WO2023061392A1 - 全球交互服务器群组及基于其的通讯方法、通讯系统、计算机可读存储介质 - Google Patents

全球交互服务器群组及基于其的通讯方法、通讯系统、计算机可读存储介质 Download PDF

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Publication number
WO2023061392A1
WO2023061392A1 PCT/CN2022/124786 CN2022124786W WO2023061392A1 WO 2023061392 A1 WO2023061392 A1 WO 2023061392A1 CN 2022124786 W CN2022124786 W CN 2022124786W WO 2023061392 A1 WO2023061392 A1 WO 2023061392A1
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Prior art keywords
server
user client
interaction
servers
partition
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PCT/CN2022/124786
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English (en)
French (fr)
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罗林
张星
谢多
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上海莉莉丝互娱网络科技有限公司
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Priority to CN202280007515.7A priority Critical patent/CN118120213A/zh
Publication of WO2023061392A1 publication Critical patent/WO2023061392A1/zh

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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L41/00Arrangements for maintenance, administration or management of data switching networks, e.g. of packet switching networks
    • H04L41/08Configuration management of networks or network elements
    • H04L41/0803Configuration setting
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L43/00Arrangements for monitoring or testing data switching networks
    • H04L43/08Monitoring or testing based on specific metrics, e.g. QoS, energy consumption or environmental parameters
    • H04L43/0876Network utilisation, e.g. volume of load or congestion level
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/10Protocols in which an application is distributed across nodes in the network

Definitions

  • the present invention relates to the field of game servers, in particular to a global interactive server group and a communication method, a communication system, and a computer-readable storage medium based thereon.
  • Centralized architecture it is to deploy various servers of the game, such as lobby, battle, and database, in a central area, and all players connect to the server through the global acceleration network.
  • the advantage of this architecture is that it is simple to develop and deploy.
  • the disadvantage of this architecture is that although the global network has been connected and the network quality is constantly improving, due to the distance, the game experience of players far away from the central server cannot be guaranteed.
  • Regional distributed architecture divide the world into several regions, such as Southeast Asia, North America, and Europe; each region deploys a set of servers, and the client connects to servers in different regions according to the player's region.
  • the advantage of this architecture is: players can log in to the server nearby, and the experience is better.
  • the disadvantage of this architecture is: the scalability is not strong, and the player data in different regions are separated, so they cannot be played together.
  • the object of the present invention is to provide a global interactive server group that can not only ensure the interactive synchronization of users all over the world but also ensure the fluency of its network, and its communication method, communication system, computer, etc. readable storage media.
  • the invention discloses a communication method based on a global interactive server group, which includes: establishing several regional servers in different regions of the world, and each of the regional servers establishes communication with user clients in one or more countries; Different regions of a country establish several divisional servers, and each divisional server establishes communication with user clients in the region where it is located; at least one central server is established, the central server, several said regional servers, several said The partition servers form a global interactive server group; the data interaction mode between the user client and the global interactive server group includes basic interaction and matching interaction; the network transmission quality requirement of the matching interaction is higher than that of the basic interactive network Transmission quality requirements; the user client logs into the regional server to enter the centralized interactive platform, and the user client performs basic interaction with user clients in one or more countries in the centralized interactive platform; or further enters the partition The server performs matching interaction with the user clients in the region where the partition server is located.
  • the central server, several of the regional servers, and several of the partition servers perform data interaction through communication links.
  • the user client logging in the regional server to enter the centralized interactive platform includes: the user client selects the regional server within a preset distance as a login server to log in.
  • the user client selects the area server within the preset distance as the login server to log in, and further includes: when the number of the area servers within the preset distance is greater than 1, then for the area server within the preset distance A plurality of said regional servers conduct a network test, and select said regional server with the best test result as a login server to log in.
  • the establishment of several regional servers in different regions of the world, and establishing communication between each regional server and user clients in one or more countries includes: when establishing a new regional server globally, the newly added regional server
  • the area server in the area establishes a connection channel with the user client in the area, so that the user client establishes communication with the newly added area server through the connection channel.
  • the simultaneous matching and interaction between entering the partition server and the user client in the area where the partition server is located includes: when the user client requests the matching interaction, the central server can perform the matching interaction with the user client. All the partition servers that are connected carry out a network test, and select other user clients in the partition server with the best test results to match with this user client; the number of the best partition servers is one or more indivual.
  • the central server when the user client requests to perform the matching interaction, performs a network test on all the partition servers that the user client can connect to, and selects other partition servers in the partition server with the best test results.
  • Matching the user client with the user client also includes: reading the historical partition server of the user client; when the historical partition server is consistent with the partition server with the best test result, the central server selects the partition server Other user clients in the partition server are matched with the user client; when the historical partition server is inconsistent with the partition server with the best test result, the central server randomly selects the historical partition server and the partition server. Other user clients of one of the partition servers with the best test result are matched with the user client.
  • the user client logs into the regional server to enter the centralized interactive platform, and the user client performs basic interaction with user clients in one or more countries in the centralized interactive platform; or further enters the
  • the simultaneous matching and interaction between the partition server and the user client in the region where the partition server is located includes: after the user client logs in to the region server, the region server will obtain the basic data of the user client from the central server; The update of the interactive data of the user client will be stored on the regional server in real time; the central server obtains the update of the user's interactive data at intervals of a preset time period; when the user client goes offline, the regional server will Unload all interaction data for this user client.
  • the invention also discloses a global interactive server group, including several regional servers, several sub-regional servers and at least one central server; each of the regional servers establishes communication with user clients in one or more countries; Several partition servers are established in different regions of a country, and each of the partition servers establishes communication with the user client in the region of the country;
  • the communication link performs data interaction; the user client logs into the regional server to enter the centralized interactive platform, and the data interaction mode between the user client and the global interactive server group includes basic interaction and matching interaction; the matching interaction
  • the network transmission quality requirement is higher than the network transmission quality requirement of the basic interaction; the user client performs the basic interaction with the user client in one or more countries in the centralized interaction platform; or further enters the partition
  • the server performs the matching interaction with the user clients in the region where the partition server is located.
  • the invention also discloses a communication system based on a global interactive server group, which includes several regional servers, several regional servers and at least one central server; each of the regional servers is established with user clients in one or more countries Communication; several partition servers are established in different regions of each country, and each partition server establishes communication with user clients in the regions of the country where it is located; the central server, several regional servers, and several partitions
  • the servers perform data interaction through communication links; the user client logs into the regional server to enter the centralized interactive platform, and the data interaction mode between the user client and the global interactive server group includes basic interaction and matching interaction;
  • the network transmission quality requirements for the matching interaction are higher than the network transmission quality requirements for the basic interaction; the user client performs the basic interaction with user clients in one or more countries in the centralized interaction platform; or further The matching interaction is performed simultaneously with user clients entering the region where the partition server is located.
