Object processing method, computing device, storage medium and computer program product

By initiating an application request in the global room of the online game, determining and verifying the information of cross-server objects, the problem of difficult player verification in cross-server games is solved, and effective support for cross-server gameplay is achieved.

CN119406058APending Publication Date: 2025-02-11ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD
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Patent Information

Application Number
CN202411502727.X
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-10-25
Publication Date
2025-02-11

AI Technical Summary

Technical Problem

The existing technology is difficult to achieve player verification in cross-server games, which makes it difficult to realize many cross-server gameplay, affecting the player's gaming experience.

Method used

By initiating an application request for the target scene in the first object in the global room, at least one second object is determined, and a verification request is sent to its corresponding second central server, receiving and summarizing the verification results, ensuring that all objects meet the target After the scene is required, control it to join the target scene.

Benefits of technology

The verification of cross-server players is achieved, ensuring that players meet specific requirements before entering the target scene, so that objects on different central servers can enter the target scene across servers to jointly execute tasks, realizing cross-server gameplay.

✦ Generated by Eureka AI based on patent content.

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Abstract

The embodiment of the invention provides an object processing method, computing equipment, a storage medium and a computer program product, and the method comprises the steps that in response to an application request which is initiated by a first object in a global room and aims at a target scene, at least one second object in the global room is determined, the first object and the second object are objects managed by different central servers; sending a first verification request to a second central server corresponding to each second object, and receiving a verification result returned by the second central server based on the first verification request; and controlling the first object and each second object to be added into the target scene under the condition that the verification result of each second object is passed. According to the embodiment of the invention, the first object and the second object are controlled to be added into the target scene under the condition that the verification result of each second object passes the verification, so that the verification of each object in a global room can be realized, the objects on different central servers can enter the target scene in a cross-server manner, and a cross-server playing method is realized.
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Description

Technical Field

[0001] The embodiments of the present specification relate to the field of computer technology, and in particular, to an object processing method, a computing device, a storage medium, and a computer program product. Background Art

[0002] As a modern form of entertainment, online games can enrich people's lives and promote social interaction. With the continuous development of computer technology, the scale of online games has gradually expanded. In order to avoid excessive server load pressure caused by too many players and uneven distribution of players, multiple groups of servers can usually be set up within the architecture of an online game. Each group of servers includes a central server and multiple management servers. Players can choose one of the management servers to play online games, thereby improving the performance of online games.

[0003] However, in some cross-server game scenarios, cross-server matching can only be performed if the player's in-game information meets the specific requirements of the cross-server game. However, since each management server can only verify the players it manages and cannot verify other players, many cross-server gameplays are currently difficult to implement and it is difficult to meet the players' needs for cross-server gaming. Summary of the invention In view of this, an embodiment of this specification provides an object processing method. One or more embodiments of this specification also relate to an object processing device, a computing device, a computer-readable storage medium and a computer program product to solve the technical defects existing in the prior art.

[0004] According to a first aspect of an embodiment of this specification, there is provided an object processing method, which is applied to a first central server and includes: In response to an application request for a target scene initiated by a first object in a global room, determining at least one second object in the global room, wherein the first object and the second object are objects managed by different central servers; Sending a first verification request to a second central server corresponding to each second object, and receiving a verification result returned by the second central server based on the first verification request; When the verification results of each second object are all verified to be passed, the first object and each second object are controlled to be added to the target scene.

[0005] According to a second aspect of an embodiment of this specification, there is provided an object processing method, which is applied to a second central server and includes: Receiving a first verification request for a second object sent by a first central server, wherein the second object is an object entering a global room corresponding to the first object, the global room is used to enter a target scene, the second object is managed by the second central server, and the first object and the second object are objects managed by different central servers; Sending the first verification request to a second management server corresponding to the second object, wherein the second management server is a server managed by the second central server and logged in by the second object; The verification result returned by the second management server in response to the first verification request is received, and the verification result is sent to the first central server.

[0006] According to a third aspect of an embodiment of this specification, there is provided an object processing device, which is configured in a first central server and includes: A determination module is configured to determine at least one second object in the global room in response to an application request for a target scene initiated by a first object in the global room, wherein the first object and the second object are objects managed by different central servers; A first sending module is configured to send a first verification request to a second central server corresponding to each second object, and receive a verification result returned by the second central server based on the first verification request; The control module is configured to control the first object and each second object to join the target scene when the verification results of each second object are all verified to be passed.

