A method for responding to request information and related equipment
By dynamically adjusting the response parameters of the game server, the problem that the game server cannot respond in time under high load is solved, and the rapid response under performance guarantee is achieved, reducing the waiting time of the client.
Patent Information
- Application Number
- CN202010068137.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2020-01-20
- Publication Date
- 2025-08-08
- Estimated Expiration
- 2040-01-20
AI Technical Summary
When a game server receives a large number of client request information, it cannot respond in time, resulting in unstable server bearer and excessive waiting time for client. The existing method of increasing server bearer may lead to performance degradation.
The management server determines the number of responses of the game server based on the response parameters, including the upper limit of the number of bearers, the threshold of the response number and the initial number threshold, and dynamically adjusts the maximum online limit of the game server to ensure that the game server responds to client requests in a timely manner under performance conditions.
Effectively reduce client waiting response time, maintain stable performance of game servers, and avoid performance degradation caused by inappropriate increase of server bearer.
Smart Images

Figure CN113134228B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of Internet technology, and in particular to a method for responding to request information and related equipment. Background Art
[0002] During a game's explosive growth period, the game server will receive a large number of client requests. However, the server often cannot respond to these requests in a timely manner, resulting in unstable server load and long client wait times. Currently, two solutions have been proposed to address this issue: one is to set the frequency at which the game server responds to client requests to ensure timely responses; the other is for game product operations and maintenance personnel to increase the server's load, thereby ensuring timely responses. However, neither solution effectively solves the problem and may even lead to decreased server performance due to inappropriate timing of the server's response to client requests. Summary of the Invention
[0003] The embodiment of the present invention provides a method for responding to request information and related devices, which can enable a game server to respond to a client's request information in a timely manner while ensuring the performance of the game server, thereby reducing the time the client waits for a response.
[0004] In a first aspect, an embodiment of the present invention provides a method for responding to a request for information, the method comprising:
[0005] Determine a first total number of request messages received by a game server from at least one client in a first preset time period; obtain configuration information of the game server, the configuration information including response parameters for the game server to respond to the request messages; determine a first response quantity for the game server to respond to the request messages based on the response parameters and the first total number of request messages, so that the game server responds to the request messages based on the first response quantity.
[0006] In a second aspect, an embodiment of the present invention provides a device for responding to request information, which has the function of implementing the method for responding to request information described in the first aspect. The function can be implemented by hardware or by hardware executing corresponding software. The hardware or software includes one or more units corresponding to the above functions.
[0007] In one implementation, the request information response device includes: a determination unit and an acquisition unit. The determination unit is configured to determine a first total number of request information received by a game server from at least one client within a first preset time period; the acquisition unit is configured to acquire configuration information of the game server, the configuration information including response parameters for the game server to respond to the request information; and the determination unit is further configured to determine a first response quantity for the game server to respond to the request information based on the response parameters and the first total number of request information, so that the game server responds to the request information based on the first response quantity.
[0008] In a third aspect, an embodiment of the present invention provides a management server, which includes a memory and a processor, and the memory and the processor are connected to each other, wherein the memory is used to store computer programs; the processor calls the computer programs stored in the memory to execute the method for responding to request information described in the first aspect above.
[0009] In a fourth aspect, an embodiment of the present invention provides a computer-readable storage medium for storing a computer program for a management server, which includes program instructions for executing the above-mentioned first aspect.
[0010] In an embodiment of the present invention, the management server can determine a first number of responses for the game server to respond to request messages based on the response parameters included in the acquired configuration information and the first total number of request messages received by the game server from at least one client during a first preset time period. The game server can then respond to the request messages from the at least one client based on the first number of responses. This embodiment of the present invention ensures that the game server can respond to client request messages in a timely manner while ensuring game server performance, thereby reducing the time clients spend waiting for responses. BRIEF DESCRIPTION OF THE DRAWINGS
[0011] In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are some embodiments of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without paying any creative work.
