Game server system and data processing method of game server

文档序号:1369854 发布日期:2020-08-14 浏览:31次 中文

阅读说明:本技术 游戏服务器系统及游戏服务器的数据处理方法 (Game server system and data processing method of game server ) 是由 罗林 张星 谢多 于 2020-04-21 设计创作,主要内容包括:本发明提供了一种游戏服务器系统及游戏服务器的数据处理方法,游戏服务器系统包括:数据库组,包括至少一个数据区单元;网关服务器组,接收客户端发出的登陆指令,网关服务器组包括至少一个网关服务器;账号服务器组,接收网关服务器组生成的校验指令,反馈游戏玩家的账号的绑定数据区单元至网关服务器组;逻辑服务器组,包括至少一个逻辑服务器,每一逻辑服务器匹配一数据区单元;网关服务器组根据绑定数据区单元查找与绑定数据区单元匹配的逻辑服务器,并调用逻辑服务器内的游戏玩家的数据,以将对应于登陆指令的登录结果发送至客户端。采用上述技术方案后,通过各服务器的分隔及对应关系,可实现服务器系统的快速伸缩性调整。(The invention provides a game server system and a data processing method of a game server, wherein the game server system comprises: a database group including at least one data area unit; the gateway server group receives a login instruction sent by the client, and comprises at least one gateway server; the account server group receives the verification instruction generated by the gateway server group and feeds back the binding data area unit of the account of the game player to the gateway server group; the logic server group comprises at least one logic server, and each logic server is matched with a data area unit; and the gateway server group searches the logic server matched with the binding data area unit according to the binding data area unit and calls the data of the game player in the logic server to send the login result corresponding to the login instruction to the client. After the technical scheme is adopted, the quick scalability adjustment of the server system can be realized through the separation and the corresponding relation of the servers.)

1. A game server system, characterized in that the game server system comprises:

a database group including at least one data area unit in which data of a game player is stored;

the gateway server group is in communication connection with a client of a game player and receives a login instruction sent by the client, wherein the gateway server group comprises at least one gateway server which is in communication connection with any data area unit;

the account server group is in communication connection with the gateway server group, receives a verification instruction generated by the gateway server group, verifies the correctness of the account of the game player, and feeds back a binding data area unit of the account of the game player to the gateway server group;

the logic server group comprises at least one logic server which is in communication connection with the gateway server group, and each logic server is matched with a data area unit;

and the gateway server group searches a logic server matched with the binding data area unit according to the binding data area unit and calls data of game players in the logic server to send a login result corresponding to the login instruction to a client.

2. The game server system of claim 1,

the game server system also comprises a load balancing server which is in communication connection with the client, and the client acquires the address of any gateway server in the gateway server group from the load balancing server to establish a communication link;

the verification instruction comprises account information and a verification request of a game player, and the account server group comprises at least one account server which is in communication connection with any data area unit;

and when the account server verifies that the account information is a new account, randomly selecting a data area unit to be bound with the new account, and feeding back the data area unit bound with the new account to any gateway server in the gateway server group.

3. The game server system of claim 2,

the game server system further includes:

the storage server group is respectively in communication connection with the logic server and the database group and comprises at least one storage server, and each storage server is matched with one logic server;

when the login result is successful login, any gateway server receives a game logic request generated by the client and forwards the game logic request to a logic server corresponding to the binding data area unit;

the logic server processes the game logic request and generates change data to be stored in a storage server matched with the logic server;

the storage server periodically sends the change data to a database group.

4. The game server system of claim 3,

the gateway server group searches a logic server matched with the binding data area unit according to the binding data area unit and sends a loading request to the logic server when calling the data of the game player in the logic server;

the logic server sends a data reading request to any storage server according to the loading request;

the storage server feeds back game data of the game player to the logic server according to the data reading request;

and after the logic server initializes the game data, the logic server feeds back the game data to the gateway server so that the gateway server sends a login result to the client.

