A method and system for matching a block game area

By optimizing network connectivity in blockchain games through server-side calculation of player sets and selection of relay points, data latency and storage interaction issues were resolved, improving the gaming experience and server efficiency.

CN118740910BActive Publication Date: 2025-12-05福建天晴在线互动科技有限公司
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Patent Information

Application Number
CN202410719466.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2024-06-05
Publication Date
2025-12-05
Estimated Expiration
2044-06-05

AI Technical Summary

Technical Problem

In blockchain games, the data latency and game lag caused by data exchange via node transitions negatively impact the user experience.

Method used

The server calculates the player set, selects the network location center as the relay point, establishes the player set, and realizes data relay exchange between the server and players through the relay point, reducing unnecessary player set division and optimizing network connection.

Benefits of technology

It effectively solves the data latency problem in block games, improves game smoothness and data storage and interaction efficiency, and reduces server load.

✦ Generated by Eureka AI based on patent content.

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    Figure CN118740910B_ABST
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Abstract

The application discloses a kind of block game area matching method, server obtains all player block information of entering block game and active link, and mutually matches, and each player block of the network connection delay between each other is less than the various player blocks of preset threshold value and is established as player set;Server is directed to each described player set, obtains the network position of each player block therein, selects the player block of center point as initial relay end;The relay end actively links each player block in the player set to which it belongs, and obtains the interaction data between each player block, and is uploaded to server in time;The application calculates player set by server, matches relay point by player set, and then realizes the relay exchange of data between server and player and player and player by relay point, realizes the problem that smooth play game cannot be played due to data delay in block game and data storage interaction problem.
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Description

Technical Field

[0001] This invention relates to the field of block game technology, and in particular to a method and system for block game region matching. Background Technology

[0002] While current blockchain games utilize data mining to create value, the node-based data exchange mechanism leads to data latency between players, causing game lag. This issue negatively impacts the user experience and hinders the game's development.

[0003] Therefore, a method for matching regions in block games is needed to solve the problems of data latency and data storage interaction in block games. Summary of the Invention

[0004] The technical problem to be solved by this invention is to provide a method and system for matching regions in block games, thereby solving the problems of data latency and data storage interaction in block games.

[0005] To solve the above-mentioned technical problems, the technical solution adopted by the present invention is as follows:

[0006] A method for matching regions in a block game, comprising the following steps:

[0007] S1. The server obtains information on all player blocks that have entered the game and actively connected, and matches them with each other. Player blocks with network connection latency less than a preset threshold are established as player sets.

[0008] S2. For each set of players, the server obtains the network location of each player block and selects the player block at the center point as the initial relay point.

[0009] The relay terminal actively connects to each player block in the player set it belongs to, obtains the interaction data between each player block, and uploads it to the server periodically.

[0010] To solve the above-mentioned technical problems, another technical solution adopted by the present invention is as follows:

[0011] A system for matching game regions includes a server and several player regions, and the server and player regions work together to implement the following steps:

[0012] S1. The server obtains information on all player blocks that have entered the game and actively connected, and matches them with each other. Player blocks with network connection latency less than a preset threshold are established as player sets.

[0013] S2. For each set of players, the server obtains the network location of each player block and selects the player block at the center point as the initial relay point.

[0014] The relay terminal actively connects to each player block in the player set it belongs to, obtains the interaction data between each player block, and uploads it to the server periodically.

[0015] The beneficial effects of the present invention are as follows: The method and system for matching regions in a block game according to the present invention calculate the player set through the server, match the relay point through the player set, and then realize the relay exchange of data between the server and players and between players through the relay point, thereby solving the problem of not being able to play the game smoothly due to data delay in the block game and the problem of data storage and interaction. Attached Figure Description

[0016] Figure 1 This is a flowchart illustrating a method for matching regions in a block game according to an embodiment of the present invention;

[0017] Figure 2 This is a flowchart illustrating a method for matching regions in a block game according to an embodiment of the present invention;

[0018] Figure 3 This is a schematic diagram illustrating the matching between player sets in a method for matching regions in a block game according to an embodiment of the present invention;

[0019] Figure 4 This is a schematic diagram illustrating the game type and interaction state of a block game area matching according to an embodiment of the present invention. Detailed Implementation

[0020] To explain in detail the technical content, objectives, and effects of the present invention, the following description is provided in conjunction with the embodiments and accompanying drawings.

