HK40028959B - Method and apparatus for accessing account in game applications, storage medium and electronic device - Google Patents
Method and apparatus for accessing account in game applications, storage medium and electronic device Download PDFInfo
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- HK40028959B HK40028959B HK42020018832.4A HK42020018832A HK40028959B HK 40028959 B HK40028959 B HK 40028959B HK 42020018832 A HK42020018832 A HK 42020018832A HK 40028959 B HK40028959 B HK 40028959B
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Description
Technical Field
The invention relates to the field of computers, in particular to an account access method and device in game application, a storage medium and electronic equipment.
Background
Cloud technology (Cloud technology) is based on a general term of network technology, information technology, integration technology, management platform technology, application technology and the like applied in a Cloud computing business model, can form a resource pool, is used as required, and is flexible and convenient. Cloud computing technology will become an important support. Background services of the technical network system require a large amount of computing and storage resources, such as video websites, picture-like websites and more web portals. With the high development and application of the internet industry, each article may have its own identification mark and needs to be transmitted to a background system for logic processing, data in different levels are processed separately, and various industrial data need strong system background support and can only be realized through cloud computing.
In the current game application service, a central IDC (Internet Data Center) is generally selected as a public server cluster, including all other services except PVP (Player versus Player VS Player) servers, such as a matching server and a Data storage server, PVP servers are deployed at each other IDC for a Player to newly access one game, RTT (loop-back-Trip Time) from the Player to each pre-established PVP server is displayed on a game main interface, a user manually selects a server to enter according to the condition of the user for matching, the user performs matching at the public server cluster, and the user enters the PVP server of the selected IDC for playing one game after matching is successful.
However, in the related art, only a user can manually select a server to enter according to the situation of the user, and a game application scheme aiming at 'competition with global users' cannot be realized.
In view of the above problems, no effective solution has been proposed.
Disclosure of Invention
The embodiment of the invention provides an account number access method and device in game application, a storage medium and electronic equipment, which at least solve the technical problem that the game application in the related technology is difficult to really realize global uniform competition.
According to an aspect of an embodiment of the present invention, there is provided an account access method in a game application, including:
acquiring a first data request sent by a first account on first access equipment, wherein the first data request is used for requesting to start one game in a target game application; sending the first data request to a first server of a first type on the first access device, where the first server is configured to determine a first group of accounts as accounts participating in the game in one game, and determine an address of a second server of a second type, the second server is configured to create the game in one game, the first group of accounts includes accounts from a first group of different geographic areas, the first group of accounts includes the first account, each account in the first group of accounts is respectively configured to send a corresponding data request to the first server through a corresponding access device, the corresponding data request is used to request to start the game in one game, and the corresponding access device includes access devices from a second group of different geographic areas; after the one-game is created on the second server, acquiring the address of the second server sent by the first server on the target access equipment, wherein network delay between the second server and the corresponding access equipment is smaller than a first delay threshold value; and sending the address of the second server to the first account on the target access equipment, and forwarding the game interaction data in the game of one game sent by the first account to the second server.
Optionally, the sending, on the first access device, the first data request to a first server of a first type includes: and under the condition that the first access device is a first cloud load balancer CLB, sending the first data request to the first server on the first CLB through cloud networking, wherein the first CLB is located in a first geographic area of the first group of different geographic areas, a first server cluster where the first server is located is connected with a plurality of CLBs through the cloud networking, the CLBs comprise the first CLB, and the CLBs are respectively located in different geographic areas.
Optionally, the sending the first data request to the first server over the first CLB through cloud networking includes: sending, on the first CLB, the first data request to a second CLB over the cloud networking, wherein the second CLB is connected to a plurality of servers in the first server cluster; sending, on the second CLB, the first data request to a third server in the first server cluster, wherein the third server is to provide a gaming service in the target gaming application other than a single game; sending, at the third server, the first data request to the first server.
Optionally, before the obtaining, on the first access device, the first data request sent by the first account, the method further includes: acquiring a first login request sent by the first account on the first CLB; sending, on the first CLB, the first login request to a third server in the first server cluster, wherein the third server is to provide a gaming service in the target gaming application other than a single game; acquiring target game data sent by the third server on the first CLB, wherein the target game data comprise game data of the first account in the target game application acquired from a target database by the third server; and sending a first login response to the first account on the first CLB, wherein the first login response is used for indicating that the login of the first account is successful, and the first login response comprises the target game data.
Optionally, the sending, on the first access device, the first data request to a first server of a first type includes: and in the case that the first access device is a first Global Application Acceleration Platform (GAAP) acceleration point, sending the first data request to the first server through a second CLB at the first GAAP acceleration point, wherein the second CLB is connected with a plurality of servers in a first server cluster, the plurality of servers comprise the first server, the first server cluster is connected with a plurality of CLBs through cloud networking, and the CLBs are respectively located in different geographic areas.
Optionally, before the obtaining, on the first access device, the first data request sent by the first account, the method further includes: acquiring a second login request sent by the first account on the first GAAP acceleration point; sending the second login request to a third server in the first server cluster at the first GAAP acceleration point, wherein the third server is configured to provide game services in the target gaming application beyond a single game; acquiring target game data sent by the third server on the first GAAP acceleration point, wherein the target game data comprises game data of the first account in the target game application acquired by the third server to a target database; and sending a second login response to the first account on the first CLB, wherein the second login response is used for indicating that the login of the first account is successful, and the second login response comprises the target game data.
Optionally, after sending the first data request to the first server of the first type on the first access device, the method further includes: acquiring a first group of network delay lists when the access equipment corresponding to each account in the first group of accounts performs data transmission with the plurality of second type servers on the first server; determining the address of the second type server with the lowest network delay as the address of the second server under the condition that the number of the first group of accounts is one account and the network delays of the access terminal corresponding to the account and a plurality of second type servers are recorded in the first group of network delay list; under the condition that the number of the first group of accounts is multiple, and the network delay of the access terminal corresponding to each account in the multiple accounts and the multiple second-type servers is recorded in the first group of network delay list, acquiring multiple second-type server identifiers with the lowest delay in the network delay of the access terminal corresponding to each account in the multiple accounts and the multiple second-type servers; determining, when the number of identifiers used to indicate the same second type server in the plurality of second type server identifiers exceeds a first threshold, an address of a second type server corresponding to the second type server identifier as an address of the second server; and under the condition that the number of identifiers used for indicating the same second type server in the plurality of second type server identifiers does not exceed a first threshold value, determining the address of the second type server with the highest network delay evaluation parameter in the plurality of second type servers as the address of the second server.
Optionally, the method further comprises: acquiring a second data request sent by a first account on the first access equipment, wherein the second data request is used for requesting to add a target virtual game object to the game; sending, on the first access device, the second data request to the first server, wherein the first server is further configured to determine an address of the second server as an address of a fourth server of a fourth type, the fourth server being configured to create the target virtual game object; sending the address of the fourth server to the first account on the target access device, and forwarding game interaction data in the game of the game sent by the first account to the fourth server; the fourth server creates the target virtual game object under a preset condition according to the game interaction data, wherein the preset condition comprises at least one of the following conditions: a number of target virtual game objects in the game play is less than a first number threshold; there is a number of account connection failures in the first set of accounts exceeding a second number threshold in the game play; and the attribute of the account number in the first group of account numbers existing in the game is a target account number, and the target account number is a game account number needing to interact with the target virtual game object.
Optionally, the method further comprises: acquiring a third data request sent by a first account on first access equipment, wherein the third data request is used for requesting video recording of the game; sending the third data request to the first server on the first access device, wherein the first server is further configured to determine an address of the second server as an address of a fifth server of a fifth type, and the fifth server is configured to create a video file of the game; sending the address of the fifth server to the first account on the target access device, and forwarding game interaction data in the game of the game sent by the first account to the fifth server; and the fifth server creates a video file of the game according to the game interaction data.