5. The game server system of claim 1,

the game server system further includes:

the matching server group is in communication connection with the logic server group and comprises at least one matching server, and each matching server is in communication connection with any data area unit;

any gateway server receives a combat request generated by the client and forwards the combat request to a logic server corresponding to the binding data area unit;

the logic server sends a call request to any matching server, the matching server searches other call requests related to other fighting requests in the matching queue, and when different fighting requests are matched, the matching server generates a remote request.

6. The game server system of claim 5,

the game server system further includes:

the combat server group is in communication connection with the matching server group and the logic server group and comprises at least one combat server, and each combat server is in communication connection with any data area unit;

any one of the combat servers receives the remote request to create a combat instance and sends an instance address of the combat instance to the matching server, and the matching server sends the instance address to a client through the gateway server to establish communication connection between the client and the combat server.

7. The game server system of claim 6,

the combat server displays the combat process to the client, and after the combat process is finished, the combat result value logic server is sent, and the logic server issues combat rewards to the client according to the combat result.

8. A data processing method of a game server is characterized by comprising the following steps:

the client side acquires the address of any gateway server in the gateway server group from the load balancing server to establish a communication link;

a client of a game player sends a login instruction to any gateway server in the gateway server group;

the gateway server group generates a checking instruction and sends the checking instruction to any account server in the account server group;

the account server checks the correctness of the account of the game player and feeds back a binding data area unit of the account of the game player in the database group to the gateway server;

and the gateway server group searches the logic server matched with the binding data area unit according to the binding data area unit and calls the data of the game player in the logic server to send the login result corresponding to the login instruction to the client.

9. The data processing method of claim 8, wherein the data processing method further comprises the steps of:

when the login result is successful login, any gateway server receives a game logic request generated by the client and forwards the game logic request to a logic server corresponding to the binding data area unit;

the logic server processes the game logic request and generates change data to be stored in a storage server matched with the logic server;

the storage server periodically sends the change data to the database group.

10. The data processing method of claim 8, wherein the data processing method further comprises the steps of: any gateway server receives a combat request generated by a client and forwards the combat request to a logic server corresponding to the binding data area unit;

the logic server sends a call request to any matching server in the matching server group, the matching server searches other call requests related to other fighting requests in the matching queue, and when different fighting requests are matched, the matching server generates a remote request;

any one of the combat servers receives the remote request to create a combat instance and sends an instance address of the combat instance to the matching server, and the matching server sends the instance address to the client through the gateway server to establish communication connection between the client and the combat server;

the combat server displays the combat process to the client, and after the combat process is finished, the combat result value logic server is sent, and the logic server issues combat rewards to the client according to the combat result.

Technical Field

The present invention relates to the field of game technologies, and in particular, to a game server system and a data processing method for a game server.

Background

With the popularization of intelligent terminals, the experience of users playing games by using the intelligent terminals is the most common use mode. When playing a game, a user needs to operate the intelligent terminal to activate a game application program and is in communication connection with a game server of a game provider so as to interact game data.

Referring to fig. 1, a schematic diagram of a communication system between a client and a game server in the prior art is shown, due to the architecture of the server, the following problems occur in the interaction process between the client and the game server:

1: same-clothes experience when game is not realized

Because each district clothes is provided with an independent server group in the server architecture, the same clothes of the game cannot be realized, a player needs to manually select a specific district clothes before entering the game, and the district clothes operate independently without data intersection.

2: server resource usage imbalance

Because the same server architecture is equipped for each district service, if the number of active people of each district service is different, the resource usage of each server is unbalanced, the district service with more activity may crash, and the district service with less activity wastes resources.

3: the capacity is difficult to expand

Along with the continuous operation of the game, the number of players can be increased continuously, and the game system can deal with the newly added players. The server system can only deal with the problem by adding new game zone servers, and each time a new game zone server is added, a complete architecture server needs to be configured for operation and maintenance, so that the expansion burden is heavy.