  • the present invention also discloses a computer-readable storage medium, which stores instructions applied to a global interactive server group, and the global interactive server group includes several regional servers, several partition servers and at least one central server.
  • each said regional server establishes communication with user clients in one or more countries;
  • the user client establishes communication;
  • the central server, several of the regional servers, and several of the partition servers perform data interaction through communication links;
  • the user client logs in to the regional server to enter a centralized interactive platform, and the
  • the data interaction mode between the user client and the global interaction server group includes basic interaction and matching interaction; the network transmission quality requirement of the matching interaction is higher than the network transmission quality requirement of the basic interaction;
  • the user client is in the set Perform the basic interaction with user clients in one or more countries in the interactive platform; or further enter the divisional server and perform the matching interaction with the user clients in the region where the divisional server is located.
  • the interactive consistency and synchronization of global users can be satisfied;
  • the separate regional servers and all The above-mentioned partition servers can ensure the network fluency of the users associated with each server, and guarantee the game experience of the players;
  • the data interaction between the central server, several regional servers, and several partition servers adopts full communication link communication, which ensures the communication quality of servers at each layer in the architecture.
  • Fig. 1 is the flow chart of the communication method based on the global interactive server group provided by the present invention
  • Fig. 2 is a schematic structural diagram of a global interactive server group provided by the present invention.
  • Fig. 3 is a flowchart of a preferred embodiment provided by the present invention.
  • first, second, third, etc. may be used in the present disclosure to describe various information, the information should not be limited to these terms. These terms are only used to distinguish information of the same type from one another. For example, without departing from the scope of the present disclosure, first information may also be called second information, and similarly, second information may also be called first information. Depending on the context, the word “if” as used herein may be interpreted as “at” or “when” or “in response to a determination.”
  • connection should be understood in a broad sense, for example, it can be mechanical connection or electrical connection, or two
  • connection should be understood in a broad sense, for example, it can be mechanical connection or electrical connection, or two
  • connection should be understood in a broad sense, for example, it can be mechanical connection or electrical connection, or two
  • the internal communication of each element may be directly connected or indirectly connected through an intermediary.
  • intermediary Those skilled in the art can understand the specific meanings of the above terms according to specific situations.
  • the present invention discloses a kind of communication method based on global interactive server group, comprises:
  • S101 Establish several regional servers in different regions of the world, and each regional server establishes communication with user clients in one or more countries;
  • the data interaction mode between the user client and the global interaction server group includes basic interaction and matching interaction; the network requirement speed of the matching interaction is greater than the network requirement speed of the basic interaction; the user client logs in to the regional server to enter the centralized interaction platform, The user client performs basic interaction with user clients in one or more countries in the centralized interaction platform; or further enters the partition server and performs matching interaction with the user clients in the region where the partition server is located.
  • Steps S101, S102, and S103 jointly build a global interactive server group. These three steps do not require a sequential execution order.
  • the central server can be deployed first, and then the regional servers and partition servers can be deployed, or the regional servers can be deployed first, and then the regional servers can be deployed.
  • a dedicated communication link such as a dedicated optical fiber line, can be established between the servers.
  • the area in step S101 may be an area across countries in the world, such as Southeast Asia, North America, and Europe.
  • the division in step S102 is a geographical unit that is more subdivided than a country.
  • the central server in step S103 is used for storing, reading and writing user data, and synchronizing data with regional servers and subregional service areas.
  • the network transmission quality requirement can be understood as the minimum network transmission quality required to establish good communication between two network devices, which can be characterized by network delay or data transmission rate. It can be seen that matching interaction has higher requirements for network transmission quality, and is generally used in application scenarios that require strong real-time data interaction.
  • the centralized interactive platform is a network service platform provided by the regional server, which is oriented to the user clients served by the regional server. When a user logs in to the global interactive server group, he must first log in to the regional server.
  • the present invention adopts a scheme based on a global interactive server group.
  • the global interactive server group specifically includes: regional servers, partition servers and central servers.
  • the central server, several regional servers, and several partition servers perform data interaction through communication links.
  • the present invention can be applied to game server group, then correspondingly, area server then corresponds to the lobby server in the game server group, in this lobby server, global Players from all over the world can play the game simultaneously; the lobby server only supports game categories with general network speed requirements.
  • the centralized game platform entered by the user client after logging in to the regional server can be understood as a game hall, in which several basic games can be selected to be played, and the basic game can be played by all players in the area served by the regional server Interaction, because the game interaction method covers a wide area, the transmission quality is poor compared to the partitioned server network.
  • the partition server corresponds to the battle server of the regional battle layer. Unlike the lobby server, the game category supported by the battle server requires higher network configuration and response speed (that is, network transmission quality), so it only supports a single region in a single country of users play matching games. In specific implementation, after the user enters the game lobby, and needs further network configuration and games with higher response speed requirements, the user enters the regional battle layer through the battle server and matches with the players in the corresponding area of the battle server. The scope of service is small, so it can support and respond to the higher demand for real-time data interaction.
  • the central server is a server that is connected to the lobby server and the battle server at the same time for data interaction, so that there is no obstacle to data interaction between the lobby server and the battle server, ensuring that the player plays the game no matter which lobby server or which battle server they are in. , can guarantee data consistency.
  • the user client when the user client logs in to the regional server and enters the centralized interactive platform, the user client will preferentially select a regional server within a preset distance as the login server to log in, so as to ensure that the selected regional server is closest to the user and ensure network quality.
  • the preset distance is a geographical distance in reality, that is, a distance starting from the user client.
  • the preset distance forms a circular area with the user client.
  • the regional server deployed within the circular area can serve as Login is preferred.
  • multiple preset distances that increase sequentially can be set, and when the user does not find an area server within the shortest preset distance, the user will find an area server within the second closest preset distance behind it , if a suitable region server is still not found, search for region servers from near to far.
  • network tests are performed on the several regional servers respectively, and the regional server with the best test result is selected as the login server to log in, so as to Ensure that the regional server logged in by the user is the server with the best network status.
  • a connection channel is established between the newly added regional server and the user client in the region, so that the user client can establish communication with the newly added regional server through the connection channel, It does not require the user to update the client or perform other server configuration settings, which simplifies the process and enhances the user's gaming experience.
  • the area server in this embodiment, the lobby server in the game server group
  • the region server After the region server is deployed and configured, it is used for user clients to log in nearby.
  • the user client When the user client can connect to multiple regional servers to log in, the user client will first conduct a network test on each regional server, and select the best lobby server to log in according to the test results.
  • one user client can communicate with multiple partition servers (in this embodiment, When the user client logs in to the battle server and enters the regional battle layer to request for matching interaction, the central server will first conduct network tests on all the battle servers that the user client can connect to, and then The battle server with the best test result is selected for the user client to log in. In this battle server, other user clients can be matched with the user client at will.
