CN114849225B - Server scheduling method and device, computer readable medium and electronic equipment - Google Patents

Server scheduling method and device, computer readable medium and electronic equipment Download PDF

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Publication number
CN114849225B
CN114849225B CN202210801344.7A CN202210801344A CN114849225B CN 114849225 B CN114849225 B CN 114849225B CN 202210801344 A CN202210801344 A CN 202210801344A CN 114849225 B CN114849225 B CN 114849225B
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players
server
target
determining
servers
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CN114849225A (en
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徐治钦
陈树卫
钟杏锋
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Guangzhou Jishang Network Technology Co ltd
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Guangzhou Jishang Network 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
    • A63F13/35Details 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
    • 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/46Multiprogramming arrangements
    • G06F9/50Allocation of resources, e.g. of the central processing unit [CPU]
    • G06F9/5005Allocation of resources, e.g. of the central processing unit [CPU] to service a request
    • G06F9/5027Allocation of resources, e.g. of the central processing unit [CPU] to service a request the resource being a machine, e.g. CPUs, Servers, Terminals
    • 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
    • A63F2300/51Server architecture
    • A63F2300/513Server architecture server hierarchy, e.g. local, regional, national or dedicated for different tasks, e.g. authenticating, billing
    • 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
    • A63F2300/53Features 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 details of basic data processing
    • A63F2300/531Server assignment
    • 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

Abstract

The embodiment of the application provides a server scheduling method, a server scheduling device, a computer readable medium and electronic equipment. The method comprises the following steps: acquiring corresponding address information according to a received registration request aiming at a target game; determining consumption intention information of a target area corresponding to the address information; determining a plurality of servers to be selected corresponding to the consumption intention information; and determining a target server from a plurality of candidate servers based on the maximum number of the receivable players of each candidate server, the number ratio of the players in different areas and the current number of the players in the target area. The method and the system can ensure the balance of players with different consumption levels in the server, ensure the sustainable development of game ecology, set the quantity proportion of the players in different areas in the servers, and not only can realize that the players in different areas play games in the servers, but also avoid the situation that the same server gathers too many players to increase the operating pressure of the server.

Description

Server scheduling method and device, computer readable medium and electronic equipment
Technical Field
The present application relates to the field of computer technologies, and in particular, to a server scheduling method, an apparatus, a computer-readable medium, and an electronic device.
Background
With the rapid development of the game industry, one game may need to provide services for players in multiple countries or regions, so that players in different regions can perform game operations in the same server, thereby achieving the purpose of 'taking the same suit all over the world' and enhancing the interest of the game.
In current solutions, a game may include servers serving multiple zones, and when a player first enters the game, the player is usually provided with a list of nearby zone servers for selection, and the player selects the zone servers as desired. However, players of one server come from the same region and cannot play games with players in other regions, on the other hand, the consumption level of players in the same region is not necessarily consistent, high-consumption players may lose game fun because own game equipment resources are far beyond others, and low-consumption players lose interest because own game equipment is not as close as others, thereby affecting the sustainable development of game ecology. Therefore, the sustainable development of how to ensure the ecology of the game on the premise of meeting the requirement of playing games simultaneously by a plurality of regional players is an urgent technical problem to be solved.
Disclosure of Invention
Embodiments of the present application provide a server scheduling method, an apparatus, a computer-readable medium, and an electronic device, so that sustainable development of game ecology can be ensured at least to a certain extent on the premise that a plurality of regional players play together.
Other features and advantages of the present application will be apparent from the following detailed description, or may be learned by practice of the application.
According to an aspect of an embodiment of the present application, there is provided a server scheduling method, including:
according to a received registration request aiming at a target game, acquiring address information corresponding to the registration request;
determining consumption intention information of a target area corresponding to the address information, wherein the consumption intention information is used for describing the willingness degree of players in the target area to consume in the game;
determining a plurality of servers to be selected corresponding to the consumption intention information based on the consumption intention information;
and determining a target server from a plurality of candidate servers based on the maximum number of the receivable players of each candidate server, the number ratio of the players in different areas and the current number of the players in the target area.
