CN110787455A - Method and device for grouping players in game and storage medium - Google Patents

Method and device for grouping players in game and storage medium Download PDF

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Publication number
CN110787455A
CN110787455A CN201911206886.4A CN201911206886A CN110787455A CN 110787455 A CN110787455 A CN 110787455A CN 201911206886 A CN201911206886 A CN 201911206886A CN 110787455 A CN110787455 A CN 110787455A
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team
target
game
request
client
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CN110787455B (en
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王曦
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • 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
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Computer And Data Communications (AREA)

Abstract

The application provides a method, a device and a storage medium for team formation of players in a game, and relates to the technical field of games. In the application, the game server can acquire process information of a target team formation process corresponding to the first player identifier from the team management server according to a team formation request sent by the first client; and then, the process information is sent to a second client corresponding to the second player identification, so that the second client can establish connection with a target team formation process in the team management server according to the process information, and team formation between players corresponding to the first client and the second client is realized. By taking out the team management function from the game server to the team management server, the load of the game server is reduced, and the efficiency of the game team is improved. When the number of players is excessive, the normal operation of the game team function can be ensured by increasing the team process in the team management server, and the complex situation of the number change of the players in the game can be adapted in a simpler capacity expansion mode.

Description

Method and device for grouping players in game and storage medium
Technical Field
The present application relates to the field of game technologies, and in particular, to a method, an apparatus, and a storage medium for team formation of players in a game.
Background
In network games, team formation is a very common function, and the team formation function can program different players into the same team, and members in the same team can see the status of each other, and the members in the team can perform various interactions, for example, it can include: light typed chats, voice communication, even heavy interaction over a portion of the model action, etc.
At present, the common game team formation method is as follows: a stub node is maintained in a server, a team state is maintained by the stub node, clients in which players in the team are located can interact with each other through the stub node, and for example, the stub node can forward state information such as the position, orientation, and action of a player character between the clients in which the players are located.
However, for some global uniform games, when a game team is formed based on the above conventional stub node manner, if the number of players is too large, the stub node needs to be added to ensure the normal team forming function, and the capacity expansion manner of adding the stub node is difficult to adapt to the sudden change situation of sudden increase of players.
Disclosure of Invention
The application provides a method, a device and a storage medium for grouping players in a game, which can meet the grouping requirement under the condition that the number of game players is unknown and can adapt to the sudden change condition that the number of players is increased suddenly.
In a first aspect, an embodiment of the present application provides a method for grouping players in a game, where the method is applied to a game server, and the game server is respectively connected with a team management server and at least two clients; the team management server is connected with the at least two clients, and at least one team process is maintained by the team management server; the method comprises the following steps:
receiving a team formation request sent by a first client, wherein the team formation request comprises a first player identification;
according to the team formation request, acquiring process information of a target team formation process corresponding to the first player identification from a team management server;
acquiring a second player identifier of a team formed by the first player identifier, and sending process information of a target team forming process to a second client corresponding to the second player identifier; and the process information of the target team process is used for the second client to establish connection with the target team process in the team management server according to the process information of the target team process.
Optionally, the team formation request further comprises: a second player identification; the obtaining a second player identification that is to be grouped with the first player identification includes:
and acquiring a second player identification for forming a team with the first player identification according to the team forming request.
Optionally, the obtaining, according to the team formation request, process information of a target team formation process corresponding to the first player identifier from the team management server includes:
sending a query request to a team management server according to a team forming request, wherein the query request is used for querying whether a target team forming process corresponding to the first player identification exists or not;
receiving a query result sent by the team management server;
and if the query result indicates that the target team forming process corresponding to the first player identifier exists, acquiring the process information of the target team forming process.
Optionally, the method further comprises:
if the query result indicates that the target team forming process corresponding to the first player identifier does not exist, sending a team creating request to a team management server according to the team forming request, wherein the team creating request is used for indicating the establishment of the target team forming process corresponding to the first player identifier;
and acquiring the process information of the target team process established by the team management server according to the team establishing request.
In a second aspect, the present application further provides a method for grouping players in a game, where the method is applied to a team management server, the team management server is respectively connected to a game server and at least two clients, and the team management server maintains at least one team grouping process; the game server is connected with at least two clients; the method comprises the following steps:
sending process information of a target team formation process corresponding to the first player identification to a game server;
receiving a connection request initiated by a second client according to the process information of the target team formation process, wherein the connection request comprises a second player identification; the second client acquires the process information of the target team formation process through the game server;
and establishing connection with the second client through the target team formation process according to the connection request.
Optionally, before the sending, to the game server, the progress information of the target team formation progress corresponding to the first player identification, the method further includes:
receiving an inquiry request sent by a game server;
according to the query request, whether a target team forming process corresponding to the first player identification exists is queried, and a query result is sent to the game server;
correspondingly, the sending process information of the target team formation process corresponding to the first player identification to the game server includes:
and if the query result indicates that the target team forming process corresponding to the first player identification exists, sending the process information of the target team forming process to the game server.
Optionally, the method further comprises:
if the query result indicates that the target team formation process corresponding to the first player identification does not exist, receiving a team creation request sent by the game server, and establishing the target team formation process corresponding to the first player identification according to the team creation request;
correspondingly, the sending process information of the target team formation process corresponding to the first player identification to the game server includes:
and sending the progress information of the target team formation progress established according to the team creation request to the game server.
Optionally, the establishing, according to the team creation request, a target team formation process corresponding to the first player identifier includes:
and determining a target team forming process corresponding to the first player identification from at least one team forming process according to a preset rule.
Optionally, the method further comprises:
receiving state information of a corresponding target game role sent by any target client connected with a target team formation process;
and synchronizing the state information of the target game role to all other clients connected with the target team formation process through the target team formation process.
Optionally, the method further comprises:
receiving game data sent by a game server;
and synchronizing the game data sent by the game server to all the clients connected with the target team formation process through the target team formation process.
