A method for time-sharing broadcasting of game maps

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: 2017-06-16
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
[0005] 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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  • A method for time-sharing broadcasting of game maps
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  • A method for time-sharing broadcasting of game maps

Examples

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Embodiment Construction

[0019] see Figure 1 to Figure 3 As shown, a method for time-sharing broadcasting of game maps in the present invention divides each game map into corresponding instances of multiple map blocks, and the instances of multiple map blocks corresponding to each game map are Each game map is assigned its own coordinate position, and the instances of multiple map blocks 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 coordinates corresponding to instances of said respective map tiles;

[0020] Each map block instance is set with a one-dimensional array 1, which is used for caching: other players that need to be sent to the player who newly enters the block (other players are players that exist in the new map block, the newly entered Player except the ID collection), described new entry block is the instance that enters another new map block from the e...

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Abstract

The present invention provides a time-sharing broadcasting method for a game map. The game map is managed in units of blocks to send player information, and the server disperses traffic and processing time by broadcasting in time segments. Only when the player logs in and moves across the block, the surrounding players are traversed, the players that need to be sent are cached in blocks, and broadcast in time-sharing, only a certain number of players are sent each time. And the server can manage the deletion of players to avoid inconsistencies between the client and the server. Allocate a certain amount of time to each map, and each map will interrupt the processing of this game map after it consumes a certain amount of time before processing the player's broadcast; on a busy game map, some players' broadcast information may accumulate for a long time, at this time you can Consider throwing it away. The invention can effectively improve the security of the game server, improve the execution efficiency of the game server, and improve the player's experience.

Description

[0001] 【Technical field】 [0002] The invention relates to a method for time-sharing broadcasting of a game map. [0003] 【Background technique】 [0004] At present, players in online role-playing games need to be visible to each other. If you want to make a certain player the center, let other players be visible with the center player as the center; the current general practice is: the server needs to manage players with certain rules Visible other players are sent to the game client for performance, and the client also manages the players in the game world accordingly. Specifically: the game server manages all players in the game world in units of a map, and divides the map into multiple blocks. When a player logs in, the game server traverses as few blocks as possible around the player, collects other players within the visible range of the player 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 ...

Claims

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Application Information

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Patent Type & Authority Patents(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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