According to an aspect of an embodiment of the present application, there is provided a server scheduling apparatus, including:
the acquisition module is used for acquiring address information corresponding to a registration request according to the received registration request aiming at a target game;
the first determining module is used for determining consumption intention information of a target area corresponding to the address information, and the consumption intention information is used for describing the willingness degree of players in the target area to in-game consumption;
the second determination module is used for determining a plurality of servers to be selected corresponding to the consumption intention information based on the consumption intention information;
and the processing module is used for determining a target server from a plurality of servers to be selected based on the maximum number of the players to be accommodated in each server to be selected, the number ratio of the players in different areas and the current number of the players in the target area.
According to an aspect of embodiments of the present application, there is provided a computer-readable medium, on which a computer program is stored, which, when executed by a processor, implements the server scheduling method as described in the above embodiments.
According to an aspect of an embodiment of the present application, there is provided an electronic device including: one or more processors; a storage device for storing one or more programs which, when executed by the one or more processors, cause the one or more processors to implement the server scheduling method as described in the above embodiments.
According to an aspect of embodiments herein, there is provided a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the server scheduling method provided in the above-mentioned embodiment.
According to the technical scheme provided by some embodiments of the application, address information corresponding to a received registration request for a target game is acquired, consumption intention information of a target area corresponding to the address information is determined, and the consumption intention information is used for describing the willingness degree of players in the target area to in-game consumption; and determining a target server from the plurality of candidate servers based on the maximum number of players capable of being accommodated in each candidate server, the number ratio of players in different areas and the current number of players in the target area. Therefore, the server to be selected is determined according to the consumption intention information of the target area corresponding to the address information of the player, the determined target server can be ensured to be matched with the consumption intention information, the balance of the players with different consumption levels in the server is ensured, and the sustainable development of game ecology is further ensured.
In addition, the number proportion of players in different areas is set in the same server, so that the players in the same area can be dispersed in different servers to play, the phenomenon that the players in a certain area are concentrated in one server due to excessive number is avoided, and the operating pressure of the server is relieved.
It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the application.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present application and together with the description, serve to explain the principles of the application. It is obvious that the drawings in the following description are only some embodiments of the application, and that for a person skilled in the art, other drawings can be derived from them without inventive effort. In the drawings:
FIG. 1 shows a flow diagram of a server scheduling method according to an embodiment of the present application;
FIG. 2 illustrates a flowchart of step S140 of the server scheduling method of FIG. 1 according to an embodiment of the present application;
FIG. 3 shows a flowchart of step S140 in the server scheduling method of FIG. 1 according to another embodiment of the present application;
FIG. 4 shows a block diagram of a server scheduling apparatus according to an embodiment of the present application;
FIG. 5 illustrates a schematic structural diagram of a computer system suitable for use in implementing the electronic device of an embodiment of the present application.
Detailed Description
Example embodiments will now be described more fully with reference to the accompanying drawings. Example embodiments may, however, be embodied in many different forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concept of example embodiments to those skilled in the art.
Furthermore, the described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a thorough understanding of embodiments of the application. One skilled in the relevant art will recognize, however, that the subject matter of the present application can be practiced without one or more of the specific details, or with other methods, components, devices, steps, and so forth. In other instances, well-known methods, devices, implementations, or operations have not been shown or described in detail to avoid obscuring aspects of the application.
The block diagrams shown in the figures are functional entities only and do not necessarily correspond to physically separate entities. I.e. these functional entities may be implemented in the form of software, or in one or more hardware modules or integrated circuits, or in different networks and/or processor means and/or microcontroller means.
The flow charts shown in the drawings are merely illustrative and do not necessarily include all of the contents and operations/steps, nor do they necessarily have to be performed in the order described. For example, some operations/steps may be decomposed, and some operations/steps may be combined or partially combined, so that the actual execution sequence may be changed according to the actual situation.
Fig. 1 shows a flow diagram of a server scheduling method according to an embodiment of the present application. Referring to fig. 1, the server scheduling method at least includes steps S110 to S140, which are described in detail as follows:
in step S110, according to the received registration request for the target game, address information corresponding to the registration request is acquired.
The address information may be IP address information, or may be any other information that can describe the location of the player, which is not limited in particular.