Optionally, the method further comprises:
receiving a dequeue request sent by a second client, wherein the dequeue request is used for indicating disconnection with the second client;
and according to the dequeue request, disconnecting the connection with the second client.
Optionally, the method further comprises:
and sending the dequeue information corresponding to the second client to the game server.
Optionally, the method further comprises:
judging whether the number of the clients connected with the target team formation process is equal to 1 or not;
and if the number of the clients connected with the target team process is equal to 1, resetting the target team process to the initial state.
Optionally, the method further comprises:
and if the number of the clients connected with the target team process is not equal to 1, updating team information of the target team process, and synchronizing the updated team information to all the clients connected with the target team process.
Optionally, the method further comprises:
receiving a request of a dissolving team sent by a first client, wherein the request of the dissolving team is used for indicating all clients connected with a target team process to be disconnected;
and according to the request of the team, disconnecting all the clients connected with the target team process, and resetting the target team process to an initial state.
In a third aspect, the embodiment of the present application provides a device for grouping players in a game, where the device is applied to a game server, and the game server is respectively connected with a team management server and at least two clients; the team management server is connected with the at least two clients, and at least one team process is maintained by the team management server; the device comprises:
the system comprises a first receiving module, a second receiving module and a third receiving module, wherein the first receiving module is used for receiving a team forming request sent by a first client, and the team forming request comprises a first player identification;
the first acquisition module is used for acquiring the process information of the target team formation process corresponding to the first player identification from the team management server according to the team formation request;
the second acquisition module is used for acquiring a second player identifier which is grouped with the first player identifier;
the first sending module is used for sending the process information of the target team formation process to a second client corresponding to the second player identification; and the process information of the target team process is used for the second client to establish connection with the target team process in the team management server according to the process information of the target team process.
Optionally, the team formation request further comprises: a second player identification;
the first obtaining module is specifically configured to obtain, according to the team forming request, a second player identifier that is to be grouped with the first player identifier.
Optionally, the first obtaining module includes:
the query submodule is used for sending a query request to the team management server according to the team forming request, and the query request is used for querying whether a target team forming process corresponding to the first player identification exists or not;
the receiving submodule is used for receiving a query result sent by the team management server;
and the obtaining sub-module is used for obtaining the process information of the target team forming process if the query result indicates that the target team forming process corresponding to the first player identification exists.
Optionally, the obtaining sub-module is further configured to, if the query result indicates that there is no target team formation process corresponding to the first player identifier, send a team creation request to the team management server according to the team formation request, where the team creation request is used to indicate that the target team formation process corresponding to the first player identifier is established; and acquiring the process information of the target team process established by the team management server according to the team establishing request.
In a fourth aspect, the present invention further provides an apparatus for grouping players in a game, where the apparatus is applied to a team management server, the team management server is respectively connected to a game server and at least two clients, and the team management server maintains at least one team grouping process; the game server is connected with at least two clients; the device comprises:
the second sending module is used for sending the progress information of the target team formation progress corresponding to the first player identification to the game server;
a second receiving module, configured to receive a connection request initiated by a second client according to the process information of the target team formation process, where the connection request includes a second player identifier; the second client acquires the process information of the target team formation process through the game server;
and the connection module is used for establishing connection with the second client through the target team formation process according to the connection request.
Optionally, the apparatus further comprises: the inquiry module is used for receiving an inquiry request sent by the game server before the second sending module sends the progress information of the target team formation progress corresponding to the first player identification to the game server; according to the query request, whether a target team forming process corresponding to the first player identification exists is queried, and a query result is sent to the game server;
correspondingly, the second sending module is specifically configured to send process information of the target team formation process to the game server if the query result indicates that the target team formation process corresponding to the first player identifier exists.
Optionally, the apparatus further comprises: the creating module is used for receiving a team creating request sent by the game server if the query result indicates that the target team process corresponding to the first player identifier does not exist, and creating the target team process corresponding to the first player identifier according to the team creating request;
correspondingly, the second sending module is specifically configured to send, to the game server, progress information of a target team progress established according to the team creation request.
Optionally, the creating module is specifically configured to determine, according to a preset rule, a target team formation process corresponding to the first player identifier from the at least one team formation process.
Optionally, the apparatus further comprises: the first synchronization module is used for receiving state information of a corresponding target game role sent by any target client connected with the target team formation process; and synchronizing the state information of the target game role to all other clients connected with the target team formation process through the target team formation process.
Optionally, the apparatus further comprises: the second synchronization module is used for receiving game data sent by the game server; and synchronizing the game data sent by the game server to all the clients connected with the target team formation process through the target team formation process.
Optionally, the connection module is further configured to receive a dequeue request sent by the second client, where the dequeue request is used to indicate disconnection from the second client; and according to the dequeue request, disconnecting the connection with the second client.
Optionally, the connection module is further configured to send dequeue information corresponding to the second client to the game server.
Optionally, the connection module is further configured to determine whether the number of clients connected to the target team process is equal to 1; and if the number of the clients connected with the target team process is equal to 1, resetting the target team process to the initial state.
Optionally, the connection module is further configured to, if the number of the clients connected to the target team process is not equal to 1, update team information of the target team process, and synchronize the updated team information to all the clients connected to the target team process.
Optionally, the connection module is further configured to receive a request of a dissolving team sent by the first client, where the request of the dissolving team is used to indicate that all clients connected to the target team process are disconnected; and according to the request of the team, disconnecting all the clients connected with the target team process, and resetting the target team process to an initial state.
In a fifth aspect, an embodiment of the present application provides a game server, including: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating via the bus when the terminal device is operating, the processor executing the machine-readable instructions to perform the method according to the first aspect when executing the method.
In a sixth aspect, an embodiment of the present application provides a team management server, including: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating via the bus when the terminal device is operating, the processor executing the machine-readable instructions to perform the method according to the second aspect.
In a seventh aspect, this application further provides a storage medium, where a computer program is stored on the storage medium, and when the computer program is executed by a processor, the method according to the first aspect or the second aspect is performed.
