Data processing method, platform and device based on game platform

文档序号:1063442 发布日期:2020-10-16 浏览:13次 中文

阅读说明:本技术 基于游戏平台的数据处理方法及平台、装置 (Data processing method, platform and device based on game platform ) 是由 曾珊 李鹏飞 张青阳 陈介松 郝文骐 颜艺林 于 2020-08-05 设计创作,主要内容包括:本发明实施例提供了基于游戏平台的数据处理方法及平台、装置,所述方法包括:所述第一服务器接收游戏客户端发送的第一游戏数据;所述第一服务器确定所述第一游戏数据对应的第一数据协议;所述第一服务器在所述第一数据协议与预置的第二数据协议不匹配时,采用所述第二数据协议,将所述第一游戏数据转换为第二游戏数据,以供所述第二服务器和/或所述第三服务器调用。通过本发明实施例,实现了通过原有的服务器集群即可满足游戏推广期的需求,采用服务器对不同数据协议进行转换,无需提供额外单独的服务器,避免了因预估过多导致的资源浪费,减少了运维成本,且能够使新老玩家在相同的服务器上进行游戏,提升了游戏效果。(The embodiment of the invention provides a data processing method, a data processing platform and a data processing device based on a game platform, wherein the method comprises the following steps: the first server receives first game data sent by a game client; the first server determines a first data protocol corresponding to the first game data; and when the first data protocol is not matched with a preset second data protocol, the first server adopts the second data protocol to convert the first game data into second game data for the second server and/or the third server to call. According to the embodiment of the invention, the requirement of the game promotion period can be met through the original server cluster, the servers are adopted to convert different data protocols, additional independent servers are not required to be provided, the resource waste caused by excessive pre-estimation is avoided, the operation and maintenance cost is reduced, new and old players can play games on the same server, and the game effect is improved.)

1. A data processing method based on a game platform, wherein the game platform comprises a first server, a second server, and a third server, the method comprising:

the first server receives first game data sent by a game client;

the first server determines a first data protocol corresponding to the first game data;

and when the first data protocol is not matched with a preset second data protocol, the first server adopts the second data protocol to convert the first game data into second game data for the second server and/or the third server to call.

2. The method of claim 1, wherein the first server has a plurality of protocol construction service components, each protocol construction service component corresponds to a data protocol, and when the first data protocol does not match a preset second data protocol, the first server converts the first game data into second game data by using the second data protocol for being called by the second server and/or the third server, the method comprises:

when the first data protocol is not matched with a preset second data protocol, the first server determines a target protocol construction service component corresponding to the first data protocol;

and the first server calls the target protocol construction service component to convert the first game data into second game data based on the second data protocol.

3. The method of claim 1, wherein the first game data comprises a game login request.

4. The method of claim 1, wherein the second data protocol is a proprietary data protocol of the gaming platform.

5. The method of claim 1, wherein the first server is a proxy server.

6. A data processing method based on a game platform, wherein the game platform comprises a first server, a second server, and a third server, the method comprising:

the second server acquires first attribute information corresponding to the game client;

the second server determines a target data sandbox according to the first attribute information;

and the second server acquires third game data corresponding to the game client and merges the third game data to the target data sandbox.

7. The method of claim 6, wherein the second server has one or more gaming function components, the method further comprising:

the second server determines a target game function component corresponding to the game client;

the second server provides the target game function component to the game client.

8. The method of claim 6 or 7, wherein the second server has a plurality of databases, the method further comprising:

the second server determines a target database corresponding to the game client;

and the second server acquires fourth game data corresponding to the game client and stores the fourth game data in the target database.

9. The method of claim 8, further comprising:

and the second server receives a data migration request and migrates the fourth game data from the target database to other databases according to the data migration request.

10. The method of claim 6, further comprising:

and the second server generates an early warning message when detecting that the memory value corresponding to the game client exceeds a preset memory value.

11. The method of claim 6, wherein the first attribute information comprises data protocol information corresponding to the game client and access port information corresponding to the first server.

12. The method of claim 6, wherein the second server is a lobby server.

13. A data processing method based on a game platform, wherein the game platform comprises a first server, a second server, and a third server, the method comprising:

the third server acquires second attribute information corresponding to the game client;

the third server determines score information by adopting the second attribute information;

and the third server performs game matching on the game client according to the score information.

14. The method of claim 13, wherein the third server has a plurality of matching queues, and wherein the third server performs game matching on the game clients according to the score information, comprising:

the third server determines a target matching queue by adopting the score information;

and the third server adopts the target matching queue to match the game of the game client.

15. The method of claim 13, wherein the second attribute information comprises any one or more of:

level information, battle type information.

16. The method of claim 13, wherein the third server is a combat server.

17. A gaming platform, comprising a first server, a second server, and a third server;

the first server is used for receiving first game data sent by a game client, determining a first data protocol corresponding to the first game data, and converting the first game data into second game data by adopting a second data protocol when the first data protocol is not matched with a preset second data protocol so as to be called by the second server and/or the third server;

the second server is used for acquiring first attribute information corresponding to a game client, determining a target data sandbox according to the first attribute information, acquiring third game data corresponding to the game client, and merging the third game data into the target data sandbox;

and the third server is used for acquiring second attribute information corresponding to the game client, determining score information by adopting the second attribute information, and performing game matching on the game client according to the score information.

18. A data processing apparatus based on a game platform, wherein the game platform comprises a first server, a second server, and a third server, the apparatus comprising:

the first game data receiving module is used for receiving first game data sent by a game client by the first server;

a first data protocol determining module, configured to determine, by the first server, a first data protocol corresponding to the first game data;

and the data conversion module is used for converting the first game data into second game data by adopting a second data protocol when the first data protocol is not matched with a preset second data protocol by the first server so as to be called by the second server and/or the third server.