[0012] Figure 1 A schematic diagram of the effect of an existing request message response method;
[0013] Figure 2a A schematic diagram of the architecture of a system for responding to information requests provided by an embodiment of the present invention;
[0014] Figure 2b A schematic diagram of an exemplary architecture of a system for responding to information request provided by an embodiment of the present invention;
[0015] Figure 2c A schematic diagram of a hot reload configuration process according to an embodiment of the present invention;
[0016] Figure 2d A flowchart of a method for responding to a request for information provided by an embodiment of the present invention;
[0017] Figure 2e A schematic diagram of an online database interface provided by an embodiment of the present invention;
[0018] Figure 2f A schematic diagram of an interface of a process database provided by an embodiment of the present invention;
[0019] Figure 2g A schematic diagram of an interface for displaying online user statistics provided by an embodiment of the present invention;
[0020] Figure 2h A schematic diagram of an interface showing a trend of online user usage provided by an embodiment of the present invention;
[0021] Figure 3 A schematic diagram of an interactive process of a method for responding to a request for information provided by an embodiment of the present invention;
[0022] Figure 4a A schematic diagram of an interface for setting configuration information provided by an embodiment of the present invention;
[0023] Figure 4b A schematic diagram of an interface for displaying response parameter matching results provided by an embodiment of the present invention;
[0024] Figure 4c A schematic diagram of an execution script for modifying the maximum online limit provided by an embodiment of the present invention;
[0025] Figure 4d A schematic diagram of an execution script for configuring hot reloading provided by an embodiment of the present invention;
[0026] Figure 5 A schematic diagram illustrating the effect of a method for responding to a request for information provided by an embodiment of the present invention;
[0027] Figure 6 A schematic diagram of the structure of a device for responding to request information provided by an embodiment of the present invention;
[0028] Figure 7 A schematic diagram of the structure of a management server provided by an embodiment of the present invention. DETAILED DESCRIPTION
[0029] The embodiments of the present invention are described below with reference to the accompanying drawings.
[0030] When a game server receives request information from a large number of clients, in order to reduce the time the client waits for a response, game product operation and maintenance personnel often increase the game server's load when the number of request information is large so that the game server can respond to the request information in a timely manner. However, increasing the game server's load cannot solve this problem well. It may even cause the performance of the game server to decline due to inappropriate timing of increasing the game server's load.
[0031] See Figure 1 , is a schematic diagram of the effect of an existing request message response method. From time f to time h, the number of request messages sent by the client to the game server increases. The game product operation and maintenance personnel increase the game server's load at time h. After time h, the number of request messages waiting to be responded to by the game server (or the number of people in the queue) gradually decreases, and the number of request messages successfully responded to by the game server (or the number of people in the game) gradually increases. However, the changing trend of the number of people in the game is inconsistent with the changing trend of the total number of request messages received by the game server (or the total number of online players). In addition, the number of people in the queue fluctuates greatly, and the game server cannot maintain the queue heat well. At the same time, a large number of sharp peaks appear in the curve of the change of the total number of online players, which will lead to a decline in game server performance. It can be seen that the game product operation and maintenance personnel cannot effectively solve the problem of long client waiting time for response by increasing the game server load. At the same time, the timing of increasing the game server load may be inappropriate. For example, when the game product operation and maintenance personnel increase the game server load, a large number of game players log out of the game, a large number of game players switch game scenes, etc., resulting in a decline in game server performance.
[0032] In order to solve the above problems, an embodiment of the present invention proposes a response method and related equipment for request information based on response parameters. In the embodiment of the present invention, the management server can determine whether the game server responds to the client's request information based on the response parameters. If the management server determines that the game server responds to the client's request information based on the response parameters, the management server can also calculate the number of responses of the game server to the client's request information, so that the game server can respond to the client's request information in a timely manner while ensuring the performance of the game server, thereby reducing the time the client waits for a response. It should be noted that the management server mentioned in the embodiment of the present invention can be independent of the game server, and the method implemented by the management server can also be designed as a management module and integrated into the game server. In the embodiment of the present invention, a detailed description is given by taking the example of the management server being independent of the game server.
[0033] The response parameters are the response conditions for the game server to respond to the request information. The response parameters may include the game server's upper limit on the number of clients it can handle (or the maximum number of online users), the game server's response threshold (or the maximum number of responders), the game server's initial threshold (or the initial number of online users), and the game server's load threshold for at least one game scene. The game server's upper limit on the number of clients it can handle can indicate the upper limit on the number of clients that can establish a connection with the game server; the game server's response threshold can be the threshold for the number of request messages the game server responds to within a preset period; the game server's initial threshold can be the threshold for the number of request messages the game server can respond to concurrently; and the game server's load threshold for at least one game scene can be the threshold for the number of requests the game server can request in different game scenes.
[0034] See Figure 2a , which is a schematic diagram of the architecture of a response system for requesting information provided by an embodiment of the present invention, such as Figure 2a As shown, the response system of the request information includes: a management server 201, a game server 202 and a client 203. Among them, the management server 201 and the game server 202 have high-speed CPU (Central Processing Unit) computing power, long-term reliable operation capability, and strong I / O (Input / Output) external data throughput capability. The client 203 can be a terminal, an independent application, an API (Application Programming Interface) or an SDK (Software Development Kit), etc. The terminal can be a mobile terminal, a personal computer (Personal Computer, PC) end or a portable computer (Tablet Personal Computer, Tablet PC) end, etc., which is not limited in the embodiment of the present invention.