In the embodiment of the application, the game server can receive a team formation request sent by the first client, and obtain process information of a target team formation process corresponding to the first player identifier from the team management server according to the team formation request; then, the game server may obtain a second player identifier for grouping with the first player identifier, and send the process information of the target grouping process to a second client corresponding to the second player identifier, so that the second client may establish a connection with the target grouping process in the team management server according to the process information of the target grouping process. When the second client is connected with the target team forming process corresponding to the first client, team forming between players corresponding to the first client and the second client can be achieved. By erecting the team management server, the team management function is taken out of the common game server, the load of the game server is reduced, and the game team forming efficiency is improved. And when the number of players is too large, the normal operation of the game team function can be ensured by increasing the team organizing process in the team management server, the capacity expansion mode is simpler, and the method can adapt to the complex situation of the number change of the players in different types of games.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are required to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained from the drawings without inventive effort.
FIG. 1 is a schematic diagram of a game system provided in an embodiment of the present application;
FIG. 2 is a flow chart illustrating a method for grouping players in a game according to an embodiment of the present disclosure;
FIG. 3 is a schematic flow chart of a method for grouping players in a game according to an embodiment of the present application;
FIG. 4 is a schematic flow chart of a method for grouping players in a game according to an embodiment of the present application;
FIG. 5 is a schematic flow chart of a method for grouping players in a game according to an embodiment of the present application;
FIG. 6 is a schematic flow chart illustrating a method for grouping players in a game according to an embodiment of the present application;
FIG. 7 is a schematic flow chart illustrating a method for grouping players in a game according to an embodiment of the present application;
FIG. 8 is a schematic flow chart of a method for grouping players in a game according to an embodiment of the present application;
FIG. 9 is a schematic flow chart of a method for grouping players in a game according to an embodiment of the present application;
FIG. 10 is a schematic flow chart diagram illustrating a method for grouping players in a game according to an embodiment of the present application;
FIG. 11 is a schematic flow chart of a method for grouping players in a game according to an embodiment of the present application;
FIG. 12 is a schematic flow chart of a method for grouping players in a game according to an embodiment of the present application;
FIG. 13 is a schematic flow chart diagram illustrating a method for in-game player grouping in one embodiment;
FIG. 14 is a flow diagram illustrating a method for player dequeue in a game;
FIG. 15 is a schematic structural diagram of an in-game team formation device according to an embodiment of the present disclosure;
fig. 16 shows a schematic structural diagram of a first obtaining module provided in an embodiment of the present application;
FIG. 17 is a schematic diagram illustrating another configuration of an in-game team organizing device according to an embodiment of the present disclosure;
FIG. 18 is a schematic diagram illustrating another structure of an in-game team formation device according to an embodiment of the present disclosure;
FIG. 19 is a schematic diagram illustrating another structure of an in-game team formation device according to an embodiment of the present application;
FIG. 20 is a schematic diagram illustrating another structure of an in-game team formation device according to an embodiment of the present disclosure;
FIG. 21 is a schematic diagram showing another structure of an in-game team formation device according to an embodiment of the present application;
FIG. 22 is a schematic structural diagram of a game server provided in an embodiment of the present application;
fig. 23 is a schematic structural diagram of a team management server according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are some embodiments of the present application, but not all embodiments. The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations.
Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. 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 application.
It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined and explained in subsequent figures. In the description of the present application, it is noted that the terms "first", "second", "third", and the like are used merely for distinguishing between descriptions and are not intended to indicate or imply relative importance.
The embodiment of the application provides a game system, and fig. 1 shows a schematic structural diagram of the game system provided by the embodiment of the application.
As shown in fig. 1, the game system may include: a game server 100, a team management server 200, and at least two clients 300. The game server 100 may be connected to the team management server 200 and the at least two clients 300, respectively; the team management server 200 is connected to at least two clients 300, and the team management server 200 maintains at least one team process.
Alternatively, the game server may be a background server for a sub-uniform game or a background server for a global uniform game. The team management server can be a server which is arranged separately and used for maintaining the team forming process, and can also be a distributed server cluster used for maintaining the team forming process. The client may be integrated or installed in a terminal device such as a mobile phone, a tablet computer, a desktop computer, a game console, and the like, which is not limited herein.
Based on the game system described in the foregoing embodiment, the present application provides a method for grouping players in a game, which can implement a grouping function between different players in the game, and the method can be applied to a game server in the foregoing game system.
Fig. 2 shows a flow chart of a method for grouping players in a game according to an embodiment of the present application.
As shown in fig. 2, the in-game player team formation method may include:
s201, receiving a team formation request sent by a first client.
Wherein the team formation request includes the first player identification.
Alternatively, a first player identification may be used to represent the identity of the first player, which may be the first player's game account number, game nickname, client information, and the like.
S202, acquiring process information of a target team process corresponding to the first player identification from the team management server according to the team forming request.
Optionally, after receiving the team organizing request sent by the first client, the game server may request, according to the representation of the first player included in the team organizing request, the team management server to acquire progress information of the target team organizing progress corresponding to the identifier of the first player.
For example, if a plurality of processes (n is an integer greater than 1) such as a team process 1, a team process 2, and a team process 3 … … are maintained in the team management server, where a team process m (m is greater than or equal to 1 and less than or equal to n) is a target team process corresponding to the first player identifier, the game server may acquire process information of the team process m from the team management server.
Optionally, in this embodiment of the present application, the process information of the team formation process may include an address, a number (e.g., ID), and the like of the team formation process.
FIG. 3 is a schematic flow chart illustrating a method for grouping players in a game according to an embodiment of the present application.
As shown in fig. 3, in an embodiment, the obtaining, from the team management server, progress information of the target team progress corresponding to the first player identifier according to the team formation request may include:
s301, sending a query request to the team management server according to the team request.
The inquiring request is used for inquiring whether a target team forming process corresponding to the first player identification exists.
