Game server cluster, game data processing method, medium, and electronic device

文档序号:455974 发布日期:2021-12-31 浏览:15次 中文

阅读说明:本技术 游戏服务器集群、游戏数据处理方法、介质及电子设备 (Game server cluster, game data processing method, medium, and electronic device ) 是由 李海铭 张松林 简钱华 于 2021-10-20 设计创作,主要内容包括:本公开涉及一种游戏服务器集群、游戏数据处理方法、介质及电子设备,所述游戏服务器集群包括多个游戏服务器、多个路由服务器以及多个匹配服务器,所述路由服务器分别与所述游戏服务器和所述匹配服务器连接;所述游戏服务器,用于接收玩家的游戏终端发送的匹配请求消息,根据所述匹配请求消息获取匹配信息,并将所述匹配信息发送至所述路由服务器;所述路由服务器,用于根据所述匹配信息从多个所述匹配服务器中确定目标匹配服务器,并将所述匹配信息发送至所述目标匹配服务器;所述目标匹配服务器,用于根据所述匹配信息进行匹配操作。这样,可以实现玩家的全服匹配,提高了玩家的游戏体验。(The present disclosure relates to a game server cluster, a game data processing method, a medium, and an electronic device, the game server cluster including a plurality of game servers, a plurality of routing servers, and a plurality of matching servers, the routing servers being connected to the game servers and the matching servers, respectively; the game server is used for receiving a matching request message sent by a game terminal of a player, acquiring matching information according to the matching request message and sending the matching information to the routing server; the routing server is used for determining a target matching server from the matching servers according to the matching information and sending the matching information to the target matching server; and the target matching server is used for carrying out matching operation according to the matching information. Therefore, the full-service matching of the player can be realized, and the game experience of the player is improved.)

1. A game server cluster is characterized in that the game server cluster comprises a plurality of game servers, a plurality of routing servers and a plurality of matching servers, wherein the routing servers are respectively connected with the game servers and the matching servers;

the game server is used for receiving a matching request message sent by a game terminal of a player, acquiring matching information according to the matching request message and sending the matching information to the routing server;

the routing server is used for determining a target matching server from the matching servers according to the matching information and sending the matching information to the target matching server;

and the target matching server is used for carrying out matching operation according to the matching information.

2. The game server cluster of claim 1, further comprising a combat server connected to the routing server, the game server having a plurality of game server processes running thereon, the routing server having a plurality of routing server processes running thereon, the matching server having a plurality of matching server processes running thereon, the combat server having a plurality of combat server processes running thereon.

3. The game server cluster of claim 2,

the game server process is used for receiving the matching request message sent by the game terminal, acquiring the matching information according to the matching request message and sending the matching information to the routing server process;

the route server process is used for determining a target matching server process from the multiple matching server processes according to the matching information and sending the matching information to the target matching server process;

the target matching server process is used for carrying out matching processing according to the matching information to obtain a matching result and sending the matching result to the routing server process, wherein the matching result comprises information of a matched player matched with the player;

the routing server process is also used for sending the matching result to the game server process;

the game server process is further configured to send the matching result to the game terminal.

4. A game server cluster according to claim 3,

the route server process is further configured to obtain current load states of the multiple matching server processes, and determine the target matching server process from the multiple matching server processes according to the matching information and the multiple current load states.

5. The game server cluster of claim 4, wherein the current load state comprises a burst full state, a busy state, a normal state, and an idle state; the route server process is further configured to:

under the condition that the plurality of current load states comprise the normal state, determining the target matching server process from the matching server processes in the normal state according to the matching information;

taking the matching server process with the largest number of players in the matching server processes in the idle state as the target matching server process under the condition that the current load states include the idle state and do not include the normal state;

determining the target matching server process from the matching server processes in the busy state according to the matching information under the condition that the current load states include the busy state and do not include the normal state and the idle state;

and under the condition that the current load states only comprise the explosion state, taking the matching server process with the minimum load in the matching server processes in the explosion state as the target matching server process.

6. A game server cluster according to claim 4, wherein the route server process is further operable to:

determining a connection matching server process connected with the route server process from the plurality of matching server processes before determining the target matching server process from the plurality of matching server processes according to the matching information and the plurality of current load states;

and determining the target matching server process from the connection matching server processes according to the matching information and the current load state of the connection matching server process.

7. A game server cluster according to claim 3,

the game server process is also used for receiving the role information sent by the game terminal after receiving the matching result and sending the role information to the routing server process;

the routing server process is also used for sending the role information to the target matching server process;

the target matching server process is also used for generating a fighting request message according to the role information under the condition that both the player and the target matching player determine the role information or the duration of the waiting for fighting reaches a preset duration threshold value, and sending the fighting request message to the routing server process;

the route server process is further configured to select a combat server process with the lowest load from the plurality of combat server processes as a target combat server process after receiving the combat request message sent by the target matching server, and send the combat request message to the target combat server process;

the target combat server process is used for generating combat information according to the combat request message and sending the combat information to the routing server process;

the routing server process is also used for sending the combat information to the game server process;

the game server process is also used for sending the combat information to the game terminal;

the target combat server process is also used for receiving a connection request message sent by the game terminal after the game terminal receives combat information sent by the game server process, establishing connection with the game terminal according to the connection request message, generating combat result information after the game terminal finishes the current combat, and sending the combat result information to the routing server process;

the routing server process is also used for sending the combat result information to the game server process;

and the game server process is also used for determining settlement information according to the fighting result information and sending the settlement information to the game terminal so as to enable the game terminal to display the settlement information.

8. The game server cluster of claim 2,

the route server process is also used for periodically sending route connection information to a preset database;

the game server process, the matching server process and the battle server process are also used for periodically obtaining the routing connection information from the preset database, determining an available routing server process from a plurality of routing server processes according to the routing connection information, and establishing connection with the available routing server process according to the connection information.

9. The game server cluster of claim 8, wherein the routing connection information includes update time and running status, the game server process further configured to:

determining the route server process as the available route server process when the time difference between the update time of the route server process and the current time is less than or equal to a preset difference threshold value;

determining the route server process as the available route server process when the running state of the route server process is the starting state;

and determining a target route server process from the available route server processes, and sending the matching request message to the target route server process.

10. A game server cluster according to claim 2, wherein the matching server process is further configured to:

acquiring the information quantity of newly added matching information in a preset time period;

sending the real-time load information of the matching server process to the routing server process when the information quantity is greater than or equal to a preset quantity threshold;

and the routing server process is also used for determining the current load state of the matching server process according to the real-time load information.

