Login exception handling method, computing device and computer program product

By implementing the login exception handling method on the central server, responding to the login request of the gateway server and determining the target login strategy based on the failed message of the object creation of the map server, the problem that the map server cannot create a map has been solved, resulting in the termination of the player's login process, and the stable User experience.

CN119402492APending Publication Date: 2025-02-07ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD
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Patent Information

Application Number
CN202411576021.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-11-06
Publication Date
2025-02-07

AI Technical Summary

Technical Problem

In the login process of the map server, the map server is unable to create a map for various reasons, resulting in the player login process being terminated and affecting the user experience.

Method used

By implementing the login exception handling method on the central server, an object creation instruction is sent to the map server in response to the login request of the gateway server. 在接收到地图服务器的对象创建失败消息时,向网关服务器发送登录失败指令,并根据更新对象登录请求中携带的信息确定目标登录策略,重新执行更新对象登录请求。

Benefits of technology

It avoids the termination of the player login process caused by problems during the map loading process, and provides strategies to reload the map and log in again to ensure that the user experience is not affected.

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Abstract

The embodiment of the invention provides a login exception handling method, computing equipment and a computer program product, and the login exception handling method is applied to a central server and comprises the steps: responding to a login request which is sent by a gateway server and aims at a target object, and sending an object creation instruction of the target object to a map server; under the condition that an object creation failure message returned by the map server according to the object creation instruction is received, a login failure instruction is sent to the gateway server, and login failure information of the target object is carried in the login failure instruction; in response to an update object login request sent by the gateway server according to the login failure instruction and aiming at the target object, determining a target login strategy according to object information of the target object and login failure information carried in the update object login request; and executing the update object login request according to the target login strategy.
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Description

Technical Field

[0001] The embodiments of this specification relate to the field of computer technology, and more particularly to a method for handling login exceptions. One or more embodiments of this specification relate to two methods for handling login exceptions, a computing device, a computer-readable storage medium, and a computer program. Background Art

[0002] There is a problem in the current map server login process: when the central server receives the player's map login request, it will notify the map server to load the map; however, if the map server encounters a problem during the map loading process, such as the map server cannot create a map for various reasons, the player's login process will be terminated, affecting the user experience. Summary of the invention

[0003] In view of this, an embodiment of this specification provides a login exception processing method. One or more embodiments of this specification simultaneously involve two login exception processing methods, a login exception processing device, a computing device, a computer-readable storage medium and a computer program to solve the technical defects existing in the prior art.

[0004] According to a first aspect of an embodiment of this specification, a login exception handling method is provided, which is applied to a central server and includes: In response to a login request for a target object sent by the gateway server, sending an object creation instruction for the target object to the map server; In the case of receiving the object creation failure message returned by the map server according to the object creation instruction, sending a login failure instruction to the gateway server, wherein the login failure instruction carries the login failure information of the target object; In response to the update object login request for the target object sent by the gateway server according to the login failure instruction, determining a target login policy according to the object information of the target object and the login failure information carried in the update object login request; The update object registration request is executed according to the target registration policy.

[0005] According to a second aspect of an embodiment of this specification, a login exception processing device is provided, which is applied to a central server and includes: A first instruction sending module is configured to send an object creation instruction of the target object to the map server in response to a login request for the target object sent by the gateway server; A second instruction sending module is configured to send a login failure instruction to the gateway server when receiving an object creation failure message returned by the map server according to the object creation instruction, wherein the login failure instruction carries the login failure information of the target object; a policy determination module configured to determine a target login policy in response to an update object login request for the target object sent by the gateway server according to the login failure instruction, according to object information of the target object and login failure information carried in the update object login request; The request execution module is configured to execute the update object login request according to the target login policy.

[0006] According to a third aspect of an embodiment of this specification, a login exception handling method is provided, which is applied to a gateway server, including: Determine a login request for a target object, and send the login request to a central server, so that the central server sends an object creation instruction for the target object to a map server in response to the login request; Receiving a login failure instruction sent by the central server, wherein the login failure instruction is sent by the central server when receiving an object creation failure message returned by the map server according to the object creation instruction, and the login failure instruction carries login failure information of the target object; According to the login failure instruction, an update object login request for the target object is sent to the central server, so that the central server determines the target login policy based on the object information of the target object and the login failure information carried in the update object login request, and executes the update object login request according to the target login policy.

[0007] According to a fourth aspect of the embodiments of this specification, a login exception handling method is provided, which is applied to a map server and includes: receiving an object creation instruction of the target object, wherein the object creation instruction is sent by the central server to the map server in response to a login request for the target object sent by the gateway server; When a target object creation operation is performed according to the object creation instruction and the target object creation operation fails, an object creation failure message is returned to the central server, So that the central server sends a login failure instruction to the gateway server, wherein the login failure instruction carries the login failure information of the target object, and in response to the update object login request for the target object sent by the gateway server according to the login failure instruction, the target login policy is determined according to the object information of the target object and the login failure information carried in the update object login request, and the update object login request is executed according to the target login policy.

[0008] According to a fifth aspect of an embodiment of this specification, a computing device is provided, including: Memory and processor; The memory is used to store computer executable instructions, and the processor is used to execute the computer executable instructions. When the computer executable instructions are executed by the processor, the steps of the above-mentioned login exception processing method are implemented.

[0009] According to a sixth aspect of the embodiments of this specification, a computer-readable storage medium is provided, which stores computer-executable instructions, and when the instructions are executed by a processor, the steps of the above-mentioned login exception handling method are implemented.

[0010] According to a seventh aspect of the embodiments of this specification, a computer program is provided, wherein when the computer program is executed in a computer, the computer is caused to execute the steps of the above-mentioned login exception handling method.

[0011] One or more embodiments of the present specification provide a method for handling login exceptions, which is applied to a central server, comprising: in response to a login request for a target object sent by a gateway server, sending an object creation instruction for the target object to a map server; upon receiving an object creation failure message returned by the map server according to the object creation instruction, sending a login failure instruction to the gateway server, wherein the login failure instruction carries login failure information of the target object; in response to an update object login request for the target object sent by the gateway server according to the login failure instruction, determining a target login policy according to the object information of the target object and the login failure information carried in the update object login request; and executing the update object login request according to the target login policy.