  • the optimal number of battle servers can be one or more, and if there are more than one, the user client can simultaneously match with other user clients in the plurality of battle servers.
  • the network test of the battle server it also includes reading the historical battle server of the user client, and comprehensively judging the two to select the best battle server.
  • the central server selects other user clients in the battle server to match with the user client;
  • the central server randomly selects the historical battle server and other user clients of one of the battle servers with the best test results to match with the user client.
  • the selection rules can be made by system preset, that is, the historical battle server is selected by default, or the current test result is the best The battle server, and this setting can be mandatory by the system, or can be customized by the user, which is not limited here.
  • the present invention deploys a set of combat servers in different regions of each country to support users in regional combat.
  • the central server When the user is playing a matching game, he will first conduct a network test on the combat servers in each region that the user client can connect to and report it. The central server will designate or recommend the best partitions based on the current and historical test results of the client. Simultaneous matching in corresponding areas not only reduces the player's network delay, but also improves the player's matching speed.
  • the battle server in the newly added region can also quickly respond to the configuration requirements for rapid deployment and addition to access the entire global interactive server group. Users can log in without re-login. The best battle server can be selected when the game is matched for the first time.
  • the regional servers corresponding to the game hall layer and the combat servers corresponding to the regional combat layer can be deployed independently, with strong scalability, and can be deployed according to players in different regions and regions.
  • the number and configuration requirements determine the location and scale of regional server and partition server deployment.
  • the present invention deploys a set of central servers in a central area around the world, and the central server is used to provide data reading and writing of lobby servers, data reading and writing of combat servers, and global user matching logic.
  • the data of global users is aggregated through the central server, which not only ensures the interactivity of global users, but also ensures the consistency of the game data of the user client, and will not affect the user's game experience.
  • it may also be considered to deploy a set of central servers according to the geographical division of the eastern and western hemispheres, respectively supporting the corresponding hemispheres, so as to reduce the impact of global network delay.
  • the lobby server When a user logs in to the lobby server, the lobby server will pull the player data once, and when the subsequent operation of the user client causes the operation data to be updated, the lobby server will not immediately write back, but will use a regular write-back method. In this way, delays in player operations caused by continuous data write-back and data update are avoided.
  • the central server can quickly configure new lobby servers and battle servers to increase the server's carrying capacity.
  • all lines in the present invention use communication links for communication, and the communication links are direct dedicated line communication links, and no other transfer terminals are involved in the middle , the transfer terminal such as a router and other devices, through the direct dedicated line communication link can ensure that the network communication quality between each server is extremely high, the delay is lower, and the response is faster.
  • the lobby server will obtain the basic data of the user client from the central server, and the basic data includes user information and relevant operation information of the user in the lobby server.
  • the interaction data of the user client is game data.
  • the operation of the user client during the game will result in an update of the game data, and the update of the game data of the user client will be saved on the lobby server in real time as a temporary storage.
  • the central server will obtain the update of the user's interaction data at intervals of a preset time period, instead of continuously writing back updates.
  • the lobby server will unload all the game data of the user client, reducing the load on the lobby server.
  • the player opens the user client (i.e. the game client in Figure 3), and pulls the list of all regional servers within the range;
  • the user client will conduct network tests on each regional server in turn, and then select the best regional server to log in; after logging in, it will enter the game lobby;
  • the client obtains a list of all combat servers within the range without additionally informing the player, and then conducts network testing and reporting;
  • the central server performs strategy selection according to all battle server network test results reported by the user client, and finally selects one or more battle servers, and matches the user clients in the one or more battle servers with This user client performs simultaneous matching;
  • the user client connects to the battle server to perform matching battle games.
  • players can access the nearest lobby server and battle server, so that the player's network delay is reduced and the game experience is improved.
  • the invention also discloses a global interactive server group, which includes several regional servers, several partition servers and at least one central server connected to each other.
  • Each regional server establishes communication with user clients in one or more countries.
  • Several partition servers are established in different regions of each country, and each partition server establishes communication with the user client in the region of the country where it is located.
  • the central server, several regional servers, and several partition servers perform data interaction through communication links.
  • the user client logs into the regional server and enters the centralized interactive platform.
  • the data interaction mode between the user client and the global interactive server group includes basic interaction and matching interaction.
  • the above two interactive modes can be selected on the centralized interactive platform; matching interaction
  • the network transmission quality requirements of the basic interaction are higher than those of the basic interaction; the user client performs basic interaction with the user client of one or more countries in the centralized interactive platform; or further enters the partition server and the partition server.
  • the user clients in the region perform matching interactions at the same time.
  • the global interactive server group of the present invention is a global game server group.
  • the invention also discloses a communication system based on a global interactive server group, which includes several regional servers, several partition servers and at least one center server connected to each other.
  • Each regional server establishes communication with user clients in one or more countries.
  • Several partition servers are established in different regions of each country, and each partition server establishes communication with the user client in the region of the country where it is located.
  • the central server, several regional servers, and several partition servers perform data interaction through communication links.
  • the user client logs into the regional server and enters the centralized interactive platform.
  • the data interaction mode between the user client and the global interactive server group includes basic interaction and matching interaction.
  • the above two interactive modes can be selected on the centralized interactive platform; matching interaction
  • the network transmission quality requirements of the basic interaction are higher than those of the basic interaction; the user client performs basic interaction with the user client of one or more countries in the centralized interactive platform; or further enters the partition server and the partition server.
  • the user clients in the region perform matching interactions at the same time.
  • the global interactive server group of the present invention is a global game server group.
  • the invention also discloses a computer-readable storage medium, which stores instructions applied to a global interactive server group, and the global interactive server group includes several regional servers, several partition servers and at least one central server connected to each other.
  • Each regional server establishes communication with user clients in one or more countries. Establish several partition servers in different regions of each country, connect to the partition servers, and each partition server establishes communication with the user client in the region of the country where it is located.
  • the central server, several regional servers, and several partition servers perform data interaction through communication links.
  • the user client logs into the regional server and enters the centralized interactive platform.
  • the data interaction mode between the user client and the global interactive server group includes basic interaction and matching interaction.
  • the above two interactive modes can be selected on the centralized interactive platform; matching interaction
  • the network transmission quality requirements of the basic interaction are higher than those of the basic interaction; the user client performs basic interaction with the user client of one or more countries in the centralized interactive platform; or further enters the partition server and the partition server.
  • the user clients in the region perform matching interactions at the same time.
  • the global interactive server group of the present invention is a global game server group.