S302, receiving the query result sent by the team management server.
The team management server can obtain a query result according to the query request and then feed the query result back to the game server.
And S303, if the inquiry result indicates that the target team forming process corresponding to the first player identification exists, acquiring the process information of the target team forming process.
Fig. 4 is a schematic flow chart of a method for grouping players in a game provided in an embodiment of the present application, and as shown in fig. 4, in this embodiment, the method may further include:
and S304, if the inquiry result indicates that the target team formation process corresponding to the first player identification does not exist, sending a team creation request to a team management server according to the team formation request.
And the team creating request is used for indicating that a target team forming process corresponding to the first player identification is established.
After receiving the team creation request, the team management server may select one of the maintained plurality of team processes as a target team process corresponding to the first player representation according to a preset rule, and send process information of the target team process to the game server. For example, the team management server may randomly select one of the plurality of team processes as the target team process.
S305, acquiring the process information of the target team process established by the team management server according to the team establishing request.
After the game server obtains the process information of the target team process, the game server can send the process information of the target team process to the first client, and the first client can establish connection with the target team process according to the process information of the target team process.
Optionally, in another embodiment, when a target team process corresponding to the first player identifier already exists in the team process in the team management server, the game server may also store the process information of the target team process in synchronization, for example, the route information may be cached, and the game server may also directly obtain the stored process information of the target team process without sending a query request to the team management server, which is not limited in this application.
S203, acquiring a second player identifier of the first player identifier for team formation, and sending the progress information of the target team formation progress to a second client corresponding to the second player identifier.
The process information of the target team process can be used for the second client to establish connection with the target team process in the team management server according to the process information of the target team process.
In one embodiment, the game server may obtain the second player identification to be grouped with the first player identification by way of network matching.
In another embodiment, the team formation request may further include: a second player identification; the game server may obtain a second player identifier for grouping with the first player identifier according to the grouping request, which is not limited herein.
As described above, in this embodiment of the present application, the game server may receive a team formation request sent by the first client, and obtain, according to the team formation request, process information of a target team formation process corresponding to the first player identifier from the team management server; then, the game server may obtain a second player identifier for grouping with the first player identifier, and send the process information of the target grouping process to a second client corresponding to the second player identifier, so that the second client may establish a connection with the target grouping process in the team management server according to the process information of the target grouping process. When the second client is connected with the target team forming process corresponding to the first client, team forming between players corresponding to the first client and the second client can be achieved. By erecting the team management server, the team management function is taken out of the common game server, the load of the game server is reduced, and the game team forming efficiency is improved. And when the number of players is too large, the normal operation of the game team function can be ensured by increasing the team organizing process in the team management server, the capacity expansion mode is simpler, and the method can adapt to the complex situation of the number change of the players in different types of games.
Optionally, in this embodiment of the application, when the load of the team process in the team management service is insufficient, a new team process may be created in the team management server in a manual update manner, or the team management server may automatically create the new team process, which is not limited herein.
Based on the game system described in the foregoing embodiment, the present application embodiment correspondingly provides a method for grouping players in a game, which may be applied to a team management server in the foregoing game system.
Fig. 5 is a schematic flow chart of a method for grouping players in a game according to an embodiment of the present application, where as shown in fig. 5, the method for grouping players in a game may include:
s501, sending process information of a target team formation process corresponding to the first player identification to a game server.
S502, receiving a connection request initiated by a second client according to the process information of the target team formation process, wherein the connection request comprises a second player identification.
The second client acquires the process information of the target team formation process through the game server;
s503, according to the connection request, connection is established with the second client through the target team formation process.
FIG. 6 is a schematic flow chart illustrating a method for grouping players in a game according to an embodiment of the present application.
Optionally, as shown in fig. 6, before the sending the progress information of the target team formation progress corresponding to the first player identifier to the game server, the in-game player team formation method may further include:
s601, receiving an inquiry request sent by the game server.
S602, inquiring whether a target team forming process corresponding to the first player identification exists according to the inquiry request, and sending an inquiry result to the game server.
Accordingly, the sending of the progress information of the target team formation progress corresponding to the first player identification to the game server may include: and if the query result indicates that the target team forming process corresponding to the first player identification exists, sending the process information of the target team forming process to the game server.
Optionally, the in-game player team forming method may further include: and if the query result indicates that the target team formation process corresponding to the first player identification does not exist, receiving a team creation request sent by the game server, and establishing the target team formation process corresponding to the first player identification according to the team creation request.
Accordingly, the sending of the progress information of the target team formation progress corresponding to the first player identification to the game server may include: and sending the progress information of the target team formation progress established according to the team creation request to the game server.
Optionally, the establishing, according to the team creation request, a target team formation process corresponding to the first player identifier may include: and determining a target team forming process corresponding to the first player identification from at least one team forming process according to a preset rule. For example, the team management server may randomly determine a target team process corresponding to the first player identification from the at least one team process.
The method for grouping players in a game applied to the team management server provided in this embodiment corresponds to the method for grouping players in a game applied to the game server described in the foregoing embodiment, and has all the beneficial effects described in the foregoing embodiment, and details are not repeated herein.
Optionally, in the method for grouping players in a game according to the foregoing embodiment, the manner for establishing a connection between the target grouping process and the first client or the second client may include: the target team formation process directly establishes connection with the first client or the second client; or the target team forming process establishes connection with the first client or the second client through the game server.
Taking client a and team process 1 as an example:
in one embodiment, client a may establish a connection directly with the team process 1. In the subsequent game process, the interactive information between the client A and other clients of the team can be directly forwarded through the team forming process 1, so that the load of the game server can be effectively reduced.
In another embodiment, the client a may also establish a connection with the team process 1 through the gameA in the game server. That is, in the subsequent game process, the interactive information that the client a needs to send to other clients of the team needs to be sent to the gama first, then sent to the team process 1 by the gama, then forwarded to the game processes corresponding to the other clients by the team process 1, and forwarded to the corresponding clients by the game processes corresponding to the other clients, respectively.
