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Method and system for implementing trans-regional distributed match of game

A distributed and gaming technology, applied in the field of online games, can solve problems such as high game delay, lower matching accuracy, and affect player experience, so as to achieve the effect of close strength between the two sides, improve screening accuracy, and improve game experience

Active Publication Date: 2016-08-31
HANGZHOU ELECTRONICS SOUL NETWORK TECH
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

First of all, because the matching combat units are divided into different independent regions, they can only be screened and dispatched by the matching server in this region, which will inevitably prolong the screening time for matching teammates and opponents, reduce the matching accuracy, and affect the player experience; secondly, for cross-network Game players (for example, telecom network players choose the Netcom region), if the game experience is limited to this region, for real-time battle games such as MOBA that have very high network delay requirements, the game delay will be very high, which will greatly affect the player's game to experience

Method used

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  • Method and system for implementing trans-regional distributed match of game
  • Method and system for implementing trans-regional distributed match of game

Examples

Experimental program
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Effect test

Embodiment

[0051] A system for realizing cross-region distributed games, including:

[0052] The central matching dispatch server is used to manage and control the game server cluster, screen the game situation of the matching combat units, receive the signaling of the signaling transfer transmission server in each region, and issue the game server address and the game information of each matching combat unit to it data;

[0053] The signaling relay transmission server receives the command of the matching combat unit in the region, and reports it to the central matching dispatching server; connects to the independent world servers in each region, and transfers the game information data of the matching combat unit; the signaling transfer transmission server is in each Independent deployment in large regions;

[0054] Competition server clusters, distributed deployment in multiple national first-level computer rooms; competition server clusters are virtual server clusters; central matchin...

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Abstract

The invention relates to the technical field of network games and specifically relates to a method and system for implementing a trans-regional distributed match of a game. The method for implementing the trans-regional distributed match of the game comprises the steps that a matching combat unit sends a command to a signaling transit and transmission server of a region; and the signaling transit and transmission server reports the command to a center matching dispatch server, and the command is transited and issued to each matching combat unit after being screened and dispatched by the center matching dispatch server. The system and the method greatly improve game experience of players.

Description

technical field [0001] The invention relates to the technical field of online games, in particular to a method and system for realizing cross-regional distributed games. Background technique [0002] Real-time strategy (English: Real-time Strategy, referred to as RTS) game is a kind of strategy game. As the name suggests, the process of the game is real-time rather than turn-based. Usually, standard real-time strategy games will have elements such as resource gathering, base building, and technological development. In terms of player command, real-time strategy games can usually control individual units independently, not limited to group-style control. Generally speaking, at the beginning of the game, there will be basic resources for the player or the computer to develop more resources, form units that are not limited to combat, and according to the victory and defeat conditions of the game, the final victory or defeat will end the game. In some games, the player will o...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): A63F13/70A63F13/77A63F13/822
CPCA63F13/70A63F13/77A63F13/822
Inventor 林刚徐晓航
Owner HANGZHOU ELECTRONICS SOUL NETWORK TECH
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