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Abstract

本发明提供了一种全球交互服务器群组及基于其的通讯方法、通讯系统、计算机可读存储介质,所述通讯方法包括:在全球的不同区域建立若干个与一个或多个国家的用户客户端建立通讯的区域服务器;在每个国家的不同地区建立若干个与其所在的地区的用户客户端建立通讯的分区服务器;建立中心服务器,中心服务器、区域服务器、分区服务器构成全球交互服务器群组。用户客户端登录所述区域服务器进入集中式交互平台与一个或多个国家的用户客户端同时进行基础交互;或进一步进入所述分区服务器进行匹配交互。本发明可以满足全球用户的交互一致性和同步性,又能保证每个服务器所关联的用户的网络流畅性,保障了玩家的游戏体验。

Description

全球交互服务器群组及基于其的通讯方法、通讯系统、计算机可读存储介质 技术领域
本发明涉及游戏服务器领域,尤其涉及一种全球交互服务器群组及基于其的通讯方法、通讯系统、计算机可读存储介质。
背景技术
随着越来越多的游戏进行全球化运营,对于游戏服务器全球化的设计需求也越来越多。首先,要保障玩家的游戏体验,主要体验在网络上,要与本地化的游戏体验保持一致;其次,随着游戏的越来越火,会逐渐在全球各个区域和地区进行推广,所以全球架构要有强大的扩展性;最后,由于玩家可以在全球各地登录游戏,还需要与全球各地的玩家一起玩,所以必须支持全球玩家的可交互,以及玩家数据的一致性。
目前,大多数的全球架构主要分为两类:中心集中式和区域分布式。
中心集中式架构;就是把游戏的各种服务器,如:大厅、战斗、数据库,都部署在一个中心地区,所有玩家通过全球加速网络连接服务器。该架构的优点是:开发和部署简单。而该架构的缺点是:虽然有全球网络已联通且网络质量不断提升,但因为距离的原因,离中心服务器远的玩家的游戏体验无法保障。
区域分布式架构:就是把全球分为若干个区域,如:东南亚、北美、欧洲;每个区域部署一套服务器,客户端根据玩家所在区域连接不同区域的服务器。而该架构的优点是:玩家可以就近登录服务器,体验比较好。该架构的缺点是:扩展性不强,不同区域的玩家数据是分开的,所以不能在一起玩。
发明内容
为了克服上述技术缺陷,本发明的目的在于提供一种既可以保证全球各地的用户的交互同步性还可以保证其网络的流畅度的全球交互服务器群组及基于其的通讯方法、通讯系统、计算机可读存储介质。
本发明公开了一种基于全球交互服务器群组的通讯方法,包括:在全球的不同区域建立若干个区域服务器,每个所述区域服务器与一个或多个国家的用户客户端建立通讯;在每个国家的不同地区建立若干个分区服务器,每个所述分区服务器与其所在的地区的用户客户端建立通讯;建立至少一个中心服务器,所述中心服务器、若干个所述区域服务器、 若干个所述分区服务器构成全球交互服务器群组;所述用户客户端与所述全球交互服务器群组的数据交互方式包括基础交互和匹配交互;所述匹配交互的网络传输质量要求高于所述基础交互的网络传输质量要求;用户客户端登录所述区域服务器进入集中式交互平台,用户客户端在所述集中式交互平台内与一个或多个国家的用户客户端同时进行基础交互;或进一步进入所述分区服务器与该所述分区服务器所在的地区的用户客户端同时进行匹配交互。
优选的,所述中心服务器、若干个所述区域服务器、若干个所述分区服务器之间通过通信链路进行数据交互。
优选的,所述用户客户端登录所述区域服务器进入集中式交互平台包括:用户客户端选取预设距离内的所述区域服务器作为登录服务器进行登录。
优选的,所述用户客户端选取预设距离内的所述区域服务器作为登录服务器进行登录还包括:当预设距离内的所述区域服务器的数量大于1,则对所述预设距离内的若干个所述区域服务器进行网络测试,并选取测试结果最佳的所述区域服务器作为登录服务器进行登录。
优选的,所述在全球的不同区域建立若干个区域服务器,每个区域服务器与一个或多个国家的用户客户端建立通讯包括:在全球建立新增的所述区域服务器时,将该新增的所述区域服务器与该区域内的用户客户端建立连接通道,使得所述用户客户端通过所述连接通道与所述新增的区域服务器建立通讯。
优选的,所述进入所述分区服务器与该所述分区服务器所在的地区的用户客户端同时进行匹配交互包括:用户客户端请求进行所述匹配交互时,所述中心服务器对用户客户端所能连接的所有所述分区服务器进行网络测试,选取测试结果最佳的所述分区服务器内的其他用户客户端与该用户客户端进行匹配;所述最佳的所述分区服务器的数量为一个或多个。
优选的,所述用户客户端请求进行所述匹配交互时,所述中心服务器对用户客户端所能连接的所有所述分区服务器进行网络测试,选取测试结果最佳的所述分区服务器内的其他用户客户端与该用户客户端进行匹配还包括:读取该用户客户端的历史分区服务器;当所述历史分区服务器与该测试结果最佳的所述分区服务器一致时,则所述中心服务器选取该分区服务器内的其他用户客户端与该用户客户端进行匹配;当所述历史分区服务器与该测试结果最佳的所述分区服务器不一致时,则所述中心服务器随机选取所述历史分区服务器与该测试结果最佳的所述分区服务器中的一个的其他用户客户端与该用户客户端进行 匹配。
优选的,所述用户客户端登录所述区域服务器进入集中式交互平台,用户客户端在所述集中式交互平台内与一个或多个国家的用户客户端同时进行基础交互;或进一步进入所述分区服务器与该所述分区服务器所在的地区的用户客户端同时进行匹配交互包括:用户客户端登录所述区域服务器后,所述区域服务器将从所述中心服务器获取该用户客户端的基础数据;该用户客户端的交互数据的更新将实时保存在所述区域服务器上;所述中心服务器以预设时间段为间隔获取该用户的交互数据的更新;当用户客户端下线后,所述区域服务器将卸载该用户客户端的所有交互数据。
本发明还公开了一种全球交互服务器群组,包括若干个区域服务器、若干个分区服务器和至少一个中心服务器;每个所述区域服务器与一个或多个国家的用户客户端建立通讯;在每个国家的不同地区建立若干个分区服务器,每个所述分区服务器与其所在国家的地区的用户客户端建立通讯;所述中心服务器、若干个所述区域服务器、若干个所述分区服务器之间通过通信链路进行数据交互;用户客户端登录所述区域服务器进入集中式交互平台,所述用户客户端与所述全球交互服务器群组的数据交互方式包括基础交互和匹配交互;所述匹配交互的网络传输质量要求高于所述基础交互的网络传输质量要求;用户客户端在所述集中式交互平台内与一个或多个国家的用户客户端同时进行所述基础交互;或进一步进入所述分区服务器与所述分区服务器所在的地区的用户客户端同时进行所述匹配交互。
