CN102137068B - Method for realizing online game seamless world server - Google Patents

Method for realizing online game seamless world server Download PDF

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Publication number
CN102137068B
CN102137068B CN201010101906.4A CN201010101906A CN102137068B CN 102137068 B CN102137068 B CN 102137068B CN 201010101906 A CN201010101906 A CN 201010101906A CN 102137068 B CN102137068 B CN 102137068B
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place
server
fritter
monoblock
online game
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CN201010101906.4A
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CN102137068A (en
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王荣
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Abstract

The invention discloses a method for realizing an online game seamless world server, comprising the following steps of: dividing a whole field into two or more subfields, wherein each server supports one or more of the subfields to run; suspending the running of all servers on each subfield; selecting one or more of the subfields, and enabling servers supporting the one or more of the subfields to run to obtain states of the one ore more of the subfields and states of adjacent boundaries of the one or more of the subfields; calculating the states of the one or more of the subfields and modifying the states of the adjacent boundaries of the one or more of the subfields in the calculating process; and cyclically executing the steps on the residual subfields in the whole field. The problems of the current seamless world server are well solved because the same object of the game is simultaneously modified by only one server at most.

Description

A kind of method that realizes online game seamless world server
Technical field
The invention belongs to networking technology area, be specifically related to a kind of method that realizes online game seamless world server.
Background technology
Online game seamless world server allows online game to use the operation in a place in a lot of station server support game.Every station server is supported the operation in the fritter place in monoblock place.When two players in different server support place on time, the activity of carrying out between them should with monoblock place by one station server support time be as good as, for example see mutually the other side, fight, go with, exchange the activities such as article.But in practical operation, to accomplish that this point is very difficult, even if use a large amount of codes also cannot guarantee to accomplish this point entirely truely.
Making at present method with the most use is agent object method, and this method is in the time that an object enters borderline region, and the server at its place can be notified adjacent server, and the latter can create an agent object and represent remote object.Similarly, in the time that this object moves to server " inside " from borderline region, described agent object is just destroyed.Even but this mode the most simply game mechanism implement still very difficult.
The reason that causes this difficulty is exactly that two-server is all in operation.In the time that revising an object simultaneously, two-server will determine the state of object.
Summary of the invention
In order to address the above problem, the invention provides a kind of method that realizes online game seamless world server, the method, for the borderline region between several station servers, need to only allow a wherein station server move, and suspend the processing of other server to this piece place.
The technical solution adopted in the present invention is: a kind of method that realizes online game seamless world server, it is characterized in that, and described method comprises step:
Step 1: monoblock place is divided into the above fritters of 2 or 2, claims that described fritter is whole fritters in monoblock place here, and every station server is supported a fritter in whole fritters in described monoblock place or the operation in several fritters place;
Step 2: suspend whole servers to the operation processing in place separately;
Step 3: choose one or an above fritter place in whole fritters in described monoblock place, the borderline region of the fritter place of choosing described in making between several station servers only has a wherein station server operation, and suspends the processing of other servers to the described fritter place of choosing; The fritter place of choosing described in the server of the fritter place operation that order is chosen described in supporting obtains and described in the state of the fritter place adjacent boundary chosen;
Step 4: the state in the fritter place of choosing described in calculating, and the modification to adjacent boundary state described in the described fritter place of choosing in computational process;
Step 5: to remaining fritter place in described monoblock place, circulation is carried out described step 2 to described step 4.
Preferably, in described step 1, there are following 3 kinds of different demarcation modes in described monoblock place: area equates, area not etc. and two kinds of modes depositing.
Preferably, to described monoblock place, circulation is carried out described step 2 to described step 5.
Preferably, the fritter place of described every station server support can be given to other server and is supported its operation.
Preferably, the fritter place of described every station server support can be continued to be divided into fritter or be continued to be merged into bulk.
Compared with prior art, advantage of the present invention is: for the borderline region between several station servers, need to only allow a wherein station server move, and suspend the processing of other server to this piece place, make so the same time of same object only have a station server to modify to it.And most of MMORPG (MMOPRG) server end just sends a secondary data to client in every 1/10 second.Even FPS (first person shooting) game, is conventionally also no more than 1/60 second and sends a secondary data to client.Therefore as long as allowed several station servers be moved in turn, just can not cause too large impact to game in 1/10 or 1/60 second.When on the place that two players support in different server, the activity of carrying out between them and monoblock place almost do not have a difference while support by a station server like this.
Accompanying drawing explanation
Fig. 1 is a kind of method that realizes online game seamless world server as an example of 2 station servers example of the present invention.
