CN1918574A - Method for processing the data distributed at online game server and a system thereof - Google Patents
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Abstract
Description
技术领域technical field
本发明涉及一种由在线游戏服务器执行的分布式数据处理方法及其系统。更具体地,本发明涉及一种分布式数据处理方法及其系统,其将具有相邻游戏区的边界的预定部分限定为缓冲器区块,并且根据指示区域包括缓冲器区块的类型灵活地控制连接到客户机的区服务器。The invention relates to a distributed data processing method executed by an online game server and a system thereof. More specifically, the present invention relates to a distributed data processing method and a system thereof, which define a predetermined portion having a boundary of an adjacent game area as a buffer block, and flexibly include the type of the buffer block according to the indication area Controls the zone server connected to the client.
背景技术Background technique
在宽游戏区域由一般在线游戏环境下的一个游戏服务器来信号处理的情形中,其导致信号处理的效率和系统功能的方面的很多问题。为了解决类似上面的问题,运用了多种数据分布方法。In the case where a wide game area is signal-processed by one game server in a general online game environment, it causes many problems in terms of efficiency of signal processing and system functions. In order to solve problems like the above, a variety of data distribution methods are used.
例如,现有数据分布方法中的一代表性方法是基于某些准则将游戏区域划分成区,并且分配专门游戏服务器到所划分的区,从而引起数据分布。For example, a representative method among existing data distribution methods is to divide a game area into zones based on certain criteria, and assign dedicated game servers to the divided zones, thereby causing data distribution.
在通过使用类似上面的区的划分和专门游戏服务器的分布式数据处理中,在客户机的角色从当前区移动到另一区而游戏在进行的情形中,接下来要连接的专门游戏服务器的启动连接时间或连接类型是很重要的因素。这是因为:由连接到客户机的专门游戏服务器的启动连接时间或连接类型的数据分布处理的效率可能存在巨大的差异。In distributed data processing by using division of zones like the above and dedicated game servers, in the case where the character of the client moves from the current zone to another zone while the game is in progress, the specific game server to be connected next Initiating connection time or connection type are important factors. This is because there may be a huge difference in the efficiency of data distribution processing by the connection time of the dedicated game server connected to the client or the efficiency of the data distribution process of the connection type.
下文中,将简要地描述考虑专门游戏服务器的启动连接时间或连接类型的数据分布方法。Hereinafter, a data distribution method in consideration of the startup connection time or the connection type of a dedicated game server will be briefly described.
首先,可能存在提供客户机与专门游戏服务器之间的会话服务器的数据分布方法。该数据分布方法被配置为通过会话服务器将专门游戏服务器的数据传送到客户机。因此,由专门游戏服务器产生的数据被临时地记录在会话服务器中并且由客户机接收。因此,在提供给客户的区为至少两个的情形中,会话服务器请求与每个区相联系的专门游戏服务器传送预定数据,从而接收其并将该预定数据传递到客户机。与上面类似的数据分布方法不得不总是通过会话服务器传送与必要的区相联系的数据。因此,缺点在于由数据处理的负荷可能集中在会话服务器上。First, there may be data distribution methods that provide session servers between clients and dedicated game servers. The data distribution method is configured to transmit the data of the dedicated game server to the client through the session server. Therefore, data generated by the dedicated game server is temporarily recorded in the session server and received by the client. Therefore, in the case where at least two zones are provided to the client, the session server requests the dedicated game server associated with each zone to transmit predetermined data, thereby receiving it and delivering the predetermined data to the client. A data distribution method similar to the above has to always transmit data associated with necessary areas through the session server. Therefore, a disadvantage is that the load by data processing may be concentrated on the session server.
另外,可能存在一种数据分布方法,其从角色当前位于的区的专门游戏服务器接收与相邻的区相联系的数据,并且将所接收的数据提供给客户机。此时,当客户机的角色接近该区的边界时产生与相邻区相联系的数据。例如,在客户机的角色位于区A并且也面对相邻区B的情形中,客户机连接到专门游戏服务器A,专门游戏服务器B将与区B处发生的事件相关的数据传送到专门游戏服务器A,并且专门游戏服务器A收集游戏区A和B的全部数据,并且将所收集的数据传送到客户机。In addition, there may be a data distribution method that receives data associated with adjacent districts from a game server dedicated to the district where the character is currently located, and provides the received data to the client. At this time, data associated with adjacent areas is generated when the role of the client approaches the boundary of the area. For example, in a situation where a client's character is located in zone A and also faces an adjacent zone B, the client connects to dedicated game server A, which transmits data related to events occurring at zone B to dedicated game server B. Server A, and dedicated game server A collects all data of game areas A and B, and transmits the collected data to the client.
但是,与上面类似的数据分布方法具有一问题:专门游戏服务器之间的通信负荷可能突然增大。另外,在角色从区A移动到区B的情形中,客户机不得不停止到区A的连接并且设置到区B的连接。因此,可能存在两个连接之间的时间差。另外,在客户机的位置,存在一限制,使游戏进行需要由区的运动的加载时间。这可能减小对游戏的专注。However, a data distribution method similar to the above has a problem that the communication load between dedicated game servers may suddenly increase. Also, in a case where a character moves from zone A to zone B, the client has to stop the connection to zone A and set up the connection to zone B. Therefore, there may be a time difference between the two connections. Also, at the client's location, there is a limit to the load time required to make the game progress by zone motion. This may reduce concentration on the game.
因此,需要一种数据分布处理模型的新概念,其通过抑制数据负荷集中在特别的专门游戏服务器上而使数据能被有效地分布。另外,还需要一种数据分布处理模型,其在基于具有相邻游戏区的边界的预定范围被限定为缓冲器区块并且指示区域包括该缓冲器区块的情形中,可以通过将下一区服务器连接到客户机而减小通信负荷。Therefore, there is a need for a new concept of a data distribution processing model that enables data to be efficiently distributed by suppressing the concentration of data load on a particular dedicated game server. In addition, there is also a need for a data distribution processing model which, in the case where a predetermined range based on a boundary with an adjacent game area is defined as a buffer block and indicates that the area includes the buffer block, can be achieved by setting the next area The server is connected to the client to reduce the communication load.
发明内容Contents of the invention
本发明被构思为解决上面提到的问题。因此,本发明提供由在线游戏服务器的分布式数据处理方法及其系统,其中基于具有一游戏区的边界的预定范围被限定为缓冲器区块,并且由于缓冲器区块的一部分被包括在指示区域中,用户角色将用户角色接下来将移动到的游戏区的区服务器连接到客户机。The present invention is conceived to solve the above mentioned problems. Therefore, the present invention provides a distributed data processing method and system thereof by an online game server, wherein a predetermined range based on a boundary with a game area is defined as a buffer block, and since a part of the buffer block is included in the indicated In the zone, the user character connects to the client machine the zone server of the game zone to which the user character will next move.
另外,本发明还提供由在线游戏服务器的分布式数据处理方法及其系统,其可以确认指示区域位于在不同的游戏区上,并且通过将相联系的区服务器连接到客户机而抑制数据负荷集中在特别的区服务器上。In addition, the present invention also provides a distributed data processing method and system thereof by an online game server, which can confirm that indication areas are located on different game zones, and suppress data load concentration by connecting associated zone servers to clients on a particular zone server.