In an exemplary embodiment, a player may use a terminal (e.g., one or more of a smartphone, a tablet, a laptop, and a desktop computer) to send a registration request for a target game to a server, where the registration request may include IP address information of the terminal used by the player. After receiving the registration request, the server may obtain corresponding IP address information from the registration request. It should be noted that the registration request may be used to request to create a new game account in the target game, and may be registration for the first time or registration for multiple times, which is not particularly limited in this application.
In step S120, consumption intention information of a target area corresponding to the address information, which describes a degree of willingness of players in the target area to consume in the game, is determined.
The target area may be an area previously divided by a provider of the target game, for example, an asian area, an american area, a european area, or the like, or may be divided in one country, for example, an eastern area, a northern area, a northwest area, or the like, or may be divided in one province or one city, or the like. Those skilled in the art can determine the fineness of the area division according to the actual implementation area, and the application is not limited in this respect.
In an exemplary embodiment, the server may determine, according to the address information, area information to which the address information belongs, so as to determine a target area corresponding to the address information, for example, if the address information is address information of china, the corresponding target area is an asian area, and so on.
The server may store, in advance, consumption intention information corresponding to each region, and the consumption intention information may be used to describe a degree of willingness of players in the region to in-game consumption. The skilled person can previously divide the willingness degree, i.e., the consumption intention information, into a plurality of levels. Such as unwilling, neutral, willing, etc. Each zone may correspond to a willingness level and the server may store the two in association. So that the corresponding consumption intention information can be determined based on the target area corresponding to the address information.
In other embodiments, different consuming capacity groups may exist even in the same area, and the different consuming capacity groups in the same area may be divided into different servers. For example, historical consumption information of each player can be obtained based on the big data, so that the consumption capacity of each player is determined to divide the corresponding server. In an example, players in the same area with different consumption abilities may correspond to multiple servers, and each player may be divided into corresponding servers according to the consumption ability of the player, so that more refined management of the player may be achieved.
In step S130, a plurality of servers to be selected corresponding to the consumption intention information are determined based on the consumption intention information.
In an exemplary embodiment, since the server serves different areas, players who consume the same area of interest information may be configured in the same server to ensure the balance of game ecology. Accordingly, the server may select a server corresponding to the same consumption intention information as a candidate server from all servers providing the game service based on the determined consumption intention information. In the present application, the number of the plurality of the conductive layers may be two, or may be any number of two or more, and the present application is not particularly limited thereto.
In step S140, a target server is determined from the plurality of servers to be selected based on the maximum number of receivable players of each server to be selected, the number ratio of players in different areas, and the current number of players in the target area.
In this embodiment, the provider may preset the maximum number of players that can be accommodated and the number ratio of players in different areas for each server. The server can obtain the maximum number of the players capable of being accommodated, the number ratio of the players in different areas and the current number of the players in the target area in each server to be selected, so as to determine the target server. Specifically, the target accommodation number of the players for the different areas in each candidate server may be determined based on the maximum accommodable player number corresponding to each candidate server and the number ratio of the players in the different areas.
For example, the maximum number of players that can be accommodated in a candidate server is 20000, the candidate server provides game services for the players in the areas a, B and C, and the number ratio of the players in the areas a, B and C is 2: 3: 5, that is, there may be 4000 players in the area a, 6000 players in the area B and 10000 players in the area C in the candidate server.
Further, the target accommodation number of the players in the target area of each server to be selected may be compared with the current number of the players, and if the current number of the players has not reached the target accommodation number, the server to be selected may be determined to be the target server. It should be noted that, if there are multiple servers to be selected that all have remaining containable capacity, the target server may be randomly selected from the servers or sequentially determined according to a certain order, which is not particularly limited in this application.
Therefore, in the embodiment shown in fig. 1, according to the received registration request for the target game, address information corresponding to the registration request is acquired, consumption intention information of the target area corresponding to the address information is determined, and the consumption intention information is used for describing the willingness degree of players in the target area to the in-game consumption; and determining a target server from the plurality of candidate servers based on the maximum number of players capable of being accommodated in each candidate server, the number ratio of players in different areas and the current number of players in the target area. Therefore, the server to be selected is determined according to the consumption intention information of the target area corresponding to the address information of the player, the determined target server can be ensured to be matched with the consumption intention information, the balance of the players with different consumption levels in the server is ensured, and the sustainable development of game ecology is further ensured.
In addition, the number proportion of players in different areas is set in the same server, so that the players in the same area can be dispersed in different servers to play, the phenomenon that the players in a certain area are concentrated in one server due to excessive number is avoided, and the operating pressure of the server is relieved.
Based on the embodiment of fig. 1, fig. 2 shows a flowchart illustrating step S140 in the server scheduling method of fig. 1 according to an embodiment of the present application. Referring to fig. 2, step S140 at least includes steps S210 to S220, which are described in detail as follows:
in step S210, the target accommodation number of the server to be selected for the player in the target area is determined according to the maximum number of players that can be accommodated by each server to be selected and the number proportion of players in different areas in sequence.
In this embodiment, the server may determine the target accommodation number of the players for the target area in each candidate service area, that is, the maximum accommodation number of the players in the target area set in each candidate server, sequentially according to the maximum accommodation number of the players in each candidate server and the number ratio of the players in different areas.
In step S220, if the current number of players in the target area in the candidate server is smaller than the target accommodation number, it is determined that the candidate server is a target server.
In this embodiment, the server may compare the determined target accommodation number of the candidate server with the current number of players in the target area in the server, and if the current number of players is smaller than the target accommodation number, it indicates that the candidate server may continue to register players in the target area, so that the candidate server may be regarded as the target server.
It should be noted that the servers sequentially perform comparison, and if the target server is determined, the target accommodating amount of the subsequent servers does not need to be calculated, so that the occupation of computing resources can be reduced. And the number proportion of players in different areas is preset, so that the players can interact with the players from different areas, and the game experience is improved.
Based on the embodiments shown in fig. 1 and fig. 2, in an embodiment of the present application, determining the target accommodation number of the server to be selected for the player in the target area sequentially according to the maximum accommodable player number of each server to be selected and the number ratio of the players in different areas includes:
and determining the target accommodation quantity of the servers to be selected for the players in the target area according to the sequence of the service times of the servers to be selected and the maximum accommodation player quantity of the servers to be selected and the quantity proportion of the players in different areas.
In the embodiment, the comparison is performed based on the sequence of the service opening time of each server to be selected, so that the number of players can be increased faster by the server to be selected which is opened earlier, and the influence on game experience due to excessive dispersion of the players can be avoided. Meanwhile, certain server resources can be saved, and a provider can conveniently carry out game operation.
It should be noted that the servers may also perform comparison in sequence based on other sequences, for example, the sequence of the identification information of each server to be selected, the sequence of the current number of players from large to small, and the like.
Based on the embodiment shown in fig. 1, fig. 3 shows a flowchart of step S140 in the server scheduling method of fig. 1 according to another embodiment of the present application. Referring to fig. 3, step S140 at least includes steps S310 to S320, which are described in detail as follows:
in step S310, determining a target accommodation amount of the candidate servers for the players in the target area according to the maximum accommodatable player amount of each of the candidate servers and the number proportion of the players in different areas.
In step S320, according to a ratio between the current number of players in the target area and the target accommodation number in each server to be selected, a server to be selected with a smallest ratio is selected as a target server.
In the embodiment, the server to be selected with the smallest ratio between the current number of the players and the target accommodating number in the target area is selected as the target server, so that the increase speed of the number of the players in the target area in the target server can be rapidly increased, the preset number proportion of the players in different areas can be rapidly met, further the number balance among the players in different areas in the target server is ensured, and the situation that the game experience is influenced due to the fact that the number of the players in one area is too large and the number of the players in the other area is too small is avoided.
Based on the embodiment shown in fig. 1, in an embodiment of the present application, before determining the consumption intention information of the target area corresponding to the address information, the method further includes:
counting the historical recharging information of the players in each area;
and determining and storing consumption intention information corresponding to each region according to the historical recharging information.
In this embodiment, the server may count the historical recharging information of the players in each region in advance, so as to determine and store the consumption intention information corresponding to each region based on the historical recharging information. It should be understood that the higher the historical recharge information, the higher the willingness level of the consumption intention information corresponding to the area.
In an example, the provider may preset different threshold intervals, each threshold interval corresponds to a certain numerical range, and the server may determine the consumption intention information corresponding to the area according to the threshold interval in which the historical recharge information is located, where the larger the numerical value in the threshold interval in which the historical recharge information is located, the higher the intention level of the consumption intention information representing the area is.
In another embodiment of the present application, determining and storing consumption intention information corresponding to each region according to the historical recharging information includes:
determining the average recharging amount of the players in each area according to the historical recharging information corresponding to each area;
and determining and storing consumption intention information corresponding to each region according to the threshold interval of the average recharging amount.
In this embodiment, the server may calculate the average recharging amount of the player in each area according to the historical recharging information corresponding to each area, and further determine the consumption intention information corresponding to each area according to the threshold interval in which the average recharging amount is located. It should be noted that, by calculating the average amount of money charged by the players in the area, the consumption intention degree of the players in the area to the game can be more accurately represented, and the accuracy of determining the subsequent consumption intention information is further ensured.
Based on the above embodiment, it should be noted that the consumption intention information corresponding to each region may not be limited to one consumption intention information, and may be composed of a plurality of consumption intention information sections. For example, by obtaining the consumption ability of each player after counting the historical recharge information of players in a certain area (for example, cantonese), and dividing each player into corresponding consumption intention information sections according to the correspondence between the consumption ability and the consumption intention information sections, even players from the same area can accurately correspond to different consumption intention information sections. It is understood that the higher the historical refill information, the higher the ability of the player to consume.
Players from different areas in each server should belong to the same consumption intention information interval to ensure that the consumption levels of the players are consistent, and the group is accurately operated.
In other embodiments, in addition to measuring the consumption intention information according to the historical recharging amount, the consumption score of each player can be calculated according to factors such as recharging frequency and the like; and calculating the average consumption score of the regions, and determining the consumption intention information corresponding to each region according to the average consumption score. For example, the consumption score of each player is calculated using the historical refill amount and the refill frequency. Optionally, calculating a historical recharge amount divided by a recharge frequency to obtain a consumption score of each player, wherein the recharge frequency is the number of times of recharging of the player, and the consumption score represents the average recharge amount of each player; then calculating the average consumption score of the region according to the consumption scores of all the players in the region, specifically summing the consumption scores of all the players in the region and dividing the sum by the number of the players in the region; and determining consumption intention information corresponding to each region according to the average consumption score.
Furthermore, according to the consumption scores of each player, finding the consumption intention information interval to which each player belongs, and redistributing the consumption intention information interval to the corresponding server. Similarly, the consumption intention information corresponding to each region may be composed of a plurality of consumption intention information sections. According to the corresponding relation between the consumption scores of the players and the consumption intention information intervals, the players are divided into the corresponding consumption intention information intervals, so that even the players from the same area can accurately correspond to different consumption intention information intervals. Therefore, players from different areas in each server are ensured to belong to the same consumption intention information interval, the consumption levels of the players are ensured to be consistent, and the group is accurately operated.
Based on the foregoing embodiment, in an embodiment of the present application, the method further includes:
and if the current number of players in the target area in each server to be selected reaches the maximum value, taking the server with the latest service time as the target server.
In this embodiment, the provider may set, in advance, the server with the latest service opening time as the default server, and when the player is not matched with the corresponding target server, for example, each server to be selected has reached the maximum number of players to be accommodated, the default server may be selected for the player as the target server quickly, thereby avoiding the occurrence of situations that the player waits for a long time or cannot select a server, and ensuring the game experience of the player.
The embodiment of the application also provides a server management method, which comprises the following steps:
acquiring consumption intention information of each server, wherein the consumption intention information is used for describing the willingness degree of players in the area corresponding to the server to the in-game consumption;
determining an operation strategy corresponding to each server according to the consumption intention information corresponding to each server;
and executing corresponding operation strategies for each server.
In this embodiment, the willingness degree of the player in each server for in-game consumption may be determined according to consumption intention information corresponding to each server providing the game service. Therefore, the provider of the game can set corresponding operation strategies in advance according to different consumption intention information.