11. A game server cluster according to claim 10, wherein the route server process is further configured to:

acquiring pre-distribution load information;

and determining the current load state according to the real-time load information and the pre-distribution load information.

12. A game server cluster according to claim 11, wherein the route server process is further configured to:

acquiring a pre-distribution field, the number of distribution sources and a preset distribution coefficient, wherein the pre-distribution field comprises a matching request which is distributed to the matching server process by the routing server process and is not processed by the matching server process, and the distribution sources comprise routing server processes connected with the matching server process;

and taking the product of the pre-distribution field, the number of the distribution sources and the preset distribution coefficient as the pre-distribution load information.

13. The game server cluster of any one of claims 2-12,

a first server process, configured to send state information to a second server process, where the first server process is a server process that processes a game task at a current time in the game server process, the routing server process, the matching server process, and the battle server process, and the second server process includes a server process other than the first server process in the game server process, the routing server process, the matching server process, and the battle server process;

the second server process is used for updating the state according to the state information after receiving the state information sent by the first server process; or under the condition that the state information sent by the first server process is not received within the preset time length threshold value range, the game process is terminated.

14. A game data processing method is characterized in that the method is applied to a routing server in a game server cluster, the game server cluster comprises a plurality of game servers, a plurality of routing servers and a plurality of matching servers, and the routing servers are respectively connected with the game servers and the matching servers; the method comprises the following steps:

after the game server receives a matching request message sent by a game terminal of a player and acquires matching information according to the matching request message, the matching information sent by the game server is received;

and determining a target matching server from the matching servers according to the matching information, and sending the matching information to the target matching server so that the target matching server performs matching operation according to the matching information.

15. The method of claim 14, wherein the game server cluster further comprises a combat server, the combat server connected to the routing server, the game server having a plurality of game server processes running thereon, the routing server having a plurality of routing server processes running thereon, the matching server having a plurality of matching server processes running thereon, the combat server having a plurality of combat server processes running thereon; the receiving, at the game server, the matching request message sent by the game terminal of the player and the matching information according to the matching request message includes:

after the game server process receives a matching request message sent by a game terminal of a player and acquires matching information according to the matching request message, the matching information sent by the game server process is received through the route server process;

the determining a target matching server from the plurality of matching servers according to the matching information comprises:

determining, by the route server process, a target matching server process from the plurality of matching server processes according to the matching information;

the sending the matching information to the target matching server so that the target matching server performs matching operation according to the matching information comprises:

and sending the matching information to the target matching server process through the routing server process so as to enable the target matching server process to perform matching operation according to the matching information.

16. The method of claim 15, wherein prior to said determining a target matching server process from a plurality of said matching server processes based on said matching information, said method further comprises:

obtaining the current load states of a plurality of matching server processes through the routing server process;

the determining a target matching server from the plurality of matching servers according to the matching information comprises:

and determining the target matching server process from the plurality of matching server processes according to the matching information and the plurality of current load states.

17. The method of claim 16, wherein the current load state comprises a burst full state, a busy state, a normal state, and an idle state; said determining said target matching server process from said plurality of matching server processes based on said matching information and said plurality of current load states comprises:

taking the matching server process with the largest number of players in the matching server processes in the idle state as the target matching server process under the condition that the current load states include the idle state and do not include the normal state;

determining the target matching server process from the matching server processes in the busy state according to the matching information under the condition that the current load states include the busy state and do not include the normal state and the idle state;

and under the condition that the current load states only comprise the explosion state, taking the matching server process with the minimum load in the matching server processes in the explosion state as the target matching server process.

18. The method of claim 16, wherein prior to said determining said target matching server process from said plurality of matching server processes based on said matching information and a plurality of said current load states, said method further comprises:

determining a connection matching server process from a plurality of said matching server processes to connect with said route server process;

said determining said target matching server process from said plurality of matching server processes based on said matching information and said plurality of current load states comprises:

and determining the target matching server process from the connection matching server processes according to the matching information and the current load state of the connection matching server process.

19. A computer-readable medium, on which a computer program is stored, characterized in that the program, when being executed by processing means, carries out the steps of the method of claims 14-18.

20. An electronic device, comprising:

a storage device having a computer program stored thereon;

processing means for executing said computer program in said storage means to carry out the steps of the method according to claims 14-18.

Technical Field

The present disclosure relates to the field of computer technologies, and in particular, to a game server cluster, a game data processing method, a medium, and an electronic device.

Background

With the popularization of smart phones, online games are rapidly developed, and at present, many online games can be run on the mobile phones, so that the online games are also called as hand games. Existing online games are roughly divided into: race type, shot type, policy type, and action role-playing type, etc.

Currently, a popular network game system is implemented using a server-Client (CS) architecture. Under the CS architecture, the memory capacity and CPU speed of the hardware platform on which each server operates are limited, and in order to achieve data synchronization and information sharing for bearing tens of thousands of players, the server is composed of a set of servers (zone servers). Data and shared information can be freely accessed between roles in the zone server, but information cannot be shared between roles between two zones. Therefore, the player can only carry out matching in the zone server, and can not carry out any matching of all players, so that the game experience is poor.

Disclosure of Invention

This summary is provided to introduce a selection of concepts in a simplified form that are further described below in the detailed description. This summary is not intended to identify key features or essential features of the claimed subject matter, nor is it intended to be used to limit the scope of the claimed subject matter.

In a first aspect, the present disclosure provides a game server cluster, where the game server cluster includes a plurality of game servers, a plurality of routing servers, and a plurality of matching servers, where the routing servers are connected to the game servers and the matching servers, respectively;

the game server is used for receiving a matching request message sent by a game terminal of a player and sending the matching request message to the routing server;

the routing server is used for determining a target matching server from a plurality of matching servers according to the matching request message and sending the matching request message to the target matching server;

and the target matching server is used for carrying out matching operation according to the matching request message.

In a second aspect, the present disclosure provides a game data processing method, applied to a routing server in a game server cluster, where the game server cluster includes a plurality of game servers, a plurality of routing servers, and a plurality of matching servers, and the routing servers are connected to the game servers and the matching servers, respectively; the method comprises the following steps:

after the game server receives a matching request message sent by a game terminal of a player, receiving the matching request message sent by the game server;

and according to the matching request message, determining a target matching server from the matching servers, and sending the matching request message to the target matching server so that the target matching server performs matching operation according to the matching request message.