本发明还公开了一种基于全球交互服务器群组的通讯系统,包括若干个区域服务器、若干个分区服务器和至少一个中心服务器;每个所述区域服务器与一个或多个国家的用户客户端建立通讯;在每个国家的不同地区建立若干个分区服务器,每个所述分区服务器与其所在国家的地区的用户客户端建立通讯;所述中心服务器、若干个所述区域服务器、若干个所述分区服务器之间通过通信链路进行数据交互;用户客户端登录所述区域服务器进入集中式交互平台,所述用户客户端与所述全球交互服务器群组的数据交互方式包括基础交互和匹配交互;所述匹配交互的网络传输质量要求高于所述基础交互的网络传输质量要求;用户客户端在所述集中式交互平台内与一个或多个国家的用户客户端同时进行所述基础交互;或进一步进入所述分区服务器与所述分区服务器所在的地区的用户客户端同时进行所述匹配交互。
本发明还公开了一种计算机可读存储介质,存储应用于全球交互服务器群组的指令,所述全球交互服务器群组包括若干个区域服务器、若干个分区服务器和至少一个中心服务 器所述指令被执行时实施以下步骤:每个所述区域服务器与一个或多个国家的用户客户端建立通讯;在每个国家的不同地区建立若干个分区服务器,每个所述分区服务器与其所在国家的地区的用户客户端建立通讯;所述中心服务器、若干个所述区域服务器、若干个所述分区服务器之间通过通信链路进行数据交互;用户客户端登录所述区域服务器进入集中式交互平台,所述用户客户端与所述全球交互服务器群组的数据交互方式包括基础交互和匹配交互;所述匹配交互的网络传输质量要求高于所述基础交互的网络传输质量要求;用户客户端在所述集中式交互平台内与一个或多个国家的用户客户端同时进行所述基础交互;或进一步进入所述分区服务器与该所述分区服务器所在的地区的用户客户端同时进行所述匹配交互。
采用了上述技术方案后,与现有技术相比,具有以下有益效果:
1.通过设置涵盖多个国家游戏数据的所述区域服务器和单国家内的所述分区服务器的双层服务器架构,可以满足全球用户的交互一致性和同步性;单独的所述区域服务器和所述分区服务器又能保证每个服务器所关联的用户的网络流畅性,保障了玩家的游戏体验;
2.通过设置所述中心服务器,与每个所述区域服务器和所述分区服务器数据互通,保障了全球数据的一致性;
3.所述中心服务器、若干个所述区域服务器、若干个所述分区服务器之间的数据交互采用全通信链路通讯,保障了架构中各层服务器的通信质量。
附图说明
图1为本发明提供的基于全球交互服务器群组的通讯方法流程图;
图2为本发明提供的全球交互服务器群组的结构示意图;
图3为本发明提供的优选实施例的流程图。
具体实施方式
以下结合附图与具体实施例进一步阐述本发明的优点。
这里将详细地对示例性实施例进行说明,其示例表示在附图中。下面的描述涉及附图时,除非另有表示,不同附图中的相同数字表示相同或相似的要素。以下示例性实施例中所描述的实施方式并不代表与本公开相一致的所有实施方式。相反,它们仅是与如所附权利要求书中所详述的、本公开的一些方面相一致的装置和方法的例子。
在本公开使用的术语是仅仅出于描述特定实施例的目的,而非旨在限制本公开。在本公开和所附权利要求书中所使用的单数形式的“一种”、“所述”和“该”也旨在包括多数形式,除非上下文清楚地表示其他含义。还应当理解,本文中使用的术语“和/或”是指 并包含一个或多个相关联的列出项目的任何或所有可能组合。
应当理解,尽管在本公开可能采用术语第一、第二、第三等来描述各种信息,但这些信息不应限于这些术语。这些术语仅用来将同一类型的信息彼此区分开。例如,在不脱离本公开范围的情况下,第一信息也可以被称为第二信息,类似地,第二信息也可以被称为第一信息。取决于语境,如在此所使用的词语“如果”可以被解释成为“在……时”或“当……时”或“响应于确定”。
在本发明的描述中,需要理解的是,术语“纵向”、“横向”、“上”、“下”、“前”、“后”、“左”、“右”、“竖直”、“水平”、“顶”、“底”“内”、“外”等指示的方位或位置关系为基于附图所示的方位或位置关系,仅是为了便于描述本发明和简化描述,而不是指示或暗示所指的装置或元件必须具有特定的方位、以特定的方位构造和操作,因此不能理解为对本发明的限制。
在本发明的描述中,除非另有规定和限定,需要说明的是,术语“安装”、“相连”、“连接”应做广义理解,例如,可以是机械连接或电连接,也可以是两个元件内部的连通,可以是直接相连,也可以通过中间媒介间接相连,对于本领域的普通技术人员而言,可以根据具体情况理解上述术语的具体含义。
在后续的描述中,使用用于表示元件的诸如“模块”、“部件”或“单元”的后缀仅为了有利于本发明的说明,其本身并没有特定的意义。因此,“模块”与“部件”可以混合地使用。
参见附图1,本发明公开了一种基于全球交互服务器群组的通讯方法,包括:
S101、在全球的不同区域建立若干个区域服务器,每个区域服务器与一个或多个国家的用户客户端建立通讯;
S102、在每个国家的不同地区建立若干个分区服务器,每个分区服务器与其所在的地区的用户客户端建立通讯;
S103、建立至少一个中心服务器,中心服务器、若干个区域服务器、若干个分区服务器构成全球交互服务器群组;
S200、用户客户端与所述全球交互服务器群组的数据交互方式包括基础交互和匹配交互;匹配交互的网络要求速度大于基础交互的网络要求速度;用户客户端登录区域服务器进入集中式交互平台,用户客户端在集中式交互平台内与一个或多个国家的用户客户端同时进行基础交互;或进一步进入分区服务器与该分区服务器所在的地区的用户客户端同时进行匹配交互。
步骤S101、S102、S103共同构建了全球交互服务器群组,该三个步骤并没有时序上的执行顺序要求,可以先部署中心服务器,再部署区域服务器和分区服务器,也可以先部署区域服务器,再部署分区服务器、中心服务器。在实际部署过程中,为了提升三种服务器两两之间的数据交互效率,可在服务器之间建立专门的通信链路,如光纤专线。步骤S101中的区域,可以是全球范围内跨国家的区域,如东南亚区域、北美区域、欧洲区域等。步骤S102中的分区是比国家更细分的地理单元,当然,某些情况下,对于国土面积较小的国家,可以把整个国家作为一个分区。步骤S103中的中心服务器,用于存储、读写用户数据,并与区域服务器、分区服务区数据同步。
