Data processing method, device, readable storage medium and electronic device
By performing combat calculations on the game server side, the problem of high pressure on central server computing is solved, the stability and scalability of cross-server gameplay is achieved, and the burden on central servers is reduced.
Patent Information
- Application Number
- CN202210414148.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2022-04-18
- Publication Date
- 2025-08-08
- Estimated Expiration
- 2042-04-18
AI Technical Summary
The central server has too much computing pressure in cross-server games, resulting in an increase in the risk of downtime and affecting the normal progress of cross-server gameplay.
By performing combat calculations on the game server side, the computing burden of the center server is reduced, and the game server is used to process matching information and generate combat data. The center server is only responsible for storing and distributing tasks.
It reduces the computing pressure of the central server, improves the stability and scalability of the system, and avoids the interruption of cross-server gameplay caused by the downtime of the central server.
Smart Images

Figure CN114984570B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of computers, and in particular to a data processing method, device, readable storage medium and electronic device. Background Art
[0002] Currently, as game servers age, players continue to churn, leading to a gradual decline in the activity of individual servers. This necessitates the introduction of cross-server gameplay via a central server. However, when large amounts of cross-server computation are involved, the pressure on the central server becomes increasingly severe. A central server downtime can render cross-server gameplay inoperable.
[0003] Currently, no effective solution has been proposed to the problem of heavy computing pressure on the central server. Summary of the Invention
[0004] At least some embodiments of the present invention provide a data processing method, apparatus, readable storage medium, and electronic device to at least solve the technical problem of high computing pressure on a central server.
[0005] According to one embodiment of the present invention, a data processing method is provided, which includes: obtaining first matching information, wherein the first matching information is used to represent that a first virtual game character corresponding to the first account information is matched with a second virtual game character corresponding to the second account information; determining a corresponding first game server based on the first matching information; sending the first matching information to the first game server; and receiving first battle data from the first game server, wherein the first battle data is determined by the first game server based on the first matching information, and the first battle data is used to represent a battle process and / or battle result between the first virtual game character and the second virtual game character in a game.
[0006] Optionally, determining the corresponding game server based on the first matching information includes: polling multiple game servers based on the first matching information; and determining the polled game server among the multiple game servers as the first game server.
[0007] Optionally, in response to the first game server determining that the first battle data fails based on the first matching information, the first matching information is sent to the second game server; and the first battle data from the second game server is received, wherein the first battle data is determined by the second game server based on the first matching information.
[0008] Optionally, when the first battle data sent by the first game server is not obtained within the target time period, it is determined that the first battle data is determined by the first game server based on the first matching information as a failure.
[0009] Optionally, second matching information is obtained based on the first battle data, wherein the second matching information is used to represent that the third virtual game character corresponding to the third account information matches the fourth virtual game character corresponding to the fourth account information; the corresponding third game server is determined based on the second matching information; the second matching information is sent to the third game server; and second battle data is received from the third game server, wherein the second battle data is determined by the third game server based on the second matching information, and the second battle data is used to represent the battle process and / or battle result between the third virtual game character and the fourth virtual game character in a game.
[0010] Optionally, obtaining the second matching information based on the first battle data includes: determining a third virtual game character from the first virtual game character and the second virtual game character based on the first battle data, wherein the third virtual game character is the virtual game character that wins between the first virtual game character and the second virtual game character; and obtaining the second matching information based on the third virtual game character.
[0011] Optionally, the second battle data is sent to the first game server.
[0012] Optionally, sending the second battle data to the first game server includes: sending the second battle data to the first game server in response to a first request sent by the first game server, wherein the second battle data is sent by the first game server to the first client.
[0013] Optionally, receiving the first battle data from the first game server includes: storing the first battle data from the first game server; the method also includes: sending the stored first battle data to the fourth game server in response to a second request sent by the fourth game server, wherein the first battle data is sent by the fourth game server to the second client.
[0014] According to one embodiment of the present invention, another data processing method is also provided, which includes: obtaining first matching information from a central server, wherein the first matching information is used to characterize that a first virtual game character corresponding to the first account information matches a second virtual game character corresponding to the second account information; obtaining first operation data of the first virtual game character in a game and second operation data of the second virtual game character in the game based on the first matching information; determining first battle data based on the first operation data and the second operation data, wherein the first battle data is used to represent a battle process and / or battle result between the first virtual game character and the second virtual game character in a game; and sending the first battle data to the central server.
[0015] According to one embodiment of the present invention, a data processing device is further provided, which includes: a first acquisition unit, used to obtain first matching information, wherein the first matching information is used to represent that a first virtual game character corresponding to the first account information is matched with a second virtual game character corresponding to the second account information; a first determination unit, used to determine the corresponding first game server based on the first matching information; a first sending unit, used to send the first matching information to the first game server; and a receiving unit, used to receive first battle data from the first game server, wherein the first battle data is determined by the first game server based on the first matching information, and the first battle data is used to represent the battle process and / or battle result between the first virtual game character and the second virtual game character in a game.
[0016] According to one embodiment of the present invention, another data processing device is also provided, which includes: a second acquisition unit, used to obtain first matching information from a central server, wherein the first matching information is used to represent that the first virtual game character corresponding to the first account information matches the second virtual game character corresponding to the second account information; a third acquisition unit, used to obtain first operation data of the first virtual game character in a game and second operation data of the second virtual game character in the game based on the first matching information; a second determination unit, used to determine first battle data based on the first operation data and the second operation data, wherein the first battle data is used to represent the battle process and / or battle result of the first virtual game character and the second virtual game character in a game; and a second sending unit, used to send the first battle data to the central server.
[0017] According to one embodiment of the present invention, a computer-readable storage medium is provided, in which a computer program is stored. When the computer program is executed by a processor, the device where the computer-readable storage medium is located is controlled to execute the data processing method of an embodiment of the present invention.
[0018] According to one embodiment of the present invention, an electronic device is provided, including a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to run the computer program to execute any of the above data processing methods.
