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CN1319322C - A system and method for providing game service in communication network - Google Patents

A system and method for providing game service in communication network Download PDF

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Publication number
CN1319322C
CN1319322C CNB200410036625XA CN200410036625A CN1319322C CN 1319322 C CN1319322 C CN 1319322C CN B200410036625X A CNB200410036625X A CN B200410036625XA CN 200410036625 A CN200410036625 A CN 200410036625A CN 1319322 C CN1319322 C CN 1319322C
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game
user
server
message
recreation
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CN1691597A (en
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齐泉
黄鸿森
钟杰萍
唐杰
刘乾
焦敬敏
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Huawei Technologies Co Ltd
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Huawei Technologies Co Ltd
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    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/332Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
    • 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
    • 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
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • 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
    • 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
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/204Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform the platform being a handheld device

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Telephonic Communication Services (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

本发明提供了一种用于在通信网络中提供游戏业务的系统,该系统包括游戏控制单元、游戏管理单元和数据单元。游戏控制单元根据游戏用户发来的请求消息进行游戏业务;游戏管理单元对系统进行配置和管理;数据单元存储并管理游戏控制单元和游戏管理单元的数据。本发明还提供了一种用于在通信网络中提供游戏业务的方法,该方法是会话管理服务器根据游戏用户的请求消息向该游戏用户提供游戏业务,并在接收到游戏用户的退出请求时删除用户的信息。使用本发明的系统和方法不仅可以为移动游戏用户提供丰富的游戏业务,还有利于游戏开发商精力和财力投入到游戏开发上。而且,本发明的方法更利于移动运营商借助移动游戏大力开展移动数据业务。

Figure 200410036625

The invention provides a system for providing game services in a communication network, the system includes a game control unit, a game management unit and a data unit. The game control unit conducts game business according to the request message sent by the game user; the game management unit configures and manages the system; the data unit stores and manages the data of the game control unit and the game management unit. The present invention also provides a method for providing game services in a communication network. In the method, the session management server provides game services to the game user according to the game user's request message, and deletes the game service when receiving the game user's exit request. user information. Using the system and method of the present invention can not only provide rich game services for mobile game users, but also help game developers invest energy and financial resources in game development. Moreover, the method of the present invention is more favorable for mobile operators to vigorously develop mobile data services by means of mobile games.

Figure 200410036625

Description

一种用于在通信网络中提供游戏业务的系统和方法A system and method for providing gaming services in a communication network

技术领域technical field

本发明涉及网络游戏技术,特别是涉及一种用于在通信网络中提供游戏业务的系统和方法。The invention relates to network game technology, in particular to a system and method for providing game services in a communication network.

背景技术Background technique

随着网络技术和移动设备的飞速发展,用户对移动游戏的需求日益增加。而目前的移动游戏基本上都是基于短消息的游戏,比如IQQ游戏、心灵鸡汤游戏等等。这类基于短消息的游戏,由通信终端发送短消息,短消息中心将短消息经互联网短信网关发送给短信游戏应用服务器,服务器上的游戏程序根据短信的内容以及用户的号码进行处理,将返回信息经互联网短信网关发给短消息中心,短消息中心再发给通信终端,通过如此流程进行短消息交互游戏。With the rapid development of network technology and mobile devices, users' demand for mobile games is increasing day by day. And the current mobile games are basically games based on short messages, such as IQQ games, chicken soup games for the soul, and so on. For this type of short message-based game, the communication terminal sends a short message, and the short message center sends the short message to the short message game application server through the Internet short message gateway. The game program on the server processes the content of the short message and the user's number, and returns The information is sent to the short message center through the Internet short message gateway, and then the short message center sends it to the communication terminal, and the short message interactive game is carried out through such a process.

基于短消息的游戏不仅游戏内容非常单调,而且移动运营商难以对游戏业务和游戏用户进行统一的管理。Games based on short messages are not only very monotonous in game content, but also difficult for mobile operators to conduct unified management of game services and game users.

由于国内的移动数据业务处于刚刚起步的阶段,移动游戏平台市场更是一片空白,现有的游戏平台都是游戏开发商和移动终端设备制造商各自开发,没有统一的游戏标准,导致不同游戏开发商开发的游戏不能共享,而且如果在平台上提供大量游戏,在管理和维护方面游戏开发商和移动终端设备制造商将面临更复杂的工作以及更昂贵的费用,比如计费、认证、手机定位方面等。As the domestic mobile data business is just in its infancy, the mobile game platform market is even blank. The existing game platforms are developed by game developers and mobile terminal equipment manufacturers. There is no unified game standard, resulting in different game development. Games developed by developers cannot be shared, and if a large number of games are provided on the platform, game developers and mobile terminal equipment manufacturers will face more complicated work and more expensive expenses in terms of management and maintenance, such as billing, authentication, mobile phone positioning aspect etc.

一个解决方案就是由移动运营商来提供游戏平台系统,一方面,游戏开发商和移动终端设备制造商仅负责开发游戏,而无需投入大量精力和财力在游戏平台的开发上;另一方面,移动运营商也可借助移动游戏大力开展移动数据业务,进而实现向3G过渡。One solution is to provide game platform systems by mobile operators. On the one hand, game developers and mobile terminal equipment manufacturers are only responsible for developing games without investing a lot of energy and financial resources in the development of game platforms; Operators can also vigorously develop mobile data services with the help of mobile games, and then realize the transition to 3G.

发明内容Contents of the invention

本发明的主要目的在于提供一种用于在通信网络中提供游戏业务的系统,使移动运营商能够在统一的游戏平台上为移动用户提供游戏服务。The main purpose of the present invention is to provide a system for providing game services in a communication network, so that mobile operators can provide game services for mobile users on a unified game platform.

本发明的另一主要目的在于提供一种用于在通信网络中提供游戏业务的方法,使移动用户能够更方便地使用游戏业务。Another main purpose of the present invention is to provide a method for providing game services in a communication network, so that mobile users can use game services more conveniently.

本发明的目的是通过如下技术方案实现的:The purpose of the present invention is achieved through the following technical solutions:

一种用于在通信网络中提供游戏业务的系统,包括游戏控制单元和数据单元,其中游戏控制单元用于接收经由通信网络发来的通信终端的游戏请求消息,根据该游戏请求消息提供游戏业务,并将游戏请求响应消息经由通信网络发送至移动通信终端;数据单元用于存储和管理游戏控制单元发来的数据,并在游戏控制单元请求数据时将数据发送至游戏控制单元。A system for providing game services in a communication network, comprising a game control unit and a data unit, wherein the game control unit is used to receive a game request message from a communication terminal sent via the communication network, and provide game services according to the game request message , and send the game request response message to the mobile communication terminal via the communication network; the data unit is used to store and manage the data sent by the game control unit, and send the data to the game control unit when the game control unit requests data.

所述游戏控制单元包括:The game control unit includes:

接入代理服务器,用于将移动通信终端发来的请求消息转发至会话管理服务器或游戏容器服务器,并将接收自会话管理服务器或游戏容器服务器的响应消息转发至移动通信终端;The access proxy server is used to forward the request message sent by the mobile communication terminal to the session management server or the game container server, and forward the response message received from the session management server or the game container server to the mobile communication terminal;

会话管理服务器,用于接收接入代理服务器发来的游戏用户的请求消息,当所述请求消息为登录信息时,对登录信息进行鉴权认证之后保持会话过程,直到游戏用户退出系统;The session management server is used to receive the request message of the game user sent by the access proxy server. When the request message is login information, the session process is maintained after the login information is authenticated until the game user exits the system;

游戏容器服务器,用于加载并创建游戏服务器端逻辑,根据接入代理服务器或会话管理服务器发来的游戏用户的请求消息处理每个游戏用户在系统中的业务流程。The game container server is used to load and create game server-side logic, and process each game user's business process in the system according to the game user's request message sent by the access proxy server or the session management server.

所述游戏控制单元进一步包括:认证计费服务器,用于在游戏用户使用游戏业务之后进行计费,以及接收来自会话管理服务器的用户积分消息,存储并发送积分排行榜消息至接入代理服务器。The game control unit further includes: an authentication and billing server, which is used for billing after the game user uses the game service, and receives the user score message from the session management server, stores and sends the score leaderboard message to the access proxy server.

所述系统进一步包括:游戏管理单元,用于发送设置信息和管理信息至游戏控制单元,并接收来自游戏控制单元的设置响应信息和管理响应信息,以及将数据存储在数据单元并从数据单元提取数据。The system further includes: a game management unit for sending setting information and management information to the game control unit, and receiving setting response information and management response information from the game control unit, and storing data in the data unit and extracting the data from the data unit data.

所述游戏管理单元包括:The game management unit includes:

用于设置并管理所述系统的游戏控制单元和数据单元的游戏业务管理模块:Game business management module for setting and managing the game control unit and data unit of the system:

用于管理游戏用户的状态、管理游戏用户订购游戏业务并管理游戏运营的游戏运营支撑管理模块;A game operation support management module used to manage the status of game users, manage game users ordering game business, and manage game operations;

用于管理系统虚拟社区及论坛的游戏社区管理模块。A game community management module for managing system virtual communities and forums.

所述数据包括用户相关数据、游戏相关数据和系统相关数据,所述用户相关数据包括用户注册信息、游戏数据和积分,所述游戏相关数据包括供应商信息、计费规则信息和版权信息,所述系统相关数据包括系统配置信息。The data includes user-related data, game-related data and system-related data, the user-related data includes user registration information, game data and credits, the game-related data includes supplier information, billing rule information and copyright information, so The above system-related data includes system configuration information.

一种用于在通信网络中提供游戏业务的方法,至少包括如下步骤:A method for providing game services in a communication network, comprising at least the following steps:

A、会话管理服务器根据接入代理服务器转发的游戏用户的用于请求游戏业务的消息,向该游戏用户提供游戏容器服务器中的游戏业务,或者会话管理服务器或游戏容器服务器通过接入代理服务器向该游戏用户发送与游戏用户相关的消息;A. The session management server provides the game user with the game service in the game container server according to the game user’s request for game service forwarded by the access proxy server, or the session management server or the game container server sends the game service to the game user through the access proxy server. The game user sends messages related to the game user;

B、在会话管理服务器或游戏容器服务器接收到来自游戏用户的退出请求消息时,删除游戏用户的信息,并通过代理接入服务器发送退出消息至游戏用户。B. When the session management server or the game container server receives the logout request message from the game user, delete the game user's information, and send the logout message to the game user through the proxy access server.

步骤A包括:会话管理服务器在接收到来自游戏用户的请求游戏大厅消息之后,发送包含该游戏大厅的游戏列表的请求游戏大厅响应消息至游戏用户,并在用户所请求的游戏大厅增加该游戏用户的用户信息;Step A includes: after receiving the game hall request message from the game user, the session management server sends a request game hall response message containing the game list of the game hall to the game user, and adds the game user to the game hall requested by the user user information;

游戏容器服务器在接收到来自游戏用户的加入游戏室请求消息之后,在用户请求加入的游戏室中增加用户信息,并发送加入游戏室响应消息至游戏用户;After the game container server receives the request message for joining the game room from the game user, it adds user information in the game room requested by the user to join, and sends a response message for joining the game room to the game user;

游戏容器服务器在接收到来自游戏用户的加入游戏请求消息之后,在用户请求加入的游戏中增加用户信息,并发送加入游戏响应消息至游戏用户,或者在接收到来自游戏用户的观看游戏请求消息之后,在用户请求观看的游戏中加入用户信息。After receiving the game joining request message from the game user, the game container server adds user information to the game requested by the user, and sends a joining game response message to the game user, or after receiving the game viewing request message from the game user , adding user information to the game the user requests to watch.

步骤A进一步包括:游戏容器服务器在其他游戏用户退出或加入游戏室时,发送游戏室更新通知消息至游戏用户,或者在其他游戏用户向该游戏用户发出邀请时,发送游戏室邀请通知消息至游戏用户,或者在下发游戏广告或维护信息时,发送游戏用户通知消息至游戏用户。Step A further includes: the game container server sends a game room update notification message to the game user when other game users exit or join the game room, or sends a game room invitation notification message to the game user when other game users send invitations to the game user. users, or when sending game advertisements or maintenance information, send game user notification messages to game users.

步骤A进一步包括:会话管理服务器接收来自游戏用户的积分消息,记录该游戏用户的积分;Step A further includes: the session management server receives the integral message from the game user, and records the integral of the game user;

认证计费服务器接收来自会话管理服务器的用户积分消息,更新积分排行榜,并将包含积分排行榜的积分排行榜消息发送至游戏用户。The authentication and accounting server receives the user score message from the session management server, updates the score leaderboard, and sends the score leaderboard message including the score leaderboard to the game user.

步骤B包括:Step B includes:

游戏容器服务器在接收到来自游戏用户的退出游戏请求之后,从游戏用户请求退出的游戏中删除该游戏用户的信息,发送计费信息至认证计费服务器,认证计费服务器返回计费响应给游戏容器服务器,,游戏容器服务器通过接入代理服务器发送退出游戏响应消息至游戏用户;After the game container server receives the exit request from the game user, it deletes the information of the game user from the game requested by the game user, sends the billing information to the authentication and billing server, and the authentication and billing server returns a billing response to the game The container server, the game container server sends an exit game response message to the game user through the access proxy server;

会话管理服务器在接收到来自游戏用户的退出游戏室请求消息之后,从游戏用户请求退出的游戏室中删除该游戏用户的信息,并发送退出游戏室响应消息至游戏用户;After the session management server receives the exit game room request message from the game user, it deletes the game user's information from the game room requested by the game user to exit, and sends an exit game room response message to the game user;

会话管理服务器在接收到来自游戏用户的退出游戏大厅请求消息之后,从游戏用户请求退出的游戏大厅中删除该游戏用户的信息,并发送退出游戏大厅响应消息至游戏用户;After the session management server receives the exit game lobby request message from the game user, it deletes the game user's information from the game lobby where the game user requests to exit, and sends a response message to the game user to exit the game lobby;

会话管理服务器在接收到来自游戏用户的退出系统请求消息之后,清除游戏用户本次登录的信息,并发送退出系统响应消息至游戏用户。After receiving the system exit request message from the game user, the session management server clears the current login information of the game user, and sends a system exit response message to the game user.

步骤A之前进一步包括对请求游戏业务的用户进行鉴权的步骤。Before step A, it further includes the step of authenticating the user requesting the game service.

