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Synchronizing and executing method for moving instructions under C/S structure

A technology for moving instructions and execution methods, applied in program synchronization, multi-programming devices, etc., can solve the problems of client and server delay uncertainty, affecting game experience, etc., and achieves a small amount of synchronized data and good security. , the effect of fast response speed

Active Publication Date: 2015-04-08
ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD +1
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

The problem is that the delay between the client and the server is highly uncertain. There is a perceptible waiting time between the player inputting the command and the actual feedback, which will affect the experience of the game.

Method used

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  • Synchronizing and executing method for moving instructions under C/S structure
  • Synchronizing and executing method for moving instructions under C/S structure
  • Synchronizing and executing method for moving instructions under C/S structure

Examples

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Embodiment Construction

[0031] Need to clarify, in Figure 1-2 In, T represents time. Such as figure 1 As shown, in one embodiment, the player inputs a command (Cin) to the client Ct, and the client first determines whether the user is currently in a user-controllable state, and / or predicts whether the command can be executed according to the locally cached state. If it is in a user-controllable state and / or can be executed, it does not need to be judged by the server side S, and the execution instruction ① is immediately executed and synchronized to the server side ②. Since the status change of the server S will be notified to the client by an event, the predictive result can guarantee high accuracy. From the user's input of instructions to the execution of instructions and feedback on the screen, the interval time can theoretically be the shortest time, which is the optimal strategy.

[0032] The server S maintains a historical record of the position and movement status of each player character. Th...

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Abstract

The invention discloses a synchronizing and executing method for moving instructions under a C / S structure. The method comprises a synchronizing and executing method of the moving instructions by taking a client as a benchmark, and a synchronizing and executing method of the moving instructions under control of a server side, wherein the synchronizing and executing method of the moving instructions by taking the client as the benchmark comprises the following steps: the client receives a user input instruction and then directly executes the instruction, and synchronizes the instruction to a server, the server receives the instruction and respectively executes the moving instructions with a client and verifies the validity of the instruction, and if the instruction is valid, the server synchronizes the novel instruction to the other clients to be executed; in the synchronizing and executing method of the moving instructions under control of the server side, the novel instruction is executed in a smooth manner. The invention further discloses a synchronizing and executing system, corresponding to the method, for the moving instructions. With the adoption of the synchronizing and executing method and system disclosed by the invention, the information exchange between the client and the server is not required to wait for, and the operation instruction is firstly executed by the local client, so that the higher response speed can be ensured.

Description

Technical field [0001] The invention relates to a synchronization and execution method of mobile instructions under a C / S architecture, in particular to a synchronization and execution method that adopts client-side first execution and server-side subsequent verification. Background technique [0002] The organizational structure of a typical MMO game is C / S, which means that many clients connect to the same server. Each client can accept the operation instructions of the local player, and notify the server and other players in a certain way to keep the position synchronization between the client and the server, and between the client and the client. [0003] Usually, the execution of instructions is that the local client does not execute it temporarily. The instruction is first sent to the server for verification. After the verification is passed, it is notified to all clients for execution. For example, the patent CN101094227B published on September 15, 2010 relates to a mobile...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06F9/52
Inventor 张明胡浩胡翌高勇吴越
Owner ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD