CN114225381B - Battle data processing method and system based on block chain distributed consensus algorithm - Google Patents

Battle data processing method and system based on block chain distributed consensus algorithm Download PDF

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CN114225381B
CN114225381B CN202210012103.4A CN202210012103A CN114225381B CN 114225381 B CN114225381 B CN 114225381B CN 202210012103 A CN202210012103 A CN 202210012103A CN 114225381 B CN114225381 B CN 114225381B
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combat
client
current
battle
result
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CN114225381A (en
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潘希健
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Guangzhou Xuandong Information Technology 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
    • 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
    • A63F13/352Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/10Protocols in which an application is distributed across nodes in the network
    • H04L67/1097Protocols in which an application is distributed across nodes in the network for distributed storage of data in networks, e.g. transport arrangements for network file system [NFS], storage area networks [SAN] or network attached storage [NAS]

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Signal Processing (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The invention relates to a battle data processing method based on a block chain distributed consensus algorithm, which comprises the following steps: s1, a game server acquires combat data of a client; s2, the game server sequentially issues the acquired combat data to each client participating in the current combat; s3, each client calculates the fighting result of the current fighting based on the received fighting data; and transmitting the combat result to the game server; s4, the game server sequentially issues the combat results calculated by the client sides to the client sides participating in the current combat; s5, each client participating in the current battle compares and counts the received battle results of other clients with the self-calculated battle result in sequence; judging whether the quantity of the fighting results with the consistent comparison result counted by the client is greater than or equal to n/2 or not; if yes, the combat result calculated by the client is taken as the combat result of the current combat and is synchronized to other clients participating in the current combat.