[0021] Please refer to Figures 1 to 3 A method for matching regions in a block game, comprising the following steps:

[0022] S1. The server obtains information on all player blocks that have entered the game and actively connected, and matches them with each other. Player blocks with network connection latency less than a preset threshold are established as player sets.

[0023] S2. For each set of players, the server obtains the network location of each player block and selects the player block at the center point as the initial relay point.

[0024] The relay terminal actively connects to each player block in the player set it belongs to, obtains the interaction data between each player block, and uploads it to the server periodically.

[0025] As can be seen from the above description, the beneficial effects of the present invention are as follows: The present invention provides a method for matching regions in a block game, which calculates a set of players through a server, matches relay points through the set of players, and then uses the relay points to realize the relay exchange of data between the server and players, as well as between players, thereby solving the problems of being unable to play the game smoothly due to data latency and data storage interaction in block games.

[0026] Furthermore, step S2 specifically involves:

[0027] Obtain the IP addresses of each player block in the player set. For the network location (a, b) of each player block, use the formula:

[0028] (xa) 2 +(yb) 2 =r 2 ;

[0029] The player block with the smallest r value is selected as the initial relay point;

[0030] Where r represents the network distance from the current player's block to the farthest other player's block (x, y).

[0031] As described above, by selecting the center point of the network location in the player set as the relay end, the overall network distance from each player block in the player set to the relay end is optimized.

[0032] Furthermore, it also includes the following steps:

[0033] S3. The server matches player sets based on the geometric formula model of a circle, and updates the player sets and player blocks as relays based on the matching results.

[0034] As described above, matching and merging player sets updates the player sets and relays, reduces the number of player set divisions, eliminates unnecessary player set divisions, and makes the system simpler.

[0035] Furthermore, step S3 specifically includes:

[0036] For any two player sets, perform matching, obtain the relay network positions (a1, b1) and (a2, b2) of the two player sets respectively, and denote the corresponding player blocks as C1 and C2;

[0037] If r1+r2>|C1C2|, then no relay end confirmation is performed;

[0038] When r1+r2<|C1C2|, then C1 and C2 remain the relays of the player set;

[0039] When r1-r2 = |C1C2|, then C1 becomes the common relay for the two player sets;

[0040] If r1-r2<|C1C2|<|r1+r2|, then C1 and C2 are still relays and the two player sets share the relay.

[0041] Where |C1C2| represents the network distance between player block C1 and player block C2, r1 represents the maximum network distance between player block C1 and other player blocks in the player set, and r2 represents the maximum network distance between player block C2 and other player blocks in the player set.

[0042] As described above, the player set and the relay terminal are updated based on the geometric model of the circle through the above steps.

[0043] Furthermore, after the relay detects that a player block has exited the connection with the relay, it sends the player block's IP address to the server for re-matching, and at the same time saves and uploads the player's information status to the server.

[0044] As described above, when a player logs out, the relay needs to report the player's information status to the server for storage.

[0045] A system for matching game regions includes a server and several player regions, and the server and player regions work together to implement the following steps:

[0046] S1. The server obtains information on all player blocks that have entered the game and actively connected, and matches them with each other. Player blocks with network connection latency less than a preset threshold are established as player sets.

[0047] S2. For each set of players, the server obtains the network location of each player block and selects the player block at the center point as the initial relay point.

[0048] The relay terminal actively connects to each player block in the player set it belongs to, obtains the interaction data between each player block, and uploads it to the server periodically.

[0049] As can be seen from the above description, the beneficial effects of the present invention are as follows: The system for matching regions in a block game according to the present invention calculates a set of players through the server, matches relay points through the set of players, and then realizes the relay exchange of data between the server and players and between players through the relay points, thereby solving the problems of not being able to play the game smoothly due to data delay and data storage interaction in block games.

[0050] Furthermore, step S2 specifically involves:

[0051] Obtain the IP addresses of each player block in the player set. For the network location (a, b) of each player block, use the formula:

[0052] (xa) 2 +(yb) 2 =r 2 ;

[0053] The player block with the smallest r value is selected as the initial relay point;

[0054] Where r represents the network distance from the current player's block to the farthest other player's block (x, y).

[0055] As described above, by selecting the center point of the network location in the player set as the relay end, the overall network distance from each player block in the player set to the relay end is optimized.