In a third aspect, the present disclosure provides a computer readable medium having stored thereon a computer program which, when executed by a processing apparatus, performs the steps of the method of the second aspect of the present disclosure.

In a fourth aspect, the present disclosure provides an electronic device comprising:

a storage device having a computer program stored thereon;

processing means for executing the computer program in the storage means to implement the steps of the method of the second aspect of the present disclosure.

According to the technical scheme, the game server cluster comprises a plurality of game servers, a plurality of routing servers and a plurality of matching servers, wherein the routing servers are respectively connected with the game servers and the matching servers; the game server is used for receiving a matching request message sent by a game terminal of a player and sending the matching request message to the routing server; the routing server is used for determining a target matching server from a plurality of matching servers according to the matching request message and sending the matching request message to the target matching server; and the target matching server is used for carrying out matching operation according to the matching request message. That is to say, through the routing server, any one matching server can be selected from the multiple matching servers for matching operation, so that full-service matching of the player can be realized, and the game experience of the player is improved.

Additional features and advantages of the disclosure will be set forth in the detailed description which follows.

Drawings

The above and other features, advantages and aspects of various embodiments of the present disclosure will become more apparent by referring to the following detailed description when taken in conjunction with the accompanying drawings. Throughout the drawings, the same or similar reference numbers refer to the same or similar elements. It should be understood that the drawings are schematic and that elements and features are not necessarily drawn to scale. In the drawings:

FIG. 1 is a schematic diagram illustrating a game server cluster in accordance with an exemplary embodiment;

FIG. 2 is a schematic diagram illustrating another game server cluster in accordance with an illustrative embodiment;

FIG. 3 is a server process interaction diagram shown in accordance with an illustrative embodiment;

FIG. 4 is a schematic diagram illustrating a connection establishment in accordance with an illustrative embodiment;

FIG. 5 is a flow diagram illustrating a method of game data processing according to an exemplary embodiment;

FIG. 6 is a flow diagram illustrating another game data processing method according to an exemplary embodiment;

FIG. 7 is a block diagram illustrating an electronic device in accordance with an example embodiment.

Detailed Description

Embodiments of the present disclosure will be described in more detail below with reference to the accompanying drawings. While certain embodiments of the present disclosure are shown in the drawings, it is to be understood that the present disclosure may be embodied in various forms and should not be construed as limited to the embodiments set forth herein, but rather are provided for a more thorough and complete understanding of the present disclosure. It should be understood that the drawings and embodiments of the disclosure are for illustration purposes only and are not intended to limit the scope of the disclosure.

It should be understood that the various steps recited in the method embodiments of the present disclosure may be performed in a different order, and/or performed in parallel. Moreover, method embodiments may include additional steps and/or omit performing the illustrated steps. The scope of the present disclosure is not limited in this respect.

The term "include" and variations thereof as used herein are open-ended, i.e., "including but not limited to". The term "based on" is "based, at least in part, on". The term "one embodiment" means "at least one embodiment"; the term "another embodiment" means "at least one additional embodiment"; the term "some embodiments" means "at least some embodiments". Relevant definitions for other terms will be given in the following description.

It should be noted that the terms "first", "second", and the like in the present disclosure are only used for distinguishing different devices, modules or units, and are not used for limiting the order or interdependence relationship of the functions performed by the devices, modules or units.

It is noted that references to "a", "an", and "the" modifications in this disclosure are intended to be illustrative rather than limiting, and that those skilled in the art will recognize that "one or more" may be used unless the context clearly dictates otherwise.

The names of messages or information exchanged between devices in the embodiments of the present disclosure are for illustrative purposes only, and are not intended to limit the scope of the messages or information.

First, an application scenario of the present disclosure will be explained. The existing cross-clothing frame is based on a fixed configuration cross-clothing mode, 50 small clothing are limited to be a group in configuration, cross-clothing matching is carried out through one matching server, however, the matching server can only carry out matching operation in 50 small clothing, and full clothing matching of players cannot be achieved.

In order to solve the technical problem, the present disclosure provides a game server cluster, a game data processing method, a medium, and an electronic device, where a routing server may select any one matching server from a plurality of matching servers to perform matching operation, so that full-service matching of a player may be achieved, and game experience of the player is improved.

The present disclosure is described below with reference to specific examples.

FIG. 1 is a schematic diagram illustrating a game server cluster, such as that shown in FIG. 1 (only one game server, one routing server, one matching server are shown), the game server cluster 100 may include a plurality of game servers 101, a plurality of routing servers 102, and a plurality of matching servers 103, the routing servers 102 being connected to the game servers 101 and the matching servers 103, respectively;

the game server 101 is configured to receive a matching request message sent by a game terminal of a player, obtain matching information according to the matching request message, and send the matching information to the routing server 102;

the routing server 102 is configured to determine a target matching server from the multiple matching servers 103 according to the matching information, and send the matching information to the target matching server;

the target matching server is used for carrying out matching operation according to the matching information.

The game terminal can be a terminal installed with a game application program, and the type of the game terminal is not limited by the disclosure; the players mentioned in the embodiments of the present disclosure are all the same player.

The game terminal may send a matching request message to the game server 101 after receiving a matching operation triggered by the player, the game server 101 may obtain game data of the player according to the matching request message after receiving the matching request message sent by the game terminal, the game data may include combat data, player partner data, and the like of the player, and then may package the game data and the matching request message to obtain matching information corresponding to the player, and finally, the game server 101 may determine whether the player satisfies a matching precondition, and may send the matching information to the routing server 102 when determining that the player satisfies the matching precondition.

The routing server 102, after receiving the matching information sent by the game server 101, may determine a target matching server from the multiple matching servers 103 according to the matching information, and send the matching information to the target matching server, for example, the matching information may include the player's score, and the routing server 102 may determine the target matching server from the multiple matching servers according to the player's score.

After receiving the matching information sent by the routing server, the target matching server can complete the matching operation according to the method in the prior art.

Through the game server cluster, the routing server can select any one matching server from the plurality of matching servers to perform matching operation, so that full-service matching of players can be realized, and game experience of the players is improved.

Fig. 2 is a schematic diagram of another game server cluster according to an exemplary embodiment, and as shown in fig. 2, the game server cluster 10 further includes a battle server 104, the battle server 104 is connected to the routing server 102, the game server 101 runs on a plurality of game server processes, the routing server 102 runs on a plurality of routing server processes, the matching server 103 runs on a plurality of matching server processes, and the battle server 104 runs on a plurality of battle server processes.

