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Method and equipment for matching network game clients

An online game and client-side technology, applied in the field of online game client-side matching, can solve the problems of long waiting time for game users, waste of server resources, and lack of people in game rooms, so as to avoid wasting server resources, realize full utilization, and improve game experience. Effect

Pending Publication Date: 2019-10-15
上海恺英网络科技有限公司
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

After adding servers, in order to meet the load balancing requirements among multiple servers, the existing solution is to allocate new clients according to the number of game clients connected to the server, and allocate newly connected game clients to the server with the least number of client connections , so that the newly accessed game clients will always be assigned to the new server, resulting in a lack of people in the unfulfilled game room on the first server, and they can only wait forever, resulting in a waste of server resources. Long waiting time and poor user experience

Method used

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  • Method and equipment for matching network game clients
  • Method and equipment for matching network game clients

Examples

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Embodiment Construction

[0056] The application will be described in further detail below in conjunction with the accompanying drawings.

[0057] In a typical configuration of the present application, the terminal, the device serving the network and the trusted party all include one or more processors (CPUs), input / output interfaces, network interfaces and memory.

[0058] Memory may include non-permanent storage in computer-readable media, in the form of random access memory (RAM) and / or nonvolatile memory, such as read-only memory (ROM) or flash memory (flashRAM). Memory is an example of computer readable media.

[0059] Computer-readable media, including both permanent and non-permanent, removable and non-removable media, can be implemented by any method or technology for storage of information. Information may be computer readable instructions, data structures, modules of a program, or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), sta...

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PUM

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Abstract

The invention provides a method and equipment for matching network game clients. According to the invention, the candidate server information can be obtained according to a received first game connection request. After that, the target game server information is obtained according to the server connection information and the game room information in the candidate server information. Then, the target game server information is returned to a client. Therefore, the newly accessed client is allocated according to the game room information while the load balancing requirement of the server is met.The problems of server resource waste caused by continuous occupation of server resources by an unfilled game room on the initial server, poor user experience caused by continuous waiting of a clientin the game room and the like are avoided. The resources of the server are fully utilized. The game experience of a user is improved. Meanwhile, the game server which is low in coupling, high in connection efficiency, simple in structure and easy to maintain is achieved through a brand-new method, and the maintenance cost of developers is reduced.

Description

technical field [0001] The present application relates to the field of online games, in particular to a method and device for matching online game clients. Background technique [0002] Currently, online games capable of online battles are very popular. When deploying online games, one online game can be deployed on multiple servers at the same time, and multiple online games can also be deployed on one server at the same time, so as to adapt to the number of concurrent users of different games. In the online game of online battle, multiple users participate in a game through the client. In different online games, the number of users who can participate in a game at the same time is different. For example, it can be 2 users, 4 users, 6 users, etc. 1 user, 10 users, etc.; with the same number of participants, the gameplay is different. For example, there are 10 people, there is a 5V5 battle, and there is also a 10-player melee. The number of participants and the gameplay ca...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): A63F13/30A63F13/35A63F13/70A63F13/71A63F13/75A63F13/358
CPCA63F13/30A63F13/35A63F13/70A63F13/71A63F13/75A63F13/358
Inventor 孙雷
Owner 上海恺英网络科技有限公司
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