CN109621408A - A kind of game server scene process load-balancing method - Google Patents
A kind of game server scene process load-balancing method Download PDFInfo
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- CN109621408A CN109621408A CN201811294394.0A CN201811294394A CN109621408A CN 109621408 A CN109621408 A CN 109621408A CN 201811294394 A CN201811294394 A CN 201811294394A CN 109621408 A CN109621408 A CN 109621408A
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- 238000000034 method Methods 0.000 title claims abstract description 162
- 230000008569 process Effects 0.000 title claims abstract description 85
- 230000001360 synchronised effect Effects 0.000 claims description 13
- 238000004891 communication Methods 0.000 claims description 9
- 230000003993 interaction Effects 0.000 abstract description 3
- 230000005540 biological transmission Effects 0.000 description 5
- 238000013461 design Methods 0.000 description 3
- 230000000694 effects Effects 0.000 description 3
- 238000005516 engineering process Methods 0.000 description 3
- 238000012360 testing method Methods 0.000 description 3
- VAYOSLLFUXYJDT-RDTXWAMCSA-N Lysergic acid diethylamide Chemical compound C1=CC(C=2[C@H](N(C)C[C@@H](C=2)C(=O)N(CC)CC)C2)=C3C2=CNC3=C1 VAYOSLLFUXYJDT-RDTXWAMCSA-N 0.000 description 2
- 230000008859 change Effects 0.000 description 2
- 238000009432 framing Methods 0.000 description 2
- 241001269238 Data Species 0.000 description 1
- 230000006872 improvement Effects 0.000 description 1
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Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/355—Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/358—Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Information Transfer Between Computers (AREA)
Abstract
A kind of game server scene process load-balancing method, comprising the following steps: scene process loads map resource data, receives the mobile request of player and manages player's coordinate data;Scene process is by player's coordinate real-time synchronization to multiple scene calculation procedures;Scene calculation procedure receives and records player's coordinate, and is calculated.Game server scene process load-balancing method of the invention, in MMO game server map scene process, it can allow in single large-scale map scene to carry players up to ten thousand online simultaneously and accomplish seamless interaction by distributed mode, the online peak of player that dynamic capacity-expanding carries single game scape can be passed through.
Description
Technical field
The present invention relates to server the field of test technology, more particularly to a kind of game server scene process load balancing
Method.
Background technique
The load of Massively Multiplayer Online Games (MMO) is realized mostly by the cutting in scene map level at present, so that
Map scene after each cutting operates in multiple scene service processes (or even more physical machines), to realize single group game
It is online simultaneously that server can carry more players.The cutting of this mode mainly has the following two problems:
It needs 1. player can not smoothly be moved to map scene b(player's data from map scene a from map scene a server
It is transferred to the process that map scene b server needs a long period, referred to as " cuts scene ")
2. when a large amount of players simultaneously pour into map cutting after some figure field scape in the same manner when, cause to run the ground figure field
Scape process CPU occupancy sharply increase, and at this time player client experience will be game Caton.
Currently exist some schemes, such as separated time technology, it is intended to solve the problems, such as two above, but program application
Some side effects are also brought along simultaneously, and not perfect.
The essence of separated time technology be each map scene after above-mentioned cutting is copied again it is multiple striking resemblances it is attached
Map scene is separately operable in different scene service processes, can when a large amount of players pour in some map scene simultaneously
It is occupied so that its load balancing to be reduced to the CPU of scene process into multiple dependency figure field scapes, player's client is avoided to experience
To game Caton.But its bring side effect is, while two players for pouring in some logically figure field scape may be dispersed
Into different physically figure field scapes, two are caused can not normally to interact.
While MMO game products emphasize interactive at present, the instantaneous concurrency of single game scape number is higher and higher, needs a kind of easy
The game server scene process load-balancing method and system of extension.