The game server process is used for receiving the matching request message sent by the game terminal, acquiring the matching information according to the matching request message and sending the matching information to the routing server process;

the route server process is used for determining a target matching server process from a plurality of matching server processes according to the matching information and sending the matching information to the target matching server process;

the target matching server process is used for carrying out matching processing according to the matching information to obtain a matching result and sending the matching result to the routing server process, wherein the matching result comprises information of a matched player matched with the player;

the route server process is also used for sending the matching result to the game server process;

the game server process is further configured to send the matching result to the game terminal.

It should be noted that, the game server process in the whole game processing process is the same, that is, the game server process receiving the matching request message sent by the game terminal is the same as the game server process receiving the matching result information.

After receiving the matching operation triggered by the player through the game terminal, the game terminal can determine a game server process from a plurality of game server processes through a method in the prior art, and send a matching request message to the game server process. The game server process may obtain matching information corresponding to the player after receiving the matching request message sent by the game terminal, and then the game server process may determine whether the player satisfies a matching precondition, and may send the matching information to the routing server process under a condition that it is determined that the player satisfies the matching precondition.

In a possible implementation manner, before sending the matching information to the route server process, the game server process may determine a target route server process from the multiple route server processes through a consistent hash algorithm according to the identification information of the player in the matching request message, and send the matching information to the target route server process, so that it may be ensured that the multiple matching information in a period of time is evenly distributed to the multiple route server processes.

After receiving the matching information sent by the game server process, the route server process can acquire the current load states of the multiple matching server processes, and determine the target matching server process from the multiple matching server processes according to the matching information and the multiple current load states. Wherein the current load state comprises a burst full state, a busy state, a normal state and an idle state.

It should be noted that, the present disclosure may mark the current load status at 4 bits, for example, when the current load status includes an idle status, the 1 st bit is 1, when the current load status includes a normal status, the 2 nd bit is 1, when the current load status includes a busy status, the 3 rd bit is 1, and when the current load status includes a burst full status, the 4 th bit is 1. Thus, the current load status may include 16 possibilities for which the route server process may determine the target server process from a plurality of matching server processes via a pre-set routing scheme.

The routing scheme may include:

under the condition that the plurality of current load states comprise the normal state, determining the target matching server process from the matching server processes in the normal state according to the matching information; for example, the matching server process closest to the player's score among the matching server processes in the normal state may be taken as the target matching server process;

taking the matching server process with the largest number of players in the matching server processes in the idle state as the target matching server process under the condition that the plurality of current load states comprise the idle state and do not comprise the normal state;

determining the target matching server process from the matching server processes in the busy state according to the matching information under the condition that the current load states include the busy state and do not include the normal state and the idle state; for example, the matching server process closest to the player's score among the matching server processes in the busy state may be taken as the target matching server process;

under the condition that the plurality of current load states only include the explosion state, taking the matching server process with the minimum load in the matching server processes in the explosion state as the target matching server process; for example, the matching server process with the least number of players in the matching server process in the explosion state may be used as the target matching server process.

Illustratively, when the matching information includes the points of the player, table 1 is a corresponding relationship between the current load state and the routing scheme, and the routing scheme corresponding to the current load state can be quickly obtained by looking up the table, and the players can be gathered to the greatest extent, and the loads can be relatively balanced, so as to achieve the effects of quick matching and load balancing at the same time.

TABLE 1

It should be noted that, after receiving the matching information sent by the game server process, the route server process may send the matching information to the target matching server process, and meanwhile, the route server process may send matching process information to the game server process, where the matching process information may include a process identifier of the target matching server process, so that the target game server may be bound with the target matching server process according to the matching process information in the game process.

And if the target matching server process is an invalid process or the matching information cannot be sent to the target matching server process, determining whether the sending times of sending the matching information is greater than or equal to a preset time threshold value. In the case that the number of times of transmission is greater than or equal to the preset number threshold, the route server process may transmit error information to the game server process, and the game server process may transmit the error information to the game terminal; in the case where the number of times of transmission is less than the preset number threshold, the route server process may re-determine the target matching server process and transmit the matching information to the new target matching server process. If the matching information is not successfully sent within the preset time period, the route server process may end the matching process.

The route server process is further configured to determine a connection matching server process connected to the route server process from the plurality of matching server processes before determining the target matching server process from the plurality of matching server processes according to the matching information and the plurality of current load states; and determining the target matching server process from the connection matching server process according to the matching information and the current load state of the connection matching server process.

After the game terminal receives the matching result sent by the game server process, the matching result can be displayed, the player can determine the character information according to the matching result, and after the player determines the character information, the game terminal can send the character information to the game server process. The character information may be hero in the game.

The game server process is also used for receiving the role information sent by the game terminal after receiving the matching result and sending the role information to the routing server process;

the routing server process is also used for sending the role information to the target matching server process;

the target matching server process is also used for generating a fighting request message according to the role information under the condition that both the player and the target matching player determine the role information or the duration of the waiting combat reaches a preset duration threshold value, and sending the fighting request message to the routing server process;

the route server process is also used for selecting the combat server process with the lowest load from a plurality of combat server processes as a target combat server process after receiving the combat request message sent by the target matching server, and sending the combat request message to the target combat server process;

the target combat server process is used for generating combat information according to the combat request message and sending the combat information to the routing server process;

the route server process is also used for sending the combat information to the game server process;

the game server process is also used for sending the combat information to the game terminal;

the target combat server process is also used for receiving a connection request message sent by the game terminal after the game terminal receives combat information sent by the game server process, establishing connection with the game terminal according to the connection request message, generating combat result information after the game terminal finishes the current combat, and sending the combat result information to the routing server process;

the route server process is also used for sending the combat result information to the game server process;

the game server process is also used for determining settlement information according to the fighting result information and sending the settlement information to the game terminal so that the game terminal can display the settlement information.