According to another aspect of the embodiments of the present invention, there is also provided an account accessing apparatus in a game application, including:
the first acquisition module is used for acquiring a first data request sent by a first account on first access equipment, wherein the first data request is used for requesting to start one game in a target game application;
a first sending module, configured to send the first data request to a first server of a first type on the first access device, where the first server is configured to determine a first group of accounts as accounts participating in the one game, and determine an address of a second server of a second type, the second server is configured to create the one game, the first group of accounts includes accounts from a first group of different geographic areas, the first group of accounts includes the first account, each account in the first group of accounts is respectively configured to send a corresponding data request to the first server through a corresponding access device, the corresponding data request is used to request to start the one game, and the corresponding access device includes an access device from a second group of different geographic areas;
a second obtaining module, configured to obtain, on the target access device, an address of the second server sent by the first server after the one-game is created on the second server, where network delays between the second server and the corresponding access devices are both smaller than a first delay threshold;
and the second sending module is used for sending the address of the second server to the first account on the target access equipment and forwarding the game interaction data in the game of one game sent by the first account to the second server.
Optionally, the first sending module includes: a first sending unit, configured to send the first data request to the first server through cloud networking on a first cloud load balancer CLB when the first access device is the first CLB, where the first CLB is located in a first geographic area of the first group of different geographic areas, a first server cluster in which the first server is located is connected to multiple CLBs through the cloud networking, the multiple CLBs include the first CLB, and the multiple CLBs are located in different geographic areas respectively.
Optionally, the first sending unit is configured to send the first data request to the first server through cloud networking on the first CLB by: sending, on the first CLB, the first data request to a second CLB over the cloud networking, wherein the second CLB is connected to a plurality of servers in the first server cluster; sending, on the second CLB, the first data request to a third server in the first server cluster, wherein the third server is to provide a gaming service in the target gaming application other than a single game; sending, at the third server, the first data request to the first server.
Optionally, the apparatus is further configured to: before the first data request sent by the first account is acquired on the first access device, acquiring a first login request sent by the first account on a first CLB; sending, on the first CLB, the first login request to a third server in the first server cluster, wherein the third server is to provide a gaming service in the target gaming application other than a single game; acquiring target game data sent by the third server on the first CLB, wherein the target game data comprise game data of the first account in the target game application acquired from a target database by the third server; and sending a first login response to the first account on the first CLB, wherein the first login response is used for indicating that the login of the first account is successful, and the first login response comprises the target game data.
Optionally, the first sending module comprises: a second sending unit, configured to send, by a second CLB to the first server at a first global application acceleration platform GAAP acceleration point, the first data request when the first access device is the first GAAP acceleration point, where the second CLB is connected to multiple servers in a first server cluster, where the multiple servers include the first server, the first server cluster is connected to multiple CLBs through cloud networking, and the multiple CLBs are located in different geographic areas, respectively.
Optionally, the apparatus is further configured to: before acquiring a first data request sent by a first account on first access equipment, acquiring a second login request sent by the first account on the first GAAP acceleration point; sending the second login request to a third server in the first server cluster at the first GAAP acceleration point, wherein the third server is configured to provide game services in the target gaming application beyond a single game; acquiring target game data sent by the third server on the first GAAP acceleration point, wherein the target game data comprises game data of the first account in the target game application acquired by the third server to a target database; and sending a second login response to the first account on the first CLB, wherein the second login response is used for indicating that the login of the first account is successful, and the second login response comprises the target game data.
Optionally, the apparatus is further configured to: after the first data request is sent to a first server of a first type on the first access device, acquiring a first group of network delay lists when the access device corresponding to each account in the first group of accounts performs data transmission with the plurality of second type servers on the first server; determining the address of the second type server with the lowest network delay as the address of the second server under the condition that the number of the first group of accounts is one account and the network delays of the access terminal corresponding to the account and a plurality of second type servers are recorded in the first group of network delay list; under the condition that the number of the first group of accounts is multiple, and the network delay of the access terminal corresponding to each account in the multiple accounts and the multiple second-type servers is recorded in the first group of network delay list, acquiring multiple second-type server identifiers with the lowest delay in the network delay of the access terminal corresponding to each account in the multiple accounts and the multiple second-type servers; determining, when the number of identifiers used to indicate the same second type server in the plurality of second type server identifiers exceeds a first threshold, an address of a second type server corresponding to the second type server identifier as an address of the second server; and under the condition that the number of identifiers used for indicating the same second type server in the plurality of second type server identifiers does not exceed a first threshold value, determining the address of the second type server with the highest network delay evaluation parameter in the plurality of second type servers as the address of the second server.
Optionally, the apparatus is further configured to: acquiring a second data request sent by a first account on the first access equipment, wherein the second data request is used for requesting to add a target virtual game object to the game; sending, on the first access device, the second data request to the first server, wherein the first server is further configured to determine an address of the second server as an address of a fourth server of a fourth type, the fourth server being configured to create the target virtual game object; sending the address of the fourth server to the first account on the target access device, and forwarding game interaction data in the game of the game sent by the first account to the fourth server; the fourth server creates the target virtual game object under a preset condition according to the game interaction data, wherein the preset condition comprises at least one of the following conditions: a number of target virtual game objects in the game play is less than a first number threshold; there is a number of account connection failures in the first set of accounts exceeding a second number threshold in the game play; and the attribute of the account number in the first group of account numbers existing in the game is a target account number, and the target account number is a game account number needing to interact with the target virtual game object.
Optionally, the apparatus is further configured to: acquiring a third data request sent by a first account on first access equipment, wherein the third data request is used for requesting video recording of the game; sending the third data request to the first server on the first access device, wherein the first server is further configured to determine an address of the second server as an address of a fifth server of a fifth type, and the fifth server is configured to create a video file of the game; sending the address of the fifth server to the first account on the target access device, and forwarding game interaction data in the game of the game sent by the first account to the fifth server; and the fifth server creates a video file of the game according to the game interaction data.
According to another aspect of the embodiments of the present invention, there is also provided a computer-readable storage medium, in which a computer program is stored, where the computer program is configured to execute the account access method in the game application when running.
According to another aspect of the embodiments of the present invention, there is also provided an electronic device, including a memory and a processor, where the memory stores a computer program, and the processor is configured to execute the account access method in the game application through the computer program.
In the embodiment of the invention, a first data request sent by a first account is acquired on a first access device, the first data request is sent to a first server of a first type, after a game is created on a second server, the address of a second server sent by the first server is acquired on a target access device, the address of the second server is sent to the first account, and game interaction data in the game sent by the first account is forwarded to the second server, the game data to be exchanged is forwarded between a target game application and an associated server through an access device with the lowest network delay of the account of a game application server, so that the aim of realizing game application scheme aiming at 'competition with global users' and reducing the average network delay of the accounts of a plurality of different geographic areas during game playing is fulfilled, therefore, a game mode of global uniform combat is realized, the user experience is optimized, the technical effect of the playing method of the game application is enriched, and the technical problem that the global uniform competition is difficult to truly realize in the game application in the related technology is solved.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the invention and together with the description serve to explain the invention without limiting the invention. In the drawings:
FIG. 1 is a diagram illustrating an application environment of an alternative account access method in a gaming application according to an embodiment of the present invention;
FIG. 2 is a flow chart illustrating an alternative account access method in a gaming application according to an embodiment of the present invention;
FIG. 3 is a diagram illustrating an alternative account access method in a gaming application, according to an embodiment of the present invention;
FIG. 4 is a flow chart illustrating an alternative method for accessing accounts in a gaming application according to an embodiment of the present invention;
FIG. 5 is a schematic diagram of an alternative account access method in a gaming application, according to an embodiment of the present invention;
FIG. 6 is a flow chart illustrating an alternative method for accessing an account in a gaming application according to an embodiment of the present invention;
FIG. 7 is a schematic diagram of an alternative account access method in a gaming application according to an embodiment of the present invention;
FIG. 8 is a schematic structural diagram of an account accessing device in an alternative game application according to an embodiment of the present invention;
FIG. 9 is a schematic diagram of an account access device in an alternative gaming application according to an embodiment of the present invention;
fig. 10 is a schematic structural diagram of an alternative electronic device according to an embodiment of the invention.
Detailed Description
In order to make the technical solutions of the present invention better understood, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
It should be noted that the terms "first," "second," and the like in the description and claims of the present invention and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the invention described herein are capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
Cloud technology refers to a hosting technology for unifying serial resources such as hardware, software, network and the like in a wide area network or a local area network to realize calculation, storage, processing and sharing of data.
