Data repair method, device and system, game server and storage medium

By interacting with the game server and the backend manager, player data can be repaired without service interruption, solving the downtime problem caused by game vulnerability repair in existing technologies, and improving the player's gaming experience and repair efficiency.

CN114470789BActive Publication Date: 2026-02-17BEIJING PIXEL SOFTWARE TECH
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Patent Information

Application Number
CN202111612666.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-27
Publication Date
2026-02-17
Estimated Expiration
2041-12-27

AI Technical Summary

Technical Problem

Current technologies require server shutdowns to fix game vulnerabilities, which negatively impacts the player experience and makes it impossible to repair data without shutting down the servers.

Method used

By interacting with the game server and the backend manager, the system determines the player's game status and immediately executes repair commands when the player is online, while saving the repair commands to the database when the player is offline, thus achieving uninterrupted player data repair.

Benefits of technology

It enables the repair of player data without system downtime, improving the gaming experience and enhancing the efficiency and continuity of vulnerability repair.

✦ Generated by Eureka AI based on patent content.

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Abstract

Embodiments of the present application provide a data repairing method, device, system, game server and storage medium. If the game server receives a repairing instruction sent by a background manager, the game server will first determine the game state of a player. If the game state is online, the game server will immediately execute the repairing instruction to complete the repairing of the data of the player. The repairing of the game data of the player is implemented by executing the repairing instruction sent by the background manager when the player is online, so that the effect that the bug in the game data of the player can be repaired without stopping the server is achieved, and the game service can be provided during the repairing, so that the player is not forced to be offline, and the game experience of the player is improved.
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Description

Technical Field

[0001] This invention relates to the field of Internet technology, and more specifically, to a data repair method, apparatus, system, game server, and storage medium. Background Technology

[0002] With the continuous development of computer technology, online games, with game servers and game clients as processing terminals, have become an increasingly popular form of entertainment, allowing different players to compete on the same platform. However, certain vulnerabilities exist in the game process, which can lead to errors in player data and a poor gaming experience. Therefore, in order to fix these vulnerabilities, it is necessary to correct the data on the server side.

[0003] It is evident that in existing technologies, during the game vulnerability patching process, the game server needs to be shut down to fix the defects. During this period, game services cannot be provided and players are forced offline, resulting in a poor gaming experience for players. Summary of the Invention

[0004] The objectives of this invention include, for example, providing a data repair method and system that can repair defects in a server without service interruption.

[0005] To achieve the above objectives, the technical solutions adopted in the embodiments of this application are as follows:

[0006] In a first aspect, embodiments of this application provide a data repair method, wherein the game server is communicatively connected to a backend manager, and the method includes:

[0007] Receive the repair command sent by the background manager;

[0008] Determine the player's game status;

[0009] When the game is online, execute the repair command to complete the repair of player data.

[0010] Furthermore, the repair instruction is generated by the background manager based on the player data when it detects that the player's game data is not within a preset threshold range.

[0011] Furthermore, the game server includes a database, and the method further includes:

[0012] When the game is offline, the repair instructions are saved to the database.

[0013] Further, after saving the repair instructions to the database, the process includes:

[0014] When a player logs into the game, the game server retrieves the repair instructions from the database and executes them.

[0015] Furthermore, the method also includes:

[0016] After the player data has been repaired, a repair completion message is reported to the backend manager.

[0017] Secondly, this application also provides a data repair device applied to a game server, the game server being communicatively connected to the backend manager, the device comprising:

[0018] A receiving module is used to receive repair instructions sent by the background manager;

[0019] The judgment module is used to determine the player's game status.

[0020] The execution module is used to execute repair commands to repair player data when the game is online.

[0021] Furthermore, the game server includes a database, and the device further includes:

[0022] The storage module is used to save the repair instructions to the database when the game is offline.

[0023] Thirdly, embodiments of this application also provide a game server, including: a processor, a storage medium, and a bus. The storage medium stores program instructions executable by the processor. When the game server is running, the processor communicates with the storage medium via the bus, and the processor executes the program instructions to perform the steps of any of the methods described in the first aspect.