[0019] In at least some embodiments of the present invention, first matching information is obtained, wherein the first matching information is used to represent that a first virtual game character corresponding to the first account information matches a second virtual game character corresponding to the second account information; a corresponding first game server is determined based on the first matching information; the first matching information is sent to the first game server; and first battle data is received from the first game server, wherein the first battle data is determined by the first game server based on the first matching information, and the first battle data is used to represent the battle process and / or battle result between the first virtual game character and the second virtual game character in a game. In other words, the present invention achieves the purpose of not having the central server participate in the calculation and simplifying the responsibilities of the central server by allowing the game server to participate in the battle calculation, thereby achieving the technical effect of reducing the calculation pressure of the central server and further solving the technical problem of high calculation pressure on the central server. BRIEF DESCRIPTION OF THE DRAWINGS
[0020] The drawings described herein are used to provide a further understanding of the present invention and constitute a part of the present invention. The exemplary embodiments of the present invention and their descriptions are used to explain the present invention and do not constitute an improper limitation of the present invention. In the drawings:
[0021] Figure 1 This is a hardware structure block diagram of a mobile terminal according to a data processing method according to an embodiment of the present invention;
[0022] Figure 2 is a flow chart of a data processing method according to an embodiment of the present invention;
[0023] Figure 3 is a flow chart of another data processing method according to an embodiment of the present invention;
[0024] Figure 4 It is a schematic diagram of a central server computing process according to the related art;
[0025] Figure 5 This is a schematic diagram of a process in which a game server pulls challenge results from a central server according to related art;
[0026] Figure 6 is a schematic diagram of a game server uploading player information to a central server according to an embodiment of the present invention;
[0027] Figure 7 is a schematic diagram of a process of transmitting game data between a central server and a game server according to an embodiment of the present invention;
[0028] Figure 8 is a schematic diagram of a data processing device according to an embodiment of the present invention;
[0029] Figure 9 is a schematic diagram of another data processing device according to an embodiment of the present invention. DETAILED DESCRIPTION
[0030] In order to enable those skilled in the art to better understand the solutions of the present invention, the technical solutions in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the embodiments described are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without making creative efforts should fall within the scope of protection of the present invention.
[0031] It should be noted that the terms "first", "second", etc. in the description and claims of the present invention and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that the numbers used in this way can be interchanged where appropriate, so that the embodiments of the present invention described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions. For example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0032] First, some nouns or terms that appear in the description of the embodiments of the present invention are explained as follows:
[0033] In a server-rolling game, players with the same account on different servers will not have interoperable data.
[0034] A turn-based game is a game mode where all players take turns. Players can only manipulate the game when it is their turn. The turn-based game here specifically refers to the challenge process and results that can be calculated in advance. Players cannot participate in changing the challenge process midway.
[0035] Game servers, servers that host players, cannot communicate with each other;
[0036] Central server, a server that serves as a communication bridge between game servers;
[0037] Cross-server, communication between different game servers.
[0038] According to one embodiment of the present invention, an embodiment of a data processing method is provided. It should be noted that the steps shown in the flowchart of the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions, and although a logical order is shown in the flowchart, in some cases, the steps shown or described can be executed in an order different from that shown here.
[0039] The method embodiment can be executed on a mobile terminal, a computer terminal, or a similar computing device. Taking running on a mobile terminal as an example, the mobile terminal can be a smartphone (such as an Android phone, an iOS phone, etc.), a tablet computer, a PDA, a mobile Internet device (MID), a PAD, a game console, or other terminal devices. Figure 1 FIG. 1 is a hardware structure diagram of a mobile terminal according to a data processing method of an embodiment of the present invention. Figure 1 As shown, the mobile terminal may include one or more ( Figure 1 Only one is shown in the figure) processor 102 (the processor 102 may include but is not limited to a central processing unit (CPU), a graphics processing unit (GPU), a digital signal processing (DSP) chip, a microprocessor (MCU), a field-programmable logic device (FPGA), a neural network processor (NPU), a tensor processing unit (TPU), an artificial intelligence (AI) type processor, etc.) and a memory 104 for storing data. Optionally, the mobile terminal may further include a transmission device 106 for communication functions, an input and output device 108, and a display device 110. It will be understood by those skilled in the art that Figure 1 The structure shown is only for illustration and does not limit the structure of the mobile terminal. Figure 1 More or fewer components than shown, or with Figure 1 Different configurations shown.
[0040] The memory 104 can be used to store computer programs, for example, software programs and modules of application software, such as the computer program corresponding to the data processing method in the embodiment of the present invention. The processor 102 executes various functional applications and data processing by running the computer program stored in the memory 104, that is, implements the above-mentioned data processing method. The memory 104 may include a high-speed random access memory and may also include a non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory 104 may further include a memory remotely located relative to the processor 102, and these remote memories may be connected to the mobile terminal via a network. Examples of the above-mentioned network include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.
[0041] The transmission device 106 is used to receive or send data via a network. A specific example of the aforementioned network may include a wireless network provided by the mobile terminal's communications provider. In one embodiment, the transmission device 106 includes a network interface controller (NIC), which can be connected to other network devices via a base station to enable communication with the Internet. In another embodiment, the transmission device 106 may be a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.
[0042] Inputs to the input / output devices 108 can come from a variety of human interface devices (HIDs). Examples include keyboards and mice, game controllers, and other specialized game controllers (e.g., steering wheels, fishing rods, dance mats, remote controls, etc.). Some HIDs provide not only input but also output, such as force feedback and vibration on game controllers and audio output on controllers.
[0043] The display device 110 may be, for example, a head-up display (HUD), a touch-screen liquid crystal display (LCD), and a touch display (also referred to as a "touch screen" or "touch display"). The LCD may enable a player to interact with a player interface of the mobile terminal. In some embodiments, the mobile terminal may have a graphical user interface (GUI), and a player may interact with the GUI by finger contact and / or gestures on a touch-sensitive surface. The human-computer interaction functions herein may optionally include the following interactions: creating web pages, drawing, word processing, creating electronic documents, gaming, video conferencing, instant messaging, sending and receiving emails, call interfaces, playing digital videos, playing digital music, and / or web browsing, etc. Executable instructions for performing the above-mentioned human-computer interaction functions are configured / stored in a computer program product or readable storage medium executable by one or more processors.
[0044] In one embodiment of the present invention, the data processing method can be run on a local terminal device or a server. When the data processing method is run on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.
[0045] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the data processing method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the player side, such as a mobile terminal, TV, computer, PDA, etc.; but the cloud game server in the cloud is responsible for information processing. When playing the game, the player operates the client device to send operation instructions to the cloud game server. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.
[0046] In an alternative embodiment, taking a game as an example, a local terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the player through a graphical player interface (GUI), that is, conventionally downloading, installing, and running the game program via an electronic device. The local terminal device can present the GUI to the player in a variety of ways, such as rendering it on the terminal's display screen or presenting it to the player through holographic projection. For example, the local terminal device may include a display screen and a processor. The display screen is used to present the GUI, which includes the game screen, and the processor is used to run the game, generate the GUI, and control the display of the GUI on the display screen.
