Game server scene process load balancing method
A game server and load balancing technology, applied in indoor games, video games, sports accessories, etc., can solve problems such as game freezes, increased CPU usage, and players cannot move smoothly, and achieve the effect of improving computing power
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Embodiment 1
[0041] figure 1 It is a flow chart of the game server scene process load balancing method according to the present invention, which will be referred to below figure 1 , the game server scene process load balancing method of the present invention is described in detail. In this embodiment, "AOI scanning calculation" is taken as an example for illustration.
[0042] First, in step 101, the scene process loads map resource data, receives player movement requests and manages player coordinate data. In this embodiment, in step 101, one scene process of the game server is responsible for loading map resource data; after the player enters the scene, it receives and processes the player's movement request and manages the change of the player's coordinate data.
[0043] In step 102, the scene process synchronizes the player coordinates to multiple scene calculation processes in real time. Specifically, after receiving the player's AOI scanning request, the request and the player's r...
Embodiment 2
[0059] This embodiment provides another distributed deployment solution for game server process load balancing. The difference from Embodiment 1 is that this embodiment deploys one scenario process and multiple scenario computing processes on different physical machines , Real-time data communication and synchronization are performed between the scene process and each scene calculation process through a network connection (TCP).
[0060] For other details of the second embodiment, refer to the corresponding part of the first embodiment, which will not be repeated here.
[0061] When the CPU / memory resources of a single physical machine cannot meet the computing requirements of a single scenario, the second embodiment provides the possibility to further expand the load capacity of a single scenario.
Embodiment 3
[0063] The timeliness and efficiency of data synchronization are crucial to the final implementation effect of the present invention. Data changes in the scene process, such as player coordinate updates, need to be synchronized to the scene calculation process in real time, so as to ensure the accuracy of the calculation results. However, data changes such as coordinate updates are characterized by high frequency and massive volume, but the amount of data in a single update is often relatively small. If the extensive data synchronization method is adopted, the high-frequency transmission of a large number of small data packets will greatly affect the network data communication efficiency between processes running on different physical machines (for the reason, please refer to the TCP protocol), which is not conducive to making full use of the network bandwidth resources.
[0064] In this embodiment, the data synchronization methods in Embodiment 1 and Embodiment 2 are further ...
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