19. A data processing apparatus based on a game platform, wherein the game platform comprises a first server, a second server, and a third server, the apparatus comprising:

the first attribute information acquisition module is used for acquiring first attribute information corresponding to the game client by the second server;

the target data sandbox determining module is used for determining a target data sandbox by the second server according to the first attribute information;

and the data merging module is used for the second server to acquire third game data corresponding to the game client and merge the third game data to the target data sandbox.

20. A data processing apparatus based on a game platform, wherein the game platform comprises a first server, a second server, and a third server, the apparatus comprising:

the second attribute information acquisition module is used for acquiring second attribute information corresponding to the game client by the third server;

the score information determining module is used for determining score information by the third server by adopting the second attribute information;

and the game matching module is used for performing game matching on the game client by the third server according to the score information.

Technical Field

The invention relates to the field of games, in particular to a data processing method, a data processing platform and a data processing device based on a game platform.

Background

In the game, in order to attract more new players to join, game promotion and publicity need to be continuously carried out, for example, in the game promotion period, the players can preliminarily experience the game through the small game client of the third-party platform, so that the game promotion effect is achieved. During the promotion period of the game, a large number of players will be exposed to the surge, and after the promotion period is over, the number of players will be greatly reduced.

In order to deal with the sudden increase and fall of the number of players, the existing game generally adopts a mode of deploying an independent server to process newly-added popularization-period players of a small game client so as to solve the game requirement of the popularization period. However, in the method, an additional separate server needs to be deployed, the physical resource waste is caused by the fact that the popularization of the reserved resource is excessively estimated, developers need to update, operate and maintain the separate server, the labor cost is increased, and the newly-added players of the small game client can only play games with other new players on the separate server, so that the game effect in the popularization period is influenced.

Disclosure of Invention

In view of the above, it is proposed to provide a data processing method, a platform and an apparatus based on a game platform that overcome or at least partially solve the above problems, comprising:

a data processing method based on a game platform, the game platform comprising a first server, a second server, and a third server, the method comprising:

the first server receives first game data sent by a game client;

the first server determines a first data protocol corresponding to the first game data;

and when the first data protocol is not matched with a preset second data protocol, the first server adopts the second data protocol to convert the first game data into second game data for the second server and/or the third server to call.

Optionally, the first server has a plurality of protocol construction service components, each protocol construction service component corresponds to a data protocol, and when the first data protocol does not match a preset second data protocol, the first server converts the first game data into second game data by using the second data protocol, so that the second game data can be called by the second server and/or the third server, including:

when the first data protocol is not matched with a preset second data protocol, the first server determines a target protocol construction service component corresponding to the first data protocol;

and the first server calls the target protocol construction service component to convert the first game data into second game data based on the second data protocol.

Optionally, the first game data comprises a game login request.

Optionally, the second data protocol is a private data protocol of the game platform.

Optionally, the first server is a proxy server.

A data processing method based on a game platform, the game platform comprising a first server, a second server, and a third server, the method comprising:

the second server acquires first attribute information corresponding to the game client;

the second server determines a target data sandbox according to the first attribute information;

and the second server acquires third game data corresponding to the game client and merges the third game data to the target data sandbox.

Optionally, the second server has one or more game function components, the method further comprising:

the second server determines a target game function component corresponding to the game client;

the second server provides the target game function component to the game client.

Optionally, the second server has a plurality of databases, and the method further includes:

the second server determines a target database corresponding to the game client;

and the second server acquires fourth game data corresponding to the game client and stores the fourth game data in the target database.

Optionally, the method further comprises:

and the second server receives a data migration request and migrates the fourth game data from the target database to other databases according to the data migration request.

Optionally, the method further comprises:

and the second server generates an early warning message when detecting that the memory value corresponding to the game client exceeds a preset memory value.

Optionally, the first attribute information includes data protocol information corresponding to the game client and access port information corresponding to the first server.

Optionally, the second server is a lobby server.

A data processing method based on a game platform, the game platform comprising a first server, a second server, and a third server, the method comprising:

the third server acquires second attribute information corresponding to the game client;

the third server determines score information by adopting the second attribute information;

and the third server performs game matching on the game client according to the score information.

Optionally, the third server has a plurality of matching queues, and the third server performs game matching on the game client according to the score information, including:

the third server determines a target matching queue by adopting the score information;

and the third server adopts the target matching queue to match the game of the game client.

Optionally, the second attribute information includes any one or more of:

level information, battle type information.

Optionally, the third server is a combat server.

A game platform comprising a first server, a second server, and a third server;

the first server is used for receiving first game data sent by a game client, determining a first data protocol corresponding to the first game data, and converting the first game data into second game data by adopting a second data protocol when the first data protocol is not matched with a preset second data protocol so as to be called by the second server and/or the third server;

the second server is used for acquiring first attribute information corresponding to a game client, determining a target data sandbox according to the first attribute information, acquiring third game data corresponding to the game client, and merging the third game data into the target data sandbox;

and the third server is used for acquiring second attribute information corresponding to the game client, determining score information by adopting the second attribute information, and performing game matching on the game client according to the score information.

A data processing apparatus based on a game platform, the game platform comprising a first server, a second server, and a third server, the apparatus comprising:

the first game data receiving module is used for receiving first game data sent by a game client by the first server;

a first data protocol determining module, configured to determine, by the first server, a first data protocol corresponding to the first game data;

and the data conversion module is used for converting the first game data into second game data by adopting a second data protocol when the first data protocol is not matched with a preset second data protocol by the first server so as to be called by the second server and/or the third server.

A data processing apparatus based on a game platform, the game platform comprising a first server, a second server, and a third server, the apparatus comprising:

the first attribute information acquisition module is used for acquiring first attribute information corresponding to the game client by the second server;

the target data sandbox determining module is used for determining a target data sandbox by the second server according to the first attribute information;

and the data merging module is used for the second server to acquire third game data corresponding to the game client and merge the third game data to the target data sandbox.

