the first type on the first access device includes: accelerating the first global application on the first access device
  • the first data request is sent to the first server through a second CLB on the first GAAP acceleration point, where the second CLB is connected to the multiple of the first server cluster.
  • the plurality of servers include the first server, and the first server cluster is connected to a plurality of CLBs through cloud networking, and the plurality of CLBs are respectively located in different geographic regions.
  • the method further includes: obtaining the first group on the first server Network delay list; the first group of network delay list includes the network delay when the access device corresponding to each account in the first group of accounts and the plurality of second-type servers perform data transmission When; if the first group of accounts is an account, the address of the second type server with the lowest network delay is determined as the address of the second server.
  • the method further includes: if the first set of accounts includes multiple accounts, obtaining the identifier of the second type of server with the lowest network delay between the access terminals corresponding to each account, and obtaining the A second-type server identifier; when the number of the second-type server identifiers used to indicate the same second-type server exceeds the first threshold, the indicated number of the same second-type server The address is determined to be the address of the second server.
  • the method further includes: in the case that the number of the second-type server identifiers used to indicate the same second-type server does not exceed a first threshold, the multiple second-type The address of the second type server with the highest network delay evaluation parameter among the servers is determined as the address of the second server.
  • the method further includes: obtaining a second data request sent by the first account on the first access device, wherein the second data request is used to request that the target virtual object be added to the one.
  • the second data request is sent to the first server on the first access device, where the first server is further configured to determine the address of the second server as the first Four types of addresses of the fourth server, the fourth server is used to create the target virtual object; the address of the fourth server is sent to the first account on the target access device, and the address of the fourth server is sent to the The fourth server forwards the interaction data in the round of scene interaction sent by the first account; the fourth server creates the target virtual object under preset conditions according to the interaction data.
  • the target virtual object may be the target virtual game object.
  • the interaction data is game interaction data.
  • the second data request is used to request to add the target virtual game object to a game.
  • the fourth server creates a target virtual game object under preset conditions according to the game interaction data.
  • the preset condition includes at least one of the following:
  • the number of target virtual objects in the round of scene interaction is less than the first number threshold
  • the number of account connection failures in the first set of accounts exceeds a second number threshold
  • the attribute of the account in the first set of accounts is a target account
  • the target account is an account that needs to interact with the target virtual object.
  • the round of scene interaction in the above preset conditions may be a game
  • the target virtual object may be the target virtual game object.
  • the method further includes: obtaining a third data request sent by the first account on the first access device, wherein the third data request is used to request to record the round of scene interaction Send the third data request to the first server on the first access device, where the first server is also used to determine the address of the second server as the fifth type of the first
  • the address of the fifth server the fifth server is used to create the video file of the round of scene interaction; the address of the fifth server is sent to the first account on the target access device, and the address of the fifth server is sent to the The fifth server forwards the interaction data in the round of scene interaction sent by the first account; the fifth server creates a video file of the round of scene interaction according to the interaction data.
  • the aforementioned round of scene interaction may be a game, and the interaction data may be game interaction data.
  • the interaction data in a round of scene interaction may be game interaction data in a game.
  • the target game application 109 is displayed through the user terminal 103, and the account access service in the above game application can be used through the entrance of the target game application 109 configured on the terminal.
  • the account access service in the above game application can be used through the entrance of the target game application 109 configured on the terminal.
  • the above account access method includes:
  • S202 Obtain a first data request sent by the first account on the first access device, where the first data request is used to request to start a game in the target game application.
  • the first access device and the target access device may include, but are not limited to, a GAPP access device or a CLB access device.
  • the first access device and the target access device may be the same or different.
  • Target game applications may include, but are not limited to, shooting game applications, board game applications, role-playing game applications, strategy game applications, etc., and may also be a combination of the foregoing multiple types of game applications.
  • the above-mentioned first account may include, but is not limited to, an account that has been registered in the relevant server of the game application in advance, and may also include, but is not limited to, an account that is registered in the relevant server of the game application while sending a data request.
  • the foregoing is only an example, and this embodiment does not make any specific limitations on this.
  • the above-mentioned first data request may include, but is not limited to, used to request to start a game, or used to form the above-mentioned first group of accounts for requesting to start the above-mentioned game with other accounts, and the above-mentioned other accounts It can be in the same geographic area or a different geographic area as the first account.
  • S204 Send the first data request to the first server of the first type on the first access device, where the first server is used to determine the first group of accounts as accounts for participating in a game, and determine the second type The address of the second server, the second server is used to create a game, the first set of accounts includes the first set of accounts from different geographic regions, the first set of accounts includes the first account, and each account in the first set of accounts They are respectively used to send corresponding data requests to the first server through corresponding access devices, the corresponding data requests are used to request to start a game, and the corresponding access devices include access devices from a second group of different geographic areas.
  • the above-mentioned first type of server may include but not limited to a regional server or a pre-configured server for game account matching
  • the above-mentioned second type of server may include, but is not limited to, a PVP server, PVE (Player The VS Environment (player battle environment) server is used to create a game and exchange game data with the corresponding server participating in the game.
  • each account in the first set of accounts corresponds to an access device
  • the access device corresponding to each account and the location of each account may include, but are not limited to, the same or adjacent geographic locations.
  • Area, the network delay of each account and its corresponding access device is smaller than the network delay of each account and other access devices except its corresponding access device.
  • each account corresponds to Among the multiple access devices, the access device with the lowest network delay, because the data is transmitted through the network, the geographic area where each of the aforementioned accounts and the access device with the lowest network delay is located is a relatively close geographic area.
  • the target access device is the access device with the lowest network delay between it and the first account. It can be understood that if the network delay between the first access device and the first account is the lowest, then the target access device may be the first access device. If the network delay between other access devices and the first account is the lowest, then the first access device is not the target access device.
  • the above-mentioned first delay threshold may be preset by the system, and the specific value may be set separately according to different game applications. For example, in shooting game applications, the above-mentioned first delay threshold may be set to a lower threshold. In the case of ensuring the game experience of the participants, as far as possible, users in a wider geographical area can realize the same server game. In the development of game applications, set the above-mentioned first delay threshold to a higher threshold, and allow as much as possible. Many global users participate in this game with a relatively normal network delay. The foregoing is only an example, and the specific game application scenario is not specifically limited in this application.
  • the first server determines the network delay between each account in the first group of accounts and each second type server according to the first data request, and sets the network delay parameter of the second type server with the highest network delay parameter among the plurality of second type servers.
  • the second type of server is determined to be the second server, and further, the address of the second server is obtained, and the network delay parameter can be automatically determined by the system according to the network delay
  • S208 Send the address of the second server to the first account on the target access device, and forward the game interaction data in a game sent by the first account to the second server.
  • the aforementioned game interaction data may include, but is not limited to, the game interaction data sent to the server by each account participating in the current game during the game.
  • the aforementioned game interaction data may include, but is not limited to, the first game.
  • Game data that can be interacted with such as the card information of an account, the chat information of the first account, the name of the first account, the avatar, and the virtual items in the backpack.
  • the first data request sent by the first account is acquired on the first access device, and the first data request is sent to the first server of the first type, and the first server sends accounts from different geographic regions.
  • the account (including the first account) is determined to be an account for participating in a game. Accounts from different geographic regions participating in the same game will request the first server to start the game through corresponding access devices in different geographic regions.
  • After creating a game on the second server obtain the address of the second server sent by the first server on the target access device, send the address of the second server to the first account, and forward the first server to the second server. Game interaction data in a game sent by the account.
  • the access device is bound across domains, and the game data that needs to be exchanged between the target game application and the associated server is forwarded between the target game application and the associated server through the target access device with the lowest network delay of the account that needs to play the game, and the difference is realized.
  • Accounts in geographic regions are connected to the same game for interaction, and the average network latency of multiple accounts in different geographic regions when playing games is reduced.
  • sending the first data request to the first server of the first type on the first access device includes: when the first access device is the first cloud load balancer CLB , Send a first data request to the first server through cloud networking on the first CLB, where the first CLB is located in the first geographic area in the first group of different geographic areas, and the first server cluster where the first server is located is connected to the first server through the cloud Connected to multiple CLBs, the multiple CLBs include the first CLB, and the multiple CLBs are respectively located in different geographic areas.
  • the first access device in the case where the first access device and the first server use the same operator service, the first access device is determined to be the first CLB, and the first CLB can pass The cross-domain binding method is bound to the corresponding geographic area.
  • the above-mentioned binding relationship is registered and stored in the DNS server.
  • the first account is resolved by the DNS server to obtain the connection with the first account.
  • the CLB address with the lowest delay, and the first data request is forwarded to the first server through the CLB.
  • FIG. 3 is a schematic diagram of an optional account access method according to an embodiment of the present application.
  • the virtual map 302 is used to represent the server location associated with the target game application.
  • the virtual identifier 304 is used to indicate the geographic location of the first server.
  • the address of the second server is determined It is the address of the second type server corresponding to the geographic area of the virtual identifier 304, and the CLBs corresponding to the multiple virtual identifiers 306 are connected to each other through a corresponding dedicated line in the form of cloud networking.
  • the cross-domain binding of the above-mentioned CLB is used to forward the above-mentioned first data request between the terminal where the account is located and the first server corresponding to the first data request, which solves the problem of user access from all over the world.
  • the problem that it is difficult to access through low latency, so that users can access the best (usually the nearest) virtual private cloud for data exchange through DNS resolution, so as to reduce account access latency.
  • the technical effect of the account being able to play the game based on the same server.
  • sending the first data request to the first server through cloud networking on the first CLB includes: sending the first data request to the second CLB through the cloud networking on the first CLB, where the first CLB 2.
  • the CLB is connected to multiple servers in the first server cluster; the first data request is sent on the second CLB to the third server in the first server cluster, where the third server is used to provide the single server in the target game application Game service other than the game; the first data request is sent to the first server on the third server.
  • the “cloud networking” solution is introduced to realize the redundancy of point-to-point dedicated line failures.
  • the first CLB is located in Silicon Valley
  • the second CLB is located in Frankfurt
  • the third server is located in Singapore
  • the dedicated line from Silicon Valley to Singapore fails, it can be automatically dispatched to Silicon Valley to Frankfurt, and then via the dedicated line from Frankfurt to Singapore for data exchange services.
  • the method before acquiring the first data request sent by the first account on the first access device, the method further includes: acquiring the first login request sent by the first account on the first CLB; A CLB sends the first login request to a third server in the first server cluster, where the third server is used to provide game services other than a single game in the target game application; the third server is obtained on the first CLB
  • the target game data sent by the server where the target game data includes the game data of the first account in the target game application acquired by the third server from the target database;
  • the first login response is sent to the first account on the first CLB, where , The first login response is used to indicate that the first account is successfully logged in, and the first login response includes target game data.
  • the above-mentioned third server may include, but is not limited to, a regional server, that is, used in a public service cluster.
  • the connection between the user side and the public service cluster is realized through a public network link.
  • the CLB is used to forward the login request for connecting to the public service cluster, and the CLB is used to implement data forwarding between the user side and the public service cluster, and the CLB is connected to the third server through a dedicated line.
  • FIG. 4 is a schematic flowchart of another alternative account access method according to an embodiment of the present application.
  • the first account is a North American user as an example for further explanation:
  • S402 A North American user (corresponding to the aforementioned first account) initiates a network request to trigger DNS resolution;
  • the DNS server returns the IP address (VIP address) of the North American CLB (corresponding to the aforementioned target access device) to the North American user according to the North American user's IP address;
  • S406 Obtain a login request initiated by a North American user
  • S408 The North American CLB forwards the login request to the server in the Singapore region (corresponding to the aforementioned third server);
  • the Singapore region server accesses the database to obtain user data according to the login request
  • S412 The database returns user data to the server in the Singapore region
  • S414 The regional server processes user data according to business logic
  • S416 The server in the Singapore region returns login response information to the North American CLB;
  • sending the first data request to the first server of the first type on the first access device includes: the first access device is the first global application acceleration platform GAAP acceleration point
  • the first data request is sent to the first server through the second CLB at the first GAAP acceleration point, where the second CLB is connected to multiple servers in the first server cluster, and the multiple servers include the first server, and the first A server cluster is connected to multiple CLBs through cloud networking, and the multiple CLBs are located in different geographic areas.