[0047] In one possible implementation, an embodiment of the present invention provides a data processing method for providing a graphical player interface through a terminal device, wherein the terminal device can be the local terminal device mentioned above or the client device in the cloud interaction system mentioned above.
[0048] The data processing method of the embodiment of the present invention is introduced from the central server side. Figure 2 is a flow chart of a data processing method according to one embodiment of the present invention, wherein a graphical player interface is provided by a terminal device, and the content displayed on the graphical player interface includes a touch area, such as Figure 2 As shown, the method includes the following steps:
[0049] Step S202: Obtain first matching information, wherein the first matching information is used to indicate that a first virtual game character corresponding to the first account information matches a second virtual game character corresponding to the second account information.
[0050] In the technical solution provided in the above step S202 of the present invention, the player can log in to the game server through a personal account and submit registration information. After the submission is completed, the game server transmits the registration information to the central server. The central server saves the registration information of all players, performs pairwise matching based on the saved player information, thereby obtaining first matching information, and stores the first matching information.
[0051] Optionally, the first virtual game character corresponding to the first account information can be the virtual character name of one of the players in the game after the two players are successfully matched, and the second virtual game character corresponding to the second account information can be the virtual character name of the other player in the game after the two players are successfully matched.
[0052] Step S204: Determine a corresponding first game server based on the first matching information.
[0053] In the technical solution provided in the above step S204 of the present invention, the central server determines the first game server to be calculated according to a predetermined rule based on the stored first matching information.
[0054] Optionally, the rules can be the implementation logic rules of the game itself. For example, some game rules match opponents randomly, while some game rules match opponents according to ranks. Only opponents at the same rank can be matched with each other. No specific limitation is made here.
[0055] Step S206: Send the first matching information to the first game server.
[0056] In the technical solution provided in the above step S206 of the present invention, after the central server determines the first game server to be calculated according to a predetermined rule, it evenly distributes the stored first matching information to the game servers, and performs calculation in the game servers, wherein the even distribution can be a relatively even distribution.
[0057] For example, there are N players and M game servers (labeled 1, 2, 3...M respectively). The central server matches opponents. When the first team is matched, the calculation is handed over to the first game server. When the second team is matched, the calculation is handed over to the second game server. When the Mth team is matched, the calculation is handed over to the Mth game server. The M+1th team is matched, and the calculation is handed over to the first game server. The M+2th team is matched, and the calculation is handed over to the second game server. That is, there are M game servers. After the central server matches the opponent, it polls and assigns it to the game server.
[0058] Step S208, receiving first battle data from the first game server, wherein the first battle data is determined by the first game server based on the first matching information, and the first battle data is used to represent the battle process and / or battle result between the first virtual game character and the second virtual game character in a game.
[0059] In the technical solution provided in the above step S208 of the present invention, the game server calculates the first battle data based on the first matching information distributed by the central server. After the calculation is completed, the first battle data is uploaded to the central server, wherein the first battle data may include data of the battle process and the battle results.
[0060] Optionally, the data of the battle process may be data required to play the entire battle animation.
[0061] For example, the playback of a turn-based game requires the results of each round of battle. For example, A versus B, the battle process can be A using skills to hurt B, B using skills to hurt A again, and so on, until A or B dies or the time expires.
[0062] Optionally, the challenge result may include battle time, battle outcome, death status, health, stamina and other specific game attributes, which are not specifically limited here.
[0063] Through steps S202 to S208 of the present invention, a corresponding first game server is determined based on the first matching information; the first matching information is sent to the first game server; and first battle data is received from the first game server, wherein the first battle data is determined by the first game server based on the first matching information, and the first battle data is used to represent the battle process and / or battle results between the first virtual game character and the second virtual game character in a game. In other words, the present invention allows the game server to participate in battle calculations, eliminating the central server from participating in the calculations, simplifying the central server's responsibilities, thereby achieving the technical effect of reducing the central server's computing pressure and resolving the technical problem of high computing pressure on the central server.
[0064] The above method of this embodiment is further introduced below.
[0065] As an optional implementation, step S204, determining the corresponding game server based on the first matching information, includes: polling multiple game servers based on the first matching information; and determining the polled game server among the multiple game servers as the first game server.
[0066] In this embodiment, the central server distributes the stored first matching information to the first game server in a polling manner based on the stored first matching information.
[0067] Optionally, polling means that each request from the player is assigned to the internal servers in turn, starting from 1, up to N (the number of internal servers), and then restarting the cycle.
[0068] For example, there are N players and M game servers (marked 1, 2, 3...M respectively). The central server matches opponents. The first team is matched and the calculation is handed over to the first game server. The second team is matched and the calculation is handed over to the second game server. The Mth team is matched and the calculation is handed over to the Mth game server. The M+1th team is matched and the calculation is handed over to the first game server. The M+2th team is matched and the calculation is handed over to the second game server, and so on, until the distribution is completed.
[0069] As an optional embodiment, in response to the first game server determining that the first battle data fails based on the first matching information, the first matching information is sent to the second game server; and the first battle data from the second game server is received, wherein the first battle data is determined by the second game server based on the first matching information.
[0070] In this embodiment, if the first game server determines that the first battle data fails based on the first matching information, the central server can skip the first game server and continue polling. The second game server polled calculates according to the first matching information to obtain the first combat data, and the central server obtains the first combat data based on the second game server.
[0071] As an optional implementation, when the first battle data sent by the first game server is not obtained within the target time period, it is determined that the first battle data is determined by the first game server based on the first matching information as a failure.
[0072] In this embodiment, when the duration used by the first game server to determine the first battle data based on the first matching information exceeds the target duration, it is considered that the first game server has failed to determine the first battle data based on the first matching information.
[0073] Optionally, the target duration may be a threshold of the timeout duration, which depends on the computational complexity of the game and can be set by the user. No specific limitation is made here.
[0074] For example, calculate the battle time of 100 games, take the longest battle time, and then multiply it by 3. Use this time to determine the target duration. If the game server still has not completed the calculation within this target duration, it is determined that the calculation has failed, and polling continues. You can switch to the next game server for calculation.
[0075] As an optional implementation, second matching information is obtained based on the first battle data, wherein the second matching information is used to represent that the third virtual game character corresponding to the third account information matches the fourth virtual game character corresponding to the fourth account information; the corresponding third game server is determined based on the second matching information; the second matching information is sent to the third game server; and second battle data is received from the third game server, wherein the second battle data is determined by the third game server based on the second matching information, and the second battle data is used to represent the battle process and / or battle result between the third virtual game character and the fourth virtual game character in a game.