本发明提供了一种用于在通信网络中提供游戏业务的系统,该系统包括游戏控制单元、游戏管理单元和数据单元。游戏控制单元根据游戏用户发来的请求消息进行游戏业务;游戏管理单元对系统进行配置和管理;数据单元存储并管理游戏控制单元和游戏管理单元的数据。本发明还提供了一种用于在通信网络中提供游戏业务的方法,该方法是会话管理服务器根据游戏用户的请求消息向该游戏用户提供游戏业务,并在接收到游戏用户的退出请求时删除游戏用户的信息。现有技术中移动游戏一般是基于短消息的游戏方式,内容单调,无法满足日益增长的移动游戏的需求,而且,现有技术中一般由游戏开发商来构建移动游戏平台,不同游戏开发商之间的游戏无法在一个平台上共享,而且游戏开发商也面临复杂的游戏平台管理工作以及昂贵的游戏平台维护费用。本发明的系统和方法填补了统一的移动游戏平台市场的空白,不同游戏开发商的游戏可以在平台上共享,不仅可以为移动游戏用户提供丰富的游戏业务,还有利于游戏开发商将精力和财力投入到游戏开发上,而无需花费巨大的资金在游戏平台管理上,移动运营商能够方便有效地管理游戏运营状况,有利于移动运营商借助移动游戏大力开展移动数据业务。而且,因为本发明的游戏控制单元为多个独立的服务器组成,每个服务器可单独进行调整和扩充,避免由于单点故障而造成业务停止。The invention provides a system for providing game services in a communication network, the system includes a game control unit, a game management unit and a data unit. The game control unit conducts game business according to the request message sent by the game user; the game management unit configures and manages the system; the data unit stores and manages the data of the game control unit and the game management unit. The present invention also provides a method for providing game services in a communication network. In the method, the session management server provides game services to the game user according to the game user's request message, and deletes the game service when receiving the game user's exit request. Information about game users. Mobile games in the prior art are generally played based on short messages, and the content is monotonous, which cannot meet the growing demand for mobile games. Moreover, in the prior art, the mobile game platform is generally constructed by game developers, and there is a gap between different game developers. More games cannot be shared on one platform, and game developers also face complex game platform management work and expensive game platform maintenance costs. The system and method of the present invention fill the gap in the unified mobile game platform market, and the games of different game developers can be shared on the platform, which can not only provide rich game services for mobile game users, but also help game developers to spend energy and Financial resources are invested in game development without spending a huge amount of money on game platform management. Mobile operators can easily and effectively manage game operation status, which is conducive to mobile operators to vigorously develop mobile data services through mobile games. Moreover, because the game control unit of the present invention is composed of a plurality of independent servers, each server can be adjusted and expanded independently, so as to avoid service stoppage due to a single point of failure.

附图说明Description of drawings

图1是根据本发明的用于在通信网络中提供游戏业务的系统的结构框图。FIG. 1 is a structural block diagram of a system for providing game services in a communication network according to the present invention.

图2是根据本发明的实现游戏用户登录系统、加入游戏和退出系统的方法流程图。Fig. 2 is a flow chart of a method for realizing a game user logging into the system, joining a game and exiting the system according to the present invention.

图3是根据本发明的实现游戏用户观看游戏的方法流程图。Fig. 3 is a flowchart of a method for game users to watch games according to the present invention.

图4是根据本发明的实现游戏用户更新消息的方法流程图。Fig. 4 is a flowchart of a method for implementing game user update messages according to the present invention.

图5是根据本发明的实现游戏用户积分上报的方法一的流程图。FIG. 5 is a flow chart of the first method for reporting game user points according to the present invention.

图6是根据本发明的实现游戏用户积分上报的方法二的流程图。FIG. 6 is a flow chart of the second method for reporting game user points according to the present invention.

具体实施方式Detailed ways

为了使本发明的目的、技术方案和优点更清楚,下面结合附图和具体实施方式对本发明作进一步描述。In order to make the purpose, technical solution and advantages of the present invention clearer, the present invention will be further described below in conjunction with the accompanying drawings and specific embodiments.

根据本发明的系统是将各种游戏应用中共性的部分抽离而形成与具体游戏逻辑独立的游戏平台系统,将具体的游戏逻辑与游戏平台相分离。According to the system of the present invention, the common parts of various game applications are separated to form a game platform system independent of the specific game logic, and the specific game logic is separated from the game platform.

图1是根据本发明的用于在通信网络中提供游戏业务的系统结构框图。从图中可以看出,通信终端经通信网络连接到下载平台,下载平台存放游戏客户端程序,通信终端可以从下载平台上下载游戏客户端,然后安装游戏客户端程序,用户的通信终端通过通信网络与根据本发明的系统交互消息,该系统包括三个互相连接的单元:游戏控制单元110、游戏管理单元120和数据单元130。FIG. 1 is a block diagram of a system structure for providing game services in a communication network according to the present invention. It can be seen from the figure that the communication terminal is connected to the download platform through the communication network, and the download platform stores the game client program, and the communication terminal can download the game client from the download platform, and then install the game client program. The network exchanges messages with the system according to the invention, which comprises three interconnected units: a game control unit 110 , a game management unit 120 and a data unit 130 .

游戏控制单元110是本系统的核心部件,它接收来自游戏用户经由通信网络发来的请求消息,进行会话管理、存储并处理游戏逻辑、认证计费,并向通信网络输出游戏平台系统的消息;接收来自游戏管理单元120的管理和配置信息,并将管理和配置响应结果发送至游戏管理单元120;从数据单元130取出已经存入的游戏平台数据,并将新生成的游戏平台数据存入数据单元130。The game control unit 110 is the core component of the system. It receives request messages from game users via the communication network, performs session management, stores and processes game logic, authentication and billing, and outputs game platform system messages to the communication network; Receive the management and configuration information from the game management unit 120, and send the management and configuration response results to the game management unit 120; take out the stored game platform data from the data unit 130, and store the newly generated game platform data into the data Unit 130.

游戏管理单元120用于进行游戏业务管理、游戏运营支撑管理、游戏社区管理。游戏管理单元120发送管理和配置信息至游戏控制单元110,并接收来自游戏控制单元110的管理和配置响应结果;从数据单元130取出已经存入的游戏平台数据,并将新生成的游戏平台数据存入数据单元130。The game management unit 120 is used for game business management, game operation support management, and game community management. The game management unit 120 sends management and configuration information to the game control unit 110, and receives management and configuration response results from the game control unit 110; takes out the stored game platform data from the data unit 130, and transfers the newly generated game platform data Stored in data unit 130.

数据单元130用于管理和存储游戏控制单元110和游戏管理单元120的数据,并在需要时将数据发送至游戏控制单元110和游戏管理单元120。数据单元130包括管理和存储游戏平台数据的数据库服务器131。游戏平台数据包括用户相关信息、游戏相关信息、系统相关信息等。用户相关信息包括用户注册信息、游戏数据、积分等。游戏相关信息包括供应商信息、计费规则信息、版权信息等。系统相关信息包括游戏平台的配置信息等。The data unit 130 is used to manage and store the data of the game control unit 110 and the game management unit 120, and send the data to the game control unit 110 and the game management unit 120 when needed. The data unit 130 includes a database server 131 that manages and stores game platform data. Game platform data includes user-related information, game-related information, system-related information, etc. User-related information includes user registration information, game data, points, etc. Game-related information includes supplier information, billing rule information, copyright information, and the like. System-related information includes configuration information of the game platform and the like.

游戏控制单元110包括接入代理服务器111、会话管理服务器112、游戏容器服务器113和认证计费服务器114。每种服务器都可以由多个服务器组成,以提供高可用的并行处理服务。The game control unit 110 includes an access proxy server 111 , a session management server 112 , a game container server 113 and an authentication and accounting server 114 . Each server can be composed of multiple servers to provide highly available parallel processing services.

接入代理服务器111用于接入来自外部通信网络的以各种通道接入的消息,通道包括HTTP通道、TCP/UDP、SMS/MMS、WAP网络的接入通道,将以上协议承载的消息发送至会话管理服务器112和游戏容器服务器113,并把来自会话管理服务器112和游戏容器服务器113的消息以各种通道输出到外部的通信网络。The access proxy server 111 is used to access messages from external communication networks via various channels, including HTTP channels, TCP/UDP, SMS/MMS, and WAP network access channels, and sends messages carried by the above protocols to to the session management server 112 and the game container server 113, and output the messages from the session management server 112 and the game container server 113 to the external communication network through various channels.