[0024] Fourthly, embodiments of this application also provide a storage medium storing a computer program, which, when executed by a processor, performs the data repair method as described in any one of the first aspects.

[0025] Fifthly, embodiments of this application also provide a data repair system, which includes a background manager and a server in the third aspect.

[0026] This application proposes a data repair method, apparatus, system, game server, and storage medium. If the game server receives a repair command from the background manager, it first determines the player's game status. If the player is online, the repair command is immediately executed to repair the player's data. By executing the repair command sent by the background manager while the player is online to repair the player's game data, vulnerabilities in the player's game data can be repaired without shutting down the server. Simultaneously, game services can be provided during the repair process without forcing the player offline, thus improving the player's gaming experience.

[0027] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0028] To more clearly illustrate the technical solutions of the embodiments of the present invention, the accompanying drawings used in the embodiments will be briefly introduced below. It should be understood that the following drawings only show some embodiments of the present invention and should not be regarded as a limitation on the scope. For those skilled in the art, other related drawings can be obtained based on these drawings without creative effort.

[0029] Figure 1 A schematic diagram of the data repair system provided in an embodiment of this application is shown.

[0030] Figure 2 A flowchart illustrating a data repair method provided in an embodiment of this application is shown.

[0031] Figure 3 This illustration shows another flowchart of the data repair method provided in an embodiment of this application.

[0032] Figure 4 This illustration shows another flowchart of the data repair method provided in an embodiment of this application.

[0033] Figure 5 A schematic diagram of a data repair apparatus provided in an embodiment of this application is shown.

[0034] Figure 6 This is a schematic diagram of the structure of a game server provided in an embodiment of this application.

[0035] Icons: 10-Data Repair System; 11-Game Server; 12-Background Manager; 100-Data Repair Device; 110-Receiving Module; 120-Judgment Module; 130-Storage Module; 140-Execution Module; 111-Processor; 112-Memory; 113-Bus. Detailed Implementation

[0036] To make the objectives, technical solutions, and advantages of the embodiments of the present invention clearer, the technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. The components of the embodiments of the present invention described and shown in the accompanying drawings can generally be arranged and designed in various different configurations.

[0037] Therefore, the following detailed description of the embodiments of the invention provided in the accompanying drawings is not intended to limit the scope of the claimed invention, but merely to illustrate selected embodiments of the invention. All other embodiments obtained by those skilled in the art based on the embodiments of the invention without inventive effort are within the scope of protection of the invention.

[0038] It should be noted that, where there is no conflict, the features in the embodiments of the present invention can be combined with each other.

[0039] During game execution, functional errors may occur, such as undelivered top-ups, unusable experience boosting items, and inability to receive emails. Inaccurate or unreasonable descriptions in the game design documents, or significant conflicts with other systems or modules, or logical errors in the developers' code, can also lead to vulnerabilities. These vulnerabilities can cause errors in player data, resulting in a poor gaming experience. Failure to fix these vulnerabilities can lead to server crashes, unresponsive servers, client crashes, and even serious issues involving high-value commercial revenue calculations and data incompatibility. Therefore, to prevent these situations, it is necessary to fix game vulnerabilities.

[0040] Current technology involves patching vulnerabilities in online games through server downtime. The specific process is as follows: The server providing the game service sends a message to the game client in advance, notifying players that a server maintenance shutdown will occur within a predetermined time. During the maintenance, all online users are ensured to log off, the server stops providing game services, and users already in the game are either directly disconnected from the game or their service is terminated after the game ends, forcing them offline. Next, the server updates the game client patch. Then, the game is verified to be functioning correctly. Finally, the user login process is restored, thus completing the patching of a vulnerability in the online game.

[0041] However, in the current technology, the game server needs to be shut down during the game vulnerability patching period, which cannot provide continuous game service and will lead to a poor gaming experience for players. Therefore, how to patch game vulnerabilities without shutting down the server has become a problem that needs to be considered.

[0042] To address the aforementioned technical problems, this application provides a data repair system that, through interaction between the game server and the backend manager, achieves the goal of repairing player error data without server downtime. A detailed description follows.