Cloud computing (cloud computing) refers to a delivery and use mode of an IT infrastructure, and refers to obtaining required resources in an on-demand and easily-extensible manner through a network; the generalized cloud computing refers to a delivery and use mode of a service, and refers to obtaining a required service in an on-demand and easily-extensible manner through a network. Such services may be IT and software, internet related, or other services. Cloud Computing is a product of development and fusion of traditional computers and Network Technologies, such as Grid Computing (Grid Computing), distributed Computing (distributed Computing), Parallel Computing (Parallel Computing), Utility Computing (Utility Computing), Network Storage (Network Storage Technologies), Virtualization (Virtualization), Load balancing (Load Balance), and the like.
With the development of diversification of internet, real-time data stream and connecting equipment and the promotion of demands of search service, social network, mobile commerce, open collaboration and the like, cloud computing is rapidly developed. Different from the prior parallel distributed computing, the generation of cloud computing can promote the revolutionary change of the whole internet mode and the enterprise management mode in concept.
Cloud gaming (Cloud gaming), also known as game on demand (gaming), is an online gaming technology based on Cloud computing technology. Cloud game technology enables light-end devices (thin clients) with relatively limited graphics processing and data computing capabilities to run high-quality games. In a cloud game scene, a game is not operated in a player game terminal but in a cloud server, and the cloud server renders the game scene into a video and audio stream which is transmitted to the player game terminal through a network. The player game terminal does not need to have strong graphic operation and data processing capacity, and only needs to have basic streaming media playing capacity and capacity of acquiring player input instructions and sending the instructions to the cloud server.
The scheme provided by the embodiment of the application relates to technologies such as cloud computing and cloud games, and is specifically explained by the following embodiment:
first, partial nouns or terms referred to in the embodiments of the present application will be described:
RTT: a Round-Trip Time (Round-Trip Time) is used to describe the network latency of a user to a server's network packets back and forth.
IDC: an Internet Data Center (Internet Data Center) is a service platform with perfect equipment (including high-speed Internet access bandwidth, high-performance local area network, safe and reliable computer room environment, etc.), specialized management and perfect application.
peer-to-Peer (PC) is a high bandwidth, high quality resource interworking service on the cloud. The peer-to-peer connection has the characteristics of multi-region, multi-account, heterogeneous intercommunication of various networks and the like, supports the intercommunication of the VPC network and the basic network, and meets the deployment requirements of different services.
And (3) GAPP: the Global Application Acceleration (Global Application Acceleration Platform) relies on a high-speed channel, a forwarding cluster and an intelligent routing technology among Global nodes to realize the nearby access of users in various regions, and the users can directly reach a source station area through the high-speed channel, so that the problem of unsmooth or excessively high delay of the access of the Global users can be solved.
VPC: the Virtual Private Cloud (Virtual Private Cloud) constructs an isolated Virtual network environment for the elastic Cloud server, wherein the Virtual network environment is autonomously configured and managed by a user, the security of resources in the user Cloud is improved, the network deployment of the user is simplified, an internal network can be conveniently managed and configured, and safe and rapid network change is carried out, so that the framework that multiple tenants of a Cloud service provider are changed into a single tenant is realized.
Cloud networking: the service of intranet interconnection between private networks (VPC) on the cloud and between the VPC and a local data center (IDC) has the capabilities of whole-network multipoint interconnection, route self-learning, link optimization, fault rapid convergence and the like. Compared with butt joint connection, the cloud networking can realize intercommunication and interconnection among multiple VPCs.
A Zone Server: the large area server, the server directly connected with the player, is mainly responsible for processing all non-single-game operations of the user in the game application, including logic of login, purchase, knapsack, mail, task processing and the like.
Match Server: and the matching server is responsible for carrying out single-game matching server process on the matching request of the user in the global same-service multiplayer game.
PVP: is a game mode in which a player and a player play a single-play confrontation.
DNS: the Domain Name System (Domain Name System) is a distributed network directory service, and is mainly used for interconversion between Domain names and IP addresses.
CLB: the Cloud Load Balancing (Cloud Load Balancing) is a service for carrying out traffic distribution on a plurality of Cloud servers, and can expand the external service capacity of an application system through the traffic distribution and improve the availability of the application system by eliminating single-point faults.
VIP: virtual IP (english: virtual IP) is an IP address that load balances the provisioning of services to clients.
The invention is illustrated below with reference to examples:
according to an aspect of the embodiment of the present invention, there is provided an account accessing method in a game application, and optionally, in this embodiment, the account accessing method in a game application may be applied to a hardware environment formed by a server 101, a user terminal 103, and an access device 105 as shown in fig. 1. As shown in fig. 1, a server 101 and a terminal 103 are connected to an access device 105 through a network, and may be used to provide services for a user terminal or a client installed on the user terminal, where the target client may be a video client, an instant messaging client, a browser client, an education client, and the like. The database 107 may be provided on or separate from the server for providing data storage services for the server 101, and the network may include, but is not limited to: a wired network, a wireless network, wherein the wired network comprises: a local area network, a metropolitan area network, and a wide area network, the wireless network comprising: bluetooth, WIFI, and other wireless communication enabled networks, the user terminal 103 may be a target client configured terminal, and may include but is not limited to at least one of the following: the Mobile phone (such as an Android Mobile phone, an iOS Mobile phone, etc.), a notebook computer, a tablet computer, a palm computer, an MID (Mobile Internet Devices), a PAD, a desktop computer, an intelligent television, etc., where the server may be a single server, a server cluster composed of a plurality of servers, or a cloud server. Taking the application executed on the target client as a game application as an example, the target game application 109 is displayed through the user terminal 103, and the account access service in the game application may be used through an entry of the target game application 109 configured on the terminal, which is only an example and is not limited in this embodiment.
Optionally, as an optional implementation manner, as shown in fig. 2, the account accessing method in the game application includes:
s202, a first data request sent by a first account is acquired on first access equipment, wherein the first data request is used for requesting to start one game in a target game application;
optionally, in this embodiment, the first access device and the target access device may include, but are not limited to, a GAPP access device or a CLB access device, the first access device and the target access device may be the same or different, the target game application may include, but is not limited to, a shooting game application, a chess game application, a role-playing game application, a strategy game application, and the like, and may also be a combination of multiple types of game applications. The first account may include, but is not limited to, an account that is registered in advance in a related server of the game application, and may also include, but is not limited to, an account that is registered in a related server of the game application while the data request is sent. The above is merely an example, and the present embodiment does not limit this.
Optionally, in this embodiment, the first data request may include, but is not limited to, a request for starting a game play, or a request for starting the game play, which is composed of the first group of accounts with other accounts, and the other accounts may be in the same geographical area or different geographical areas from the first account.
S204, a first data request is sent to a first server of a first type on a first access device, wherein the first server is used for determining a first group of accounts as accounts participating in one game and determining an address of a second server of a second type, the second server is used for creating the one game, the first group of accounts comprise accounts from a first group of different geographic areas, the first group of accounts comprise the first account, each account in the first group of accounts is respectively used for sending a corresponding data request to the first server through a corresponding access device, the corresponding data request is used for requesting to start the one game, and the corresponding access device comprises an access device from a second group of different geographic areas;
optionally, in this embodiment, the first type of server may include, but is not limited to, a large area server or a server configured in advance for performing game account matching, and the second type of server may include, but is not limited to, a PVP server, a PVE (Player VS environment) server, and the like for creating one game play and performing game data exchange with a corresponding server participating in the one game play.
Optionally, in this embodiment, each account in the first set of accounts corresponds to one access device, the access device and each account corresponding to each account may include, but are not limited to, the same or adjacent geographic areas, and the network latency of each account and its corresponding access device is smaller than that of each account and other access devices except its corresponding access device, in other words, each account corresponds to an access device with the lowest network latency among the multiple access devices.