另外,本发明还提供由在线游戏服务器的分布式数据处理方法及其系统,其当指示区域内的用户角色改变游戏区到另一个并位于该处时针对角色信息执行信息传递。In addition, the present invention also provides a distributed data processing method and system thereof by an online game server, which performs information transfer for character information when a user character in an instruction area changes a game area to another and is located there.
另外,本发明还提供由在线游戏服务器的分布式数据处理方法及其系统,其通过用户角色的位置执行针对角色信息的信息传递和更新,从而有效地减少角色信息的损失或失真。In addition, the present invention also provides a distributed data processing method and its system by an online game server, which performs information transfer and update for character information through the location of user characters, thereby effectively reducing the loss or distortion of character information.
技术方案Technical solutions
为了实现上面的目的,根据本发明的一个实施例的由在线游戏服务器的分布式数据处理方法包括步骤:保持用于存储划分为至少一个游戏区的游戏地图数据的区信息数据库;将用于针对用户角色实施指令处理的区服务器分配到每个游戏区;将预定显示装置上指示的指示区域映射在游戏地图数据上,并且标识被映射的指示区域所位于的游戏区;并且将预定客户机连接到分配到所标识的游戏区的区服务器;其中将预定客户机连接到分配到所标识的游戏区的区服务器的所述步骤包括下列步骤:将客户机连接到预定用户角色位于的第一游戏区的第一区服务器;基于具有第二游戏区的边界将第一游戏区的一部分限定为缓冲器区块,其中第二游戏区相邻于第一游戏区;并且在指示区域包括缓冲器区块的至少一个部分的情形中,将客户机连接到第二区服务器。In order to achieve the above object, according to an embodiment of the present invention, the distributed data processing method by the online game server includes the steps of: maintaining an area information database for storing game map data divided into at least one game area; The zone server that the user role implements instruction processing is distributed to each game zone; the indication area indicated on the predetermined display device is mapped on the game map data, and the game zone where the mapped indication area is located is identified; and the predetermined client is connected to a zone server assigned to the identified game zone; wherein said step of connecting the predetermined client to the zone server allocated to the identified game zone comprises the steps of: connecting the client to the first game in which the predetermined user character is located A first zone server for a zone; defining a portion of the first game zone as a buffer zone based on a boundary with a second game zone, wherein the second game zone is adjacent to the first game zone; and including the buffer zone in the indicated area In the case of at least one part of the block, the client is connected to the second zone server.
另外,为了实现上述目的,由在线游戏服务器的分布式数据处理系统包括:区信息数据库,用于存储划分为至少一个游戏区的游戏地图数据;管理装置,用于将用于针对用户角色实施指令处理的区服务器分别分配到游戏区;限定装置,用于基于具有相邻游戏区的边界将游戏区的一部分限定为缓冲器区块;映射装置,用于将由预定显示装置指示的区域映射在游戏地图数据上,并且标识指示区域所位于的游戏区;以及控制装置,用于将预定客户机连接到分配到所标识的游戏区的区服务器;其中在指示区域的至少一个部分位于缓冲器区块的情形中,控制装置控制与该至少一个相邻游戏区相联系的区服务器来连接到客户机。In addition, in order to achieve the above object, the distributed data processing system of the online game server includes: an area information database for storing game map data divided into at least one game area; a management device for implementing instructions for user roles The area server of processing is assigned to the game area respectively; Definition means is used to define a part of the game area as a buffer block based on a boundary with an adjacent game area; Mapping means is used to map the area indicated by the predetermined display means in the game on the map data, and identify the game area where the indicated area is located; and control means for connecting a predetermined client to an area server assigned to the identified game area; wherein at least a portion of the indicated area is located in a buffer block In the case of , the control means controls the zone server associated with the at least one adjacent game zone to connect to the client.
附图说明Description of drawings
图1是用于解释根据本发明的分布式数据处理系统的示意配置的图。FIG. 1 is a diagram for explaining a schematic configuration of a distributed data processing system according to the present invention.
图2是说明根据本发明的一优选实施例的分布式数据处理系统的图。FIG. 2 is a diagram illustrating a distributed data processing system according to a preferred embodiment of the present invention.
图3是用于解释根据本发明的游戏地图数据和通过划分游戏地图数据而形成的游戏区的图,且图4是用于解释根据用户角色的运动的客户机与区服务器之间的连接的阶段的图。FIG. 3 is a diagram for explaining game map data according to the present invention and a game area formed by dividing the game map data, and FIG. 4 is a diagram for explaining connection between a client and an area server according to movement of a user character. stage diagram.
图5是说明根据本发明的一优选实施例的分布式数据处理方法的流程图。FIG. 5 is a flowchart illustrating a distributed data processing method according to a preferred embodiment of the present invention.
图6是说明根据本发明的基于指示区域的映射位置而改变区服务器的方法的流程图,且图7是说明指定区服务器中的处理类型的方法的流程图。FIG. 6 is a flowchart illustrating a method of changing a zone server based on a map location indicating an area according to the present invention, and FIG. 7 is a flowchart illustrating a method of specifying a processing type in a zone server.
图8是说明根据本发明的更新角色信息的方法的流程图,图9是说明传递关于角色信息的信息的方法的流程图,且图10是说明确定第一区服务器与客户机之间的连接是否切断的方法的流程图。8 is a flow chart illustrating a method of updating character information according to the present invention, FIG. 9 is a flow chart illustrating a method of delivering information on role information, and FIG. 10 is a flow chart illustrating determining a connection between a first zone server and a client. Flowchart of the method of whether to cut off.
图11是说明根据本发明的重置指示区域的映射点的方法的流程图。FIG. 11 is a flowchart illustrating a method for resetting a mapping point of an indication area according to the present invention.
图12是可以在实施根据本发明的分布式数据处理方法中采用的一般用途计算机的内部框图。FIG. 12 is an internal block diagram of a general-purpose computer that may be employed in implementing the distributed data processing method according to the present invention.
具体实施方式Detailed ways
下文中,将参照附图详细描述分布式数据处理方法及其系统。Hereinafter, a distributed data processing method and system thereof will be described in detail with reference to the accompanying drawings.
在此说明书中使用的游戏区可以是一个地区,其中游戏地图数据、游戏进行的背景基于预定准则而划分。此时,单独的游戏服务器(下文中,区服务器)被分配到每个游戏区以限制地执行在对应地区中发生的指令处理。类似上面的游戏区由如下确定所导致:一个游戏服务器掌管大范围的游戏地图区域在系统上是不合理的。因此,要划分的游戏区的区域范围可以由本系统的操作者基于所分配的区服务器的系统容量而灵活地设置。另外,区服务器指示针对区服务器掌管的游戏区而执行指令处理的游戏服务器,并且区服务器用于根据游戏进行更新用户角色的角色信息(例如力量、物品等)。The game area used in this specification may be an area in which game map data, the background of game progress is divided based on predetermined criteria. At this time, a separate game server (hereinafter, zone server) is assigned to each game zone to restrictively execute instruction processing occurring in the corresponding zone. Game zones like the one above result from the determination that it is not systematically reasonable for one game server to host a large game map area. Therefore, the area range of the game zone to be divided can be flexibly set by the operator of the present system based on the allocated system capacity of the zone server. In addition, the zone server indicates a game server that executes instruction processing for a game zone managed by the zone server, and the zone server is used to update character information (such as strength, items, etc.) of a user character according to the progress of the game.