4: server expansion difficulty

If too many players are served in a single district, the pressure of the server is increased, and the server can only be dealt with by improving the configuration of the server; however, if the number of active players per district decreases and the resources of the server become free, the configuration of the server can be reduced. The operation and maintenance cost and risk are greatly improved by modifying the server configuration telescopic adjustment.

5: game application is difficult to wear across

If a cross-server playing method needs to be realized, a cross-server needs to be designed outside the framework to provide the cross-server service, and the development difficulty is high.

Therefore, a new game server system is needed, which can realize resource sharing and avoid resource waste.

Disclosure of Invention

In order to overcome the above technical drawbacks, an object of the present invention is to provide a game server system and a data processing method for a game server, which can realize quick scalability adjustment of a server system by the separation and correspondence relationship of each server.

The invention discloses a game server system, which comprises:

a database group including at least one data area unit in which data of a game player is stored;

the gateway server group is in communication connection with the client of the game player and receives a login instruction sent by the client, wherein the gateway server group comprises at least one gateway server which is in communication connection with any data area unit;

the account server group is in communication connection with the gateway server group, receives a verification instruction generated by the gateway server group, verifies the correctness of the account of the game player, and feeds back a binding data area unit of the account of the game player to the gateway server group;

the system comprises a gateway server group, a logic server group and a data area unit, wherein the gateway server group comprises at least one logic server which is in communication connection with the gateway server group, and each logic server is matched with one data area unit;

and the gateway server group searches the logic server matched with the binding data area unit according to the binding data area unit and calls the data of the game player in the logic server to send the login result corresponding to the login instruction to the client.

Preferably, the game server system further includes a load balancing server in communication connection with the client, and the client acquires an address of any gateway server in the gateway server group from the load balancing server to establish a communication link;

the verification instruction comprises account information and a verification request of a game player, and the account server group comprises at least one account server which is in communication connection with any data area unit;

and when the account server verifies that the account information is a new account, randomly selecting a data area unit to be bound with the new account, and feeding back the data area unit bound with the new account to any gateway server in the gateway server group.

Preferably, the game server system further comprises:

the storage server group is respectively in communication connection with the logic server and the database group and comprises at least one storage server, and each storage server is matched with one logic server;

when the login result is successful login, any gateway server receives a game logic request generated by the client and forwards the game logic request to a logic server corresponding to the binding data area unit;

the logic server processes the game logic request and generates change data to be stored in a storage server matched with the logic server;

the storage server periodically sends the change data to the database group.

Preferably, the gateway server group searches a logic server matched with the binding data area unit according to the binding data area unit, and sends a loading request to the logic server when calling the data of the game player in the logic server;

the logic server sends a data reading request to any storage server according to the loading request;

the storage server feeds back game data of the game player to the logic server according to the data reading request;

and after initializing the game data, the logic server feeds back the game data to the gateway server so that the gateway server can send a login result to the client.

Preferably, the game server system further comprises:

the matching server group is in communication connection with the logic server group and comprises at least one matching server, and each matching server is in communication connection with any data area unit;

any gateway server receives a combat request generated by a client and forwards the combat request to a logic server corresponding to the binding data area unit;

the logic server sends a call request to any matching server, the matching server searches other call requests which are related to other fighting requests in the matching queue, and when different fighting requests are matched, the matching server generates a remote request.

Preferably, the game server system further comprises:

the combat server group is in communication connection with the matching server group and the logic server group and comprises at least one combat server, and each combat server is in communication connection with any data area unit;

any one of the combat servers receives the remote request to create a combat instance and sends an instance address of the combat instance to the matching server, and the matching server sends the instance address to the client through the gateway server to establish communication connection between the client and the combat server.

Preferably, the combat server displays the combat process to the client, and after the combat process is finished, the combat result value logic server is sent, and the logic server issues combat rewards to the client according to the combat result.

