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Server scene management method

A scene management and server technology, applied in the field of scene management, can solve the problems of reducing the speed of players joining the scene, the server can not afford, server performance bottlenecks, etc., to achieve the effect of enhancing the player's game experience and improving maintenance efficiency

Inactive Publication Date: 2017-01-04
GUANGZHOU AIYOU INFORMATION TECH
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

Although this method has the advantages of simple implementation and simple operation logic; however, when the number of people in a single scene reaches a certain number, usually 100 to 200 on the same screen, the load pressure on the game server will rise sharply, and the server's cpu and network io will not be able to In addition, when the overall number of scenes reaches an order of magnitude, a single scene process will become a server performance bottleneck, which seriously reduces the speed of players joining the scene, and ultimately affects the player's game experience

Method used

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Embodiment Construction

[0024] The present invention is described in detail below in conjunction with accompanying drawing:

[0025] The present invention provides a server scene management method, comprising the following steps:

[0026] S1. The scene manager establishes and maintains a scene mapping table; wherein, the scene mapping table is used to store scene IDs and corresponding relationships between scene entity attributes currently existing in the scene; the scene entity attributes include: scene entity tags, scene The number of players currently accommodated by the entity and the scene ID to which the scene entity belongs; for example figure 1 Shown is a specific example of the scene mapping table established by the scene manager.

[0027] Pre-establish and maintain multi-process scenario clusters; such as figure 2 As shown, it is a schematic diagram of a multi-process scene cluster; the multi-process scene cluster includes a scene management process and multiple scene processes; the scen...

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PUM

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Abstract

The invention provides a server scene management method, and the method comprises the following steps that a scene manager takes the ID of a target scene as the keyword when the scene manager receives a request that a player enters the target scene, searches a scene mapping table, finds all scene entities accommodated in the target scene, and obtains the specific scene entity with the lightest load currently from the searched scene entities; the scene manager further judges whether the number of players accommodated in the specific scene entity currently exceeds the maximum value or not: automatically carries out the branching processing if the number of players accommodated in the specific scene entity currently exceeds the maximum value, or else, executes a step of adding the players to the specific scene entity. The method is advantageous in that the method employs a multi-scene process deployment configuration, maintains the operation of the scene entities through a plurality of no-difference scene processes, improves the maintenance efficiency of the scene entities, and finally improves the game experience of players.

Description

technical field [0001] The invention belongs to the technical field of scene management, and in particular relates to a server scene management method. Background technique [0002] At present, the game server scene management method is mainly a single-process scene management method, that is, a single scene process is used to simultaneously maintain multiple scene entities. Although this method has the advantages of simple implementation and simple operation logic; however, when the number of people in a single scene reaches a certain number, usually 100 to 200 on the same screen, the load pressure on the game server will rise sharply, and the server's cpu and network io will not be able to In addition, when the overall number of scenes reaches an order of magnitude, a single scene process will also become a server performance bottleneck, which seriously reduces the speed of players joining the scene, and ultimately affects the player's game experience. Contents of the in...

Claims

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Application Information

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IPC IPC(8): H04L29/06H04L29/12G06F17/30
CPCH04L61/30G06F16/955G06F9/44H04L67/131
Inventor 杨洁彪
Owner GUANGZHOU AIYOU INFORMATION TECH
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