图1是用于解释根据本发明的分布式数据处理系统的示意配置的图。FIG. 1 is a diagram for explaining a schematic configuration of a distributed data processing system according to the present invention.
分布式数据处理系统100用于通过控制将由划分为预定地区的游戏区112的单元所处理的数据而将指令处理分布于在线游戏服务。The distributed
首先,在线游戏服务器110通过本发明的分布式数据处理系统100连接到客户机120的预定终端(未示出)。在线游戏服务器110可以是MUD(多用户对话)游戏服务器,MUG(多用户图形)游戏服务器等,其为预定合约下的客户机120提供在线游戏服务。在终端中安装游戏相关程序的客户机120访问在线游戏服务器110的情形中,由在线游戏服务器110提供的游戏服务将游戏所需的预定游戏进行数据或游戏补丁传送到终端,并且使用由客户机120控制的用户角色来支持游戏进行。另外,在线游戏服务器110将游戏进行所必需的游戏地图数据划分为预定范围(大小)的区域,从而形成游戏区114,并且使区服务器112能够被分配到每个游戏区114。例如,在图1中,游戏地图数据划分为四个游戏区(游戏区A~游戏区D),并且四个区服务器(区服务器A~区服务器D)被分配到每个区服务器。如上面提到的,游戏区114的数目以及其区域的大小可以由本系统的操作者来设置,并且可以通过限制由游戏区114的单元的在在线游戏处的指令处理而执行数据分布处理。First, the online game server 110 is connected to a predetermined terminal (not shown) of the
此时,指令处理可以是信号处理,通过根据从客户机120接收的指令信号来操作特别的用户角色而使能游戏进行。例如,在游戏区114处产生的指令处理可以是与用户角色的控制相关的处理,所述用户角色的控制如根据客户机120的控制和操作的移动用户角色、攻击妖怪等,以及以下处理:控制在对应的游戏区114中出现的背景物体(树、建筑、水等)或其他角色(妖怪、其他用户角色、NPC等)来通过用户角色的移动而不同地指示。At this time, the instruction processing may be signal processing enabling game progress by operating a particular user character according to an instruction signal received from the
客户机120具有用于访问通信网络130的终端。客户机120可以是因特网用户,其通过从用于提供游戏服务的预定合约下的在线游戏服务器110接收用于游戏进行的游戏数据或游戏补丁而被提供有在线游戏服务。该终端是一设备,用于通过通信网络130如因特网、电话线等来保持与在线游戏服务器110的连接状态,以及实施游戏。例如,该终端可以是个人计算机、手持计算机、PDA、蜂窝式电话、智能电话等,其中提供预定的存储器装置并且安装预定的微处理器。The
分布式数据处理系统100用于根据用户角色的运动来标识待指示在终端上的游戏区114的区域,以及控制分配到所标识的游戏区114的区服务器112来连接到客户机120。实施类似上面的针对区服务器120的控制以抑制数据负荷集中在特别的区服务器112上。下文中,将参照图2完整描述本发明的分布式数据处理系统200。The distributed
图2是说明根据本发明的一优选实施例的分布式数据处理系统的图。FIG. 2 is a diagram illustrating a distributed data processing system according to a preferred embodiment of the present invention.
本发明的分布式数据处理系统200包括:区信息数据库210、管理装置220、限定装置230、映射装置240、控制装置250、确认装置260以及角色信息数据库270。The distributed
首先,区信息数据库210是一设备,用于存储划分为至少一个游戏区114的游戏地图数据,以及用于存储关于在预定在线游戏处使用的地图的信息。即,区信息数据库210保留游戏进行所必需的整个地图,并且在存在由控制装置250针对特别地区的提取地图请求的情形中,提取该区域的游戏地图数据并提供它。此时,控制装置250将在后面描述。游戏区114的划分可以由本系统的操作者基于分配到每个游戏区114的区服务器112的容量或其112的数目来设置。下文中,将参照图3描述划分游戏地图数据310的游戏区320。First, the
图3是用于解释根据本发明的游戏地图数据和通过划分游戏地图数据而形成的游戏区的图。FIG. 3 is a diagram for explaining game map data and game areas formed by dividing the game map data according to the present invention.
如图3中所示,由多个区块330和一个游戏区320构成的游戏地图数据310是收集预定数目的区块330而形成的。游戏地图数据310、6×6区块在图3中示出。三个划分的游戏区320,即游戏区A和游戏区B由3×4区块构成,且游戏区C由6×2区块构成。每个区块330是一基本单元,用于针对游戏角色(用户角色、NPC等)、物品(武器、药剂等)、物体(山、路等)等的控制,或用于根据用户角色的游戏进行的针对角色信息的更新。另外,来自具有另一相邻游戏区320的边界的预定数目(或宽度)的区块330可以被限定为缓冲器区块(参见图4),并且所限定的缓冲器区块上的信息存储在区信息数据库210中。As shown in FIG. 3 , the
管理装置220是一设备,用于将用于执行指令处理的区服务器112分别分配到游戏区320。尤其地,管理装置220使限制到游戏区320的区域的范围内产生的指令处理专门地在特别的区服务器112处被处理。因此,数据负荷可以通过数据分布来抑制。例如,在图3中,由于存在三个游戏区320,必须提供至少三个区服务器112。此时,针对游戏区320的区服务器112的分配基于由每个游戏区320保留的区块330的数目。具有有效容量的区服务器112可以分配到保留较多数目的区块330的游戏区320,且与之相反,具有较小有效容量的区服务器112可以分配到保留较少数目的区块330的游戏区320。这是要使具有最佳容量的区服务器112能够与用于执行指令处理的区域的范围成比例地分配。例如,在图3中,由于每个游戏区320保留相同数目的区块330,具有相似容量的区服务器310被分配到每个游戏区320。在本实施例中,例如,区服务器112基于包括在所划分的游戏区320中的区块330的数目而分配,但是这是为了方便地解释。因此,很明显可以存在多种划分方法,例如一种方法:通过考虑区服务器112的容量来设置每个区服务器112的区块330的适当数目,并基于该设置数目将游戏地图数据划分为游戏区320,等等。The
限定装置230是一设备,用于基于具有相邻游戏区320的边界将游戏区320的一部分限定为缓冲器区块。所限定的缓冲器区块的区域范围可以例如基于根据游戏进行速度的指示区域的映射改变速度、或用于区服务器112与客户机120之间的连接的加载时间来设置。即,在游戏进行的速度是快的或用于连接的加载时间被延迟的情形中,限定装置230通过扩大将被限定为缓冲器区块的区域来使区服务器112的连接能够稳定地改变。尤其地,仅在其中游戏地图数据310由多个区块330构成的本实施例中,限定装置230可以将与另一游戏区320的边缘相邻的区块330限定为一缓冲器区块。另外,限定装置230可以基于限定为缓冲器区块的缓冲器区块330的数目来确定缓冲器区块的区域范围(例如在图4中,一个区块330的宽度被确定为缓冲器区块的一区域)。此时,缓冲器区块可以是一区块,其具有功能:在如用户角色由游戏进行而移动并且用户角色所位于的游戏区320被改变的情形中,使本发明的分布式数据处理系统200预先识别待连接到客户机120的区服务器112的改变。在本实施例中,缓冲器区块与提供给作为游戏屏幕的客户机120的显示装置(未示出)的指示区域的映射位置相比较,并且待连接到客户机120的区服务器112根据该关联而调节。即,在映射的指示区域包括所限定的缓冲器区块的至少一个部分的情形中,相邻游戏区320的区服务器112连接到客户机120。The defining means 230 is a device for defining a part of the
映射装置240是一设备,用于将由客户机120的显示装置指示的指示区域映射在游戏地图数据310上,并且标识指示区域所位于的游戏区320。即,映射装置240用于指示游戏地图数据310上的位置,使可以从游戏地图数据310提取提供给客户机120的地图。为此,可以在游戏地图数据310上提供预定的虚拟坐标,并且指示区域的位置可以通过虚拟坐标映射在游戏地图数据310上。在本实施例中,游戏地图数据310由多个单独区块330构成,并且映射的指示区域的位置可以被确定为游戏地图数据310内的区块的位置。此时,映射装置240可以将指示区域的大小控制为多个区块330的区域,使区块330可以被完全地包括在指示区域内。因此,指令处理通过区块330的单元稳定地执行。The mapping means 240 is a device for mapping the indication area indicated by the display means of the
控制装置250是一设备,用于将分配到所标识的游戏区320的区服务器112连接到客户机120。控制装置250用于标识映射在游戏地图数据310上的指示区域以及用户角色的位置,根据预定准则将特别的区服务器112选择性地连接到客户机120,或者针对要执行的角色信息控制信息传递。在分布式数据处理中,区服务器112将由游戏区320的指令处理分布到客户机120的时间点是重要的。在本实施例中,使用上面提到的缓冲器区块来确定启动针对特别的区服务器112的连接的时间。下文中,将参照图4描述客户机120与区服务器112之间的连接的各个阶段。The
图4是用于解释根据用户角色的运动的客户机与区服务器之间的连接类型的图。FIG. 4 is a diagram for explaining connection types between a client and a zone server according to movement of a user role.
