CN107670275B - Method and system for disconnection and reconnection of game process - Google Patents

Method and system for disconnection and reconnection of game process Download PDF

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Publication number
CN107670275B
CN107670275B CN201711032763.4A CN201711032763A CN107670275B CN 107670275 B CN107670275 B CN 107670275B CN 201711032763 A CN201711032763 A CN 201711032763A CN 107670275 B CN107670275 B CN 107670275B
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game
server
player
data
game player
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CN107670275A (en
Inventor
陈大伟
徐洁
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Guangzhou Leijun Amusement Equipment Co ltd
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Guangzhou Leijun Amusement Equipment Co ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/332Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • A63F13/493Resuming a game, e.g. after pausing, malfunction or power failure

Abstract

The embodiment of the invention discloses a method and a system for disconnection and reconnection of a game process, wherein the method comprises the following steps: when the game server detects that the game server is disconnected from the network of a game player, closing a game session with the game player and starting timing; the game server receives an online request of the game player and judges whether the time between the time of receiving the online request and the time of closing the game session is within a timing threshold value; if yes, the game server extracts game data of the game player from a memory of the game server; if not, the game server extracts the game data of the game player from a physical database of the game server; and the game server recovers the game scene of the game session according to the game data. The embodiment of the invention can effectively ensure the storage of game data when the game player encounters bad network state in the game and the restoration of the game scene when logging in again.

Description

Method and system for disconnection and reconnection of game process
Technical Field
The invention relates to the field of computer network games, in particular to a method and a system for disconnection and reconnection of a game process.
Background
With the rapid development of electronic technology and networks, users can play online games on mobile devices without time and space constraints, and online games attract more and more users because of the rich interest of online games. In order to provide better game experience for users, game developers are always developing online games with low requirements on client network states, so that the game process is not interfered when the user is in a common network state. However, when the network state of the client is very poor or the network fluctuates, the user playing the game can not only be jammed, but also some information can be lost in the game process, so that even if the network is recovered to be normal, the user can not continue to play the game because of the loss of the information, and the game experience of the user is greatly influenced.
Disclosure of Invention
The method and the system for disconnection and reconnection of the game process, which are provided by the embodiment of the invention, can ensure that when the network connection between the server and the client is disconnected or unstable, a player can restore the game scene according to the stored game data when logging in the game again, and the normal business logic of the game is not influenced or lost.
In a first aspect, an embodiment of the present invention provides a method for reconnecting a game process during disconnection, including:
when detecting that the game server is disconnected from the network of a game player, the game server closes the game session between the game server and the game player and starts timing; wherein the game data generated during the game session is stored in the memory of the game server in real time;
the game server receives an online request of the game player;
the game server judges whether the time between the time of receiving the online request and the time of closing the game session is within a timing threshold value or not;
if yes, the game server extracts game data of the game player from a memory of the game server;
if not, the game server extracts the game data of the game player from a physical database of the game server; the physical database is used for storing game data of the game player deleted from the memory when a timing value reaches the timing threshold value and an online request of the game player is not received;
and the game server recovers the game scene of the game session according to the game data.
In a first possible implementation manner of the first aspect, before the detecting that the game server is disconnected from the game player, the method further includes:
and the game server detects whether the game server is disconnected with the game player according to a network protocol bottom layer for establishing the game session.
With reference to the first possible implementation manner of the first aspect, in a second possible implementation manner of the first aspect, if the game player establishes a network connection with the game server through a game client, the method for disconnecting and reconnecting the game process further includes:
when the game client continuously sends N heartbeat messages to the game server but does not receive heartbeat feedback fed back by the game server, the game client generates prompt information and displays the prompt information; the prompt information is used for prompting the current network connection of the game player to process the abnormal state of the network state;
when the game client receives a network disconnection request of the game player, the game client disconnects the network connection with the server; the network protocol bottom layer is used for updating and recording information that the network connection between the game client and the server is in a disconnected state.
In a third possible implementation of the first aspect, the game data includes basic account information of the game player and game state data of the game player.