S206, after a game is created on the second server, the address of the second server sent by the first server is obtained on the target access equipment, wherein the network delay between the second server and the corresponding access equipment is smaller than a first delay threshold value;
optionally, in this embodiment, the first delay threshold may be preset by a system, and the specific value may be set separately according to different game applications, for example, the first delay threshold is set to a lower threshold in a shooting game application, so that users in a wider geographic area can be realized as far as possible to play the same server game while ensuring the game experience of the participants, and the first delay threshold is set to a higher threshold in a formation game application, so that more users in a global area can be allowed to participate in the game with a more normal network delay as far as possible. The above is merely an example, and the present invention is not limited in particular to a specific game application scenario.
Optionally, in this embodiment, the first server determines, according to the first data request, network delays of each account in the first group of accounts and each second-type server, determines, as the second server, a second-type server with a highest network delay parameter in the plurality of second-type servers, and further obtains an address of the second server, where the network delay parameter may be automatically determined by the system according to the network delay
S208, the address of the second server is sent to the first account on the target access device, and the game interaction data in one game sent by the first account is forwarded to the second server.
The game interaction data may include, but is not limited to, game interaction data sent to the server by each account participating in the current game during the game playing process, and taking the target game application as a chess and card game as an example, the game interaction data may include, but is not limited to, card playing information of the first account, chatting information of the first account, a name of the first account, an avatar, a virtual article in the backpack, and other game data capable of interacting.
Through the embodiment, the method comprises the steps of acquiring a first data request sent by a first account on first access equipment, sending the first data request to a first server of a first type, acquiring the address of a second server sent by the first server on target access equipment after one game is created on the second server, sending the address of the second server to the first account, and forwarding game interaction data in the one game sent by the first account to the second server, forwarding game data to be exchanged between a target game application and an associated server through the access equipment with the lowest network delay of the account of a game application server to be performed, so as to achieve the purpose of achieving game application scheme aiming at 'competition with global users', reducing the average network delay of accounts of a plurality of different geographic areas during game playing, therefore, a game mode of global uniform combat is realized, the user experience is optimized, the technical effect of the playing method of the game application is enriched, and the technical problem that the global uniform competition is difficult to truly realize in the game application in the related technology is solved.
In an alternative embodiment, sending a first data request to a first server of a first type at a first access device comprises: and under the condition that the first access device is a first cloud load balancer CLB, sending a first data request to a first server on the first CLB through cloud networking, wherein the first CLB is located in a first geographic area in a first group of different geographic areas, a first server cluster where the first server is located is connected with a plurality of CLBs through the cloud networking, the plurality of CLBs comprise the first CLB, and the plurality of CLBs are respectively located in different geographic areas.
Optionally, in this embodiment, when the first access device and the first server use the same operator service, the first access device is determined as the first CLB, the first CLB may be bound to a corresponding geographic area in a cross-domain binding manner, the binding relationship is registered and stored in a DNS server, and in a process of exchanging data through a domain name, the first account is resolved by the DNS server to obtain a CLB address with the lowest time delay with the first account, and the CLB forwards the first data request to the first server.
Optionally, in this embodiment, fig. 3 is a schematic diagram of an optional account accessing method in a game application according to an embodiment of the present invention, as shown in fig. 3, where a virtual map 302 is used to represent location information of a server associated with the target game application, a virtual identifier 304 is used to represent a geographic location of the first server in this embodiment, when the first account is located in a geographic area near the virtual identifier 304 in fig. 3, an address of the second server is determined as an address of a second type server corresponding to the geographic area of the virtual identifier 304, and CLBs corresponding to the virtual identifiers 306 are connected to each other in a cloud networking manner through corresponding dedicated lines.
According to the embodiment, after cross-domain binding of the CLB, the CLB is used for forwarding the first data request between the terminal where the account is located and the first server corresponding to the first data request, so that the problem that users in various regions around the world are difficult to access through low time delay is solved, the users can access to the optimal (usually nearest) virtual private cloud for data exchange through DNS analysis, and the technical effects that the time delay of account access is reduced, and the accounts in a plurality of different geographic regions can play games based on the same server are achieved.
In an alternative embodiment, sending a first data request over the first CLB to a first server via cloud networking comprises: sending a first data request to a second CLB through cloud networking on the first CLB, wherein the second CLB is connected with a plurality of servers in the first server cluster; sending the first data request to a third server in the first server cluster on the second CLB, wherein the third server is to provide a game service other than the single game in the target game application; the first data request is sent to the first server at the third server.
Optionally, in this embodiment, a "cloud networking" scheme is introduced, so that a disaster tolerance capability of a point-to-point dedicated line fault is achieved, for example, in a case where the first CLB is located in a silicon valley, the second CLB is located in frankfurt, and the third server is located in singapore, when the silicon valley to singapore dedicated line fault occurs, the specific line may be automatically scheduled to the silicon valley to the frankfurt, and then data interaction service may be performed via the specific line from the frankfurt to the singapore.
In an optional embodiment, before acquiring, on the first access device, the first data request sent by the first account, the method further includes: acquiring a first login request sent by a first account on a first CLB; sending the first login request to a third server in the first server cluster on the first CLB, wherein the third server is used for providing game services except for the single game in the target game application; acquiring target game data sent by a third server on the first CLB, wherein the target game data comprises game data of a first account in a target game application, which is acquired from a target database by the third server; and sending a first login response to the first account on the first CLB, wherein the first login response is used for indicating that the login of the first account is successful, and the first login response comprises target game data.
Optionally, in this embodiment, the third server may include, but is not limited to, a large-area server, that is, a server for a public service cluster, where in the prior art, connection from the user side to the public service cluster is implemented through a public network link, and in this embodiment, a login request for connecting the public service cluster is forwarded through a CLB, and data forwarding between the user side and the public service cluster is implemented through the CLB, where the CLB is connected with the third server through a dedicated line.
Optionally, in this embodiment, fig. 4 is a schematic flowchart of another optional account accessing method in a game application according to an embodiment of the present invention, and as shown in fig. 4, the first account is taken as an example of a north american user to further explain:
s402, a North American user (corresponding to the first account) initiates a network request to trigger DNS resolution;
s404, the DNS server returns the North American CLB to the North American user according to the IP address of the North American user
An IP address (VIP address) of (corresponding to the aforementioned target access device);
s406, obtaining a login request initiated by a North American user;
s408, the north american CLB forwards the login request to the singapore metropolitan server (corresponding to the aforementioned third server);
s410, the Singapore district server accesses a database to obtain user data according to a login request;
s412, the database returns user data to the Singapore district server;
s414, the large-area server processes the user data according to the service logic;
s416, the Singapore district server returns login response information to the North America CLB;
and S418, returning the login response information to the North American user through the North American CLB.
Through the embodiment, the technical problem that in the related art, the public service cluster needs to be accessed from the target game application at the user side, and the access needs to be realized through the public network link, and because the request delay of the account number is positively correlated with the distance from the account number to the public service and the routing quality of the public network link, the card pause feeling can occur when part of the game account numbers are subjected to the operation associated with the public service cluster.
In an alternative embodiment, sending a first data request to a first server of a first type at a first access device comprises: and under the condition that the first access device is a first global application acceleration platform GAAP acceleration point, sending a first data request to a first server through a second CLB on the first GAAP acceleration point, wherein the second CLB is connected with a plurality of servers in a first server cluster, the plurality of servers comprise the first server, the first server cluster is connected with the plurality of CLBs through cloud networking, and the CLBs are respectively located in different geographic areas.
Optionally, in this embodiment, when the first access device and the first server use different operator services, the first access device is determined as the first GAAP acceleration point, and the first GAAP acceleration point may be directly connected to the second CLB and further connected to the first server cluster including the first server, in other words, the first account is connected to the first server cluster through the GAAP acceleration point via a dedicated line between different operators. The address registration of the GAAP is stored in the DNS server, the first account obtains the GAAP address with the lowest time delay with the first account through the DNS server analysis in the process of performing data exchange through the domain name, and forwards the first data request to the first server through the GAAP.