Optionally, the interaction information may include: a game character corresponding to a player enters a certain room, moves within a scene, interacts with a scene component, a voice or text message sent by the player, and the like.
FIG. 7 is a schematic flow chart illustrating a method for grouping players in a game according to an embodiment of the present application.
Optionally, as shown in fig. 7, the in-game player team organizing method may further include:
s701, receiving state information of a corresponding target game role sent by any target client connected with the target team formation process.
S702, synchronizing the state information of the target game role to all other clients connected with the target team formation process through the target team formation process.
As described above, in the above embodiment in which the client directly establishes a connection with the target team process, the target team process may synchronize the state information of the target game role of any target client connected to the target team process to the target game processes corresponding to all other clients and the target clients in the game server.
FIG. 8 is a schematic flow chart of a method for grouping players in a game according to an embodiment of the present application.
Optionally, as shown in fig. 8, the in-game player team organizing method may further include:
s801, receiving game data sent by the game server.
S802, synchronizing the game data sent by the game server to all the clients connected with the target team formation process through the target team formation process.
As described above, in the above embodiment in which the client directly establishes connection with the target team process, the target team process may also synchronize the game data sent by the game server to all clients that establish connection with the target team process. For example, if the game server causes a change in player status, such as: and (4) fighting settlement, the game server can send the game data to the target team forming process, and the target team forming process updates the game data to all players.
FIG. 9 is a schematic flow chart of a method for grouping players in a game according to an embodiment of the present application.
Optionally, as shown in fig. 9, the in-game player team organizing method may further include:
s901, a dequeue request sent by a second client is received, and the dequeue request is used for indicating disconnection with the second client.
And S902, disconnecting the connection with the second client according to the dequeue request.
Taking the client B as an example, if the team management server receives the dequeue request sent by the client B, the connection between the target team process in which the client B is located and the client B may be disconnected. And B, after the connection is disconnected, quitting the game team corresponding to the target team progress. The team management server may further send the dequeue information corresponding to the second client to the game server after disconnecting from the second client according to the dequeue request, that is, may notify a game process corresponding to the second client in the game server of a message that a player corresponding to the second client leaves the game team.
FIG. 10 is a schematic flow chart of a method for grouping players in a game according to an embodiment of the present application.
Optionally, as shown in fig. 10, the in-game player team organizing method may further include:
s1001, judging whether the number of the clients connected with the target team formation process is equal to 1.
S1002, if the number of the clients connected with the target team formation process is equal to 1, resetting the target team formation process to be in an initial state.
The initial state refers to a state in which the team formation process does not establish a connection with any client. Resetting the target team process to the initial state means that the team corresponding to the target team process is destroyed and the connection with all clients is disconnected.
FIG. 11 is a schematic flow chart illustrating a method for grouping players in a game according to an embodiment of the present application.
Optionally, as shown in fig. 11, the in-game player team organizing method may further include:
s1003, if the number of the clients connected with the target team process is not equal to 1, updating team information of the target team process, and synchronizing the updated team information to all the clients connected with the target team process.
For example, when a team corresponding to a target team process includes player a, player B, and player C, and if the team information is "member 3, including A, B, C", and player B disconnects from the target team process, the team management server may update the team information to "member 2, including A, C". Then, the team management server may synchronize the updated team information to the client a and the client C.
FIG. 12 is a schematic flow chart of a method for grouping players in a game according to an embodiment of the present application.
Optionally, as shown in fig. 12, the in-game player team organizing method may further include:
s1201, receiving a team resolving request sent by the first client.
The request of the dismissal team is used for indicating that all the clients connected with the target team process are disconnected.
S1202, according to the request of the team resolving, all the clients connected with the target team process are disconnected, and the target team process is reset to be in an initial state.
The first client is a client corresponding to a first player when the team is established, and the first player is the team leader. When the team management server receives the request for releasing the team sent by the first client, and the team leader can be considered to select the releasing team, the team management server can disconnect the target team process from all the clients and reset the target team process to the initial state.
Alternatively, in one embodiment, the team management server may directly disconnect the target team process from all clients according to the request of the team to be resolved. In another embodiment, each client may execute the dequeue request in turn, and finally disconnect the target queuing process from all clients, which is not limited herein.
In order to make the technical solution described in the method for grouping players in a game described in the foregoing embodiment of the present application clearer, the present application will now be described in detail by using an optional implementation manner as follows:
the method for grouping players in a game provided by the embodiment can be applied to the game system, and in the game system, a game server can maintain a plurality of game (game) processes, wherein each game process corresponds to a different player client. After logging in, each player is allocated to 1 of the game processes, and the player entity is located on the game process and establishes connection with the game process. For example, gameA corresponds to client A and gameB corresponds to client B. A team management server may have multiple team (team) processes maintained therein, each team process operable to provide a request to create a team to provide team interaction functionality for multiple players. The team management server can be a distributed server cluster, wherein each server in the cluster can maintain a plurality of team processes, when the team processes are insufficient, one or more servers can be added into the cluster to share pressure, and the capacity expansion of the team processes is realized, so that the normal operation of the game team function is ensured.
FIG. 13 is a flow diagram illustrating a method for in-game player team formation in one embodiment.
Optionally, as shown in fig. 13, taking an example that player a initiates a team formation request to player B, in this embodiment, the in-game player team formation method may include:
s1301, the game server receives a team formation request sent by the client A.
When A requests to group with B, a team group request may be initiated to the game server by client A. The team request is sent to gameA in the game server. The team request may contain player a's identification a and player B's identification B.
S1302, the game server forwards the team formation request to the client B.
After receiving the team formation request, the game server may search for the address of gameB through a routing stub (routestub) process or a database (database, db), and then forward the team formation request to the gameB, which then issues the team formation request to the client B corresponding to the player B.