In a second aspect, an embodiment of the present invention further provides a system for reconnecting a game process during disconnection, including a game server; the game server comprises a detection module, a receiving module, a judgment module, a first data extraction module, a second data extraction module and a recovery module; wherein the content of the first and second substances,
the detection module is used for closing the game session between the game server and the game player and starting timing when the game server is detected to be disconnected from the network of the game player; wherein the game data generated during the game session is stored in the memory of the game server in real time;
the receiving module is used for receiving an online request of the game player;
the judging module is used for judging whether the time between the time of receiving the online request and the time of closing the game session is within a timing threshold value or not;
the first data extraction module is used for extracting the game data of the game player from the memory of the game server if the game data of the game player is the same as the game data of the game player;
the second data extraction module is used for extracting the game data of the game player from the physical database of the game server if the game data of the game player is not the same as the game data of the game player; the physical database is used for storing game data of the game player deleted from the memory when a timing value reaches the timing threshold value and an online request of the game player is not received;
and the field recovery module is used for recovering the game scene of the game session according to the game data.
In a first possible implementation manner of the second aspect, the detection module is further configured to:
and detecting whether the game server is disconnected with the game player or not according to a network protocol bottom layer for establishing the game session.
With reference to the first possible implementation manner of the second aspect, in a second possible implementation manner of the second aspect, the game client includes a prompt module and a network disconnection module; wherein the content of the first and second substances,
the prompt module is used for generating prompt information and displaying the prompt information when N heartbeat messages are continuously sent to the game server but the heartbeat feedback fed back by the game server is not received; the prompt information is used for prompting the current network connection of the game player to process the abnormal state of the network state;
the network disconnection module is used for disconnecting the network connection with the server when receiving a network disconnection request of the game player; the network protocol bottom layer is used for updating and recording information that the network connection between the game client and the server is in a disconnected state.
In a third possible implementation of the second aspect, the game data includes base account information of the game player and game state data of the game player.
The embodiment of the invention has the following beneficial effects:
according to the method and the system for reconnecting the disconnected line of the game process, when the server detects the network disconnected line, the game data of the game player can be stored in the memory and timed, and if the game player logs in the server again within the timing threshold value, the game data of the game player can be extracted from the memory to recover the last disconnected game site; if the timing threshold of the server is exceeded, the game player does not log in the game, the server transfers the game information stored in the memory to the physical database and clears the memory, and the game player logging server can extract the game information from the physical database to recover the game scene. Compared with the prior art, the embodiment of the invention can effectively store the game data of the game player before the network disconnection, and ensure the safety of the game data of the game player under the condition of bad network.
Drawings
FIG. 1 is a flow chart illustrating one embodiment of a method for game process disconnection reconnection provided by the present invention;
FIG. 2 is a flow chart illustrating a method for reconnecting a game process according to another embodiment of the present invention;
FIG. 3 is a schematic diagram of one embodiment of a game server of a system for offline reconnect of game processes provided by the present invention;
FIG. 4 is a diagram of one embodiment of a game client of the system for offline reconnection of a game process provided by the present invention.
Detailed Description
The technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
Fig. 1 is a schematic flow chart of an embodiment of a method for reconnecting a game process disconnection provided by the present invention;
as shown in fig. 1, in a first aspect, an embodiment of the present invention provides a method for reconnecting a game process during disconnection, which includes steps S1 to S6, specifically as follows:
s1, when detecting that the game server is disconnected with the game player, the game server closes the game session between the game server and the game player and starts timing; wherein the game data generated during the game session is stored in the memory of the game server in real time.
In this embodiment of the present invention, preferably, before the game server executes step S1, the game server receives an account and game information of a game player, and determines whether the account information of the game player is consistent with an account stored in a previous game session, if so, and the time when the game player logs in the game server this time and the time when the previous game session is ended are within a timing threshold of the game server, the game information bound with the account information of the game player is extracted from a memory or a cache, and a game scene of the previous game session is recovered; if the time of logging in the game server and the time of ending the last game session are not within the timing threshold of the game server, extracting the game information bound with the account information of the game player from a physical database, and recovering the game scene of the last game session; the physical database is used for storing game information of the player deleted from the memory or the cache when the game server does not receive a game login request of the player when a timing threshold value is reached; and if the game information is inconsistent with the received account number of the game player, the game server correspondingly binds the received account number of the game player and the game information one by one and stores the bound account number and the game information in the memory or the cache, and establishes a new game session.
S2, the game server receives an online request of the game player;
it should be noted that, when a game player logs in a game again, an online request and account information of the game player are sent to a game server through a game client, the game server receives the online request sent by the game client and the account information of the game player, finishes timing, and establishes a new game session with the game client, where the new game session includes the received account information of the game player, and matches the account information of all game players included in the new game session with the account information of all game players included in the previous game session, where each game session includes game accounts of multiple game players.
