A method and system for realizing cross-region distributed games

A distributed and gaming technology, applied in the field of online games, can solve the problems of lower matching accuracy, high game delay, and affecting player experience, and achieve the effect of improving screening accuracy, close strength of both parties, and improving game experience

Active Publication Date: 2019-04-19
HANGZHOU ELECTRONICS SOUL NETWORK TECH
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

First of all, because the matching combat units are divided into different independent regions, they can only be screened and dispatched by the matching server in this region, which will inevitably prolong the screening time for matching teammates and opponents, reduce the matching accuracy, and affect the player experience; secondly, for cross-network Game players (for example, telecom network players choose the Netcom region), if the game experience is limited to this region, for real-time battle games such as MOBA that have very high network delay requirements, the game delay will be very high, which will greatly affect the player's game to experience

Method used

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  • A method and system for realizing cross-region distributed games
  • A method and system for realizing cross-region distributed games

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Experimental program
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Embodiment

[0051] A system for realizing cross-regional distributed competition of games, including:

[0052] The central matching dispatch server is used to manage and control the match server cluster, screen the match situation of the matched combat units, receive the signaling of the major district signaling relay transmission server, and give it the match server address and game information of each matching combat unit data;

[0053] The signaling relay transmission server receives the command of the matching combat unit in the region and reports it to the central matching dispatch server; connects to the independent world servers in each region to transfer the game information data of the matching combat unit; the signaling relay transmission server is in each Independent deployment in large areas;

[0054] The game server cluster is distributed in the first-level computer rooms of multiple countries; the game server cluster is a virtual server cluster; the center matching dispatch server...

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Abstract

The invention relates to the technical field of network games and specifically relates to a method and system for implementing a trans-regional distributed match of a game. The method for implementing the trans-regional distributed match of the game comprises the steps that a matching combat unit sends a command to a signaling transit and transmission server of a region; and the signaling transit and transmission server reports the command to a center matching dispatch server, and the command is transited and issued to each matching combat unit after being screened and dispatched by the center matching dispatch server. The system and the method greatly improve game experience of players.

Description

Technical field [0001] The invention relates to the technical field of network games, in particular to a method and system for realizing cross-regional distributed game competition. Background technique [0002] Real-time strategy (English: Real-time Strategy, RTS for short) game is a kind of strategy game. As the name suggests, the process of the game is played in real time rather than turn-based. Usually, standard real-time strategy games have elements such as resource collection, base construction, and technological development. In terms of player command, real-time strategy games can usually control each unit independently, not limited to group control. In general, at the beginning of the game, there will be basic resources for the player or computer to develop more resources. The formation of units that are not limited to combat, according to the victory and defeat conditions of the game, finally wins or loses, and the game ends. In some games, the player will obtain the ...

Claims

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): A63F13/70A63F13/77A63F13/822
CPCA63F13/70A63F13/77A63F13/822
Inventor 林刚徐晓航
Owner HANGZHOU ELECTRONICS SOUL NETWORK TECH
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