FIG. 3 is a schematic diagram illustrating a server process interaction according to an exemplary embodiment, and as shown in FIG. 3, the entire interaction process may include the following steps:

s1, the game terminal sends a matching request message to the game server process;

s2, after receiving the matching request message sent by the game terminal, the game server process can send matching information to the route server process;

s3, after receiving the matching information sent by the game server process, the route server process can determine a target matching server process from a plurality of matching server processes according to the matching information and send the matching information to the target matching server process;

s4, the target matching server process carries out matching operation according to the matching information to obtain a matching result, and the matching result is sent to the game terminal through the route server process and the game server process;

s5, after receiving the matching result, the game terminal can select the role and send the role information to the target matching server process through the game server process and the route server process;

s6, after receiving the role information, the target matching server process generates a fighting request message according to the role information and sends the fighting request message to the route server process;

s7, the route server process selects the lowest-load combat server process from the multiple combat server processes as the target combat server process according to the combat request message, and sends the combat request message to the target combat server process;

s8, the target combat server process generates combat information according to the combat request message, and sends the combat information to the game terminal through the route server process and the game server process;

s9, the game terminal establishes connection with the target combat server process according to the combat information;

s10, the target combat server starts combat after establishing connection with the game terminal, generates combat result information after the game terminal finishes the combat, and sends the combat result information to the game server process through the route server process;

s11, the game server process determines settlement information according to the fighting result information, and sends the settlement information to the game terminal.

The route server process is also used for periodically sending route connection information to a preset database;

the game server process, the matching server process and the battle server process are also used for periodically obtaining the routing connection information from the preset database, determining an available routing server process from a plurality of routing server processes according to the routing connection information and establishing connection with the available routing server process according to the connection information.

The preset database may be a Redis database, and for each route server process, after the route server process is started, the registration information may be written into the preset database, where the registration information may include a route server process identifier, a port, an IP, last update time, and the like, and the route server process may periodically update the update time in the preset database. After the game server process, the matching server process and the battle server process are started, a routing list can be periodically obtained from the preset database, and connection is established with the corresponding routing server process according to the routing list. The routing list may include route server processes that are capable of establishing connections.

Wherein the routing connection information may include an update time and a running state, and the game server process is further configured to:

determining the route server process as the available route server process under the condition that the time difference between the updating time of the route server process and the current time is less than or equal to a preset difference threshold value;

determining the route server process as the available route server process under the condition that the running state of the route server process is the starting state;

a target route server process is determined from the available route server processes and the match request message is sent to the target route server process.

For the newly added route server process, the route server process can also write the registration information into the preset database, so that other server processes can identify the route server process and establish connection with the route server process.

The newly added matching server process and the combat server process can be actively connected with the routing server process after being started, so that the newly added matching server process and the combat server process can be added into the game server cluster in a short time, and dynamic capacity expansion of the server process is realized.

After the route server process is closed, the registration information in the preset database can be updated, so that the route list acquired by the game server process, the matching server process and the battle server process does not contain the closed route server process.

After the matching server process and the battle server process are closed, the matching server process and the battle server process can be disconnected, so that the routing server process can not distribute loads to the closed matching server process and the closed battle server process, and dynamic capacity reduction of the server process can be realized.

It should be noted that, after the newly added route server process joins the game server cluster, it needs to establish connection with other server processes and obtain the current load states of other server processes, and after the newly added route server process obtains the current load states of most server processes (for example, 80% of server processes), it may be added into the route list, so that other server processes may establish connection with the newly added route server process through the route list.

Fig. 4 is a schematic connection setup diagram according to an exemplary embodiment, where as shown in fig. 4, the battle server process (BattleServer) and the matching server process (CrossServer) are integrated to query Redis for a newly added route server process (RouteServer) and establish a connection with the newly added route server process, and the route server process may update data to Redis at startup.

When the route server process manages the matching server process, the current load state of the matching server process needs to be acquired, and reasonable distribution is performed according to the current load state. In a possible implementation manner, the matching server process is further configured to obtain an information quantity of matching information newly added within a preset time period; sending the real-time load information of the matching server process to the routing server process under the condition that the information quantity is greater than or equal to a preset quantity threshold; the route server process is also used for determining the current load state of the matching server process according to the real-time load information.

For example, the matching server process may obtain new matching information allocated every second, store the new matching information in a circular queue, obtain a time difference between a current time and a last recording time after adding the matching information every time, accumulate the newly added matching information every second into a proper slot, and clear or overwrite out-dated data. Thus, the information quantity of the new matching information distributed at the current second and the new matching information distributed at each second in the past several seconds (smaller than the size of the queue and can be set to be 5 seconds) can be obtained through the circular queue. And if the information quantity of the new matching information distributed at the current second is greater than or equal to a preset quantity threshold value, immediately initiating load synchronization and sending the real-time load information to the route server process.

The synchronization interval can be determined according to the number of the new matching information distributed per second on average, and the larger the number of the new matching information distributed per second on average, the smaller the time interval for reporting the real-time load information by the matching server process.

When the route server process sends the matching information to the matching server process, the situation that a plurality of route server processes send the matching information to the same matching server process may occur, so that the matching server process is full of explosions. In a possible implementation manner, the route server process is further configured to obtain pre-allocation load information, and determine the current load state according to the real-time load information and the pre-allocation load information.

The routing server process can obtain a pre-distribution field, the number of distribution sources and a preset distribution coefficient, wherein the pre-distribution field comprises matching requests which are distributed to the matching server process by the routing server process and are not processed by the matching server process, and the distribution sources comprise routing server processes connected with the matching server process; and taking the product of the pre-distribution field, the number of the distribution sources and the preset distribution coefficient as the pre-distribution load information.

After the pre-distribution load information is determined, the sum of the real-time load information and the pre-distribution load information can be used as the current load state of the matching server process, so that the routing server process can be distributed to the matching server process, and the matching request which is not processed by the matching server process is considered in the current load state of the matching server process, so that the load distribution mode of the game server cluster is safer, and the experience of a player is further improved.

It should be noted that, when the combat uniform server process reports the current load state to the route server process, the method for reporting the current load state to the route server process by referring to the matching server process may be referred to, and details are not repeated herein.

The interaction among a plurality of processes is involved in the game server cluster, the process interaction time is long, and each process is required to maintain respective state information in the game process so as to avoid influencing the battle flow. In a possible implementation manner, a first server process is used to send state information to a second server process, where the first server process is a server process that processes a game task at the current time among the game server process, the routing server process, the matching server process, and the combat server process, and the second server process includes the game server process, the routing server process, the matching server process, and a server process other than the first server process among the combat server processes; the second server process is used for updating the state according to the state information after receiving the state information sent by the first server process; or under the condition that the state information sent by the first server process is not received within the preset time length threshold value range, the game process is terminated.