[0007] According to a fourth aspect of an embodiment of this specification, there is provided an object processing method, which is configured in a second central server and includes: A first receiving module is configured to receive a first verification request for a second object sent by a first central server, wherein the second object is an object entering a global room corresponding to the first object, the global room is used to enter a target scene, the second object is managed by a second central server, and the first object and the second object are objects managed by different central servers; A second sending module is configured to send the first verification request to a second management server corresponding to the second object, wherein the second management server is a server managed by the second central server and logged in by the second object; The second receiving module is configured to receive the verification result returned by the second management server in response to the first verification request, and send the verification result to the first central server.

[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 object 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 object processing method are implemented.

[0010] According to a seventh aspect of the embodiments of this specification, there is provided a computer program product, comprising a computer program / instruction, which implements the steps of the above-mentioned object processing method when executed by a processor.

[0011] An embodiment of the present specification implements, in response to an application request for a target scene initiated by a first object in a global room, determining at least one second object in the global room, wherein the first object and the second object are objects managed by different central servers; sending a first verification request to a second central server corresponding to each second object, and receiving a verification result returned by the second central server based on the first verification request; and controlling the first object and each second object to join the target scene when the verification results of each second object are all verified passed.

[0012] In this way, by responding to the application request initiated by the first object in the global room, at least one second object in the global room is determined, and the information of each object in the global room can be obtained on the first central server where the initiator of the target scene is located; by sending a first verification request to the second central server corresponding to each second object and receiving the returned verification result, the verification result of each object in the global room can be summarized and recorded on the first central server, so that the verification of each object can be realized before the object enters the target scene across servers; by controlling the first object and each second object to join the target scene when the verification results of each second object are all verified, each object in the global room can be controlled to join the target scene when all objects meet the requirements of the target scene, so that objects on different central servers can enter the target scene across servers and jointly perform tasks under the target scene, thereby realizing cross-server gameplay. BRIEF DESCRIPTION OF THE DRAWINGS

[0013] Figure 1 is an architectural diagram of an object processing system provided by one embodiment of this specification; Figure 2 is a flow chart of an object processing method applied to a first central server provided by an embodiment of this specification; Figure 3 is a flow chart of an object processing method applied to a second central server provided by an embodiment of this specification; Figure 4 It is a structural schematic diagram of an object processing device configured on a first central server provided by an embodiment of this specification; Figure 5 is a structural diagram of an object processing device configured on a second central server provided by an embodiment of this specification; Figure 6 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] With the continuous development of computer technology, cross-server games have gradually become one of the important ways to attract players to participate in online games. In order to avoid abnormal game processes or players using plug-ins, in some cross-server game scenarios, the player's in-game information must meet the specific requirements of the cross-server game before cross-server matching can be performed.

[0019] At present, the server architecture of online games is often implemented through multiple groups of servers, each of which includes at least one central server, and each central server is connected to multiple management servers. Among them, the central server is mainly used to manage the management servers connected to it, and the management servers are mainly used to manage the specific information of each player in the game.

[0020] Since the central server cannot directly obtain the player's information in the game, and the central server can only manage the management servers it is connected to, and cannot manage other management servers across servers, it is very troublesome to verify the cross-server players during the cross-server game, which makes many cross-server gameplay difficult to achieve, thus affecting the player's gaming experience.

[0021] Based on this, an embodiment of the present specification provides an object processing method, which responds to an application request for a target scene initiated by a first object in a global room, determines at least one second object in the global room, wherein the first object and the second object are objects managed by different central servers; sends a first verification request to a second central server corresponding to each second object, and receives a verification result returned by the second central server based on the first verification request; and when the verification results of each second object are all verified passed, controls the first object and each second object to join the target scene.