Description

Battle data processing method and system based on block chain distributed consensus algorithm
Technical Field
The invention relates to the technical field of game software, in particular to a battle data processing method and system based on a block chain distributed consensus algorithm.
Background
At present, the core content of high-end game software is game fighting. For the processing of the game fighting data, the existing methods mostly use a state synchronization mode, that is, the game server completes the processing of the fighting data and the calculation of the fighting result, the client is only responsible for the input of the instructions of the player, the game server transmits the fighting result to the client, and the client presents the fighting result.
However, in the above-mentioned battle data processing method, when the number of game players increases, the load of the game server also increases synchronously, which greatly increases the load and cost of the game server. Moreover, the game server cannot process complex graphic computing logic, and if the battle involves complex graphic processing logic, the game server needs to additionally add a GPU (graphics processing unit), so that the difficulty and complexity of game service development are increased.
Disclosure of Invention
The invention provides a battle data processing method based on a blockchain distributed consensus algorithm, which introduces the blockchain distributed consensus algorithm into battle data processing to solve the problem that a client is not credible, and solves the problems that the existing battle result calculation is placed on a game server to cause overlarge load of the game server and the game server does not have graphic calculation capacity by placing the battle result calculation on the client.
The invention aims to provide a fighting data processing system based on a block chain distributed consensus algorithm and applying the method
In order to realize the first invention, the technical scheme is as follows:
the battle data processing method based on the block chain distributed consensus algorithm comprises the following steps:
s1, a game server acquires combat data of each client participating in current combat;
s2, the game server collects the collected combat data and then sequentially issues the combat data to each client participating in the current combat;
s3, each client calculates the fighting result of the current fighting based on the received fighting data; and transmitting the combat result to a game server;
s4, the game server sequentially issues the combat results calculated by the client sides to the client sides participating in the current combat;
s5, each client participating in the current battle compares and counts the received battle results of other clients with the self-calculated battle result in sequence;
s6, executing the following steps according to the comparison result by using a block chain distributed consensus algorithm: judging whether the quantity of the fighting results with the consistent comparison result counted by the client is larger than or equal to n/2 or not, wherein n is the quantity of the clients participating in the current fighting; if yes, taking the combat result calculated by the client as the combat result of the current combat, and synchronizing the combat result to other clients participating in the current combat; otherwise, executing step S7;
s7, the combat data collected by the game server is sent to a third-party client to calculate combat results, and the third-party client transmits the calculated combat results to the game server;
s8, the game server transmits the combat results calculated by the third-party client to each client participating in the current combat;
s9, after S5 is executed, the following steps are executed according to the comparison result by using a block chain distributed consensus algorithm: judging whether the quantity of the fighting results with the consistent comparison result counted by the client is greater than or equal to n/2 or not; if yes, taking the combat result calculated by the client as the combat result of the current combat, and synchronizing the combat result to other clients participating in the combat; if not, steps S7-S9 are repeated.
Preferably, before executing the S1, the game server collects user behavior information of the respective clients participating in the current battle.
Preferably, before executing the S1, the game server generates a unique number of the current battle, records the uniqueness of the current battle, and transmits the unique number to each client of the current battle.
Preferably, the game server generates a unique number of the current battle, including:
generated using unix millisecond timestamps and a hash of all user ids participating in the battle.
Preferably, before executing the S1, the game server generates and distributes a random number seed to each client participating in the current battle for subsequent battle data collection.
Preferably, the combat data collected by the S1 game server for each client participating in the current combat includes combat attributes and behavior data of the user.
Preferably, in S3, each client calculates a fighting result of the current battle, generates a corresponding verification fragment, and transmits the fighting result and the verification fragment to the game server;
in the step S4, the game server issues the fighting results and verification fragments calculated by the clients to the clients participating in the current fighting;
in the step S5, each client participating in the current battle compares and counts the received battle results and verification fragments with the battle results and verification fragments calculated by the client in sequence
In the step S7, the third party client transmits the calculated combat result and the generated verification fragment to the game server;
in S8, the game server transmits the combat result and the generated verification fragment calculated by the third-party client to each client participating in the current combat.
Preferably, the combat result includes the combat attribute and the combat state of each client after the current combat is finished.
Preferably, the value range of n is: greater than or equal to 3.
In order to realize the second invention, the adopted technical scheme is as follows:
the battle data processing system based on the blockchain distributed consensus algorithm and the battle data processing method based on the blockchain distributed consensus algorithm comprise all client sides participating in current battle, a game server and a third-party client side.
Compared with the prior art, the invention has the beneficial effects that:
the battle data processing method based on the block chain distributed consensus algorithm saves the resource consumption of a game server by placing the battle result calculation on each client participating in the current battle, can effectively utilize the graphic calculator resource of the client, and supports complex graphic calculation by the battle result calculation, so that the game supports more complex design. And moreover, a block chain distributed consensus algorithm is introduced into the battle data processing, so that the problem that the client is not credible is solved.
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In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the embodiments or the prior art will be briefly described below, and it is obvious that the drawings in the following description are only some embodiments of the present invention, and for those skilled in the art, other drawings can be obtained according to these drawings without inventive exercise.
Fig. 1 is a schematic flow chart of a battle data processing method based on a block chain distributed consensus algorithm.
Fig. 2 is a schematic structural diagram of a battle data processing system based on a block chain distributed consensus algorithm.
Detailed Description
In order to make the objects, features and advantages of the present invention more obvious and understandable, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present invention, and it is obvious that the embodiments described below 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.