[0012] Specifically, the login exception handling method takes into account the problem that if a problem occurs during the map loading process on the map server, the player login process will be terminated; therefore, the central server can send a login failure instruction containing the login failure information of the target object to the gateway server when the map server fails to create the target object; when the gateway server determines that the user is in a waiting state, it can send an update object login request for the target object to the central server according to the login failure instruction; and the central server can determine the target login policy based on the object information and login failure information of the target object carried in the update object login request; according to the target login policy, the update object login request is re-executed, thereby providing a strategy for reloading the map and re-logining in response to the problem that problems during the map loading process will cause the player login process to be terminated; the problem of the player login process being terminated due to problems during the map loading process is avoided without affecting the user experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0013] Figure 1 It is a flowchart of a login exception handling method provided by an embodiment of this specification; Figure 2 It is a processing flow chart of a login exception processing method provided by an embodiment of this specification; Figure 3 It is a structural diagram of a login exception processing device provided by an embodiment of this specification; Figure 4 It is a structural block diagram of a computing device provided by an embodiment of this specification. DETAILED DESCRIPTION

[0014] Many specific details are described in the following description to facilitate a full understanding of this specification. However, this specification can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the connotation of this specification, so this specification is not limited to the specific implementation disclosed below.

[0015] The terms used in one or more embodiments of this specification are only for the purpose of describing specific embodiments, and are not intended to limit one or more embodiments of this specification. The singular forms of "a", "said" and "the" used in one or more embodiments of this specification and the appended claims are also intended to include plural forms, unless the context clearly indicates other meanings. It should also be understood that the term "and / or" used in one or more embodiments of this specification refers to and includes any or all possible combinations of one or more associated listed items.

[0016] It should be understood that although the terms first, second, etc. may be used to describe various information in one or more embodiments of this specification, this information should not be limited to these terms. These terms are only used to distinguish the same type of information from each other. For example, without departing from the scope of one or more embodiments of this specification, the first may also be referred to as the second, and similarly, the second may also be referred to as the first. Depending on the context, the word "if" as used herein may be interpreted as "at the time of" or "when" or "in response to determining".

[0017] In addition, it should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, stored data, displayed data, etc.) involved in one or more embodiments of this specification are all information and data authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with the relevant laws, regulations and standards of the relevant countries and regions, and provide corresponding operation entrances for users to choose to authorize or refuse.

[0018] First, the terms involved in one or more embodiments of this specification are explained.

[0019] Gateway Server: A server that can serve as an entry point between the client and the game backend service. The gateway server is mainly responsible for processing operations such as user login authentication and account information verification, and forwarding user requests to the correct game server. Through the gateway server, the pressure on other servers can be reduced and security can be improved, because the client only interacts with the gateway server, and the gateway server manages the communication with the internal system.

[0020] Central Server: It can be used to manage and coordinate the work of multiple game servers (such as gateway servers and map servers), and can be regarded as the heart of the entire game network. It may be responsible for storing player data, instructing map servers to load maps, processing cross-server functions, and broadcasting global events. The central server can ensure that players on different servers can communicate seamlessly or participate in the same activities, such as cross-server battlefields, leaderboard updates, etc.

[0021] Map Server: responsible for processing logical operations within a specific game area, including but not limited to map loading, game character position updates, NPC behavior logic, player interaction, etc. Each map server usually manages only one or several map areas or map copies.

[0022] Lua script interface: refers to the interface provided by Lua language to interact with C language.

[0023] In the current game login process, after the central server receives the player's login request from the gateway, if the map the player wants to go to has not been loaded, it will try to load the map. At the same time, the player will be added to the waiting queue of the map. After the map server loads the map, it will notify the central server that the player in the queue can log in.

[0024] However, if there is a problem with map creation at this time, for example, the map server cannot create the map for various reasons, the player login process will be terminated. Therefore, how to avoid the poor player experience caused by the termination of the login process has become an urgent problem to be solved.

[0025] Based on this, a login exception processing method is provided in this specification. One or more embodiments of this specification simultaneously involve two login exception processing methods, a login exception processing device, a computing device, a computer-readable storage medium and a computer program, which are described in detail one by one in the following embodiments.

[0026] See also Figure 1 , Figure 1 A flowchart of a login exception handling method provided according to an embodiment of the present specification is shown. The login exception handling method is applied to a central server and specifically includes the following steps.

[0027] Step 102: In response to a login request for a target object sent by the gateway server, an object creation instruction for the target object is sent to a map server.

[0028] Among them, the target object can be understood as an object that needs to be loaded or created by the map server. For example, the target object can be a map, a copy, an NPC, resources in the game map (items, vegetation, etc.), etc.; no further details will be given here.

[0029] The login request can be understood as a request to log in to the map server containing the target object.

[0030] The object creation instruction can be understood as an instruction instructing the map server to create or load the target object. The object creation instruction carries the attribute information of the target object, which includes but is not limited to: the object identification of the target object (such as object name, object number, object ID, etc.).

[0031] Specifically, the user (player) can perform an object creation operation (map creation operation) through the client, thereby sending an object creation request to the gateway server and waiting for feedback from the gateway server; after receiving the user's object creation request, the gateway server can generate a login request based on the attribute information of the target object carried in the object creation request, and send the login request to the central server.

[0032] After receiving the login request for the target object sent by the gateway server, the central server sends an object creation instruction of the target object to the map server in response to the login request, thereby instructing the map server to create the target object.

[0033] Step 104: upon receiving the object creation failure message returned by the map server according to the object creation instruction, a login failure instruction is sent to the gateway server, wherein the login failure instruction carries the login failure information of the target object.

[0034] The object creation failure message can be understood as information indicating that the map server has failed to create the target object, and the object creation failure information includes login failure information.

[0035] The login failure information may be information about the reason why the map server failed to create the target object. For example, the login failure information may be: the memory limit on the map server is limited, the performance load of the map server is high, or a suitable map server cannot be found to load the target map (because each map server supports the creation of different map types (i.e., object types), some support ordinary maps, some support copy-type maps, and some support battlefield-type maps; when a copy-type map is to be created, but the load on all copy-type map servers is high, a copy-type map cannot be created).

[0036] The login failure instruction can be understood as an instruction to inform the gateway server that the login to the target object has failed.