会话管理服务器112负责游戏用户的会话接入,并且注册其登录信息,保持会话过程直到游戏用户退出游戏平台。同时负责单机版游戏的积分上报流程,负责单机游戏的积分记录。会话管理服务器包含游戏大厅模块,该游戏大厅模块管理所有游戏业务所在的具体的游戏室。游戏大厅是所有游戏业务的包含容器,通过游戏室的逻辑模块管理具体的游戏区域。The session management server 112 is responsible for the game user's session access, and registers its login information, and keeps the session process until the game user exits the game platform. At the same time, it is responsible for the point reporting process of the stand-alone game, and is responsible for the point record of the stand-alone game. The session management server contains the game lobby module, which manages the specific game rooms where all game services are located. The game hall is the container for all game businesses, and the specific game area is managed through the logic module of the game room.

会话管理服务器112接收来自接入代理服务器111的用户登录请求消息,判断用户是否可以登录,并将用户登录鉴权信息发送至认证计费服务器114,或将登录失败返回消息发送至接入代理服务器111;接入来自认证计费服务器114的鉴权响应消息,并将该消息发送至接入代理服务器111;保持会话过程直到接收到来自游戏容器服务器113的用户退出请求;接收来自接入代理服务器111的请求游戏大厅消息,并将游戏大厅响应消息发送至接入代理服务器111;接收来自接入代理服务器111的用户积分信息,将积分信息发送至认证计费服务器114。The session management server 112 receives the user login request message from the access proxy server 111, judges whether the user can log in, and sends the user login authentication information to the authentication and accounting server 114, or sends a login failure return message to the access proxy server 111; access the authentication response message from the authentication and accounting server 114, and send the message to the access proxy server 111; keep the session process until receiving the user exit request from the game container server 113; receive the request from the access proxy server 111 requests the game hall message, and sends the game hall response message to the access proxy server 111; receives the user point information from the access proxy server 111, and sends the point information to the authentication and accounting server 114.

游戏容器服务器113用于管理游戏业务逻辑,处理每个游戏用户在游戏平台的业务流程,负责加载并创建游戏服务器端逻辑,收集记录并发送游戏用户的计费数据。游戏容器服务器113包含有具体的游戏业务运行的游戏室,是每个游戏用户进入游戏的门户。游戏室中又包含的具体的游戏桌,游戏桌是游戏用户参加游戏的场所。The game container server 113 is used to manage the business logic of the game, handle the business process of each game user on the game platform, be responsible for loading and creating the game server-side logic, collect, record and send the billing data of the game user. The game container server 113 includes a game room where specific game services are run, and is a portal for each game user to enter the game. A specific game table is included in the game room, and the game table is a place for game users to participate in games.

游戏容器服务器113接收来自接入代理服务器111的加入游戏室请求消息,判断游戏室的人数是否达到上限,人数未达上限则将用户加入游戏室,并发送加入游戏室响应消息至接入代理服务器111,人数已达上限,则拒绝用户加入并发送加入游戏室失败消息至接入代理服务器111;接收来自接入代理服务器111的加入游戏请求消息,判断游戏桌的人数是否达到上限,人数未达上限则将用户加入游戏,并发送加入游戏响应消息至接入代理服务器111,人数已达上限,则拒绝用户加入并发送加入游戏失败消息至接入代理服务器111;接收来自接入代理服务器111的观看游戏请求消息,判断当前的观看人数是否已达上限,人数未达上限则使用户观看游戏,并发送观看游戏响应消息至接入代理服务器111,人数已达上限,则拒绝用户观看并发送观看请求失败消息至接入代理服务器111,用户观看的游戏结束时发送游戏结束通知消息给会话管理服务器112和接入代理服务器111;在有其他游戏用户退出或加入游戏室时发送游戏室更新通知消息至接入代理服务器111;在用户接收到其他游戏用户邀请时发送游戏室邀请通知消息至接入代理服务器111;在游戏平台系统下发游戏广告和维护信息时发送游戏用户通知消息至接入代理服务器111;接收来自会话管理服务器112的用户退出请求消息,清除用户信息并退出游戏应用逻辑之后发送最终计费消息至认证计费服务器114,使用户返回游戏室后发送用户退出通知消息至会话管理服务器112和接入代理服务器111。The game container server 113 receives the request message to join the game room from the access proxy server 111, and judges whether the number of people in the game room has reached the upper limit. 111, the number of people has reached the upper limit, then reject the user to join and send a message of failure to join the game room to the access proxy server 111; receive the request message for joining the game from the access proxy server 111, and determine whether the number of people at the game table has reached the upper limit, and the number has not reached The upper limit then adds the user to the game, and sends a response message to join the game to the access proxy server 111. Watch the game request message to judge whether the current number of viewers has reached the upper limit. If the number of viewers has not reached the upper limit, the user will watch the game and send a game viewing response message to the access proxy server 111. If the number of viewers has reached the upper limit, the user will be rejected and sent to watch The request failure message is sent to the access proxy server 111, and the game end notification message is sent to the session management server 112 and the access proxy server 111 when the game watched by the user ends; the game room update notification message is sent when other game users exit or join the game room To the access proxy server 111; when the user receives invitations from other game users, send a game room invitation notification message to the access proxy server 111; when the game platform system issues game advertisements and maintenance information, send game user notification messages to the access proxy Server 111: Receive the user withdrawal request message from session management server 112, clear user information and exit the game application logic, and then send the final billing message to authentication billing server 114, send the user withdrawal notification message to session management after the user returns to the game room server 112 and access proxy server 111.

认证计费服务器(AAA Server)114用于游戏用户的信息鉴权认证,计费服务,管理游戏用户的虚拟金币数据,是游戏平台的虚拟银行。The authentication and accounting server (AAA Server) 114 is used for information authentication and authentication of game users, accounting services, and management of virtual gold coin data of game users, which is a virtual bank of the game platform.

认证计费服务器114接收来自会话管理服务器112的用户登录鉴权消息,对用户进行鉴权认证后发送用户鉴权响应消息至会话管理服务器112;接收来自会话管理服务器112的用户积分消息,并将积分排行榜消息发送至接入代理服务器111;接收来自游戏容器服务器113的最终计费信息,完成计费并清除该用户的内存数据之后发送计费响应消息至游戏容器服务器113。The authentication and accounting server 114 receives the user login authentication message from the session management server 112, sends the user authentication response message to the session management server 112 after performing authentication on the user; receives the user points message from the session management server 112, and Score leaderboard message is sent to access proxy server 111; receives final billing information from game container server 113, completes billing and clears the user's memory data, and then sends billing response message to game container server 113.

游戏控制单元110的工作原理如下:The working principle of the game control unit 110 is as follows:

登录系统:接入代理服务器111接收来自客户端的用户登录请求消息,并将该消息转发至会话管理服务器112;会话管理服务器112判断用户是否可以登录,如果是,则发送用户登录鉴权消息至认证计费服务器114,否则发送登录失败消息至接入代理服务器111,由接入代理服务器111将该消息转发至客户端;认证计费服务器114接收来自会话管理服务器112的用户登录鉴权消息,对用户进行鉴权认证,并发送用户鉴权响应消息至会话管理服务器112;会话管理服务器接收来自认证计费服务器114的用户鉴权响应消息,并将该消息转发至接入代理服务器111,由接入代理服务器111将该消息转发至客户端。Login system: the access proxy server 111 receives the user login request message from the client, and forwards the message to the session management server 112; the session management server 112 judges whether the user can log in, and if so, sends the user login authentication message to the authentication Accounting server 114, otherwise sends login failure message to access proxy server 111, and the message is forwarded to the client by access proxy server 111; Authentication and accounting server 114 receives the user login authentication message from session management server 112, to The user performs authentication and authentication, and sends a user authentication response message to the session management server 112; the session management server receives the user authentication response message from the authentication and accounting server 114, and forwards the message to the access proxy server 111, and the session management server The inbound proxy server 111 forwards the message to the client.

请求游戏大厅:接入代理服务器111接收来自客户端的请求游戏大厅消息,并将该消息发送至会话管理服务器112;会话管理服务器112接收来自接入代理服务器111的请求游戏大厅消息,将游戏大厅响应消息发送至接入代理服务器111,由接入代理服务器111将该消息转发至客户端。Request game hall: the access proxy server 111 receives the request game hall message from the client, and sends the message to the session management server 112; the session management server 112 receives the request game hall message from the access proxy server 111, and sends the game hall response The message is sent to the access proxy server 111, and the access proxy server 111 forwards the message to the client.

加入游戏室:接入代理服务器111接收来自客户端的加入游戏室请求消息,并将该消息发送至游戏容器服务器113;游戏容器服务器113判断游戏室的人数是否已达上限,如果是,则发送加入游戏室失败消息至接入代理服务器111,否则将用户加入游戏室,并发送加入游戏室响应消息至接入代理服务器111;接入代理服务器111接收来自游戏容器服务器113的加入游戏室失败消息或加入游戏室响应消息,并将加入游戏室失败消息或加入游戏室响应消息发送至转发至客户端。Join the game room: the access proxy server 111 receives the request message for joining the game room from the client, and sends the message to the game container server 113; the game container server 113 judges whether the number of people in the game room has reached the upper limit, and if so, then sends a join request message. The game room failure message is to the access proxy server 111, otherwise the user is added to the game room, and a response message is sent to the access proxy server 111 to join the game room; the access proxy server 111 receives the failure message from the game container server 113 to join the game room or Join the game room response message, and send the failure message of joining the game room or the response message of joining the game room to the client.

加入游戏:接入代理服务器111接收来自客户端的加入游戏请求消息,并将该消息发送至游戏容器服务器113;游戏容器服务器113判断游戏桌的人数是否已达上限,如果是,则发送加入游戏失败消息至接入代理服务器111,否则将用户加入游戏,并发送加入游戏响应消息至接入代理服务器111;接入代理服务器111接收来自游戏容器服务器113的加入游戏失败消息或加入游戏响应消息,并将加入游戏失败消息或加入游戏响应消息转发至客户端。Join the game: the access proxy server 111 receives the request message for joining the game from the client, and sends the message to the game container server 113; the game container server 113 judges whether the number of people at the game table has reached the upper limit, and if so, sends a failure to join the game message to the access proxy server 111, otherwise the user is added to the game, and the response message for joining the game is sent to the access proxy server 111; the access proxy server 111 receives the failed message of joining the game or the response message of joining the game from the game container server 113, and Forward the game joining failure message or game joining response message to the client.

观看游戏:接入代理服务器111接收来自客户端的观看游戏请求消息,并将该消息发送至游戏容器服务器113;游戏容器服务器113判断当前用户的观看人数是否已达上限,如果是,则发送观看请求失败消息至接入代理服务器111,否则使用户观看游戏,并发送观看游戏返回消息至接入代理服务器111;接入代理服务器111接收来自游戏容器服务器113的观看请求失败消息和观看游戏返回消息,并将该观看请求失败消息和观看游戏返回消息转发至客户端;游戏容器服务器113在游戏结束时发送游戏结束通知消息至接入代理服务器111;接入代理服务器111将该消息转发至客户端。Watch the game: the access proxy server 111 receives the game watch request message from the client, and sends the message to the game container server 113; the game container server 113 judges whether the number of viewers of the current user has reached the upper limit, and if so, sends a watch request The failure message is sent to the access proxy server 111, otherwise the user is allowed to watch the game, and a return message for viewing the game is sent to the access proxy server 111; the access proxy server 111 receives the viewing request failure message and the viewing game return message from the game container server 113, And the viewing request failure message and the viewing game return message are forwarded to the client; the game container server 113 sends a game end notification message to the access proxy server 111 when the game ends; the access proxy server 111 forwards the message to the client.

退出游戏:接入代理服务器111接收来自客户端的用户退出游戏请求消息,并将该消息发送至会话管理服务器112;会话管理服务器112接收来自接入代理服务器111的用户退出游戏请求消息,并将该消息发送至游戏容器服务器113;游戏容器服务器113接收来自会话管理服务器112的用户退出游戏请求消息,清除用户信息,退出游戏应用逻辑,并发送最终计费信息至认证计费服务器114;认证计费服务器114完成计费,清除内存中的用户数据之后发送计费响应消息至游戏容器服务器113;游戏容器服务器113接收来自认证计费服务器114的计费响应消息,使用户返回游戏室之后,发送用户退出游戏通知消息至会话管理服务器112和接入代理服务器111;接入代理服务器111接收来自游戏容器服务器113的用户退出游戏通知消息,并将该消息转发至客户端。Exit the game: the access proxy server 111 receives the user exit game request message from the client, and sends the message to the session management server 112; the session management server 112 receives the user exit game request message from the access proxy server 111, and sends the message The message is sent to the game container server 113; the game container server 113 receives the user's exit game request message from the session management server 112, clears the user information, exits the game application logic, and sends the final billing information to the authentication billing server 114; authentication billing The server 114 completes the billing, and sends the billing response message to the game container server 113 after clearing the user data in the internal memory; The game exit notification message is sent to the session management server 112 and the access proxy server 111; the access proxy server 111 receives the user exit game notification message from the game container server 113, and forwards the message to the client.

退出游戏室:接入代理服务器111接收来自客户端的用户退出游戏室请求消息,并将该消息发送至会话管理服务器112;会话管理服务器112接收来自接入代理服务器111的用户退出游戏室请求消息,并将该消息发送至游戏容器服务器113;游戏容器服务器113接收来自会话管理服务器112的用户退出游戏室请求消息,使用户退出游戏室,返回游戏大厅,并发送用户退出游戏室通知消息至会话管理服务器112和接入代理服务器111;接入代理服务器111接收来自游戏容器服务器113的用户退出游戏室通知消息,并将该消息转发至客户端。Exit the game room: the access proxy server 111 receives the user's exit from the game room request message from the client, and sends the message to the session management server 112; the session management server 112 receives the user's exit from the game room request message from the access proxy server 111, And send this message to the game container server 113; The game container server 113 receives the user from the session management server 112 and withdraws from the game room request message, makes the user withdraw from the game room, returns to the game hall, and sends the user to withdraw from the game room notification message to the session management The server 112 and the access proxy server 111; the access proxy server 111 receives the user exit game room notification message from the game container server 113, and forwards the message to the client.

退出游戏大厅:接入代理服务器111接收来自客户端的用户退出游戏大厅请求消息,并将该消息发送至会话管理服务器112;会话管理服务器112接收来自接入代理服务器111的用户退出游戏大厅请求消息,使用户退出游戏大厅,并发送用户退出游戏大厅通知消息至接入代理服务器111;接入代理服务器111接收来自会话管理服务器112的用户退出游戏大厅通知消息,并将该消息转发至客户端。Exit the game hall: the access proxy server 111 receives the user's request message from the client to withdraw from the game hall, and sends the message to the session management server 112; the session management server 112 receives the user's request message from the access proxy server 111 to withdraw from the game hall, Make the user exit the game hall, and send the user exit game hall notification message to the access proxy server 111; the access proxy server 111 receives the user exit game hall notification message from the session management server 112, and forwards the message to the client.