Summary of the invention
In order to solve the shortcomings of the prior art, the purpose of the present invention is to provide a kind of game server scene processes
Load-balancing method, in MMO game server in map scene process, with can allowing single large size by distributed mode
It is online simultaneously and accomplish seamless interaction that players up to ten thousand are carried in figure field scape.Map scene supports dilatation, can be held by dynamic capacity-expanding
Carry the online peak of player of single game scape.
To achieve the above object, game server scene process load-balancing method provided by the invention, including following step
It is rapid:
Scene process loads map resource data, receives the mobile request of player and manages player's coordinate data;
Scene process is by player's coordinate real-time synchronization to multiple scene calculation procedures;
Scene calculation procedure receives and records player's coordinate, and is calculated.
Further, the scene process by player's coordinate real-time synchronization to multiple scene calculation procedures the step of, into one
Step includes:
The AOI scan request of scene process reception player;
Player's real-time coordinates are synchronized to multiple scenes by name pipeline and calculated by scene process according to the AOI scan request
Process.
Further, the scene process is same by player's real-time coordinates by name pipeline according to the AOI scan request
The step of walking multiple scene calculation procedures is that scene process balancedly sends out each AOI scan request according to load balancing strategy
It send to each scene calculation procedure.
Further, include the following steps, 1 scene process and multiple scene calculation procedures are deployed in same physics
On machine, between scene process and each scene calculation procedure by network connection carry out real-time data communication with it is synchronous.
Further, the scene process further comprises by player's coordinate real-time synchronization to multiple scene calculation procedures:
The contextual data of required synchronization is cached into a frame, and merges more new data before the frame end and is sent to.
Further, the scene process further comprises by player's coordinate real-time synchronization to multiple scene calculation procedures:
The scene map cached is divided into N × M grid;
Identifier is assigned to each grid, and distributes a scene calculate node to each grid.
Further, described the step of distributing a scene calculate node to each grid, using the following method of salary distribution
ComputeNodeID=Hash(GridID) % ComputeNodeCount
Wherein, ComputeNodeID indicates scene calculate node ID;GridID is the identifier assigned to each grid;
ComputeNodeCount indicates calculate node quantity.
Game server scene process load-balancing method provided by the invention, has the following technical effect that:
1. the map being smoothly connected originally is cut into after multiple map blocks respectively by game without considering the problems of load capacity
Be loaded into multiple map scene processes run disperse originally can be with the player of seamless interaction.
2. player is not necessarily to be moved to scene map b from scene a by cutting scene process, and can be smoothly entirely greatly
It moves and interacts in figure.
3. the calculating of individually figure field scape process can be distributed to multiple calculation procedures (even by distributed service architecture
More physical machines), substantially increase the operational capability of individually figure field scape.
Other features and advantages of the present invention will be illustrated in the following description, also, partly becomes from specification
It obtains it is clear that understand through the implementation of the invention.
Detailed description of the invention
Attached drawing is used to provide further understanding of the present invention, and constitutes part of specification, and with it is of the invention
Embodiment together, is used to explain the present invention, and is not construed as limiting the invention.In the accompanying drawings:
Fig. 1 is game server scene process load-balancing method flow chart of the present invention;
Fig. 2 is the flow chart for the synchrodata that the present invention designs.
Specific embodiment
Hereinafter, preferred embodiments of the present invention will be described with reference to the accompanying drawings, it should be understood that preferred reality described herein
Apply example only for the purpose of illustrating and explaining the present invention and is not intended to limit the present invention.
In order to enable single scene load bigger map resource and carry more multiplayer simultaneously it is online, the present invention makes
Scene process computing capability is substantially improved with distributed mode.In scene process it is some calculate centralization modules or
Logic carries out abstract removing, and is loaded into and multiple can run in distributed scene calculation procedure.