  • the first access device when the first access device and the first server use different operator services, the first access device is determined to be the first GAAP acceleration point, and the first GAAP The acceleration point can be directly connected to the second CLB, and then to the first server cluster that includes the first server.
  • the first account is connected to the second CLB through a dedicated line between different operators through the GAAP acceleration point.
  • the GAAP address is registered and stored in the DNS server. In the process of data exchange through the domain name of the first account, the GAAP address with the lowest delay between the first account and the first account is obtained through the DNS server resolution, and the above first data is transferred through GAAP The request is forwarded to the aforementioned first server.
  • FIG. 5 is a schematic diagram of another optional account access method according to an embodiment of the present application.
  • the virtual map 502 is used to represent the server associated with the target game application.
  • the virtual identifier 504 is used to indicate the geographic location of the first GAAP
  • the virtual identifier 506 is used to indicate the geographic location of the first server in this embodiment.
  • the virtual identifier 508 is used in this embodiment. In the example, it is used to indicate the geographic location of the second CLB.
  • the first GAAP corresponding to the virtual identifier 504 is connected to the CLB or server corresponding to the virtual identifier 506 and the virtual identifier 508 through dedicated lines corresponding to different operators.
  • the account that needs to use GAAP can directly connect to the CLB in Singapore from the GAAP acceleration point in South America and then through the dedicated line, and then directly access the regional server, so there is no need to detour from South America to Silicon Valley and then connect to it through Silicon Valley.
  • Singapore's public service cluster solves the technical problem of interconnection and interoperability of virtual private clouds between different cloud providers.
  • the method before acquiring the first data request sent by the first account on the first access device, the method further includes: acquiring the second login request sent by the first account on the first GAAP acceleration point; At the first GAAP acceleration point, the second login request is sent to the third server in the first server cluster, where the third server is used to provide game services other than a single game in the target game application; in the first GAAP Acquire the target game data sent by the third server on the acceleration point, where the target game data includes the game data of the first account in the target game application acquired by the third server from the target database; send to the first account on the first CLB The second login response, where the second login response is used to indicate that the first account is successfully logged in, and the second login response includes the target game data.
  • the above-mentioned third server may include, but is not limited to, a regional server, that is, used in a public service cluster.
  • a regional server that is, used in a public service cluster.
  • the connection between the user side and the public service cluster is realized through a public network link.
  • GAAP is used to forward the login request for connecting to the public service cluster
  • GAAP is used to implement data forwarding between the user side and the public service cluster
  • the GAAP is connected to the third server through a dedicated line.
  • FIG. 6 is a schematic flowchart of another alternative account access method according to an embodiment of the present application.
  • the first account is a South American user as an example for further explanation:
  • a South American user (corresponding to the aforementioned first account) initiates a network request to trigger DNS resolution;
  • the DNS server returns the IP address of the South American GAAP acceleration point to the South American user according to the South American user's IP address;
  • S606 Obtain a login request initiated by a South American user
  • S608 The South American GAAP acceleration point (corresponding to the aforementioned target access device) forwards the login request to the server in the Singapore region (corresponding to the aforementioned third server);
  • the Singapore region server accesses the database to obtain user data according to the login request
  • S612 The database returns user data to the server in the Singapore region
  • S614 The regional server processes the user data according to the business logic
  • S616 The server in the Singapore region returns the login response information to the GAAP acceleration point in South America;
  • the method further includes: acquiring each of the first set of accounts on the first server The first group of network delay lists when the access devices corresponding to the accounts and multiple second-type servers perform data transmission; the number of accounts in the first group is one account, and the number of accounts in the first group of network delay lists is recorded In the case of network delays between the corresponding access terminal and multiple second-type servers, the address of the second-type server with the lowest network delay is determined as the address of the second server; the number of accounts in the first group is multiple accounts , When the network delays of the access terminal corresponding to each of the multiple accounts and multiple second-type servers are recorded in the first group of network delay lists, obtain the corresponding information of each of the multiple accounts Among the network delays between the access terminal and multiple second-type servers, the multiple second-type server identifiers with the lowest delay; among the multiple second-type server identifiers, the number of identifiers used to indicate the same second-type server
  • the multiple access devices corresponding to the above one account are sorted according to the network delay, and the access device with the lowest network delay is determined as the above one.
  • the access device corresponding to the account is determined as the above one.
  • the first set of accounts includes the first account located in Southeast Asia, the second account located in North America, and the third account located in South America.
  • the access device corresponding to the first account is set in the Southeast Asia region
  • the access device corresponding to the second account is set in the North America region
  • the access device corresponding to the third account is set in the South America region
  • the first account is
  • the network delay with the access equipment in South America is 300ms
  • the network delay with the access equipment in North America is 200ms
  • the network delay with the access equipment in Southeast Asia is 50ms, so for the first account
  • set the network delay parameter corresponding to the access device in the South America region to 40 and set the network delay parameter corresponding to the access device in the North America region to 70
  • set the network delay parameter corresponding to the access device in the Southeast Asia region to 70 is set.
  • the network delay parameter is set to 100.
  • the network delay between the second account and the access device in the South America region is 100ms, and the network delay with the access device in the North America region is 50ms, and The network delay of the access equipment in the Southeast Asia region is 200s, then the network delay parameter corresponding to the access equipment in the South America region is set to 85, and the network delay parameter corresponding to the access device in the North America region is set to 100.
  • Set the network delay parameter corresponding to the access device in the Southeast Asia region to 40. Through the above operation, it is determined that the network delay parameter of the access device in the Southeast Asia region is 210 points in total. The network delay parameter is 225 points in total.
  • the above-mentioned second server is determined to be located in North America And obtain the address of the second type server as the address of the above-mentioned second server.
  • the above is only an example.
  • the specific method for selecting the optimal second type server may also include but is not limited to other second types that can reflect the determined network delay of the second type server relative to multiple accounts.
  • Type of server this embodiment does not specifically limit this.
  • first threshold and the second threshold may be the same or different, which is not specifically limited in this application.
  • the optimal second-type server is directly selected using the mobile phone system, and in the case that the optimal second-type server cannot be directly selected, by configuring the corresponding network delay parameter for each second-type server, Furthermore, the determination of the address of the above-mentioned second server is completed to improve the efficiency and avoid the technical effect of repeatedly determining the waste of system resources.
  • the method further includes: obtaining a second data request sent by the first account on the first access device, where the second data request is used to request that the target virtual game object be added to a game.
  • send the second data request to the first server on the first access device where the first server is also used to determine the address of the second server as the address of the fourth server of the fourth type, and the fourth server uses To create a target virtual game object; send the address of the fourth server to the first account on the target access device, and forward the game interaction data in a game sent by the first account to the fourth server; the fourth server according to the game
  • the interaction data creates target virtual game objects under preset conditions, where the preset conditions include at least one of the following: the number of target virtual game objects in a game is less than a first number threshold; there is a first group in a game The number of account connection failures in the account exceeds the second number threshold; the attribute of the account in the first set of accounts in a game is the target account, and the target account is the game account that
  • the fourth server is used to configure a target virtual object that can simulate the behavior of the virtual object controlled by the first account in the game.
  • a target virtual object that can simulate the behavior of the virtual object controlled by the first account in the game.
  • PVP operations in some scenarios (such as insufficient number of people) , The number of user connection failures is too many, novice players need to be guided), and a special target virtual operation object needs to be allowed to enter the above game. Deploying the above-mentioned fourth server and the above-mentioned second server in the same virtual private cloud can reduce the overhead of dedicated line traffic and achieve the purpose of reducing operating costs
  • the method further includes: obtaining a third data request sent by the first account on the first access device, where the third data request is used to request to record a game;
  • the access device sends the third data request to the first server, where the first server is also used to determine the address of the second server as the address of the fifth server of the fifth type, and the fifth server is used to create a game
  • the video file; the address of the fifth server is sent to the first account on the target access device, and the game interaction data of a game sent by the first account is forwarded to the fifth server; the fifth server is created based on the game interaction data A video file of a game.
  • the fifth server is used to save the single-game operation of the account in the above-mentioned game, and form a video file after the single-game is over for the user to review and share.
  • the modules that frequently interact with the second server and can be decoupled from the public cluster are adjusted to each virtual private cloud, which can reduce the traffic of the dedicated line, and at the same time, a large number of reads and writes from the public cluster are required for process restart.
  • the method of decentralized requests is adopted to achieve the purpose of cost optimization.
  • FIG. 7 is a schematic flowchart of another alternative account access method according to an embodiment of the present application.
  • the first account is a North American user as an example for further explanation:
  • S702 A North American user initiates a network request to trigger DNS resolution
  • the DNS server returns the IP address of the North American CLB (corresponding to the first access device) to the North American user according to the North American user's IP address;
  • S706 Obtain a login request initiated by a North American user
  • S708 The North American CLB forwards the login request to the server in the Singapore region (corresponding to the above-mentioned third server);
  • the Singapore region server accesses the database to obtain user data according to the login request
  • S712 The database returns user data to the server in the Singapore region
  • S714 The regional server processes the user data according to the business logic
  • S716 The server in the Singapore region returns login response information to the North American CLB;
  • S720 Acquire a matching request (corresponding to the aforementioned first data request) initiated by a North American user;
  • S722 The North American CLB forwards the matching request to the server in the Singapore region;
  • S724 The Singapore region server forwards the matching request information to the Singapore matching server (corresponding to the first server).
  • the Singapore matching server sends a request for establishing a game to the Singapore single game server (corresponding to the above-mentioned second server).
  • the Singapore single game server after determining that the number of people is sufficient, creates a game, and returns a successful creation response message to the Singapore matching server.
  • the first account sends the above-mentioned data request information for starting a single game game to the North American CLB;
  • S734 The North American CLB forwards the request information to the Singapore single office server (corresponding to the second server).
  • the network delays corresponding to accounts in different geographical areas can be counted, and then the technical effects of data transmission under the condition of lower network delays can be achieved by targeted configuration for areas with higher network delays .
  • an account access device in a target application for implementing the above account access method which is set in an electronic device.
  • the device includes:
  • the obtaining module 802 is configured to obtain the first data request sent by the first account on the first access device, where the first data request is used to request to start a round of scene interaction in the target application;
  • the sending module 804 is configured to send the first data request to the first server of the first type on the first access device, where the first server is configured to determine the first set of accounts as accounts participating in a round of scene interaction, And determine the address of the second server of the second type.
  • the second server is used to create an interactive scene for realizing a round of scene interaction.
  • the first group of accounts includes the first group of accounts from different geographic regions, and the first group of accounts includes the first An account.
  • Each account in the first group of accounts is used to send a corresponding data request to the first server through a corresponding access device, and the corresponding data request is used to request to start a round of scene interaction.
  • the corresponding access device includes Access devices from the second group of different geographic areas;
  • the obtaining module 802 is configured to obtain the address of the second server sent by the first server on the target access device after the interaction scene is created on the second server, where the network between the second server and the corresponding access device The delays are all less than the first delay threshold;
  • the sending module 804 is configured to send the address of the second server to the first account on the target access device, and forward the interaction data in a round of scene interaction sent by the first account to the second server.
  • FIG. 9 is a schematic structural diagram of an account access device in another optional application according to an embodiment of the present application.
  • the sending module 804 includes: first sending Unit 902 is configured to send a first data request to a first server via cloud networking on the first CLB when the first access device is the first cloud load balancer CLB, where the first CLB is located in the first group In the first geographic area in different geographic areas, the first server cluster where the first server is located is connected to multiple CLBs through cloud networking, the multiple CLBs include the first CLB, and the multiple CLBs are located in different geographic areas.
  • the first sending unit 902 is configured to send the first data request to the first server via cloud networking on the first CLB in the following manner: send the first data request to the second CLB via cloud networking on the first CLB The first data request, where the second CLB is connected to multiple servers in the first server cluster; the first data request is sent on the second CLB to the third server in the first server cluster, where the third server uses To provide services other than the one-round scene interaction in the target application; send the first data request to the first server on the third server.