退出系统:接入代理服务器111接收来自客户端的用户退出系统请求消息,并将该消息发送至会话管理服务器112;会话管理服务器112接收来自接入代理服务器111的用户退出系统请求消息,使用户退出系统,清除用户本次登录的信息,并发送用户退出系统通知消息至接入代理服务器111;接入代理服务器111接收来自会话管理服务器112的用户退出系统通知消息,并将该消息转发至客户端。Exit the system: the access proxy server 111 receives the user exit system request message from the client, and sends the message to the session management server 112; the session management server 112 receives the user exit system request message from the access proxy server 111, and makes the user exit The system clears the information of the user's current login, and sends the user exit system notification message to the access proxy server 111; the access proxy server 111 receives the user exit system notification message from the session management server 112, and forwards the message to the client .

游戏室更新通知:游戏容器服务器113在其他游戏用户退出或加入游戏室时,发送游戏室更新通知消息至接入代理服务器111;接入代理服务器111接收来自游戏容器服务器113的游戏室更新通知消息,并将该消息转发至客户端。Game room update notification: the game container server 113 sends a game room update notification message to the access proxy server 111 when other game users exit or join the game room; the access proxy server 111 receives the game room update notification message from the game container server 113 , and forwards the message to the client.

游戏室邀请通知:游戏容器服务器113在用户接收到其他游戏用户的邀请时,发送游戏室邀请通知消息至接入代理服务器111;接入代理服务器111接收来自游戏容器服务器113的游戏室邀请通知消息,并将该消息转发至客户端。Game room invite notice: game container server 113 sends game room invite notice message to access proxy server 111 when user receives invitation from other game users; access proxy server 111 receives game room invite notice message from game container server 113 , and forwards the message to the client.

游戏用户通知:游戏容器服务器113在系统需要下发游戏广告和维护信息时,发送游戏用户通知消息至接入代理服务器111;接入代理服务器111接收来自游戏容器服务器113的游戏用户通知消息,并将该消息转发至客户端。Game user notification: the game container server 113 sends a game user notification message to the access proxy server 111 when the system needs to issue game advertisements and maintenance information; the access proxy server 111 receives the game user notification message from the game container server 113, and Forward the message to the client.

上报用户积分:接入代理服务器111接收来自客户端的用户积分消息,并将该消息发送至会话管理服务器112;会话管理服务器112接收来自接入代理服务器111的用户积分消息,记录积分,并将该消息发送至认证计费服务器114;认证计费服务器114接收来自会话管理服务器112的用户积分消息,更新积分排行榜,并将积分排行榜消息发送至接入代理服务器111;接入代理服务器111接收来自认证计费服务器114的积分排行榜消息,并将该消息转发至客户端。Report user points: the access proxy server 111 receives the user points message from the client, and sends the message to the session management server 112; the session management server 112 receives the user points message from the access proxy server 111, records the points, and sends the message to the session management server 112. The message is sent to the authentication and billing server 114; the authentication and billing server 114 receives the user points message from the session management server 112, updates the points leaderboard, and sends the points leaderboard message to the access proxy server 111; the access proxy server 111 receives The points leaderboard message from the authentication and accounting server 114 is forwarded to the client.

游戏管理单元120包括三个互相连接的模块:游戏业务管理模块121、游戏运营支撑管理模块122和游戏社区管理模块123。The game management unit 120 includes three interconnected modules: a game business management module 121 , a game operation support management module 122 and a game community management module 123 .

游戏业务管理模块121用于管理游戏开发商在游戏平台上的游戏业务的申请、审批和发布的流程,同时管理并配置会话管理服务器113、接入代理服务器111,游戏容器服务器113和认证计费服务器114,并管理游戏运营状况。The game business management module 121 is used to manage the application, approval and release process of the game business on the game platform by the game developer, and at the same time manage and configure the session management server 113, the access proxy server 111, the game container server 113 and authentication and billing Server 114, and manage the game operation status.

游戏运营支撑管理模块122用于游戏用户的注册与注销、激活与去激活、游戏玩家定购游戏业务,同时管理与游戏运营相关的计费,并统计游戏的运营状况。The game operation support management module 122 is used for registration and cancellation, activation and deactivation of game users, ordering of game services by game players, management of billing related to game operation, and statistics of game operation status.

游戏社区管理模块123用于管理游戏平台的虚拟社区,管理游戏用户在游戏平台上的得分情况、奖励与处罚、游戏用户虚拟职业的升降变化,以及提供并管理游戏用户与游戏开发商的发言论坛等。The game community management module 123 is used to manage the virtual community of the game platform, manage game users' scores on the game platform, rewards and punishments, the ups and downs of game users' virtual occupations, and provide and manage game users and game developers' speech forums wait.

图2是根据本发明的实现游戏用户登录、加入游戏和退出的方法流程图。从图中可以看出,提供游戏业务的方法至少包括如下步骤:Fig. 2 is a flowchart of a method for implementing game user login, game joining and exit according to the present invention. It can be seen from the figure that the method for providing game services includes at least the following steps:

步骤201:会话管理服务器接收客户端发来的登录系统请求消息(MGP_LOGIN)。Step 201: The session management server receives a system login request message (MGP_LOGIN) from the client.

步骤202:会话管理服务器指示认证计费服务器对用户进行鉴权认证,如果鉴权通过,则转到步骤204;否则转到步骤203。Step 202: the session management server instructs the authentication and accounting server to authenticate the user, and if the authentication is passed, go to step 204; otherwise, go to step 203.

步骤203:会话管理服务器发送登录系统失败消息至客户端,然后返回步骤201。Step 203: the session management server sends a system login failure message to the client, and then returns to step 201.

步骤204:会话管理服务器发送登录系统响应消息(MGP_LOGINACK)至客户端。登录系统响应消息包括登录的业务标识和登录结果信息。Step 204: The session management server sends a login system response message (MGP_LOGINACK) to the client. The login system response message includes the login service identifier and login result information.

步骤205:会话管理服务器接收客户端发来的请求游戏大厅消息(MGP_REQUESTLOBBYINFO)。Step 205: The session management server receives the game hall request message (MGP_REQUESTLOBBYINFO) sent by the client.

步骤206:会话管理服务器发送请求游戏大厅响应消息(MGP_REQUESTLOBBYINFOACK)至客户端,该请求游戏大厅响应消息包含游戏大厅的游戏列表。Step 206: The session management server sends a game hall request response message (MGP_REQUESTLOBBYINFOACK) to the client, and the game hall request response message includes a list of games in the game hall.

步骤207:游戏容器服务器接收客户端发来的加入游戏室请求消息(MGP_JOINROOM)。Step 207: The game container server receives the request message (MGP_JOINROOM) from the client to join the game room.

步骤208:游戏容器服务器判断用户请求的游戏室的人数是否已经达到上限,如果是,则转到步骤209;否则,转到步骤210。Step 208: The game container server judges whether the number of people in the game room requested by the user has reached the upper limit, if yes, go to step 209; otherwise, go to step 210.

步骤209:游戏容器服务器发送加入游戏室失败消息至客户端,然后返回步骤207。Step 209: The game container server sends a message of failure to join the game room to the client, and then returns to step 207.

步骤210:  游戏容器服务器发送加入游戏室响应消息(MGP_JOINROOMACK)至客户端,并将用户加入所请求的游戏室。Step 210: The game container server sends a join game room response message (MGP_JOINROOMACK) to the client, and joins the user to the requested game room.