步骤200中,网络传输质量要求可以理解为两处网络设备之间建立良好通讯所需的最低网络传输质量,可以用网络延迟来表征,也可以用数据传输速率来表征。可见,匹配交互对于网络传输质量的要求更高,一般用于对数据交互实时性要求较强的应用场景。本步骤中集中式交互平台是由区域服务器提供的网络服务平台,面向该区域服务器所服务的用户客户端。用户登录该全球交互服务器群组时,首先要登录区域服务器,如果在集中式交互平台中参与交互活动,那么默认与其他用户客户端按照基础交互的方式进行交互;如果进一步进入分区服务器参与交互活动,则与其他用户客户端按照匹配交互的方式进行交互,由于同一分区服务器所匹配的用户客户端都在一个地区内,且已经进行了网络传输质量的筛选,故能够提供较高的网络传输质量。
本发明为了兼容交互的网速体验性、全球玩家交互性、部署扩展性,采用了基于全球交互服务器群组的方案,该全球交互服务器群组具体包括:区域服务器、分区服务器和中心服务器。
中心服务器、若干个区域服务器、若干个分区服务器之间通过通信链路进行数据交互。
参见附图2,作为本发明的一种优选实施例,本发明可以应用于游戏服务器群组,则相对应的,区域服务器则对应游戏服务器群组中的大厅服务器,在该大厅服务器内,全球各国的玩家都可以同步进行游戏;大厅服务器仅支持网络速度要求一般的游戏类别。用户客户端登录区域服务器后所进入的集中式游戏平台可以理解为游戏大厅,在该游戏大厅内可以选择进行若干种基础游戏,该基础游戏可以供该区域服务器所服务的区域的所有玩家进行游戏交互,由于该游戏交互方式涵盖区域较广,故相对于分区服务器网络传输质量较差。
分区服务器则对应地区战斗层的战斗服务器,与大厅服务器不同的是,战斗服务器所支持的游戏类别要求更高的网络配置和响应速度(即网络传输质量),故仅支持单个国家内 的单地区的用户进行匹配游戏。具体实施时,用户进入游戏大厅后,需要进一步进行网络配置和响应速度要求更高的游戏时,则通过战斗服务器进入地区战斗层、与该战斗服务器的对应地区内的玩家进行匹配,由于战斗服务器所服务的范围较小,故可以支持并响应更高要求的数据交互实时性需求。
而中心服务器则是同时与大厅服务器和战斗服务器连接以进行数据交互的服务器,使得大厅服务器和战斗服务器之间也没有数据交互的障碍,保障了玩家无论在哪个大厅服务器、哪个战斗服务器进行游戏过程,都可以保障数据的一致性。
较佳的,用户客户端登录区域服务器进入集中式交互平台时,用户客户端将优先选取预设距离内的区域服务器作为登录服务器进行登录,保证所选择的区域服务器距离用户最近,保证网络质量。该预设距离是现实中的地理距离,即以用户客户端为起点的一段距离,该预设距离与用户客户端构成一圆形区域范围,在该圆形区域范围内部署的区域服务器可作为优选进行登录。
一种实施方式,可以设置有多个依次增大的预设距离,当用户在最近的预设距离范围内没有找到区域服务器时,则在其后面的第二近的预设距离内找区域服务器,若还是没有找到合适的区域服务器,则有近及远依次进行区域服务器的搜寻。
较佳的,当搜寻到同一个预设距离内的区域服务器的数量有多个,则分别对该若干个区域服务器进行网络测试,并选取测试结果最佳的区域服务器作为登录服务器进行登录,以保证用户所登录的区域服务器为网络状态最好的服务器。
较佳的,在全球建立新增的区域服务器时,将该新增的区域服务器与该区域内的用户客户端建立连接通道,使得用户客户端可以通过连接通道与新增的区域服务器建立通讯,而不需要用户进行客户端更新、或进行其他服务器配置设置,简化过程,增强了用户的游戏体验。
具体的,该区域服务器(在本实施例中为游戏服务器群组中的大厅服务器)应该在网络基础设施较好,以及玩家比较集中的区域来进行部署,如:东南亚区域、北美区域、欧洲区域、中国区域等。
区域服务器部署配置好后,用于用户客户端进行就近登录。当用户客户端可与多个区域服务器进行连接登录时,用户客户端会先对每个区域服务器进行网络测试,根据测试的结果选择最佳的大厅服务器来登录。
此外,当有配置需求,需要新增加区域服务器时,只需要在对应区域部署配置新的服务器,即可快速接入本发明的全球交互服务器群组,而客户端无需更新,只需要用户重新 登录就可以在登录界面再次选择最佳的区域服务器。
较佳的,由于不同的分区服务器(在本实施例中为游戏服务器群组中的战斗服务器)所对应的服务区域可能存在重叠,故一个用户客户端可以与多个分区服务器(在本实施例中为游戏中的战斗服务器)进行连接,在用户客户端登录战斗服务器进入地区战斗层请求进行匹配交互时,中心服务器将先对该用户客户端所能连接的所有战斗服务器分别进行网络测试,并选取测试结果最佳的战斗服务器供用户客户端进行登录,在该战斗服务器内,其他用户客户端则可任意与该用户客户端进行匹配。
需要说明的是,最佳的战斗服务器的数量可以为一个,也可以为多个,当为多个时,则用户客户端则可同时与该多个战斗服务器内的其他用户客户端进行匹配。
较佳的,在进行战斗服务器的网络测试后,还包括读取该用户客户端的历史战斗服务器,将两者综合进行评判来选取最佳的战斗服务器。
具体的,当历史战斗服务器与该测试结果最佳的战斗服务器一致时,则中心服务器选取该战斗服务器内的其他用户客户端与该用户客户端进行匹配;而当历史战斗服务器与该测试结果最佳的战斗服务器不一致时,则中心服务器随机选取历史战斗服务器与该测试结果最佳的战斗服务器中的一个的其他用户客户端与该用户客户端进行匹配。
作为一种优选的实施例,在历史战斗服务器与当前测试结果最佳的战斗服务器中进行选择时,选择规则可以由系统预设制定,即默认选择历史战斗服务器,或默认选择当前测试结果最佳的战斗服务器,而该设置可以由系统强制规定,也可以由用户进行个性化制定,此处并不限制。
作为一种优选的实施例,在历史战斗服务器与当前测试结果最佳的战斗服务器中进行选择时,可以直接交给用户进行实时选择,加强用户的游戏参与性和体验感。
具体的,由于全球性游戏的玩家分布比较广,为了提高在一个区域内不同地区的玩家战斗体验,本发明在每个国家的不同地区都部署一套战斗服务器以支持用户进行地区战斗。
用户在进行匹配游戏时,会先对用户客户端所能连接的每个地区的战斗服务器进行网络测试并上报,中心服务器会根据客户端的当前和历史测试结果来指定或推荐最佳的若干分区的对应区域进行同时匹配,既降低了玩家的网络延迟,又提高了玩家的匹配速度。
在全球建立新增的战斗服务器时,新增的地区的战斗服务器也可以快速响应配置需求进行快速部署新增,来接入整个全球交互服务器群组,用户可以在不进行重新登录的情况,在下次进行游戏匹配的时候就可以选择到最佳的战斗服务器。