在图4中,假设游戏在进行中而用户角色360从游戏区A(将区服务器A分配到其)移动到游戏区B(将区服务器B分配到其)。另外,缓冲器区块340和345被限定为相邻于具有游戏区A和游戏区B的边界的一行区块330,并且假定指示区域350的大小是区块330的面积的四倍(缓冲器区块被指示为 )。In FIG. 4, assume that a game is in progress and a user character 360 moves from game zone A (to which zone server A is assigned) to game zone B (to which zone server B is assigned). Additionally, buffer tiles 340 and 345 are defined as being adjacent to a row of tiles 330 having the boundaries of play area A and play area B, and it is assumed that the size of indication area 350 is four times the area of block 330 (buffer Blocks are indicated as ).
首先,在屏幕1中,指示区域350仅被映射在游戏区A的预定区块330内,不在第一缓冲器区块340中。因此,以客户机120连接到区服务器A的方式执行指令处理。即,在屏幕1中,客户机120连接到区服务器A,并且角色信息根据由区服务器的指令处理而改变,并且角色信息保持在区服务器A中。First, in the
在用户角色360移动而游戏在进行中的情形中,指示区域350的一部分被映射在游戏区A的第一缓冲器区块340上,如屏幕2中所示,控制装置250控制接下来用户角色360预期位于的游戏区B的区服务器B连接到客户机120。此时,保持区服务器A与客户机120之间的连接。尤其地,控制装置250确认指示区域350进入第一缓冲器区块340,并且基于指示区域350的映射方向,为就客户机120的终端而言接下来可访问的区服务器112提供网络地址(URL、IP地址、域等:区服务器B的网络地址,在图4中),并且控制其连接到区服务器B。类似上面的关于网络地址的信息可以从区块330提供,并且因为指示区域350被映射,区块330将关于所存储的特别区服务器的网络地址的信息提供给控制装置250。此时,在屏幕2中,用户角色360位于游戏区A,使可以保持由区服务器A的指令处理。即,在屏幕2中,客户机120同时连接到区服务器A和区服务器B,并且在指示区域3 50中,对应于游戏区A的地区被控制为由区服务器A所指示,并且对应于通过用户角色360的运动而待被包括为下一指示区域350的游戏区B的地区被控制为由区服务器B所指示。此时,区服务器A被保持为连续执行上面提到的指令处理,并且区服务器B执行事件处理(通过区服务器B的指令处理执行处理使得可以在显示装置上实现其他角色的运动)。角色信息根据用户角色360的位置而被保持在区服务器A中。In the situation where the user character 360 moves while the game is in progress, a part of the indication area 350 is mapped on the first buffer block 340 of the game area A, as shown in screen 2, the
屏幕3示出用户角色A从游戏区A移动到游戏区B,并且映射的指示区域350包括游戏区B的第二缓冲器区块345的一部分。因此,处理的类型在区服务器A与区服务器B之间彼此交换,并且事件处理由区服务器A执行且指令处理由区服务器B执行。另外,针对角色信息的信息传递根据用户角色360的游戏区320的改变而产生,并且保留在现有区服务器A中的用户角色360的角色信息被复制和传送到区服务器B。此时,在满足预定准则之前,保留在区服务器A中的角色信息被保持而不删除。因此,可以为可能在信息传递期间发生的角色信息的损失或传送错误而导致的角色信息的改变做准备。Screen 3 shows user character A moving from play area A to play area B, and the mapped indication area 350 includes a portion of play area B's second buffer tile 345 . Therefore, the types of processing are exchanged with each other between the zone server A and the zone server B, and the event processing is performed by the zone server A and the instruction processing is performed by the zone server B. In addition, information transfer for character information occurs according to the change of the
屏幕4示出用户角色360进一步的运动,指示区域350的匹配点在第二缓冲器区块345之外,并且指示区域350仅被映射在游戏区B的区块330内,而不通过第二缓冲器区块345。因此,控制装置250切断区服务器A与客户机B120之间的连接,并且控制保持在区服务器A中的角色信息被删除。Screen 4 shows further movement of the user character 360, indicating that the matching point of the area 350 is outside the second buffer block 345, and indicating that the area 350 is only mapped within the block 330 of the game area B, without passing through the second buffer block 345. Buffer block 345 . Therefore, the control means 250 cuts off the connection between the zone server A and the
因此,仅对于指示区域350被映射在缓冲器区块340和345上的情形,与每个游戏区320相联系的区服务器112被控制为连接到客户机120。这可以使得在分布式数据处理中区服务器的连接能够被有效地改变以及信息传递能够被有机地执行。Thus, the
另外,在图4中,包括在指示区域350中的运动控制线370是用于改变针对指示区域350的映射的。在用户角色360的位置与运动控制线370相同时,使指示区域能够基于用户角色的入口方向而重新映射。因此,可以重新执行根据用户角色360的运动的指示区域350的映射。另外,因为根据用户角色360所位于的游戏区320的改变而使得能够控制针对区服务器112的改变,可以改善数据分布的效果。In addition, in FIG. 4 , the motion control line 370 included in the indication area 350 is for changing the mapping for the indication area 350 . When the position of the user character 360 is the same as the motion control line 370, the indication area is enabled to be remapped based on the user character's entrance direction. Accordingly, mapping of the indication area 350 according to the motion of the user character 360 may be re-performed. In addition, since changes to the
在图4中,针对指示区域350的映射被使能以完全包括区块330,但是,对于那些熟悉相关技术的人来说明显的是,通过考虑转换游戏屏幕的灵活性,仅特别区块330的一个部分被使能以包括在指示区域350中。In FIG. 4, the mapping for the indication area 350 is enabled to completely include the block 330, however, it will be apparent to those familiar with the related art that only the block 330 is specialized by considering the flexibility of switching game screens. A portion of is enabled to be included in the indication area 350 .