[0037] In one or more embodiments provided in this specification, in the process of waiting for the target object to be created, in order to prevent the user from continuously performing the login operation, the central server may send an object creation waiting instruction to the gateway server, so that when the user performs the login operation, the user is prompted that the target object is currently being waited for to be created; the specific implementation method is: After the object creation instruction of the target object is sent to the map server in response to the login request for the target object sent by the gateway server, the method further includes: Determine the object user identifier from the login request, and based on the object user identifier, add the object user to an object creation waiting queue, and generate an object creation waiting instruction for the object user; The object creation waiting instruction is sent to the gateway server so that the gateway server returns the object creation waiting information to the client when receiving the re-login request sent by the client, wherein the re-login request is sent by the client when the user performs a re-login operation on the target object.

[0038] Among them, the object user identifier can be understood as information used to identify the object user. For example, the object user identifier can be a name, number, account number, etc., and no excessive restrictions are made here; the object user can be understood as a user who needs to create or load the target object. For example, the object user can be a game player.

[0039] The object creation waiting queue can be understood as a queue for waiting to create a target object; each object user who needs to wait to create a target object will be added to the object creation waiting queue.

[0040] The object creation waiting instruction may be understood as an instruction indicating to the gateway server that it is currently waiting for the creation of a target object.

[0041] The object creation waiting information can be understood as information that prompts the user that the target object is waiting to be created. For example, the object creation waiting information can be map loading prompt information or NPC loading prompt information.

[0042] Taking the application of the login exception handling method provided in this specification in the game character login failure exception handling scenario as an example, the login exception handling method is described. After the central server receives the player's login request from the gateway, if the map the player wants to go to has not been loaded, it will try to load the map. At the same time, the player is added to the waiting queue of the map (i.e., the object creation waiting queue). After the map server loads the map, it notifies the central server that the player in the queue can log in.

[0043] Moreover, during the waiting process, the object is used to create a waiting instruction to notify the gateway server that the player is in the waiting queue, thereby avoiding the client from initiating a second login.

[0044] It should be noted that if the map server successfully creates the map requested by the user, it notifies the central server that the player can log in normally. After receiving the notification, the central server notifies the gateway server that the player can log in according to the IP and key of the map server in the notification, and then logs in normally.

[0045] Step 106: In response to the update object login request for the target object sent by the gateway server according to the login failure instruction, determine the target login policy according to the object information of the target object and the login failure information carried in the update object login request.

[0046] The target login policy may be understood as a policy for executing an update object login request.

[0047] Continuing with the above example, if the map server fails to be created, it notifies the central server that the player's login failed. After receiving the notification, the central server finds the player in the waiting queue of the map and notifies the gateway server of the login failure information (indicating that the map creation failed). The player on the gateway server confirms that he is still in the waiting queue, and the gateway automatically initiates a second login request to the central server (i.e., an update object login request); the login request will carry the login failure information of the first login failure.

[0048] The central server responds to the second login request and determines a target login strategy based on the login failure information and map information of the first login failure.

[0049] In one or more embodiments provided in this specification, the method may adopt different processing strategies for different types of failure information; there may be a strategy of waiting for a while and then trying to re-enter, or there may be a strategy of directly going to the backup map, so as to flexibly deal with the problem of being unable to load the map according to the actual situation. Specifically, the target login strategy is determined according to the object information of the target object carried in the update object login request and the login failure information, including: Determining the object information of the target object and the login failure information from the update object login request; In the case where it is determined that the login failure information satisfies the re-login condition, determining a re-login policy for the target object, and using the re-login policy as the target login policy; In the case where it is determined that the login failure information does not satisfy the re-login condition, a preset login policy for a preset object is determined, and the preset login policy is used as the target login policy.

[0050] Among them, the re-login condition can be understood as the condition of being able to try to re-login and re-create the target object; for example, satisfying the re-login condition can be that when the login failure information is that a suitable map server cannot be found for loading, you can try to create the target object again; correspondingly, the re-login strategy can be a strategy to recreate the target object so that the user can log in to the target object.

[0051] The no-re-login condition may be that when the login failure information is that the memory limit on the map server is limited, or the performance load of the map server is high, the corresponding performance or memory resources cannot be released in a short time, so the strategy of recreating the target object cannot be executed to enable the user to log in to the target object. Correspondingly, the preset login strategy may be a strategy of determining a predicted object that has been created in advance for the user so that the user can log in to the preset object.

[0052] Continuing with the above example, after the central server receives the second login request, it selects different login strategies based on the map information that the player wants to log in to and the information about the last map creation failure. Different login strategies can be used for different types of failure information. It may be a strategy of waiting for a while and trying to re-enter (i.e., a re-login strategy), or it may be a strategy of directly logging in to the guaranteed map (preset login strategy).

[0053] Step 108: Execute the update object login request according to the target login policy.

[0054] In one or more embodiments provided in this specification, the target login strategy is a re-login strategy, and the object is a map; The executing the update object login request according to the target login policy includes: generating a map update creation instruction based on the map information of the target map, and sending the map update creation instruction of the target map to the map server; Upon receiving a map creation success message returned by the map server according to the map creation instruction, generating a login success instruction according to the login information of the target map carried in the map creation success message; A login success instruction is sent to the gateway server, so that the gateway server responds to the login success instruction and logs into the map server according to the login information.

[0055] Using the above example, the central server receives a notification from the map server to create a map. If the map creation fails and the player is still in the queue waiting for the map creation, the gateway server is notified to actively re-login instead of interrupting the login process. In the new login process, different processing strategies can be used for different types of failure information. When the strategy of waiting for a while and then trying to re-enter is adopted, the map creation execution is continued to be sent to the map server. If the map server is successfully created, the login success instruction is used to notify the central server that the player can log in. After receiving the notification (login success instruction), the central server notifies the gateway server that the player can log in according to the IP and key (i.e. login information) of the map server in the notification, and then logs in normally.

[0056] It should be noted that in the process of creating a map, the gateway server must maintain the status of players queuing for login to prevent players from logging in again and again. In addition, when the central server fails to log in and performs a second login process, it can notify the gateway to perform a second direct login.

[0057] In one or more embodiments provided in this specification, the target login policy is a preset login policy, and the object is a map; The executing the update object login request according to the target login policy includes: Determining a behavior state prediction tree corresponding to the map server, wherein nodes in the behavior state prediction tree correspond to a preset map; Determining a target preset map according to the map information of the target map and the historical map information of the historical map by using the behavior state prediction tree; Generate a login success instruction according to the login information corresponding to the target preset map; A login success instruction is sent to the gateway server, so that the gateway server responds to the login success instruction and logs in to the map server corresponding to the target preset map according to the login information.