It is analyzed by the calculating hotspot's distribution to single scene process, calculation amount is maximum in available scene process
Some modules or logic, such as: common AOI (Area of Interest) scan module (will in the embodiment of the present invention
By taking AOI scanning calculates as an example, but application of the invention is not limited to AOI scanning and calculates), these modules or logic can load
It runs in multiple scene calculation procedures or more physical machines, to liberate the computing capability of scene process and CPU was occupied
High problem.
And scene calculation procedure required data used in calculating process pass through both from scene process, the two
The mode synchrodata of interprocess communication.Data communication between scene process and scene calculation procedure can be taken between a variety of processes
Communication mode, such as: TCP network names pipeline, message queue etc..
In order to make the foregoing objectives, features and advantages of the present invention clearer and more comprehensible, With reference to embodiment
The present invention is described in further detail.
Hereinafter, preferred embodiments of the present invention will be described with reference to the accompanying drawings, it should be understood that preferred reality described herein
Apply example only for the purpose of illustrating and explaining the present invention and is not intended to limit the present invention.
Embodiment one
Fig. 1 is game server scene process load-balancing method flow chart according to the present invention, below with reference to Fig. 1, to this
The game server scene process load-balancing method of invention is described in detail.In the present embodiment with " AOI scanning calculates "
For be illustrated.
Firstly, scene process loads map resource data in step 101, receives the mobile request of player and manage player's seat
Mark data.In the present embodiment, in step 101,1 scene process of game server is responsible for loading map resource data;To
After player enters scene, receives the mobile request of processing player and management player's coordinate data changes.
In step 102, scene process is by player's coordinate real-time synchronization to multiple scene calculation procedures.Specifically, it is receiving
To after the AOI scan request of player, the request and player's real-time coordinates are synchronized to by scene calculation procedure according to the request and waited
It returns to calculated result collection.By naming pipeline (Named Pipe) to be counted in real time between scene process and scene calculation procedure
According to communication with it is synchronous.Each AOI scan request of scene process be balancedly sent to according to load balancing strategy each scene calculate into
Journey.
In step 103, scene calculation procedure receives and records player's coordinate, and is calculated.Specifically, multiple game garments
Business device scene calculation procedure receives player's coordinate data that scene Process Synchronization comes;Record each player's coordinate synchronized
Data are simultaneously managed;Receive the AOI scan request for the player that scene process forwards and being somebody's turn to do according to own process management
Scene related player coordinate data replys the scene process for forwarding this request after the AOI scanning result of the player is calculated.
In the present embodiment, 1 scene process and multiple scene calculation procedures are deployed in same physical machine.
In addition, can increase when player's number is continuously increased so that the load of all scene calculation procedures reaches threshold value in scene
Amount disposes multiple scene calculation procedures and scene process establishes interprocess communication, after player's coordinate data synchronously completes, new portion
The scene calculation procedure of administration is by the computing capability of the further dilatation scene and player's number load capacity.
Detailed, follow-on test environment, process and the result carried out to the method for the present embodiment is as follows:
Processor: Intel(R) Core(TM) i7-4790K CPU@4.00GHz
Memory: 8.00GB
Operating system: 7 SP1 x64 of Windows
Test method:
1 scene process and 4 scene calculation procedures are disposed in configuration physical machine above;
50,000 movable objects are loaded in scene process, and keep operating normally AOI scanning calculating for a long time;
Test result is as follows table:
| Process | CPU | Memory |
| Scene process | 60% | About 4GB |
| Scene calculation procedure 1 | 30%~40% | About 400M |
| Scene calculation procedure 2 | 30%~40% | About 400M |
| Scene calculation procedure 3 | 30%~40% | About 400M |
| Scene calculation procedure 4 | 30%~40% | About 400M |
Table 1
As can be seen from the table, in the case where 50,000 movable objects load, the CPU/ EMS memory occupation of each process is all can be with
In the range of receiving, the visual object quantity that single scene can carry simultaneously greatly improved, can satisfy " ten thousand National People's Congress
Game design demand as scape ".