Optionally, in this embodiment, fig. 5 is a schematic diagram of an account accessing method in another optional game application according to an embodiment of the present invention, as shown in fig. 5, where a virtual map 502 is used to indicate location information of a server associated with the target game application, a virtual identifier 504 is used to indicate a geographic location of the first GAAP in this embodiment, a virtual identifier 506 is used to indicate a geographic location of the first server in this embodiment, a virtual identifier 508 is used to indicate a geographic location of the second CLB in this embodiment, when the first account is located in a geographic area near the virtual identifier 504 in fig. 5, an address of the second server is determined as an address of a second type server corresponding to the geographic area of the virtual identifier 504, and the first GAAP corresponding to the virtual identifier 504 is respectively connected to the virtual identifier 506, the first GAAP corresponding to different operators through a dedicated line corresponding to different operators, The CLB or server to which the virtual identifier 508 corresponds is connected.
Through the embodiment, the account needing to use the GAAP can be directly communicated to the CLB of the Singapore from the GAAP accelerating point in south America through a special line and then directly accesses the large-area server, so that the public service cluster of the Singapore is not needed to be connected from the south America detour to the silicon valley and then to the silicon valley, and the technical problem that the virtual private clouds among different cloud providers are interconnected and intercommunicated is solved.
In an optional embodiment, before acquiring, on the first access device, the first data request sent by the first account, the method further includes: acquiring a second login request sent by a first account on a first GAAP acceleration point; sending a second login request to a third server in the first server cluster at the first GAAP acceleration point, wherein the third server is used for providing game services except for a single game in the target game application; acquiring target game data sent by a third server on a first GAAP acceleration point, wherein the target game data comprise game data of a first account in a target game application acquired from a target database by the third server; and sending a second login response to the first account on the first CLB, wherein the second login response is used for indicating that the login of the first account is successful, and the second login response comprises target game data.
Optionally, in this embodiment, the third server may include, but is not limited to, a large area server, that is, a server for a public service cluster, where in the prior art, connection from the user side to the public service cluster is implemented through a public network link, and in this embodiment, a login request for connecting the public service cluster is forwarded through a GAAP, and data forwarding between the user side and the public service cluster is implemented through the GAAP, where the GAAP is connected with the third server through a dedicated line.
Optionally, in this embodiment, fig. 6 is a schematic flowchart of a method for accessing an account in an optional game application according to an embodiment of the present invention, and as shown in fig. 6, the first account is taken as an example of a south america user to further explain:
s602, a south American user (corresponding to the first account) initiates a network request to trigger DNS analysis;
s604, the DNS server returns the IP address of the GAAP acceleration point of south America to the south America user according to the IP address of the south America user;
s606, obtaining a login request initiated by a south American user;
s608, the south america GAAP acceleration point (corresponding to the aforementioned target access device) forwards the login request to the singapore metropolitan area server (corresponding to the aforementioned third server);
s610, the Singapore district server accesses a database to obtain user data according to a login request;
s612, the database returns user data to the Singapore district server;
s614, the large-area server processes the user data according to the service logic;
s616, the Singapore district server returns login response information to the south American GAAP acceleration point;
and S618, returning the login response information to the south America user through the south America GAAP acceleration point.
According to the embodiment, the technical problems that in the related art, the public service cluster needs to be accessed from the target game application at the user side and the access needs to be realized through the public network link, and the request delay of the account number is positively correlated with the distance from the account number to the public service and the routing quality of the public network link, the card pause feeling can be caused when part of game account numbers are subjected to the operation related to the public service cluster, so that the user use experience is optimized, and the technical effect of reducing the network delay of the user is achieved.
In an optional embodiment, after sending the first data request to the first server of the first type on the first access device, the method further comprises: acquiring a first group of network delay lists when the access equipment corresponding to each account in the first group of accounts respectively transmits data with a plurality of second type servers on the first server; determining the address of the second type server with the lowest network delay as the address of the second server under the condition that the number of the first group of accounts is one account, and the network delays of the access terminal corresponding to one account and a plurality of second type servers are recorded in the first group of network delay list; under the condition that the number of the first group of accounts is multiple, and the network delay of the access terminal corresponding to each account in the multiple accounts and the multiple second-type servers is recorded in the first group of network delay list, acquiring multiple second-type server identifiers with the lowest delay in the network delay of the access terminal corresponding to each account in the multiple accounts and the multiple second-type servers; determining the address of a second type server corresponding to the second type server identifier as the address of the second server under the condition that the number of identifiers used for indicating the same second type server in a plurality of second type server identifiers exceeds a first threshold value; and under the condition that the number of identifiers used for indicating the same second type server in the plurality of second type server identifiers does not exceed the first threshold value, determining the address of the second type server with the highest network delay evaluation parameter in the plurality of second type servers as the address of the second server.
Optionally, in this embodiment, when the number of the first group of accounts is one account, the multiple access devices corresponding to the one account are sorted according to the network delay, and the access device with the lowest network delay is determined as the access device corresponding to the one account.
Optionally, in this embodiment, when the number of the first group of accounts is multiple, the first group of accounts includes a first account located in an southeast asia region, a second account located in a north america region, and a third account located in a south america region, the access device corresponding to the first account is located in the southeast asia region, the access device corresponding to the second account is located in a north america region, the access device corresponding to the third account is located in the south america region, the network latency of the access device corresponding to the first account and the south america region is 300ms, the network latency of the access device corresponding to the north america region is 200ms, the network latency of the access device corresponding to the south america region is 50ms, for the first account, the network latency parameter corresponding to the access device in the south america region is set to 40, and the network latency parameter corresponding to the access device in the north america region is set to 70, setting the network delay parameter corresponding to the access device in the southeast Asia region as 100, setting the network delay of the access device in the southeast Asia region as 100ms for the second account, setting the network delay of the access device in the North America region as 50ms, and setting the network delay of the access device in the southeast Asia region as 200s for the second account, setting the network delay parameter corresponding to the access device in the south America region as 85, setting the network delay parameter corresponding to the access device in the North America region as 100, setting the network delay parameter corresponding to the access device in the southeast Asia region as 40, determining that the network delay parameter of the access device in the southeast Asia region is 210 minutes in total, the network delay parameter of the access device in the North America region is 225 minutes in total, and because the network delay parameter of the access device in the North America region is higher than the network delay parameter of the access device in the southeast Asia region, determining the second server as a second type server located in north america, and acquiring an address of the second type server as the address of the second server.
The above is only an example, and the specific manner for selecting the optimal second-type server may further include, but is not limited to, other second-type servers capable of embodying that the determined network latency of the second-type server is optimal relative to the multiple accounts, which is not specifically limited in this embodiment.
Optionally, in this embodiment, the first threshold and the second threshold may be the same or different, and the present invention does not make any specific limitation on this.
According to the embodiment, the optimal second type server is directly selected by using the hand-lifting mechanism, and under the condition that the optimal second type server cannot be directly selected, the address of the second server is determined by configuring the corresponding network delay parameter for each second type server, so that the technical effect of optimizing user experience is achieved.
In an optional embodiment, the method further comprises: acquiring a second data request sent by the first account on the first access device, wherein the second data request is used for requesting to add the target virtual game object to the one-play game; sending a second data request to a first server on the first access device, wherein the first server is further configured to determine an address of the second server as an address of a fourth server of a fourth type, the fourth server being configured to create a target virtual game object; sending the address of the fourth server to the first account on the target access device, and forwarding game interaction data in one game sent by the first account to the fourth server; the fourth server creates a target virtual game object under preset conditions according to the game interaction data, wherein the preset conditions comprise at least one of the following conditions: the number of target virtual game objects in a game is less than a first number threshold; there is a number of account connection failures in the first set of accounts exceeding a second number threshold in a game play; in one game, the attribute of the account number in the first group of account numbers is a target account number, and the target account number is a game account number needing to interact with a target virtual game object.
Optionally, in this embodiment, the fourth server is configured to configure a target virtual object capable of simulating a behavior of the virtual object controlled by the first account in the one-game, and when performing PVP operation, in some scenarios (for example, the number of people is insufficient, the number of times of connection failures of the user is too many, and a novice player needs to be guided), it is necessary to allow a special target virtual operation object to enter the one-game. The fourth server and the second server are deployed in the same virtual private cloud, so that the overhead of private line flow can be reduced, and the purpose of reducing operation cost is achieved
In an optional embodiment, the method further comprises: acquiring a third data request sent by the first account on the first access device, wherein the third data request is used for requesting to record a game; sending a third data request to a first server on the first access device, wherein the first server is further used for determining the address of the second server as the address of a fifth server of a fifth type, and the fifth server is used for creating a video file of one game; sending the address of a fifth server to the first account on the target access equipment, and forwarding game interaction data in one game sent by the first account to the fifth server; and the fifth server creates a video file of a game according to the game interaction data.