[0043] Please refer to Figure 1 , Figure 1 A schematic diagram of the structure of a data repair system 10 provided in an embodiment of this application is shown. The data repair system 10 includes a game server 11 and a background manager 12, which interact with each other via a network.

[0044] The interaction via the network can be achieved through wired networks, such as coaxial cables, twisted pairs, and optical fibers, or through wireless networks, such as 2G, 3G, 4G, 5G, or Wi-Fi networks. This application does not limit the specific methods used in this embodiment.

[0045] Game server 11 is used to receive repair commands and, after receiving the repair commands, to determine whether the player is in a game state. If the player is in a game state, the repair command is executed.

[0046] The game server 11 is divided into multiple servers based on different functions. These can be categorized as a database server, login server, logic server, central server, module server, or other servers. Specifically, the database server is responsible for database access, storage, and other operations; the login server handles user login and verification; the logic server handles gameplay logic independently; and the central server is the hub connecting and controlling the game server 11, controlling message reception and transmission. Module servers can receive game requests from players, enabling them to engage in combat gameplay.

[0047] The aforementioned servers can be connected directly or indirectly to work together, and this application embodiment does not impose any limitations on this.

[0048] The repair command is generated when the background manager 12 detects that the player's game data is not within the preset threshold range, based on the player's game data.

[0049] The background manager 12 can send repair instructions to the game server 11 via email. If sending via email, the repair instructions should first be placed in an email to generate a repair email before being sent to the game server 11.

[0050] In one possible implementation, the background manager 12 can send repair emails to the game server 11, as well as message-type emails or script-type emails. Message-type emails are those carrying notification information, such as emails sent between players or emails sent by the system to notify players. Script-type emails are system-issued emails containing rewards for game players. When a player receives a script-type email, they can open it and click "receive" to claim the player rewards.

[0051] The following applies to the above. Figure 1 For further instructions on how to repair the data on game server 11, please refer to [link / reference]. Figure 2 , Figure 2 The illustration shows a flowchart of a data repair method provided in an embodiment of this application. The data repair method includes the following steps:

[0052] S110: Receive repair commands sent by the background manager.

[0053] Because servers can experience various types of vulnerabilities, there are multiple ways to generate patching commands. Specifically, the background manager 12 includes an early warning system. This system can not only monitor the upper and lower limits of various player data and the upper and lower limits of single data changes, automatically issuing warnings when data falls outside these limits, but also analyze player data such as the quantity of individual items obtained, the number of times tasks are completed, and the number of times equipment is enhanced based on the running logs, issuing warnings accordingly. Warnings will also be issued when most players on the server do not obtain a particular item, task, or amount of money, and only a very small number of players obtain it in a single day or hour. The warning system continuously analyzes hourly, daily, and monthly data, issuing warnings when it detects data errors.

[0054] Secondly, since the early warning system cannot always detect all vulnerabilities, such as occasional vulnerabilities in the game, which are often hidden and cannot be detected by the early warning system, the background manager 12 can also find vulnerabilities by relying on player feedback.

[0055] In one possible implementation, a player discovers a game vulnerability and reports it to the backend manager 12. This reporting can be done via email or other means. After receiving the player's feedback, the backend manager 12 retrieves the corresponding game data from the game server 11 and determines if a vulnerability exists.

[0056] After discovering vulnerabilities through the early warning system or player feedback, administrators will select pre-set standard repair instructions based on the vulnerability type. These instructions may include adding or deleting items or money, modifying item information, player dungeon data, player relationship data, pet data, and executing scripts. If administrators determine that the pre-set standard repair instructions cannot fix the vulnerability based on its type, they will pre-update a script on game server 11, then write the repair instructions and send the repair email to game server 11 for execution.

[0057] S120, Determine the player's game status.

[0058] Optionally, step S120 further includes:

[0059] S120-1, Detect whether the player is in the game.

[0060] The player's game status is divided into online status and offline status. The online status can be that the player is currently playing the game, waiting in the game lobby, or the player is currently logged in. After the game server 11 receives the repair email, it will first check the player's game status.