确认装置260是一设备,用于在游戏进行时确认用户角色360所位于的地图(或地点),从而产生角色位置信息。所产生的角色位置信息可以用作用于决定指示区域350的映射位置的数据。即,确认装置260识别提供给客户机120在线游戏处的角色位置,并且使指示区域350的映射位置能够由映射装置240所选择。The confirming
角色信息数据库270是一设备,用于更新和存储根据游戏进行而改变的角色信息。角色信息数据库270记录和保持由具有用于更新的权利的区服务器112所更新的角色信息。在本实施例中,角色信息主要由角色信息数据库270管理,但是,在游戏通过客户机120的连接而进行的情形中,可以通过执行指令处理的区服务器112来执行针对角色信息的管理。即,存储在角色信息数据库270中的角色信息被复制和传送到具有用于更新的权利的区服务器112,并且由区服务器112来执行针对所传送的角色信息的更新。由区服务器112所更新的角色信息可根据用于更新的权利的改变而被传递到另一游戏区320(或角色信息数据库270),或可以根据用于结束到该游戏的连接的客户机120的信号而传递到角色信息数据库270。The
尽管在图2中没有示出,根据本发明的一个优选实施例的分布式数据处理系统200还可以包括数据库管理模块,用于管理上面提到的数据库210和270。根据本发明的分布式数据处理系统200的数据库管理模块可以为了本发明的目的而使用RDBMS(关系型数据库管理系统)如Oracle、Infomix、Sybase、DB2等,或OODBMS(面向对象的数据库管理系统)如Gemston、Orion、O2等来实施。Although not shown in FIG. 2 , the distributed
将详细描述根据本发明的具有类似上面的配置的分布式数据处理系统200的操作。The operation of the distributed
图5是说明根据本发明的一优选实施例的分布式数据处理方法的流程图。FIG. 5 is a flowchart illustrating a distributed data processing method according to a preferred embodiment of the present invention.
根据本实施例的分布式数据处理方法通过上面提到的分布式数据处理系统200来执行。The distributed data processing method according to this embodiment is executed by the above-mentioned distributed
首先,分布式数据处理系统200保持区信息数据库210,其用于存储划分为至少一个游戏区320的游戏地图数据310(S510)。此步骤是一过程,用于在构成游戏地图数据3 10的游戏区320上记录和保持信息。因此,关于所执行的游戏的整个地图被存储(参见图3)。First, the distributed
接下来,分布式数据处理系统200将用于针对用户角色360而实施指令处理的区服务器112分配到每个游戏区320(S520)。此步骤S520是一过程,用于由特别的区域来联系区服务器112,从而产生物理的数据分布的效果。因此,区服务器112被分配到游戏区320,以便基于区服务器112的数据处理容量或游戏区320的大小(保留的区块330的数目)产生最佳数据分布的效果。Next, the distributed
另外,分布式数据处理系统200将指示在预定显示装置上的指示区域350映射在游戏地图数据310上,并且标识所映射的指示区域350所位于的游戏区320(S530)。此步骤S530是一过程,用于确认用户角色360在游戏地图数据310上的位置,提取包括用户角色360的预定区域,以及在显示装置上显示所提取的区域。In addition, the distributed
另外,分布式数据处理系统200将客户机120连接到分配到所标识的游戏区320的区服务器112(S540)。此步骤S540是一过程,用于确定区服务器112以针对用户角色360处理客户机120的控制指令,并且将区服务器112连接到客户机120。尤其是在此步骤S540中,可以根据指示区域350的映射点灵活地调节待连接的区服务器112的数目,并且为了保证类似上面的区服务器112的连接的灵活性,本发明将游戏区320的预定区域限定为缓冲器区块。下文中,将参照图6描述根据指示区域350的映射位置的连接到客户机120的区服务器112的改变。In addition, the distributed
图6是说明根据本发明的基于指示区域的映射位置而改变区服务器的方法的流程图。FIG. 6 is a flowchart illustrating a method of changing a zone server based on a map location indicating a region according to the present invention.
此时,第一游戏区指示用户角色360当前位于的游戏区320(例如图4中的游戏区A),且第二游戏区可指示用户角色360接下来可能移动到的游戏区320(例如图4中的游戏区B)。At this point, the first game area indicates the
首先,分布式数据处理系统200将客户机120连接到分配到用户角色360所位于的第一游戏区的第一区服务器(S610)。此步骤S610是一过程,用于连接第一区服务器112,其处理从客户机120接收的控制指令。此时,连接到客户机120的第一区服务器执行针对用户角色360的指令处理。First, the distributed
接下来,分布式数据处理系统200基于具有第二游戏区的边界将第一游戏区的一部分限定为缓冲器区块(S620)。此步骤S620是一过程,用于使具有第一游戏区和第二游戏区的边界由分布式数据处理系统200根据用户角色360的运动来识别。例如,区块330可以限定为缓冲器区块,或来自游戏区320的预定区域(宽度)的范围可以由限定装置230限定为缓冲器区块。在本实施例中,通过考虑游戏区320由预定数目的区块330构成的事实而将特别的区块330限定为缓冲器区块,但是这是为了一致的解释。Next, the distributed
另外,分布式数据处理系统200确定指示区域350是否包括缓冲器区块的至少一个部分(S630)。此步骤S630是一过程,用于确定通过用户角色360的运动而被映射的指示区域350的任何映射点是否与限定为缓冲器区块的范围(宽度)重叠。例如,控制装置250确认由预定虚拟坐标指定的缓冲器区块是否与指示区域350相同。In addition, the distributed
在步骤S630中确定指示区域350包括缓冲器区块的一个部分的情形中(S630中的Yes方向),分布式数据处理系统200将分配到第二游戏区的第二区服务器的网络地址传送到客户机120(S640)。此步骤S640是一过程,用于提前通知用户角色360所位于的游戏区320在接近的时间中改变。例如,为指示区域350的下一映射点的游戏区320基于指示区域350的映射方向的而被预先识别(用户角色360的入口方向)。此时,接下来能够被映射的游戏区320可以是至少一个。分配到游戏区320的区服务器112的网络地址可以是IP地址、URL、域等。In the case where it is determined in step S630 that the indication area 350 includes a part of the buffer block (Yes direction in S630), the distributed
另外,分布式数据处理系统200基于所传送的网络地址将第二区服务器连接到客户机120(S650)。此步骤S650是一过程,用于在指示区域350的一部分进入缓冲器区块时基于所传送的网络地址将客户机120连接到第二区服务器。即,此步骤S650示出在接近的时间中有必要从提供给客户机120的游戏屏幕提供与第二游戏区相关的游戏屏幕。当用户角色360接近具有该游戏区的边界时,所有相关的区服务器112连接到客户机120。因此,连接到客户机120的区服务器112是第一区服务器和第二区服务器,并且仅对于指示区域350的映射点位于缓冲器区块上的情形,连接至少两个区服务器112。以此方式,如实地执行了用于有效产生数据分布效果的本发明的目的。In addition, the distributed
另外,在步骤S650中,分布式数据处理系统200可以控制连接到客户机120的区服务器112来掌管根据指示区域350内的用户角色360的位置的分别不同种类的处理。这将参照图7而描述。Also, in step S650 , the distributed
图7是说明指定区服务器中的处理类型的方法的流程图。FIG. 7 is a flowchart illustrating a method of specifying a processing type in a zone server.