步骤211:游戏容器服务器接收客户端发来的加入游戏请求消息(MGP_JOINGAME)。Step 211: The game container server receives the game joining request message (MGP_JOINGAME) sent by the client.

步骤212:判断用户请求的游戏的游戏桌的人数是否已经达到上限,如果是,则转到步骤213;否则,转到步骤214。Step 212: Determine whether the number of people at the game table requested by the user has reached the upper limit, if yes, go to step 213; otherwise, go to step 214.

步骤213:游戏容器服务器发送加入游戏失败消息至客户端,然后返回步骤211。Step 213: The game container server sends a message of failure to join the game to the client, and then returns to step 211.

步骤214:游戏容器服务器发送加入游戏响应消息(MGP_JOINGAMEACK)至客户端,并将用户加入游戏。Step 214: The game container server sends a join game response message (MGP_JOINGAMEACK) to the client, and joins the user into the game.

步骤215:游戏容器服务器接收客户端发来的用户退出游戏请求消息。Step 215: The game container server receives the user exit game request message sent by the client.

步骤216:认证计费服务器根据用户的信息进行计费,并返回计费响应消息。Step 216: The authentication and accounting server performs accounting according to the user information, and returns an accounting response message.

步骤217:游戏容器服务器将用户退出游戏,并发送退出游戏响应消息至客户端,然后转到步骤211或步骤218。Step 217: The game container server logs the user out of the game, and sends an exit game response message to the client, and then goes to step 211 or step 218.

步骤218:会话管理服务器接收客户端发来的退出游戏室请求消息。Step 218: The session management server receives the exit game room request message sent by the client.

步骤219:会话管理服务器将用户退出游戏室,并发送退出游戏室响应消息至客户端,然后转到步骤207或步骤220。Step 219: The session management server logs the user out of the game room, and sends a response message of exiting the game room to the client, and then goes to step 207 or step 220.

步骤220:会话管理服务器接收客户端发来的退出游戏大厅请求消息。Step 220: The session management server receives the request message for exiting the game lobby from the client.

步骤221:会话管理服务器将用户退出游戏大厅,并发送退出游戏大厅响应消息至客户端,然后转到步骤205或步骤222。Step 221: The session management server logs the user out of the game hall, and sends a response message of exiting the game hall to the client, and then goes to step 205 or step 222.

步骤222:会话管理服务器接收客户端发来的退出系统请求消息(MGP_LOGOUT)。Step 222: The session management server receives the system logout request message (MGP_LOGOUT) sent by the client.

步骤223:会话管理服务器删除用户本次登录的信息并发送退出系统响应消息(MGP_LOGOUTACK)至客户端。Step 223: The session management server deletes the user's current login information and sends a system exit response message (MGP_LOGOUTACK) to the client.

图3是根据本发明的实现游戏用户观看游戏的方法流程图。从图中可以看出,该方法至少包括以下步骤:Fig. 3 is a flowchart of a method for game users to watch games according to the present invention. As can be seen from the figure, the method at least includes the following steps:

首先如图2所示系统将用户加入游戏室,然后执行:First, the system adds the user to the game room as shown in Figure 2, and then executes:

步骤301:游戏容器服务器接收客户端发来的观看游戏请求消息(MGP_VISITGAME)。Step 301: The game container server receives a viewing game request message (MGP_VISITGAME) from the client.

步骤302:判断所请求的游戏的观看用户数是否已经达到上限,如果是,则转到步骤303;否则,转到步骤304。Step 302: Determine whether the number of viewing users of the requested game has reached the upper limit, if yes, go to step 303; otherwise, go to step 304.

步骤303:游戏容器服务器发送观看游戏请求失败消息至客户端,然后结束。Step 303: The game container server sends a message that the game viewing request fails to the client, and then ends.

步骤304:  游戏容器服务器发送观看游戏响应消息(MGP_VISITGAMEACK)至客户端,并使用户观看游戏。Step 304: The game container server sends a viewing game response message (MGP_VISITGAMEACK) to the client, and enables the user to watch the game.

步骤305:当游戏结束时游戏容器服务器发送游戏结束通知消息至客户端。Step 305: When the game ends, the game container server sends a game end notification message to the client.

图4是根据本发明的实现游戏用户更新消息的方法流程图。从图中可以看出,该方法至少包括如下步骤:Fig. 4 is a flowchart of a method for implementing game user update messages according to the present invention. As can be seen from the figure, the method at least includes the following steps:

首先如图2所示系统将用户加入游戏室,然后执行:First, the system adds the user to the game room as shown in Figure 2, and then executes:

步骤401:游戏容器服务器判断是否有其它游戏用户退出或加入游戏室,如果是,则转到步骤402;否则,转到步骤403。Step 401: The game container server judges whether other game users exit or join the game room, if yes, go to step 402; otherwise, go to step 403.

步骤402:  游戏容器服务器发送游戏室更新通知消息(MGP_ROOMUPDATENOTIFY)至客户端。Step 402: The game container server sends a game room update notification message (MGP_ROOMUPDATENOTIFY) to the client.

步骤403:判断用户是否接收到其它游戏用户的邀请,如果是,则转到步骤404;否则,转到步骤405。Step 403: Determine whether the user has received invitations from other game users, if yes, go to step 404; otherwise, go to step 405.

步骤404:游戏容器服务器发送游戏室邀请通知消息(MGP_ROOMINVITATION)至客户端。Step 404: The game container server sends a game room invitation notification message (MGP_ROOMINVITATION) to the client.

步骤405:判断是否需要下发游戏广告及维护信息等消息,如果是,则转到步骤406;否则返回步骤401。Step 405: Determine whether it is necessary to issue game advertisements and maintenance information, and if so, go to step 406; otherwise, return to step 401.

步骤406:游戏容器服务器发送游戏用户通知消息(MGP_USERNOTIFY)至客户端,然后返回步骤401。Step 406: The game container server sends a game user notification message (MGP_USERNOTIFY) to the client, and then returns to step 401.

图5是根据本发明的实现游戏用户积分上报的方法一的流程图。从图中可以看出,该方法至少包括如下步骤:FIG. 5 is a flow chart of the first method for reporting game user points according to the present invention. As can be seen from the figure, the method at least includes the following steps:

步骤501:会话管理服务器接收客户端发来的登录系统请求消息。Step 501: the session management server receives a system login request message from the client.

步骤502:会话管理服务器指示认证计费服务器对用户进行鉴权认证,如果鉴权通过,则转到步骤503;否则转到步骤504。Step 502: the session management server instructs the authentication and accounting server to authenticate the user, and if the authentication is passed, go to step 503; otherwise, go to step 504.

步骤503:会话管理服务器发送登录系统响应消息至客户端。Step 503: the session management server sends a login system response message to the client.

步骤504:会话管理服务器发送登录系统失败消息至客户端,然后结束。Step 504: the session management server sends a system login failure message to the client, and then ends.

步骤505:会话管理服务器接收客户端发来的用户一局游戏的积分消息(MGP_SCOREREPORT)。Step 505: The session management server receives the score message (MGP_SCOREREPORT) of a game of the user sent by the client.

步骤506:会话管理服务器记录该用户的积分,并将积分消息发送至认证计费服务器,  由认证计费服务器发送积分排行榜消息(MGP_SCOREREPORTACK)至客户端。Step 506: The session management server records the user's score, and sends the score message to the authentication and accounting server, and the authentication and accounting server sends a score leaderboard message (MGP_SCOREREPORTACK) to the client.

步骤507:会话管理服务器接收客户端发来的退出系统请求消息。Step 507: The session management server receives the system exit request message sent by the client.