[0076] In this embodiment, after the central server obtains the first battle data, it needs to continue to perform battle matching, match the third virtual game character corresponding to the third account information with the fourth virtual game character corresponding to the fourth account information, obtain second matching information, and then determine the third game server to be calculated based on the second matching information, perform calculations in the third server, and obtain second battle data, wherein the third virtual game character corresponding to the third account information is the first winner in the first battle data, and the fourth virtual game character corresponding to the fourth account information is the second winner in the first battle data.
[0077] For example, in a qualifying match, after the central server receives the results of the first round of challenges, it needs to rematch all the winning players, calculate the battle results, and compete until all the rankings are calculated, and then rank all the players according to all the battle results.
[0078] As an optional implementation, obtaining the second matching information based on the first battle data includes: determining a third virtual game character from the first virtual game character and the second virtual game character based on the first battle data, wherein the third virtual game character is the virtual game character that wins between the first virtual game character and the second virtual game character; and obtaining the second matching information based on the third virtual game character.
[0079] In this embodiment, the central server needs to re-match all winning players in the first battle data, that is, determine a third virtual game character from the first virtual game character and the second virtual game character, match the third virtual game character, obtain second matching information, and send it to the first game server to calculate the battle result.
[0080] As an optional implementation, the second battle data is sent to the first game server.
[0081] In this embodiment, after the central server re-matches all the winning players in the first battle data, it sends the second matching information to the corresponding game server. The game server calculates the battle results and uploads them to the central server to obtain the second battle data. The central server sends the second battle data to the first game server.
[0082] As an optional implementation, sending the second battle data to the first game server includes: sending the second battle data to the first game server in response to a first request sent by the first game server, wherein the second battle data is sent by the first game server to the first client.
[0083] In this embodiment, when the first game server initiates a first request to the central server, the central server responds to the first request and sends the second battle data to the first game server, which then sends it to the first client. The first request may include a request to obtain all challenge results and a request to obtain the player's personal challenge results.
[0084] As an optional implementation, step S208, receiving the first battle data from the first game server, includes: storing the first battle data from the first game server; the method also includes: responding to a second request sent by the fourth game server, sending the stored first battle data to the fourth game server, wherein the first battle data is sent by the fourth game server to the second client.
[0085] In this embodiment, the central server stores the first battle data from the first game server. When the fourth game server initiates a second request to the central server, the central server responds to the second request and sends the first battle data to the fourth game server, which then sends it to the second client. The second request can be a request to obtain the first battle data.
[0086] The data processing method of the embodiment of the present invention is introduced below from the perspective of the game server. Figure 3 FIG. 1 is a flow chart of another data processing method according to an embodiment of the present invention. Figure 3 As shown, the method may include the following steps:
[0087] Step S302: Obtain first matching information from the central server, wherein the first matching information is used to indicate that a first virtual game character corresponding to the first account information matches a second virtual game character corresponding to the second account information.
[0088] In the technical solution provided in step S303 of the present invention, players can log in to the game server through their personal accounts and submit registration information. After the submission is completed, the game server transmits the registration information to the central server. The central server saves the registration information of all players, performs pairwise matching based on the saved player information, obtains first matching information, and stores the first matching information and sends it to the game server.
[0089] Optionally, the first virtual game character corresponding to the first account information can be the virtual character name of one of the players in the game after the two players are successfully matched, and the second virtual game character corresponding to the second account information can be the virtual character name of the other player in the game after the two players are successfully matched.
[0090] Step S304: obtaining first operation data of the first virtual game character in a game and second operation data of the second virtual game character in a game based on the first matching information.
[0091] In the technical solution provided in the above step S304 of the present invention, the game server performs calculations based on the first matching information to obtain first operation data of the first virtual game character in a game and second operation data of the second virtual game character in a game, wherein the first operation data may be first skill data used by the first virtual game character in a game, and the second operation data may be second skill data used by the second virtual game character in a game.
[0092] Step S306 : determining first battle data based on the first operation data and the second operation data, wherein the first battle data is used to represent a battle process and / or battle result between the first virtual game character and the second virtual game character in a game.
[0093] In the technical solution provided in the above step S306 of the present invention, the game server performs calculations based on the first operation data and the second operation data sent by the central server to obtain first battle data, wherein the first battle data may include the battle process and the battle result.
[0094] Optionally, the data of the battle process may be data required to play the entire battle animation.
[0095] For example, the playback of a turn-based game requires the results of each round of battle. For example, A versus B, the battle process can be A using skills to hurt B, B using skills to hurt A again, and so on, until A or B dies or the time expires.
[0096] Optionally, the challenge result may include battle time, battle outcome, death status, health, stamina and other specific game attributes, which are not specifically limited here.
[0097] Step S308: Send the first battle data to the central server.
[0098] In the technical solution provided in the above step S308 of the present invention, after the game server completes the calculation based on the first operation data and the second operation data sent by the central server, it sends the first battle data to the central server for storage.
[0099] Through the above steps S302 to S308, first matching information is obtained from the central server, wherein the first matching information is used to represent that the first virtual game character corresponding to the first account information matches the second virtual game character corresponding to the second account information; first operation data of the first virtual game character in a game and second operation data of the second virtual game character in a game are obtained based on the first matching information; first battle data is determined based on the first operation data and the second operation data, wherein the first battle data is used to represent the battle process and / or battle result of the first virtual game character and the second virtual game character in a game; and the first battle data is sent to the central server. In other words, the present invention allows the game server to participate in the battle calculation method, so that the central server does not participate in the calculation, simplifies the responsibilities of the central server, thereby achieving the technical effect of reducing the calculation pressure of the central server and solving the technical problem of high calculation pressure on the central server.
[0100] The technical solution of the embodiment of the present invention is further described below with reference to preferred implementation methods.
[0101] Currently, most games have a combat module, which is the core of the entire game. However, the calculations involved in combat are often complex and consume a lot of server performance. Turn-based games generally use a server to calculate the entire battle process and outcome. When a player clicks to challenge, the battle process and outcome are calculated on the server and then transmitted back to the client. The client then uses the data to play some combat animations. A single game server can calculate the process and outcome of a single round between two or more players.
