Delay calculation method based on game movement logic client and server synchronization

A delayed computing and client-side technology, applied in the field of delayed computing, can solve the problems of easy to be pulled, lagging, low reliability, etc., and achieve the effect of avoiding network delay

Active Publication Date: 2012-11-07
ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

However, it turns out that this method has serious security risks, and it is easy to be maliciously tampered with by some game plug-ins.
On the server side, there is a problem that it is too dependent on network delay, and the mobile is easy to be pulled.
[0004] The reason for the low reliability of calculations on the client side is that: since the calculations on the client side are easily tampered with by tools such as plug-ins, the movement logic is calculated on the player's client side, and the same calculation needs to be performed on the server side to verify it; There is inevitably a delay between the game server and the player client, so there is a certain lag in the player's operation after being transmitted to the server (the server's calculation results also have similar problems when they are transmitted to the client), causing both sides The calculation results are inconsistent and seriously affect the player experience

Method used

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  • Delay calculation method based on game movement logic client and server synchronization
  • Delay calculation method based on game movement logic client and server synchronization

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Embodiment Construction

[0024] In order to solve the delay problem, the present invention uses a set of delayed calculation mode. When the client obtains the mobile operation, it does not directly start to calculate the mobile result, but sends the operation to the server first, telling the server to Perform this operation, and when the time is up, the client and the server will perform calculations synchronously (that is, both sides will simply delay this operation to time point K), and then the server will send the calculation results back to the client to communicate with the client. Data validation.

[0025] It is noted that the results obtained by the client and calculated by the server will also be affected by the delay, so the number of frames will be marked, and the client will save the calculation results of the previous period, so that when the server obtains When the calculation results are sent, they can be found and verified in the historical calculation results.

[0026] The operation ...

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Abstract

The invention provides a delay calculation method based on game movement logic client and server synchronization. The delay calculation method comprises the steps that: a game player sends a movement request on a client; the client calculates a time point K; a server is requested to carry out movement logic calculation at the time point K; the client and the server simultaneously carry out the movement logic calculation at the time point K; and the server sends a calculation result to the client; and the client obtains the calculation result sent by the server, and checks the calculation result of the client and the calculation result of the server, wherein an inertia motion value which is not controlled by the game player is given for a role controlled by the game player in a game. With the adoption of the delay calculation method provided by the invention, not only can the phenomenon of modifying game data by using a plug-in tool and the like be effectively avoided, but also the negative effects caused by the network delay in a client and server synchronization calculation movement logic process can be effectively avoided.

Description

technical field [0001] The invention relates to a delay calculation method based on the synchronization of a game mobile logic client and a server. Background technique [0002] In recent years, with the popularization of broadband, online games have been greatly developed, and now online games have become an important industry, creating considerable economic benefits. [0003] In online games, users need to control the movement of objects to achieve certain purposes, such as reaching certain locations or making certain actions, and these movements require the system to perform movement logic operations. Such mobile logic operations can be performed on the client or server, and data is synchronized between the client and server. At this stage, more mobile logic operations are performed on the client side to provide a better user experience while avoiding increasing the load on the server. Many games currently on the market use client-side operations. However, it turns out ...

Claims

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Application Information

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IPC IPC(8): H04L29/06H04L29/08
Inventor 陈杰怀宾彭鹏
Owner ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD
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