A data processing apparatus based on a game platform, the game platform comprising a first server, a second server, and a third server, the apparatus comprising:

the second attribute information acquisition module is used for acquiring second attribute information corresponding to the game client by the third server;

the score information determining module is used for determining score information by the third server by adopting the second attribute information;

and the game matching module is used for performing game matching on the game client by the third server according to the score information.

The embodiment of the invention has the following advantages:

in the embodiment of the invention, the first server receives the first game data sent by the game client, then the first data protocol corresponding to the first game data is determined, and when the first data protocol is not matched with the preset second data protocol, the second data protocol is adopted to convert the first game data into the second game data for the second server and/or the third server to call, so that the requirement of a game promotion period can be met through an original server cluster.

Drawings

In order to more clearly illustrate the technical solution of the present invention, the drawings needed to be used in the description of the present invention will be briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present invention, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without inventive exercise.

FIG. 1 is a flow chart illustrating steps of a data processing method based on a game platform according to an embodiment of the present invention;

FIG. 2 is a schematic diagram of a game server according to an embodiment of the present invention;

FIG. 3 is a flow chart illustrating steps of another method for processing data based on a game platform according to an embodiment of the present invention;

FIG. 4 is a schematic diagram of another game server provided by an embodiment of the invention;

FIG. 5 is a flow chart illustrating steps of another method for processing data based on a game platform according to an embodiment of the present invention;

FIG. 6 is a schematic diagram of another game server provided by an embodiment of the invention;

FIG. 7 is a diagram of a game server in a game platform according to an embodiment of the present invention;

FIG. 8 is a schematic structural diagram of a game platform according to an embodiment of the present invention;

FIG. 9 is a schematic structural diagram of a data processing apparatus based on a game platform according to an embodiment of the present invention;

FIG. 10 is a schematic structural diagram of another data processing device based on a game platform according to an embodiment of the present invention;

fig. 11 is a schematic structural diagram of another data processing device based on a game platform according to an embodiment of the present invention.

Detailed Description

In order to make the aforementioned objects, features and advantages of the present invention comprehensible, embodiments accompanied with figures are described in further detail below. It is to be understood that the embodiments described are only a few embodiments of the present invention, and not all embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.

Referring to fig. 1, a flowchart illustrating steps of a data processing method based on a game platform according to an embodiment of the present invention is shown, where the game platform may include a first server, a second server, and a third server, and specifically may include the following steps:

step 101, the first server receives first game data sent by a game client;

as an example, the first server may be a proxy server, which may be a player access module for the gaming platform, through which a player may access the second server and the third server.

The first game data may include a game login request, and the game client may send a game login request for a player, for example.

In the process of a player logging in a game, a game client may send a game login request for the player, and then a first server may receive the game login request so that the player can log in the game.

Because the player can log in the game through different clients, the proxy server can bind different service processing ports according to game requirements, and then a universal network library can be used in the proxy server, and universal network components are adopted to connect the network and process connection data, so that the player can log in the game from different clients.

For example, through a plurality of service processing ports connected with the proxy server, a player can log in a game through an original game client, the original game client can be a bag body provided by a game developer and used for the player to download, and the player can log in the game through the original game client to fight; in the game promotion period, a player can log in a game through a mini-game client, the player can log in a third-party platform without downloading an original game client bag body, and then the player can enter the game through a mini-game client inlet provided by the third-party platform.

Step 102, the first server determines a first data protocol corresponding to the first game data;

as an example, the first data protocol may be a network connection protocol for the first game data, e.g., a player may initiate a game login request via the first data protocol to log in to the game using the protocol to connect to the first server.

After receiving the first game data, the first server may obtain a first data protocol for initiating a game login request from the first game data, so as to connect the game client using the first data protocol.

Specifically, a player can connect with a proxy server through an original game client by adopting a game self-owned protocol to log in a game; the player can also use a general protocol in network connection to connect with the proxy server to perform game login through the mini-game client, for example, the mini-game client may be a websocket protocol, an HTTP protocol, or the like.

Step 103, when the first data protocol is not matched with a preset second data protocol, the first server adopts the second data protocol to convert the first game data into second game data for the second server and/or the third server to call.

As an example, the second data protocol may be a proprietary data protocol of the gaming platform, such as an owned protocol within the game.

The second game data may be data of a private data protocol for the game platform, for example, game data that can be processed through an own protocol inside the game; the second server and the third server may be other servers for game data processing, which may perform subsequent processing by calling the converted game data of the first server.

After the first data protocol is determined, matching can be performed according to a preset second data protocol, and further when the first data protocol is not matched with the second data protocol, the first server can convert the first game data into second game data so that the second server and/or the third server can call the second game data to perform subsequent processing.

In practical application, a player can log in a game by adopting a plurality of protocols through different game clients, the proxy server can convert the plurality of protocols into a private data protocol of a game platform, and further game data received from the different game clients can be unified into game data adopting the private data protocol for further processing.

For example, the proxy server may use multiple protocols in a plug-in parsing manner, that is, for different protocols, the protocols may be converted into own protocols within the game, and further, game data corresponding to different protocols may be further processed in the proxy server, where the processing may include player login processing, player offline processing, in-game interactive operation processing, data storage processing, and the like.

By the protocol proxy node of the plug-in, the protocols of different game clients can be integrated into the proxy node like plug-in, so that the login requirements of players of different game clients can be met, and internal network communication can be processed in a game platform in a private protocol mode.