Optionally, in this embodiment, the fifth server is configured to store a single game play operation of the account in the one game play, and form a video file after the single game play operation is finished, so that the video file is used for review and sharing by the user. The fifth server and the second server are deployed in the same virtual private cloud, so that the overhead of private line flow can be reduced, and the purpose of reducing cost is achieved.
According to the embodiment, the modules which are frequently interacted with the second server and can be decoupled from the public cluster are adjusted into the virtual private clouds, the flow of a special line can be reduced, and meanwhile, a scattered request mode is adopted for a scene that a large amount of data needs to be read and written from the public cluster when the process is restarted, so that the purpose of cost optimization is achieved.
The invention is further illustrated by the following specific examples:
fig. 7 is a flowchart illustrating an account accessing method in an alternative game application according to an embodiment of the present invention, and as shown in fig. 7, the first account is further explained as an example of a north american user:
s702, a North American user initiates a network request to trigger DNS analysis;
s704, the DNS server returns the North American CLB to the North American user according to the IP address of the North American user
An IP address (corresponding to the first access device);
s706, obtaining a login request initiated by a North American user;
s708, the north american CLB forwards the login request to the singapore metropolitan server (corresponding to the third server described above);
s710, the Singapore district server accesses a database to obtain user data according to the login request;
s712, the database returns the user data to the Singapore district server;
s714, the large-area server processes the user data according to the service logic;
s716, the Singapore district server returns login response information to the North America CLB;
s718, returning the login response information to the north American user through the North American CLB;
s720, acquiring a matching request (corresponding to the first data request) initiated by a North American user;
s722, forwarding the matching request to a Singapore district server by the North American CLB;
s724, the Singapore district server forwards the matching request information to the Singapore matching server, and establishes a game (corresponding to the first server) on the Singapore matching server;
s726, the Singapore matching server executes one game creation under the condition that the number of people is enough, and returns a response message of successful one game creation to the Singapore district server;
s728, the Singapore district server returns the response message to the CLB in North America;
s730, the North American CLB forwards the response message to the first account;
s732, the first account sends the data request information for starting one game to the North America CLB;
s734, the north american CLB forwards the request message to the singapore bureau server (corresponding to the second server).
By the scheme, the network time delays corresponding to the accounts in different geographic areas can be counted, and then data transmission under the condition of lower network time delay can be realized by carrying out targeted configuration on the areas with higher network time delay, so that the technical effect of ensuring the game experience of users is achieved.
It should be noted that, for simplicity of description, the above-mentioned method embodiments are described as a series of acts or combination of acts, but those skilled in the art will recognize that the present invention is not limited by the order of acts, as some steps may occur in other orders or concurrently in accordance with the invention. Further, those skilled in the art should also appreciate that the embodiments described in the specification are preferred embodiments and that the acts and modules referred to are not necessarily required by the invention.
According to another aspect of the embodiment of the invention, an account access device in a game application for implementing the account access method in the game application is also provided. As shown in fig. 8, the apparatus includes:
a first obtaining module 802, configured to obtain, on a first access device, a first data request sent by a first account, where the first data request is used to request to start a game play in a target game application;
a first sending module 804, configured to send the first data request to a first server of a first type on the first access device, where the first server is configured to determine a first group of accounts as accounts participating in the one-game, and determine an address of a second server of a second type, the second server is configured to create the one-game, the first group of accounts includes accounts from a first group of different geographic areas, the first group of accounts includes the first account, each account in the first group of accounts is respectively configured to send a corresponding data request to the first server through a corresponding access device, the corresponding data request is used to request to start the one-game, and the corresponding access device includes an access device from a second group of different geographic areas;
a second obtaining module 806, configured to obtain, on the target access device, an address of the second server sent by the first server after the one-game is created on the second server, where network latencies between the second server and the corresponding access device are all smaller than a first latency threshold;
a second sending module 808, configured to send, on the target access device, the address of the second server to the first account, and forward, to the second server, game interaction data in the one game sent by the first account.
In an alternative embodiment, fig. 9 is a schematic structural diagram of an account accessing device in another alternative game application according to an embodiment of the present invention, and as shown in fig. 9, the first sending module 804 includes: a first sending unit 902, configured to send the first data request to the first server through cloud networking on a first cloud load balancer CLB when the first access device is the first CLB, where the first CLB is located in a first geographic area of the first group of different geographic areas, a first server cluster in which the first server is located is connected to multiple CLBs through the cloud networking, the multiple CLBs include the first CLB, and the multiple CLBs are located in different geographic areas respectively.
In an optional embodiment, the first sending unit 902 is configured to send the first data request to the first server through cloud networking on the first CLB by: sending, on the first CLB, the first data request to a second CLB over the cloud networking, wherein the second CLB is connected to a plurality of servers in the first server cluster; sending, on the second CLB, the first data request to a third server in the first server cluster, wherein the third server is to provide a gaming service in the target gaming application other than a single game; sending, at the third server, the first data request to the first server.
In an optional embodiment, the apparatus is further configured to: before the first data request sent by the first account is acquired on the first access device, acquiring a first login request sent by the first account on a first CLB; sending, on the first CLB, the first login request to a third server in the first server cluster, wherein the third server is to provide a gaming service in the target gaming application other than a single game; acquiring target game data sent by the third server on the first CLB, wherein the target game data comprise game data of the first account in the target game application acquired from a target database by the third server; and sending a first login response to the first account on the first CLB, wherein the first login response is used for indicating that the login of the first account is successful, and the first login response comprises the target game data.
In an alternative embodiment, as shown in fig. 9, the first sending module 804 includes: a second sending unit 904, configured to, if the first access device is a first global application acceleration platform GAAP acceleration point, send the first data request to the first server through a second CLB at the first GAAP acceleration point, where the second CLB is connected to a plurality of servers in a first server cluster, where the plurality of servers includes the first server, the first server cluster is connected to a plurality of CLBs through cloud networking, and the plurality of CLBs are located in different geographic areas, respectively.
In an optional embodiment, the apparatus is further configured to: before acquiring a first data request sent by a first account on first access equipment, acquiring a second login request sent by the first account on the first GAAP acceleration point; sending the second login request to a third server in the first server cluster at the first GAAP acceleration point, wherein the third server is configured to provide game services in the target gaming application beyond a single game; acquiring target game data sent by the third server on the first GAAP acceleration point, wherein the target game data comprises game data of the first account in the target game application acquired by the third server to a target database; and sending a second login response to the first account on the first CLB, wherein the second login response is used for indicating that the login of the first account is successful, and the second login response comprises the target game data.
In an optional embodiment, the apparatus is further configured to: after the first data request is sent to a first server of a first type on the first access device, acquiring a first group of network delay lists when the access device corresponding to each account in the first group of accounts performs data transmission with the plurality of second type servers on the first server; determining the address of the second type server with the lowest network delay as the address of the second server under the condition that the number of the first group of accounts is one account and the network delays of the access terminal corresponding to the account and a plurality of second type servers are recorded in the first group of network delay list; under the condition that the number of the first group of accounts is multiple, and the network delay of the access terminal corresponding to each account in the multiple accounts and the multiple second-type servers is recorded in the first group of network delay list, acquiring multiple second-type server identifiers with the lowest delay in the network delay of the access terminal corresponding to each account in the multiple accounts and the multiple second-type servers; determining, when the number of identifiers used to indicate the same second type server in the plurality of second type server identifiers exceeds a first threshold, an address of a second type server corresponding to the second type server identifier as an address of the second server; and under the condition that the number of identifiers used for indicating the same second type server in the plurality of second type server identifiers does not exceed a first threshold value, determining the address of the second type server with the highest network delay evaluation parameter in the plurality of second type servers as the address of the second server.