[0058] Using the above example, the central server receives a map creation notification from the map server. If the map creation fails and the player is still in the map creation queue of this map, the gateway server will be notified to actively re-login instead of interrupting the login process. In the new login process, the strategy of going directly to the guaranteed map can be adopted. The guaranteed map can be determined by using a behavior state prediction tree data structure to find the guaranteed map. Different error messages are different nodes on the tree. Different nodes have pre-configured corresponding guaranteed maps. Through different guaranteed strategies, the corresponding guaranteed map can be queried from the behavior state prediction tree.

[0059] In the process of searching for a guaranteed map through the state prediction tree (behavior state prediction tree), the map that the player wants to go to and the map that the player has been to before are used as two pieces of information as input, and then a final guaranteed map is output through the state prediction tree. For example, if the map creation fails due to the upper memory limit on the map server, in this case, a strategy for determining a guaranteed map will be adopted. The guaranteed map source can be the stored map that the player wants to go to and the map that the player has been to before.

[0060] After the central server calculates the map information of another guaranteed map after the rollback operation, it automatically changes the map that the player wants to log in to to the new guaranteed map ID. The guaranteed map is guaranteed to have been created on a certain map server, and then the IP and key (i.e. login information) of the guaranteed map server are informed to the gateway queue players to start the process.

[0061] In one or more embodiments provided in this specification, the use of the behavior state prediction tree to determine the target preset map according to the map information of the target map and the historical map information of the historical map includes: Determining a map user identifier from the map information of the target map, and determining the historical map corresponding to the map user identifier, and the historical map information of the historical map; inputting the map information of the target map and the historical map information of the historical map into the behavior state prediction tree; In the behavior state prediction tree, determining a preset map corresponding to a node in the behavior state prediction tree, and determining preset map information of the preset map; Determining a target similarity between the target map and the preset map based on the target map information and the preset map information, and determining a historical similarity between the historical map and the preset map based on the historical map information and the preset map information; A target preset map is selected from the preset maps based on the target similarity and the historical similarity.

[0062] Continuing with the above example, this method can use a behavior state prediction tree data structure to find the guaranteed map. During this process, this method will consider the attributes of the map: the map the player wants to go to and the map the player last went to, the types of maps (a dungeon, a battlefield, or an ordinary map), the relationship attributes between the map the player wants to go to, the map the player last went to, and the guaranteed map (for example, if the current destination is a dungeon, the guaranteed map of this method will be the dungeon entrance map, so that the player can identify more with the plot and emotions), and some design needs (for example, if mobile players have many map resources that have not been downloaded, this method will select the map that the player has already downloaded on the mobile phone).

[0063] Specifically, the similarity between the attribute information of the map that the player wants to go to and the attribute information of the guaranteed map can be calculated; and the similarity between the attribute information of the last map the player visited and the attribute information of the guaranteed map can be calculated; through this similarity, the guaranteed map that needs to be loaded for the user can be accurately determined from the guaranteed maps.

[0064] In one or more embodiments provided in this specification, selecting a target preset map from the preset maps based on the target similarity and the historical similarity includes: Determining a map selection similarity greater than or equal to a preset similarity threshold from the target similarity and the historical similarity, determining a maximum map selection similarity from the map selection similarities, and determining a preset map corresponding to the maximum map selection similarity as a target preset map; or, When it is determined that the target similarity and the historical similarity are less than the preset similarity threshold, a guaranteed map is determined, and the target preset map is determined based on the guaranteed map.

[0065] Using the above example, in the process of determining the guaranteed map loaded by the user from the guaranteed maps by using the similarity, the specific method may be: From the multiple calculated similarities, a similarity that is greater than or equal to a preset similarity threshold is determined. The similarity that is greater than or equal to the preset similarity threshold indicates that the guaranteed map is similar to the map the player wants to go to and the last map the player visited, so that the plot and emotions are more in line with the player's expectations.

[0066] If there are multiple similarities that are greater than or equal to the preset similarity threshold, then the backup map with the highest similarity is determined from the backup maps corresponding to the multiple similarities as the backup map loaded for the user; or, a weighted score calculation method is used to select the best map from several backup maps.

[0067] At the same time, it should be noted that if all similarities are less than the preset similarity threshold, it means that the guaranteed map is not similar to the map the player wants to go to or the map the player last went to (that is, logged in to). In other words, the current guaranteed map does not exist or cannot be created; if these maps still fail to load; the final guaranteed maps are several maps that are guaranteed to be loaded, such as the main city map, the novice village or the sect map.

[0068] In addition, when selecting a guaranteed map, the user's historical game data or personalized characteristics can be combined for search and selection; specifically, this method can calculate and search for a guaranteed map based on the player's historical game data and the player's play preferences. For example, if a player likes to go to a certain map, then this map will become the player's guaranteed map.

[0069] During this process, this method may use a weighted score calculation method to select the best map from several guaranteed maps.

[0070] In one or more embodiments provided in this specification, the login exception handling method takes into account the problem that if a problem occurs during the map loading process on the map server, the player login process will be terminated; therefore, the central server can send a login failure instruction containing login failure information of the target object to the gateway server when the map server fails to create the target object; when the gateway server determines that the user is in a waiting state, it can send an update object login request for the target object to the central server according to the login failure instruction; and the central server can determine the target login policy based on the object information and login failure information of the target object carried in the update object login request; according to the target login policy, the update object login request is re-executed, thereby providing a strategy for reloading the map and re-logining in response to the problem that problems during the map loading process will cause the player login process to be terminated; avoiding the problem of termination of the player login process due to problems during the map loading process without affecting the user experience.

[0071] The following combination Figure 2 Taking the application of the login exception handling method provided in this specification in the game map login as an example, the login exception handling method is further explained. Figure 2 A processing flow chart of a login exception processing method provided by an embodiment of the present specification is shown, which specifically includes the following steps.

[0072] Step 202: The player initiates a login request from the gateway server to the central server.

[0073] Step 204: After receiving the login request, the central server notifies the map server to dynamically create a map.

[0074] Specifically, after receiving the login request, the central server finds that the map server needs to dynamically create a map, notifies the map server to dynamically create the map, and puts the player into the queue waiting for the successful creation of this map. At the same time, the gateway server is notified that the player is in the waiting queue to avoid the client initiating a second login.

[0075] Step 206: If the map server is created successfully, the central server is notified that the player can log in normally.