In an embodiment of the present invention, the first server may have a plurality of protocol construction service components, each protocol construction service component may correspond to a data protocol, and step 103 may include the following sub-steps:

substep 11, when the first data protocol is not matched with a preset second data protocol, the first server determines a target protocol construction service component corresponding to the first data protocol;

the first server can be provided with a plurality of protocol construction service components, each protocol construction service component can correspond to a data protocol, and the protocol construction service components can provide analysis services for the protocols; the target protocol build service component may be a component that provides a resolution service for the first data protocol.

After the first data protocol is determined, matching can be performed on a preset second data protocol, and then when the first data protocol is not matched with the second data protocol, the first server can determine a target protocol construction service component corresponding to the first data protocol so as to call the target protocol construction service component to perform analysis on the first data protocol.

Specifically, the different protocol construction service components may provide analysis services for different protocols, for example, the websocket protocol construction service component may analyze relevant data, such as player login, player offline, interactive operation in a game, and data storage, corresponding to the websocket protocol, to obtain game data of a private protocol based on the game platform after analysis.

Substep 12, the first server invokes the target protocol construction service component to convert the first game data into second game data based on the second data protocol.

After determining the target protocol construction service component, the first server may invoke the target protocol construction service component to convert the first game data into second game data based on the second data protocol, so that the second server and/or the third server may invoke the second game data for subsequent processing.

In one example, the player can use the same operation process as the player login, and the operation of taking the player offline and saving the data can be completed by respectively using different protocol construction service components to process the offline related game data.

In order to enable those skilled in the art to better understand the above steps, the embodiment of the present invention is illustrated by referring to fig. 2, but it should be understood that the embodiment of the present invention is not limited thereto.

In a proxy server (i.e., a first server), a protocol pool may be used for processing for different protocols; the connection map may be used to handle all network connections; the self-owned protocol conversion service, the websocket protocol conversion service and the Http protocol conversion service can be matched with a universal function layer to realize the adaptation services of sending messages, receiving messages, online playing players, offline playing players and the like; the universal function layer can call the data analyzed by the bottom layer to the upper layer through a uniform interface; the client access mapping can be managed for the client access mapping relation, and game data to be fed back can be directly returned to the client through upper layer call-back.

For example, in the process of a player logging in a game through an original game client, the data processing for the protocol conversion service may be connected to the self-owned protocol conversion service, then the self-owned protocol conversion service may call back the parsed message data to an upper general function layer, and then the general function layer may process related operations of logging in such as pulling data and missing processing operations.

For another example, in the process that a player logs in a game through a mini-game client, the websocket protocol conversion service may be connected, then the websocket protocol conversion service may also process data messages of the mini-game in the same way, and call back the analyzed message data to the upper layer of the universal function layer, and then the universal function layer may process the login data of the player, which may include universal data processing for a game account and data push processing in the game.

In the proxy server, the functions of login, offline, interactive operation processing (such as commodity buying and selling) in the game, data storage and the like of the player are all realized in the universal function layer, and the game data corresponding to different protocols can be converted into the unified function layer in a plug-in analysis mode, namely, the game data can be analyzed into data (namely, second game data) which can be identified by the universal function layer, and the data can be transmitted to the universal function layer for game data processing.

In the game promotion period, in the process of logging in a game through a mini-game client, a player can initiate login aiming at the game through a websocket protocol (namely a first data protocol), the websocket protocol conversion service can analyze the game data, such as a user name, a password and login information (such as a mobile phone model and a network type) of the player obtained through analysis are sent to a general function layer, the general function layer can process the received game data, the user name and the password are verified through a database, the verified user can be added into a login queue, after the queue is completed, a proxy server can pull the game data (such as a grade, a section, an owned role, a friend in the game, a reward for participating in activities and the like) of the player, and the player completes the game login on the proxy server.

After the player logs in the proxy server, the game data to be fed back can be sent to the access mapping of the client, the game data can be packaged into websocket protocol data, namely the game data is packaged into data which can be identified by a protocol corresponding to the game client to be returned, and the data is returned to the game client, and the game client can display the received logged-in game data.

In the embodiment of the invention, the first server receives the first game data sent by the game client, then the first data protocol corresponding to the first game data is determined, and when the first data protocol is not matched with the preset second data protocol, the second data protocol is adopted to convert the first game data into the second game data for the second server and/or the third server to call, so that the requirement of a game promotion period can be met through an original server cluster.

Referring to fig. 3, a flowchart illustrating steps of another data processing method based on a game platform according to an embodiment of the present invention is shown, where the game platform may include a first server, a second server, and a third server, and specifically may include the following steps:

step 301, the second server obtains first attribute information corresponding to a game client;

as an example, the second server may be a lobby server that may maintain data for player online status and game activity in the lobby; the first attribute information may include data protocol information corresponding to the game client and access port information corresponding to the first server, and the first attribute information may be obtained by the second server calling the first server.

After a player logs in a game, the player can enter a second server of the game platform, and the second server can acquire data protocol information aiming at a game client of the player and access port information of the first server by calling the first server.

Step 302, the second server determines a target data sandbox according to the first attribute information;

the target data sandbox may be a data sandbox corresponding to the game client in the first attribute information, for example, a normal client player sandbox corresponding to the original game client, and a mini game client player sandbox corresponding to the mini game client.

After the first attribute information is obtained, the second server can determine a data sandbox corresponding to the game client where the player logs in according to the data protocol information and the access port information in the first attribute information, so as to serve as a target data sandbox, and further can merge the player into the target data sandbox.

For example, after logging in to the proxy server, the player may log in to the corresponding lobby server, and by accessing the protocol corresponding to the game client and the entry port corresponding to the proxy server, the client sandbox corresponding to the player may be determined, and the player may be further merged into the corresponding client sandbox.

Step 303, the second server obtains third game data corresponding to the game client, and merges the third game data to the target data sandbox.

As an example, the third game data may be player memory data corresponding to the game client.

