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
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[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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