  • the obtaining module is further configured to: before obtaining the first data request sent by the first account on the first access device, obtain the first data request sent by the first account on the first access device.
  • Login request the sending module is also used to send the first login request on the first access device to a third server of the third type in the first server cluster, where the third server is used to provide a single-round scenario in the target application Services other than interaction;
  • the acquisition module is also used to acquire the target data sent by the third server on the first access device, where the target data includes the first account acquired by the third server from the target database in the target application
  • the sending module is also used to send a first login response to the first account on the first first access device, where the first login response is used to indicate that the first account login is successful, and the first login response includes target data.
  • the sending module 804 includes: a second sending unit 904, configured to: when the first access device is the GAAP acceleration point of the first global application acceleration platform, A GAAP acceleration point sends a first data request to a first server through a second CLB, where the second CLB is connected to multiple servers in the first server cluster, and the multiple servers include the first server, and the first server cluster passes through the cloud
  • the network is connected to multiple CLBs, and multiple CLBs are located in different geographic areas.
  • the obtaining module is also used to obtain the second login request sent by the first account on the first GAAP acceleration point; the sending module is also used to send the second login request on the first GAAP acceleration point To the third server in the first server cluster, where the third server is used to provide services other than the one-round scene interaction in the target application; the obtaining module is also used to obtain the information sent by the third server on the first GAAP acceleration point
  • the target data where the target data includes the data of the first account in the target application obtained by the third server from the target database;
  • the sending module is also used to send a second login response to the first account on the first GAAP acceleration point, where ,
  • the second login response is used to indicate that the first account is successfully logged in, and the second login response includes target data.
  • the obtaining module is further configured to obtain a first set of network delay lists on the first server; the first set of network delay lists includes each account in the first set of accounts.
  • the number of the second-type server identifiers of the same second-type server exceeds the first threshold, the indicated address of the same second-type server is determined as the address of the second server; In the case that the number of the second-type server identifiers of the same second-type server does not exceed the first threshold, the address of the second-type server with the highest network delay evaluation parameter among the plurality of second-type servers is determined as the second The address
  • the obtaining module is further configured to: obtain a second data request sent by the first account on the first access device, where the second data request is used to request that the target virtual object be added to a round During scene interaction; the second data request is sent to the first server on the first access device, where the first server is also used to determine the address of the second server as the address of the fourth server of the fourth type, and the fourth The server is used to create the target virtual object; the address of the fourth server is sent to the first account on the target access device, and the interaction data in a round of scene interaction sent by the first account is forwarded to the fourth server; the fourth server is based on The interactive data creates a target virtual object under preset conditions.
  • the preset condition includes at least one of the following: the number of target virtual objects in a round of scene interaction is less than a first number threshold; the number of failed account connections in the first set of accounts in a round of scene interaction exceeds The second number threshold; the attribute of the account in the first set of accounts in a round of scene interaction is the target account, and the target account is the account that needs to interact with the target virtual object.
  • the apparatus is further configured to: obtain a third data request sent by the first account on the first access device, where the third data request is used to request to record a round of scene interaction;
  • the first access device sends the third data request to the first server, where the first server is also used to determine the address of the second server as the address of the fifth server of the fifth type, and the fifth server is used to create a The video file of the round scene interaction;
  • the address of the fifth server is sent to the first account on the target access device, and the interaction data in the round of scene interaction sent by the first account is forwarded to the fifth server; the fifth server according to the interaction
  • the data creates a round of scene interaction video files.
  • an electronic device for implementing the above account access method.
  • the electronic device may be the terminal device or the server shown in FIG. 1.
  • the electronic device includes a memory 1002 and a processor 1004.
  • the memory 1002 stores computer-readable instructions.
  • the processor 1004 is configured to execute any of the foregoing method embodiments through the computer-readable instructions. step.
  • the above-mentioned electronic device may be located in at least one network device among a plurality of network devices in a computer network.
  • FIG. 10 is only for illustration, and the electronic device can also be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a palmtop computer, and a mobile phone.
  • Internet devices Mobile Internet Devices, MID
  • PAD PAD
  • FIG. 10 does not limit the structure of the above-mentioned electronic device and electronic equipment.