Example 1
Fig. 1 is a schematic flow chart of a battle data processing method based on a block chain distributed consensus algorithm according to the present invention. In this embodiment, as shown in fig. 2, the method for processing combat data based on the blockchain distributed consensus algorithm mainly involves three main bodies, namely each client participating in a combat, a game server, and a third-party client, and includes the following specific steps:
(1) before the battle begins, the game server collects the user behavior information related to the battle of the client participating in the battle, and the number of the clients participating in the current battle is represented by n.
The user behavior information includes: user id, nickname, level, battle force, opened battle skill, blood volume, attack, defense, hit, evasion, speed, attack and the like battle calculation related attributes, and specific information can be distinguished according to different game designs.
(2) The game server generates a unique number of the current battle, and the unique number is used for recording the uniqueness of the current battle.
In this embodiment, the current unique battle number is generated using unix millisecond timestamp + hash values of all user ids participating in the battle.
(3) The client acquires the unique serial number of the current battle from the game server.
(4) And starting the fighting sequence from 1, and adding 1 to the fighting sequence each time when the client is required to participate in the fighting result calculation until the fighting is finished, wherein the last fighting sequence is M.
(5) The game server generates the random number seed required for the combat order 1.
The combat calculation process involves probabilistic events, such as a attack B with a 50% probability of creating a pop effect, and requires the same random number seed and algorithm in order for all clients to generate the same probability in the calculation process.
(6) The client obtains the random number seed required by the battle sequence 1.
(7) The game server collects the combat data of each client participating in the combat sequence 1, wherein the combat data comprises user behavior data and user combat attributes.
The user behavior data here includes: fighting skills used by a user in a current fighting sequence
(8) The game server collects the collected combat data of the combat sequence 1 and then sequentially issues the collected combat data to the client terminals participating in the combat sequence 1.
In order to ensure the consistency of the calculation results, the combat data received by all the clients are the same.
(9) The client 1-n calculates the fighting result of the fighting sequence 1 according to the fighting data sent by the game server.
And the client calculates the fighting result according to the user fighting attribute and the behavior data.
For example: a using skill to attack B, B using skill to attack C, C selecting defense skill, D using skill to attack A
In the calculation, the starting sequence is arranged according to the speed of all the clients, and then the change attribute values of both the client and the client are calculated according to the attributes of both the client and the client, for example, the blood volume of B is reduced by 10 points by A attack B according to the attributes of both the client and the client.
(10) The client sides 1-n send the calculated fighting results and the generated verification fragments to the game server, and the game server records and forwards the fighting results to the rest client sides.
The combat result refers to the attributes and states of the two combat parties after the combat logic of the client is calculated;
the check fragment specifically includes: and the random number generated in the calculation process of the attack B, the blood volume reduced by the attack B, the random number generated by the attack C of the attack B, the blood volume reduced by the attack C of the attack C and other data segments.
(11) The client 1-n checks the combat results and check segments of other clients forwarded by the game server.
And comparing the combat results and the verification fragment data of other clients forwarded by the game server with the verification fragment and the combat results generated by the local client.
(12) And the client judges the check result by using a block chain distributed consensus algorithm, and whether the result which is greater than or equal to n/2 is checked to be consistent or not is judged.
Since the client receives other client combat results and check fragments which are not all arrived at once, the block chain distributed consensus algorithm is introduced here, which can be understood as: after the client 1 finishes the calculation, after receiving the fighting result and the check fragment check of the client 2, adding 1 to the counting state of the client 1, subsequently receiving other clients with consistent data check, and adding 1 to the counting state of the client 1 until the counting state is greater than or equal to half of the participants, taking the fighting result of the client 1 as the final fighting result of the current fighting sequence 1, and informing other clients of synchronizing the final fighting result.
Assume that client 1 is an anomalous client. If the other clients are normal, the other clients check out the normal combat result and notify the client 1 of synchronization.
(13) And if the results which do not exceed n/2 are consistent, sending the fighting data to a third-party client which does not participate in fighting to calculate the fighting results.
(14) And the third-party client sends the calculated fighting result to the game server.
(15) And the game server forwards the combat result calculated by the third-party client to other clients.
(16) The other clients judge (12), and if the results of the client exceeding n/2 are not consistent, repeating (13) to (16);
(17) and taking the fighting result exceeding n/2 as the current fighting calculation result, and synchronizing other clients.
(18) And other clients cover the current battle calculation result with the local calculation result.
(19) And (4) if the battle is not finished, repeating the steps (4) to (18) until the battle is finished.
In the several embodiments provided in the present application, it should be understood that the disclosed system, apparatus and method may be implemented in other ways. For example, the above-described apparatus embodiments are merely illustrative, and for example, the division of the units is only one logical division, and other divisions may be realized in practice, for example, a plurality of units 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 through some interfaces, devices or units, and may be in an electrical, mechanical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units 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 units in the embodiments of the present invention may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The integrated unit, if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, which is stored in a storage medium and includes instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: various media capable of storing program codes, such as a usb disk, a removable hard disk, a Read-only memory (ROM), a Random Access Memory (RAM), a magnetic disk, or an optical disk.
The above-mentioned embodiments are only used for illustrating the technical solutions of the present invention, and not for limiting the same; although the present invention has been described in detail with reference to the foregoing embodiments, it should be understood by those of ordinary skill in the art that: the technical solutions described in the foregoing embodiments may still be modified, or some technical features may be equivalently replaced; and such modifications or substitutions do not depart from the spirit and scope of the corresponding technical solutions of the embodiments of the present invention.