S3, the game server judges whether the time between the time of receiving the on-line request and the time of closing the game session is within a timing threshold value;
it should be noted that, the game server matches the account information of all game players included in the new game session with the account information of all game players included in the previous game session, and if the matching is successful, the game server determines whether the time interval between the establishment of the new game session and the end of the previous game session is within the timing threshold of the game server; generally, the timing threshold is determined by the particular service, different services or with different values, and the empirical data is 30-60 seconds.
S4, if yes, the game server extracts the game data of the game player from the memory of the game server;
it should be noted that, the game server matches the account information of all game players included in the new game session with the account information of all game players included in the previous game session, and if the matching is successful and the time interval between the time when the game server establishes the new game session and the time when the previous game session ends is determined to be within the timing threshold of the game server, the game server extracts the game data bound to the account information of the game players that are successfully matched one by one from the memory or the cache.
S5, if not, the game server extracts the game data of the game player from the physical database of the game server; the physical database is used for storing game data of the game player deleted from the memory when a timing value reaches the timing threshold value and an online request of the game player is not received;
it should be noted that, the game server matches the account information of all game players included in a new game session with the account information of all game players included in a previous game session, and if the matching is successful and the time interval between the time of establishing the new game session and the time of ending the previous game session is not within the timing threshold of the game server, the game server extracts the game data bound with the account information of the successfully matched game players from the physical database; when the timing threshold value is reached and the game server does not receive the login request of the game player, the game server automatically moves the game data which are originally stored in the memory or the cache and are bound with the account information of the game player one by one to the physical database, and the memory or the cache is cleared.
S6, the game server recovers the game scene of the game session according to the game data.
It should be noted that, within the timing threshold, the game server extracts the game data of the game player from the memory to recover the game scene of the previous game session; if the time is not within the timing threshold, the game data of the game player is extracted from the physical database, so that the game data of the game player can be ensured not to be lost when the disconnection is encountered.
In the method for reconnecting the broken line in the game process provided by the embodiment of the invention, the game server still stores the game data of the game player encountering poor network or broken line in a memory or a cache within a timing threshold, and moves the game data of the game player from the memory or the cache to a physical database and clears the data from the memory or the cache if the timing threshold is exceeded, so that when the online request of the game player is received again, if the time that the game player logs in the game again and the time that the broken line occurs last time are within the timing threshold, the game data of the game player is extracted from the memory or the cache, and the game scene is recovered; and if the time that the game player logs in the game again and the time that the disconnection occurs last time are not within the timing threshold value, extracting the game data of the game player from the physical database, and recovering the game scene. That is to say, when a network is not good or the network is disconnected, the method for reconnecting the disconnected game process provided by the embodiment of the present invention can effectively store the game data of the game player in the period of time and can recover the last game site according to the stored game data when the game player logs in the game again, thereby ensuring that the game data of the game player is not affected or lost under the condition that the network state is not good.
Referring to fig. 2, which is a schematic flow chart of another embodiment of the method for reconnecting the disconnected line of the game process according to the embodiment of the present invention, the method for reconnecting the disconnected line of the game process further includes steps S11 and S12, which will be described in detail below, based on the method provided by the foregoing embodiment:
s11, when the game client continuously sends N heartbeat messages to the game server but does not receive the heartbeat feedback fed back by the game server, the game client generates and displays prompt information; the prompt information is used for prompting the current network connection of the game player to process the abnormal state of the network state;
it should be noted that, starting from the normal login of a game player to a game server, a game client is connected with the game server, and the game client sends a heartbeat message to the game server at regular time; the game server receives the heartbeat message sent by the game client and immediately gives heartbeat feedback to the game client; when the game client receives heartbeat feedback given by the game server, the current game network is considered to be normal, and a heartbeat message is continuously sent to the game server; starting counting when the game client does not receive heartbeat feedback given by the game server, and generating and displaying prompt information by the game client when the game client continuously sends N heartbeat messages to the game server but does not receive the heartbeat feedback fed back by the game server; the prompt information is used for prompting the current network connection of the game player to process the abnormal state of the network state; the time length for sending the heartbeat message at regular time is determined by specific services, the timing time lengths required by different services are different, and preferably, the timing of the embodiment of the invention is 2-5 seconds; n is determined by a specific service, and the value required by different services is different, and preferably, the value of the embodiment of the present invention is 2 to 5.