[0061] In one possible implementation, the game server 11 can determine whether a player is in a game state by using the client the player is using. Since the player needs the client to continuously request data from the game server 11 during the game, the game server 11 only needs to determine whether it has received the client's data request to determine whether the player is in a game.

[0062] S130. When the game is online, execute the repair command to complete the repair of player data.

[0063] When game server 11 receives a data request from the client and determines that the player is in the game, it immediately executes a repair command to fix the vulnerability. At the same time, it records the execution results through an execution log to facilitate the investigation of subsequent repairs.

[0064] Optionally, hotfix technology can be used to execute repair commands during game operation. Hotfix technology generates a hotfix patch, sends it to the server, and performs a silent repair during game runtime. Hotfix technology ensures rapid repair with minimal impact on users, and users are generally unaware of the fix.

[0065] By fixing vulnerabilities while players are online, the time players spend waiting for the game server to be fixed is eliminated, resulting in a relatively continuous gaming experience for players and ensuring that the game server can provide services to players while it is being fixed.

[0066] When the player's game status is offline, please refer to Figure 3 , Figure 3 This illustration shows another flowchart of the data repair method provided in this application embodiment. After step S120-1, it further includes:

[0067] S140. When the game is offline, the repair command is saved to the database.

[0068] The game server includes a database that stores various game data necessary for running the game. When the game server 11 does not receive a data request from the client, it determines that the player is offline. When a repair email with repair instructions is received and the player is offline, the game server 11 saves the repair email with repair instructions to the game server 11's database.

[0069] Optionally, after step S140, the method further includes:

[0070] S150. When a player is detected logging into the game, retrieve the repair instructions from the database and execute them.

[0071] When game server 11 detects that a player's game status has changed from offline to online, it indicates that the player has logged into the game. Next, the client will send a data request to game server 11 through the login server. After receiving the data request, game server 11 will directly execute the repair instructions in the repair email from the database to fix the vulnerability.

[0072] After executing the repair command to complete the repair of player data, based on Figure 3 , Figure 4 This illustration shows another schematic flowchart of the data repair method provided in this application embodiment, which further includes the following after step S130:

[0073] S160. Report the repair completion information to the background manager.

[0074] When game server 11 detects a player logging into the game and retrieves a repair command from the database, after the repair command is executed, game server 11 reports the repair status to the background manager 12, so that the background manager 12 can keep abreast of the repair status of game server 11 and notify the administrators.

[0075] Compared with the prior art, the embodiments of this application have the following beneficial effects:

[0076] First, this application embodiment repairs the player's game data by executing the repair command sent by the background manager when the player is online. This achieves the effect of repairing vulnerabilities in the player's game data without shutting down the server. At the same time, game services can be provided during the repair process, without forcing players to log off, thus improving the player's gaming experience.

[0077] Secondly, for the background manager, since repair emails with repair instructions can be sent offline, and there is no need to check whether the player is online when sending repair emails, the efficiency of bug fixing is improved.

[0078] The following provides a possible implementation of a data repair device 100, which is used to perform the various execution steps and corresponding technical effects of the data repair method shown in the above embodiments and possible implementations. Specifically, Figure 5 This illustration shows a structural diagram of a data repair apparatus 100 provided in an embodiment of this application. This apparatus can be used to implement the functions of a game server 11. (See attached diagram.) Figure 4 The data repair device 100 includes: a receiving module 110, a detection module, and an execution module 140;

[0079] The receiving module 110 is used to receive repair instructions sent by the background manager;

[0080] Module 120 is used to determine the player's game status;

[0081] The execution module 140 is used to execute repair instructions to repair player data when the game is online.

[0082] Optionally, the data repair device 100 also includes a storage module 130;

[0083] Storage module 130 is used to save repair instructions to the database when the game is offline.

[0084] Optionally, the execution module 140 is also configured to retrieve the repair instructions from the database and execute them when a player is detected logging into the game.

[0085] Optionally, the execution module 140 is also used to report repair completion information to the background manager.

