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Game map time-division broadcasting method

A game and map technology, which is applied to branch offices to provide special service devices, data exchange details, electrical components, etc., can solve problems such as server performance bottlenecks, slow response of game servers, and affecting response time of game servers, so as to reduce the number of traversals and The effect of broadcasting volume, resolving out-of-sync games, and optimizing player experience

Active Publication Date: 2014-06-11
FUJIAN TQ DIGITAL
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

Because the game server sends the game object to the client will generate a certain amount of traffic and time consumption, and this part of the consumption can easily become the performance bottleneck of the server, so now generally only broadcast other players within the visible range of a player centered on a player
[0003] The existing technology enables players in the game world to be visible to each other, but there are some disadvantages: 1. If a large number of players maliciously gather in a certain area, any player's login and movement will need to broadcast a large number of players to the client. A large amount of traffic and processing time will be generated instantly, which will affect the response time of the entire game server. It is reflected in the client that the response of the game server is very slow, making it impossible for players to reflect the content of the game normally.
2. Any slight movement of the player needs to re-traverse other players around the player to determine whether there are new players that need to be sent to the client for performance, which increases the consumption of the game
3. When the game object leaves the visible range of the player, it is actively judged and deleted by the client. It is easy to cause the visible game object to be incorrect due to the out-of-sync movement between the moving position and the game server.

Method used

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  • Game map time-division broadcasting method

Examples

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Embodiment Construction

[0014] See Figure 1 to Figure 3 As shown, in a method for time-sharing broadcast of game maps of the present invention, each game map is divided into corresponding instances of multiple map blocks, and the instances of multiple map blocks corresponding to each game map are displayed in Each game map is assigned its own coordinate position, and the instances of multiple map tiles corresponding to each game map are stored in a two-dimensional array. The one-dimensional subscript and two-dimensional subscript of each array element of the two-dimensional array Mark the coordinates corresponding to the instances of the tiles;

[0015] Each instance of the map block is set with a one-dimensional array 1, which is used for caching: other players that need to be sent to the player who enters the block (other players are the players that exist in the new map block, and the newly entered The new entry block is an instance of entering another new map block from an instance of a map block;...

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Abstract

The invention provides a game map time-division broadcasting method. The method includes the steps that information needing sending of players is managed on game maps in units of blocks, and a server disperses flow and processing time through time slice division broadcasting; blocks surrounding the players are traversed only when the players log in, move and span blocks, the players needing sending are buffered in units of blocks, time-division broadcasting is conducted, and only a certain number of players are sent every time; the server can manage deletion of the players to avoid inconsistence of client sides and the server; certain time is distributed for each map, and broadcasting of the players stops processing of the game maps if processing of each map is not finished after certain time; due to complexity of the game map, broadcasting information of some players can probably be accumulated for a long time, and at the moment the server can consider about of abandoning the broadcasting information. Through the method, safety of the game server can be effectively improved, execution efficiency of the game server is improved, and experience of the players is improved.

Description

【Technical Field】 [0001] The invention relates to a method for time-sharing broadcasting of game maps. 【Background technique】 [0002] Currently, players in online role-playing games need to be visible to each other. If you want to make a player as the center and make other players see the center player as the center; now the general practice is: the server needs to manage players according to certain rules Visible other players are also sent to the game client to perform, and the client also manages the players in the game world accordingly. Specifically: The game server manages all players in the game world by map as a unit, and divides the map into multiple blocks. When the player logs in, the game server traverses as few blocks as possible around the player, collects other players within the player’s visible range in these blocks, and sends them to the client for display at one time; when the player moves in the game world, the game server traverses and Collect the newly vi...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): H04L12/18H04L29/06
Inventor 刘建辉刘德建陈宏展黄种志
Owner FUJIAN TQ DIGITAL
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