Embodiment two
The present embodiment provides the distributed deployment schemes of another game server process load balancing, the difference with embodiment one
Place is that 1 scene process and multiple scene calculation procedures are deployed in more different physical machines by the present embodiment, scene
Between process and each scene calculation procedure by network connection (TCP) carry out real-time data communication with it is synchronous.
Other detailed contents of embodiment two are for details, reference can be made to the corresponding portion of embodiment one, and details are not described herein.
When the CPU/ memory source of separate unit physical machine can no longer meet the calculating demand of single scene, embodiment two is
Further dilatation single game scape load capacity provides may.
Embodiment three
The synchronous timeliness of data and high efficiency are most important to final implementation result of the invention, and the data in scene process become
Change, for example player's coordinate updates, and needs real-time synchronization to scene calculation procedure, to guarantee the accuracy of calculated result.However
It is exactly high frequency and magnanimity that similar coordinate, which updates the characteristics of such data variation can all show, but the data volume that single updates
It is often smaller.If the transmission of a large amount of small data packets high frequency is largely using the extensive data method of synchronization
It will affect the network data communication efficiency (reason can refer to Transmission Control Protocol) between running on the process in different physical machines, be unfavorable for
Make full use of network bandwidth resources.
The fundamental characteristics that the present embodiment combination game server framing refreshes and calculates, to embodiment one and embodiment two
Method of data synchronization further progress is improved.
Fig. 2 is the flow chart for the synchrodata that the present invention designs, below with reference to Fig. 2, the same step number that the present invention is designed
According to process be described in detail.
Firstly, the contextual data of required synchronization is cached a frame, and merge before the frame end and update in step 201
Data and it is sent to scene calculation procedure.In step 201, conventional synchronization methods are not used, scene process data becomes
Scene calculation procedure is synchronized to when change, immediately to prevent the frequent transmission of small data packets.In addition, the frequency that single frames synchronizes will not shadow
Ring the timeliness updated.
In step 202, the scene map cached is divided into NxM grid.In step 202, by entire scene
Plan is cut into N*M map grid, by the more new data of every frame buffer in step 202 with individually map grid for singly
Position is managed.It is also passed as unit of the more new data that individually map grid caches when to scene calculation procedure synchrodata
It is defeated.In this way the size of single transmission data packet can be controlled by configuring the value of N and M.
In step 203, identifier is assigned to each grid, and distribute a scene calculate node for each grid.Distribution
Mode uses following formula:
ComputeNodeID=Hash(GridID) % ComputeNodeCount ... (formula 1)
Wherein GridID is the identifier assigned to each grid, and ComputeNodeID indicates scene calculate node ID,
ComputeNodeCount indicates calculate node quantity.The formula guarantees that the every frame of the update of the data in some map grid all can be same
Walk the scene calculation procedure of some fixation (in the case where scene calculation procedure quantity is constant).And it is directed to some map net
The computation requests of lattice can also be sent to the scene calculation procedure accordingly.
According to an embodiment of the invention, the above framing piecemeal Synchronos method compares conventional synchronization mode, on the one hand reduce small
On the other hand the frequent transmission of data packet reduces redundant data and synchronizes, i.e., scene process does not need again all more new datas
All scene calculation procedures are synchronized to, but hash is synchronized to different scene calculation procedures after updating deblocking.Greatly
Synchrodata amount and system IO pressure are reduced greatly, improves the performance of whole system.
Those of ordinary skill in the art will appreciate that: the foregoing is only a preferred embodiment of the present invention, and does not have to
In the limitation present invention, although the present invention is described in detail referring to the foregoing embodiments, for those skilled in the art
For, still can to foregoing embodiments record technical solution modify, or to part of technical characteristic into
Row equivalent replacement.All within the spirits and principles of the present invention, any modification, equivalent replacement, improvement and so on should all include
Within protection scope of the present invention.