In an optional embodiment, the apparatus is further configured to: acquiring a second data request sent by a first account on the first access equipment, wherein the second data request is used for requesting to add a target virtual game object to the game; sending, on the first access device, the second data request to the first server, wherein the first server is further configured to determine an address of the second server as an address of a fourth server of a fourth type, the fourth server being configured to create the target virtual game object; sending the address of the fourth server to the first account on the target access device, and forwarding game interaction data in the game of the game sent by the first account to the fourth server; the fourth server creates the target virtual game object under a preset condition according to the game interaction data, wherein the preset condition comprises at least one of the following conditions: a number of target virtual game objects in the game play is less than a first number threshold; there is a number of account connection failures in the first set of accounts exceeding a second number threshold in the game play; and the attribute of the account number in the first group of account numbers existing in the game is a target account number, and the target account number is a game account number needing to interact with the target virtual game object.
In an optional embodiment, the apparatus is further configured to: acquiring a third data request sent by a first account on first access equipment, wherein the third data request is used for requesting video recording of the game; sending the third data request to the first server on the first access device, wherein the first server is further configured to determine an address of the second server as an address of a fifth server of a fifth type, and the fifth server is configured to create a video file of the game; sending the address of the fifth server to the first account on the target access device, and forwarding game interaction data in the game of the game sent by the first account to the fifth server; and the fifth server creates a video file of the game according to the game interaction data.
According to another aspect of the embodiment of the present invention, there is also provided an electronic device for implementing the account access method in the game application, where the electronic device may be the terminal device or the server shown in fig. 1. As shown in fig. 10, the electronic device comprises a memory 1002 and a processor 1004, the memory 1002 having stored therein a computer program, the processor 1004 being arranged to execute the steps of any of the method embodiments described above by means of the computer program.
Optionally, in this embodiment, the electronic device may be located in at least one network device of a plurality of network devices of a computer network.
Optionally, in this embodiment, the processor may be configured to execute the following steps by a computer program:
s1, acquiring a first data request sent by a first account on a first access device, wherein the first data request is used for requesting to start a game in a target game application;
s2, sending a first data request to a first server of a first type on a first access device, where the first server is configured to determine a first group of accounts as accounts participating in a game of one game and determine an address of a second server of a second type, the second server is configured to create the game of one game, the first group of accounts includes accounts from a first group of different geographic areas, the first group of accounts includes a first account, each account in the first group of accounts is respectively configured to send a corresponding data request to the first server through a corresponding access device, the corresponding data request is used to request to start the game of one game, and the corresponding access device includes an access device from a second group of different geographic areas;
s3, after a game is created on the second server, the address of the second server sent by the first server is obtained on the target access device, wherein, the network delay between the second server and the corresponding access device is less than the first delay threshold;
s4, the address of the second server is sent to the first account on the target access device, and the game interaction data in one game sent by the first account is forwarded to the second server.
Alternatively, it can be understood by those skilled in the art that the structure shown in fig. 10 is only an illustration, and the electronic device may also be a terminal device such as a smart phone (e.g., an Android phone, an iOS phone, etc.), a tablet computer, a palmtop computer, a Mobile Internet Device (MID), a PAD, and the like. Fig. 10 is a diagram illustrating a structure of the electronic device. For example, the electronics may also include more or fewer components (e.g., network interfaces, etc.) than shown in FIG. 10, or have a different configuration than shown in FIG. 10.
The memory 1002 may be used to store software programs and modules, such as program instructions/modules corresponding to the account accessing method and apparatus in the game application in the embodiment of the present invention, and the processor 1004 executes various functional applications and data processing by running the software programs and modules stored in the memory 1002, that is, implementing the account accessing method in the game application. The memory 1002 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory 1002 may further include memory located remotely from the processor 1004, which may be connected to the terminal over a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof. The memory 1002 may be, but not limited to, specifically configured to store information related to the first group of accounts and information such as a target virtual operation object. As an example, as shown in fig. 10, the memory 1002 may include, but is not limited to, a first obtaining module 802, a first sending module 804, a second obtaining module 806, and a second sending module 808 of an account accessing device in the game application. In addition, the present invention may further include, but is not limited to, other module units in the account access device in the game application, which is not described in detail in this example.
Optionally, the above-mentioned transmission device 1006 is used for receiving or sending data via a network. Examples of the network may include a wired network and a wireless network. In one example, the transmission device 1006 includes a Network adapter (NIC) that can be connected to a router via a Network cable and other Network devices so as to communicate with the internet or a local area Network. In one example, the transmission device 1006 is a Radio Frequency (RF) module, which is used for communicating with the internet in a wireless manner.
In addition, the electronic device further includes: a display 1008 for displaying the target game application; and a connection bus 1010 for connecting the respective module parts in the above-described electronic apparatus.
In other embodiments, the terminal device or the server may be a node in a distributed system, where the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting a plurality of nodes through a network communication. Nodes can form a Peer-To-Peer (P2P, Peer To Peer) network, and any type of computing device, such as a server, a terminal, and other electronic devices, can become a node in the blockchain system by joining the Peer-To-Peer network.
According to a further aspect of an embodiment of the present invention, there is also provided a computer-readable storage medium having a computer program stored thereon, wherein the computer program is arranged to perform the steps of any of the above method embodiments when executed.
Alternatively, in the present embodiment, the above-mentioned computer-readable storage medium may be configured to store a computer program for executing the steps of:
s1, acquiring a first data request sent by a first account on a first access device, wherein the first data request is used for requesting to start a game in a target game application;
s2, sending a first data request to a first server of a first type on a first access device, where the first server is configured to determine a first group of accounts as accounts participating in a game of one game and determine an address of a second server of a second type, the second server is configured to create the game of one game, the first group of accounts includes accounts from a first group of different geographic areas, the first group of accounts includes a first account, each account in the first group of accounts is respectively configured to send a corresponding data request to the first server through a corresponding access device, the corresponding data request is used to request to start the game of one game, and the corresponding access device includes an access device from a second group of different geographic areas;
s3, after a game is created on the second server, the address of the second server sent by the first server is obtained on the target access device, wherein, the network delay between the second server and the corresponding access device is less than the first delay threshold;
s4, the address of the second server is sent to the first account on the target access device, and the game interaction data in one game sent by the first account is forwarded to the second server.
Alternatively, in this embodiment, a person skilled in the art may understand that all or part of the steps in the methods of the foregoing embodiments may be implemented by a program instructing hardware associated with the terminal device, where the program may be stored in a computer-readable storage medium, and the storage medium may include: flash disks, Read-Only memories (ROMs), Random Access Memories (RAMs), magnetic or optical disks, and the like.
The above-mentioned serial numbers of the embodiments of the present invention are merely for description and do not represent the merits of the embodiments.
The integrated unit in the above embodiments, if implemented in the form of a software functional unit and sold or used as a separate product, may be stored in the above computer-readable storage medium. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for causing one or more computer devices (which may be personal computers, servers, network devices, etc.) to execute all or part of the steps of the method according to the embodiments of the present invention.
In the above embodiments of the present invention, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
In the several embodiments provided in the present application, it should be understood that the disclosed client may be implemented in other manners. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one type of division of logical functions, and there may be other divisions when actually implemented, for example, a plurality of units or components may be combined or may be integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, units or modules, and may be in an electrical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present invention may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The foregoing is only a preferred embodiment of the present invention, and it should be noted that, for those skilled in the art, various modifications and decorations can be made without departing from the principle of the present invention, and these modifications and decorations should also be regarded as the protection scope of the present invention.
Claims (15)
1. A method for accessing account numbers in game application is characterized by comprising the following steps:
acquiring a first data request sent by a first account on first access equipment, wherein the first data request is used for requesting to start one game in a target game application;
sending the first data request to a first server of a first type on the first access device, where the first server is configured to determine a first group of accounts as accounts participating in the game in one game, and determine an address of a second server of a second type, the second server is configured to create the game in one game, the first group of accounts includes accounts from a first group of different geographic areas, the first group of accounts includes the first account, each account in the first group of accounts is respectively configured to send a corresponding data request to the first server through a corresponding access device, the corresponding data request is used to request to start the game in one game, and the corresponding access device includes access devices from a second group of different geographic areas;
after the one-game is created on the second server, acquiring the address of the second server sent by the first server on a target access device, wherein network delay between the second server and the corresponding access device is smaller than a first delay threshold value;
and sending the address of the second server to the first account on the target access equipment, and forwarding the game interaction data in the game of one game sent by the first account to the second server.