The invention also discloses a data processing method of the game server, which comprises the following steps:

the client side acquires the address of any gateway server in the gateway server group from the load balancing server to establish a communication link;

a client of a game player sends a login instruction to any gateway server in the gateway server group;

the gateway server group generates a checking instruction and sends the checking instruction to any account server in the account server group;

the account server checks the correctness of the account of the game player and feeds back a binding data area unit of the account of the game player in the database group to the gateway server;

and the gateway server group searches the logic server matched with the binding data area unit according to the binding data area unit and calls the data of the game player in the logic server to send the login result corresponding to the login instruction to the client.

Preferably, the data processing method further comprises the steps of:

when the login result is successful login, any gateway server receives a game logic request generated by the client and forwards the game logic request to a logic server corresponding to the binding data area unit;

the logic server processes the game logic request and generates change data to be stored in a storage server matched with the logic server;

the storage server periodically sends the change data to the database group.

Preferably, the data processing method further comprises the steps of:

any gateway server receives a combat request generated by a client and forwards the combat request to a logic server corresponding to the binding data area unit;

the logic server sends a call request to any matching server in the matching server group, the matching server searches other call requests related to other fighting requests in the matching queue, and when different fighting requests are matched, the matching server generates a remote request;

any one of the combat servers receives the remote request to create a combat instance and sends an instance address of the combat instance to the matching server, and the matching server sends the instance address to the client through the gateway server to establish communication connection between the client and the combat server;

the combat server displays the combat process to the client, and after the combat process is finished, the combat result value logic server is sent, and the logic server issues combat rewards to the client according to the combat result.

After the technical scheme is adopted, compared with the prior art, the method has the following beneficial effects:

1. all servers in the game server face all data to the unit, the game player does not need to select a zone to play the game, and the account server can distribute the game player to different data zones in a balanced manner;

2. the server can be used in a load balancing way without the condition of resource overload or resource idle;

3. in the case of increasing game players and player data, the data area unit can be easily increased to increase the capacity of the game server system;

4. for the change of the server pressure, the reasonable expansion can be carried out by modifying the range of the data area unit served by the server, the expansion is faster, a new server can be automatically deployed to share the data area, and the performance is improved;

5. each server group is served facing to the data area unit, and the design of the cross-service playing method can be supported as long as a plurality of data area units are served.

Drawings

FIG. 1 is a schematic diagram of a prior art game server system;

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

FIG. 3 is a flow chart illustrating a data processing method of a game server according to a preferred embodiment of the invention.

Detailed Description

The advantages of the invention are further illustrated in the following description of specific embodiments in conjunction with the accompanying drawings.

Reference will now be made in detail to the exemplary embodiments, examples of which are illustrated in the accompanying drawings. When the following description refers to the accompanying drawings, like numbers in different drawings represent the same or similar elements unless otherwise indicated. The implementations described in the exemplary embodiments below are not intended to represent all implementations consistent with the present disclosure. Rather, they are merely examples of apparatus and methods consistent with certain aspects of the present disclosure, as detailed in the appended claims.

The terminology used in the present disclosure is for the purpose of describing particular embodiments only and is not intended to be limiting of the disclosure. As used in this disclosure and the appended claims, the singular forms "a," "an," and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise. It should also be understood that the term "and/or" as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items.

It is to be understood that although the terms first, second, third, etc. may be used herein to describe various information, such information should not be limited to these terms. These terms are only used to distinguish one type of information from another. For example, first information may also be referred to as second information, and similarly, second information may also be referred to as first information, without departing from the scope of the present disclosure. The word "if" as used herein may be interpreted as "at … …" or "when … …" or "in response to a determination", depending on the context.

In the description of the present invention, it is to be understood that the terms "longitudinal", "lateral", "upper", "lower", "front", "rear", "left", "right", "vertical", "horizontal", "top", "bottom", "inner", "outer", and the like, indicate orientations or positional relationships based on those shown in the drawings, and are used merely for convenience of description and for simplicity of description, and do not indicate or imply that the referenced devices or elements must have a particular orientation, be constructed in a particular orientation, and be operated, and thus, are not to be construed as limiting the present invention.