Claims (9)

1. The battle data processing method based on the block chain distributed consensus algorithm is characterized in that: the method comprises the following steps:
s1, a game server acquires combat data of each client participating in current combat;
s2, the game server collects the collected combat data and then sequentially issues the collected combat data to each client participating in the current combat;
s3, each client calculates the fighting result of the current fighting based on the received fighting data; and transmitting the combat result to a game server;
s4, the game server sequentially issues the combat results calculated by the client sides to the client sides participating in the current combat;
s5, each client participating in the current battle compares and counts the received battle results of other clients with the self-calculated battle result in sequence;
s6, executing the following steps according to the comparison result by using a block chain distributed consensus algorithm: judging whether the quantity of the fighting results with the consistent comparison result counted by the client is larger than or equal to n/2 or not, wherein n is the quantity of the clients participating in the current fighting; if so, taking the combat result calculated by the client as the combat result of the current combat, and synchronizing the combat result to other clients participating in the current combat; otherwise, executing step S7;
s7, the combat data collected by the game server is sent to a third-party client to calculate combat results, and the third-party client transmits the calculated combat results to the game server;
s8, the game server transmits the combat results calculated by the third-party client to each client participating in the current combat;
s9, after S5 is executed, the following steps are executed according to the comparison result by using a block chain distributed consensus algorithm: judging whether the quantity of the fighting results with the consistent comparison result counted by the client is greater than or equal to n/2 or not; if yes, taking the combat result calculated by the client as the combat result of the current combat, and synchronizing the combat result to other clients participating in the combat; if not, repeatedly executing the steps S7-S9;
before executing the step S1, the game server generates a unique number of the current battle, records the uniqueness of the current battle, and transmits the unique number to each client of the current battle.
2. The method of claim 1, wherein the method comprises: before executing the S1, the game server collects the user behavior information of each client participating in the current battle.
3. The method of claim 1, wherein the method comprises: the game server generates a unique number for the current battle, including:
generated using unix millisecond timestamps and a hash of all user ids participating in the battle.
4. The method of claim 1, wherein the method comprises: before executing the step S1, the game server generates and distributes random number seeds to the clients participating in the current battle for subsequent battle data collection.
5. The method for processing combat data based on a blockchain distributed consensus algorithm according to any one of claims 1-4, wherein: the combat data of each client participating in the current combat collected by the S1 game server comprises combat attributes and behavior data of the user.
6. The method of claim 5, wherein the method comprises: in the step S3, each client calculates a fighting result of the current fighting, generates a corresponding verification fragment, and transmits the fighting result and the verification fragment to the game server;
in the step S4, the game server issues the combat results and the verification fragments calculated by the clients to the clients participating in the current combat;
in the step S5, each client participating in the current battle compares and counts the received battle result and verification fragment with the self-calculated battle result and verification fragment in turn
In the step S7, the third party client transmits the calculated combat result and the generated verification fragment to the game server;
in S8, the game server transmits the fighting results calculated by the third party client and the generated verification segments to each client participating in the current fighting.
7. The method of claim 6, wherein the method comprises: the combat result comprises the combat attribute and the combat state of each client after the current combat is finished.
8. The method of claim 6, wherein the method comprises: the value range of n is as follows: greater than or equal to 3.
9. A battle data processing system based on a blockchain distributed consensus algorithm, which applies the battle data processing method based on the blockchain distributed consensus algorithm according to any one of claims 1 to 8, wherein: including various clients, game servers and third party clients participating in the current battle.
CN202210012103.4A 2022-01-07 2022-01-07 Battle data processing method and system based on block chain distributed consensus algorithm Active CN114225381B (en)

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