For example, the present disclosure may set a sequence number, increment the sequence number by 1 each time a new match is started, and may carry the sequence number in the process of sending information by different processes. Therefore, different battle fields can be distinguished, and the confusion of the battle data of different fields is avoided.

In the game process, the first server process may be a master process for periodically sending status information to the second server process, so that the second server process can perform status update according to the status information. And if the first server process does not receive the state synchronization return information sent by the second server process within a preset time period, the state synchronization return information indicates that the states of the plurality of server processes are not synchronous, the resource recovery can be carried out, and the state of the player is set to be an idle state. If the second server process does not receive the state information sent by the first server process within the preset time period, or the state information received by the second server process for multiple times is inconsistent, the states of the multiple server processes are asynchronous, the corresponding state flow and information cleaning can be carried out, and meanwhile, the player is informed that the game process is terminated, and the game process can be restarted.

It should be noted that, in the interaction process of the multiple server processes of the present disclosure, disaster tolerance and fault tolerance processing may be performed on the transmitted information, for example, integrity and disorder of the information may be processed, for example, when it is determined that the information is lost or is out of order, the information may be retransmitted; the disaster recovery processing may also be performed when the server is down, for example, other server processes may be monitored by the route server process, and after the matching server process or the combat server process is down, error information may be sent to the game server process, and the game server process may notify the player according to the error information. Therefore, the player can be ensured to be quickly recovered from the abnormal state caused by downtime, and correct prompt information is received, so that the user experience is further improved.

FIG. 5 is a flow diagram illustrating a game data processing method applied to a routing server in a game server cluster including a plurality of game servers, a plurality of the routing servers, and a plurality of matching servers, the routing servers being respectively connected to the game servers and the matching servers, according to an example embodiment; as shown in fig. 5, the method may include:

s501, after the game server receives the matching request message sent by the game terminal of the player and acquires the matching information according to the matching request message, the matching information sent by the game server is received.

The game terminal may be a terminal installed with a game application, and the present disclosure does not limit the type of the game terminal.

S502, determining a target matching server from the matching servers according to the matching information, and sending the matching information to the target matching server so that the target matching server performs matching operation according to the matching information.

By adopting the method, the routing server can select any one matching server from the plurality of matching servers to carry out matching operation, so that full-service matching of the player can be realized, and the game experience of the player is improved.

The game server cluster also comprises a battle server, the battle server is connected with the routing server, a plurality of game server processes run on the game server, a plurality of routing server processes run on the routing server, a plurality of matching server processes run on the matching server, and a plurality of battle server processes run on the battle server. FIG. 6 is a flow diagram illustrating another game data processing method according to an example embodiment, which may include, as shown in FIG. 6:

s601, after the game server process receives the matching request message sent by the game terminal of the player and acquires the matching information according to the matching request message, the matching information sent by the game server process is received through the route server process.

S602, determining a target matching server process from a plurality of matching server processes according to the matching information through the routing server process.

In this step, before determining a target matching server process from the multiple matching server processes according to the matching information, the current load states of the multiple matching server processes may be obtained through the routing server process, and then the target matching server process may be determined from the multiple matching server processes according to the matching information and the multiple current load states.

Wherein the current load state comprises a burst full state, a busy state, a normal state and an idle state. In a possible implementation manner, in a case that the idle state is included in a plurality of current load states and the normal state is not included, the matching server process with the largest number of players in the matching server processes in the idle state is taken as the target matching server process; determining the target matching server process from the matching server processes in the busy state according to the matching information under the condition that the current load states include the busy state and do not include the normal state and the idle state; and in the case that the plurality of current load states only comprise the explosion state, taking the matching server process with the minimum load in the matching server processes of the explosion state as the target matching server process.

Before determining the target matching server process from the multiple matching server processes according to the matching information and the multiple current load states, a connection matching server process connected with the routing server process may be determined from the multiple matching server processes, and then the target matching server process may be determined from the connection matching server process according to the matching information and the current load states of the connection matching server process.

S603, the matching information is sent to the target matching server process through the routing server process, so that the target matching server process carries out matching operation according to the matching information.

By adopting the method, the route server process can be matched with the plurality of matching server processes according to the current load states of the plurality of matching server processes to obtain the target matching server process, so that full-service matching of the player can be realized, the matching accuracy is higher, and the game experience of the player is improved.

With regard to the methods in the embodiments shown in fig. 5 and fig. 6, the specific manner in which the respective steps perform operations has been described in detail in the embodiments related to the game server cluster, and will not be described in detail here.

Referring now to FIG. 7, shown is a schematic diagram of an electronic device 700 suitable for use in implementing embodiments of the present disclosure. The electronic device shown in fig. 7 is only an example, and should not bring any limitation to the functions and the scope of use of the embodiments of the present disclosure.

As shown in fig. 7, electronic device 700 may include a processing means (e.g., central processing unit, graphics processor, etc.) 701 that may perform various appropriate actions and processes in accordance with a program stored in a Read Only Memory (ROM)702 or a program loaded from storage 708 into a Random Access Memory (RAM) 703. In the RAM 703, various programs and data necessary for the operation of the electronic apparatus 700 are also stored. The processing device 701, the ROM 702, and the RAM 703 are connected to each other by a bus 704. An input/output (I/O) interface 705 is also connected to bus 704.

In particular, according to an embodiment of the present disclosure, the processes described above with reference to the flowcharts may be implemented as computer software programs. For example, embodiments of the present disclosure include a computer program product comprising a computer program carried on a non-transitory computer readable medium, the computer program containing program code for performing the method illustrated by the flow chart. In such embodiments, the computer program may be downloaded and installed from a network via the communication means 709, or may be installed from the storage means 708, or may be installed from the ROM 702. The computer program, when executed by the processing device 701, performs the above-described functions defined in the methods of the embodiments of the present disclosure.

It should be noted that the computer readable medium in the present disclosure can be a computer readable signal medium or a computer readable storage medium or any combination of the two. A computer readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the foregoing. More specific examples of the computer readable storage medium may include, but are not limited to: an electrical connection having one or more wires, a portable computer diskette, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing. In the present disclosure, a computer readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device. In contrast, in the present disclosure, a computer readable signal medium may comprise a propagated data signal with computer readable program code embodied therein, either in baseband or as part of a carrier wave. Such a propagated data signal may take many forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A computer readable signal medium may also be any computer readable medium that is not a computer readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device. Program code embodied on a computer readable medium may be transmitted using any appropriate medium, including but not limited to: electrical wires, optical cables, RF (radio frequency), etc., or any suitable combination of the foregoing.