  • the electronic device electronic device may also include more or fewer components (such as a network interface, etc.) than shown in FIG. 10, or have a different configuration from that shown in FIG.
  • the memory 1002 may be used to store computer-readable instructions and modules, such as the computer-readable instructions/modules corresponding to the account access method and device in the embodiments of the present application.
  • the processor 1004 runs the computer-readable instructions stored in the memory 1002. Instructions and modules to execute various functional applications and data processing, that is, to achieve the above account access method.
  • the memory 1002 may include a high-speed random access memory, and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
  • the memory 1002 may further include a memory remotely provided with respect to the processor 1004, and these remote memories may be connected to the terminal through a network.
  • the memory 1002 may specifically, but is not limited to, storing information related to the first group of accounts and target virtual operation objects and other information.
  • the memory 1002 may, but is not limited to, include the acquiring module 802, the sending module 804, the acquiring module 802, and the sending module 804 in the account access device in the target application.
  • it may also include, but is not limited to, other module units in the account access device in the target application, which will not be repeated in this example.
  • the aforementioned transmission device 1006 is used to receive or send data via a network.
  • the above-mentioned specific examples of the network may include a wired network and a wireless network.
  • the transmission device 1006 includes a network adapter (Network Interface Controller, NIC), which can be connected to other network devices and routers via a network cable so as to communicate with the Internet or a local area network.
  • the transmission device 1006 is a radio frequency (RF) module, which is used to communicate with the Internet in a wireless manner.
  • RF radio frequency
  • the above-mentioned electronic device further includes: a display 1008 for displaying the above-mentioned target application; and a connection bus 1010 for connecting various module components in the above-mentioned electronic device.
  • the above-mentioned terminal device or server may be a node in a distributed system, where the distributed system may be a blockchain system, and the blockchain system may be communicated by the multiple nodes through the network.
  • Distributed system formed by connection in the form of.
  • nodes can form a peer-to-peer (P2P, Peer To Peer) network, and any form of computing equipment, such as servers, terminals, and other electronic devices, can become a node in the blockchain system by joining the peer-to-peer network.
  • P2P peer-to-peer
  • any form of computing equipment such as servers, terminals, and other electronic devices, can become a node in the blockchain system by joining the peer-to-peer network.
  • a computer-readable storage medium stores computer-readable instructions, wherein the computer-readable instructions are set to run time Perform the steps in any of the above method embodiments.
  • the storage medium may include a flash disk, a read-only memory (Read-Only Memory, ROM), a random access device (Random Access Memory, RAM), a magnetic disk or an optical disk, etc.
  • the integrated unit in the foregoing embodiment is implemented in the form of a software functional unit and sold or used as an independent product, it may be stored in the foregoing computer-readable storage medium.
  • the technical solution of the present application essentially or the part that contributes to the existing technology, or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium. It includes several instructions to make one or more computer devices (which may be personal computers, servers, or network devices, etc.) execute all or part of the steps of the methods in the various embodiments of the present application.
  • the disclosed client can be implemented in other ways.
  • the device embodiments described above are only illustrative.
  • the division of units is only a logical function division.
  • multiple units or components can be combined or integrated into Another system, or some features can be ignored, or not implemented.
  • the displayed or discussed mutual coupling or direct coupling or communication connection may be indirect coupling or communication connection through some interfaces, units or modules, and may be in electrical or other forms.
  • the units described as separate components may or may not be physically separate, and the components displayed as units may or may not be physical units, that is, they may be located in one place, or they may be distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the objectives of the solutions of the embodiments.
  • the functional units in the various embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units may be integrated into one unit.
  • the above-mentioned integrated unit can be implemented in the form of hardware or software functional unit.

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Abstract

一种帐号接入方法,包括:在第一接入设备上获取第一帐号发送的第一数据请求,并将第一数据请求发送给第一类型的第一服务器,在第二服务器上创建了用于实现一轮场景交互的交互场景之后,在目标接入设备上获取第一服务器发送的第二服务器的地址,将第二服务器的地址发送给第一帐号,并向第二服务器转发第一帐号发送的一轮场景交互中的交互数据,通过与需要交互的帐号的网络延时最低的接入设备在目标应用与相关联服务器之间转发需要进行交换的交互数据。

Description

帐号接入方法和装置、存储介质及电子设备
本申请要求于2020年05月22日提交中国专利局,申请号为2020104432071,申请名称为“游戏应用中的帐号接入方法和装置、存储介质及电子设备”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及计算机领域,具体而言,涉及一种帐号接入方法和装置、存储介质及电子设备。
背景技术
云技术(Cloud technology)基于云计算商业模式应用的网络技术、信息技术、整合技术、管理平台技术、应用技术等的总称,可以组成资源池,按需所用,灵活便利。云计算技术将变成重要支撑。技术网络系统的后台服务需要大量的计算、存储资源,如视频网站、图片类网站和更多的门户网站。伴随着互联网行业的高度发展和应用,将来每个物品都有可能存在自己的识别标志,都需要传输到后台系统进行逻辑处理,不同程度级别的数据将会分开处理,各类行业数据皆需要强大的系统后盾支撑,只能通过云计算来实现。
目前的场景交互应用服务中,一般会选一个中心IDC(互联网数据中心Internet Data Center)作为公共服务器集群,包括除了PVP(用户对战用户Player VS Player)服务器之外的其他所有服务,如匹配服务器以及数据存储服务器,在各个其他IDC部署PVP服务器用于用户单局新近访问,同时在主界面显示用户到各个预先建立好的PVP服务器的RTT(环回时延Round-Trip Time),由用户根据自身情况手动选择想要进入的服务器进行匹配,用户在公共服务器集群进行匹配,匹配成功后则进入选择的IDC的PVP服务器进行单轮场景交互。
但是,相关技术中,仅仅只能够由用户根据自身情况手动选择想要进入的一个地区的服务器进行单轮场景交互,这样一来,就只能支持选择同一地 区的用户帐号接入进行单轮场景交互,而无法支持多个不同地理区域的帐号接入进行同一轮场景交互,比如,以游戏场景为例,无法支持多个不同地理区域的帐号接入同一局游戏中进行游戏交互,因而,传统方法过于局限。
发明内容
根据本申请提供的各种实施例,提供了一种帐号接入方法和装置、存储介质及电子设备。
根据本申请实施例的一个方面,提供了一种帐号接入方法,包括:
在第一接入设备上获取第一帐号发送的第一数据请求,其中,第一数据请求用于请求在目标应用中开始一轮场景交互;在第一接入设备上将第一数据请求发送给第一类型的第一服务器,其中,第一服务器用于将第一组帐号确定为参与一轮场景交互的帐号,并确定第二类型的第二服务器的地址,第二服务器用于创建用于实现一轮场景交互的交互场景,第一组帐号包括来自第一组不同地理区域的帐号,第一组帐号包括第一帐号,第一组帐号中的每个帐号分别用于通过对应的接入设备向第一服务器发送对应的数据请求,对应的数据请求用于请求开始一轮场景交互,对应的接入设备包括来自第二组不同地理区域的接入设备;在第二服务器上创建了交互场景之后,在目标接入设备上获取第一服务器发送的第二服务器的地址,其中,第二服务器与对应的接入设备之间的网络延时均小于第一延时阈值;所述目标接入设备是与所述第一帐号之间的网络时延最低的接入设备;在目标接入设备上将第二服务器的地址发送给第一帐号,并向第二服务器转发第一帐号发送的一轮场景交互中的交互数据。
根据本申请实施例的另一方面,还提供了一种应用中的帐号接入装置,设置于电子设备中,包括:
获取模块,用于在第一接入设备上获取第一帐号发送的第一数据请求,其中,第一数据请求用于请求在目标应用中开始一轮场景交互;
发送模块,用于在第一接入设备上将第一数据请求发送给第一类型的第一服务器,其中,第一服务器用于将第一组帐号确定为参与一轮场景交互的 帐号,并确定第二类型的第二服务器的地址,第二服务器用于创建一轮场景交互,第一组帐号包括来自第一组不同地理区域的帐号,第一组帐号包括第一帐号,第一组帐号中的每个帐号分别用于通过对应的接入设备向第一服务器发送对应的数据请求,对应的数据请求用于请求开始一轮场景交互,对应的接入设备包括来自第二组不同地理区域的接入设备;
获取模块还用于在第二服务器上创建了一轮场景交互之后,在目标接入设备上获取第一服务器发送的第二服务器的地址,其中,第二服务器与对应的接入设备之间的网络延时均小于第一延时阈值;所述目标接入设备是与所述第一帐号之间的网络时延最低的接入设备;
发送模块还用于在目标接入设备上将第二服务器的地址发送给第一帐号,并向第二服务器转发第一帐号发送的一轮场景交互中的交互数据。
根据本申请实施例的又一方面,还提供了一个或多个计算机可读的存储介质,该计算机可读的存储介质中存储有计算机可读指令,其中,该计算机可读指令被设置为运行时执行上述帐号接入方法。
根据本申请实施例的又一方面,还提供了一种电子设备,包括存储器和一个或多个处理器,上述存储器中存储有计算机可读指令,上述一个或多个处理器被设置为通过计算机可读指令执行上述的帐号接入方法。
本申请的一个或多个实施例的细节在下面的附图和描述中提出。基于本申请的说明书、附图以及权利要求书,本申请的其它特征、目的和优点将变得更加明显。
附图说明
此处所说明的附图用来提供对本申请的进一步理解,构成本申请的一部分,本申请的示意性实施例及其说明用于解释本申请,并不构成对本申请的不当限定。在附图中:
图1是一个实施例中的帐号接入方法的应用环境的示意图;
图2是一个实施例中的帐号接入方法的流程示意图;
图3是一个实施例中的帐号接入方法的示意图;
图4是另一个实施例中的帐号接入方法的流程示意图;
图5是另一个实施例中的帐号接入方法的示意图;
图6是另一个实施例中的帐号接入方法的流程示意图;
图7是又一个实施例中的帐号接入方法的示意图;
图8是一个实施例中的游戏应用中的帐号接入装置的结构示意图;
图9是另一个实施例中的帐号接入装置的结构示意图;
图10是一个实施例中的电子设备的结构示意图。
具体实施方式
为了使本技术领域的人员更好地理解本申请方案,下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本申请一部分的实施例,而不是全部的实施例。基于本申请中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本申请保护的范围。
需要说明的是,本申请的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本申请的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。
云技术(Cloud technology)是指在广域网或局域网内将硬件、软件、网络等系列资源统一起来,实现数据的计算、储存、处理和共享的一种托管技术。
云计算(cloud computing)指IT基础设施的交付和使用模式,指通过网络以按需、易扩展的方式获得所需资源;广义云计算指服务的交付和使用模式,指通过网络以按需、易扩展的方式获得所需服务。这种服务可以是IT和软件、互联网相关,也可是其他服务。云计算是网格计算(Grid Computing)、分布式计算(DistributedComputing)、并行计算(Parallel Computing)、效用计算(Utility Computing)、网络存储(Network Storage Technologies)、虚拟化(Virtualization)、负载均衡(Load Balance)等传统计算机和网络技术发展融合的产物。
随着互联网、实时数据流、连接设备多样化的发展,以及搜索服务、社会网络、移动商务和开放协作等需求的推动,云计算迅速发展起来。不同于以往的并行分布式计算,云计算的产生从理念上将推动整个互联网模式、企业管理模式发生革命性的变革。
云游戏(Cloud gaming)又可称为游戏点播(gaming on demand),是一种以云计算技术为基础的在线游戏技术。云游戏技术使图形处理与数据运算能力相对有限的轻端设备(thin client)能运行高品质游戏。在云游戏场景下,游戏并不在玩家游戏终端,而是在云端服务器中运行,并由云端服务器将游戏场景渲染为视频音频流,通过网络传输给玩家游戏终端。玩家游戏终端无需拥有强大的图形运算与数据处理能力,仅需拥有基本的流媒体播放能力与获取玩家输入指令并发送给云端服务器的能力即可。
本申请实施例提供的方案涉及云计算、云游戏等技术,具体通过如下实施例进行说明:
首先,对本申请实施例中涉及的部分名词或者术语进行说明:
RTT:环回时延(Round-Trip Time)用于描述用户到服务器的网络包往返一个来回的网络延时。
IDC:互联网数据中心(Internet Data Center),是指一种拥有完善的设备(包括高速互联网接入带宽、高性能局域网络、安全可靠的机房环境等)、专业化的管理、完善的应用的服务平台。
对等连接(Peering Connection,PC)是一种大带宽、高质量的云上资源互通服务。对等连接具有多区域、多账户、多种网络异构互通等特点,支持VPC网络与基础网络互通,满足不同业务的部署需求。
GAPP:全球应用加速(Global Application Acceleration Platform)依赖全球节点之间的高速通道、转发集群及智能路由技术,实现各地用户的就近接入,通过高速通道直达源站区域,帮助业务解决全球用户访问卡顿或者延迟过高的问题。
VPC:虚拟私有云(Virtual Private Cloud),为弹性云服务器构建隔离的、用户自主配置和管理的虚拟网络环境,提升用户云中资源的安全性,简化用户的网络部署,可以方便的管理、配置内部网络,进行安全、快捷的网络变更,从而实现把一个云服务提供商的多租户变成单租户的架构。
云联网:云上私有网络间(VPC)、VPC与本地数据中心间(IDC)内网互联的服务,具备全网多点互联、路由自学习、链路选优及故障快速收敛等能力。云联网与对接连接相比,可以实现多个VPC之间互通互联。
Zone Server:大区服务器,玩家直接连接的服务器,主要负责游戏应用中用户所有非单局操作的处理,包括登录、购买、背包、邮件、任务处理等逻辑。
Match Server:匹配服务器,在全球同服多人游戏中,负责对用户的匹配请求进行单局撮合的服务器进程。
PVP:是玩家与玩家进行单局对抗的游戏模式。
DNS:域名系统(Domain Name System)是一种分布式网络目录服务,主要用于域名与IP地址的相互转换。
CLB:云负载均衡器(Cloud Load Balancing)是对多台云服务器进行流量分发的服务,可以通过流量分发扩展应用系统对外的服务能力,通过消除单点故障提升应用系统的可用性。
VIP:虚拟IP(英语:virtual IP)是负载均衡向客户端提供服务的IP地址。
下面结合实施例对本申请进行说明:
根据本申请实施例的一个方面,提供了一种帐号接入方法,在一个实施例中,上述帐号接入方法可以应用于如图1所示的由服务器101、用户终端103和接入设备105所构成的硬件环境中。如图1所示,服务器101和终端103通过网络与接入设备105进行连接,可用于为用户终端或用户终端上安装的客户端提供服务,目标客户端可以是视频客户端、即时通信客户端、浏览器客户端、教育客户端等。可在服务器上或独立于服务器设置数据库107,用于为服务器101提供数据存储服务,上述网络可以包括但不限于:有线网络,无线网络,其中,该有线网络包括:局域网、城域网和广域网,该无线网络包括:蓝牙、WIFI及其他实现无线通信的网络,用户终端103可以是配置有目标客户端的终端,可以包括但不限于以下至少之一:手机(如Android手机、iOS手机等)、笔记本电脑、平板电脑、掌上电脑、MID(Mobile Internet Devices,移动互联网设备)、PAD、台式电脑、智能电视等,上述服务器可以是单一服务器,也可以是由多个服务器组成的服务器集群,或者是云服务器。
在一个实施例中,上述帐号接入方法包括:在第一接入设备上获取第一帐号发送的第一数据请求,其中,所述第一数据请求用于请求在目标应用中开始一轮场景交互;在所述第一接入设备上将所述第一数据请求发送给第一类型的第一服务器,其中,所述第一服务器用于将第一组帐号确定为参与所述一轮场景交互的帐号,并确定第二类型的第二服务器的地址,所述第二服务器用于创建用于实现所述一轮场景交互的交互场景,所述第一组帐号包括来自第一组不同地理区域的帐号,所述第一组帐号包括所述第一帐号,所述第一组帐号中的每个帐号分别用于通过对应的接入设备向所述第一服务器发送对应的数据请求,所述对应的数据请求用于请求开始所述一轮场景交互,所述对应的接入设备包括来自第二组不同地理区域的接入设备;在所述第二服务器上创建了所述交互场景之后,在目标接入设备上获取所述第一服务器发送的所述第二服务器的地址,其中,所述第二服务器与所述对应的接入设备之间的网络延时均小于第一延时阈值;所述目标接入设备是与所述第一帐号之间的网络时延最低的接入设备;在所述目标接入设备上将所述第二服务 器的地址发送给所述第一帐号,并向所述第二服务器转发所述第一帐号发送的所述一轮场景交互中的交互数据。
在一个实施例中,本申请实施例中的方法可以应用于游戏场景中。目标应用可以是目标游戏应用。请求开始一轮场景交互可以是请求开始一局游戏。创建用于实现一轮场景交互的交互场景,可以是创建一局游戏。参与一轮场景交互的帐号,可以是参与一局游戏的帐号。即,第一组帐号可以是参与一局游戏的帐号。转发第一帐号发送的一轮场景交互中的交互数据,可以是转发第一帐号发送的一局游戏中的游戏交互数据。
在其他实施例中,该方法也可以应用于直播场景或者线上会议场景中。那么,目标应用可以是目标直播应用或者目标会议应用。请求开始一轮场景交互可以是请求开始一场直播或一场线上会议。创建用于实现一轮场景交互的交互场景,可以是创建用于实现一场直播的直播交互场景或者创建用于实现一场线上会议的会议交互场景。参与一轮场景交互的帐号,可以是参与一场直播或者会议的帐号。即,第一组帐号可以是参与一场直播或者会议的帐号。一轮场景交互中的交互数据,可以是一场直播或者会议中的直播交互数据或者会议交互数据。
通过本实施例,采用在第一接入设备上获取第一帐号发送的第一数据请求,并将第一数据请求发送给第一类型的第一服务器,第一服务器将来自不同地理区域的账号(包括第一帐号)确定为参加一轮场景交互的帐号,参加同一轮场景交互的不同地理区域的帐号,都会通过对应的不同地理区域的接入设备向第一服务器请求开启该轮场景交互。在第二服务器上创建了用于实现该轮场景交互的交互场景之后,在目标接入设备上获取第一服务器发送的第二服务器的地址,将第二服务器的地址发送给第一帐号,并向第二服务器转发第一帐号发送的一轮场景交互中的交互数据。即,将接入设备跨域绑定,通过与需要进行交互的帐号的网络延时最低的目标接入设备,在目标应用与相关联服务器之间转发需要进行交换的交互数据,实现了不同地理区域的帐号接入至同一交互场景中,以进行一轮场景交互,而且,降低了多个不同地理区域的帐号在进行场景交互时的平均网络延时。
在一个实施例中,所述在所述第一接入设备上将所述第一数据请求发送给第一类型的第一服务器,包括:在所述第一接入设备为第一云负载均衡器CLB的情况下,在所述第一CLB上通过云联网向所述第一服务器发送所述第一数据请求,其中,所述第一CLB位于所述第一组不同地理区域中的第一地理区域。
在一个实施例中,所述在所述第一CLB上通过云联网向所述第一服务器发送所述第一数据请求,包括:在所述第一CLB上通过所述云联网向第二CLB发送所述第一数据请求,其中,所述第二CLB与所述第一服务器所在的第一服务器集群中的多个服务器连接;在所述第二CLB上将所述第一数据请求发送到所述第一服务器集群中第三类型的第三服务器,其中,所述第三服务器用于提供所述目标应用中的单轮场景交互之外的服务;在所述第三服务器上将所述第一数据请求发送给所述第一服务器。
可以理解,在游戏场景中,单轮场景交互可以是单局游戏,即,第三服务器用于提供所述目标游戏应用中的单局游戏之外的游戏服务。
在一个实施例中,所述在第一接入设备上获取第一帐号发送的第一数据请求之前,所述方法还包括:在所述第一接入设备上获取所述第一帐号发送的第一登录请求;在所述第一接入设备上将所述第一登录请求发送到所述第一服务器集群中的第三服务器;在所述第一接入设备上获取所述第三服务器发送的目标数据,其中,所述目标数据包括所述第三服务器从目标数据库获取到的所述第一帐号在所述目标应用中的数据;在所述第一接入设备上向所述第一帐号发送第一登录响应,其中,所述第一登录响应用于指示所述第一帐号登录成功,所述第一登录响应包括所述目标数据。
可以理解,在游戏场景中,目标数据可以为目标游戏数据。即,在所述第一接入设备上获取所述第三服务器发送的目标游戏数据。目标游戏数据包括第三服务器从目标数据库获取到的第一帐号在目标游戏应用中的游戏数据。
在一个实施例中,所述在所述第一接入设备上将所述第一数据请求发送给第一类型的第一服务器,包括:在所述第一接入设备为第一全球应用加速 平台GAAP加速点的情况下,在所述第一GAAP加速点上通过第二CLB向所述第一服务器发送所述第一数据请求,其中,所述第二CLB与第一服务器集群中的多个服务器连接,所述多个服务器包括所述第一服务器,所述第一服务器集群通过云联网与多个CLB连接,所述多个CLB分别位于不同的地理区域。
在一个实施例中,在所述第一接入设备上将所述第一数据请求发送给第一类型的第一服务器之后,所述方法还包括:在所述第一服务器上获取第一组网络延时列表;所述第一组网络延时列表中,包括所述第一组帐号中的每个帐号分别对应的接入设备与所述多个第二类型服务器进行数据传输时的网络延时;若所述第一组帐号为一个帐号,将所述网络延时最低的第二类型服务器的地址,确定为所述第二服务器的地址。
在一个实施例中,所述方法还包括:若所述第一组帐号包括多个帐号,获取与每个帐号所对应的接入终端之间网络延时最低的第二类型服务器标识,得到多个第二类型服务器标识;在所述用于指示同一个第二类型服务器的所述第二类型服务器标识的数量超过第一阈值的情况下,将所指示的所述同一个第二类型服务器的地址,确定为所述第二服务器的地址。