[0076] Specifically, if the map server is created successfully, the map server will send a notification to the central server; after receiving the notification, the central server will notify the gateway server that the player can log in based on the IP and key of the map server in the notification, and then log in normally.

[0077] Step 208: If the map server fails to be created, the central server is notified that the player has failed to log in.

[0078] Specifically, if the map server fails to create, it notifies the central server that the player has failed to log in. After receiving the notification, the central server finds the player in the waiting queue of the map and notifies the gateway server of the login failure information (map creation failure); When the gateway server confirms that the player is still in the waiting queue, the gateway server automatically initiates a second login request to the central server; the login request will include information about the first login failure.

[0079] Step 210: After receiving the second login request, the central server determines different map loading strategies based on the map information that the player wants to log in to and the information of the last map creation failure.

[0080] Specifically, when the login fails, this method can obtain failure information, which is the reason for the login failure; for example, the memory limit on the map server is limited, the performance load of the map server is high, or a suitable map server cannot be found for loading.

[0081] This method may adopt different processing strategies for different types of failure information; it may be a strategy of waiting for a while and then trying to re-enter, or it may be a strategy of directly logging into the guaranteed map.

[0082] Step 212: According to different map loading strategies, different maps are determined for the players and they log in.

[0083] Specifically, if the strategy of waiting for a while and then trying to re-enter is adopted, the specific implementation method is as follows: First, try to load the map again and add the player to the waiting queue for the map. When the map server has loaded the map, notify the central server that the players in the queue can log in. Secondly, after receiving the notification, the central server notifies the gateway server that the player can log in based on the IP and key of the map server in the notification, and then logs in normally.

[0084] Specifically, if the strategy of directly logging into the guaranteed map is adopted, the central server can calculate the map information of another guaranteed map after the rollback operation based on the map information that the player wants to log in and the information of the last map creation failure for the second login request received; the specific implementation method is: 1. Determine the behavior state prediction tree for finding the guaranteed map.

[0085] This solution can use a behavior state prediction tree data structure to find the minimum guarantee map. Different error messages are different nodes on the tree. Different nodes have pre-configured corresponding minimum guarantee maps. Through different minimum guarantee strategies, the corresponding minimum guarantee map can be queried from the behavior state prediction tree.

[0086] 2. Input the map that the player wants to go to and the map that the player has visited last into the behavior state prediction tree.

[0087] In the process of searching for a guaranteed map through the state prediction tree (behavior state prediction tree), the two pieces of information are used as an input, based on the map that the player wants to go to and the map that the player has visited before. Then, a final guaranteed map can be output through the state prediction tree. For example, if the map creation fails due to the upper memory limit on the map server, in this case, a strategy for determining a guaranteed map will be adopted. The source of the guaranteed map can be the stored map that the player wants to go to and the map that the player has visited before.

[0088] 3. Use the behavior state prediction tree to output the final guaranteed map.

[0089] This method can use a behavior state prediction tree data structure to find the guaranteed map. During this process, this method will consider the attributes of the map: the map the player wants to go to and the map the player last went to, the types of maps (a dungeon, a battlefield, or an ordinary map), the relationship attributes between the map the player wants to go to and the map the player last went to, and the guaranteed map (for example, if the current destination is a dungeon, the guaranteed map of this method will be the dungeon entrance map, so that the player can identify more with the plot and emotions), and some design needs (for example, if mobile players have many map resources that have not been downloaded, this method will select the map that the player has already downloaded on the mobile phone).

[0090] The specific implementation method is: First, the similarity between the attribute information of the map that the player wants to visit and the attribute information of the guaranteed map can be calculated; and the similarity between the attribute information of the last map that the player visited and the attribute information of the guaranteed map can be calculated.

[0091] Secondly, from the multiple calculated similarities, a similarity that is greater than or equal to a preset similarity threshold is determined. The similarity that is greater than or equal to the preset similarity threshold indicates that the guaranteed map is similar to the map the player wants to go to and the last map the player visited, so that the plot and emotions are more in line with the player's expectations.

[0092] From the multiple calculated similarities, a similarity that is greater than or equal to a preset similarity threshold is determined. The similarity that is greater than or equal to the preset similarity threshold indicates that the guaranteed map is similar to the map the player wants to go to and the last map the player visited, so that the plot and emotions are more in line with the player's expectations.

[0093] Finally, if all similarities are less than the preset similarity threshold, it means that the guaranteed map is not similar to the map the player wants to go to or the map the player has visited last time. In other words, the current guaranteed map does not exist or cannot be created; if these maps still fail to load; the final guaranteed maps are several maps that are guaranteed to be loaded, such as the main city map, the novice village or the sect map.

[0094] In addition, when selecting a guaranteed map, the user's historical game data or personalized characteristics can be combined for search and selection; specifically, this method can calculate and search for a guaranteed map based on the player's historical game data and the player's play preferences. For example, if a player likes to go to a certain map, then this map will become the player's guaranteed map.

[0095] 4. Notify users to log in to the guaranteed map.

[0096] After the central server calculates the map information of another guaranteed map after the rollback operation, it automatically changes the map that the player wants to log in to to the new guaranteed map ID. The guaranteed map is guaranteed to have been created on a certain map server, and then the IP and key of the guaranteed map server are informed to the gateway queue players to start the process.

[0097] Based on the above steps, it can be seen that the login exception handling method in this manual provides a game character login failure exception handling mechanism, which is a new mechanism that automatically attempts a second login based on asynchronous information; thereby avoiding the problem of login process interruption.

[0098] In this mechanism, when the central server receives a login request from the player from the gateway, if the map the player wants to go to has not been loaded, it will try to load the map. At the same time, the player is added to the waiting queue of the map. After the map server loads the map, it notifies the central server that the player in the queue can log in. At this time, if the central server receives a map creation notification from the map server, if the map creation fails, and the player is still in the waiting map creation queue of this map, the gateway server will be notified to actively re-login the process instead of interrupting the login process. In the new login process, the previous error message is brought in. In this login process, according to the error message and the map target information to be logged in, a new map target solution that can be logged in is recalculated. The recalculation introduces the Lua script interface, which can realize the hot update of map target rule calculation, and then the new login process logs in the new map.

[0099] Based on the above content, this method can make full use of the information during the login process to successfully complete the entire login process. Some login failure information is not available on this server, or can only be obtained asynchronously. This method caches these intermediate data and then follows the login process to inform the central server no matter where it fails. The central server can then initiate a secondary guaranteed login process based on this information. Intelligently select the appropriate map to avoid the problem of the overall process failing directly after the original asynchronous process fails.