In some embodiments, the servers may communicate using any currently known or future developed network Protocol, such as HTTP (HyperText Transfer Protocol), and may be interconnected with any form or medium of digital data communication (e.g., a communications network). Examples of communication networks include a local area network ("LAN"), a wide area network ("WAN"), the Internet (e.g., the Internet), and peer-to-peer networks (e.g., ad hoc peer-to-peer networks), as well as any currently known or future developed network.

The computer readable medium may be embodied in the electronic device; or may exist separately without being assembled into the electronic device.

The computer readable medium carries one or more programs which, when executed by the electronic device, cause the electronic device to: after the game server receives a matching request message sent by a game terminal of a player and acquires matching information according to the matching request message, the matching information sent by the game server is received; and determining a target matching server from the matching servers according to the matching information, and sending the matching information to the target matching server so that the target matching server performs matching operation according to the matching information.

Computer program code for carrying out operations for the present disclosure may be written in any combination of one or more programming languages, including but not limited to an object oriented programming language such as Java, Smalltalk, C + +, and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer or entirely on the remote computer or server. In the case of a remote computer, the remote computer may be connected to the user's computer through any type of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or the connection may be made to an external computer (for example, through the Internet using an Internet service provider).

The flowchart and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of systems, methods and computer program products according to various embodiments of the present disclosure. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). It should also be noted that, in some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.

The functions described herein above may be performed, at least in part, by one or more hardware logic components. For example, without limitation, exemplary types of hardware logic components that may be used include: field Programmable Gate Arrays (FPGAs), Application Specific Integrated Circuits (ASICs), Application Specific Standard Products (ASSPs), systems on a chip (SOCs), Complex Programmable Logic Devices (CPLDs), and the like.

In the context of this disclosure, a machine-readable medium may be a tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device. The machine-readable medium may be a machine-readable signal medium or a machine-readable storage medium. A machine-readable medium may include, but is not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any suitable combination of the foregoing. More specific examples of a machine-readable storage medium would include an electrical connection based on one or more wires, a portable computer diskette, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.

Example 1 provides, in accordance with one or more embodiments of the present disclosure, a game server cluster, comprising: the game system comprises a plurality of game servers, a plurality of routing servers and a plurality of matching servers, wherein the routing servers are respectively connected with the game servers and the matching servers; the game server is used for receiving a matching request message sent by a game terminal of a player, acquiring matching information according to the matching request message and sending the matching information to the routing server; the routing server is used for determining a target matching server from the matching servers according to the matching information and sending the matching information to the target matching server; and the target matching server is used for carrying out matching operation according to the matching information.

Example 2 provides the game server cluster of example 1, further comprising, in accordance with one or more embodiments of the present disclosure: the game server runs with a plurality of game server processes, the route server runs with a plurality of route server processes, the matching server runs with a plurality of matching server processes, and the battle server runs with a plurality of battle server processes.

Example 3 provides the game server cluster of example 2, in accordance with one or more embodiments of the present disclosure, wherein the game server process is configured to receive a matching request message sent by the game terminal, acquire the matching information according to the matching request message, and send the matching information to the routing server process; the route server process is used for determining a target matching server process from the multiple matching server processes according to the matching information and sending the matching information to the target matching server process; the target matching server process is used for carrying out matching processing according to the matching information to obtain a matching result and sending the matching result to the routing server process, wherein the matching result comprises information of a matched player matched with the player; the routing server process is also used for sending the matching result to the game server process; the game server process is further configured to send the matching result to the game terminal.

Example 4 provides the game server cluster of example 3, the route server process further configured to obtain current load states of a plurality of the matching server processes, and determine the target matching server process from the plurality of matching server processes according to the matching information and the plurality of current load states, according to one or more embodiments of the present disclosure.

Example 5 provides the game server cluster of example 4, the current load state comprising a burst full state, a busy state, a normal state, and an idle state, in accordance with one or more embodiments of the present disclosure; the route server process is further configured to: under the condition that the plurality of current load states comprise the normal state, determining the target matching server process from the matching server processes in the normal state according to the matching information; taking the matching server process with the largest number of players in the matching server processes in the idle state as the target matching server process under the condition that the current load states include the idle state and do not include the normal state; determining the target matching server process from the matching server processes in the busy state according to the matching information under the condition that the current load states include the busy state and do not include the normal state and the idle state; and under the condition that the current load states only comprise the explosion state, taking the matching server process with the minimum load in the matching server processes in the explosion state as the target matching server process.

Example 6 provides the game server cluster of example 4, the route server process, according to one or more embodiments of the present disclosure, further to: determining a connection matching server process connected with the route server process from the plurality of matching server processes before determining the target matching server process from the plurality of matching server processes according to the matching information and the plurality of current load states; and determining the target matching server process from the connection matching server processes according to the matching information and the current load state of the connection matching server process.

Example 7 provides the game server cluster of example 3, the game server process further configured to receive role information sent by the game terminal after receiving the matching result, and send the role information to the route server process, according to one or more embodiments of the present disclosure; the routing server process is also used for sending the role information to the target matching server process; the target matching server process is also used for generating a fighting request message according to the role information under the condition that both the player and the target matching player determine the role information or the duration of the waiting for fighting reaches a preset duration threshold value, and sending the fighting request message to the routing server process; the route server process is further configured to select a combat server process with the lowest load from the plurality of combat server processes as a target combat server process after receiving the combat request message sent by the target matching server, and send the combat request message to the target combat server process; the target combat server process is used for generating combat information according to the combat request message and sending the combat information to the routing server process; the routing server process is also used for sending the combat information to the game server process; the game server process is also used for sending the combat information to the game terminal; the target combat server process is also used for receiving a connection request message sent by the game terminal after the game terminal receives combat information sent by the game server process, establishing connection with the game terminal according to the connection request message, generating combat result information after the game terminal finishes the current combat, and sending the combat result information to the routing server process; the routing server process is also used for sending the combat result information to the game server process; and the game server process is also used for determining settlement information according to the fighting result information and sending the settlement information to the game terminal so as to enable the game terminal to display the settlement information.

Example 8 provides the game server cluster of example 2, the route server process further to periodically send route connection information to a preset database, in accordance with one or more embodiments of the present disclosure; the game server process, the matching server process and the battle server process are also used for periodically obtaining the routing connection information from the preset database, determining an available routing server process from a plurality of routing server processes according to the routing connection information, and establishing connection with the available routing server process according to the connection information.