在一个实施例中,所述方法还包括:在所述用于指示同一个第二类型服务器的所述第二类型服务器标识数量未超过第一阈值的情况下,将所述多个第二类型服务器中网络延时评价参数最高的第二类型服务器的地址,确定为所述第二服务器的地址。
在一个实施例中,所述方法还包括:在第一接入设备上获取第一帐号发送的第二数据请求,其中,所述第二数据请求用于请求将目标虚拟对象添加到所述一轮场景交互中;在所述第一接入设备上将所述第二数据请求发送给所述第一服务器,其中,所述第一服务器还用于将所述第二服务器的地址确定为第四类型的第四服务器的地址,所述第四服务器用于创建所述目标虚拟对象;在所述目标接入设备上将所述第四服务器的地址发送给所述第一帐号,并向所述第四服务器转发所述第一帐号发送的所述一轮场景交互中的交互数据;所述第四服务器根据所述交互数据在预设条件下创建所述目标虚拟对象。
可以理解,在游戏场景中,目标虚拟对象可以是目标虚拟游戏对象。交互数据为游戏交互数据。第二数据请求用于请求将目标虚拟游戏对象添加到一局游戏中。第四服务器根据游戏交互数据在预设条件下创建目标虚拟游戏对象。
在一个实施例中,所述预设条件包括以下至少之一:
在所述一轮场景交互中的目标虚拟对象数量小于第一数量阈值;
在所述一轮场景交互中存在所述第一组帐号中的帐号连接失败次数超过第二数量阈值;
在所述一轮场景交互中存在所述第一组帐号中的帐号的属性为目标帐号,所述目标帐号为需要与所述目标虚拟对象互动的帐号。
在一个实施例中,在游戏场景中,上述预设条件中的一轮场景交互可以为一局游戏,目标虚拟对象可以为目标虚拟游戏对象。
在一个实施例中,所述方法还包括:在第一接入设备上获取第一帐号发送的第三数据请求,其中,所述第三数据请求用于请求对所述一轮场景交互进行录像;在所述第一接入设备上将所述第三数据请求发送给所述第一服务器,其中,所述第一服务器还用于将所述第二服务器的地址确定为第五类型的第五服务器的地址,所述第五服务器用于创建所述一轮场景交互的录像文件;在所述目标接入设备上将所述第五服务器的地址发送给所述第一帐号,并向所述第五服务器转发所述第一帐号发送的所述一轮场景交互中的交互数据;所述第五服务器根据交互数据创建所述一轮场景交互的录像文件。
在一个实施例中,在游戏场景中,上述一轮场景交互可以为一局游戏,交互数据可以为游戏交互数据。一轮场景交互中的交互数据可以为一局游戏中的游戏交互数据。
现以上述目标客户端上执行的应用为游戏应用为例,目标游戏应用109通过用户终端103进行显示,可通过终端上配置的目标游戏应用109的入口使用上述游戏应用中的帐号接入服务,上述仅是一种示例,本实施例中对此不作任何限定。
在一个实施例中,作为一种可选的实施方式,如图2所示,上述帐号接入方法包括:
S202,在第一接入设备上获取第一帐号发送的第一数据请求,其中,第一数据请求用于请求在目标游戏应用中开始一局游戏。
在一个实施例中,上述第一接入设备和目标接入设备可以包括但不限于是GAPP接入设备或者CLB接入设备,上述第一接入设备和目标接入设备可以相同或者不同,上述目标游戏应用可以包括但不限于射击类游戏应用、棋牌类游戏应用、角色扮演类游戏应用、策略类游戏应用等,也可以是上述多种类型游戏应用的结合。上述第一帐号可以包括但不限于预先在游戏应用的相关服务器注册完成的帐号,也可以包括但不限于在发送数据请求的同时完成在游戏应用的相关服务器注册的帐号。上述仅是一种示例,本实施例对此不做任何具体的限定。
在一个实施例中,上述第一数据请求可以包括但不限于用于请求开始一局游戏,或者,用于与其他帐号组成用于请求开始上述一局游戏的上述第一组帐号,上述其他帐号可以与第一帐号处于相同的地理区域或者不同的地理区域。
S204,在第一接入设备上将第一数据请求发送给第一类型的第一服务器,其中,第一服务器用于将第一组帐号确定为参与一局游戏的帐号,并确定第二类型的第二服务器的地址,第二服务器用于创建一局游戏,第一组帐号包括来自第一组不同地理区域的帐号,第一组帐号包括第一帐号,第一组帐号中的每个帐号分别用于通过对应的接入设备向第一服务器发送对应的数据请求,对应的数据请求用于请求开始一局游戏,对应的接入设备包括来自第二组不同地理区域的接入设备。
在一个实施例中,上述第一类型的服务器可以包括但不限于大区服务器或者预先配置的用于进行游戏帐号匹配的服务器,上述第二类型的服务器可以包括但不限于PVP服务器、PVE(Player VS Enviroment玩家对战环境)服务器等用于创建一局游戏,并与对应的参与上述一局游戏进行游戏数据交换的服务器。
在一个实施例中,上述第一组帐号中的每个帐号都对应于一个接入设备,上述每个帐号对应的接入设备与每个帐号所处可以包括但不限于相同或相邻的地理区域,每个帐号与其对应的接入设备的网络延时比每个帐号与除了与其对应的接入设备以外的其他接入设备的网络延时较小,换而言之,每个帐号对应于多个接入设备中网络延时最低的接入设备,由于数据通过网络传输,因此,上述每个帐号和与其对应网络延时最低的接入设备所处的地理区域是较为接近的地理区域。
S206,在第二服务器上创建了一局游戏之后,在目标接入设备上获取第一服务器发送的第二服务器的地址,其中,第二服务器与对应的接入设备之间的网络延时均小于第一延时阈值;
其中,目标接入设备,是与第一帐号之间的网络时延最低的接入设备。可以理解,如果第一接入设备与第一帐号之间的网络时延最低,那么,目标接入设备则可以是第一接入设备。如果是其他接入设备与第一帐号之间的网络时延最低,那么,第一接入设备则不为目标接入设备。
在一个实施例中,上述第一延时阈值可以由系统预设,具体数值可以根据不同的游戏应用单独设置,例如,在射击类游戏应用中将上述第一延时阈值设置为较低的阈值,在保证参与者的游戏体验的情况下尽可能实现更广泛地理区域的用户实现同服务器游戏,在养成类游戏应用中将上述第一延时阈值设置为较高的阈值,尽可能允许更多的全球范围的用户以较为正常的网络时延参与本局游戏。上述仅是一种示例,具体的游戏应用场景本申请不做具体限定。
在一个实施例中,上述第一服务器根据上述第一数据请求确定第一组帐号中每个帐号与各个第二类型服务器的网络延时,将多个第二类型服务器中网络延时参数最高的第二类型服务器确定为第二服务器,进而,获取上述第二服务器的地址,上述网络延时参数可以由系统根据网络延时自动确定
S208,在目标接入设备上将第二服务器的地址发送给第一帐号,并向第二服务器转发第一帐号发送的一局游戏中的游戏交互数据。
上述游戏交互数据可以包括但不限于游戏进行过程中每个参与当前局游戏的帐号向服务器发送的游戏交互数据,以目标游戏应用为棋牌类游戏为例,上述游戏交互数据可以包括但不限于第一帐号的出牌信息、第一帐号的聊天信息、第一帐号的名称、头像以及背包中的虚拟物品等能够进行交互的游戏数据。
通过本实施例,采用在第一接入设备上获取第一帐号发送的第一数据请求,并将第一数据请求发送给第一类型的第一服务器,第一服务器将来自不同地理区域的账号(包括第一帐号)确定为参加一局游戏的帐号,参加同一局游戏的不同地理区域的帐号,都会通过对应的不同地理区域的接入设备向第一服务器请求开启该局游戏。在第二服务器上创建了一局游戏之后,在目标接入设备上获取第一服务器发送的第二服务器的地址,将第二服务器的地址发送给第一帐号,并向第二服务器转发第一帐号发送的一局游戏中的游戏交互数据。即,将接入设备跨域绑定,通过与需要进行游戏的帐号的网络延时最低的目标接入设备,在目标游戏应用与相关联服务器之间转发需要进行交换的游戏数据,实现了不同地理区域的帐号接入至同一局游戏中进行交互,而且,降低了多个不同地理区域的帐号在进行游戏时的平均网络延时。
在一个可选的实施例中,在第一接入设备上将第一数据请求发送给第一类型的第一服务器,包括:在第一接入设备为第一云负载均衡器CLB的情况下,在第一CLB上通过云联网向第一服务器发送第一数据请求,其中,第一CLB位于第一组不同地理区域中的第一地理区域,第一服务器所在的第一服务器集群通过云联网与多个CLB连接,多个CLB包括第一CLB,多个CLB分别位于不同的地理区域。
在一个实施例中,在上述第一接入设备与上述第一服务器使用的是相同的运营商服务的情况下,将上述第一接入设备确定为上述第一CLB,上述第一CLB可以通过跨域绑定的方式与对应的地理区域进行绑定,上述绑定关系登记存储于DNS服务器中,第一帐号在通过域名进行数据交换的过程中,通过DNS服务器解析得到与第一帐号之间时延最低的CLB地址,并通过CLB将上述第一数据请求转发至上述第一服务器。
在一个实施例中,图3是根据本申请实施例的一种可选的帐号接入方法的示意图,如图3所示,其中,虚拟地图302用于表示与目标游戏应用相关联的服务器所处的位置信息,虚拟标识304在本实施例中用于表示上述第一服务器的地理位置,在上述第一帐号处于图3中虚拟标识304附近的地理区域时,将上述第二服务器的地址确定为与虚拟标识304的地理区域对应的第二类型服务器的地址,上述多个虚拟标识306对应的CLB以云联网的形式通过对应的专线互相连接。
通过本实施例,将上述CLB的跨域绑定后用于转发在帐号所处的终端和对应于第一数据请求的第一服务器之间转发上述第一数据请求,解决了全球各地用户接入难以通过较低时延进行接入的问题,使用户通过DNS解析,可以访问到最优(通常是最近)的虚拟私有云进行数据交换,达到降低帐号接入时延,多个不同地理区域的帐号能够基于相同的服务器进行游戏的技术效果。
在一个可选的实施例中,在第一CLB上通过云联网向第一服务器发送第一数据请求,包括:在第一CLB上通过云联网向第二CLB发送第一数据请求,其中,第二CLB与第一服务器集群中的多个服务器连接;在第二CLB上将第一数据请求发送到第一服务器集群中的第三服务器,其中,第三服务器用于提供目标游戏应用中的单局游戏之外的游戏服务;在第三服务器上将第一数据请求发送给第一服务器。
在一个实施例中,通过引入“云联网”方案从而实现了点对点间专线故障的冗灾能力,例如,在第一CLB位于硅谷,第二CLB位于法兰克福以及第三服务器位于新加坡的情况下,当硅谷到新加坡专线故障时,可以自动调度到硅谷到法兰克福,然后经由法兰克福到新加坡的专线进行数据交互服务。
在一个可选的实施例中,在第一接入设备上获取第一帐号发送的第一数据请求之前,方法还包括:在第一CLB上获取第一帐号发送的第一登录请求;在第一CLB上将第一登录请求发送到第一服务器集群中的第三服务器,其中,第三服务器用于提供目标游戏应用中的单局游戏之外的游戏服务;在第一CLB上获取第三服务器发送的目标游戏数据,其中,目标游戏数据包括第三服务器向目标数据库获取到的第一帐号在目标游戏应用中的游戏数据;在第 一CLB上向第一帐号发送第一登录响应,其中,第一登录响应用于指示第一帐号登录成功,第一登录响应包括目标游戏数据。
在一个实施例中,上述第三服务器可以包括但不限于大区服务器,也即,用于公共服务集群,现有技术中通过公网链路实现用户侧到公共服务集群的连接,而在本实施例中,通过CLB转发用于连接公共服务集群的登录请求,并利用CLB实现用户侧和公共服务集群之间的数据转发,上述CLB与上述第三服务器通过专线连接。
在一个实施例中,图4是根据本申请实施例的另一种可选的帐号接入方法的流程示意图,如图4所示,以第一帐号为北美洲用户为例进行进一步说明:
S402,北美用户(对应于前述的第一帐号)发起网络请求,触发DNS解析;
S404,DNS服务器根据北美用户的IP地址向北美用户返回北美CLB(对应于前述的目标接入设备)的IP地址(VIP地址);
S406,获取北美用户发起的登录请求;
S408,北美CLB将登录请求转发到新加坡大区服务器(对应于前述的第三服务器);
S410,新加坡大区服务器根据登录请求访问数据库获取用户数据;
S412,数据库向新加坡大区服务器返回用户数据;
S414,大区服务器根据业务逻辑处理用户数据;
S416,新加坡大区服务器向北美CLB返回登录响应信息;
S418,通过北美CLB向北美用户返回上述登录响应信息。
通过本实施例,能够解决相关技术中从用户侧目标游戏应用访问公共服务集群,需要通过公网链路实现,由于帐号的请求时延和帐号到公共服务的距离、以及公网链路的路由质量正相关,因此,会出现部分游戏帐号在进行 与上述公共服务集群相关联的操作时,会有卡顿感的技术问题。
在一个可选的实施例中,在第一接入设备上将第一数据请求发送给第一类型的第一服务器,包括:在第一接入设备为第一全球应用加速平台GAAP加速点的情况下,在第一GAAP加速点上通过第二CLB向第一服务器发送第一数据请求,其中,第二CLB与第一服务器集群中的多个服务器连接,多个服务器包括第一服务器,第一服务器集群通过云联网与多个CLB连接,多个CLB分别位于不同的地理区域。
在一个实施例中,在上述第一接入设备与上述第一服务器使用的是不同的运营商服务的情况下,将上述第一接入设备确定为上述第一GAAP加速点,上述第一GAAP加速点可以直接连接到上述第二CLB,进而连接到上述包括第一服务器的第一服务器集群,换而言之,上述第一帐号通过GAAP加速点经过不同运营商之间的专线连接到上述第一服务器集群。上述GAAP的地址登记存储于DNS服务器中,第一帐号在通过域名进行数据交换的过程中,通过DNS服务器解析得到与第一帐号之间时延最低的GAAP地址,并通过GAAP将上述第一数据请求转发至上述第一服务器。
在一个实施例中,图5是根据本申请实施例的另一种可选的帐号接入方法的示意图,如图5所示,其中,虚拟地图502用于表示与目标游戏应用相关联的服务器所处的位置信息,虚拟标识504在本实施例中用于表示上述第一GAAP的地理位置,虚拟标识506在本实施例中用于表示上述第一服务器的地理位置,虚拟标识508在本实施例中用于表示上述第二CLB的地理位置,在上述第一帐号处于图5中虚拟标识504附近的地理区域时,将上述第二服务器的地址确定为与虚拟标识504的地理区域对应的第二类型服务器的地址,上述虚拟标识504对应的第一GAAP通过对应于不同运营商之间的专线分别与虚拟标识506、虚拟标识508对应的CLB或者服务器相连接。
通过本实施例,需要运用GAAP的帐号可以直接从南美GAAP加速点再通过专线连通到新加坡的CLB,然后直接访问到大区服务器,这样就不需要从南美洲绕路到硅谷再通过硅谷连到新加坡公共服务集群,解决了不同云提供商之间的虚拟私有云进行互联互通的技术问题。
在一个可选的实施例中,在第一接入设备上获取第一帐号发送的第一数据请求之前,方法还包括:在第一GAAP加速点上获取第一帐号发送的第二登录请求;在第一GAAP加速点上将第二登录请求发送到第一服务器集群中的第三服务器,其中,第三服务器用于提供目标游戏应用中的单局游戏之外的游戏服务;在第一GAAP加速点上获取第三服务器发送的目标游戏数据,其中,目标游戏数据包括第三服务器向目标数据库获取到的第一帐号在目标游戏应用中的游戏数据;在第一CLB上向第一帐号发送第二登录响应,其中,第二登录响应用于指示第一帐号登录成功,第二登录响应包括目标游戏数据。
在一个实施例中,上述第三服务器可以包括但不限于大区服务器,也即,用于公共服务集群,现有技术中通过公网链路实现用户侧到公共服务集群的连接,而在本实施例中,通过GAAP转发用于连接公共服务集群的登录请求,并利用GAAP实现用户侧和公共服务集群之间的数据转发,上述GAAP与上述第三服务器通过专线连接。