[0035] In a communication system composed of a management server 201, a game server 202, and a client 203, a game player establishes a communication connection with the game server 202 through the client 203 and sends a request message to the game server 202. It should be noted that the game player sending the request message to the game server 202 through the client 203 is only for example. In actual scenarios, the game server 202 can receive the request message sent from at least one client. After the game server 202 receives the request message sent from at least one client, the game server 202 sends the number of request messages to be responded to by the game server 202 in the first preset time period (number of people in the queue) and the number of request messages successfully responded to by the game server 202 in the first preset time period (number of people in the game) to the management server 201. The management server 201 determines the number of game servers. The management server 201 receives the first total number of request messages from at least one client received by the game server 202 in the first preset time period (the total number of online users), where the first total number of request messages includes the number of request messages to be responded to by the game server 202 and the number of request messages to which the game server 202 successfully responded. The management server 201 obtains the configuration information of the game server 202, where the configuration information may be set for the game server 202 by the game product operation and maintenance personnel through the management server 201, or may be a default setting in the management server 201. The management server 201 may determine the first response number of the game server 202 in response to the request messages based on the configuration information and the first total number of request messages within a preset period, so that the game server 202 may respond to the request messages in a timely manner based on the first response number, thereby reducing the time for game players to wait for a response.
[0036] by Figure 2bTaking the example architecture diagram of a response system for requesting information as an example, game server A and game server B enter the number of game players in different scenes in the game into the game database of the management server (number of people in queue, number of people in copy process, number of people in field process, number of people in tangent and number of people in character selection) in a first preset time period. At the same time, the management server collects performance data of each module in game server A and game server B. Game product operation and maintenance personnel set the configuration information of game server B through the user interaction interface of the management server. The configuration information includes response parameters. Then, the management database uses the preset period as the judgment period to judge whether the number of game players in different scenes in the game on game server B meets the response parameters. If so, the management server determines the first response number of game server B to the game players in the queue. After determining the first response number, the management server modifies the parameter value of the maximum online limit of game server B (such as the maximum number of online people, the initial number of online people or the maximum number of responders, etc.) through the operation platform, and sends the response data to the game server B through IDIP (Intelligence Data Input The interface of the Intelligence Data Input Package (IDIP) enables the game server B to hot-load the modified online upper limit, so that the game server B can respond to the game players in the queue in a timely manner, reducing the time the game players have to wait for a response. The process of the management server calling the IDIP interface to enable the game server B to perform hot-loading configuration can be seen in the Figure 2c , Figure 2c A schematic diagram of a hot reload configuration process provided by an embodiment of the present invention.
[0037] It is understandable that Figure 2a The response system for request information described in the illustrated embodiment is intended to more clearly illustrate the technical solution of the embodiment of the present invention, and does not constitute a limitation on the technical solution provided by the embodiment of the present invention. A person skilled in the art will appreciate that, with the evolution of the system architecture and the emergence of new business scenarios, the technical solution provided by the embodiment of the present invention is equally applicable to similar technical problems.
[0038] based on Figure 2a For a schematic diagram of the structure of the response system for request information shown in Figure 2d , is a flow chart of a method for responding to a request for information provided by an embodiment of the present invention. Figure 2dAs shown, the management server obtains the data of the game server in the online database and the game database for the first preset time period through the Python database interface, and enters the data into the local database of the management server after integrating it. Then, the management server displays the obtained data of the game server through the user interaction interface, and the game product operation and maintenance personnel can set the configuration information through the user interaction interface. The configuration information includes response parameters. If the data of the game server in the online database and the game database meet the response parameters, the management server calls the operation platform interface to modify the parameter value of the maximum online limit in the game server. At the same time, the management server calls the IDIP configuration hot reload interface to achieve the effect without stopping the game server, so that the game server can respond to the game players in the queue in a timely manner, reducing the time the game players wait for a response.
[0039] by Figure 2e The interface diagram of an online database shown in FIG. Figure 2f Taking the interface diagram of a process database as an example, the online database includes the total number of online players and the number of online players by scene for each game server in the first preset time period. The number of online players by scene includes the number of people in the queue, the number of people in character selection, the number of people in the game, and the number of people in the tangent. The number of people in the tangent is used to indicate the number of people switching scenes in the game server. The process database includes the number of people in each field process and the number of people in the copy process of each game server in the first preset time period. Figure 2g A schematic diagram of an interface for online population statistics shown in FIG. Figure 2h Taking the interface diagram of the online player population change trend as an example, game product operation and maintenance personnel can view the online data statistics and online data change trends of the game server through the user interaction interface of the management server. They can also learn from the online data change trends that when the number of people in the copy process reaches a peak, the game server is not suitable for responding to client request information.
[0040] based on Figure 2a The structural diagram of the response system for request information shown in FIG. Figure 2d For a flow chart of the response method for the request information shown, see Figure 3 , is a schematic diagram of an interactive flow of a method for responding to a request message provided by an embodiment of the present invention, the method for responding to a request message includes but is not limited to the following steps:
[0041] Step S301: The client sends a request message to the game server.
[0042] The client may send a request message to the game server, the game server may receive the request message from at least one client, and the game server may respond to the request message from at least one client.