在本发明的基于全球交互服务器群组的通讯方法中,游戏大厅层所对应的区域服务器和地区战斗层所对应的战斗服务器都可以进行独立部署,扩展性强,可以根据不同区域和地区的玩家数量以及配置需求来决定区域服务器和分区服务器所部署的地点和规模。
为了保证数据的一致性,本发明在全球范围内的一个中心地区部署配置了一套中心服务器,该中心服务器用于提供大厅服务器的数据的读写、战斗服务器的数据的读写、以及全球用户的匹配等逻辑。通过中心服务器把全球用户的数据汇总,既保证了全球用户的可交互性,也保证了用户客户端的游戏数据的一致性,并且不会影响用户的游戏体验。在某些扩展实施方式中,也可考虑根据东西半球的地理划分各部署一套中心服务器,分别支持对应的半球,以减小全球网络延迟的影响。
用户在登录大厅服务器时,大厅服务器会拉取一次玩家数据,而在后续的用户客户端进行操作导致操作数据更新时,大厅服务器也不会立即进行回写,而是采用定时回写的方式,以此避免连续回写数据、更新数据导致的玩家操作的延迟。
随着用户的增多,中心服务器可以快速配置新的大厅服务器和战斗服务器来提高服务器承载能力。
为了保障中心服务器、每个大厅服务器和每个战斗服务器之间的网络通信质量,本发明所有线路采用通信链路通讯,该通讯链路为直通的专线通信链路,中间不涉及其他转接端,转接端如路由器等装置,通过该直通的专线通信链路可以保障各个服务器之间的网络通信质量极高,延迟更低,响应更快。
较佳的,用户客户端登录大厅服务器后,大厅服务器将从中心服务器获取该用户客户端的基础数据,该基础数据包括用户信息和该用户在大厅服务器内的相关操作信息等。
在本优选实施例中,用户客户端的交互数据即为游戏数据。用户客户端在游戏过程中的操作将导致游戏数据的更新,该用户客户端的游戏数据的更新将实时保存在大厅服务器上,作为临时存储。中心服务器则将以预设时间段为间隔获取该用户的交互数据的更新,而不是持续回写更新。当用户客户端下线后,大厅服务器将卸载该用户客户端的所有游戏数据,减小大厅服务器的负荷。
应当注意的是,当用户客户端下线后,虽然该用户客户端的游戏数据都已经被卸载,但其已经被中心服务器所保存,故不会发生数据的丢失。
参见附图3,下面提供本优选实施例的具体实施方式,全球玩家连接的是同一个中心服务器:
玩家打开用户客户端(即图3中的游戏客户端),拉取范围内的所有的区域服务器的列 表;
用户客户端会依次对各个区域服务器进行网络测试,然后选择最佳的区域服务器进行登录;登录后则进入游戏大厅;
客户端在不另外告知玩家的情况下,获取范围内的所有战斗服务器的列表,然后进行网络测试和上报;
若玩家请求进入匹配战斗游戏,则中心服务器根据用户客户端上报的所有战斗服务器网络测试结果进行策略选择,最终选取一个或多个战斗服务器,将该一个或多个战斗服务器内的用户客户端与本用户客户端进行同时匹配;
当其中的一个战斗服务器内的其他用户客户端与本用户客户端匹配成功后,会反馈该战斗服务器地址给本用户客户端;
本用户客户端连接该战斗服务器进行匹配战斗游戏。
采用本发明的基于全球交互服务器群组的通讯方法,可以让玩家就近接入最近的大厅服务器和战斗服务器,使得玩家的网络延迟降低,游戏体验提升。
本发明还公开了一种全球交互服务器群组,包括相互连接的若干个区域服务器、若干个分区服务器和至少一个中心服务器。
每个区域服务器与一个或多个国家的用户客户端建立通讯。在每个国家的不同地区建立若干个分区服务器,每个分区服务器与其所在国家的地区的用户客户端建立通讯。中心服务器、若干个区域服务器、若干个分区服务器之间通过通信链路进行数据交互。
用户客户端登录区域服务器进入集中式交互平台,用户客户端与所述全球交互服务器群组的数据交互方式包括基础交互和匹配交互,上述两种交互方式可在集中式交互平台上选择;匹配交互的网络传输质量要求高于基础交互的网络传输质量要求;用户客户端在集中式交互平台内与一个或多个国家的用户客户端同时进行基础交互;或进一步进入分区服务器与该分区服务器所在的地区的用户客户端同时进行匹配交互。
作为一种优选实施例,本发明的全球交互服务器群组为全球游戏服务器群组。
本发明还公开了一种基于全球交互服务器群组的通讯系统,包括相互连接的若干个区域服务器、若干个分区服务器和至少一个中心服务器。
每个区域服务器与一个或多个国家的用户客户端建立通讯。在每个国家的不同地区建立若干个分区服务器,每个分区服务器与其所在国家的地区的用户客户端建立通讯。中心服务器、若干个区域服务器、若干个分区服务器之间通过通信链路进行数据交互。
用户客户端登录区域服务器进入集中式交互平台,用户客户端与所述全球交互服务器 群组的数据交互方式包括基础交互和匹配交互,上述两种交互方式可在集中式交互平台上选择;匹配交互的网络传输质量要求高于基础交互的网络传输质量要求;用户客户端在集中式交互平台内与一个或多个国家的用户客户端同时进行基础交互;或进一步进入分区服务器与该分区服务器所在的地区的用户客户端同时进行匹配交互。
作为一种优选实施例,本发明的全球交互服务器群组为全球游戏服务器群组。
本发明还公开了一种计算机可读存储介质,存储应用于全球交互服务器群组的指令,所述全球交互服务器群组包括相互连接的若干个区域服务器、若干个分区服务器和至少一个中心服务器。
每个区域服务器与一个或多个国家的用户客户端建立通讯。在每个国家的不同地区建立若干个分区服务器,与分区服务器连接,每个分区服务器与其所在国家的地区的用户客户端建立通讯。中心服务器、若干个区域服务器、若干个分区服务器之间通过通信链路进行数据交互。
用户客户端登录区域服务器进入集中式交互平台,用户客户端与所述全球交互服务器群组的数据交互方式包括基础交互和匹配交互,上述两种交互方式可在集中式交互平台上选择;匹配交互的网络传输质量要求高于基础交互的网络传输质量要求;用户客户端在集中式交互平台内与一个或多个国家的用户客户端同时进行基础交互;或进一步进入分区服务器与该分区服务器所在的地区的用户客户端同时进行匹配交互。
作为一种优选实施例,本发明的全球交互服务器群组为全球游戏服务器群组。
应当注意的是,本发明的实施例有较佳的实施性,且并非对本发明作任何形式的限制,任何熟悉该领域的技术人员可能利用上述揭示的技术内容变更或修饰为等同的有效实施例,但凡未脱离本发明技术方案的内容,依据本发明的技术实质对以上实施例所作的任何修改或等同变化及修饰,均仍属于本发明技术方案的范围内。