在一个实施例中,图6是根据本申请实施例的又一种可选的帐号接入方法的流程示意图,如图6所示,以第一帐号为南美洲用户为例进行进一步说明:
S602,南美用户(对应于前述的第一帐号)发起网络请求,触发DNS解析;
S604,DNS服务器根据南美用户的IP地址向南美用户返回南美GAAP加速点的IP地址;
S606,获取南美用户发起的登录请求;
S608,南美GAAP加速点(对应于前述的目标接入设备)将登录请求转发到新加坡大区服务器(对应于前述的第三服务器);
S610,新加坡大区服务器根据登录请求访问数据库获取用户数据;
S612,数据库向新加坡大区服务器返回用户数据;
S614,大区服务器根据业务逻辑处理用户数据;
S616,新加坡大区服务器向南美GAAP加速点返回登录响应信息;
S618,通过南美GAAP加速点向南美用户返回上述登录响应信息。
通过本实施例,能够解决相关技术中从用户侧目标游戏应用访问公共服务集群,需要通过公网链路实现,由于帐号的请求时延和帐号到公共服务的距离、以及公网链路的路由质量正相关,因此,会出现部分游戏帐号在进行与上述公共服务集群相关联的操作时,会有卡顿感的技术问题,达到降低用户网络时延的技术效果。
在一个可选的实施例中,在第一接入设备上将第一数据请求发送给第一类型的第一服务器之后,方法还包括:在第一服务器上获取第一组帐号中的每个帐号分别对应的接入设备与多个第二类型服务器进行数据传输时的第一组网络延时列表;在第一组帐号数量为一个帐号,第一组网络延时列表中记录有一个帐号所对应的接入终端与多个第二类型服务器的网络延时的情况下,将网络延时最低的第二类型服务器的地址确定为第二服务器的地址;在第一组帐号数量为多个帐号,第一组网络延时列表中记录有多个帐号中每个帐号所对应的接入终端与多个第二类型服务器的网络延时的情况下,获取多个帐号中每个帐号所对应的接入终端与多个第二类型服务器的网络延时中时延最低的多个第二类型服务器标识;在多个第二类型服务器标识中用于指示同一个第二类型服务器的标识的数量超过第一阈值的情况下,将与第二类型服务器标识对应的第二类型服务器的地址确定为第二服务器的地址;在多个第二类型服务器标识中用于指示同一个第二类型服务器的标识数量未超过第一阈值的情况下,将多个第二类型服务器中网络延时评价参数最高的第二类型服务器的地址确定为第二服务器的地址。
在一个实施例中,在第一组帐号数量为一个帐号的情况下,将上述一个帐号对应的多个接入设备按照网络时延进行排序,将网络时延最低的接入设备确定为上述一个帐号对应的接入设备。
在一个实施例中,在第一组帐号数量为多个帐号的情况下,上述第一组帐号包括位于东南亚区域的第一帐号、位于北美洲区域的第二帐号、位于南美洲区域的第三帐号,上述第一帐号对应的接入设备设置在东南亚区域、上 述第二帐号对应的接入设备设置在北美洲区域、上述第三帐号对应的接入设备设置在南美洲区域,上述第一帐号与南美洲区域的接入设备的网络时延为300ms,与北美洲区域的接入设备的网络时延为200ms、与东南亚区域的接入设备的网络时延为50ms,则对于第一帐号而言,将与南美洲区域的接入设备对应的网络延时参数设置为40,将与北美洲区域的接入设备对应的网络延时参数设置为70,将与东南亚区域的接入设备对应的网络延时参数设置为100,对于第二帐号而言,上述第二帐号与南美洲区域的接入设备的网络时延为100ms,与北美洲区域的接入设备的网络时延为50ms、与东南亚区域的接入设备的网络时延为200s,则将与南美洲区域的接入设备对应的网络延时参数设置为85,将与北美洲区域的接入设备对应的网络延时参数设置为100,将与东南亚区域的接入设备对应的网络延时参数设置为40,通过上述操作确定处于东南亚区域的接入设备的网络延时参数总共为210分,处于北美洲区域的接入设备的网络延时参数总共为225分,由于处于北美洲区域的接入设备的网络延时参数较处于东南亚区域的接入设备的网络延时参数更高,则将上述第二服务器确定为位于北美洲的第二类型服务器,并获取该第二类型服务器的地址作为上述第二服务器的地址。
上述仅是一种示例,具体用于选择最优第二类型服务器的方式还可以包括但不限于其他能够体现确定的第二类型服务器的网络时延相对于多个帐号为最优情况的第二类型服务器,本实施例对此不做具体限定。
在一个实施例中,上述第一阈值和第二阈值可以相同或者不同,本申请对此不做任何具体限定。
通过本实施例,利用举手机制直接选择出最优第二类型服务器以及在无法直接选择出最优第二类型服务器的情况下,通过为每个第二类型服务器配置相应的网络时延参数,进而完成对上述第二服务器的地址的确定,达到提高效率,避免反复确定造成系统资源浪费的技术效果。
在一个可选的实施例中,方法还包括:在第一接入设备上获取第一帐号发送的第二数据请求,其中,第二数据请求用于请求将目标虚拟游戏对象添加到一局游戏中;在第一接入设备上将第二数据请求发送给第一服务器,其 中,第一服务器还用于将第二服务器的地址确定为第四类型的第四服务器的地址,第四服务器用于创建目标虚拟游戏对象;在目标接入设备上将第四服务器的地址发送给第一帐号,并向第四服务器转发第一帐号发送的一局游戏中的游戏交互数据;第四服务器根据游戏交互数据在预设条件下创建目标虚拟游戏对象,其中,预设条件包括以下至少之一:在一局游戏中的目标虚拟游戏对象数量小于第一数量阈值;在一局游戏中存在第一组帐号中的帐号连接失败次数超过第二数量阈值;在一局游戏中存在第一组帐号中的帐号的属性为目标帐号,目标帐号为需要与目标虚拟游戏对象互动的游戏帐号。
在一个实施例中,上述第四服务器用于在上述一局游戏中配置能够模拟上述第一帐号控制的虚拟对象的行为的目标虚拟对象,在进行PVP操作时,在一些场景下(如人数不足、用户连接失败次数过多、新手玩家需要引导),需要补允特别的目标虚拟操作对象进入上述一局游戏中。将上述第四服务器和上述第二服务器部署在同一个虚拟私有云中,因此可以减少专线流量的开销,达到降低运营成本的目的
在一个可选的实施例中,方法还包括:在第一接入设备上获取第一帐号发送的第三数据请求,其中,第三数据请求用于请求对一局游戏进行录像;在第一接入设备上将第三数据请求发送给第一服务器,其中,第一服务器还用于将第二服务器的地址确定为第五类型的第五服务器的地址,第五服务器用于创建一局游戏的录像文件;在目标接入设备上将第五服务器的地址发送给第一帐号,并向第五服务器转发第一帐号发送的一局游戏中的游戏交互数据;第五服务器根据游戏交互数据创建一局游戏的录像文件。
在一个实施例中,上述第五服务器用于在上述一局游戏中保存上述帐号的单局操作,在单局结束后形成录像文件,用于用户的回看与分享。通过将第五服务器和第二服务器部署在同一个虚拟私有云中,可以减少专线流量的开销,达到降低成本的目的。
通过本实施例,将与第二服务器交互频繁,同时和公共集群可以解耦的模块,调整到各个虚拟私有云中,能够减少专线的流量,同时对于进程重启需要大量从公共集群进行读、写的场景,采用分散请求的方式,达到成本优 化的目的。
下面结合具体实施例对本申请做进一步说明:
图7是根据本申请实施例的又一种可选的帐号接入方法的流程示意图,如图7所示,以第一帐号为北美洲用户为例进行进一步说明:
S702,北美用户发起网络请求,触发DNS解析;
S704,DNS服务器根据北美用户的IP地址向北美用户返回北美CLB(对应于第一接入设备)的IP地址;
S706,获取北美用户发起的登录请求;
S708,北美CLB将登录请求转发到新加坡大区服务器(对应于上述第三服务器);
S710,新加坡大区服务器根据登录请求访问数据库获取用户数据;
S712,数据库向新加坡大区服务器返回用户数据;
S714,大区服务器根据业务逻辑处理用户数据;
S716,新加坡大区服务器向北美CLB返回登录响应信息;
S718,通过北美CLB向北美用户返回上述登录响应信息;
S720,获取北美用户发起的匹配请求(对应于前述的第一数据请求);
S722,北美CLB将匹配请求转发到新加坡大区服务器;
S724,新加坡大区服务器将上述匹配请求信息转发至新加坡匹配服务器(对应于上述第一服务器)。
S725a,新加坡匹配服务器向新加坡单局服务器(对应于上述第二服务器)发送建立一局游戏的请求。
S725b,新加坡单局服务器在确定人数足够的情况下创建一局游戏后,将创建成功的响应消息返回至新加坡匹配服务器。
S726,新加坡匹配服务器将该响应消息返回至新加坡大区服务器;
S728,新加坡大区服务器将上述响应消息返回北美CLB;
S730,北美CLB将上述响应消息转发至第一帐号;
S732,第一帐号向北美CLB发送上述用于开始一局单局游戏的数据请求信息;
S734,北美CLB将上述请求信息转发至新加坡单局服务器(对应于上述第二服务器)。
通过上述方案可以将不同地理区域的帐号所对应的网络时延进行统计,进而再通过针对网络时延较高地区进行针对性的配置能够实现更低网络时延情况下的进行数据传输的技术效果。
需要说明的是,对于前述的各方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本申请并不受所描述的动作顺序的限制,因为依据本申请,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作和模块并不一定是本申请所必须的。
根据本申请实施例的另一个方面,还提供了一种用于实施上述帐号接入方法的目标应用中的帐号接入装置,设置于电子设备中。如图8所示,该装置包括:
获取模块802,用于在第一接入设备上获取第一帐号发送的第一数据请求,其中,第一数据请求用于请求在目标应用中开始一轮场景交互;
发送模块804,用于在第一接入设备上将第一数据请求发送给第一类型的第一服务器,其中,第一服务器用于将第一组帐号确定为参与一轮场景交互的帐号,并确定第二类型的第二服务器的地址,第二服务器用于创建用于实现一轮场景交互的交互场景,第一组帐号包括来自第一组不同地理区域的帐号,第一组帐号包括第一帐号,第一组帐号中的每个帐号分别用于通过对应的接入设备向第一服务器发送对应的数据请求,对应的数据请求用于请求开始一轮场景交互,对应的接入设备包括来自第二组不同地理区域的接入设备;
获取模块802,用于在第二服务器上创建了交互场景之后,在目标接入设备上获取第一服务器发送的第二服务器的地址,其中,第二服务器与对应的接入设备之间的网络延时均小于第一延时阈值;
发送模块804,用于在目标接入设备上将第二服务器的地址发送给第一帐号,并向第二服务器转发第一帐号发送的一轮场景交互中的交互数据。
在一个可选的实施例中,图9是根据本申请实施例的另一种可选的应用中的帐号接入装置的结构示意图,如图9所示,发送模块804,包括:第一发送单元902,用于在第一接入设备为第一云负载均衡器CLB的情况下,在第一CLB上通过云联网向第一服务器发送第一数据请求,其中,第一CLB位于第一组不同地理区域中的第一地理区域,第一服务器所在的第一服务器集群通过云联网与多个CLB连接,多个CLB包括第一CLB,多个CLB分别位于不同的地理区域。
在一个可选的实施例中,第一发送单元902用于通过如下方式在第一CLB上通过云联网向第一服务器发送第一数据请求:在第一CLB上通过云联网向第二CLB发送第一数据请求,其中,第二CLB与第一服务器集群中的多个服务器连接;在第二CLB上将第一数据请求发送到第一服务器集群中的第三服务器,其中,第三服务器用于提供目标应用中的单轮场景交互之外的服务;在第三服务器上将第一数据请求发送给第一服务器。
在一个可选的实施例中,获取模块还用于:在在第一接入设备上获取第一帐号发送的第一数据请求之前,在第一接入设备上获取第一帐号发送的第一登录请求;发送模块还用于在第一接入设备上将第一登录请求发送到第一服务器集群中第三类型的第三服务器,其中,第三服务器用于提供目标应用中的单轮场景交互之外的服务;获取模块还用于在第一第一接入设备上获取第三服务器发送的目标数据,其中,目标数据包括第三服务器向目标数据库获取到的第一帐号在目标应用中的数据;发送模块还用于在第一第一接入设备上向第一帐号发送第一登录响应,其中,第一登录响应用于指示第一帐号登录成功,第一登录响应包括目标数据。
在一个可选的实施例中,如图9所示,发送模块804包括:第二发送单 元904,用于在第一接入设备为第一全球应用加速平台GAAP加速点的情况下,在第一GAAP加速点上通过第二CLB向第一服务器发送第一数据请求,其中,第二CLB与第一服务器集群中的多个服务器连接,多个服务器包括第一服务器,第一服务器集群通过云联网与多个CLB连接,多个CLB分别位于不同的地理区域。
在一个可选的实施例中,获取模块还用于在第一GAAP加速点上获取第一帐号发送的第二登录请求;发送模块还用于在第一GAAP加速点上将第二登录请求发送到第一服务器集群中的第三服务器,其中,第三服务器用于提供目标应用中的单轮场景交互之外的服务;获取模块还用于在第一GAAP加速点上获取第三服务器发送的目标数据,其中,目标数据包括第三服务器向目标数据库获取到的第一帐号在目标应用中的数据;发送模块还用于在第一GAAP加速点上向第一帐号发送第二登录响应,其中,第二登录响应用于指示第一帐号登录成功,第二登录响应包括目标数据。
在一个可选的实施例中,获取模块还用于在第一服务器上获取第一组网络延时列表;所述第一组网络延时列表中,包括第一组帐号中的每个帐号分别对应的接入设备与多个第二类型服务器进行数据传输时的网络延时;若第一组帐号为一个帐号,将网络延时最低的第二类型服务器的地址确定为第二服务器的地址;若第一组帐号包括多个帐号,获取多个帐号中每个帐号所对应的接入终端之间网络延时最低的第二类型服务器标识,得到多个第二类型服务器标识;在用于指示同一个第二类型服务器的所述第二类型服务器标识的数量超过第一阈值的情况下,将所指示的所述同一个第二类型服务器的地址确定为第二服务器的地址;在用于指示同一个第二类型服务器的所述第二类型服务器标识数量未超过第一阈值的情况下,将多个第二类型服务器中网络延时评价参数最高的第二类型服务器的地址,确定为第二服务器的地址。
在一个可选的实施例中,获取模块还用于:在第一接入设备上获取第一帐号发送的第二数据请求,其中,第二数据请求用于请求将目标虚拟对象添加到一轮场景交互中;在第一接入设备上将第二数据请求发送给第一服务器,其中,第一服务器还用于将第二服务器的地址确定为第四类型的第四服务器 的地址,第四服务器用于创建目标虚拟对象;在目标接入设备上将第四服务器的地址发送给第一帐号,并向第四服务器转发第一帐号发送的一轮场景交互中的交互数据;第四服务器根据交互数据在预设条件下创建目标虚拟对象。
在一个实施例中,预设条件包括以下至少之一:在一轮场景交互中的目标虚拟对象数量小于第一数量阈值;在一轮场景交互中存在第一组帐号中的帐号连接失败次数超过第二数量阈值;在一轮场景交互中存在第一组帐号中的帐号的属性为目标帐号,目标帐号为需要与目标虚拟对象互动的帐号。
在一个可选的实施例中,装置还用于:在第一接入设备上获取第一帐号发送的第三数据请求,其中,第三数据请求用于请求对一轮场景交互进行录像;在第一接入设备上将第三数据请求发送给第一服务器,其中,第一服务器还用于将第二服务器的地址确定为第五类型的第五服务器的地址,第五服务器用于创建一轮场景交互的录像文件;在目标接入设备上将第五服务器的地址发送给第一帐号,并向第五服务器转发第一帐号发送的一轮场景交互中的交互数据;第五服务器根据交互数据创建一轮场景交互的录像文件。