[0043] Step S302: The management server receives from the game server the number of request messages to be responded to by the game server in the first preset time period and the number of request messages successfully responded to by the game server in the first preset time period.
[0044] The game server can send the number of request information to be responded to by the game server in the first preset time period (number of people in the queue) and the number of request information successfully responded to by the game server in the first preset time period (number of people in the game) to the management server, where the number of people in the game can include the number of people in the game, the number of people in the tangent and the number of people in the character selection, and the number of people in the game can include the number of people in the copy process and the number of people in the field process.
[0045] Step S303: The management server determines a first total number of request messages received by the game server from at least one client within a first preset time.
[0046] After the management server receives the number of request messages to be responded to by the game server in the first preset time period and the number of request messages to which the game server successfully responded in the first preset time period from the game server, the management server can determine the first total number of request messages received by the game server from at least one client in the first preset time, where the first total number of request messages includes the number of request messages to be responded to by the game server and the number of request messages to which the game server successfully responded.
[0047] Step S304: The management server obtains the configuration information of the game server.
[0048] The management server can obtain the configuration information of the game server. The configuration information can be set by the game operation and maintenance personnel through the user interaction interface of the management server, or it can be the default setting in the management server. The game operation and maintenance personnel can modify the default configuration information in the management server. The configuration information may include response parameters, which are the response conditions for the game server to respond to the request message.
[0049] Step S305: The management server determines a first response quantity of the game server in response to the request information based on the response parameter and the sum of the first quantity of the request information.
[0050] In one implementation, the response parameters may include an initial number threshold of the game server (initial number of online players) and an upper limit of the number of players the game server can support (maximum number of players online). If the number of request messages successfully responded to by the game server (number of players in the game) is less than the initial number threshold of the game server, and the sum of the number of request messages successfully responded to by the game server and the number of request messages to be responded to by the game server (number of players in the queue) is less than or equal to the upper limit of the number of players the game server can support, the management server may determine the number of request messages to be responded to by the game server as the first response number.
[0051] by Figure 4a For example, in the example configuration information interface diagram shown, the game server's initial online player count is set to 3,000, and its maximum online player count is set to 80,000. The management server receives information indicating that the game server has 2,600 in-game players and 600 in the queue. Since the in-game player count is less than the game server's initial online player count, and the sum of the in-game player count and the queue count is less than the game server's maximum online player count, the management server determines that the queue count is the first response count.
[0052] In one implementation, the response parameters may include an initial number threshold of the game server (initial number of online players), an upper limit of the number of online players supported by the game server, and a response number threshold of the game server (maximum number of responders). If the number of request messages to be responded to by the game server (number of players in the queue) is greater than or equal to the response number threshold of the game server, and the sum of the number of request messages successfully responded to by the game server (number of players in the game) and the response number threshold of the game server is less than or equal to the upper limit of the number of players supported by the game server, the management server may determine the response number threshold as the first response number. If the number of request messages to be responded to by the game server is less than the response number threshold of the game server, and the sum of the number of request messages successfully responded to by the game server and the number of request messages to be responded to by the game server is less than or equal to the upper limit of the number of players supported by the game server, the management server may determine the number of request messages to be responded to by the game server as the first response number. Wherein, the number of request messages successfully responded to by the game server is greater than or equal to the initial number threshold of the game server, and the sum of the first response number and the number of request messages successfully responded to by the game server is less than or equal to the upper limit of the number of players supported by the game server, and the first response number is less than or equal to the number of request messages to be responded to by the game server.
[0053] by Figure 4aFor example, the configuration information setting interface diagram shown in the figure shows a game server with an initial online player count of 3,000, a maximum online player count of 80,000, and a maximum response player count of 2,000. The management server receives information indicating that the number of players in the game server is 3,600, and the number of players in the queue is 2,500. The number of players in the queue is greater than the maximum response player count for the game server, and the sum of the maximum response player count and the number of players in the game is less than the maximum online player count for the game server. The management server determines that the maximum response player count is the first response player count.
[0054] by Figure 4a Taking the configuration information setting interface diagram shown as an example, the game server's initial online player count is set to 3,000, the maximum online player count is set to 80,000, and the maximum response player count is set to 2,000. The management server receives information indicating that the game server has 3,600 players in-game and 1,600 players in queue. The number of players in queue is less than the game server's maximum response player count, and the sum of the number of players in queue and in-game is less than the game server's maximum online player count. The management server determines that the number of players in queue is the first response player count.