[0102] However, as game servers are open for longer periods of time, players will continue to churn. When the activity of individual game servers decreases, cross-server gameplay becomes necessary. For example, many turn-based games feature cross-server arenas, where players can register within the game's designated deadline. After the registration deadline, the server performs battle calculations in the early morning hours, when there are fewer players. After calculating all battle data, the relevant data is stored on the server. Because most players have already registered by then, the server chooses to perform settlements in the early morning hours. The next day, after most players have logged in, the battle leaderboards display the battle results, and players can view their rankings on the arena leaderboards. The battle process and results of specific battles can also be replayed.
[0103] In related technologies, players first log in to the game server to register. The game server transmits the player's registered information to the central server, which stores the player's registration information. After the registration is completed, the central server matches the players according to certain rules. After the matching is completed, the central server calculates the mutual challenge process and results between all players. The calculation process of the central server is as follows: Figure 4 As shown, Figure 4 This is a schematic diagram of a central server calculation process in related technologies. After the calculation is completed, the central server saves the battle process and results between players. When the game server needs it, the game server will pull the calculation results from the central server, such as Figure 5 As shown, Figure 5 This is a schematic diagram of a process in which a game server pulls challenge results from a central server according to related art.
[0104] However, in the prior art, the game server is only responsible for uploading player registration information and pulling battle results from the central server, and does not participate in the calculation of the battle. Its responsibilities are too simple. Moreover, as the number of game servers continues to increase, all player challenge calculations are completed by the central server, and the pressure on the central server increases sharply, resulting in a very limited number of game servers. In addition, a single-point central server is difficult to tolerate faults, and the central server cannot be expanded using this design method. The central server must store player registration information and calculate the battle process, which makes it difficult to synchronize the battle calculation process between central servers. As the number of registered player data increases, the challenge calculation time of the central server will also show a linear increase, and the pressure on the central server will become increasingly greater. Once the central server goes down, the entire cross-server gameplay will be unable to proceed.
[0105] However, the present invention proposes a data processing method, which makes full use of the game server without adding servers, allowing the game server to participate in combat calculations, so that the central server does not participate in the calculations, thereby simplifying the responsibilities of the central server, and further achieving the technical effect of reducing the computing pressure of the central server, and solving the technical problem of high computing pressure on the central server.
[0106] Next, we will further introduce the technical solution for solving cross-server challenges in a rolling server turn-based game using a distributed method provided by one embodiment of the present invention. The technical solution includes:
[0107] In the first step, the player logs in to the game server, submits his registration information, and transmits it to the central server through the game server.
[0108] Game players can log in to the game server through their personal accounts at the terminal. If they want to participate in the game, they will submit their registration information. After the submission is completed, the game server will transmit the player information participating in the game to the central server.
[0109] In the second step, the central server saves the registration information of all players until the registration ends.
[0110] like Figure 6 As shown, Figure 6 This is a schematic diagram of a game server uploading player information to a central server according to an embodiment of the present invention. During the registration period for game players to participate in a battle, all registration information is uploaded to the central server through the game server, and the central server stores the registration information.
[0111] Optionally, the central server is only responsible for collecting players' registration information and does not participate in battle calculations.
[0112] In the third step, the central server matches the registered players according to the specified game rules.
[0113] Based on the pre-established game rules, the central server will match the collected player registration information, and the successfully matched team will be the team that is about to compete.
[0114] Optionally, the game rules can be the implementation logic rules of the game itself. For example, some game rules match opponents randomly, while some game rules match opponents according to their ranks. Only opponents at the same rank can be matched with each other. No specific limitation is made here.
[0115] The fourth step is that after the matching is completed, the central server will distribute the matched player information evenly to the game server according to certain rules.
[0116] The central server matches the registered players according to the game's own implementation logic rules. After the matching is completed, the matched teams will be evenly distributed to the game server for calculation.
[0117] Optionally, the average distribution can be relatively even. For example, there are N players and M game servers (labeled 1, 2, 3...M respectively). The central server performs opponent matching. When matched with the first team, it is handed over to the first game server for calculation; when matched with the second team, it is handed over to the second game server for calculation, and so on. When matched with the Mth team, it is handed over to the Mth game server for calculation. The M+1th team matched is calculated by the first game server, and the M+2th team matched is calculated by the second game server. That is, there are M game servers. The central server matches the opponent and polls and assigns them to the game servers.
[0118] Step 5: After receiving the player information after matching, the game server starts calculating the challenge process and results.
[0119] The central server sends the matched player information to the game server one by one, and the game server calculates the challenge process and results, such as Figure 7 As shown, Figure 7 The figure is a schematic diagram of a process of transmitting game data between a central server and a game server according to an embodiment of the present invention.
[0120] Optionally, the challenge process may be the data required to play the entire challenge animation, and the challenge result may be the data of the entire game process.
[0121] Optionally, the challenge result may include battle time, battle outcome, death status, health, stamina and other specific game attributes, which are not specifically limited here.
[0122] For example, the playback of a turn-based game requires the results of each round of battle, A versus B. The challenge process means that A uses skills to hurt B, and B uses skills to hurt A again, and so on, until A or B dies, or the predetermined time is reached.
[0123] Step 6: After calculating the challenge process and results, the game server sends them to the central server again.
[0124] The game server calculates the challenge process and results based on the matched player information sent by the central server. After the calculation is completed, the calculation results and challenge process are uploaded to the central server.
[0125] Step 7: The central server saves the battle process and results and decides whether to continue calculating the challenge. If so, the matching calculation continues.
[0126] Optionally, if you continue the challenge, go back to the third step. During this process, a server may fail to calculate. The central server can add a timeout. If the game server still does not return the calculation result within the set time, you can select another game server and assign it to the calculation. The timeout limit can depend on the calculation complexity of the game, and you can set a reasonable time yourself.
[0127] For example, to calculate the battle time of 100 battles, take the longest battle time, multiply it by 3, and use this time as the timeout time. If the calculation is still not completed within this timeout time, the calculation fails.
[0128] Optionally, the central server can not only store the results of the battles, but also rank the battle results of the games according to the specific rules of different games. In the qualifying round, after the central server receives the challenge results, it must continue to match and distribute them to the game server for calculation.
[0129] For example, after the central server receives the results of the first round of challenges, it needs to rematch all the winning players, calculate the battle results, and compete until all the rankings are calculated and the players are ranked according to all the battle results.
[0130] Step 8: Once all battle calculations are complete, the game server can obtain all challenge results from the central server.