In the description of the present invention, unless otherwise specified and limited, it is to be noted that the terms "mounted," "connected," and "connected" are to be interpreted broadly, and may be, for example, a mechanical connection or an electrical connection, a communication between two elements, a direct connection, or an indirect connection via an intermediate medium, and specific meanings of the terms may be understood by those skilled in the art according to specific situations.

In the following description, suffixes such as "module", "component", or "unit" used to denote elements are used only for facilitating the explanation of the present invention, and have no specific meaning in themselves. Thus, "module" and "component" may be used in a mixture.

Referring to fig. 2, a schematic structural diagram of a game server system according to a preferred embodiment of the present invention is shown, in order to achieve the above beneficial effects, the architecture of the game server system in this embodiment is designed as follows:

-set of databases

In the game server system of the present embodiment, each unit, module, or component in the game server system may be deployed in a distributed architecture or a centralized manner, and most importantly, the game server system includes a database group, and the database group is used to store data of game players.

-gateway server group

The gateway server group is used as a gateway of the game server system and is in communication connection with the client of the game player, so that various operation instructions input to the client by the game player when the game application is run are received. When the game player just activates the game application, the game application displays a login interface to the user, and the user is required to perform the operation of logging in the character after logging in. Therefore, the game player operates on the client, inputs the account name and the password as login information (or the account name and the password are stored in the client), clicks and confirms, and sends a login instruction to the gateway server group. Particularly, a load balancing server is arranged between the gateway server group and the client, the client acquires a network address of a certain gateway server from the load balancing server to connect, a login protocol agreed by the game application is requested after the connection is successful, the gateway server monitors the connection safety, and whether the number of currently logged-in game players exceeds an upper limit or whether the login account number of the game player is in a blacklist or not is judged.

The gateway server group comprises at least one gateway server, and each gateway server can be in communication connection with any plurality of clients and is in communication connection with any data area unit in the database group. That is, the gateway servers do not have a one-to-one correspondence relationship with the data area units in the database group, all the data area units can serve any one gateway server, and when one or some gateway servers bear excessive login requests, the gateway servers can distribute the requirements for receiving login instructions to other gateway servers (the gateway servers can be in communication connection with any data area unit, and the situation that the login requests cannot be verified is avoided), so that the front loads of the gateway servers are balanced, and the pressure is shared.

-account server group

The account server group is in communication connection with the gateway server group, and when one or some gateway servers in the gateway server group receive a login instruction sent by the client, a verification instruction is generated so as to verify the correctness of the game account of the game player. When the result of checking the game account number is that the game account number of the game user enters the game for the first time, a data area unit is allocated to the game account number, and the game account number is stored in the data area unit, namely is bound with the data area unit; if the check result is that the game account of the game user does not enter the game for the first time, searching for a binding data area unit which is bound with the account of the game player, and feeding back the searched binding data area unit to the gateway server group to inform the gateway server group that the game application is not partitioned (only one zone service is displayed on an interactive interface after the user logs in), but the binding data area unit of the account is known on the side of the gateway server group.

-logical server group

The logical server group is in communication connection with the gateway server group and comprises at least one logical server, each logical server is matched with a data area unit, and each logical server only interacts with the data area unit matched with (or bound to) the logical server.

After the gateway server in the gateway server group receives the information of the binding data area unit, a logic server matched with the binding data area unit is searched, and the logic server is remotely called to load the player data of the game player in the logic server. After the logic server loads the player data, the player data is fed back to the gateway server, and after the player data is received by the gateway server, the login result value is returned to the client, for example, the login is successful or the login is failed.

Through the configuration, the gateway server group and the account server in the account server group are connected with the logic server group and the data area unit for any selection, so when the gateway server group and the account server group need to communicate and interact with other server groups, the gateway server group and the account server group can not be limited to the designated gateway server and the account server, and the whole game server system can select a server which is idle or has certain computing capacity at present to use according to the load condition.

