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Short connection card real-time battle method, system and device and medium

A short connection and card technology, applied in the game field, can solve the problem of heavy server load, reduce the number of polling and reduce the pressure on the server.

Pending Publication Date: 2022-05-06
厦门游动网络科技有限公司
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0005] The embodiment of the present application provides a method, system, device and medium for real-time short-connection card battles, so as to at least solve the problem of excessive server load caused by HTTP short-connection-based data transmission in the related art

Method used

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  • Short connection card real-time battle method, system and device and medium
  • Short connection card real-time battle method, system and device and medium
  • Short connection card real-time battle method, system and device and medium

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Embodiment Construction

[0037] In order to make the purpose, technical solutions and advantages of the present application clearer, the present application will be described and illustrated below in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described here are only used to explain the present application, and are not intended to limit the present application. Based on the embodiments provided in the present application, all other embodiments obtained by persons of ordinary skill in the art without creative efforts shall fall within the protection scope of the present application.

[0038] Obviously, the accompanying drawings in the following description are only some examples or embodiments of the present application, and those skilled in the art can also apply the present application to other similar scenarios. In addition, it can also be understood that although such development efforts may be complex and lengthy, for those of ...

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Abstract

The invention relates to a short connection card real-time battle method, system and device and a medium, and the method comprises the steps: starting a game to enter a card playing stage, polling game playing information to a server through a first terminal under the condition that the first terminal has played cards and a second terminal does not have played cards, and sending the game playing information to the server through the second terminal; judging whether the second terminal shows cards within a preset time period or not; if the first terminal and the second terminal are playing cards, synchronously storing game playing information to respective data storage areas of the first terminal and the second terminal, and judging whether the battle is finished or not according to the game playing information, and if not, continuing to enter a card playing stage to start a new round of game playing until the battle is finished; if not, the battle is ended. Through application of the method and the device, the problem of overlarge server load caused by data transmission based on HTTP short connection is solved, and the times of polling in a card function are reduced by changing a storage mode of user interaction data under the condition that a short connection communication framework of an HTTP protocol is not changed.

Description

technical field [0001] The present application relates to the field of games, in particular to a method, system, device and medium for real-time short-connection card battles. Background technique [0002] Currently, real-time card battle games mainly rely on the HTTP protocol for data transmission, and the HTTP protocol is a stateless connection-oriented protocol, that is, the protocol has no memory capability for transaction processing, and the server does not know the state of the client. [0003] For card real-time battle games using the HTTP short connection framework. Every operation of the player in the game will establish an HTTP session connection with the server, and the connection will be interrupted once the task is over. Therefore, when there is an interaction that requires high real-time performance, the client needs to continuously poll in various scenarios, which may easily cause excessive load on the server. [0004] At present, no effective solution has b...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): A63F13/358A63F13/35
CPCA63F13/358A63F13/35A63F2300/206A63F2300/402A63F2300/534A63F2300/531
Inventor 李晓彬
Owner 厦门游动网络科技有限公司
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