[0131] When all challenge results are calculated, the game server can obtain all challenge results from the central server, but not all challenge results at once. When a player requests battle result data from the game server, it first determines whether the game server where the player is located has corresponding data. If so, it returns directly. If not, the game server will actively pull the data from the central server, cache it, and return it to the player.
[0132] The present invention brings the following beneficial effects: without increasing the number of servers, the game servers are fully utilized and the game servers are allowed to participate in battle calculations. Server resources are fully utilized; the responsibilities of the central server are simplified, and the most complex battle calculation logic is moved to the game server. The advantage of this is that the simpler the responsibilities, the easier it is to expand. We can deploy more central servers for fault tolerance. The central server does not participate in the calculation, but only stores the player's information. In this way, the central server can host more game servers. In a sense, the number of game servers depends only on how much player data the central server can accommodate. The battle calculation is distributed to each server for calculation, which will speed up the calculation. The battle results are calculated more quickly. When a calculation error occurs on a game server, it does not affect the entire cross-server gameplay. When the central server adds a test to the game server and does not return the challenge result, a new game server can be selected for recalculation.
[0133] The distributed method of this embodiment for solving the cross-server challenge technical solution of the rolling server turn-based game includes: (1) the player logs in to the game server and submits the registration information, which is transmitted to the central server through the game server, and the central server stores the player's registration information; (2) the central server matches the players who submitted the registration information according to the game rules, and evenly distributes the player information after the matching is completed to the game server; (3) the game server calculates the challenge process and results; (4) the game server sends the challenge process and results after the calculation to the central server again, and the central server saves the challenge process and results; (5) the central server The controller determines whether the entire challenge process and result calculation is completed based on the calculation result sent by the game server. If the calculation is completed, it enters step (6); if the calculation is not completed, it returns to step (2). If a game server fails to calculate during the calculation process, the central server adds a timeout period. If the game server still does not return the calculation result within the set time, it assigns another game server to perform the calculation; (6) The game server extracts the entire challenge process and result from the central server, thereby achieving the technical effect of simplifying the responsibilities of the central server and improving the calculation efficiency, and solving the technical problem of the central server's complex responsibilities and low calculation efficiency.
[0134] Through the description of the above embodiments, those skilled in the art can clearly understand that the method according to the above embodiment can be implemented by means of software plus the necessary general hardware platform, and of course it can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of the present invention is essentially or the part that contributes to the prior art can be embodied in the form of a software product, which is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk), and includes a number of instructions for enabling a terminal device (which can be a mobile phone, computer, server, or network device, etc.) to execute the methods described in each embodiment of the present invention.
[0135] The embodiment of the present invention also provides a method for executing Figure 2 The data processing device of the illustrated embodiment is used to implement the above-mentioned embodiments and preferred embodiments, and the details already described will not be repeated here. As used below, the terms "unit" and "module" may refer to a combination of software and / or hardware that implements a predetermined function. Although the devices described in the following embodiments are preferably implemented in software, implementation using hardware, or a combination of software and hardware, is also possible and contemplated.
[0136] Figure 8 is a schematic diagram of a data processing device according to an embodiment of the present invention, wherein a graphical player interface is provided through a terminal device, and the content displayed on the graphical player interface includes a touch area, such as Figure 8 As shown, the data processing device 800 includes: a first acquiring unit 801 , a first determining unit 802 , a first sending unit 803 , and a receiving unit 804 .
[0137] The first acquiring unit 801 is configured to acquire first matching information, wherein the first matching information is used to indicate that a first virtual game character corresponding to the first account information matches a second virtual game character corresponding to the second account information.
[0138] The first determining unit 802 is configured to determine a corresponding first game server based on the first matching information.
[0139] The first sending unit 803 is configured to send the first matching information to the first game server.
[0140] The receiving unit 804 is used to receive first battle data from the first game server, wherein the first battle data is determined by the first game server based on the first matching information, and the first battle data is used to represent the battle process and / or battle result between the first virtual game character and the second virtual game character in a game.
[0141] Optionally, the first determining unit 802 includes: a first polling module, configured to poll multiple game servers based on the first matching information; and a first determining module, configured to determine a game server polled among the multiple game servers as the first game server.
[0142] Optionally, the data processing device 800 also includes: a second sending unit, used to send the first matching information to the second game server in response to the first game server determining that the first battle data fails based on the first matching information; a second receiving unit, used to receive the first battle data from the second game server, wherein the first battle data is determined by the second game server based on the first matching information.
[0143] Optionally, when the first battle data sent by the first game server is not obtained within the target time period, it is determined that the first battle data is determined by the first game server based on the first matching information as a failure.
[0144] Optionally, the data processing device 800 also includes: a second acquisition unit, used to obtain second matching information based on the first battle data, wherein the second matching information is used to characterize that the third virtual game character corresponding to the third account information matches the fourth virtual game character corresponding to the fourth account information; determining the corresponding third game server based on the second matching information; a third sending unit, used to send the second matching information to the third game server; and a third receiving unit, used to receive second battle data from the third game server, wherein the second battle data is determined by the third game server based on the second matching information, and the second battle data is used to represent the battle process and / or battle result between the third virtual game character and the fourth virtual game character in a game.
[0145] Optionally, the second acquisition unit includes: a second determination module, used to determine a third virtual game character from the first virtual game character and the second virtual game character based on the first battle data, wherein the third virtual game character is the virtual game character that wins between the first virtual game character and the second virtual game character; a second acquisition module, used to obtain second matching information based on the third virtual game character.
[0146] Optionally, the data processing device 800 further includes: a fourth sending unit, configured to send the second battle data to the first game server.
[0147] Optionally, the fourth sending unit includes: a fourth sending module, configured to send the second battle data to the first game server in response to the first request sent by the first game server, wherein the second battle data is sent by the first game server to the first client.
[0148] Optionally, the receiving unit 804 includes: a storage module for storing the first battle data from the first game server; a sending module for sending the stored first battle data to the fourth game server in response to a second request sent by the fourth game server, wherein the first battle data is sent by the fourth game server to the second client.
[0149] In the data processing device of this embodiment, a first acquisition unit acquires first matching information, wherein the first matching information is used to indicate that a first virtual game character corresponding to the first account information matches a second virtual game character corresponding to the second account information; a first determination unit determines the corresponding first game server based on the first matching information; a first sending unit sends the first matching information to the first game server; and a receiving unit receives first battle data from the first game server, wherein the first battle data is determined by the first game server based on the first matching information, and the first battle data is used to represent the battle process and / or battle result between the first virtual game character and the second virtual game character in a game. In other words, the present invention achieves the purpose of not having the central server participate in the calculation and simplifying the responsibilities of the central server by allowing the game server to participate in the battle calculation, thereby achieving the technical effect of reducing the computing pressure of the central server and solving the technical problem of high computing pressure on the central server.