In a preferred embodiment, the verification instruction includes account information of the game player and a verification request, the account server group includes at least one account server, the account server does not have a one-to-one correspondence with the data area unit, and otherwise, the account server can be in communication connection with any data area unit. When the gateway server detects that the game player is normal, the detection means that the game player passes, the gateway server sends account information and a verification request to any account server, the account server verifies the correctness of the game account of the game player, if the account information is a new account, namely the game user enters the game for the first time, any data area unit is allocated to the new account and is bound with the new account, and the bound data area unit is fed back to any gateway server. Through the configuration, the account number of the new game player is not limited to a certain zone, but can be played in the same zone or different zones as all the old game players, and for the data zone unit, the distributed binding data zone unit can be completely selected according to the existing load, the existing account number and the like, so that the flexibility of the game server system is improved.

It will be appreciated that after the game player logs in, the game experience will be played, such as battle operations, strategy operations, etc. within the game. To this end, the game server system further includes a storage server group, which is respectively connected to the logic server group and the database group in a communication manner, and includes at least one storage server therein, and each storage server is matched with one logic server. After the client displays that the game player successfully logs in, game logic requests, such as the operations of fighting, weapon change, hero skill replacement and the like on the game, are generated through the operation of the game player on the client, and the game logic requests are forwarded to the logic server matched with the binding data area unit through the client. After receiving the game logic request, the logic server starts to process the game logic, for example, confirms the information change of the two fighting parties, the fighting capacity, the formation, the weapon and the hero, and after the processing is finished, the change data is formed and recorded in the memory of the logic server, and the change data after being packaged is periodically sent to the storage server matched with the change data for writing. After receiving the player data, the storage server stores the player data in the memory of the storage server, and periodically sends the player data to the binding data area unit in the database group for storage.

It can be understood that, in the above embodiments, the matching relationship between the storage server and the logical server and the data area unit does not correspond to a fixed relationship, but can be arbitrarily selected for all the data area units, thereby also avoiding load heap.

Further, in order to realize that the gateway server calls the data of the game player in the logic server, after searching the logic server providing the server corresponding to the bound data area unit, the gateway server sends a loading request to the logic server, and the gateway server requests to remotely call the logic server to load the data of the game player. In response to the load request, the logical server will send a data read request to any of the storage servers, or more preferably, to the storage server corresponding to the bound data area unit. The storage server firstly judges whether the game data of the game player exist in the memory of the storage server, if not, the game data are acquired from the bound data area unit, and if so, the game data are directly utilized to feed back the game data of the game player to the logic server. And after receiving the game data, the logic server initializes the game data, feeds back the game data to the gateway server after processing, and feeds back a login result to the client by the gateway server so as to complete an account login process of the game player.

After the game logic processing is finished, when a user needs to operate in the game to fight, a matching fighting process is executed, for this purpose, the game server system further comprises a matching server group which is in communication connection with the logic server group and comprises at least one matching server, each matching server can be in communication connection with any one data area unit, and the data area unit selected each time can be different. After the client generates a fighting request by the operation of the game player, for example, the client points to the characters of other game players to perform the negotiation and fighting requests, the gateway server receives the fighting request and forwards the fighting request to the logic server corresponding to the binding data area unit. The logic server firstly judges whether the character with the game player has conditions for initiating a battle, such as level, fighting capacity, remaining fighting times and the like, after the conditions are met, the logic server forms a calling request to any one matching server to remotely call the matching server to join in a matching queue, the matching server continuously scans all game players in the queue for matching, a matching object is matched with other calling requests related to other fighting requests sent by other game players, and when the two parties are matched, the matching server generates a remote request to finish fighting preparation.

In order to realize the fighting process, the game server system also comprises a fighting server group which is respectively connected with the matching server group and the logic server group in a communication way and comprises at least one fighting server, each fighting server is connected with any data area unit in a communication way, and similarly, the data area unit selected each time can be different. After receiving the remote request from the matching server, the combat server creates a combat instance (such as the load upper limit of a data area unit) according to the load rule and sends the instance address of the combat instance to the matching server, the matching server replies the instance address of the combat instance to the client through the gateway server so as to establish the communication connection between the client and the combat server, a user can access the combat process through the instance address, the combat server shows the combat process to the client, after the combat is finished, the combat server sends a combat result to the logic server, and the logic server issues a combat reward to the client according to the combat result.