如图7中所示,分布式数据处理系统200控制第一区服务器来掌管指令处理(S752)。此步骤S752是一过程,考虑到用户角色360位于第一游戏区,用于控制针对用户角色360的指令处理来由第一区服务器执行。As shown in FIG. 7, the distributed
另外,分布式数据处理系统200控制第二区服务器来掌管指示在指示区域350上的第二游戏区发生的事件(S754)。此步骤S754是一过程,用于将由第二区服务器处理的其他角色(其他用户角色、NPC、妖怪等)的游戏进行的阶段可视化,并且将其提供给将用户角色定位在第一游戏区的客户机120。类似上面的事件处理由第二区服务器执行。In addition, the distributed
因此,仅对于用户角色360接近具有游戏区320的边界并且因此需要从分别不同的区服务器112接收数据的情形,客户机120同时连接到相关的区服务器112。因此,存在一效果,使有可能抑制数据集中在特别的区服务器112上。Thus, only for the situation where a user character 360 is close to a border with a
本实施例不特别限定用户角色是否跨过具有第一游戏区和第二游戏区的边界。但是,在用户角色跨过具有该游戏区的边界而进入第二游戏区的情形中,可能容易地引起现有的第二游戏区成为第一游戏区,并且基于上面提到的实施例,存在由第一区服务器或第二区服务器所掌管的处理的改变。This embodiment does not specifically limit whether the user character crosses the boundary between the first game area and the second game area. However, in the case where the user character enters the second game area across the boundary with the game area, it may easily cause the existing second game area to become the first game area, and based on the above-mentioned embodiment, there is A change in processing hosted by the first zone server or the second zone server.
下文中,对于本发明的另一实施例,将描述针对根据游戏进行而改变的角色信息的更新以及角色信息的信息传递。Hereinafter, for another embodiment of the present invention, an update of character information that changes according to game progress and information transfer of character information will be described.
图8是说明根据本发明的更新角色信息的方法的流程图。FIG. 8 is a flowchart illustrating a method of updating character information according to the present invention.
可以在图6中的步骤S650之后连续执行针对角色信息的更新和角色信息的信息传递。The updating of the role information and the information transfer of the role information may be continuously performed after step S650 in FIG. 6 .
首先,分布式数据处理系统200保持用于存储用户角色360的角色信息的角色信息数据库270(S810)。此步骤S810是一过程,用于存储由用户角色360保留的关于力量、物品、技术等的角色信息。角色信息可以以如下方式存储在角色信息数据库270中:实时地从每个区服务器112接收更新的信息,或当检索到用于更新的权利时立刻从区服务器112接收对应的用户角色360的角色信息。本发明可以采用上面提到的两种存储方法,并且在下面的实施例中,将描述一种根据用于更新的权利的改变而存储角色信息的方法。First, the distributed
接下来,分布式数据处理系统200从角色信息数据库270复制角色信息,从而提供其用于第一区服务器(S820)。此步骤S820是一过程,用于为用户角色360所位于的第一游戏区的第一区服务器提供角色信息。例如,当客户机120第一次连接到游戏时,可以执行针对角色信息的传递。Next, the distributed
另外,分布式数据处理系统200给予一权利,用于更新提供到第一区服务器的角色信息(S830)。此步骤S830是一过程,用于使第一区服务器能够更新所获得的物品/技术以及根据用户角色360的游戏进行而改变的所有数字值,其中第一区服务器执行针对用户角色360的指令处理。即,角色信息由用户角色所位于的游戏区320的区服务器112来更新。In addition, the distributed
另外,分布式数据处理系统200根据第一区服务器的指令处理来更新角色信息(S840)。此步骤S840是一过程,用于反映角色信息中的由针对用户角色的指令处理所产生的数据的改变的内容。因此,使得能够连续且实时地更新角色信息,并且所更新的角色信息被记录在第一区服务器的预定存储器(未示出)中。In addition, the distributed
在用户角色360通过用户角色360的运动离开第一游戏区而游戏在进行中的情形中,分布式数据处理系统200检索给出的用于更新的权利(S850)。此步骤S850是一过程,用于在用户角色360改变由用户角色360所定位的游戏区320的情形中,检索给予现有第一游戏区的用于更新的权利,并且将用于更新对应的用户角色360的权利给予用户角色360移动到的游戏区320的区服务器112。此时,分布式数据处理系统200可以控制除上面提到的用于更新的权利之外的更新的角色信息被传送到用户角色360移动到的区服务器112(或角色信息数据库270)。In a case where the user character 360 leaves the first game area by the movement of the user character 360 while the game is in progress, the distributed
因此,根据本发明,通过使针对角色信息的更新和信息传递能够根据用户角色360的位置而执行,存在可以减小角色信息的损失或失真的效果。Therefore, according to the present invention, by enabling updating and information transfer for character information to be performed according to the location of the user character 360, there is an effect that loss or distortion of character information can be reduced.
下文中,将描述根据用户角色360的运动的角色信息到另一游戏区320的信息传递。Hereinafter, information transfer of character information according to the motion of the user character 360 to another
图9是说明传递关于角色信息的信息的方法的流程图。FIG. 9 is a flowchart illustrating a method of communicating information about character information.
分布式数据处理系统200从第一区服务器复制更新的角色信息,并且将复制的角色信息传送到第二区服务器(S960)。此步骤S960是一过程,用于在用户角色360离开第一游戏区而进入第二游戏区的情形中传递关于角色信息的信息。例如,更新的角色信息通过控制装置250从第一区服务器被复制,并且记录在第二区服务器中。此时,通过使第一区服务器能够记录和保持角色信息为可能发生的角色信息的损失或失真做准备。The distributed
接下来,通过将用于更新的权利给予第二区服务器,分布式数据处理系统200控制第二区服务器来掌管指令处理(S970)。此步骤S970是一过程,用于通过使针对用户角色360的指令处理能够由第二区服务器来执行,来根据游戏进行更新所传递的角色信息。即,当用户角色360位于第二游戏区时,用于执行指令处理的区服务器112被改变。Next, by giving the right for update to the second zone server, the distributed
另外,分布式数据处理系统200控制第一区服务器来掌管指示在指示区域350上的第一游戏区处发生的事件(S980)。此步骤S980是一过程,用于使处理的类型能够被转换,使得执行指令处理的第一区服务器可以处理事件。与指示区域350上的第一游戏区相联系的屏幕被提供给客户机120(参见图4)。In addition, the distributed
因此,通过使根据用户角色360到另一游戏区320的运动的区服务器112之间的处理能够灵活转换,存在一效果,使可以有效地执行具有游戏区320的边界之间的数据分布处理。Therefore, by enabling flexible switching of processing between
对于本发明的另一实施例,在检索上面提到的用于更新的权利的步骤S850中,基于指示区域350的映射点是否离开在第二游戏区中限定的缓冲器区块,第一区服务器与客户机120之间的连接被切断。For another embodiment of the present invention, in the step S850 of retrieving the above-mentioned rights for updating, based on whether the mapping point of the indication area 350 leaves the buffer block defined in the second game area, the first area The connection between the server and
图10是说明确定第一区服务器与客户机之间的连接是否被切断的方法的流程图。FIG. 10 is a flowchart illustrating a method of determining whether a connection between a first zone server and a client is cut off.