The operation strategy can be a rule or an activity established for maintaining the level balance of game users and improving the activity and the recharge amount of players in the game, so as to maintain the ecological health of the game according to different operation strategies. It should be appreciated that the unified integration of players and gaming systems within the service space of a game setting provides a game environment in which players and gaming systems interact, constrain, and are in a relatively stable dynamic equilibrium state for a period of time.
In order to maintain the stability of the game ecology, taking the operation strategy as the purchasing activity of the virtual equipment in the game as an example, the purchasing activity of the high-value virtual equipment can be set for the server with higher willingness degree, and conversely, the purchasing activity of the low-value virtual equipment can be set for the server with lower willingness degree, and the like. Therefore, different operation strategies are set according to the servers with different consumption levels, and the activity and the recharge amount of the player in the game can be improved.
It should be noted that, in order to ensure that players with the same consumption intention can be in the same server, the server scheduling method provided in the foregoing embodiment may be adopted, and players in areas with the same consumption intention information are collected in the same server according to consumption intention information corresponding to players in different areas, so as to manage the server. Therefore, the situation that the players in the areas with higher consumption intentions and the players in the areas with lower consumption intentions are in the same server can be avoided, the situation that the players are layered too obviously is further caused, and the playing interest of the players with lower consumption intentions is attacked.
Based on the server management method provided in the foregoing embodiment, in an embodiment of the present application, the method further includes:
and determining and executing the promotion strategies corresponding to the servers according to the area information corresponding to the players contained in the servers.
In this embodiment, since religious beliefs and cultures are different in different regions, in order to ensure the respect of the religious beliefs and cultures in different regions, the game provider may preset publicity policies corresponding to different regions, such as different publicity documents or different illustrations. Therefore, different servers can adopt different propaganda strategies, the recognition of the players to the game is improved, and the condition that the players lose is avoided.
The following describes an embodiment of an apparatus of the present application, which may be used to execute a server scheduling method in the foregoing embodiment of the present application. For details that are not disclosed in the embodiments of the apparatus of the present application, please refer to the embodiments of the server scheduling method described above in the present application.
Fig. 4 shows a block diagram of a server scheduling apparatus according to an embodiment of the present application.
Referring to fig. 4, a server scheduling apparatus according to an embodiment of the present application includes:
an obtaining module 410, configured to obtain, according to a received registration request for a target game, address information corresponding to the registration request;
a first determining module 420, configured to determine consumption intention information of a target area corresponding to the address information, where the consumption intention information is used to describe a willingness degree of players in the target area for in-game consumption;
a second determining module 430, configured to determine, based on the consumption intention information, a plurality of servers to be selected corresponding to the consumption intention information;
and the processing module 440 is configured to determine a target server from the multiple candidate servers based on the maximum number of receivable players of each candidate server, the number ratio of players in different areas, and the current number of players in the target area.
In one embodiment of the present application, the processing module 440 is configured to: determining the target accommodation quantity of the servers to be selected for the players in the target area according to the maximum accommodation quantity of the servers to be selected and the quantity ratio of the players in different areas in sequence; and if the current number of players in the target area in the server to be selected is less than the target accommodating number, determining that the server to be selected is a target server.
In one embodiment of the present application, the processing module 440 is configured to: and determining the target accommodation quantity of the server to be selected for the players in the target area according to the sequence of the service time of each server to be selected and the maximum accommodation quantity of each server to be selected and the quantity proportion of the players in different areas.
In one embodiment of the present application, the processing module 440 is configured to: determining the target accommodation quantity of the servers to be selected for the players in the target area according to the maximum accommodatable player quantity of each server to be selected and the quantity proportion of the players in different areas; and selecting the server to be selected with the minimum proportion as the target server according to the proportion between the current number of the players in the target area and the target accommodating number in each server to be selected.
In one embodiment of the present application, the first determining module 420 is further configured to: counting the historical recharging information of the players in each area; and determining and storing consumption intention information corresponding to each region according to the historical recharging information.
In one embodiment of the present application, the first determining module 420 is further configured to: determining the average recharging amount of the players in each area according to the historical recharging information corresponding to each area; and determining and storing consumption intention information corresponding to each region according to the threshold interval of the average recharging amount.