After the target data sandbox, the second server may obtain player memory data corresponding to the game client, and merge the player memory data into the target data sandbox corresponding to the player.

In an embodiment of the present invention, the second server may have one or more game function components, and the method may further include the steps of:

the second server determines a target game function component corresponding to the game client; the second server provides the target game function component to the game client.

As an example, the game function component may be a component required for a game in the lobby server, such as an activity module, a friends module, a points module.

The target game function component can be a game function component for different game clients, for example, a mini game client corresponds to a required activity module.

The second server may have one or more game function components, different game clients may correspond to the required one or more game function components, and the different game clients may serve as target game function components corresponding to the game clients, and after a player logs in the lobby server, the second server may provide the corresponding target game function components to the game client by determining that the player logs in the target game function components corresponding to the game clients.

In an embodiment of the present invention, the second server may have a plurality of databases, and the method may further include the steps of:

the second server determines a target database corresponding to the game client; and the second server acquires fourth game data corresponding to the game client and stores the fourth game data in the target database.

Wherein the target database may be a storage database for the game client.

As an example, the fourth game data may be memory data for a player in the game.

The second server may have a plurality of databases, and different game clients may configure corresponding databases, which may be used as target databases corresponding to the game clients, and further, after a player logs in the lobby server, the second server may obtain memory data for the player in the game by determining the target database corresponding to the game client, so as to be used as fourth game data, and store the fourth game data in the target database.

For example, different game data storage databases may be configured at the back end of the lobby server for storing normal players of the original game client and mini-game players of the mini-game client into corresponding different databases.

Because the number of players in the game promotion period is large, but part of players will be lost after the promotion period, the game data of the players which are not stored in the database can be directly deleted by adopting a data clearing mode aiming at the players which are not stored in the game data storage database corresponding to the players which are not stored in the database.

In an embodiment of the present invention, the method may further include the steps of:

and the second server receives a data migration request and migrates the fourth game data from the target database to other databases according to the data migration request.

The data migration request may be a request for a player to migrate binding data.

When the player performs data migration, the second server may receive a data migration request of the player for the binding data, and may migrate the memory data of the player in the game from the target database corresponding to the game client to another database according to the data migration request.

For example, after the player a logs in the game through the mini-game client, battle in the game and obtain the game award, then the player a can download the game client of the complete version to continue the game, and because the player a has obtained some game awards in the game and has a corresponding higher game level, when the player a logs in the original game client to continue the game, the game award in the game account logged in by the player a at the mini-game client can be merged with the relevant game data such as the login record, and the like, so as to perform data migration.

In the data migration process, the player a may initiate a binding relationship, and the lobby server may determine the game account B, which the player a logs in at the mini-game client, by using the binding relationship, and may further migrate the game data of the game account to the game account C, which the original game client logs in. Player A may initiate a binding relationship using a string of binding codes that may be used to determine the player's identity. After the player completes the binding for identity determination, the account B may be immediately offline at the mini-game client, and the account C may also be immediately offline at the original game client, so as to prevent the game account for the player a from continuing to write in game data.

The lobby server can automatically write all game data of the game account B, such as game rewards, gold coins and the like, into the game account C. In the process of data writing, if the player performs game login, a prompt message can be displayed to the player in the game interface during login, and is used for prompting that the player cannot perform game login in the process of transferring data.

After the data migration is completed, the data in the game account B logged in by the player a at the mini-game client is emptied, and a migrated mark may be added for the game account B to avoid the migration of repeated data. The player A can normally log in the game account C through the original game client, and can see the game data such as the game rewards and the gold coins after the game account C is correspondingly migrated.

In an embodiment of the present invention, the method may further include the steps of:

and the second server generates an early warning message when detecting that the memory value corresponding to the game client exceeds a preset memory value.

In practical application, the lobby server can provide protection measures aiming at the memory value corresponding to the game client, can preset the memory value within a safety range, and can generate an early warning message for early warning when detecting that the memory value of a single player in the game client exceeds the preset memory value.

After the player logs in the game, the saved player data may be pulled from the database corresponding to the player into the memory, so that the player may perform game operations, such as buying and selling commodities, adding friends, and the like, on the own game data during the game.

Because the requirement of the game is fast to update, new playing methods can be continuously added to the game through updating, but bugs (bugs existing on a computer) are inevitably generated in the updating and developing process, and some bugs can cause abnormal swelling of memory data of players to cause influence on the memory data of other players, and early warning can be performed when the memory data of the players are detected to be abnormal (namely, the memory data exceeds a preset memory value), so that game developers can quickly intervene to solve the abnormal problem.

In order to enable those skilled in the art to better understand the above steps, the embodiment of the present invention is illustrated by referring to fig. 4, but it should be understood that the embodiment of the present invention is not limited thereto.

After a player logs in the proxy server through the game client, the player may further log in a hall public service hall service (i.e., a second server) of the game platform, the hall server may obtain a data protocol for the player game client and an access port of the proxy server (i.e., first attribute information) by calling the proxy server, and then may merge the player into a corresponding normal client player sandbox or a small game client player sandbox (i.e., a target data sandbox), for example, after the player B logs in a game through the original game client, the memory data (i.e., third game data) corresponding to the player B may be merged into the normal client player sandbox (e.g., P1, P2 in fig. 4), and after the player C logs in the game through the small game client, the memory data (i.e., third game data) corresponding to the player C may be merged into the small game client player sandbox (e., P3, P2 in fig. 4), P4).

Various game function components required by games, such as an activity module, a friend module, a reward module and a point module, can be arranged in the hall service. Aiming at game function components of the hall service, an original game client can correspond to a required activity module, a friend module and a score module (target game function component), a mini game client can correspond to the required activity module (target game function component), and the required game function components can be selected for different game clients according to the requirements of the game in the promotion period.