首先,基于具有第一游戏区的边界,分布式数据处理系统200将第二游戏区的一部分限定为第二缓冲器区块(S1051)。此步骤S1051是一过程,用于通过限定装置230将第二游戏区的区块330的一部分限定为缓冲器区块。与其相关的解释与上面提到的限定缓冲器区块的过程相同并且这里将其省略。First, based on the boundary with the first game area, the distributed
接下来,分布式数据处理系统200确定指示区域350是否包括第二缓冲器区块的至少一个部分(S1052)。步骤S1052是一过程,用于确认在用户角色360离开第一游戏区之后指示区域350是否被映射在第二缓冲器区块上。即,标识位于第二游戏区的用户角色360接近具有第一游戏区的边界的程度,并且确认是否需要从提供给客户机120的游戏屏幕提供与第一游戏区相关的游戏屏幕。Next, the distributed
在确定指示区域350包括第二缓冲器区块的一部分(步骤S1052中的Yes方向)的情形中,分布式数据处理系统200保持第一区服务器与客户机120之间的连接(S1053)。此步骤S1053是一过程,用于保持与第一区服务器的连接,使得可由第一区服务器执行事件。因此,在经过特定时段后,其被控制返回到步骤S1052并且被连续确定指示区域350是否包括缓冲器区块的至少一个部分。In case it is determined that the indication area 350 includes a part of the second buffer extent (Yes direction in step S1052), the distributed
另一方面,在确定指示区域350不包括第二缓冲器区块(步骤S1052中的No方向)的情形中,分布式数据处理系统200切断第一区服务器与客户机120之间的连接(S1054)。此步骤S1054是一过程,用于当与指示区域350内的第一游戏区相联系的事件的目标被消除时,移除第一区服务器与客户机120之间的连接。下文中,客户机120仅保持与第二区服务器的连接,其用于针对用户角色360的指令处理。On the other hand, in the case of determining that the indication area 350 does not include the second buffer block (No direction in step S1052), the distributed
另外,在确定指示区域350不包括缓冲器区块的情形中,分布式数据处理系统200删除保持在第一区服务器中的角色信息(S1055)。此步骤S1055是一过程,用于在用户角色360的位置改变到第二游戏区中并且指示区域350的映射点在第二缓冲器区块之外的时间点,删除存储在第一区服务器中的角色信息。即,当执行针对角色信息的信息传递时,为信息的损失或失真而准备的保持在第一区服务器中的角色信息被删除,并且由第二区服务器执行针对角色信息的更新。在本实施例中,基于何时指示区域350的映射点离开第一游戏区而删除角色信息。但是,这仅是本发明的一个实施例。例如,可以有多种设置准则的方法,如基于用户角色360的位置移动到另一游戏区320的时间点的方法。确定何时删除角色信息的方法可以由本系统的操作者考虑系统环境而灵活地确定。In addition, in a case where it is determined that the indicated area 350 does not include a buffer block, the distributed
因此,根据本发明,可以有可能增强连接到客户机120的区服务器112根据用户角色360的运动的改变。因此,存在一效果,使有可能抑制数据负荷集中在特别区服务器112上,并且还有可能减少可能在角色信息的信息传递期间发生的信息的损失或失真。Therefore, according to the present invention, it may be possible to enhance the change of the
下文中,对于本发明的另一实施例,将描述根据用户角色360的运动的指示区域350的再映射。Hereinafter, for another embodiment of the present invention, remapping of the indication area 350 according to the motion of the user character 360 will be described.
图11是说明根据本发明重置指示区域的映射点的方法的流程图。FIG. 11 is a flowchart illustrating a method for resetting a mapping point of an indication area according to the present invention.
本实施例可以在步骤S530中执行,用于标识上面提到的指示区域350所位于的游戏区320。另外,运动控制线370是图4中的虚线。This embodiment can be executed in step S530, which is used to identify the
首先,分布式数据处理系统200确认用于改变指示区域350内的游戏地图上的映射点的运动控制线370(S1110)。此步骤S1110是一过程,用于画一种虚拟线,以识别指示区域350的映射点的改变。运动控制线370可以由本系统的操作者考虑最佳范围而灵活地确定,在该最佳范围中,可以为客户机120提供用户角色360的运动以及由此的平滑的游戏屏幕。First, the distributed
接下来,分布式数据处理系统200标识指示区域350内的用户角色360的位置(S1120)。此步骤S1120是一过程,用于识别映射的指示区内用户角色360的位置。尤其地,确定用户角色360的位置是否与运动控制线370相同(S1125)。即,当用户角色360继续向某个方向移动时,该用户角色360接近运动控制线370并且在某个时间点处标识用户角色360位于运动控制线370上。Next, the distributed
在步骤S1125中确定用户角色360的位置与运动控制线370相同的情形中,分布式数据处理系统200基于用户角色360的入口方向将指示区域350再映射在游戏地图上(S1130)。即,考虑用户角色360的运动而再提取预定的游戏地图数据310,并且再提取的地图被提供给客户机120。此时,预定的游戏地图数据310成为游戏屏幕的背景。In the case where it is determined that the position of the user character 360 is the same as the motion control line 370 in step S1125, the distributed
另一方面,在步骤S1125中确定用户角色360的位置与运动控制线370不相同的情形中,分布式数据处理系统200保持提供为游戏屏幕的地图并且执行针对用户角色360的指令处理。另外,分布式数据处理系统200在每个预定时段(或实时地)执行步骤S1125,并且连续地标识用户角色360的位置。On the other hand, in a case where it is determined in step S1125 that the position of the user character 360 is not the same as the motion control line 370 , the distributed
因此,根据本发明,通过根据用户角色360的运动而再映射指示区域350可以平滑地转换屏幕。另外,保证了某范围内的用户角色360的运动而没有转换屏幕。因此,存在一效果,使有可能防止不必要的屏幕转换和节省系统资源。Therefore, according to the present invention, the screen can be smoothly transitioned by remapping the indication area 350 according to the motion of the user character 360 . In addition, a certain range of motion of the user character 360 is guaranteed without switching screens. Therefore, there is an effect that makes it possible to prevent unnecessary screen transitions and save system resources.