[0100] At the same time, although the guaranteed map that is switched is not the map that the user wants to go to, the guaranteed map can also allow players to actively pass the map once, and the player's operation cost is not high. Moreover, the guaranteed map can also meet the player's gameplay needs (for example, if players want to play in the arena or battlefield, they can queue up for matching in the guaranteed map. If they want to play a dungeon, they can also start from the guaranteed map and then enter the dungeon through the menu).

[0101] Another login exception processing method provided by one or more embodiments of the present specification is applied to a gateway server and specifically includes the following steps.

[0102] The login exception processing method is applied to the gateway server and includes: Determine a login request for a target object, and send the login request to a central server, so that the central server sends an object creation instruction for the target object to a map server in response to the login request; Receiving a login failure instruction sent by the central server, wherein the login failure instruction is sent by the central server when receiving an object creation failure message returned by the map server according to the object creation instruction, and the login failure instruction carries login failure information of the target object; According to the login failure instruction, an update object login request for the target object is sent to the central server, so that the central server determines the target login policy based on the object information of the target object and the login failure information carried in the update object login request, and executes the update object login request according to the target login policy.

[0103] Another login exception handling method applied to the gateway server in one or more embodiments of the present specification takes into account the problem that if a problem occurs during the map loading process on the map server, the player login process will be terminated; therefore, the central server can send a login failure instruction containing the login failure information of the target object to the gateway server when the map server fails to create the target object; when the gateway server determines that the user is in a waiting state, it can send an update object login request for the target object to the central server according to the login failure instruction; and the central server can determine the target login policy based on the object information and login failure information of the target object carried in the update object login request; according to the target login policy, the update object login request is re-executed, thereby providing a strategy for reloading the map and re-logining in response to the problem that problems during the map loading process will cause the player login process to be terminated; avoiding the problem of the player login process being terminated due to problems during the map loading process without affecting the user experience.

[0104] The above is a schematic scheme of another login exception processing method of this embodiment. It should be noted that the technical scheme of the other login exception processing method and the technical scheme of the above-mentioned one login exception processing method belong to the same concept, and the details of the technical scheme of the other login exception processing method that are not described in detail can all be referred to the description of the technical scheme of the above-mentioned one login exception processing method.

[0105] Another method for handling login exceptions provided in one or more embodiments of the present specification is applied to a map server and specifically includes the following steps.

[0106] The login exception handling method is applied to a map server and includes: receiving an object creation instruction of the target object, wherein the object creation instruction is sent by the central server to the map server in response to a login request for the target object sent by the gateway server; When a target object creation operation is performed according to the object creation instruction and the target object creation operation fails, an object creation failure message is returned to the central server, So that the central server sends a login failure instruction to the gateway server, wherein the login failure instruction carries the login failure information of the target object, and in response to the update object login request for the target object sent by the gateway server according to the login failure instruction, the target login policy is determined according to the object information of the target object and the login failure information carried in the update object login request, and the update object login request is executed according to the target login policy.

[0107] Another login exception handling method applied to a map server in one or more embodiments of the present specification takes into account the problem that if a problem occurs during the map loading process of the map server, the player login process will be terminated; therefore, the central server can send a login failure instruction containing login failure information of the target object to the gateway server when the map server fails to create the target object; when the gateway server determines that the user is in a waiting state, it can send an update object login request for the target object to the central server according to the login failure instruction; and the central server can determine the target login policy based on the object information and login failure information of the target object carried in the update object login request; according to the target login policy, the update object login request is re-executed, thereby providing a strategy for reloading the map and re-logining in response to the problem that problems during the map loading process will cause the player login process to be terminated; avoiding the problem of termination of the player login process due to problems during the map loading process without affecting the user experience.

[0108] The above is a schematic scheme of another login exception processing method of this embodiment. It should be noted that the technical scheme of the other login exception processing method and the technical scheme of the above-mentioned one login exception processing method belong to the same concept, and the details of the technical scheme of the other login exception processing method that are not described in detail can all be referred to the description of the technical scheme of the above-mentioned one login exception processing method.

[0109] Corresponding to the above method embodiment, this specification also provides a login exception processing device embodiment, Figure 3 FIG. 1 is a schematic diagram showing a structure of a login exception handling device provided by an embodiment of the present specification. Figure 3 As shown, the device is applied to a central server and includes: The first instruction sending module 302 is configured to send an object creation instruction of the target object to the map server in response to a login request for the target object sent by the gateway server; The second instruction sending module 304 is configured to send a login failure instruction to the gateway server when receiving an object creation failure message returned by the map server according to the object creation instruction, wherein the login failure instruction carries the login failure information of the target object; The policy determination module 306 is configured to respond to the update object login request for the target object sent by the gateway server according to the login failure instruction, and determine the target login policy according to the object information of the target object and the login failure information carried in the update object login request; The request execution module 308 is configured to execute the update object login request according to the target login policy.

[0110] Optionally, the policy determination module 306 is further configured to: Determining the object information of the target object and the login failure information from the update object login request; In the case where it is determined that the login failure information satisfies the re-login condition, determining a re-login policy for the target object, and using the re-login policy as the target login policy; In the case where it is determined that the login failure information does not satisfy the re-login condition, a preset login policy for a preset object is determined, and the preset login policy is used as the target login policy.

[0111] Optionally, the target login policy is a re-login policy, and the object is a map; The strategy determination module 306 is further configured to: generating a map update creation instruction based on the map information of the target map, and sending the map update creation instruction of the target map to the map server; Upon receiving a map creation success message returned by the map server according to the map creation instruction, generating a login success instruction according to the login information of the target map carried in the map creation success message; A login success instruction is sent to the gateway server, so that the gateway server responds to the login success instruction and logs into the map server according to the login information.

[0112] Optionally, the target login policy is a preset login policy, and the object is a map; The strategy determination module 306 is further configured to: Determining a behavior state prediction tree corresponding to the map server, wherein nodes in the behavior state prediction tree correspond to a preset map; Determining a target preset map according to the map information of the target map and the historical map information of the historical map by using the behavior state prediction tree; Generate a login success instruction according to the login information corresponding to the target preset map; A login success instruction is sent to the gateway server, so that the gateway server responds to the login success instruction and logs in to the map server corresponding to the target preset map according to the login information.