Claims (11)

  1. 一种基于全球交互服务器群组的通讯方法,其特征在于,包括:
    在全球的不同区域建立若干个区域服务器,每个所述区域服务器与一个或多个国家的用户客户端建立通讯;在每个国家的不同地区建立若干个分区服务器,每个所述分区服务器与其所在的地区的用户客户端建立通讯;建立至少一个中心服务器,所述中心服务器、若干个所述区域服务器、若干个所述分区服务器构成全球交互服务器群组;
    所述用户客户端与所述全球交互服务器群组的数据交互方式包括基础交互和匹配交互;所述匹配交互的网络传输质量要求高于所述基础交互的网络传输质量要求;用户客户端登录所述区域服务器进入集中式交互平台,用户客户端在所述集中式交互平台内与一个或多个国家的用户客户端进行基础交互;或进一步进入所述分区服务器与所述分区服务器所在的地区的用户客户端进行匹配交互。
  2. 根据权利要求1所述的通讯方法,其特征在于,所述中心服务器、若干个所述区域服务器、若干个所述分区服务器之间通过通信链路进行数据交互。
  3. 根据权利要求1所述的通讯方法,其特征在于,所述用户客户端登录所述区域服务器进入集中式交互平台包括:
    用户客户端选取预设距离内的所述区域服务器作为登录服务器进行登录。
  4. 根据权利要求3所述的通讯方法,其特征在于,所述用户客户端选取预设距离内的所述区域服务器作为登录服务器进行登录还包括:
    当预设距离内的所述区域服务器的数量大于1,则对所述预设距离内的若干个所述区域服务器进行网络测试,并选取测试结果最佳的所述区域服务器作为登录服务器进行登录。
  5. 根据权利要求1所述的通讯方法,其特征在于,所述在全球的不同区域建立若干个区域服务器,每个区域服务器与一个或多个国家的用户客户端建立通讯包括:
    在全球建立新增的所述区域服务器时,将该新增的所述区域服务器与该区域内的用户客户端建立连接通道,使得所述用户客户端通过所述连接通道与所述新增的区域服务器建立通 讯。
  6. 根据权利要求1所述的通讯方法,其特征在于,所述进入所述分区服务器与该所述分区服务器所在的地区的用户客户端同时进行匹配交互包括:
    用户客户端请求进行所述匹配交互时,所述中心服务器对用户客户端所能连接的所有所述分区服务器进行网络测试,选取测试结果最佳的所述分区服务器内的其他用户客户端与该用户客户端进行匹配;
    所述最佳的所述分区服务器的数量为一个或多个。
  7. 根据权利要求6所述的通讯方法,其特征在于,所述用户客户端请求进行所述匹配交互时,所述中心服务器对用户客户端所能连接的所有所述分区服务器进行网络测试,选取测试结果最佳的所述分区服务器内的其他用户客户端与该用户客户端进行匹配还包括:
    读取该用户客户端的历史分区服务器;
    当所述历史分区服务器与该测试结果最佳的所述分区服务器一致时,则所述中心服务器选取该分区服务器内的其他用户客户端与该用户客户端进行匹配;
    当所述历史分区服务器与该测试结果最佳的所述分区服务器不一致时,则所述中心服务器随机选取所述历史分区服务器与该测试结果最佳的所述分区服务器中的一个的其他用户客户端与该用户客户端进行匹配。
  8. 根据权利要求1所述的通讯方法,其特征在于,所述用户客户端登录所述区域服务器进入集中式交互平台,用户客户端在所述集中式交互平台内与一个或多个国家的用户客户端同时进行基础交互;或进一步进入所述分区服务器与该所述分区服务器所在的地区的用户客户端同时进行匹配交互包括:
    用户客户端登录所述区域服务器后,所述区域服务器将从所述中心服务器获取该用户客户端的基础数据;
    该用户客户端的交互数据的更新将实时保存在所述区域服务器上;
    所述中心服务器以预设时间段为间隔获取该用户的交互数据的更新;
    当用户客户端下线后,所述区域服务器将卸载该用户客户端的所有交互数据。
  9. 一种全球交互服务器群组,其特征在于,包括若干个区域服务器、若干个分区服务器和至少一个中心服务器;
    每个所述区域服务器与一个或多个国家的用户客户端建立通讯;在每个国家的不同地区建立若干个分区服务器,每个所述分区服务器与其所在国家的地区的用户客户端建立通讯;用户客户端登录所述区域服务器进入集中式交互平台,所述用户客户端与所述全球交互服务器群组的数据交互方式包括基础交互和匹配交互;所述匹配交互的网络传输质量要求高于所述基础交互的网络传输质量要求;
    用户客户端在所述集中式交互平台内与一个或多个国家的用户客户端进行所述基础交互;或进一步进入所述分区服务器与所述分区服务器所在的地区的用户客户端进行所述匹配交互。
  10. 一种基于全球交互服务器群组的通讯系统,其特征在于,包括若干个区域服务器、若干个分区服务器和至少一个中心服务器;
    每个所述区域服务器与一个或多个国家的用户客户端建立通讯;在每个国家的不同地区建立若干个分区服务器,每个所述分区服务器与其所在国家的地区的用户客户端建立通讯;用户客户端登录所述区域服务器进入集中式交互平台,所述用户客户端与所述全球交互服务器群组的数据交互方式包括基础交互和匹配交互;所述匹配交互的网络传输质量要求高于所述基础交互的网络传输质量要求;
    用户客户端在所述集中式交互平台内与一个或多个国家的用户客户端进行所述基础交互;或进一步进入所述分区服务器与所述分区服务器所在的地区的用户客户端进行所述匹配交互。
  11. 一种计算机可读存储介质,存储应用于全球交互服务器群组的指令,其特征在于,所述全球交互服务器群组包括若干个区域服务器、若干个分区服务器和至少一个中心服务器,所述指令被执行时实施以下步骤:
    每个所述区域服务器与一个或多个国家的用户客户端建立通讯;在每个国家的不同地区建立若干个分区服务器,每个所述分区服务器与其所在国家的地区的用户客户端建立通讯;用户客户端登录所述区域服务器进入集中式交互平台,所述用户客户端与所述全球交互服务器群组的数据交互方式包括基础交互和匹配交互,所述匹配交互的网络传输质量要求高 于所述基础交互的网络传输质量要求;
    用户客户端在所述集中式交互平台内与一个或多个国家的用户客户端进行所述基础交互;或进一步进入所述分区服务器与该所述分区服务器所在的地区的用户客户端进行所述匹配交互。
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