[0056] Furthermore, it also includes the following steps:

[0057] S3. The server matches player sets based on the geometric formula model of a circle, and updates the player sets and player blocks as relays based on the matching results.

[0058] As described above, matching and merging player sets updates the player sets and relays, reduces the number of player set divisions, eliminates unnecessary player set divisions, and makes the system simpler.

[0059] Furthermore, step S3 specifically includes:

[0060] For any two player sets, perform matching, obtain the relay network positions (a1, b1) and (a2, b2) of the two player sets respectively, and denote the corresponding player blocks as C1 and C2;

[0061] If r1+r2>|C1C2|, then no relay end confirmation is performed;

[0062] When r1+r2<|C1C2|, then C1 and C2 remain the relays of the player set;

[0063] When r1-r2 = |C1C2|, then C1 becomes the common relay for the two player sets;

[0064] If r1-r2<|C1C2|<|r1+r2|, then C1 and C2 are still relays and the two player sets share the relay.

[0065] Where |C1C2| represents the network distance between player block C1 and player block C2, r1 represents the maximum network distance between player block C1 and other player blocks in the player set, and r2 represents the maximum network distance between player block C2 and other player blocks in the player set.

[0066] As described above, the player set and the relay terminal are updated based on the geometric model of the circle through the above steps.

[0067] Furthermore, after the relay detects that a player block has exited the connection with the relay, it sends the player block's IP address to the server for re-matching, and at the same time saves and uploads the player's information status to the server.

[0068] As described above, when a player logs out, the relay needs to report the player's information status to the server for storage.

[0069] The present invention provides a method and system for matching regions in block games, applicable to network link optimization in block games.

[0070] Please refer to Figures 1 to 4 Embodiment 1 of the present invention is as follows:

[0071] A method for matching regions in a block game, comprising the following steps:

[0072] S1. The server obtains information on all player blocks that have entered the game and actively connected, and matches them with each other. Player blocks with network connection latency less than a preset threshold are established as player sets.

[0073] S2. For each set of players, the server obtains the network location of each player block and selects the player block at the center point as the initial relay.

[0074] There are no latency requirements between the relay and the server, because data exchange only requires uploading data and does not require real-time performance.

[0075] The relay terminal actively connects to each player block in the player set it belongs to, obtains the interaction data between each player block, and uploads it to the server periodically.

[0076] S3. The server matches player sets based on the geometric formula model of a circle, and updates the player sets and player blocks as relays based on the matching results.

[0077] For reference Figure 3 Step S3 is as follows:

[0078] For any two player sets, perform matching, obtain the relay network positions (a1, b1) and (a2, b2) of the two player sets respectively, and denote the corresponding player blocks as C1 and C2;

[0079] If r1+r2>|C1C2|, then no relay end confirmation is performed;

[0080] When r1+r2<|C1C2|, then C1 and C2 remain the relays of the player set;

[0081] When r1-r2 = |C1C2|, then C1 becomes the common relay for the two player sets;

[0082] If r1-r2<|C1C2|<|r1+r2|, then C1 and C2 are still relays and the two player sets share the relay.

[0083] Where |C1C2| represents the network distance between player block C1 and player block C2, i.e. Figure 3 In the diagram, d and r1 represent the maximum network distance between player block C1 and other player blocks within the player set, and r2 represents the maximum network distance between player block C2 and other player blocks within the player set.

[0084] In addition, after the relay detects that a player block has exited the connection with the relay, it sends the player block's IP address to the server for re-matching, and at the same time saves and uploads the player's information status to the server.

[0085] For reference Figure 4 For online games and LAN (multiplayer real-time) games, based on the solution in this application, the player block only needs to interact with the relay terminal, which then interacts with the server periodically. Since the network distance between the player and the relay terminal is relatively short, it effectively improves the latency issue in the player's game.

[0086] Embodiment 2 of the present invention is as follows:

[0087] A system for matching regions in a block game includes a server and several player blocks, and the server and player blocks jointly implement the steps in the method for matching regions in a block game according to Embodiment 1 above.

[0088] In summary, the present invention provides a method and system for matching regions in blockchain games. The system calculates a set of players through a server, matches relay points through the player set, and then uses the relay points to realize the relay exchange of data between the server and players, as well as between players. This solves the problems of being unable to play the game smoothly due to data latency and the data storage and interaction problems in blockchain games.