[0055] In one implementation, the response parameters may include a load threshold of at least one game scene of the game server, an initial number threshold of the game server (initial number of online players), an upper limit of the load capacity of the game server (maximum number of online players), and a response number threshold of the game server (maximum number of responding players). The management server may determine a load threshold of a target game scene of the game server from the load threshold of at least one game scene of the game server. The load threshold of the target game scene of the game server is the load threshold of an executable game scene. The management server may determine a first response number for the game server to respond to a request message based on the load threshold of the target game scene of the game server, the initial number threshold of the game server, the upper limit of the load capacity of the game server, the response number threshold of the game server, the number of request messages to be responded to by the game server in a first preset time period (number of players in the queue), and the number of request messages to which the game server successfully responded in the first preset time period (number of players in the game). If the number of request messages to be responded to by the game server in the first preset time period and the number of request messages to which the game server successfully responded in the first preset time period meet the load threshold of the target game scene determined by the management server from the load threshold of at least one game scene of the game server, the management server determines the first response number. The load threshold of at least one game scene may include the number of people in the tangent, the dungeon participation rate (number of people in the dungeon process / number of people in the game), the number of people in the dungeon process, the number of people in the queue, the maximum number of online people, etc. The number of people in the game may include the number of people in the tangent, the number of people in character selection, the number of people in the dungeon process, the number of people in the field process, etc.
[0056] by Figure 4a A schematic diagram of an interface for configuration information settings is shown and Figure 4bTaking the interface diagram of a response parameter matching result as an example, at time c, the management server determines the load thresholds for the target game scene of the game server from the load thresholds of at least one game scene of the game server, including the dungeon participation rate, the number of dungeon process players, the number of players in queue, and the maximum number of players online. The management server sets the load thresholds for the dungeon participation rate of the game server to 70%, the load threshold for the number of players in dungeon process players to 50,000, the load threshold for the number of players in queue to 1, and the load threshold for the maximum number of players online to 80,000. The management server receives information indicating that the dungeon participation rate of the game server is 65%, the number of players in dungeon process players is 3,273, the number of players in queue is 5,659, and the maximum number of players online is 4,990. The copy participation rate of the game server received by the management server is less than the load threshold of the copy participation rate of the game server set by the management server, and the number of copy process players of the game server received by the management server is less than the load threshold of the number of copy process players of the game server set by the management server, and the number of queue players of the game server received by the management server is greater than the load threshold of the queue player of the game server set by the management server, and the maximum number of online players of the game server received by the management server is less than the load threshold of the maximum number of online players of the game server set by the management server. The management server determines the first response number based on the load threshold of the target game scene of the game server, the initial number threshold of the game server, the upper limit of the load of the game server, the response number threshold of the game server, the number of people in the queue, and the number of people in the game.
[0057] In one implementation, the management server may preset a period as a judgment period to determine whether the sum of a first number of request messages received by the game server from at least one client during a first preset time period satisfies a response parameter, thereby determining a first response quantity. The length of the first preset time period is greater than the length of the preset period, and the length of the preset period may be modified. In this manner, the management server determines that the number of first responses received during the preset period satisfies the response parameter. The management server may determine different first response quantities during different preset periods. For example, the management server may determine the first response quantity corresponding to the first preset period during the first preset period, determine the first response quantity corresponding to the second preset period during the second preset period, and so on.
[0058] In one implementation, see Figure 4c and Figure 4d , Figure 4c A schematic diagram of an execution script for modifying the maximum online limit provided by an embodiment of the present invention is provided. Figure 4dAn embodiment of the present invention provides a schematic diagram of an execution script for configuring hot reloading. After the management server determines the first number of responses, it can also modify the parameter value of the game server's maximum online limit. The management server can also use the IDIP interface to cause the game server to hot reload the modified parameter value, and this parameter takes effect without shutting down the game server. The parameter value of the maximum online limit can include the maximum number of online players, the initial number of online players, or the maximum number of responses. In this way, the parameter value of the game server's maximum online limit can be modified without restarting the game server, allowing the game server to respond to the client's response information in a timely manner.
[0059] Step S306: The management server sends the first response quantity to the game server.
[0060] Step S307: The game server responds to the request information according to the first response quantity.
[0061] After the management server determines the first response quantity of the game server in response to the request information based on the response parameters and the sum of the first quantity of request information, the management server can send the first response quantity to the game server, so that the game server can respond to the request information from at least one client according to the first response quantity.
[0062] In one implementation, after the management server sends the first response count to the game server, the management server may determine a second total number of request messages received by the game server from at least one client during a second preset time period. The management server may also obtain updated configuration information for the game server. The updated configuration information may be determined by game product operations and maintenance personnel through the management server's user interface based on the game server's resource load and the second total number of request messages. The management server may then determine a second total number of responses for the game server to respond to the request messages based on the response parameters contained in the updated configuration information and the second total number of request messages, so that the game server responds to the request messages from the at least one client based on the second total number of responses. The resource load of the game server may include, but is not limited to, CPU load and memory load. The process for the management server to determine the second total number of responses for the game server to respond to the request messages based on the response parameters contained in the updated configuration information and the second total number of request messages is the same as the process for executing step S305 in the embodiment of the present invention. For details on this process, please refer to the detailed description of step S305 in the embodiment of the present invention and will not be repeated here. In this way, the configuration information obtained by the management server can be updated, and the updated configuration information is set according to the resource load of the game server and the online data of the game server in the second preset time period. The management server can determine that the second response number obtained according to the updated configuration information is a more appropriate number for the game server to respond to the request information. In the process of the game server responding to the request information according to the second response number, the performance condition of the game server is better.