New and old players can login to the hall server in a mixed mode through different game clients, and then old players logged in by the original game clients and new players logged in by the mini-game clients can login to the hall public service and enter the game battle later, and game data (namely fourth game data) of the players can be correspondingly stored in a normal player database or a promotion period player database (namely a target database), so that the game data of the players logged in by the different game clients are not influenced mutually, and physical resources of the game server can be effectively saved.

When the player migrates the binding data, data migration can be performed in a multi-copy data storage mode, so that the game data of the player in the promotion period database are moved to the normal player database for storage, and then the game data in the promotion period player database can be cleaned.

In the embodiment of the invention, the first attribute information corresponding to the game client is obtained through the second server, the target data sandbox is determined according to the first attribute information, the third game data corresponding to the game client is further obtained, and the third game data is merged to the target data sandbox, so that the requirement of mixed login of players is met through the sandbox type lobby server, and mutual influence caused by the differentiation functions of different game clients is avoided.

Referring to fig. 5, a flowchart illustrating steps of another data processing method based on a game platform according to an embodiment of the present invention is shown, where the game platform may include a first server, a second server, and a third server, and specifically includes the following steps:

step 501, the third server obtains second attribute information corresponding to the game client;

as an example, the third server may be a combat server that may be used to perform logical operations for combat matching and game combat; the second attribute information may include any one or more of: the level information and the combat type information, and the second attribute information can be obtained by calling a second server through a third server.

After a player logs in a game, the player can enter a second server of the game platform, and a third server can obtain the grade information and the fighting type information aiming at the player in the game client by calling the first server.

For example, after a player logs in a game, the player may enter a combat server by initiating a game combat matching request, and the combat server may obtain a level and a combat type for the player in a game client to perform game combat matching.

Step 502, the third server determines score information by using the second attribute information;

as an example, the score information may be a hidden score for the player's battle value, which may be calculated according to the player's level information and the battle type information.

After the second attribute information is acquired, the combat value score for the player can be calculated by using data such as the level information, the combat type information and the like of the player in the second attribute information, so that the calculated numerical value is used as a hidden score of the combat value of the player.

The players logged in by different clients can enter the same game server to play the game through the agent server (namely, the first server) and the lobby server (namely, the second server), and as the fighting level of old players in the game is generally higher and the fighting level of new players is generally lower, in order to ensure that different players have good game experience during game promotion, the new and old players can be mixed and matched when the players enter the game to carry out fighting matching, and the fighting value hidden score of the players can be calculated according to the grades, the fighting types and other data of the players so as to carry out the game fighting matching.

For example, for a player who plays a game by initial login, a starting game point value a for a battle value may be preset for the player, and a hidden point value corresponding to the player may also be a, and then, after the player wins each battle in the game, a point B may be added for a current game point value, and at the same time, a current hidden point value may also be added with a point B; after the player fails in the game in each battle, in order to avoid influencing the enthusiasm of the player, the current game score value of the player can be reduced for the player with a lower game score value in a certain score section, but the current hidden score value can be reduced by C, so that the real high/low-score player can be distinguished for the certain score section through a mechanism of hiding the score value.

Step 503, the third server performs game matching on the game client according to the score information.

After the score information is obtained, the hidden scores of the player combat values can be adopted to match the game combat of the players logged in through different game clients.

For example, different players may be allocated into matching servers for the segment bits to which their hidden scores correspond based on their hidden scores. Aiming at the setting of different score sections, a mode of setting the score sections at intervals of preset score values can be adopted, each score section can correspond to a game section position, and then a player can enter the matching servers of different section positions according to hidden scores.

In one example, players may be allowed to enter a matching server of one or more slots for game battle matching according to the number of online players in the current game, for example, the hidden score value of player B corresponds to a slot a, but the number of online players in the slot a is small in a certain period, in order to allow player B to play through game battle matching, player B may be allowed to enter the slot a matching server, and slot matching servers other than the slot a are allowed to play game battle matching.

In an embodiment of the present invention, the third server may have a plurality of matching queues, and step 503 may include the following sub-steps:

substep 21, the third server determines a target matching queue by adopting the score information;

as an example, the matching queue may be a queue of players in the matching server that meet the current matching rules, and the third server may have multiple matching queues, each of which may correspond to a matching server.

The target matching queue may be a matching queue for player score information, for example, a matching queue of a segment a bit corresponding to the hidden score value of player B.

After the score information is obtained, according to the hidden score of the player combat value in the score information, a matching queue of the segment corresponding to the hidden score can be obtained through matching and used as a target matching queue for the player.

In an example, the matching rule corresponding to each score segment may be preset, or the matching rules for different score segments may be adjusted, for example, the number of players entering the score segment may be controlled by adjusting the numerical range of the score segment; can let the player can get into a plurality of segment positions and play the match through adjusting the rule that the player subsides the matching of score section to can maintain the player quantity of treating the matching, shorten the matching time, and can make the matching get into the player game level of fighting on the same scene is equivalent, guarantee player's experience effect.

By controlling the matching rules of the matching queue, the game matching effect for the player in the current game can be adjusted, for example, in the early period of the game promotion period, a new player with a weaker level can enter the same battle through game matching, and a mixed game matching mode can be started according to the conditions of the difficulty or the requirement of the game and the like, so as to ensure a better matching mode for the player.

And a substep 22, wherein the third server adopts the target matching queue to match the game to the game client.

After the target matching queue is determined, game matching can be performed on players in the target matching queue, and for players who match and enter the same-field game battle, the matched game battle information can be notified to the players through the game client.

In the process of game matching, a plurality of matching queues can exist at the same time, players can enter the plurality of matching queues, and if the hidden score value of a player in a certain matching queue is more consistent with the matching rule of the matching queue, the ranking of the player in the matching queue can be more advanced, so that the players with similar game levels can be guaranteed to enter the same-field battle through game matching.

