Method, device and system for supporting large-scale multi-player online games

By setting up the classified management of central control processes and business processes on the server, and handling large-scale multiplayer online game scenarios, the problem of excessive server pressure in the existing technology is solved, and a simultaneous competition experience is achieved while stably supporting 100,000 players.

CN119299791APending Publication Date: 2025-01-10TUYOO GAMES +2
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Patent Information

Application Number
CN202411449930.5
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-17
Publication Date
2025-01-10

AI Technical Summary

Technical Problem

The existing technology is difficult to support online games where large-scale users participate in real-time, resulting in excessive server pressure, which may lead to downtime and affect user experience.

Method used

Set up the central control process on the server, be responsible for the processing of specific game scenarios, store the core data in the central control process, distribute other data and user data into the business process, and handle competition events through a priority queue with time control to avoid A single process becomes a bottleneck.

Benefits of technology

It has achieved stable operation of simultaneous competitions at the 100,000 level, improved the gaming experience of game live broadcast users, significantly improved real-time and processing speed, and reduced the pressure on the server.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a method, device and system for supporting a large-scale multi-player online game, computing equipment and a computer readable storage medium, according to the method, a plurality of processes are set on a server side according to business logic of the game and are managed in a classified mode, and a center control process, a card table process and a business process perform their own functions; the central control process processes a specific game scene, core data are stored in the central control process, it is guaranteed that the data do not compete, other data and user data are processed by the service process, pressure is dispersed into the service process, and flow control is adopted between the game process and the central control process to control process loads. Therefore, the operation of the server side is more stable, a 100,000-person-level simultaneous match is supported, and the game experience of users participating in game live broadcast is greatly improved.
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