[0063] In an embodiment of the present invention, the management server can determine the number of responses that the game server should provide to request information from at least one client based on the acquired configuration information of the game server and the online data status of the game server in a preset time period. In this way, while ensuring the performance of the game server, the game server can respond to the client's request information in a timely manner based on the number of responses, thereby reducing the time the client spends waiting for a response.
[0064] See Figure 5 , is a schematic diagram of the effect of a method for responding to request information provided by an embodiment of the present invention. After time d, the number of people in the queue of the game server suddenly increases. The method for responding to request information provided by an embodiment of the present invention can keep the number of people in the queue of the game server relatively stable, which can better maintain the popularity of the game. At the same time, the total number of online people in the game server and the number of people in the game have basically the same changing trend. The game server can respond to the client's request information in a timely manner, effectively reducing the time game players wait for a response. In addition, compared to Figure 1In terms of the total number of online users, the peak intensity in the curve of changes in the total number of online users is weakened. This method optimizes the performance of the server to a certain extent.
[0065] See Figure 6 , is a schematic diagram of a structure of a response device for request information provided by an embodiment of the present invention, wherein the response device 60 for request information is used to execute Figure 2d and Figure 3 In the corresponding method embodiment, the steps executed by the management server, the request information response device 60 may include a determination unit 601 and an acquisition unit 602, wherein:
[0066] A determining unit 601 is configured to determine a first total number of request messages received by the game server from at least one client within a first preset time period;
[0067] An acquiring unit 602 is configured to acquire configuration information of the game server, where the configuration information includes response parameters of the game server in response to the request information;
[0068] The determination unit 601 is further configured to determine a first response quantity for the game server to respond to the request information based on the response parameter and the sum of the first quantity of the request information, so that the game server responds to the request information according to the first response quantity.
[0069] In one implementation, the first total number of request messages includes the number of request messages to be responded to by the game server and the number of request messages to which the game server successfully responds; the response parameter includes the upper limit of the number of bearers of the game server, and the upper limit of the number of bearers is used to indicate the upper limit of the number of clients establishing connections with the game server; the determination unit 601 is specifically used to determine the first number of responses of the game server to the request messages based on the upper limit of the number of bearers, the number of request messages to be responded to by the game server, and the number of request messages to which the game server successfully responds, wherein the sum of the first number of responses and the number of request messages to which the game server successfully responds is less than or equal to the upper limit of the number of bearers, and the first number of responses is less than or equal to the number of request messages to which the game server waits to respond.
[0070] In one implementation, the response parameter also includes a response quantity threshold of the game server, where the response quantity threshold is the number threshold of the request information that the game server responds to within a preset period; if the number of request information to be responded to by the game server is greater than or equal to the response quantity threshold, and the sum of the number of request information successfully responded to by the game server and the response quantity threshold is less than or equal to the upper limit of the carrying quantity, the determination unit 601 is specifically used to determine the response quantity threshold as the first response quantity; if the number of request information to be responded to by the game server is less than the response quantity threshold, and the sum of the number of request information successfully responded to by the game server and the number of request information to be responded to by the game server is less than or equal to the upper limit of the carrying quantity, the determination unit 601 is specifically used to determine the number of request information to be responded to by the game server as the first response quantity.
[0071] In one implementation, the response parameter also includes an initial number threshold of the game server, where the initial number threshold is the number threshold for the game server to concurrently respond to the request information; if the number of request information successfully responded to by the game server is less than the initial number threshold, and the sum of the number of request information successfully responded to by the game server and the number of request information to be responded to by the game server is less than or equal to the upper limit of the carrying quantity, the determination unit 601 is specifically used to determine the number of request information to be responded to by the game server as the first response quantity.
[0072] In one implementation, the response parameter also includes a load threshold of at least one game scene of the game server; the determination unit 601 is specifically used to determine the first response quantity of the game server in response to the request information based on the load threshold of the at least one game scene and the sum of the first quantity of the request information.
[0073] In one implementation, the determination unit 601 is specifically used to determine the carrying threshold of the target game scene among the carrying thresholds of the at least one game scene, where the carrying threshold of the target game scene is the carrying threshold of the executable game scene; the determination unit 601 is also used to determine the first response quantity of the game server in response to the request information based on the carrying threshold of the target game scene and the sum of the first quantity of the request information.
[0074] In one implementation, after determining the first number of responses of the game server to the request information based on the response parameter and the sum of the first number of request information, the determination unit 601 is further used to determine the second number of request information received by the game server from at least one client in a second preset time period; the acquisition unit 602 is further used to obtain updated configuration information of the game server, where the updated configuration information is determined based on the resource load of the game server and the sum of the second number of request information; the determination unit 601 is further used to determine the second number of responses of the game server to the request information based on the response parameter contained in the updated configuration information and the sum of the second number of request information, so that the game server responds to the request information according to the second number of responses.