[0113] Optionally, the strategy determination module 306 is further configured to: Determining a map user identifier from the map information of the target map, and determining the historical map corresponding to the map user identifier, and the historical map information of the historical map; inputting the map information of the target map and the historical map information of the historical map into the behavior state prediction tree; In the behavior state prediction tree, determining a preset map corresponding to a node in the behavior state prediction tree, and determining preset map information of the preset map; Determining a target similarity between the target map and the preset map based on the target map information and the preset map information, and determining a historical similarity between the historical map and the preset map based on the historical map information and the preset map information; A target preset map is selected from the preset maps based on the target similarity and the historical similarity.

[0114] Optionally, the policy determination module 306 is further configured to: Determining a map selection similarity greater than or equal to a preset similarity threshold from the target similarity and the historical similarity, determining a maximum map selection similarity from the map selection similarities, and determining a preset map corresponding to the maximum map selection similarity as a target preset map; or, When it is determined that the target similarity and the historical similarity are less than the preset similarity threshold, a guaranteed map is determined, and the target preset map is determined based on the guaranteed map.

[0115] Optionally, the third instruction sending module is further configured to: Determine the object user identifier from the login request, and based on the object user identifier, add the object user to an object creation waiting queue, and generate an object creation waiting instruction for the object user; The object creation waiting instruction is sent to the gateway server so that the gateway server returns the object creation waiting information to the client when receiving the re-login request sent by the client, wherein the re-login request is sent by the client when the user performs a re-login operation on the target object.

[0116] The login exception handling device in one or more embodiments of the present specification takes into account the problem that if a problem occurs during the map loading process on the map server, the player login process will be terminated; therefore, the central server can send a login failure instruction containing login failure information of the target object to the gateway server when the map server fails to create the target object; when the gateway server determines that the user is in a waiting state, it can send an update object login request for the target object to the central server according to the login failure instruction; and the central server can determine the target login policy based on the object information and login failure information of the target object carried in the update object login request; according to the target login policy, the update object login request is re-executed, thereby providing a strategy for reloading the map and re-logining in response to the problem that problems during the map loading process will cause the player login process to be terminated; avoiding the problem of termination of the player login process due to problems during the map loading process without affecting the user experience.

[0117] The above is a schematic scheme of a login exception processing device of this embodiment. It should be noted that the technical scheme of the login exception processing device and the technical scheme of the above login exception processing method belong to the same concept, and the details not described in detail in the technical scheme of the login exception processing device can be referred to the description of the technical scheme of the above login exception processing method.

[0118] Figure 4 The block diagram of a computing device 400 according to one embodiment of the present specification is shown. The components of the computing device 400 include but are not limited to a memory 410 and a processor 420. The processor 420 is connected to the memory 410 via a bus 430, and the database 450 is used to store data.

[0119] The computing device 400 also includes an access device 440 that enables the computing device 400 to communicate via one or more networks 460. Examples of these networks include a public switched telephone network (PSTN), a local area network (LAN), a wide area network (WAN), a personal area network (PAN), or a combination of communication networks such as the Internet. The access device 440 may include one or more of any type of network interface (e.g., a network interface card (NIC)) that is wired or wireless, such as an IEEE 802.11 wireless local area network (WLAN) wireless interface, a world-wide interoperability for microwave access (Wi-MAX) interface, an Ethernet interface, a universal serial bus (USB) interface, a cellular network interface, a Bluetooth interface, and a near field communication (NFC).

[0120] In one embodiment of the present specification, the above components of the computing device 400 and Figure 4 Other components not shown in the figure may also be connected to each other, for example, via a bus. It should be understood that Figure 4 The computing device structure block diagram shown is only for the purpose of illustration, and is not intended to limit the scope of this specification. Those skilled in the art can add or replace other components as needed.

[0121] The computing device 400 may be any type of stationary or mobile computing device, including a mobile computer or mobile computing device (e.g., a tablet computer, a personal digital assistant, a laptop computer, a notebook computer, a netbook, etc.), a mobile phone (e.g., a smart phone), a wearable computing device (e.g., a smart watch, smart glasses, etc.), or other types of mobile devices, or a stationary computing device such as a desktop computer or a personal computer (PC). The computing device 400 may also be a mobile or stationary server.

[0122] The processor 420 is used to execute the following computer executable instructions, which, when executed by the processor, implement the steps of the above-mentioned login exception handling method.

[0123] The above is a schematic scheme of a computing device of this embodiment. It should be noted that the technical scheme of the computing device and the technical scheme of the above-mentioned login exception handling method belong to the same concept, and the details not described in detail in the technical scheme of the computing device can be referred to the description of the technical scheme of the above-mentioned login exception handling method.

[0124] An embodiment of the present specification also provides a computer-readable storage medium storing computer-executable instructions, which, when executed by a processor, implement the steps of the above-mentioned login exception handling method.

[0125] The above is a schematic scheme of a computer-readable storage medium of this embodiment. It should be noted that the technical scheme of the storage medium and the technical scheme of the above-mentioned login exception handling method belong to the same concept, and the details not described in detail in the technical scheme of the storage medium can be referred to the description of the technical scheme of the above-mentioned login exception handling method.

[0126] An embodiment of the present specification also provides a computer program, wherein when the computer program is executed in a computer, the computer is caused to execute the steps of the above-mentioned login exception handling method.

[0127] The above is an illustrative solution of a computer program of this embodiment. It should be noted that the technical solution of the computer program and the technical solution of the above-mentioned login exception processing method belong to the same concept, and the details not described in detail in the technical solution of the computer program can be referred to the description of the technical solution of the above-mentioned login exception processing method.

[0128] The above is a description of a specific embodiment of the specification. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recorded in the claims can be performed in an order different from that in the embodiments and still achieve the desired results. In addition, the processes depicted in the drawings do not necessarily require the specific order or continuous order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.

[0129] The computer instructions include computer program codes, which may be in source code form, object code form, executable files or some intermediate forms, etc. The computer-readable medium may include: any entity or device capable of carrying the computer program code, recording medium, USB flash drive, mobile hard disk, magnetic disk, optical disk, computer memory, read-only memory (ROM), random access memory (RAM), electric carrier signal, telecommunication signal and software distribution medium, etc. It should be noted that the content contained in the computer-readable medium may be appropriately increased or decreased according to the requirements of patent practice. For example, in some regions, according to patent practice, computer-readable media do not include electric carrier signals and telecommunication signals.