本发明的实施例包括计算机可读介质,其包括程序指令以实施由计算机实施的各种操作。该介质还可以单独或组合有程序指令地包括数据文件、数据结构、表格等。该介质和程序指令可以是那些为本发明的目的而特别设计的和构造的,或者它们可以是公知的类型并且是熟悉计算机软件技术的人可得到的。计算机可读介质的实例包括磁介质如硬盘、软盘和磁带;光介质如CD-ROM盘、磁光介质如可光读的软盘;并且硬件器件被特别地配置为存储和执行程序指令,如只读存储器器件(ROM)和随机访问存储器(RAM)。该介质还可以是传输介质如光学的或金属的线,波导等,其包括传送指定程序指令、数据结构等的信号的载波。程序指令的实例包括如由编译器产生的机器代码,以及可由使用解释器的计算机执行的包含较高等级代码的文件。Embodiments of the present invention include computer-readable media including program instructions to implement various operations implemented by a computer. The media may also include data files, data structures, tables, etc. alone or in combination with program instructions. The media and program instructions may be those specially designed and constructed for the purposes of the present invention, or they may be of known types and available to those skilled in the art of computer software. Examples of computer-readable media include magnetic media such as hard disks, floppy disks, and magnetic tape; optical media such as CD-ROM disks, magneto-optical media such as optically readable floppy disks; and hardware devices specially configured to store and execute program instructions, such as Read memory device (ROM) and random access memory (RAM). The medium may also be a transmission medium such as an optical or metallic line, waveguide, etc., which includes a carrier wave carrying signals specifying program instructions, data structures, and the like. Examples of program instructions include machine code, such as produced by a compiler, and files containing higher-level code executable by a computer using an interpreter.
图12是可以在实施根据本发明的分布式数据处理方法中较多采用的一般用途计算机的内部框图。FIG. 12 is an internal block diagram of a general-purpose computer that can be widely used in implementing the distributed data processing method according to the present invention.
计算机系统1200包括耦合到存储器件的任意数目的处理器1210(也称为中央处理单元,或CPU),所述存储器件包括主存储(典型地是随机访问存储器,或“RAM 1220”),主存储(典型地是只读存储器,或“ROM 1230”)。如该技术领域中公知的,ROM 1230用于将数据和指令单方向地传递到CPU,并且RAM 1220典型地用于以双方向方式传递数据和指令。这些主存储器件都可包括上述任何合适类型的计算机可读介质。大容量存储器件1240也双向耦合到CPU并且提供附加的数据存储容量并且可包括上述的任何计算机可读介质。大容量存储器件1240可以用于存储程序、数据等,并且典型地是比主存储慢的第二存储介质如硬盘。特别的大容量存储器件如CD-ROM 1260也可以单方向地传递数据到CPU。处理器1210也耦合到接口1250,该接口包括一个或多个输入/输出器件如视频监视器、跟踪球、鼠标、键盘、麦克风、接触敏感的显示器、传感器卡阅读器、磁或纸带阅读器、写字板(tablet)、针笔(stylus)、语音或笔迹识别器,或者其他公知的输入设备如当然其他计算机。最后,使用如通常在网络接口1270示出的网络连接,处理器1210可以任选地耦合到计算机或电信网络。以这样的网络连接,可以设想在执行上述方法步骤的过程中CPU可以从该网络接收信息,或者可以输出信息到该网络。上述设备和材料是熟悉计算机硬件和软件技术的人所熟悉的。
上面的硬件元件可以被配置为起到用于实施本发明的操作的一个或多个软件模块的作用。The above hardware elements may be configured to function as one or more software modules for carrying out the operations of the present invention.
已经为了说明和描述的目的提供了本发明的特定实施例的前面的描述。它们不旨在为穷举的或将本发明局限为所公开的精确形式,并且在上面的教示的启示下,显然有可能进行很多修改和变化。The foregoing descriptions of specific embodiments of the present invention have been presented for purposes of illustration and description. They are not intended to be exhaustive or to limit the invention to the precise form disclosed, and obviously many modifications and variations are possible in light of the above teaching.
因此,本发明的范围旨在由附加到其的权利要求和它们的等效物所限定。Accordingly, the scope of the invention is intended to be defined by the claims appended hereto and their equivalents.
尽管已经结合附图中说明的本发明的实施例描述了本发明,但并不局限于此,因为对于本领域的技术人员明显的是,可以在不脱离本发明的精神和范围的情况下对其进行各种替换、修改和改变。While the present invention has been described in conjunction with the embodiments of the invention illustrated in the accompanying drawings, it is not so limited since it will be apparent to those skilled in the art that modifications can be made without departing from the spirit and scope of the invention. It is subject to various substitutions, modifications and changes.
工业可应用性Industrial applicability
因此,根据本发明,提供了一种由在线游戏服务器的分布式数据处理方法及其系统,其中基于具有一游戏区的边界的预定范围被限定为缓冲器区块,并且因为缓冲器区块的一部分被包括在指示区域中,用户角色将用户角色接下来将移动到的游戏区的区服务器连接到客户机。Therefore, according to the present invention, a distributed data processing method and system thereof by an online game server are provided, wherein a predetermined range based on a boundary of a game area is defined as a buffer block, and because the buffer block A part is included in the indication area, and the user character connects the zone server of the game zone to which the user character will move next to the client.
另外,根据本发明,还提供了一种由在线游戏服务器的分布式数据处理方法及其系统,其可以确认指示区域位于不同的游戏区上,并且通过将相联系的区服务器连接到客户机来抑制数据负荷集中在特别的区服务器上。In addition, according to the present invention, there is also provided a distributed data processing method and system thereof by an online game server, which can confirm that the indicated area is located on a different game zone, and by connecting the associated zone server to the client computer Concentration of data load on particular zone servers is suppressed.
另外,根据本发明,还提供了一种由在线游戏服务器的分布式数据处理方法及其系统,其当指示区域内的用户角色改变游戏区到另一个并且位于该处时执行针对角色信息的信息传递。In addition, according to the present invention, there is also provided a distributed data processing method by an online game server and a system thereof, which execute information for character information when a user character in an indicated area changes the game area to another and is located there. transfer.
另外,根据本发明,还提供了一种由在线游戏服务器的分布式数据处理方法及其系统,其通过用户角色的位置来执行针对角色信息的信息传递和更新,从而有效地减少角色信息的损失或失真。In addition, according to the present invention, there is also provided a distributed data processing method and its system by an online game server, which performs information transfer and update for role information through the position of the user role, thereby effectively reducing the loss of role information or distortion.
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| TWI398283B (en) * | 2007-10-02 | 2013-06-11 | Legend Entertainment Co Ltd X | Distributed map servers of on-line game and method thereof |
| CN112675534A (en) * | 2020-12-22 | 2021-04-20 | 北京像素软件科技股份有限公司 | Data processing method and device, server and storage medium |
| CN114797105A (en) * | 2021-01-19 | 2022-07-29 | 上海幻电信息科技有限公司 | Map construction method and device, and data synchronization method and device |
| CN114797095A (en) * | 2021-01-19 | 2022-07-29 | 上海幻电信息科技有限公司 | Scene switching method and device |
| CN114797105B (en) * | 2021-01-19 | 2025-07-08 | 上海幻电信息科技有限公司 | Map construction method and device and data synchronization method and device |
| CN115414668A (en) * | 2022-08-23 | 2022-12-02 | 珠海金山数字网络科技有限公司 | Virtual role synchronization method and device |
Also Published As
| Publication number | Publication date |
|---|---|
| CN100511249C (en) | 2009-07-08 |
| JP2007528762A (en) | 2007-10-18 |
| KR100469826B1 (en) | 2005-02-03 |
| US20070184904A1 (en) | 2007-08-09 |
| JP4166809B2 (en) | 2008-10-15 |
| WO2005076189A1 (en) | 2005-08-18 |
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