Example 9 provides the game server cluster of example 8, the routing connection information comprising an update time and a running state, the game server process further to: determining the route server process as the available route server process when the time difference between the update time of the route server process and the current time is less than or equal to a preset difference threshold value; determining the route server process as the available route server process when the running state of the route server process is the starting state; and determining a target route server process from the available route server processes, and sending the matching request message to the target route server process.

Example 10 provides the game server cluster of example 2, the matching server process to further: acquiring the information quantity of newly added matching information in a preset time period; sending the real-time load information of the matching server process to the routing server process when the information quantity is greater than or equal to a preset quantity threshold; and the routing server process is also used for determining the current load state of the matching server process according to the real-time load information.

Example 11 provides the game server cluster of example 10, the route server process, according to one or more embodiments of the present disclosure, further to: acquiring pre-distribution load information; and determining the current load state according to the real-time load information and the pre-distribution load information.

Example 12 provides the game server cluster of example 11, the route server process, according to one or more embodiments of the present disclosure, further to: acquiring a pre-distribution field, the number of distribution sources and a preset distribution coefficient, wherein the pre-distribution field comprises a matching request which is distributed to the matching server process by the routing server process and is not processed by the matching server process, and the distribution sources comprise routing server processes connected with the matching server process; and taking the product of the pre-distribution field, the number of the distribution sources and the preset distribution coefficient as the pre-distribution load information.

Example 13 provides the game server cluster of any one of examples 2 to 12, the first server process to send state information to a second server process, the first server process being one of the game server process, the routing server process, the matching server process, and the combat server process that processes a game task at a current time, the second server process including the game server process, the routing server process, the matching server process, and a server process other than the first server process among the combat server processes; the second server process is used for updating the state according to the state information after receiving the state information sent by the first server process; or under the condition that the state information sent by the first server process is not received within the preset time length threshold value range, the game process is terminated.

Example 14 provides a game data processing method applied to a routing server in a game server cluster, the game server cluster including a plurality of game servers, a plurality of the routing servers, and a plurality of matching servers, the routing servers being respectively connected to the game servers and the matching servers; the method comprises the following steps: after the game server receives a matching request message sent by a game terminal of a player and acquires matching information according to the matching request message, the matching information sent by the game server is received; and determining a target matching server from the matching servers according to the matching information, and sending the matching information to the target matching server so that the target matching server performs matching operation according to the matching information.

Example 15 provides the method of example 14, the game server cluster further comprising a combat server connected to the routing server, the game server having a plurality of game server processes running thereon, the routing server having a plurality of routing server processes running thereon, the matching server having a plurality of matching server processes running thereon, the combat server having a plurality of combat server processes running thereon; the receiving, at the game server, the matching request message sent by the game terminal of the player and the matching information according to the matching request message includes: after the game server process receives a matching request message sent by a game terminal of a player and acquires matching information according to the matching request message, the matching information sent by the game server process is received through the route server process; the determining a target matching server from the plurality of matching servers according to the matching information comprises: determining, by the route server process, a target matching server process from the plurality of matching server processes according to the matching information; the sending the matching information to the target matching server so that the target matching server performs matching operation according to the matching information comprises: and sending the matching information to the target matching server process through the routing server process so as to enable the target matching server process to perform matching operation according to the matching information.

Example 16 provides the method of example 15, further comprising, prior to said determining a target matching server process from a plurality of said matching server processes based on said matching information: obtaining the current load states of a plurality of matching server processes through the routing server process; the determining a target matching server from the plurality of matching servers according to the matching information comprises: and determining the target matching server process from the plurality of matching server processes according to the matching information and the plurality of current load states.

Example 17 provides the method of example 16, the current load state comprising a burst full state, a busy state, a normal state, and an idle state, in accordance with one or more embodiments of the present disclosure; said determining said target matching server process from said plurality of matching server processes based on said matching information and said plurality of current load states comprises: taking the matching server process with the largest number of players in the matching server processes in the idle state as the target matching server process under the condition that the current load states include the idle state and do not include the normal state; determining the target matching server process from the matching server processes in the busy state according to the matching information under the condition that the current load states include the busy state and do not include the normal state and the idle state; and under the condition that the current load states only comprise the explosion state, taking the matching server process with the minimum load in the matching server processes in the explosion state as the target matching server process.

Example 18 provides the method of example 16, further comprising, prior to said determining the target matching server process from the plurality of matching server processes based on the matching information and the plurality of current load states: determining a connection matching server process from a plurality of said matching server processes to connect with said route server process; said determining said target matching server process from said plurality of matching server processes based on said matching information and said plurality of current load states comprises: and determining the target matching server process from the connection matching server processes according to the matching information and the current load state of the connection matching server process.

Example 19 provides a computer readable medium having stored thereon a computer program that, when executed by a processing apparatus, performs the steps of the method of any of examples 14-18.

Example 20 provides, in accordance with one or more embodiments of the present disclosure, an electronic device comprising: a storage device having a computer program stored thereon; processing means for executing the computer program in the storage means to carry out the steps of the method of any one of examples 14 to 18.

The foregoing description is only exemplary of the preferred embodiments of the disclosure and is illustrative of the principles of the technology employed. It will be appreciated by those skilled in the art that the scope of the disclosure herein is not limited to the particular combination of features described above, but also encompasses other embodiments in which any combination of the features described above or their equivalents does not depart from the spirit of the disclosure. For example, the above features and (but not limited to) the features disclosed in this disclosure having similar functions are replaced with each other to form the technical solution.

Further, while operations are depicted in a particular order, this should not be understood as requiring that such operations be performed in the particular order shown or in sequential order. Under certain circumstances, multitasking and parallel processing may be advantageous. Likewise, while several specific implementation details are included in the above discussion, these should not be construed as limitations on the scope of the disclosure. Certain features that are described in the context of separate embodiments can also be implemented in combination in a single embodiment. Conversely, various features that are described in the context of a single embodiment can also be implemented in multiple embodiments separately or in any suitable subcombination.

Although the subject matter has been described in language specific to structural features and/or methodological acts, it is to be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or acts described above. Rather, the specific features and acts described above are disclosed as example forms of implementing the claims. With regard to the apparatus in the above-described embodiment, the specific manner in which each module performs the operation has been described in detail in the embodiment related to the method, and will not be elaborated here.

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