S12, when the game client receives the request of disconnecting the network connection of the game player, the game client disconnects the network connection with the server; the network protocol bottom layer is used for updating and recording information that the network connection between the game client and the server is in a disconnected state.
It should be noted that, when the game player selects to actively disconnect the current network connection according to the prompt information of the game client, the game client disconnects the current network connection; the game server detects whether the game server is disconnected with the game player or not according to a network protocol bottom layer for establishing a game session; the game server obtains the disconnection event through the network protocol bottom layer of the game client, and immediately ends the game session and times.
Fig. 3 is a schematic structural diagram of an embodiment of a game server of a system for disconnecting and reconnecting a game process according to an embodiment of the present invention.
The system for disconnection and reconnection of the game process provided by the embodiment of the invention comprises a game server; the game server comprises a detection module 10, a receiving module 20, a judgment module 30, a first data extraction module 40, a second data extraction module 50 and a recovery module 60; wherein the content of the first and second substances,
the detection module 10 is configured to, when it is detected that the game server is disconnected from the game player, close a game session between the game server and the game player, and start timing; wherein the game data generated during the game session is stored in the memory of the game server in real time;
a receiving module 20, configured to receive an online request of the game player;
a judging module 30, configured to judge whether a time between the time when the online request is received and the time when the game session is closed is within a timing threshold;
a first data extracting module 40, configured to extract game data of the game player from a memory of the game server if the game player is determined to be a game player;
a second data extracting module 50, configured to extract, if not, game data of the game player from a physical database of the game server; the physical database is used for storing game data of the game player deleted from the memory when a timing value reaches the timing threshold value and an online request of the game player is not received;
and a recovering module 60, configured to recover a game scene of the game session according to the game data.
Further, the detection module 10 is further configured to:
and detecting whether the game server is disconnected with the game player or not according to a network protocol bottom layer for establishing the game session.
Fig. 4 is a schematic structural diagram of a game client of the system for disconnecting and reconnecting a game process according to an embodiment of the present invention.
Based on the system for disconnection and reconnection of the game process provided by the embodiment, the system further comprises a game client, wherein the game client comprises a prompt module 71 and a network disconnection module 72; wherein the content of the first and second substances,
the prompt module 71 is configured to generate and display prompt information when N heartbeat messages are continuously sent to the game server but none of the heartbeat feedbacks fed back by the game server is received; the prompt information is used for prompting the current network connection of the game player to process the abnormal state of the network state;
a network disconnection module 72, configured to disconnect a network connection with the server when receiving a network disconnection request of the game player; the network protocol bottom layer is used for updating and recording information that the network connection between the game client and the server is in a disconnected state.
In a third possible implementation of the second aspect, the game data includes base account information of the game player and game state data of the game player.
The embodiment of the invention has the following beneficial effects:
in the system for reconnecting the disconnected line in the game process provided by the embodiment of the invention, the game server still stores the game data of the game player encountering poor network or disconnected line in the memory or the cache within the timing threshold, and moves the game data of the game player from the memory or the cache to the physical database and clears the data from the memory or the cache if the timing threshold is exceeded, so that when the online request of the game player is received again, if the time that the game player logs in the game again and the time that the disconnection occurs last time are within the timing threshold, the game data of the game player is extracted from the memory or the cache, and the game scene is recovered; and if the time that the game player logs in the game again and the time that the disconnection occurs last time are not within the timing threshold value, extracting the game data of the game player from the physical database, and recovering the game scene. That is to say, when a network is not good or the game is disconnected, the system for disconnecting and reconnecting the game process provided by the embodiment of the present invention can effectively store the game data of the game player in the period of time and can recover the last game site according to the stored game data when the game player logs in the game again, so as to ensure that the game data of the game player is not affected or lost under the condition that the network state is not good, in particular, the game client of the system for disconnecting and reconnecting the game process provided by the embodiment of the present invention can also judge the network state by sending heartbeat messages regularly, when the network state is not good, the game player can be notified timely, and the game player can select whether to end the current game, if the game player selects to end the game, the game server still effectively stores the game data of the game player, and when the game player logs in again, the game data can be extracted to recover the last game scene, so that the game data of the game player can be comprehensively ensured not to be influenced under various conditions, the accurate restoration of the game scene can be ensured, and the game experience of the game player can be ensured to the maximum extent.