[0130] It should be noted that, for the above-mentioned method embodiments, for the sake of simplicity of description, they are all expressed as a series of action combinations, but those skilled in the art should be aware that the embodiments of this specification are not limited by the order of the actions described, because according to the embodiments of this specification, some steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the embodiments of this specification.

[0131] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0132] The preferred embodiments of this specification disclosed above are only used to help explain this specification. The optional embodiments do not describe all the details in detail, nor do they limit the invention to only the specific implementation methods described. Obviously, many modifications and changes can be made according to the content of the embodiments of this specification. This specification selects and specifically describes these embodiments in order to better explain the principles and practical applications of the embodiments of this specification, so that technicians in the relevant technical field can well understand and use this specification. This specification is only limited by the claims and their full scope and equivalents.

Claims

1. A login exception handling method, applied to a central server, characterized in that: include: In response to a login request for a target object sent by the gateway server, sending an object creation instruction for the target object to the map server; In the case of receiving the object creation failure message returned by the map server according to the object creation instruction, sending a login failure instruction to the gateway server, wherein the login failure instruction carries the login failure information of the target object; In response to the update object login request for the target object sent by the gateway server according to the login failure instruction, determining a target login policy according to the object information of the target object and the login failure information carried in the update object login request; The update object registration request is executed according to the target registration policy.

2. The login exception handling method according to claim 1, characterized in that: The step of determining a target login policy according to the object information of the target object and the login failure information carried in the update object login request includes: Determining the object information of the target object and the login failure information from the update object login request; In the case where it is determined that the login failure information satisfies the re-login condition, determining a re-login policy for the target object, and using the re-login policy as the target login policy; In the case where it is determined that the login failure information does not satisfy the re-login condition, a preset login policy for a preset object is determined, and the preset login policy is used as the target login policy.

3. The login exception handling method according to claim 1, characterized in that: The target login strategy is a re-login strategy, and the object is a map; The executing the update object login request according to the target login policy includes: generating a map update creation instruction based on the map information of the target map, and sending the map update creation instruction of the target map to the map server; Upon receiving a map creation success message returned by the map server according to the map creation instruction, generating a login success instruction according to the login information of the target map carried in the map creation success message; A login success instruction is sent to the gateway server, so that the gateway server responds to the login success instruction and logs into the map server according to the login information.

4. The login exception handling method according to claim 1, characterized in that: The target login strategy is a preset login strategy, and the object is a map; The executing the update object login request according to the target login policy includes: Determining a behavior state prediction tree corresponding to the map server, wherein nodes in the behavior state prediction tree correspond to a preset map; Determining a target preset map according to the map information of the target map and the historical map information of the historical map by using the behavior state prediction tree; Generate a login success instruction according to the login information corresponding to the target preset map; A login success instruction is sent to the gateway server, so that the gateway server responds to the login success instruction and logs in to the map server corresponding to the target preset map according to the login information.

5. The login exception handling method according to claim 4, characterized in that: The method of using the behavior state prediction tree to determine the target preset map according to the map information of the target map and the historical map information of the historical map includes: Determining a map user identifier from the map information of the target map, and determining the historical map corresponding to the map user identifier, and the historical map information of the historical map; inputting the map information of the target map and the historical map information of the historical map into the behavior state prediction tree; In the behavior state prediction tree, determining a preset map corresponding to a node in the behavior state prediction tree, and determining preset map information of the preset map; Determining a target similarity between the target map and the preset map based on the target map information and the preset map information, and determining a historical similarity between the historical map and the preset map based on the historical map information and the preset map information; A target preset map is selected from the preset maps based on the target similarity and the historical similarity.

6. The login exception handling method according to claim 5, characterized in that: The selecting a target preset map from the preset maps based on the target similarity and the historical similarity includes: Determining a map selection similarity greater than or equal to a preset similarity threshold from the target similarity and the historical similarity, determining a maximum map selection similarity from the map selection similarities, and determining a preset map corresponding to the maximum map selection similarity as a target preset map; or, When it is determined that the target similarity and the historical similarity are less than the preset similarity threshold, a guaranteed map is determined, and the target preset map is determined based on the guaranteed map.

7. The login exception handling method according to claim 1, characterized in that: After the object creation instruction of the target object is sent to the map server in response to the login request for the target object sent by the gateway server, the method further includes: Determine the object user identifier from the login request, and based on the object user identifier, add the object user to an object creation waiting queue, and generate an object creation waiting instruction for the object user; The object creation waiting instruction is sent to the gateway server so that the gateway server returns the object creation waiting information to the client when receiving the re-login request sent by the client, wherein the re-login request is sent by the client when the user performs a re-login operation on the target object.

8. A login exception handling method, applied to a gateway server, characterized in that: include: Determine a login request for a target object, and send the login request to a central server, so that the central server sends an object creation instruction for the target object to a map server in response to the login request; Receiving a login failure instruction sent by the central server, wherein the login failure instruction is sent by the central server when receiving an object creation failure message returned by the map server according to the object creation instruction, and the login failure instruction carries login failure information of the target object; According to the login failure instruction, an update object login request for the target object is sent to the central server, so that the central server determines the target login policy based on the object information of the target object and the login failure information carried in the update object login request, and executes the update object login request according to the target login policy.

9. A login exception handling method, applied to a map server, characterized in that: include: receiving an object creation instruction of the target object, wherein the object creation instruction is sent by the central server to the map server in response to a login request for the target object sent by the gateway server; When a target object creation operation is performed according to the object creation instruction and the target object creation operation fails, an object creation failure message is returned to the central server, So that the central server sends a login failure instruction to the gateway server, wherein the login failure instruction carries the login failure information of the target object, and in response to the update object login request for the target object sent by the gateway server according to the login failure instruction, the target login policy is determined according to the object information of the target object and the login failure information carried in the update object login request, and the update object login request is executed according to the target login policy.

10. A computing device, characterized in that: include: Memory and processor; The memory is used to store computer-executable instructions, and the processor is used to execute the computer-executable instructions. When the computer-executable instructions are executed by the processor, the steps of the login exception handling method described in any one of claims 1 to 9 are implemented.

11. A computer-readable storage medium, characterized in that: It stores computer executable instructions, which, when executed by a processor, can implement the steps of the login exception handling method described in any one of claims 1 to 9.

12. A computer program product, characterized in that It includes a computer program / instruction, which, when executed by a processor, implements the steps of the login exception handling method described in any one of claims 1 to 9.