In order to enable those skilled in the art to better understand the above steps, the embodiment of the present invention is illustrated by referring to fig. 6, but it should be understood that the embodiment of the present invention is not limited thereto.

1. The player can initiate a game fighting request, the hall server can check whether the player can enter the fighting server (namely, the third server) according to the game fighting request, and the hall server can prevent the player from repeatedly entering the fighting server through the state check of the hall server for the game fighting request.

2. After verification, the player's game data may be sent to the combat server for game matching.

3. In the process of battle matching of the player, a statistical module can be adopted for data processing, and verification can be performed on the grade, the battle type (namely, second attribute information) and the battle value hiding score (namely, score information) of the player, so that the player can enter different matching queues such as a high-end matching queue or a common matching queue.

4. After the player enters the matching queue (namely the target matching queue), the game matching can be carried out through the segment matching server corresponding to the hidden score of the player, and the required matching waiting time can be returned to the game client logged in by the player.

5. The game client may present the matching wait time to the user.

6. The matching server of each segment can aim at the required players for matching with the battle field, and can inform all the players of the battle field of the corresponding game client terminals respectively to allow the players to enter the game.

7. The player may enter a combat sandbox for in-game combat.

The game platform according to the embodiment of the present invention includes a proxy server (i.e., a first server), a lobby server (i.e., a second server), and a combat server (i.e., a third server), which will be described below with reference to fig. 7.

The game platform can be composed of three parts, namely a proxy server proxy, a hall server (hall public service), a combat server (CombatService), wherein the proxy server can be provided with a game private protocol analysis plug-in, a WebSocket analysis plug-in and a Protobuf plug-in, can perform network processing and is used as a module for a player to access, namely, the player can access the hall server and the combat server through the proxy server.

The lobby server can store data of game activities in a lobby and on-line conditions of players, can have game function components required by various games, such as an activity module, a friend module, a reward module and a credit module, can also have normal client player sandboxes and mini-game client player sandboxes for different game clients, and can merge memory data of the players into corresponding normal client player sandboxes P1 and P2 or mini-game client player sandboxes P3 and P4, and the lobby server can correspondingly store game data of the players in a normal player database or a promotion period player database.

The combat server may be used to perform logical operations for combat matching and game combat, may have a statistics module that may level check against players and obtain player type and hidden combat values, and the lobby server may let players enter P1, P2 of the combat sandbox 1, P3, P4 of the combat sandbox 2 for game combat.

In the embodiment of the invention, the second attribute information corresponding to the game client is obtained through the third server, the score information is determined by adopting the second attribute information, and then the game client is matched with the game according to the score information, so that a differentiated matching mode is provided through the battle server, and players logged in by different game clients can be reasonably matched with the game according to the scores.

It should be noted that, for simplicity of description, the method embodiments are described as a series of acts or combination of acts, but those skilled in the art will recognize that the present invention is not limited by the illustrated order of acts, as some steps may occur in other orders or concurrently in accordance with the embodiments of the present invention. Further, those skilled in the art will appreciate that the embodiments described in the specification are presently preferred and that no particular act is required to implement the invention.

Referring to fig. 8, a schematic structural diagram of a game platform according to an embodiment of the present invention is shown, where the game platform may include a first server 801, a second server 802, and a third server 803.

The first server 801 is configured to receive first game data sent by a game client, determine a first data protocol corresponding to the first game data, and convert the first game data into second game data by using a second data protocol when the first data protocol is not matched with a preset second data protocol, so that the second server and/or the third server can call the second game data; wherein the first game data comprises a game login request; the second data protocol is a private data protocol of the game platform; the first server is a proxy server.

The second server 802 is configured to obtain first attribute information corresponding to a game client, determine a target data sandbox according to the first attribute information, obtain third game data corresponding to the game client, and merge the third game data into the target data sandbox; the first attribute information comprises data protocol information corresponding to the game client and access port information corresponding to the first server; the second server is a lobby server.

The third server 803 is configured to obtain second attribute information corresponding to a game client, determine score information by using the second attribute information, and perform game matching on the game client according to the score information; wherein the second attribute information comprises any one or more of: level information, combat type information; the third server is a combat server.

In an embodiment of the present invention, the first server has a plurality of protocol construction service components, each protocol construction service component corresponds to a data protocol, and the first server 801 is further configured to determine a target protocol construction service component corresponding to the first data protocol when the first data protocol does not match a preset second data protocol; and calling the target protocol construction service component to convert the first game data into second game data based on the second data protocol.

In an embodiment of the present invention, the second server has one or more game function components, and the second server 802 is further configured to determine a target game function component corresponding to the game client; and providing the target game function component to the game client.

In an embodiment of the present invention, the second server has a plurality of databases, and the second server 802 is further configured to determine a target database corresponding to the game client; and acquiring fourth game data corresponding to the game client, and storing the fourth game data in the target database.

In an embodiment of the present invention, the second server 802 is further configured to receive a data migration request, and migrate the fourth game data from the target database to another database according to the data migration request.

In an embodiment of the present invention, the second server 802 is further configured to generate an early warning message when detecting that a memory value corresponding to the game client exceeds a preset memory value.

In an embodiment of the present invention, the third server has a plurality of matching queues, and the third server 803 is further configured to determine a target matching queue by using the score information; and matching the game to the game client by adopting the target matching queue.

Referring to fig. 9, a schematic structural diagram of a data processing apparatus based on a game platform according to an embodiment of the present invention is shown, where the game platform may include a first server, a second server, and a third server, and specifically may include the following modules:

a first game data receiving module 901, configured to receive, by the first server, first game data sent by a game client;

a first data protocol determining module 902, configured to determine, by the first server, a first data protocol corresponding to the first game data;

a data conversion module 903, configured to, when the first data protocol of the first server is not matched with a preset second data protocol, convert the first game data into second game data by using the second data protocol, so that the second server and/or the third server can call the second game data.

In an embodiment of the present invention, the first server has a plurality of protocol construction service components, each protocol construction service component corresponds to a data protocol, and the data conversion module 903 includes:

the target protocol construction service component determining submodule is used for determining a target protocol construction service component corresponding to the first data protocol when the first data protocol is not matched with a preset second data protocol by the first server;

and the data conversion submodule is used for calling the target protocol construction service component by the first server and converting the first game data into second game data based on the second data protocol.

In an embodiment of the invention, the first game data comprises a game login request.

In an embodiment of the present invention, the second data protocol is a private data protocol of the game platform.

In an embodiment of the present invention, the first server is a proxy server.

Referring to fig. 10, a schematic structural diagram of another data processing apparatus based on a game platform according to an embodiment of the present invention is shown, where the game platform may include a first server, a second server, and a third server, and specifically may include the following modules:

a first attribute information obtaining module 1001, configured to obtain, by the second server, first attribute information corresponding to the game client;

a target data sandbox determining module 1002, configured to determine, by the second server, a target data sandbox according to the first attribute information;

a data merging module 1003, configured to obtain, by the second server, third game data corresponding to the game client, and merge the third game data into the target data sandbox.

In an embodiment of the present invention, the second server has one or more game function components, and the apparatus further includes:

the target game function component determining module is used for determining a target game function component corresponding to the game client by the second server;

and the target game function component providing module is used for providing the target game function component to the game client by the second server.

In an embodiment of the present invention, the second server has a plurality of databases, and the apparatus further includes:

the target database determining module is used for determining a target database corresponding to the game client by the second server;

and the storage module is used for the second server to acquire fourth game data corresponding to the game client and store the fourth game data in the target database.

In an embodiment of the present invention, the apparatus further includes:

and the migration module is used for receiving a data migration request by the second server and migrating the fourth game data from the target database to other databases according to the data migration request.

In an embodiment of the present invention, the apparatus further includes:

and the early warning message generating module is used for generating an early warning message when the second server detects that the memory value corresponding to the game client exceeds a preset memory value.

In an embodiment of the present invention, the first attribute information includes data protocol information corresponding to the game client and access port information corresponding to the first server.

In an embodiment of the present invention, the second server is a lobby server.

Referring to fig. 11, a schematic structural diagram of another data processing apparatus based on a game platform according to an embodiment of the present invention is shown, where the game platform may include a first server, a second server, and a third server, and specifically may include the following modules:

a second attribute information obtaining module 1101, configured to obtain, by the third server, second attribute information corresponding to the game client;

a score information determining module 1102, configured to determine score information by using the second attribute information by the third server;

a game matching module 1103, configured to perform game matching on the game client by the third server according to the score information.

In an embodiment of the present invention, the third server has a plurality of matching queues, and the game matching module 1103 includes:

a target matching queue determining submodule, configured to determine a target matching queue by using the score information by the third server;

and the game matching submodule is used for matching the game client side with the game by the third server by adopting the target matching queue.

In an embodiment of the present invention, the second attribute information includes any one or more of the following items:

level information, battle type information.

In an embodiment of the present invention, the third server is a combat server.

An embodiment of the present invention further provides an electronic device, which may include a processor, a memory, and a computer program stored in the memory and capable of running on the processor, wherein the computer program, when executed by the processor, implements the steps of the data processing method based on the game platform.

An embodiment of the present invention further provides a computer-readable storage medium, on which a computer program is stored, where the computer program, when executed by a processor, implements the steps of the data processing method based on the game platform.

For the device embodiment, since it is basically similar to the method embodiment, the description is simple, and for the relevant points, refer to the partial description of the method embodiment.

The embodiments in the present specification are described in a progressive manner, each embodiment focuses on differences from other embodiments, and the same and similar parts among the embodiments are referred to each other.

As will be appreciated by one skilled in the art, embodiments of the present invention may be provided as a method, apparatus, or computer program product. Accordingly, embodiments of the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, embodiments of the present invention may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.

Embodiments of the present invention are described with reference to flowchart illustrations and/or block diagrams of methods, terminal devices (systems), and computer program products according to embodiments of the invention. It will be understood that each flow and/or block of the flow diagrams and/or block diagrams, and combinations of flows and/or blocks in the flow diagrams and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing terminal to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing terminal, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.

These computer program instructions may also be stored in a computer-readable memory that can direct a computer or other programmable data processing terminal to function in a particular manner, such that the instructions stored in the computer-readable memory produce an article of manufacture including instruction means which implement the function specified in the flowchart flow or flows and/or block diagram block or blocks.

These computer program instructions may also be loaded onto a computer or other programmable data processing terminal to cause a series of operational steps to be performed on the computer or other programmable terminal to produce a computer implemented process such that the instructions which execute on the computer or other programmable terminal provide steps for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.

While preferred embodiments of the present invention have been described, additional variations and modifications of these embodiments may occur to those skilled in the art once they learn of the basic inventive concepts. Therefore, it is intended that the appended claims be interpreted as including preferred embodiments and all such alterations and modifications as fall within the scope of the embodiments of the invention.

Finally, it should also be noted that, herein, relational terms such as first and second, and the like may be used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Also, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or terminal that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or terminal. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other like elements in a process, method, article, or terminal that comprises the element.

The data processing method, the data processing platform and the data processing device based on the game platform are described in detail, specific examples are applied in the description to explain the principle and the implementation mode of the invention, and the description of the embodiments is only used for helping to understand the method and the core idea of the invention; meanwhile, for a person skilled in the art, according to the idea of the present invention, there may be variations in the specific embodiments and the application scope, and in summary, the content of the present specification should not be construed as a limitation to the present invention.

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