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 PDFInfo
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- 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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Classifications
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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/34—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections
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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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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
Description
Claims (17)
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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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US12011659B2 (en) | 2024-06-18 |
JP7375203B2 (ja) | 2023-11-07 |
KR20220066154A (ko) | 2022-05-23 |
US20220258041A1 (en) | 2022-08-18 |
EP4029580A1 (en) | 2022-07-20 |
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