步骤508:会话管理服务器删除用户本次登录的信息并发送退出系统响应消息至客户端,然后转到步骤501,等待用户完成下一局游戏之后通过客户端发来的登录系统请求消息。Step 508: The session management server deletes the user's current login information and sends an exit system response message to the client, and then proceeds to step 501, waiting for the login system request message sent by the client after the user completes the next game.

图6是根据本发明的实现游戏用户积分上报的方法一的流程图。从图中可以看出,该方法至少包括如下步骤:FIG. 6 is a flow chart of the first method for reporting game user points according to the present invention. As can be seen from the figure, the method at least includes the following steps:

步骤601:会话管理服务器接收客户端发来的登录系统请求消息。Step 601: The session management server receives a system login request message from the client.

步骤602:会话管理服务器指示认证计费服务器对用户进行鉴权认证,如果鉴权通过,则转到步骤603;否则转到步骤604。Step 602: the session management server instructs the authentication and accounting server to authenticate the user, and if the authentication is passed, go to step 603; otherwise, go to step 604.

步骤603:会话管理服务器将登录系统响应消息发送至客户端。Step 603: the session management server sends a login system response message to the client.

步骤604:会话管理服务器将登录系统失败消息发送至客户端,然后结束。Step 604: the session management server sends a system login failure message to the client, and then ends.

步骤605:会话管理服务器接收客户端发来的用户一局游戏的积分消息(MGP_SCOREREPORT)。Step 605: The session management server receives the score message (MGP_SCOREREPORT) of a game of the user sent by the client.

步骤606:会话管理服务器记录该用户的积分消息,并发送积分消息至认证计费服务器,由认证计费服务器发送积分排行榜消息(MGP_SCOREREPORTACK)至客户端。Step 606: The session management server records the user's score message, and sends the score message to the authentication and accounting server, and the authentication and accounting server sends a score leaderboard message (MGP_SCOREREPORTACK) to the client.

步骤607:会话管理服务器判断本次上报的积分消息是否用户最后一局的积分消息,如果是,则转到步骤608;否则,返回步骤605。Step 607: The session management server judges whether the credit message reported this time is the credit message of the user's last game, if yes, go to step 608; otherwise, return to step 605.

步骤608:会话管理服务器接收客户端发来的退出系统请求消息,Step 608: The session management server receives the system exit request message sent by the client,

步骤609:会话管理服务器删除用户本次登录的信息并发送退出系统响应消息至客户端。Step 609: The session management server deletes the current login information of the user and sends a system exit response message to the client.

在具体的实施过程中可对根据本发明的方法进行适当的改进,以适应具体情况的具体需要。因此可以理解,根据本发明的具体实施方式只是起示范作用,并不用以限制本发明的保护范围。Appropriate improvements can be made to the method according to the present invention in the specific implementation process to meet the specific needs of specific situations. Therefore, it can be understood that the specific implementation manners according to the present invention are only exemplary, and are not intended to limit the protection scope of the present invention.

Claims (11)

1, a kind of system that is used for providing game service at communication network, it is characterized in that, described system comprises game control unit and data cell, wherein game control unit is used to receive the recreation request message of the communication terminal of sending via communication network, provide game service according to this recreation request message, and the request response of will playing is sent to mobile communication terminal via communication network; Data cell is used to store the data of sending with the management game control unit, and when the game control unit request msg data is sent to game control unit;
Described game control unit comprises:
Insert acting server, be used for the request message that mobile communication terminal is sent is forwarded to session management server or recreation container server, and the response message that will be received from session management server or recreation container server is forwarded to mobile communication terminal;
Session management server is used to receive the request message that inserts the game user that acting server sends, and when described request message is log-on message, log-on message is carried out keeping conversation procedure after the authentication, logs off up to game user;
Recreation container server is used for loading and creates game server end logic, handles the operation flow of each game user in system according to the request message that inserts the game user that acting server or session management server send.
2, the system that is used for providing game service according to claim 1 at communication network, it is characterized in that, described game control unit further comprises: the authentication and accounting server, be used for after game user uses game service, chargeing, and reception is stored and is also sent integration ranking list message to inserting acting server from the user integral message of session management server.
3, the system that is used for providing at communication network game service according to claim 1 is characterized in that, described system further comprises:
The game management unit is used to send configuration information and management information to game control unit, and receive from game control unit response message and managing response information is set, and storage is extracted data in data cell and from data cell.
4, the system that is used for providing at communication network game service according to claim 3 is characterized in that, described game management unit comprises:
Be used to be provided with and manage the game control unit of described system and the game service administration module of data cell;
Be used for management game state of user, management game user and order the recreation operation support administration module of game service and management game operation;
The game community administration module that is used for management system virtual community and forum.
5, according to claim 1 or the 3 described systems that are used for providing game service at communication network, it is characterized in that, described data comprise user related data, recreation related data and system's related data, described user related data comprises user's registration information, game data and integration, described recreation related data comprises supplier information, charging regulation information and copyright information, and described system related data comprises system configuration information.
6, a kind of method that is used for providing at communication network game service is characterized in that, this method comprises the steps: at least
A, session management server are according to the message that is used to ask game service that inserts the game user that acting server transmits, provide game service in the recreation container server to this game user, perhaps session management server or recreation container server send the message relevant with game user by inserting acting server to this game user;
B, session management server or recreation container server receive from game user withdraw from request message the time, the information of deletion game user, and send by agent access server and to withdraw from message to game user.
7, a kind of method that is used for providing game service according to claim 6 at communication network, it is characterized in that, steps A comprises: session management server is after the request QQGame message that receives from game user, transmission comprises the request QQGame response message of list of games of this QQGame to game user, and increases the user profile of this game user at the QQGame that the user asked;
Recreation container server increases user profile in the game room that the user asks to add after the adding game room request message that receives from game user, and send adding game room response message to game user;
Recreation container server is after the adding recreation request message that receives from game user, in the recreation that the user asks to add, increase user profile, and send adding recreation response message to game user, perhaps, in the recreation that user request is watched, add user profile receiving from the watching after the recreation request message of game user.
8, a kind of method that is used for providing game service according to claim 7 at communication network, it is characterized in that, steps A further comprises: recreation container server is when other game users withdraw from or add the game room, send game room's update notification message to game user, perhaps send when inviting to this game user at other game users, send game room's invitation notification message to game user, perhaps when issuing game advertisement or maintenance information, send the game user notification message to game user.
9, a kind of method that is used for providing at communication network game service according to claim 8 is characterized in that steps A further comprises: session management server receives the integration message from game user, writes down the integration of this game user;
The authentication and accounting server receives the user integral message from session management server, upgrades the integration ranking list, and the integration ranking list message that will comprise the integration ranking list is sent to game user.
10, a kind of method that is used for providing at communication network game service according to claim 6 is characterized in that step B comprises:
Recreation container server is after the recreation request of withdrawing from that receives from game user, the information of this game user of deletion from the recreation that the game user request is withdrawed from, send charge information to the authentication and accounting server, the authentication and accounting server returns to charge to respond gives recreation container server, and recreation container server withdraws from the recreation response message to game user by inserting the acting server transmission;
Session management server is receiving from the withdrawing from after game room's request message of game user, the information of this game user of deletion from the game room that the game user request is withdrawed from, and send and withdraw from game room's response message to game user;
Session management server is receiving from the withdrawing from after the QQGame request message of game user, the information of this game user of deletion from the QQGame that the game user request is withdrawed from, and send and withdraw from the QQGame response message to game user;
Session management server is removed the information of this login of game user after the request message that logs off that receives from game user, and transmission logs off response message to game user.
11, a kind of method that is used for providing at communication network game service according to claim 6 is characterized in that, comprises further before the steps A that the user to the request game service carries out the step of authentication.
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