Claims (7)
1. a kind of game server scene process load-balancing method, which comprises the following steps:
Scene process loads map resource data, receives the mobile request of player and manages player's coordinate data;
Scene process is by player's coordinate real-time synchronization to multiple scene calculation procedures;
Scene calculation procedure receives and records player's coordinate, and is calculated.
2. game server scene process load-balancing method according to claim 1, which is characterized in that the scene into
Journey by player's coordinate real-time synchronization to multiple scene calculation procedures the step of, further comprise:
The AOI scan request of scene process reception player;
Player's real-time coordinates are synchronized to multiple scenes by name pipeline and calculated by scene process according to the AOI scan request
Process.
3. game server scene process load-balancing method according to claim 2, which is characterized in that the scene into
Journey is according to the AOI scan request, by the step of naming pipeline that player's real-time coordinates are synchronized to multiple scene calculation procedures,
It is that each AOI scan request according to load balancing strategy is balancedly sent to each scene calculation procedure by scene process.
4. game server scene process load-balancing method according to claim 1, which is characterized in that further comprise
1 scene process and multiple scene calculation procedures are deployed in same physical machine by following steps, scene process and each field
Between scape calculation procedure by network connection carry out real-time data communication with it is synchronous.
5. game server scene process load-balancing method according to claim 1, which is characterized in that the scene into
Player's coordinate real-time synchronization to multiple scene calculation procedures, is further comprised by journey:
The contextual data of required synchronization is cached into a frame, and merges more new data before the frame end and is sent to.
6. game server scene process load-balancing method according to claim 1, which is characterized in that the scene into
Player's coordinate real-time synchronization to multiple scene calculation procedures, is further comprised by journey:
The scene map cached is divided into N × M grid;
Identifier is assigned to each grid, and distributes a scene calculate node to each grid.
7. game server scene process load-balancing method according to claim 6, which is characterized in that described to each
Grid distributes the step of scene calculate node, using the following method of salary distribution
ComputeNodeID=Hash(GridID) % ComputeNodeCount
Wherein, ComputeNodeID indicates scene calculate node ID;GridID is the identifier assigned to each grid;
ComputeNodeCount indicates calculate node quantity.
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| CN110866036A (en) * | 2019-11-15 | 2020-03-06 | 腾讯科技(深圳)有限公司 | Data processing method, system, device, terminal and readable storage medium |
| CN112214259A (en) * | 2020-10-19 | 2021-01-12 | 珠海金山网络游戏科技有限公司 | Map loading system, method and device |
| CN112206518A (en) * | 2020-12-07 | 2021-01-12 | 腾讯科技(深圳)有限公司 | Map load balancing method, device, equipment and computer readable storage medium |
| CN112657180A (en) * | 2020-12-21 | 2021-04-16 | 北京像素软件科技股份有限公司 | Game running method and device, electronic equipment and storage medium |
| CN112657185A (en) * | 2020-12-25 | 2021-04-16 | 北京像素软件科技股份有限公司 | Game data processing method, device, system, server and storage medium |
| CN113171604A (en) * | 2021-05-24 | 2021-07-27 | 北京畅游天下网络技术有限公司 | MMORPG global service architecture implementation method and related device |
| CN114344883A (en) * | 2021-12-23 | 2022-04-15 | 网易(杭州)网络有限公司 | Information processing method, information processing device, electronic equipment and storage medium |
| CN114491334A (en) * | 2021-12-27 | 2022-05-13 | 北京百度网讯科技有限公司 | Multi-person same-screen control method in single scene map based on distributed computing framework |
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| CN114344883A (en) * | 2021-12-23 | 2022-04-15 | 网易(杭州)网络有限公司 | Information processing method, information processing device, electronic equipment and storage medium |
| CN114491334A (en) * | 2021-12-27 | 2022-05-13 | 北京百度网讯科技有限公司 | Multi-person same-screen control method in single scene map based on distributed computing framework |
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