For example, after a player logs in a game and creates an entity of the player in the game process, the game server may send an address of the game process corresponding to the player to a routestub backup, or write the address into a field of the game server. When the address of gameB where the player B is located needs to be searched, routestub or db can be searched. Taking routestub as an example, a plurality of routestubes may be created in advance in the game server, and then the game ID of the player is hashed (hash) to determine the corresponding routestub.
After receiving the team formation request, the client B may return a team formation approval request to the game server if the player B approves the team formation; if the team is not approved, a decline team request may be returned to the game server, or no message may be returned.
S1303, the game server judges whether a request for agreeing to group is received from the client B.
If yes, go to step S1304; if not, ending the process, and resetting the related data recorded in the game process.
S1304, the game server inquires whether a target team process corresponding to the A exists.
If yes, directly execute step S1305; if not, steps S1306, S1307, and S1308 are executed first, and then step S1305 is executed.
S1305, the game server acquires the address and the ID of the target team process and sends the address and the ID to the client B.
S1306, the game server transmits a team creation request to the team management server.
S1307, the team management server randomly selects a team process as the target team process corresponding to a.
S1308, the client A establishes connection with the target team process.
S1309, the client B establishes connection with the target team process.
After the client B establishes connection with the target team process corresponding to the client A, the target team process can synchronize state information of target game roles corresponding to the client A and the client B, game data sent by a game server and the like to the client of the other party respectively, and can also forward voice messages, text messages and the like of the client A or the client B between the client A and the client B, so that the team forming function of the client A and the client B is realized.
Optionally, based on the foregoing embodiments, an in-game player dequeuing method is further provided in the embodiments of the present application, and fig. 14 shows a flowchart of the in-game player dequeuing method.
As shown in fig. 14, the in-game player dequeuing method may include:
s1401, the team management server receives a dequeue request sent by any target client.
S1402, the team management server disconnects the connection with the target client.
S1403, the team management server transmits the departure information corresponding to the target client to the game server.
S1404, the team management server determines whether the number of other clients connected to the target team process is equal to 1.
If yes, go to step S1405; if not, go to step S1406.
S1405, the team management server resets the target team process to the initial state.
S1406, the team management server updates team information of the target team process, and synchronizes the updated team information to all clients connected to the target team process.
Based on the method for grouping players in a game described in the foregoing embodiment, the embodiment of the present application further provides a device for grouping players in a game, and the device can be applied to a game server in the foregoing game system.
Fig. 15 is a schematic structural diagram of a device for team formation in a game according to an embodiment of the present application, and as shown in fig. 15, the device for team formation by a player in a game may include: a first receiving module 110, a first obtaining module 120, a second obtaining module 130, and a first transmitting module 140. The first receiving module 110 may be configured to receive a team formation request sent by a first client, the team formation request including a first player identification. The first obtaining module 120 may be configured to obtain, from the team management server, progress information of a target team process corresponding to the first player identifier according to the team formation request. The second retrieval module 130 may be configured to retrieve a second player identification to be grouped with the first player identification. The first sending module 140 may be configured to send the progress information of the target team formation progress to the second client corresponding to the second player identifier; and the process information of the target team process is used for the second client to establish connection with the target team process in the team management server according to the process information of the target team process.
Optionally, the team formation request may further include: the second player identification. The first obtaining module 120 may be specifically configured to obtain a second player identifier for forming a team with the first player identifier according to the team forming request.
Fig. 16 shows a schematic structural diagram of a first obtaining module provided in an embodiment of the present application.
Alternatively, as shown in fig. 16, the first obtaining module may include: a query submodule 121, a receiving submodule 122 and an obtaining submodule 123. The query submodule 121 may be configured to send a query request to the team management server according to the team formation request, where the query request is used to query whether a target team formation process corresponding to the first player identifier exists. The receiving sub-module 122 may be configured to receive the query result sent by the team management server. The obtaining sub-module 123 may be configured to obtain process information of the target team formation process if the query result indicates that the target team formation process corresponding to the first player identifier exists.
Optionally, the obtaining sub-module 123 may be further configured to, if the query result indicates that there is no target team formation process corresponding to the first player identifier, send a team creation request to the team management server according to the team formation request, where the team creation request is used to indicate that the target team formation process corresponding to the first player identifier is established; and acquiring the process information of the target team process established by the team management server according to the team establishing request.
Based on the method for grouping players in the game in the foregoing embodiment, the embodiment of the present application further provides a device for grouping players in the game, and the device can be applied to the team management server in the foregoing game system.
Fig. 17 is a schematic structural diagram of an in-game team organizing device provided in an embodiment of the present application, and as shown in fig. 17, the in-game player team organizing device may include: a second transmitting module 210, a second receiving module 220, and a connecting module 230. The second sending module 210 may be configured to send progress information of the target team formation progress corresponding to the first player identification to the game server. The second receiving module 220 may be configured to receive a connection request initiated by a second client according to the process information of the target team formation process; the connection request includes a second player identification; and the second client acquires the process information of the target team formation process through the game server. The connection module 230 may be configured to establish a connection with the second client via the target team process according to the connection request.
Fig. 18 is a schematic structural diagram of an in-game team forming device according to an embodiment of the present application.
Optionally, as shown in fig. 18, the in-game player team organizing device may further include: and a query module 240. The query module 240 may be configured to receive a query request sent by the game server before the second sending module sends the progress information of the target team formation progress corresponding to the first player identifier to the game server; and according to the query request, querying whether a target team forming process corresponding to the first player identification exists or not, and sending a query result to the game server.
Accordingly, the second sending module 210 may be specifically configured to send process information of the target team formation process to the game server if the query result indicates that the target team formation process corresponding to the first player identifier exists.
Fig. 19 shows a schematic structural diagram of a device for team formation in a game according to an embodiment of the present application.
Optionally, as shown in fig. 19, the in-game player team organizing device may further include: a creation module 250. The creating module 250 may be configured to receive a team creating request sent by the game server if the query result indicates that there is no target team forming process corresponding to the first player identifier, and create a target team forming process corresponding to the first player identifier according to the team creating request.