It will be understood by those skilled in the art that all or part of the processes of the methods of the embodiments described above can be implemented by a computer program, which can be stored in a computer-readable storage medium, and when executed, can include the processes of the embodiments of the methods described above. The storage medium may be a magnetic disk, an optical disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), or the like.
While the foregoing is directed to the preferred embodiment of the present invention, it will be understood by those skilled in the art that various changes and modifications may be made without departing from the spirit and scope of the invention.

Claims (6)

1. A method for disconnection and reconnection of a game process is characterized by comprising a game server and a game client:
when the game client continuously sends N heartbeat messages to the game server but does not receive heartbeat feedback fed back by the game server, the game client generates prompt information and displays the prompt information; the prompt information is used for prompting the current network connection of the game player to process the abnormal state of the network state;
when the game client receives a network disconnection request of the game player, the game client disconnects the network connection with the server;
when the game server detects that the game server is disconnected from the network of a game player, closing the game session between the game server and the game player and starting timing; wherein the game data generated during the game session is stored in the memory of the game server in real time;
the game server receives an online request of the game player;
the game server receives an account number and game information of a game player and judges whether the account number information of the game player is consistent with an account number stored in the last game session or not;
if not, establishing a new game session;
if so, the game server judges whether the time between the time of receiving the online request and the time of closing the game session is within a timing threshold value;
if yes, the game server extracts game data of the game player from a memory of the game server;
if not, the game server extracts the game data of the game player from a physical database of the game server; when the timing threshold value is reached and the game server does not receive a login request of a game player, the game server automatically moves game data which are originally stored in a memory or a cache and are bound with account information of the game player one by one to a physical database, and the memory or the cache is cleared; the physical database is used for storing game data of the game player deleted from the memory when the timing value reaches the timing threshold value and an online request of the game player is not received;
and the game server recovers the game scene of the game session according to the game data.
2. The method of game process disconnection reconnection as defined in claim 1, wherein before said detecting that the game server is disconnected from the game player network, further comprising:
and the game server detects whether the game server is disconnected with the game player according to a network protocol bottom layer for establishing the game session.
3. The method of claim 1, wherein the game data includes primary account information of the game player and game state data of the game player.
4. A system for disconnection and reconnection of a game process is characterized by comprising a game server and a game client; the game client comprises a prompt module and a network disconnection module; the game server comprises a detection module, a receiving module, a judgment module, a first data extraction module, a second data extraction module and a recovery module; wherein the content of the first and second substances,
the prompt module is used for generating prompt information and displaying the prompt information when N heartbeat messages are continuously sent to the game server but the heartbeat feedback fed back by the game server is not received; the prompt information is used for prompting the current network connection of the game player to process the abnormal state of the network state;
the network disconnection module is used for disconnecting the network connection with the server when receiving a network disconnection request of the game player; the network protocol bottom layer is used for updating and recording information that the network connection between the game client and the server is in a disconnected state;
the detection module is used for closing the game session between the game server and the game player and starting timing when the game server is detected to be disconnected from the network of the game player; wherein the game data generated during the game session is stored in the memory of the game server in real time;
the receiving module is used for receiving an online request of the game player;
the judging module is used for judging whether the account information of the game player is consistent with the account stored in the previous game session or not when the game server receives the account and the game information of the game player;
if not, establishing a new game session;
if yes, judging whether the time between the time of receiving the online request and the time of closing the game session is within a timing threshold value;
the first data extraction module is used for extracting the game data of the game player from the memory of the game server if the game data of the game player is the same as the game data of the game player;
the second data extraction module is used for extracting the game data of the game player from the physical database of the game server if the game data of the game player is not the same as the game data of the game player; when the timing threshold value is reached and the game server does not receive a login request of a game player, the game server automatically moves game data which are originally stored in a memory or a cache and are bound with account information of the game player one by one to a physical database, and the memory or the cache is cleared; the physical database is used for storing game data of the game player deleted from the memory when the timing value reaches the timing threshold value and an online request of the game player is not received;
and the recovery module is used for recovering the game scene of the game session according to the game data.
5. The system of claim 4, wherein the detection module is further configured to:
and detecting whether the game server is disconnected with the game player or not according to a network protocol bottom layer for establishing the game session.
6. The system of claim 4, wherein the game data includes primary account information of the game player and game state data of the game player.
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