[0086] Figure 6 This is a schematic diagram of the structure of a game server 11 provided in an embodiment of this application. The game server 11 includes: a processor 111, a memory 112, and a bus 113.

[0087] The memory 112 is used to store programs. The processor 111 calls the programs stored in the memory 112 to execute the above-described data repair method. The specific implementation and technical effects are similar, and will not be described again here.

[0088] The processor 111 is connected to the memory 112 via the bus 113. The memory 112 stores program code. When the program code is executed by the processor 111, it enables the processor 111 to perform various steps in the above-mentioned data repair method.

[0089] Processor 111 can be a general-purpose processor, such as a central processing unit (CPU), digital signal processor (DSP), application-specific integrated circuit (ASIC), field-programmable gate array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components, capable of executing the data repair methods, steps, and logic block diagrams disclosed in the embodiments of this application. The general-purpose processor can be a microprocessor or any conventional processor. The steps of the data repair method disclosed in the embodiments of this application can be directly manifested as execution by a hardware processor, or execution by a combination of hardware and software modules in processor 111.

[0090] Memory 112, as a non-volatile storage medium, can be used to store non-volatile software programs, non-volatile computer-executable programs, and modules. Memory 112 may include at least one type of storage medium, such as flash memory, hard disk, multimedia card, card-type memory, random access memory (RAM), static random access memory (SRAM), programmable read-only memory (PROM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), magnetic storage, magnetic disk, optical disk, etc. Memory 112 can be any other medium capable of carrying or storing desired program code in the form of instructions or data structures that can be accessed by a computer, but is not limited thereto. In the embodiments of this application, memory 112 can also be a circuit or any other device capable of implementing storage functions for storing program instructions and / or data.

[0091] Optionally, this application also provides a storage medium including a program, which, when executed by processor 111, is used to perform an embodiment of the above-described data repair method.

[0092] In summary, this application proposes a data repair method, apparatus, system, game server, and storage medium. If the game server receives a repair command from the background manager, it first determines the player's game status. If the player is online, the repair command is immediately executed to repair the player's data. By executing the repair command sent by the background manager while the player is online to repair the player's game data, vulnerabilities in the player's game data can be repaired without shutting down the server. Simultaneously, game services can be provided during the repair process, improving the player's gaming experience by avoiding forcing the player offline.

[0093] 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 variations or substitutions that can be easily conceived by those skilled in the art within the technical scope disclosed in the present invention should be included within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

Claims

1. A data repair method characterized by, The method is applied to a game server, the game server is in communication connection with a background manager, the game server comprises a database, and the method comprises: receiving a repair instruction sent by the background manager; judging a game state of a player; when the game state is online, executing the repair instruction to complete repair of the player data; when the game state is offline, saving the repair instruction to the database, and when it is detected that the player logs in the game, acquiring the repair instruction from the database and executing it.

2. The data repair method of claim 1, wherein, The repair instruction is generated according to player game data when the background manager detects that the player game data is not in a preset threshold range.

3. The data repair method of claim 1, wherein, After executing the repair instruction to complete repair of the player data, the method further comprises: reporting repair completion information to the background manager.

4. A data recovery apparatus, characterized by comprising: The method is applied to a game server, the game server is in communication connection with a background manager, the game server comprises a database, and the method comprises: a receiving module configured to receive a repair instruction sent by the background manager; a judging module configured to judge a game state of a player; an executing module configured to, when the game state is online, execute the repair instruction to complete repair of the player data; a storing module configured to, when the game state is offline, save the repair instruction to the database; the executing module is further configured to, when it is detected that the player logs in the game, acquire the repair instruction from the database and execute it.

5. A game server, characterized in that comprise: a processor, a memory and a bus, the memory stores program instructions executable by the processor, when the game server is running, the processor and the memory are in communication through the bus, the processor executes the program instructions to execute the steps of the method according to any one of claims 1-3.

6. A storage medium, characterized by The storage medium stores a computer program, and the computer program is executed by the processor to execute the data repair method according to any one of claims 1-3.

7. A data repair system, characterized by The data repair system comprises a background manager and the game server according to claim 5.

Citation Information

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