In one embodiment of the present application, the processing module 440 is further configured to: and if the current number of players in the target area in each server to be selected reaches the maximum value, taking the server with the latest service time as the target server.
FIG. 5 illustrates a schematic structural diagram of a computer system suitable for use in implementing the electronic device of an embodiment of the present application.
It should be noted that the computer system of the electronic device shown in fig. 5 is only an example, and should not bring any limitation to the functions and the scope of use of the embodiments of the present application.
As shown in fig. 5, the computer system includes a Central Processing Unit (CPU) 501, which can perform various appropriate actions and processes, such as performing the methods described in the above embodiments, according to a program stored in a Read-Only Memory (ROM) 502 or a program loaded from a storage section 508 into a Random Access Memory (RAM) 503. In the RAM 503, various programs and data necessary for system operation are also stored. The CPU 501, ROM 502, and RAM 503 are connected to each other through a bus 504. An Input/Output (I/O) interface 505 is also connected to bus 504.
The following components are connected to the I/O interface 505: an input portion 506 including a keyboard, a mouse, and the like; an output section 507 including a Cathode Ray Tube (CRT), a Liquid Crystal Display (LCD), and the like, a speaker, and the like; a storage portion 508 including a hard disk and the like; and a communication section 509 including a Network interface card such as a LAN (Local Area Network) card, a modem, or the like. The communication section 509 performs communication processing via a network such as the internet. The driver 510 is also connected to the I/O interface 505 as necessary. A removable medium 511 such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, or the like is mounted on the drive 510 as necessary, so that a computer program read out therefrom is mounted into the storage section 508 as necessary.
In particular, according to embodiments of the application, the processes described above with reference to the flow diagrams may be implemented as computer software programs. For example, embodiments of the present application include a computer program product comprising a computer program embodied on a computer readable medium, the computer program comprising a computer program for performing the method illustrated by the flow chart. In such an embodiment, the computer program may be downloaded and installed from a network through the communication section 509, and/or installed from the removable medium 511. The computer program executes various functions defined in the system of the present application when executed by a Central Processing Unit (CPU) 501.
It should be noted that the computer readable medium shown in the embodiments of the present application may be a computer readable signal medium or a computer readable storage medium or any combination of the two. A computer readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the foregoing. More specific examples of the computer readable storage medium may include, but are not limited to: an electrical connection having one or more wires, a portable computer diskette, a hard disk, a Random Access Memory (RAM), a Read-Only Memory (ROM), an Erasable Programmable Read-Only Memory (EPROM), a flash Memory, an optical fiber, a portable Compact Disc Read-Only Memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing. In the present application, a computer readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device. In this application, however, a computer readable signal medium may include a propagated data signal with a computer program embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated data signal may take many forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A computer readable signal medium may also be any computer readable medium that is not a computer readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device. The computer program embodied on the computer readable medium may be transmitted using any appropriate medium, including but not limited to: wireless, wired, etc., or any suitable combination of the foregoing.
The flowchart and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of systems, methods and computer program products according to various embodiments of the present application. Each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). It should also be noted that, in some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams or flowchart illustration, and combinations of blocks in the block diagrams or flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
The units described in the embodiments of the present application may be implemented by software, or may be implemented by hardware, and the described units may also be disposed in a processor. Wherein the names of the elements do not in some way constitute a limitation on the elements themselves.
As another aspect, the present application also provides a computer-readable medium, which may be contained in the electronic device described in the above embodiments; or may be separate and not incorporated into the electronic device. The computer readable medium carries one or more programs which, when executed by an electronic device, cause the electronic device to implement the method described in the above embodiments.
It should be noted that although in the above detailed description several modules or units of the device for action execution are mentioned, such a division is not mandatory. Indeed, the features and functionality of two or more modules or units described above may be embodied in one module or unit, according to embodiments of the application. Conversely, the features and functions of one module or unit described above may be further divided into embodiments by a plurality of modules or units.
Through the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein may be implemented by software, and may also be implemented by software in combination with necessary hardware. Therefore, the technical solution according to the embodiments of the present application can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a usb disk, a removable hard disk, etc.) or on a network, and includes several instructions to enable a computing device (which can be a personal computer, a server, a touch terminal, or a network device, etc.) to execute the method according to the embodiments of the present application.
