Asynchronous computation and synchronous backtracking method and system in delayed sensitive online game
An online game, delay-sensitive technology, applied in transmission systems, electrical components, etc., can solve the problems of rule breaking, delay-sensitive online games cannot be guaranteed fairness and security, and the fairness and security of the game environment cannot be guaranteed.
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Embodiment 1
[0049] Glossary
[0050] Delay-sensitive online games: Refers to online games with extremely large input and output volumes in a short period of time, frequent human-computer interaction, real-time response time, and high operational accuracy requirements, such as action-type, sports-type, and first-time games. Perspective shooting online game. This type of online game has a huge user base and a very wide audience, and it is the type that the majority of online game users like. In addition to the basic game content, users attach great importance to a fair, just and safe game environment for such games, and put forward high requirements for such game developers.
[0051] Data delay and its impact: Data delay means that during the transmission process, the data is transmitted to the relevant receiver after the transmission time designed by the normal network transmission protocol. China's domestic network speed is estimated to be 150ms delay and 5% packet loss rate on average,...
Embodiment 2
[0063] The present invention discloses a synchronous backtracking method for asynchronous computing in a delay-sensitive online game. The method includes the following steps:
[0064] Install the logic calculation modules of the game on the client and server respectively;
[0065] The client synchronizes the user's input to the logic calculation module of the server, and sends the calculation results generated by the client through its logic calculation module to the server;
[0066] The server side compares the correct calculation result generated by itself with the result sent by the client; if the results are inconsistent, it is judged that the client logic is abnormal;
[0067] If a client with abnormal logic is found, the server resynchronizes the state of the client with abnormal logic on the server at that time to the client through serialization to overwrite the abnormal state of the client at that time. In this embodiment, when a failure is found, the processing resu...
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