根据本申请实施例的又一个方面,还提供了一种用于实施上述帐号接入方法的电子设备,该电子设备可以是图1所示的终端设备或服务器。如图10所示,该电子设备包括存储器1002和处理器1004,该存储器1002中存储有计算机可读指令,该处理器1004被设置为通过计算机可读指令执行上述任一项方法实施例中的步骤。
在一个实施例中,上述电子设备可以位于计算机网络的多个网络设备中的至少一个网络设备。
在一个实施例中,本领域普通技术人员可以理解,图10所示的结构仅为示意,电子装置电子设备也可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌上电脑以及移动互联网设备(Mobile Internet Devices,MID)、PAD等终端设备。图10其并不对上述电子装置电子设备的结构造成限定。例如,电子装置电子设备还可包括比图10中所示更多或者更少的组件(如网络接口等),或者具有与图10所示不同的配置。
其中,存储器1002可用于存储计算机可读指令以及模块,如本申请实施例中的帐号接入方法和装置对应的计算机可读指令/模块,处理器1004通过运行存储在存储器1002内的计算机可读指令以及模块,从而执行各种功能应用以及数据处理,即实现上述的帐号接入方法。存储器1002可包括高速随机存储器,还可以包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器1002可进一步包括相对于处理器1004远程设置的存储器,这些远程存储器可以通过网络连接至终端。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。其中,存储器1002具体可以但不限于用于存储上述第一组帐号的相关信息与目标虚拟操作对象等信息。作为一种示例,如图10所示,上述存储器1002中可以但不限于包括上述目标应用中的帐号接入装置中的获取模块802、发送模块804、获取模块802以及发送模块804。此外,还可以包括但不限于上述目标应用中的帐号接入装置中的其他模块单元,本示例中不再赘述。
在一个实施例中,上述的传输装置1006用于经由一个网络接收或者发送数据。上述的网络具体实例可包括有线网络及无线网络。在一个实例中,传输装置1006包括一个网络适配器(Network Interface Controller,NIC),其可通过网线与其他网络设备与路由器相连从而可与互联网或局域网进行通讯。在一个实例中,传输装置1006为射频(Radio Frequency,RF)模块,其用于通过无线方式与互联网进行通讯。
此外,上述电子设备还包括:显示器1008,用于显示上述目标应用;和连接总线1010,用于连接上述电子设备中的各个模块部件。
在其他实施例中,上述终端设备或者服务器可以是一个分布式系统中的一个节点,其中,该分布式系统可以为区块链系统,该区块链系统可以是由该多个节点通过网络通信的形式连接形成的分布式系统。其中,节点之间可以组成点对点(P2P,Peer To Peer)网络,任意形式的计算设备,比如服务器、终端等电子设备都可以通过加入该点对点网络而成为该区块链系统中的一个节点。
根据本申请的实施例的又一方面,还提供了一种计算机可读的存储介质,该计算机可读的存储介质中存储有计算机可读指令,其中,该计算机可读指令被设置为运行时执行上述任一项方法实施例中的步骤。
在一个实施例中,本领域普通技术人员可以理解上述实施例的各种方法中的全部或部分步骤是可以通过计算机可读指令来指令终端设备相关的硬件来完成,该计算机可读指令可以存储于一计算机可读存储介质中,存储介质可以包括:闪存盘、只读存储器(Read-Only Memory,ROM)、随机存取器(Random Access Memory,RAM)、磁盘或光盘等。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
上述实施例中的集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在上述计算机可读取的存储介质中。基于这样的理解,本申请的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在存储介质中,包括若干指令用以使得一台或多台计算机设备(可为个人计算机、服务器或者网络设备等)执行本申请各个实施例方法的全部或部分步骤。
在本申请的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
在本申请所提供的几个实施例中,应该理解到,所揭露的客户端,可通过其它的方式实现。其中,以上所描述的装置实施例仅仅是示意性的,例如单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,单元或模块的间接耦合或通信连接,可以是电性或其它的形式。
作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者 也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本申请各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。
以上仅是本申请的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本申请原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本申请的保护范围。

Claims (17)

  1. 一种帐号接入方法,其特征在于,包括:
    在第一接入设备上获取第一帐号发送的第一数据请求,其中,所述第一数据请求用于请求在目标应用中开始一轮场景交互;
    在所述第一接入设备上将所述第一数据请求发送给第一类型的第一服务器,其中,所述第一服务器用于将第一组帐号确定为参与所述一轮场景交互的帐号,并确定第二类型的第二服务器的地址,所述第二服务器用于创建用于实现所述一轮场景交互的交互场景,所述第一组帐号包括来自第一组不同地理区域的帐号,所述第一组帐号包括所述第一帐号,所述第一组帐号中的每个帐号分别用于通过对应的接入设备向所述第一服务器发送对应的数据请求,所述对应的数据请求用于请求开始所述一轮场景交互,所述对应的接入设备包括来自第二组不同地理区域的接入设备;
    在所述第二服务器上创建了所述交互场景之后,在目标接入设备上获取所述第一服务器发送的所述第二服务器的地址,其中,所述第二服务器与所述对应的接入设备之间的网络延时均小于第一延时阈值;所述目标接入设备是与所述第一帐号之间的网络时延最低的接入设备;
    在所述目标接入设备上将所述第二服务器的地址发送给所述第一帐号,并向所述第二服务器转发所述第一帐号发送的所述一轮场景交互中的交互数据。
  2. 根据权利要求1所述的方法,其特征在于,所述在所述第一接入设备上将所述第一数据请求发送给第一类型的第一服务器,包括:
    在所述第一接入设备为第一云负载均衡器CLB的情况下,在所述第一CLB上通过云联网向所述第一服务器发送所述第一数据请求,其中,所述第一CLB位于所述第一组不同地理区域中的第一地理区域。
  3. 根据权利要求2所述的方法,其特征在于,所述在所述第一CLB上通过云联网向所述第一服务器发送所述第一数据请求,包括:
    在所述第一CLB上通过所述云联网向第二CLB发送所述第一数据请求,其中,所述第二CLB与所述第一服务器所在的第一服务器集群中的多个服务器连接;
    在所述第二CLB上将所述第一数据请求发送到所述第一服务器集群中第三类型的第三服务器,其中,所述第三服务器用于提供所述目标应用中的单轮场景交互之外的服务;
    在所述第三服务器上将所述第一数据请求发送给所述第一服务器。
  4. 根据权利要求1所述的方法,其特征在于,所述在第一接入设备上获取第一帐号发送的第一数据请求之前,所述方法还包括:
    在所述第一接入设备上获取所述第一帐号发送的第一登录请求;
    在所述第一接入设备上将所述第一登录请求发送到所述第一服务器集群中的第三服务器;
    在所述第一接入设备上获取所述第三服务器发送的目标数据,其中,所述目标数据包括所述第三服务器从目标数据库获取到的所述第一帐号在所述目标应用中的数据;
    在所述第一接入设备上向所述第一帐号发送第一登录响应,其中,所述第一登录响应用于指示所述第一帐号登录成功,所述第一登录响应包括所述目标数据。
  5. 根据权利要求1所述的方法,其特征在于,所述在所述第一接入设备上将所述第一数据请求发送给第一类型的第一服务器,包括:
    在所述第一接入设备为第一全球应用加速平台GAAP加速点的情况下,在所述第一GAAP加速点上通过第二CLB向所述第一服务器发送所述第一数据请求,其中,所述第二CLB与第一服务器集群中的多个服务器连接,所述多个服务器包括所述第一服务器,所述第一服务器集群通过云联网与多个CLB连接,所述多个CLB分别位于不同的地理区域。
  6. 根据权利要求1所述的方法,其特征在于,在所述第一接入设备上将所述 第一数据请求发送给第一类型的第一服务器之后,所述方法还包括:
    在所述第一服务器上获取第一组网络延时列表;所述第一组网络延时列表中,包括所述第一组帐号中的每个帐号分别对应的接入设备与所述多个第二类型服务器进行数据传输时的网络延时;
    若所述第一组帐号为一个帐号,将所述网络延时最低的第二类型服务器的地址,确定为所述第二服务器的地址。
  7. 根据权利要求6所述的方法,其特征在于,所述方法还包括:
    若所述第一组帐号包括多个帐号,获取与每个帐号所对应的接入终端之间网络延时最低的第二类型服务器标识,得到多个第二类型服务器标识;
    在所述用于指示同一个第二类型服务器的所述第二类型服务器标识的数量超过第一阈值的情况下,将所指示的所述同一个第二类型服务器的地址,确定为所述第二服务器的地址。
  8. 根据权利要求7所述的方法,其特征在于,所述方法还包括:
    在所述用于指示同一个第二类型服务器的所述第二类型服务器标识数量未超过第一阈值的情况下,将所述多个第二类型服务器中网络延时评价参数最高的第二类型服务器的地址,确定为所述第二服务器的地址。
  9. 根据权利要求1所述的方法,其特征在于,所述方法还包括:
    在第一接入设备上获取第一帐号发送的第二数据请求,其中,所述第二数据请求用于请求将目标虚拟对象添加到所述一轮场景交互中;
    在所述第一接入设备上将所述第二数据请求发送给所述第一服务器,其中,所述第一服务器还用于将所述第二服务器的地址确定为第四类型的第四服务器的地址,所述第四服务器用于创建所述目标虚拟对象;
    在所述目标接入设备上将所述第四服务器的地址发送给所述第一帐号,并向所述第四服务器转发所述第一帐号发送的所述一轮场景交互中的交互数据;
    所述第四服务器根据所述交互数据在预设条件下创建所述目标虚拟对象。
  10. 根据权利要求9所述的方法,其特征在于,所述预设条件包括以下至少之一:
    在所述一轮场景交互中的目标虚拟对象数量小于第一数量阈值;
    在所述一轮场景交互中存在所述第一组帐号中的帐号连接失败次数超过第二数量阈值;
    在所述一轮场景交互中存在所述第一组帐号中的帐号的属性为目标帐号,所述目标帐号为需要与所述目标虚拟对象互动的帐号。
  11. 根据权利要求1所述的方法,其特征在于,所述方法还包括:
    在第一接入设备上获取第一帐号发送的第三数据请求,其中,所述第三数据请求用于请求对所述一轮场景交互进行录像;
    在所述第一接入设备上将所述第三数据请求发送给所述第一服务器,其中,所述第一服务器还用于将所述第二服务器的地址确定为第五类型的第五服务器的地址,所述第五服务器用于创建所述一轮场景交互的录像文件;
    在所述目标接入设备上将所述第五服务器的地址发送给所述第一帐号,并向所述第五服务器转发所述第一帐号发送的所述一轮场景交互中的交互数据;
    所述第五服务器根据交互数据创建所述一轮场景交互的录像文件。
  12. 一种应用中的帐号接入装置,设置于电子设备中,其特征在于,包括:
    获取模块,用于在第一接入设备上获取第一帐号发送的第一数据请求,其中,所述第一数据请求用于请求在目标应用中开始一轮场景交互;
    发送模块,用于在所述第一接入设备上将所述第一数据请求发送给第一类型的第一服务器,其中,所述第一服务器用于将第一组帐号确定为参 与所述一轮场景交互的帐号,并确定第二类型的第二服务器的地址,所述第二服务器用于创建所述一轮场景交互,所述第一组帐号包括来自第一组不同地理区域的帐号,所述第一组帐号包括所述第一帐号,所述第一组帐号中的每个帐号对应的接入设备包括来自第二组不同地理区域的接入设备;
    所述获取模块还用于在所述第二服务器上创建了所述一轮场景交互之后,在目标接入设备上获取所述第一服务器发送的所述第二服务器的地址,其中,所述第二服务器与所述对应的接入设备之间的网络延时均小于第一延时阈值;所述目标接入设备是与所述第一帐号之间的网络时延最低的接入设备;
    所述发送模块还用于在所述目标接入设备上将所述第二服务器的地址发送给所述第一帐号,并向所述第二服务器转发所述第一帐号发送的所述一轮场景交互中的交互数据。
  13. 根据权利要求12所述的装置,其特征在于,所述发送模块包括:
    第一发送单元,用于在所述第一接入设备为第一云负载均衡器CLB的情况下,在所述第一CLB上通过云联网向所述第一服务器发送所述第一数据请求,其中,所述第一CLB位于所述第一组不同地理区域中的第一地理区域。
  14. 根据权利要求13所述的装置,其特征在于,所述第一发送单元还用于在所述第一CLB上通过所述云联网向第二CLB发送所述第一数据请求,其中,所述第二CLB与所述第一服务器所在的第一服务器集群中的多个服务器连接;在所述第二CLB上将所述第一数据请求发送到所述第一服务器集群中的第三服务器,其中,所述第三服务器用于提供所述目标应用中的单轮场景交互之外的服务;在所述第三服务器上将所述第一数据请求发送给所述第一服务器。
  15. 根据权利要求12所述的装置,其特征在于,所述获取模块还用于在所述在第一接入设备上获取第一帐号发送的第一数据请求之前,在所述第第一 接入设备上获取所述第一帐号发送的第一登录请求;
    所述发送模块还用于在所述第一接入设备上将所述第一登录请求发送到所述第一服务器集群中第三类型的第三服务器;
    所述获取模块还用于在所述第一接入设备上获取所述第三服务器发送的目标数据,其中,所述目标数据包括所述第三服务器向目标数据库获取到的所述第一帐号在所述目标应用中的数据;
    所述发送模块还用于在所述第一接入设备上向所述第一帐号发送第一登录响应,其中,所述第一登录响应用于指示所述第一帐号登录成功,所述第一登录响应包括所述目标数据。
  16. 一个或多个计算机可读的存储介质,所述计算机可读的存储介质包括存储的计算机可读指令,其中,所述计算机可读指令运行时执行所述权利要求1至11任一项中所述的方法。
  17. 一种电子设备,包括存储器和一个或多个处理器,其特征在于,所述存储器中存储有计算机可读指令,所述一个或多个处理器被设置为通过所述计算机可读指令执行所述权利要求1至11任一项中所述的方法。
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