[0150] The embodiment of the present invention also provides a method for executing Figure 3 The data processing apparatus of the illustrated embodiment.
[0151] Figure 9 FIG. 1 is a schematic diagram of another data processing device according to an embodiment of the present invention. Figure 9 As shown, the data processing device 900 includes: a second acquiring unit 901 , a third acquiring unit 902 , a second determining unit 903 , and a second sending unit 904 .
[0152] The second obtaining unit 901 is configured to obtain first matching information from the central server, wherein the first matching information is used to indicate that a first virtual game character corresponding to the first account information matches a second virtual game character corresponding to the second account information.
[0153] The third obtaining unit 902 is configured to obtain first operation data of the first virtual game character in a game and second operation data of the second virtual game character in a game based on the first matching information.
[0154] The second determining unit 903 is configured to determine first battle data based on the first operation data and the second operation data, wherein the first battle data is used to represent a battle process and / or a battle result between the first virtual game character and the second virtual game character in a game.
[0155] The second sending unit 904 is configured to send the first battle data to the central server.
[0156] In the data processing device of this embodiment, the second acquisition unit acquires first matching information from the central server, wherein the first matching information is used to indicate that the first virtual game character corresponding to the first account information matches the second virtual game character corresponding to the second account information; the third acquisition unit acquires first operation data of the first virtual game character in a game and second operation data of the second virtual game character in a game based on the first matching information; the second determination unit determines first battle data based on the first operation data and the second operation data, wherein the first battle data is used to indicate the battle process and / or battle result between the first virtual game character and the second virtual game character in a game; and the second sending unit sends the first battle data to the central server. In other words, the present invention achieves the purpose of not having the central server participate in the calculation and simplifying the responsibilities of the central server by allowing the game server to participate in the battle calculation, thereby achieving the technical effect of reducing the calculation pressure of the central server and further solving the technical problem of high calculation pressure on the central server.
[0157] It should be noted that the above-mentioned units and modules can be implemented through software or hardware. For the latter, it can be implemented in the following ways, but not limited to this: the above-mentioned units and modules are all located in the same processor; or the above-mentioned units and modules are located in different processors in any combination.
[0158] An embodiment of the present invention further provides a non-volatile storage medium, in which a computer program is stored. The computer program is configured to execute the steps of any one of the above method embodiments when running.
[0159] Optionally, in this embodiment, the non-volatile storage medium may be configured to store a computer program for executing the following steps:
[0160] S1, obtaining first matching information, wherein the first matching information is used to indicate that a first virtual game character corresponding to the first account information matches a second virtual game character corresponding to the second account information;
[0161] S2, determining a corresponding first game server based on the first matching information;
[0162] S3, sending the first matching information to the first game server;
[0163] S4, receiving first battle data from the first game server, wherein the first battle data is determined by the first game server based on the first matching information, and the first battle data is used to represent the battle process and / or battle result between the first virtual game character and the second virtual game character in a game.
[0164] Optionally, in this embodiment, the non-volatile storage medium may also be configured to store a computer program for executing the following steps:
[0165] S1, obtaining first matching information from a central server, wherein the first matching information is used to indicate that a first virtual game character corresponding to the first account information matches a second virtual game character corresponding to the second account information;
[0166] S2, obtaining first operation data of the first virtual game character in a game and second operation data of the second virtual game character in a game based on the first matching information;
[0167] S3, determining first battle data based on the first operation data and the second operation data, wherein the first battle data is used to represent a battle process and / or a battle result between the first virtual game character and the second virtual game character in a game;
[0168] S4, sending the first battle data to the central server.
[0169] Optionally, in this embodiment, the above-mentioned non-volatile storage medium may include but is not limited to: a USB flash drive, a read-only memory (ROM), a random access memory (RAM), a mobile hard disk, a magnetic disk or an optical disk, and other media that can store computer programs.
[0170] An embodiment of the present invention further provides an electronic device, comprising a memory and a processor, wherein the memory stores a computer program, and the processor is configured to run the computer program to execute the steps in any one of the above method embodiments.
[0171] Optionally, the electronic device may further include a transmission device and an input / output device, wherein the transmission device is connected to the processor, and the input / output device is connected to the processor.
[0172] Optionally, in this embodiment, the processor may be configured to execute the following steps through a computer program:
[0173] S1, obtaining first matching information, wherein the first matching information is used to indicate that a first virtual game character corresponding to the first account information matches a second virtual game character corresponding to the second account information;
[0174] S2, determining a corresponding first game server based on the first matching information;
[0175] S3, sending the first matching information to the first game server;
[0176] S4, receiving first battle data from the first game server, wherein the first battle data is determined by the first game server based on the first matching information, and the first battle data is used to represent the battle process and / or battle result between the first virtual game character and the second virtual game character in a game.
[0177] Optionally, in this embodiment, the processor may be further configured to execute the following steps through a computer program:
[0178] S1, obtaining first matching information from a central server, wherein the first matching information is used to indicate that a first virtual game character corresponding to the first account information matches a second virtual game character corresponding to the second account information;
[0179] S2, obtaining first operation data of the first virtual game character in a game and second operation data of the second virtual game character in a game based on the first matching information;
[0180] S3, determining first battle data based on the first operation data and the second operation data, wherein the first battle data is used to represent a battle process and / or a battle result between the first virtual game character and the second virtual game character in a game;
[0181] S4, sending the first battle data to the central server.
[0182] Optionally, specific examples in this embodiment may refer to the examples described in the above embodiments and optional implementation modes, and this embodiment will not be described in detail here.
[0183] The serial numbers of the above embodiments of the present invention are for description only and do not represent the advantages or disadvantages of the embodiments.
[0184] In the above embodiments of the present invention, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.
[0185] In the several embodiments provided by the present invention, it should be understood that the disclosed technical content can be implemented in other ways. Among them, the device embodiments described above are merely illustrative. For example, the division of the units can be a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. In addition, the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, and can be electrical or other forms.
[0186] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple units. Some or all of the units may be selected according to actual needs to achieve the purpose of the present embodiment.
[0187] In addition, the functional units in the various embodiments of the present invention may be integrated into a single processing unit, each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or software functional units.