Accordingly, the second sending module 210 may be specifically configured to send, to the game server, progress information of a target team progress established according to the team creation request.
Optionally, the creating module 250 may be specifically configured to determine, according to a preset rule, a target team formation process corresponding to the first player identifier from the at least one team formation process.
Fig. 20 is a schematic structural diagram of an in-game team forming device according to an embodiment of the present application.
Optionally, as shown in fig. 20, the in-game player team organizing device may further include: the first synchronization module 260 may be configured to receive state information of a corresponding target game role sent by any target client connected to the target team formation process; and synchronizing the state information of the target game role to all other clients connected with the target team formation process through the target team formation process.
Fig. 21 is a schematic structural diagram of an in-game team formation device according to an embodiment of the present application.
Optionally, as shown in fig. 21, the in-game player team organizing device may further include: a second synchronization module 270, configured to receive game data sent by the game server; and synchronizing the game data sent by the game server to all the clients connected with the target team formation process through the target team formation process.
Optionally, the connection module 230 may be further configured to receive a dequeue request sent by the second client, where the dequeue request is used to indicate disconnection from the second client; and according to the dequeue request, disconnecting the connection with the second client.
Optionally, the connection module 230 may be further configured to send dequeue information corresponding to the second client to the game server.
Optionally, the connection module 230 may be further configured to determine whether the number of clients connected to the target team process is equal to 1; and if the number of the clients connected with the target team process is equal to 1, resetting the target team process to the initial state.
Optionally, the connection module 230 may be further configured to, if the number of clients connected to the target team process is not equal to 1, update team information of the target team process, and synchronize the updated team information to all clients connected to the target team process.
Optionally, the connection module 230 may be further configured to receive a request of a dissolving team sent by the first client, where the request of the dissolving team is used to indicate that all clients connected to the target team process are disconnected; and according to the request of the team, disconnecting all the clients connected with the target team process, and resetting the target team process to an initial state.
It can be clearly understood by those skilled in the art that, for convenience and brevity of description, the specific working process of the apparatus described above may refer to the corresponding process of the method in the foregoing method embodiment, and is not described in detail in this application.
In the embodiments provided in the present application, it should be understood that the disclosed method and apparatus can be implemented in other ways. The above-described apparatus embodiments are merely illustrative, and for example, the division of the modules is merely a logical division, and there may be other divisions in actual implementation, and for example, a plurality of modules or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection of devices or modules through some communication interfaces, and may be in an electrical, mechanical or other form.
The modules described as separate parts may or may not be physically separate, and parts displayed as modules may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional modules in the embodiments of the present application may be integrated into one processing unit, or each module may exist alone physically, or two or more modules are integrated into one module.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a non-volatile computer-readable storage medium executable by a processor. Based on such understanding, the technical solution of the present application or a part of the technical solution that substantially contributes to the prior art may be embodied in the form of a software product, where the computer software product is stored in a storage medium and includes several instructions to enable the control chip of the monitoring device to execute all or part of the steps of the method according to the embodiments of the present application.
Fig. 22 shows a schematic structural diagram of the game server provided in the embodiment of the present application.
As shown in fig. 22, the game server may include: a processor 11, a storage medium 12 and a bus (not shown), wherein the storage medium 12 stores machine-readable instructions executable by the processor 11, when the terminal device is operated, the processor 11 communicates with the storage medium 12 via the bus, and the processor 11 executes the machine-readable instructions to execute the method for grouping players in a game applied to the game server as described in the foregoing embodiments. The specific implementation and technical effects are similar, and are not described herein again.
The embodiment of the present application further provides a team management server, and fig. 23 shows a schematic structural diagram of the team management server provided in the embodiment of the present application.
As shown in fig. 23, the team management server may include: a processor 21, a storage medium 22 and a bus (not shown), wherein the storage medium 22 stores machine-readable instructions executable by the processor 21, when the terminal device is operated, the processor 21 communicates with the storage medium 22 via the bus, and the processor 21 executes the machine-readable instructions to execute the method for grouping players in a game applied to the team management server as described in the foregoing embodiments. The specific implementation and technical effects are similar, and are not described herein again.
Among others, the storage medium may include: various media capable of storing program codes, such as a U disk, a removable hard disk, a ROM, a RAM, a magnetic disk, or an optical disk. A processor may include one or more processing cores (e.g., a single-core processor (S) or a multi-core processor (S)). Merely by way of example, a Processor may include a Central Processing Unit (CPU), an Application Specific Integrated Circuit (ASIC), an Application Specific Instruction Set Processor (ASIP), a Graphics Processing Unit (GPU), a Physical Processing Unit (PPU), a Digital Signal Processor (DSP), a Field Programmable Gate Array (FPGA), a Programmable Logic Device (PLD), a controller, a microcontroller Unit, a Reduced Instruction Set computer (Reduced Instruction Set computer), a microprocessor, or the like, or any combination thereof.
The embodiment of the present application further provides a storage medium, where a computer program is stored on the storage medium, and when executed by a processor, the computer program performs the in-game player team organizing method described in any of the foregoing method embodiments. The specific implementation and technical effects are similar, and are not described herein again.
The above description is only a preferred embodiment of the present application and is not intended to limit the present application, and various modifications and changes may be made by those skilled in the art. Any modification, equivalent replacement, improvement and the like made within the spirit and principle of the present application shall be included in the protection scope of the present application.

Claims (20)

1. A method for grouping players in a game is characterized in that the method is applied to a game server which is respectively connected with a team management server and at least two clients; the team management server is connected with the at least two clients, and maintains at least one team forming process; the method comprises the following steps:
receiving a team forming request sent by a first client, wherein the team forming request comprises a first player identification;
according to the team formation request, acquiring process information of a target team formation process corresponding to the first player identification from a team management server;
acquiring a second player identifier of the first player identifier for team formation, and sending process information of the target team formation process to a second client corresponding to the second player identifier; and the process information of the target team process is used for establishing connection between the second client and the target team process in the team management server according to the process information of the target team process.