2. The method of claim 1, wherein sending the first data request to a first server of a first type on the first access device comprises:
and under the condition that the first access device is a first cloud load balancer CLB, sending the first data request to the first server on the first CLB through cloud networking, wherein the first CLB is located in a first geographic area of the first group of different geographic areas, a first server cluster where the first server is located is connected with a plurality of CLBs through the cloud networking, the CLBs comprise the first CLB, and the CLBs are respectively located in different geographic areas.
3. The method of claim 2, wherein sending the first data request to the first server over the first CLB via cloud networking comprises:
sending, on the first CLB, the first data request to a second CLB over the cloud networking, wherein the second CLB is connected to a plurality of servers in the first server cluster;
sending, on the second CLB, the first data request to a third server in the first server cluster, wherein the third server is to provide a gaming service in the target gaming application other than a single game;
sending, at the third server, the first data request to the first server.
4. The method of claim 2, wherein before the obtaining the first data request sent by the first account on the first access device, the method further comprises:
acquiring a first login request sent by the first account on the first CLB;
sending, on the first CLB, the first login request to a third server in the first server cluster, wherein the third server is to provide a gaming service in the target gaming application other than a single game;
acquiring target game data sent by the third server on the first CLB, wherein the target game data comprise game data of the first account in the target game application acquired from a target database by the third server;
and sending a first login response to the first account on the first CLB, wherein the first login response is used for indicating that the login of the first account is successful, and the first login response comprises the target game data.
5. The method of claim 1, wherein sending the first data request to a first server of a first type on the first access device comprises:
and in the case that the first access device is a first Global Application Acceleration Platform (GAAP) acceleration point, sending the first data request to the first server through a second CLB at the first GAAP acceleration point, wherein the second CLB is connected with a plurality of servers in a first server cluster, the plurality of servers comprise the first server, the first server cluster is connected with a plurality of CLBs through cloud networking, and the CLBs are respectively located in different geographic areas.
6. The method of claim 2, wherein before the obtaining the first data request sent by the first account on the first access device, the method further comprises:
acquiring a second login request sent by the first account on the first GAAP acceleration point;
sending the second login request to a third server in the first server cluster at the first GAAP acceleration point, wherein the third server is configured to provide game services in the target gaming application beyond a single game;
acquiring target game data sent by the third server on the first GAAP acceleration point, wherein the target game data comprises game data of the first account in the target game application acquired by the third server to a target database;
and sending a second login response to the first account on the first CLB, wherein the second login response is used for indicating that the login of the first account is successful, and the second login response comprises the target game data.
7. The method of claim 1, wherein after sending the first data request to a first server of a first type on the first access device, the method further comprises:
acquiring a first group of network delay lists when the access equipment corresponding to each account in the first group of accounts performs data transmission with the plurality of second type servers on the first server;
determining the address of the second type server with the lowest network delay as the address of the second server under the condition that the number of the first group of accounts is one account and the network delays of the access terminal corresponding to the account and a plurality of second type servers are recorded in the first group of network delay list;
under the condition that the number of the first group of accounts is multiple, and the network delay of the access terminal corresponding to each account in the multiple accounts and the multiple second-type servers is recorded in the first group of network delay list, acquiring multiple second-type server identifiers with the lowest delay in the network delay of the access terminal corresponding to each account in the multiple accounts and the multiple second-type servers;
determining, when the number of identifiers used to indicate the same second type server in the plurality of second type server identifiers exceeds a first threshold, an address of a second type server corresponding to the second type server identifier as an address of the second server;
and under the condition that the number of identifiers used for indicating the same second type server in the plurality of second type server identifiers does not exceed a first threshold value, determining the address of the second type server with the highest network delay evaluation parameter in the plurality of second type servers as the address of the second server.
8. The method of claim 1, further comprising:
acquiring a second data request sent by a first account on the first access equipment, wherein the second data request is used for requesting to add a target virtual game object to the game;
sending, on the first access device, the second data request to the first server, wherein the first server is further configured to determine an address of the second server as an address of a fourth server of a fourth type, the fourth server being configured to create the target virtual game object;
sending the address of the fourth server to the first account on the target access device, and forwarding game interaction data in the game of the game sent by the first account to the fourth server;
the fourth server creates the target virtual game object under a preset condition according to the game interaction data, wherein the preset condition comprises at least one of the following conditions:
a number of target virtual game objects in the game play is less than a first number threshold;
there is a number of account connection failures in the first set of accounts exceeding a second number threshold in the game play;
and the attribute of the account number in the first group of account numbers existing in the game is a target account number, and the target account number is a game account number needing to interact with the target virtual game object.
9. The method of claim 1, further comprising:
acquiring a third data request sent by a first account on first access equipment, wherein the third data request is used for requesting video recording of the game;
sending the third data request to the first server on the first access device, wherein the first server is further configured to determine an address of the second server as an address of a fifth server of a fifth type, and the fifth server is configured to create a video file of the game;
sending the address of the fifth server to the first account on the target access device, and forwarding game interaction data in the game of the game sent by the first account to the fifth server;
and the fifth server creates a video file of the game according to the game interaction data.
10. An account access device in a game application, comprising:
the first acquisition module is used for acquiring a first data request sent by a first account on first access equipment, wherein the first data request is used for requesting to start one game in a target game application;
a first sending module, configured to send the first data request to a first server of a first type on the first access device, where the first server is configured to determine a first group of accounts as accounts participating in the one game, and determine an address of a second server of a second type, the second server is configured to create the one game, the first group of accounts includes accounts from a first group of different geographic areas, the first group of accounts includes the first account, each account in the first group of accounts is respectively configured to send a corresponding data request to the first server through a corresponding access device, the corresponding data request is used to request to start the one game, and the corresponding access device includes an access device from a second group of different geographic areas;
a second obtaining module, configured to obtain, on a target access device, an address of a second server sent by a first server after the one-game is created on the second server, where network delays between the second server and corresponding access devices are all smaller than a first delay threshold;
and the second sending module is used for sending the address of the second server to the first account on the target access equipment and forwarding the game interaction data in the game of one game sent by the first account to the second server.
11. The apparatus of claim 10, wherein the first sending module comprises: a first sending unit, configured to send the first data request to the first server through cloud networking on a first cloud load balancer CLB when the first access device is the first CLB, where the first CLB is located in a first geographic area of the first group of different geographic areas, a first server cluster in which the first server is located is connected to multiple CLBs through the cloud networking, the multiple CLBs include the first CLB, and the multiple CLBs are located in different geographic areas respectively.
12. The apparatus of claim 11, wherein the first sending unit is configured to send the first data request to the first server over the first CLB via cloud networking by:
sending, on the first CLB, the first data request to a second CLB over the cloud networking, wherein the second CLB is connected to a plurality of servers in the first server cluster;
sending, on the second CLB, the first data request to a third server in the first server cluster, wherein the third server is to provide a gaming service in the target gaming application other than a single game;
sending, at the third server, the first data request to the first server.
13. The apparatus of claim 11, wherein the apparatus is further configured to:
before the first data request sent by the first account is acquired on the first access device, acquiring a first login request sent by the first account on the first CLB;
sending, on the first CLB, the first login request to a third server in the first server cluster, wherein the third server is to provide a gaming service in the target gaming application other than a single game;
acquiring target game data sent by the third server on the first CLB, wherein the target game data comprise game data of the first account in the target game application acquired from a target database by the third server;
and sending a first login response to the first account on the first CLB, wherein the first login response is used for indicating that the login of the first account is successful, and the first login response comprises the target game data.
14. A computer-readable storage medium comprising a stored program, wherein the program when executed performs the method of any of claims 1 to 9.
15. An electronic device comprising a memory and a processor, characterized in that the memory has stored therein a computer program, the processor being arranged to execute the method of any of claims 1 to 9 by means of the computer program.
Publications (2)
| Publication Number | Publication Date |
|---|---|
| HK40028959A HK40028959A (en) | 2021-02-11 |
| HK40028959B true HK40028959B (en) | 2021-06-11 |
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