[0188] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention, or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for enabling a computer device (which can be a personal computer, server or network device, etc.) to perform all or part of the steps of the method described in each embodiment of the present invention. The aforementioned storage medium includes: U disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), mobile hard disk, magnetic disk or optical disk, etc. Various media that can store program codes.
[0189] The above is only a preferred embodiment of the present invention. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present invention. These improvements and modifications should also be regarded as within the scope of protection of the present invention.
Claims
1. A data processing method, characterized in that: Applied to the central server, including: Obtaining first matching information, wherein the first matching information is used to indicate that a first virtual game character corresponding to the first account information matches a second virtual game character corresponding to the second account information; Determining a corresponding first game server based on the first matching information; Sending the first matching information to the first game server; receiving first battle data from the first game server, wherein the first battle data is determined by the first game server based on the first matching information, and the first battle data is used to represent a battle process and / or a battle result between the first virtual game character and the second virtual game character in a game; Determining the corresponding first game server based on the first matching information includes: polling a plurality of game servers based on the first matching information; and determining the polled game server among the plurality of game servers as the first game server; The method further includes: in response to not receiving the first battle data sent by the first game server within a target duration, determining that the first battle data has failed to be determined by the first game server based on the first matching information, wherein the target duration is determined by the complexity of the battle process between the first virtual game character and the second virtual game character in the game; polling game servers other than the first game server among the multiple game servers; determining the polled game server as the second game server; and sending the matching information to the second game server.
2. The method according to claim 1, characterized in that The method further comprises: The first battle data is received from the second game server, wherein the first battle data is determined by the second game server based on the first matching information.
3. The method according to claim 1, characterized in that The method further comprises: Obtaining second matching information based on the first battle data, wherein the second matching information is used to indicate that a third virtual game character corresponding to the third account information matches a fourth virtual game character corresponding to the fourth account information; Determining a corresponding third game server based on the second matching information; Sending the second matching information to the third game server; Receive second battle data from the third game server, wherein the second battle data is determined by the third game server based on the second matching information, and the second battle data is used to represent the battle process and / or battle result between the third virtual game character and the fourth virtual game character in a game.
4. The method according to claim 3, characterized in that Acquiring second matching information based on the first battle data includes: determining the third virtual game character between the first virtual game character and the second virtual game character based on the first battle data, wherein the third virtual game character is a winning virtual game character between the first virtual game character and the second virtual game character; The second matching information is obtained based on the third virtual game character.
5. The method according to claim 3, characterized in that The method further comprises: The second battle data is sent to the first game server.
6. The method according to claim 5, characterized in that Sending the second battle data to the first game server includes: In response to the first request sent by the first game server, the second battle data is sent to the first game server, wherein the second battle data is sent by the first game server to the first client.
7. The method according to any one of claims 1 to 6, characterized in that Receiving first battle data from the first game server includes: storing the first battle data from the first game server; The method further includes: sending the stored first battle data to the fourth game server in response to a second request sent by the fourth game server, wherein the first battle data is sent by the fourth game server to the second client.
8. A data processing method, characterized in that: Applied to a first game server, wherein the first game server is a server among a plurality of game servers, comprising: Obtaining first matching information from a central server, wherein the first matching information is used to indicate that a first virtual game character corresponding to the first account information matches a second virtual game character corresponding to the second account information; obtaining, based on the first matching information, first operation data of the first virtual game character in a game and second operation data of the second virtual game character in the game; determining first battle data based on the first operation data and the second operation data, wherein the first battle data is used to represent a battle process and / or a battle result between the first virtual game character and the second virtual game character in the game; Sending the first battle data to the central server; The first game server is a game server polled by the central server from among multiple game servers based on the first matching information; The method further includes: in response to the first battle data not being sent to the central server within the target duration, determining that the first battle data has failed to be determined based on the first matching information, wherein the target duration is determined by the complexity of the battle process between the first virtual game character and the second virtual game character in the game. In the event that the first battle data fails to be determined, the first configuration information will be sent by the central server to the second game server, and the second game server is the game server polled by the central server from multiple game servers other than the first game server.
9. A data processing device, characterized in that: include: A first acquiring unit is configured to acquire first matching information, wherein the first matching information is used to indicate that a first virtual game character corresponding to the first account information matches a second virtual game character corresponding to the second account information; A first determining unit, configured to determine a corresponding first game server based on the first matching information; a first sending unit, configured to send the first matching information to the first game server; a receiving unit, configured to receive first battle data from the first game server, wherein the first battle data is determined by the first game server based on the first matching information, and the first battle data is used to represent a battle process and / or a battle result between the first virtual game character and the second virtual game character in a game; The first determining unit is further configured to determine a corresponding first game server based on the first matching information by: polling a plurality of game servers based on the first matching information; and determining the polled game server among the plurality of game servers as the first game server; The device is further configured to: in response to not receiving the first battle data sent by the first game server within a target duration, determine that the first battle data has failed to be determined by the first game server based on the first matching information, wherein the target duration is determined by the complexity of the battle process between the first virtual game character and the second virtual game character in the game; poll game servers other than the first game server among the multiple game servers; determine the polled game server as the second game server; and send the matching information to the second game server.
10. A data processing device, characterized in that: Applied to a first game server, wherein the first game server is a server among a plurality of game servers, comprising: a second acquiring unit, configured to acquire first matching information from the central server, wherein the first matching information is used to indicate that a first virtual game character corresponding to the first account information matches a second virtual game character corresponding to the second account information; a third acquiring unit, configured to acquire, based on the first matching information, first operation data of the first virtual game character in a game and second operation data of the second virtual game character in the game; a second determining unit, configured to determine first battle data based on the first operation data and the second operation data, wherein the first battle data is used to represent a battle process and / or a battle result between the first virtual game character and the second virtual game character in the game; A second sending unit, configured to send the first battle data to the central server; The first game server is a game server polled by the central server from among multiple game servers based on the first matching information; The device is further configured to: in response to the first battle data not being sent to the central server within a target duration, determine that the first battle data has failed to be determined based on the first matching information, wherein the target duration is determined by the complexity of the battle process between the first virtual game character and the second virtual game character in the game. In the event that the first battle data fails to be determined, the first configuration information will be sent by the central server to the second game server, and the second game server is the game server polled by the central server from multiple game servers other than the first game server.
11. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a computer program, wherein the computer program is configured to execute the method according to any one of claims 1 to 8 when executed by a processor.
12. An electronic device comprising a memory and a processor, characterized in that: A computer program is stored in the memory, and the processor is configured to run the computer program to perform the method according to any one of claims 1 to 8.
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