Looking for breakthrough ideas for innovation challenges? Try Patsnap Eureka!

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

Pending Publication Date: 2019-04-16
SNAIL GAMES
View PDF6 Cites 6 Cited by
  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0003] 1. Players cannot move smoothly from map scene a to map scene b (player data needs to be transferred from map scene a server to map scene b server, which takes a long time, which is called "cutting scenes")
[0004] 2. When a large number of players flock to the same map scene after the map is divided at the same time, the CPU usage of the process running the map scene will increase sharply, and at this time the player will feel the game lag on the client side
But its side effect is that two players who flood into a logical map scene at the same time may be scattered into different physical map scenes, resulting in two players who cannot interact normally.

Method used

the structure of the environmentally friendly knitted fabric provided by the present invention; figure 2 Flow chart of the yarn wrapping machine for environmentally friendly knitted fabrics and storage devices; image 3 Is the parameter map of the yarn covering machine
View more

Image

Smart Image Click on the blue labels to locate them in the text.
Viewing Examples
Smart Image
  • Game server scene process load balancing method
  • Game server scene process load balancing method

Examples

Experimental program
Comparison scheme
Effect test

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 ...

the structure of the environmentally friendly knitted fabric provided by the present invention; figure 2 Flow chart of the yarn wrapping machine for environmentally friendly knitted fabrics and storage devices; image 3 Is the parameter map of the yarn covering machine
Login to View More

PUM

No PUM Login to View More

Abstract

The invention relates to a game server scene process load balancing method. The method comprises the following steps that map resource data is loaded through a scene process, movement requests of players are received, and coordinate data of the players is managed; the coordinates of the players are synchronized with a plurality of scene calculation processes through the scene process in real time;the scene calculation processes receive and record the coordinates of the players and perform calculation. According to the game server scene process load balancing method, in an MMO game server mapscene process, tens of thousands of players can be loaded in a single large map scene online at the same time in a distributed mode, and seamless interaction can be achieved; the online peak of the players in the single scene can be loaded through dynamic capacity expansion.

Description

technical field [0001] The invention relates to the technical field of server testing, in particular to a method for balancing game server scenario process loads. Background technique [0002] At present, the load implementation of massively multiplayer online games (MMO) mostly relies on the segmentation at the scene map level, so that each segmented map scene runs on multiple scene service processes (or even multiple physical machines), thus realizing single-group The game server can carry more players online at the same time. There are mainly two problems in this method of segmentation: [0003] 1. Players cannot move smoothly from map scene a to map scene b (player data needs to be transferred from map scene a server to map scene b server, which takes a long time, which is called "cutting scenes") [0004] 2. When a large number of players flock to the same map scene after the map is divided at the same time, the CPU usage of the process running the map scene will incr...

Claims

the structure of the environmentally friendly knitted fabric provided by the present invention; figure 2 Flow chart of the yarn wrapping machine for environmentally friendly knitted fabrics and storage devices; image 3 Is the parameter map of the yarn covering machine
Login to View More

Application Information

Patent Timeline
no application Login to View More
Patent Type & Authority Applications(China)
IPC IPC(8): A63F13/355A63F13/358A63F13/52
CPCA63F13/355A63F13/358A63F13/52
Inventor 刘涛
Owner SNAIL GAMES
Who we serve
  • R&D Engineer
  • R&D Manager
  • IP Professional
Why Patsnap Eureka
  • Industry Leading Data Capabilities
  • Powerful AI technology
  • Patent DNA Extraction
Social media
Patsnap Eureka Blog
Learn More
PatSnap group products