[0075] It should be noted that Figure 6 The details not mentioned in the corresponding embodiments and the specific implementation methods of the steps performed by each unit can be found in Figure 3 The illustrated embodiments and the aforementioned contents will not be described in detail here.
[0076] In one implementation, Figure 6 The related functions implemented by each unit in the can be realized by combining the processor and memory. Figure 7 , is a structural diagram of a management server provided in an embodiment of the present invention. The management server 70 includes a processor 701 and a memory 702. The processor 701 and the memory 702 are connected via one or more communication buses.
[0077] Processor 701 is configured to support the management server to execute Figure 2d and Figure 3 The method manages the corresponding functions of the server. The processor 701 can be a central processing unit (CPU), a network processor (NP), a hardware chip or any combination thereof.
[0078] Memory 702 is used to store program code, etc. Memory 702 may include volatile memory (volatile memory), such as random access memory (RAM); non-volatile memory (NVM), such as read-only memory (ROM), flash memory, hard disk drive (HDD), or solid-state drive (SSD); or a combination of the aforementioned types of memory.
[0079] The processor 701 may call the program code stored in the memory 702 to perform the following operations:
[0080] Determine a first total number of request messages received by the game server from at least one client within a first preset time period;
[0081] Acquire configuration information of the game server, where the configuration information includes response parameters of the game server in response to the request information;
[0082] Determine a first response quantity of the game server in response to the request information according to the response parameter and the sum of the first quantity of the request information, so that the game server responds to the request information according to the first response quantity.
[0083] Furthermore, the processor 701 may also execute Figure 2d and Figure 3 For details on the operations corresponding to the management server in the illustrated embodiment, please refer to the description in the method embodiment, which will not be repeated here.
[0084] The embodiment of the present invention also provides a computer-readable storage medium that can be used to store Figure 7 The program instructions called by the processor 701 in the management server in the illustrated embodiment include instructions for executing the program designed for the management server in the above-mentioned embodiment.
[0085] The computer-readable storage medium includes, but is not limited to, a flash memory, a hard disk (HDD), and a solid-state drive (SSD).
[0086] The embodiment of the present invention also provides a computer program product, which can execute the above-mentioned Figure 2d and Figure 3The embodiment is a method for responding to request information designed for the management server.
[0087] Those skilled in the art will appreciate that the units and algorithm steps of each example described in conjunction with the embodiments disclosed in the present invention can be implemented in electronic hardware, computer software, or a combination of computer software and electronic hardware. Whether these functions are performed in hardware or software depends on the specific application and design constraints of the technical solution. Professionals and technicians can use different methods to implement the described functions for each specific application, but such implementation should not be considered beyond the scope of the present invention.
[0088] In the above embodiments, the embodiments can be implemented in whole or in part by software, hardware, firmware, or any combination thereof. When implemented using software, the embodiments can be implemented in whole or in part in the form of a computer program product. The computer program product includes one or more program instructions. When the program instructions are loaded and executed on a computer, the process or function described in the embodiment of the present invention is generated in whole or in part. The computer can be a general-purpose computer, a special-purpose computer, or other programmable device. The program instructions can be stored in a computer-readable storage medium or transmitted via the computer-readable storage medium. The program instructions can be transmitted from one website, computer, server, or data center to another website, computer, server, or data center via a wired (e.g., coaxial cable, optical fiber, digital subscriber line (DSL), etc.) or wireless (e.g., infrared, microwave, etc.) method. The computer-readable storage medium can be any available medium that can be accessed by a computer or a data storage device such as a server or data center that includes one or more available media integrated therein. The available medium can be a magnetic medium (e.g., a floppy disk, a hard disk, a tape), an optical medium (e.g., a DVD), or a semiconductor medium (e.g., a solid-state drive (SSD)).
[0089] The above description is merely a specific embodiment of the present invention, but the scope of protection of the present invention is not limited thereto. Any changes or substitutions that can be easily conceived by a person skilled in the art within the technical scope disclosed in the present invention should be included in the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be based on the scope of protection of the claims.
Claims
1. A method for responding to a request for information, characterized in that: The method comprises: Determining a first total number of request messages received by the game server from at least one client in a first preset time period; the first total number of request messages includes the number of request messages to be responded to by the game server and the number of request messages to which the game server has successfully responded; Obtaining configuration information of the game server, the configuration information including response parameters of the game server in response to the request information; the response parameters including an upper limit on the number of bearers of the game server, the upper limit on the number of bearers being used to indicate an upper limit on the number of clients that can establish connections with the game server; Based on the upper limit of the carrying quantity, the number of request messages to be responded to by the game server, and the number of request messages to which the game server has successfully responded, determine the first response quantity of the game server in response to the request message, so that the game server responds to the request message according to the first response quantity; wherein the sum of the first response quantity and the number of request messages to which the game server has successfully responded is less than or equal to the upper limit of the carrying quantity, and the first response quantity is less than or equal to the number of request messages to be responded to by the game server.