Fig. 2 is a kind of method that realizes online game seamless world server as an example of 4 station servers example of the present invention.
Fig. 3 of the present inventionly supports monoblock place with any multiple servers, a kind of method that realizes online game seamless world server as an example of 16 station servers wherein example.
Embodiment
For making the object, technical solutions and advantages of the present invention clearer, below in conjunction with accompanying drawing, the present invention is described in further detail.
Embodiment 1:
First take two-server as example.As shown in Figure 1:
Monoblock place is divided into two, and its operation is supported in place 1 by server 1, and its operation is supported in place 2 by server 2.It is arbitrarily that the area in two places is divided, and can be the same or different.Two-server suspends the processing in place separately.Server 2 obtains the state on the border adjacent with place 2, place 1 from server 1, claim that it is state 1 here.Server 2 calculates the state in place 2, and the modification in computational process, state 1 being caused.The for example player on the player's attack server 1 on server 2, gives another player article and waits the modification that can cause state 1.Then server 2 suspends the processing of its state to place 2 and state 1.Server 2 sends server 1 to the state on border adjacent with place 1 place 2 and amended state 1.If have the objects such as player, non-player, article to cross the border in place, will give another station server the ownership of these objects.The processing in the place that server 1 is supported it is later just the same with server 2.
Embodiment 2
Have a look again a place by the visible situation of several station servers, as shown in Figure 2:
Monoblock place is divided into 4 fritters, is respectively place 1, place 2, place 3 and place 4, and supported its operation by server 1, server 2, server 3 and server 4 respectively.The lower right corner in place 1, the lower left corner in place 2 etc. are visible by other 3 places.4 station servers must move in turn in this case.In the time that server 1 moves, other server must send server 1 near the state in the place on the border in place 1 them.The situation of other several station servers is also the same.
Every station server server can be supported the operation in a more than fritter place, and which station server supports that the operation in which fritter place is hard-core.For example we can allow place 1 and 2 be supported their operation by server 1, and their operation is all supported in place 3 and 4 by server 2.Such 4 places are as long as 2 station servers just can be supported their operation.Even place 1 and 4 is supported by server 1, and place 2 and 3 is supported etc. also without any problem by server 2.
Embodiment 3
As shown in Figure 3:
Place in game has been divided into any fritter, and every fritter is supported its operation by a station server, and 16 fritters of choosing are wherein example, and wherein place is numbered 1 to 16, and the numbering of server is corresponding with place.First suspend whole 16 station servers, then server 1, server 3, server 9, server 11 obtain respectively the state on the border, place adjacent with them.Then server enters following circulation: server service device 1, server 3, server 9, server 11 calculate respectively the state in place separately, and the impact in this process, adjacent place being caused.Server 1, server 3, server 9, server 11 have had on up-to-date own place and the borderline state in opposite field ground now.Then server 1, server 3, server 9, server 11 suspend the calculating of place state separately.Server 2 obtains the state on up-to-date border, place from server 1, server 3, server 5, server 6, server 7.Certainly it is apparent that the last state of the now left margin of server 2 and the upper left corner boundary member of server 6 is on server 1, so should obtain from server 1.The state on other border is also the same.Server 4, server 10, server 12 also obtain the state in the place of their own and adjacent boundaries separately as the server 2 simultaneously in addition.Then server 2, server 4, server 10, server 12 calculate respectively their place and impacts on border, opposite field ground in this computational process separately.Then be that server 5, server 7, server 13, server 15 and server 6, server 8, server 14, server 16 move successively.So just complete the circulation of a server operation.
It should be noted that the principle that when place is divided, same target can not be revised simultaneously stands good, therefore the width of fritter at least can not be less than the twice of border width.
Can in the time of game running, give other server fritter place and support their operation, as long as whole states in this fritter place are sent to other server.Also can fritter field be continued to cut apart in the time of game running, then the fritter place after cutting apart be given to other server and supported their operation.Or adjacent fritter place is merged, supported their operation by same station server.Before merging, need first the state of wanting the fritter place merging to be sent to same station server.We just can dynamically adjust and support that any sub-fraction is moved the server using in monoblock place in the time of game running like this, to reach the object of load of the every station server of reasonable distribution.
Every station server can be supported the operation in a more than place, therefore we can be placed on place 1, place 2, place 5, place 6 on server 1, place 3, place 4, place 7, place 8 are placed on server 2, place 9, place 10, place 13, place 14 are placed on server 3, and place 11, place 12, place 15, place 16 are placed on server 4.Actual 4 station servers that only need in these 16 places are supported their operation like this.We can also cut apart arbitrarily or merge fritter place.For example we can be merged into one place 1 to 8 in the time of game running, place 9, place 10, place 13, place 14 are merged into one, place 11, place 12, place 15, place 16 are merged into one, allow them respectively by server 1 to 3 their operation of support.Or also can cut apart any fritter in place 1 to 16, the fritter after cutting apart be given to other server and supported their operation.
Above-described embodiment, the just more preferably one of embodiment of the present invention, those skilled in the art is within the scope of the scheme of the technology of the present invention, and common variation and the replacement carried out, all should be included in protection scope of the present invention.

Claims (5)

1. a method that realizes online game seamless world server, is characterized in that, described method comprises step:
Step 1: monoblock place is divided into the above fritters of 2 or 2, claims that described fritter is whole fritters in monoblock place here, and every station server is supported a fritter in whole fritters in described monoblock place or the operation in several fritters place;
Step 2: suspend whole servers to the operation processing in place separately;
Step 3: choose one or an above fritter place in whole fritters in described monoblock place, the borderline region of the fritter place of choosing described in making between several station servers only has a wherein station server operation, and suspends the processing of other servers to the described fritter place of choosing; The fritter place of choosing described in the server of the fritter place operation that order is chosen described in supporting obtains and described in the state of the fritter place adjacent boundary chosen;
Step 4: the state in the fritter place of choosing described in calculating, and the modification to adjacent boundary state described in the described fritter place of choosing in computational process;
Step 5: to remaining fritter place in described monoblock place, circulation is carried out described step 2 to described step 4.
2. the method that realizes online game seamless world server according to claim 1, is characterized in that: in described step 1, there are following 3 kinds of different demarcation modes in described monoblock place: area equates, area not etc. and two kinds of modes depositing.
3. the method that realizes online game seamless world server according to claim 1, is characterized in that: to described monoblock place, circulation is carried out described step 2 to described step 5.
4. according to the method that realizes online game seamless world server described in arbitrary claim in claims 1 to 3, it is characterized in that, the fritter place of described every station server support can be given to other server and supported its operation.
5. according to the method that realizes online game seamless world server described in arbitrary claim in claims 1 to 3, it is characterized in that, the fritter place of described every station server support can be continued to be divided into fritter or be continued to be merged into bulk.
CN201010101906.4A 2010-01-26 2010-01-26 Method for realizing online game seamless world server Expired - Fee Related CN102137068B (en)

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KR100469826B1 (en) * 2004-02-05 2005-02-03 엔에이치엔(주) Method for processing the data distributed at online game server and a system thereof
CN100492382C (en) * 2005-04-12 2009-05-27 国际商业机器公司 Slitless game world system based on server/customer's machine and method thereof
CN101266633B (en) * 2006-11-29 2011-06-08 优万科技(北京)有限公司 Seamless super large scale dummy game world platform
CN101281550B (en) * 2007-04-02 2010-11-10 鸿富锦精密工业(深圳)有限公司 System and method for designing mold by cooperation

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