[0089] This invention provides a method and system for matching regions in block games, offering a solution for LAN games—multiplayer online tactical competitive games (multiplayer real-time)—that can solve the problem of real-time data interaction in multiplayer real-time games and effectively address server load issues, allowing the server to function solely as a (line) server (computing power), improving server mobility and reducing server expenses.

[0090] The above description is merely an embodiment of the present invention and does not limit the patent scope of the present invention. Any equivalent modifications made based on the content of the present invention specification and drawings, or direct or indirect applications in related technical fields, are similarly included within the patent protection scope of the present invention.

Claims

1. A method for matching a block game area, the method is for an online game or a local area network multiplayer real-time game, characterized in that, The method comprises the steps of: S1, the server acquires all the player block information entering the block game and actively links, and matches each other, and establishes each player block with a network connection delay less than a preset threshold as a player set; S2, the server acquires the network position of each player block in each player set, and selects a player block at a center point as an initial relay end; The relay end actively links each player block in the player set to which the relay end belongs, acquires interaction data between the player blocks, and uploads the interaction data to the server at a fixed time; The method further comprises the step of: S3, the server matches the player sets according to a geometric formula model of a circle, and updates the player sets and the player blocks serving as the relay ends according to a matching result; Step S3 is specifically: For any two player sets, the network positions (a1, b1) and (a2, b2) of the relay ends of the two player sets are acquired, and the corresponding player blocks are denoted as C1 and C2; When r1+r2<|C1C2|, C1 and C2 are still the relay ends of the player sets; When |r1-r2|=|C1C2|, C1 becomes a common relay end of the two player sets; When |r1-r2|<|C1C2|<r1+r2, C1 and C2 are still the relay ends and the two player sets share the relay end; Wherein, |C1C2| represents a network distance between the player block C1 and the player block C2, r1 represents a maximum network distance of the player block C1 to other player blocks in the player set to which the player block C1 belongs, and r2 represents a maximum network distance of the player block C2 to other player blocks in the player set to which the player block C2 belongs.

2. The method of claim 1, wherein, Step S2 is specifically: The IP addresses of the player blocks in the player set are acquired, and for the network position (a, b) of each player block, the r value of the player block with the minimum network position is determined as the initial relay end according to the formula: ; Wherein, r represents a network distance from the current player block to the other player block (x, y) farthest away. After the relay end detects that a player block exits the link with the relay end, the IP address of the player block is sent to the server for re-matching, and the player information state is saved and uploaded to the server.

3. The method of claim 1, wherein, The method comprises the steps of:

4. A system for block game area matching, the system is for online game or local area network multiplayer real-time game, characterized in that, S1, the server acquires all the player block information entering the block game and actively links, and matches each other, and establishes each player block with a network connection delay less than a preset threshold as a player set; S2, the server acquires the network position of each player block in each player set, and selects a player block at a center point as an initial relay end; The relay end actively links each player block in the player set to which the relay end belongs, acquires interaction data between the player blocks, and uploads the interaction data to the server at a fixed time; The method further comprises the step of: S3, the server matches the player sets according to a geometric formula model of a circle, and updates the player sets and the player blocks serving as the relay ends according to a matching result; Step S3 is specifically: ​ Match any two player sets, respectively obtain the relay-end network positions (a1, b1) and (a2, b2) of the two player sets, and denote the corresponding player blocks as C1 and C2; When r1 + r2 < |C1C2|, then C1 and C2 are still the relay ends of the player sets; When |r1 - r2| = |C1C2|, then C1 becomes the common relay end of the two player sets; When |r1 - r2| < |C1C2| < r1 + r2, then C1 and C2 are still relay ends and the two player sets share the relay end; Among them, |C1C2| represents the network distance between player block C1 and player block C2, r1 represents the maximum network distance between player block C1 and other player blocks in its own player set, and r2 represents the maximum network distance between player block C2 and other player blocks in its own player set.

5. The system for matching a tile game area according to claim 4, wherein, Step S2 is specifically as follows: Obtain the IP addresses of each player block in the player set. For the network position (a, b) of each player block, according to the formula: ; Determine the player block with the network position having the minimum r value as the initial relay end; Among them, r represents the network distance from the current player block to the other player block (x, y) with the farthest distance.

6. The system for matching a block play area according to claim 4, wherein, After the relay end detects that there is a player block exiting the link with the relay end, it sends the IP address of the player block to the server for re-matching, and at the same time saves and uploads the player information status to the server.

Citation Information

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