2. The method of claim 1, wherein the team request further comprises: the second player identification;
said obtaining a second player identification in team with said first player identification, comprising:
and acquiring a second player identification which is grouped with the first player identification according to the grouping request.
3. The method of claim 2, wherein obtaining progress information of a target team progress corresponding to the first player identifier from a team management server according to the team formation request comprises:
sending a query request to the team management server according to the team forming request, wherein the query request is used for querying whether a target team forming process corresponding to the first player identification exists or not;
receiving a query result sent by the team management server;
and if the query result indicates that the target team forming process corresponding to the first player identification exists, acquiring the process information of the target team forming process.
4. The method of claim 3, further comprising:
if the query result indicates that the target team formation process corresponding to the first player identifier does not exist, sending a team creation request to the team management server according to the team formation request, wherein the team creation request is used for indicating establishment of the target team formation process corresponding to the first player identifier;
and acquiring the process information of the target team process established by the team management server according to the team establishing request.
5. A method for grouping players in a game is characterized in that the method is applied to a team management server, the team management server is respectively connected with a game server and at least two clients, and the team management server maintains at least one team grouping process; the game server is connected with the at least two clients; the method comprises the following steps:
sending process information of a target team formation process corresponding to the first player identification to a game server;
receiving a connection request initiated by a second client according to the process information of the target team formation process, wherein the connection request comprises a second player identification; the second client acquires the process information of the target team formation process through the game server;
and establishing connection with the second client through the target team formation process according to the connection request.
6. The method of claim 5, wherein prior to sending the progress information to the game server that identifies the corresponding target team progress by the first player, the method further comprises:
receiving an inquiry request sent by a game server;
according to the query request, querying whether a target team forming process corresponding to the first player identification exists or not, and sending a query result to the game server;
correspondingly, the sending process information of the target team formation process corresponding to the first player identification to the game server includes:
and if the query result indicates that the target team forming process corresponding to the first player identification exists, sending process information of the target team forming process to a game server.
7. The method of claim 6, further comprising:
if the query result indicates that the target team formation process corresponding to the first player identifier does not exist, receiving a team creation request sent by a game server, and establishing the target team formation process corresponding to the first player identifier according to the team creation request;
correspondingly, the sending process information of the target team formation process corresponding to the first player identification to the game server includes:
and sending the progress information of the target team formation progress established according to the team creation request to a game server.
8. The method of claim 7, wherein establishing a target team progress corresponding to the first player identification based on the team creation request comprises:
and determining to obtain a target team forming process corresponding to the first player identification from the at least one team forming process according to a preset rule.
9. The method of claim 5, further comprising:
receiving state information of a corresponding target game role sent by any target client connected with the target team formation process;
and synchronizing the state information of the target game role to all other clients connected with the target team formation process through the target team formation process.
10. The method of claim 5, further comprising:
receiving game data sent by a game server;
and synchronizing the game data sent by the game server to all the clients connected with the target team formation process through the target team formation process.
11. The method of claim 5, further comprising:
receiving a dequeue request sent by a second client, wherein the dequeue request is used for indicating disconnection with the second client;
and disconnecting the connection with the second client according to the dequeue request.
12. The method of claim 11, further comprising:
and sending the dequeue information corresponding to the second client to a game server.
13. The method of claim 12, further comprising:
judging whether the number of the clients connected with the target team formation process is equal to 1 or not;
and if the number of the clients connected with the target team formation process is equal to 1, resetting the target team formation process to an initial state.
14. The method of claim 13, further comprising:
and if the number of the clients connected with the target team process is not equal to 1, updating team information of the target team process, and synchronizing the updated team information to all the clients connected with the target team process.
15. The method of claim 5, further comprising:
receiving a request of a dissolving team sent by a first client, wherein the request of the dissolving team is used for indicating all clients connected with the target team process to be disconnected;
and disconnecting all the clients connected with the target team process according to the request of the team breaking, and resetting the target team process to an initial state.
16. A device for grouping players in a game is characterized in that the device is applied to a game server which is respectively connected with a team management server and at least two clients; the team management server is connected with the at least two clients, and maintains at least one team forming process; the device comprises:
the system comprises a first receiving module, a second receiving module and a third receiving module, wherein the first receiving module is used for receiving a team forming request sent by a first client, and the team forming request comprises a first player identification;
a first obtaining module, configured to obtain, from a team management server, process information of a target team process corresponding to the first player identifier according to the team organizing request;
a second obtaining module, configured to obtain a second player identifier that forms a team with the first player identifier;
a first sending module, configured to send process information of the target team formation process to a second client corresponding to the second player identifier; and the process information of the target team process is used for establishing connection between the second client and the target team process in the team management server according to the process information of the target team process.
17. An in-game player team forming device is applied to a team management server, the team management server is respectively connected with a game server and at least two clients, and at least one team forming process is maintained by the team management server; the game server is connected with the at least two clients; the device comprises:
the second sending module is used for sending the progress information of the target team formation progress corresponding to the first player identification to the game server;
a second receiving module, configured to receive a connection request initiated by a second client according to the process information of the target team formation process, where the connection request includes a second player identifier; the second client acquires the process information of the target team formation process through the game server;
and the connection module is used for establishing connection with the second client through the target team formation process according to the connection request.
18. A game server, comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating via the bus when the terminal device is running, the processor executing the machine-readable instructions to perform the method of any one of claims 1-4 when executed.
19. A team management server, comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating via the bus when the terminal device is running, the processor executing the machine-readable instructions to perform the method of any one of claims 5-15 when executed.
20. A storage medium, having stored thereon a computer program which, when executed by a processor, performs the method of any one of claims 1 to 15.
CN201911206886.4A 2019-11-29 2019-11-29 Method, device and storage medium for grouping players in game Active CN110787455B (en)

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