CN104009969A - Communication method for network game systems - Google Patents
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- CN104009969A CN104009969A CN201310424775.7A CN201310424775A CN104009969A CN 104009969 A CN104009969 A CN 104009969A CN 201310424775 A CN201310424775 A CN 201310424775A CN 104009969 A CN104009969 A CN 104009969A
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- 238000004891 communication Methods 0.000 title claims abstract description 23
- 230000001186 cumulative effect Effects 0.000 claims description 9
- 238000012544 monitoring process Methods 0.000 claims description 4
- 238000004321 preservation Methods 0.000 claims description 3
- 238000005516 engineering process Methods 0.000 description 2
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Abstract
A communication method for network game systems particularly relates to a communication method. The communication method is applied to network game systems. Clients and a server are connected; the server combines connection data of game participants and adds the connection data to a game process, and the clients acquire and store initialized data required by a local game from the server and set a group of game session identifiers; in the game running process, the server acquires operation instructions of the game participants, sends the operation instructions to the game process and sends data generated by the game process to the game participants, and the clients record and store game state data and update the game session identifiers according to the game process; and at the end of a game, by judging the game state data, a result generated by the process is saved to the server and is corresponded to corresponding records of the game participants, and the game session identifiers and the game process are released. The method of the invention enables network game communication to be safer, more stable and more efficient, and helps to improve the game quality and the user experience.
Description
Technical field
The present invention relates to field of network game technology, be specifically related to a kind of means of communication.
Background technology
Online game is the product that game and network organically combine, and along with enriching constantly of online game type, for game, fan provides the game experiencing of becoming better and better, and further, market scale also constantly expands; Online game generally includes server end and client two parts; server end and client need constantly to transmit and receive data to guarantee the normal operation of game between the two; a server end will be often a plurality of client service; especially the public server end on some networks, proxy server end, massively multiplayer game server end etc., often can serve thousands of clients.
Chess and card games be network with leisure, intelligence development, take education as the main method and want the lightweight amusement type game of content, normally multi-person interactive game of this game, take and fight as principal mode, take integration as main victory or defeat recording mode.Chess and card games is a kind of customers catenet application systems widely, and the means of communication are being related to the stability of game running, further impact game quality and customer experience.
Summary of the invention
The object of the invention is to, a kind of means of communication of network game system are provided, solve above technical problem.
Technical problem solved by the invention can realize by the following technical solutions:
Means of communication for network game system, are applied to network game system, and described network game system comprises server end, client, and described client sends logging request to described server end, connects with described server end; Wherein, comprise the following steps:
Step 101, initialization game example is also set up the step of process: described server end combines the connection data of participant in game be added in a game process, the initialization data that described client is obtained local game needs from described server end is preserved, and one group of gaming session sign is set;
Step 102, connect the step maintaining: in game running process, the operational order that described server end obtains participant in game is sent to game process, and the data that game process is produced send to participant in game, described client records is also preserved game state data, and upgrades described gaming session sign according to game process;
Step 103, the step of Exit Game: during game over, by judgement game state data, preservation process bears results to described server end, corresponds in participant in game respective record, and discharges described gaming session sign and game process.
Preferably, in step 102, also comprise step 1021, the step that broken string is processed: described server end detects gaming session with described client while interrupting, and described server end retains the field data of gaming session;
It is also that non-malicious operation is interrupted that the interruption that judges described client belongs to that malicious operation interrupts.
Preferably, in step 1021, described server end, by sending connection request to described client, re-establishes connection, and successful connection described interruption belongs to non-malicious operation interruption.
Preferably, in step 1021, when the interruption of described client belongs to non-malicious operation interruption, described client reconnects described server end, and reads described field data to upgrade the described gaming session sign in game process, continues last game process.
Preferably, in step 1021, described server end is by sending request to another server end, and described in another, server end sends connection request to the described client that occurs to interrupt, successful connection described interruption belongs to malicious operation interruption, searches and causes the reason of interruption and get rid of.
Preferably, in step 102, also comprise step 1022, the step of the overtime monitoring of playing: the time that described server end carries out game process to described client carries out timing and preserves Cumulative Elapsed Time, described Cumulative Elapsed Time and is set to threshold value and compare.
Preferably, in step 1022, when described Cumulative Elapsed Time surpasses described setting threshold value, described server end reminds described client game overtime, reminds described client Exit Game, execution step 103.
Preferably, described client and described server end adopt the architecture based on client end/server end.
Beneficial effect: owing to adopting above technical scheme, the invention enables the communication of online game safer, stablize and efficiently, be conducive to improve game quality and lifting user experience.
Accompanying drawing explanation
Fig. 1 is means of communication schematic flow sheet of the present invention;
Fig. 2 is network game system structural representation of the present invention.
Embodiment
Below in conjunction with the accompanying drawing in the embodiment of the present invention, the technical scheme in the embodiment of the present invention is clearly and completely described, obviously, described embodiment is only the present invention's part embodiment, rather than whole embodiment.Embodiment based in the present invention, the every other embodiment that those of ordinary skills obtain under the prerequisite of not making creative work, belongs to the scope of protection of the invention.
It should be noted that, in the situation that not conflicting, embodiment and the feature in embodiment in the present invention can combine mutually.
Below in conjunction with the drawings and specific embodiments, the invention will be further described, but not as limiting to the invention.
With reference to Fig. 1, Fig. 2, means of communication for network game system, are applied to network game system, and network game system comprises server end 10, client 20, client 20 sends logging request to server end 10, and a plurality of clients 20 connect by network 1 and server end 10; Server end 10 comprises logins module, for monitoring the network connection message of client transmission and verifying its legitimacy; Client 20 enters game in the situation that being connected and securing permission with server end 10 establishments;
Comprise the following steps:
Step 101, initialization game example is also set up the step of process: server end combines the connection data of participant in game be added in a game process, the initialization data that client is obtained local game needs from server end is preserved, and one group of gaming session sign is set;
Step 102, connect the step maintaining: in game running process, the operational order that server end obtains participant in game is sent to game process, and the data that game process is produced send to participant in game, client records is also preserved game state data, and according to game process new game session sign more;
Step 103, the step of Exit Game: during game over, by judgement game state data, preservation process bears results to server end, corresponds in participant in game respective record, and discharges gaming session sign and game process.
The client of online game needs constantly in game process and server carries out communication, determine with server exchange data the state that the working days play, as change in location of other players etc., equally, when leaving game, user end to server end is informed and will be left, server end will leave after the message of game obtaining participant in game, server end can be published the attribute data that module is participant Europe by one and be saved in the database of server end, as empirical value, grade, vital values etc., and discharge gaming session sign and game process
In actual use, often there will be the situation of having to drop by the wayside game due to the restriction of communication environment or the function of client own, as used the mobile phone users of game on line to enter the signal blind spot of mobile operator, or the reason such as mobile terminal self power-off, internal memory causes game process to interrupt, as a further improvement on the present invention, in step 102, also comprise step 1021, the step that broken string is processed: server end detects gaming session with client while interrupting, and server end retains the field data of gaming session; It is also that non-malicious operation is interrupted that the interruption of judgement client belongs to malicious operation interruption.
In step 1021, server end, by sending connection request to client, re-establishes connection, and successful connection is interrupted belonging to non-malicious operation and interrupted.When the interruption of client belongs to non-malicious operation interruption, client reconnects server end, and reads field data to upgrade the gaming session sign in game process, continues last game process, thereby the continuity of game is strengthened.
In step 1021, server end is by sending request to another server end, and another server end sends connection request to the client that occurs to interrupt, and successful connection is interrupted belonging to malicious operation and interrupted, and searches and causes the reason of interruption and get rid of.
Above-mentioned client can be any one in personal computer, mobile phone, vehicle mobile terminals.
Preferably, in step 102, also comprise step 1022, the step of the overtime monitoring of playing: the time that server end carries out game process to client carries out timing and preserves Cumulative Elapsed Time, Cumulative Elapsed Time and is set to threshold value and compare.Cumulative Elapsed Time surpasses while setting threshold value, and server end reminds client game overtime, reminds client Exit Game, execution step 103.To avoid the addiction to online game.
Preferably, client and server adopts the architecture based on client end/server end.The server end of network game system can be a server cluster, and server cluster at least comprises a database server for stores games related data, in order to transmit the webserver of data according to client demand.