Other embodiments of the present application will be apparent to those skilled in the art from consideration of the specification and practice of the embodiments disclosed herein. This application is intended to cover any variations, uses, or adaptations of the invention following, in general, the principles of the application and including such departures from the present disclosure as come within known or customary practice within the art to which the invention pertains.
It will be understood that the present application is not limited to the precise arrangements described above and shown in the drawings and that various modifications and changes may be made without departing from the scope thereof. The scope of the application is limited only by the appended claims.

Claims (10)

1. A method for scheduling a server, comprising:
according to a received registration request for a target game, acquiring address information corresponding to the registration request;
determining consumption intention information of a target area corresponding to the address information, wherein the consumption intention information is used for describing the willingness degree of players in the target area to in-game consumption;
determining a plurality of servers to be selected corresponding to the consumption intention information based on the consumption intention information;
and determining a target server from a plurality of candidate servers based on the maximum number of the receivable players of each candidate server, the number ratio of the players in different areas and the current number of the players in the target area.
2. The method of claim 1, wherein determining a target server from the plurality of candidate servers based on the maximum number of containable players of each of the candidate servers, the quantity ratio of players in different regions, and the current number of players in the target region comprises:
determining the target accommodation quantity of the servers to be selected for the players in the target area according to the maximum accommodation quantity of the servers to be selected and the quantity ratio of the players in different areas in sequence;
and if the current number of players in the target area in the server to be selected is less than the target accommodating number, determining that the server to be selected is a target server.
3. The method of claim 2, wherein determining the target accommodation number of the candidate servers for the players in the target area according to the maximum accommodation number of the players in each candidate server and the number ratio of the players in different areas in turn comprises:
and determining the target accommodation quantity of the server to be selected for the players in the target area according to the sequence of the service time of each server to be selected and the maximum accommodation quantity of each server to be selected and the quantity proportion of the players in different areas.
4. The method of claim 1, wherein determining a goal server from a plurality of the candidate servers based on the maximum number of receivable players of each of the candidate servers, the quantity ratio of players in different areas, and the current number of players in the goal area comprises:
determining the target accommodation quantity of the servers to be selected for the players in the target area according to the maximum accommodation quantity of the servers to be selected and the quantity ratio of the players in different areas;
and selecting the server to be selected with the minimum proportion as the target server according to the proportion between the current number of players in the target area and the target accommodating number in each server to be selected.
5. The method according to claim 1, wherein before determining consumption intention information of the target area corresponding to the address information, the method further comprises:
counting historical recharging information of players in each region;
and determining and storing consumption intention information corresponding to each region according to the historical recharging information.
6. The method of claim 5, wherein determining and storing consumption intention information corresponding to each region according to the historical recharging information comprises:
determining the average recharging amount of the players in each area according to the historical recharging information corresponding to each area;
and determining and storing consumption intention information corresponding to each region according to the threshold interval of the average recharging amount.
7. The method according to any one of claims 1-6, further comprising:
and if the current number of the players in the target area in each server to be selected reaches the maximum value, taking the server with the latest service time as a target server.
8. A server scheduling apparatus, comprising:
the acquisition module is used for acquiring address information corresponding to a registration request according to the received registration request aiming at the target game;
the first determining module is used for determining consumption intention information of a target area corresponding to the address information, and the consumption intention information is used for describing the willingness degree of players in the target area to in-game consumption;
the second determination module is used for determining a plurality of servers to be selected corresponding to the consumption intention information based on the consumption intention information;
and the processing module is used for determining a target server from a plurality of servers to be selected based on the maximum number of the players to be accommodated in each server to be selected, the number ratio of the players in different areas and the current number of the players in the target area.
9. A computer-readable medium, on which a computer program is stored which, when being executed by a processor, carries out the server scheduling method according to any one of claims 1 to 7.
10. An electronic device, comprising:
one or more processors;
storage means for storing one or more programs which, when executed by the one or more processors, cause the one or more processors to carry out the server scheduling method according to any one of claims 1 to 7.
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