In short, in the preferred embodiment, the connection relationships between the gateway server, the account server, the matching server, the battle server and the data area units are not limited to one-to-one correspondence, and any data area unit can be selected for implementation each time of login and battle matching. The logic server and the storage server record the selected data area unit when the game player logs in for the first time, and then the bound data area unit is used all the time, so that the problem of framework design of the same-service game is solved, the calculation, expansion and expansion capabilities of the framework of the game server are stronger, and the realization difficulty is lower.

It is understood that although the account server corresponds to an arbitrary data area unit, but supports a game player to establish a plurality of game characters, data of different game characters may be allocated to different data area units, corresponding to the small size of the game player. When the gateway server selects the logical server and the data area unit, two forwarding modes can be supported:

the first method comprises the following steps: and (3) designated forwarding: and the gateway server finds the corresponding logic server according to the number of the data area unit returned by the account server. The logical server registers the data area range of the self service with the service discovery software when starting. Before forwarding, the gateway server queries which logic server serves the data area unit of the game account, and performs designated forwarding. The mode of forwarding is specified mainly for stateful servers, such as: a logical server group and a storage server group.

And the second method comprises the following steps: and (3) balanced forwarding: for stateless servers, such as: account server group, matching server group and combat server group. Since the stateless servers serve all data area units, the gateway server balances forwarding according to the load of the servers when forwarding.

Referring to fig. 3, the present invention also discloses a data processing method of a game server, comprising the following steps:

s100: the client side acquires the address of any gateway server in the gateway server group from the load balancing server to establish a communication link;

s200: a client of a game player sends a login instruction to any gateway server in the gateway server group;

s300: the gateway server group generates a checking instruction and sends the checking instruction to any account server in the account server group;

s400: the account server checks the correctness of the account of the game player and feeds back a binding data area unit of the account of the game player in the database group to the gateway server;

s500: and the gateway server group searches the logic server matched with the binding data area unit according to the binding data area unit and calls the data of the game player in the logic server to send the login result corresponding to the login instruction to the client.

In a preferred embodiment, the data processing method further comprises the following steps:

s600: when the login result is successful login, any gateway server receives a game logic request generated by the client and forwards the game logic request to a logic server corresponding to the binding data area unit;

s700: the logic server processes the game logic request and generates change data to be stored in a storage server matched with the logic server;

s800: the storage server periodically sends the change data to the database group.

Further, the data processing method further comprises the following steps:

s900: any gateway server receives a combat request generated by a client and forwards the combat request to a logic server corresponding to the binding data area unit;

s1000: the logic server sends a call request to any matching server in the matching server group, the matching server searches other call requests related to other fighting requests in the matching queue, and when different fighting requests are matched, the matching server generates a remote request;

s1100: any one of the combat servers receives the remote request to create a combat instance and sends an instance address of the combat instance to the matching server, and the matching server sends the instance address to the client through the gateway server to establish communication connection between the client and the combat server;

s1200: the combat server displays the combat process to the client, and after the combat process is finished, the combat result value logic server is sent, and the logic server issues combat rewards to the client according to the combat result.

The client may be implemented in various forms. For example, the terminal described in the present invention may include a client such as a mobile phone, a smart phone, a notebook computer, a PDA (personal digital assistant), a PAD (tablet computer), a PMP (portable multimedia player), a navigation device, etc., and a fixed terminal such as a digital TV, a desktop computer, etc. In the following, it is assumed that the terminal is a client. However, it will be understood by those skilled in the art that the configuration according to the embodiment of the present invention can be applied to a fixed type terminal in addition to elements particularly used for moving purposes.

It should be noted that the embodiments of the present invention have been described in terms of preferred embodiments, and not by way of limitation, and that those skilled in the art can make modifications and variations of the embodiments described above without departing from the spirit of the invention.

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