The foregoing is only preferred embodiment of the present invention; not thereby limit embodiments of the present invention and protection range; to those skilled in the art; should recognize that being equal to that all utilizations specification of the present invention and diagramatic content done replace and the resulting scheme of apparent variation, all should be included in protection scope of the present invention.
Claims (8)
1. means of communication for network game system, are applied to network game system, and described network game system comprises server end, client, and described client sends logging request to described server end, connects with described server end; It is characterized in that, comprise the following steps:
Step 101, initialization game example is also set up the step of process: described server end combines the connection data of participant in game be added in a game process, the initialization data that described client is obtained local game needs from described server end is preserved, and one group of gaming session sign is set;
Step 102, connect the step maintaining: in game running process, the operational order that described server end obtains participant in game is sent to game process, and the data that game process is produced send to participant in game, described client records is also preserved game state data, and upgrades described gaming session sign according to game process;
Step 103, the step of Exit Game: during game over, by judgement game state data, preservation process bears results to described server end, corresponds in participant in game respective record, and discharges described gaming session sign and game process.
2. the means of communication of a kind of network game system according to claim 1, is characterized in that,
In step 102, also comprise step 1021, the step that broken string is processed: described server end detects gaming session with described client while interrupting, and described server end retains the field data of gaming session;
It is also that non-malicious operation is interrupted that the interruption that judges described client belongs to that malicious operation interrupts.
3. the means of communication of a kind of network game system according to claim 2, it is characterized in that, in step 1021, described server end is by sending connection request to described client, re-establish connection, successful connection described interruption belongs to non-malicious operation interruption.
4. the means of communication of a kind of network game system according to claim 3, it is characterized in that, in step 1021, when the interruption of described client belongs to non-malicious operation interruption, described client reconnects described server end, and read described field data to upgrade the described gaming session sign in game process, continue last game process.
5. the means of communication of a kind of network game system according to claim 2, it is characterized in that, in step 1021, described server end is by sending request to another server end, described in another, server end sends connection request to the described client that occurs to interrupt, successful connection described interruption belongs to malicious operation interruption, searches and causes the reason of interruption and get rid of.
6. the means of communication of a kind of network game system according to claim 2, it is characterized in that, in step 102, also comprise step 1022, the play step of overtime monitoring: the time that described server end carries out game process to described client carries out timing and preserves Cumulative Elapsed Time, described Cumulative Elapsed Time and is set to threshold value and compare.
7. the means of communication of a kind of network game system according to claim 6, is characterized in that, in step 1022, when described Cumulative Elapsed Time surpasses described setting threshold value, described server end reminds described client game overtime, reminds described client Exit Game, execution step 103.
8. the means of communication of a kind of network game system according to claim 1, is characterized in that, described client and described server end adopt the architecture based on client end/server end.
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| CN104801045A (en) * | 2015-03-25 | 2015-07-29 | 广州多益网络科技有限公司 | Method and device for handling disconnection of mobile phone game |
| CN105268181A (en) * | 2015-06-09 | 2016-01-27 | 苏州蜗牛数字科技股份有限公司 | Multi-player shared screen operation system of online game and method |
| CN107426224A (en) * | 2017-08-01 | 2017-12-01 | 王佳宝 | A kind of network competition game team means of communication |
| CN108261762A (en) * | 2017-12-18 | 2018-07-10 | 腾讯科技(深圳)有限公司 | Method of data synchronization and device, storage medium and electronic device |
| CN108619719A (en) * | 2017-03-15 | 2018-10-09 | 上海爱友信息科技有限公司 | More people share the data real time updating method and device that screen carries out game on line |
| CN109381858A (en) * | 2018-10-22 | 2019-02-26 | 竞技世界(北京)网络技术有限公司 | Position synchronous method in a kind of online game |
| CN111385287A (en) * | 2020-02-20 | 2020-07-07 | 视联动力信息技术股份有限公司 | Network reconnection method and device for service system |
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| CN104801045A (en) * | 2015-03-25 | 2015-07-29 | 广州多益网络科技有限公司 | Method and device for handling disconnection of mobile phone game |
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| CN108619719A (en) * | 2017-03-15 | 2018-10-09 | 上海爱友信息科技有限公司 | More people share the data real time updating method and device that screen carries out game on line |
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| CN111385287A (en) * | 2020-02-20 | 2020-07-07 | 视联动力信息技术股份有限公司 | Network reconnection method and device for service system |
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