2. The method according to claim 1, characterized in that The response parameter also includes a response quantity threshold of the game server, where the response quantity threshold is a threshold of the number of responses of the game server to the request information within a preset period; The determining, based on the upper limit of the bearer quantity, the quantity of request information to be responded to by the game server, and the quantity of request information to which the game server has successfully responded, a first response quantity of the game server in response to the request information includes: If the number of request messages to be responded to by the game server is greater than or equal to the response number threshold, and the sum of the number of request messages successfully responded to by the game server and the response number threshold is less than or equal to the upper limit of the bearer quantity, the response number threshold is determined as the first response quantity; If the number of request messages to be responded to by the game server is less than the response number threshold, and the sum of the number of request messages successfully responded to by the game server and the number of request messages to be responded to by the game server is less than or equal to the upper limit of the carrying quantity, the number of request messages to be responded to by the game server is determined as the first response quantity.
3. The method according to claim 1, characterized in that The response parameter further includes an initial number threshold of the game server, where the initial number threshold is a number threshold of the game server that concurrently responds to the request information; The method further comprises: If the number of request messages successfully responded to by the game server is less than the initial number threshold, and the sum of the number of request messages successfully responded to by the game server and the number of request messages to be responded to by the game server is less than or equal to the upper limit of the carrying quantity, the number of request messages to be responded to by the game server is determined as the first response quantity.
4. The method according to any one of claims 1 to 3, characterized in that The response parameters also include a load threshold of at least one game scene of the game server; The determining, based on the upper limit of the bearer quantity, the quantity of request information to be responded to by the game server, and the quantity of request information to which the game server has successfully responded, a first response quantity of the game server in response to the request information includes: Determine a first response quantity of the game server responding to the request information according to the upper limit of the carrying quantity, the carrying threshold of the at least one game scene and the sum of the first quantity of the request information.
5. The method according to claim 4, characterized in that The determining, based on the upper limit of the bearer quantity, the bearer threshold of the at least one game scene, and the sum of the first quantity of the request information, a first response quantity of the game server in response to the request information includes: Determining a load threshold of a target game scene from the load thresholds of the at least one game scene, where the load threshold of the target game scene is a load threshold of an executable game scene; Determine a first response quantity of the game server in response to the request information according to the upper limit of the carrying quantity, the carrying threshold of the target game scene and the sum of the first quantity of the request information.
6. The method according to claim 1, characterized in that After determining the first response quantity of the game server in response to the request information based on the bearer quantity upper limit, the quantity of request information to be responded to by the game server, and the quantity of request information to which the game server successfully responds, the method further includes: Determining a second total number of request messages received by the game server from at least one client within a second preset time period; Obtaining updated configuration information of the game server, where the updated configuration information is determined based on a resource load of the game server and a second sum of the request information; Determine a second response quantity for the game server to respond to the request information based on the response parameter included in the updated configuration information and the sum of the second quantity of the request information, so that the game server responds to the request information based on the second response quantity.
7. A device for responding to a request for information, characterized in that: The device comprises: a determining unit, configured to determine a first total number of request messages received by the game server from at least one client in a first preset time period; the first total number of request messages comprising a number of request messages to be responded to by the game server and a number of request messages to which the game server has successfully responded; an acquiring unit, configured to acquire configuration information of the game server, the configuration information including response parameters of the game server in response to the request information; the response parameters including an upper limit on the number of bearers of the game server, the upper limit on the number of bearers being used to indicate an upper limit on the number of clients that can establish connections with the game server; The determination unit is further configured to determine a first response quantity for the game server to respond to the request information based on the upper limit of the carrying quantity, the number of request information to be responded to by the game server, and the number of request information to which the game server has successfully responded, so that the game server responds to the request information according to the first response quantity; wherein the sum of the first response quantity and the number of request information to which the game server has successfully responded is less than or equal to the upper limit of the carrying quantity, and the first response quantity is less than or equal to the number of request information to be responded to by the game server.
8. A management server, characterized in that: The server includes: memory for storing computer programs; The processor calls the computer program in the memory to execute the method for responding to the request information according to any one of claims 1 to 6.
9. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program, wherein the computer program includes program instructions. When the program instructions are executed by a processor, the processor executes the method for responding to request information according to any one of claims 1 to 6.
10. A computer program product, characterized in that The computer program product includes one or more program instructions, and when the program instructions are loaded and executed, the method for responding to request information according to any one of claims 1 to 6 is executed.
Citation Information
Patent Citations
Systems and methods for protecting a server computer
US20040064738A1