[0022] In this way, by responding to the application request initiated by the first object in the global room, at least one second object in the global room is determined, and the information of each object in the global room can be obtained on the first central server where the initiator of the target scene is located; by sending a first verification request to the second central server corresponding to each second object and receiving the returned verification result, the verification result of each object in the global room can be summarized and recorded on the first central server, so that the verification of each object can be realized before the object enters the target scene across servers; by controlling the first object and each second object to join the target scene when the verification results of each second object are all verified, each object in the global room can be controlled to join the target scene when all objects meet the requirements of the target scene, so that objects on different central servers can enter the target scene across servers and jointly perform tasks under the target scene, thereby realizing cross-server gameplay.

[0023] In this specification, an object processing method is provided. This specification also relates to an object processing apparatus, a computing device, a computer-readable storage medium, and a computer program product, which are described in detail one by one in the following embodiments.

[0024] See also Figure 1 , Figure 1 The object processing system 100 includes a first central server 102, a second central server 104, a global room server 106, and a target server 108. The first central server 102 includes a first management server 1022 and multiple management servers 1024, the second central server 104 includes a second management server 1042 and multiple management servers 1044, and the target server 108 includes multiple management servers 1082.

[0025] The first central server 102 is used to respond to an application request for a target scene initiated by a first object in a global room, determine at least one second object in the global room, wherein the first object and the second object are objects managed by different central servers; and send a first verification request to the second central server corresponding to each second object.

[0026] The second central server 104 is used to receive a first verification request for a second object sent by the first central server, wherein the second object is an object entering a global room corresponding to the first object, the global room is used to enter a target scene, the second object is managed by the second central server, and the first object and the second object are objects managed by different central servers; send the first verification request to a second management server corresponding to the second object, wherein the second management server is a server managed by the second central server and logged in by the second object; receive the verification result returned by the second management server for the first verification request, and send the verification result to the first central server.

[0027] The first central server 102 is further configured to receive a verification result returned by the second central server based on the first verification request; and when the verification results of each second object are all verified passed, control the first object and each second object to join the target scene.

[0028] Specifically, the first object can be understood as an object that initiates a global room and initiates an application request for a target scene. The first object logs into the first management server 1022, which is managed by the first central server 102. The first central server is also used to manage other management servers 1024.

[0029] The second object can be understood as an object that accepts the invitation and enters the global room. The second object logs into the second management server 1042, which is managed by the second central server 104. The second central server 104 and the first central server 102 are different central servers.

[0030] The global room server 106 is used to create a global room in response to the first object's initiation request for the global room, record the information of each object entering and leaving the global room, and synchronize the information of the object entering and leaving the global room in a cached form to the central server and management server corresponding to the object.

[0031] The target server 108 is a server corresponding to the target scene, and can also be understood as a server corresponding to the cross-server gameplay. The target server 108 can manage multiple management servers 1082. When receiving a matching request, the target server 108 can allocate one of the multiple management servers 1082 to the global room, so that the objects in the global room can log in to the management server 1082 across servers and perform cross-server gameplay in the management server 1082. The cross-server gameplay can specifically include battles, arenas, etc.

[0032] In actual applications, the first object may initiate a global room creation request, and the global room server 106 may create a global room in response to the creation request and send invitation information to each client player to join the global room.

[0033] Other client players can accept the invitation and join the global room. The global room server 106 can synchronize the information of each player entering the global room to the central server and scene server where the player is located.

[0034] Furthermore, the first object can send an application request for the target scene to the first management server 1022. The first management server 1022 verifies whether the buff information and restriction mark of the first object meet the requirements for entering the target scene. If the verification passes, the application request for the target scene is sent to the first central server 102.

[0035] The first central server 102 obtains the information of each second object in the global room where the first object is located, verifies whether the number of people in the global room meets the requirements of the target scene, and if so, creates a survey statistical structure for recording the verification results, and sends the first verification request to the second central server 104 where each second object is located.

[0036] The second central server 104 receives the first verification request and can first verify whether the second object is in the global room based on the cache information. If so, it sends the first verification request to the second management server 1042 corresponding to the second object, so that the second management server 1042 verifies whether the buff information and restriction mark of the second object meet the requirements for entering the target scene.

[0037] Upon receiving the first verification request, the second management server 1042 may add a restriction mark corresponding to the target scene to the second object, verify whether the buff information and restriction mark of the second object meet the requirements of the target scene, and send the verification result to the second central server 104.

[0038] The second central server 104 sends the verification result to the first central server 102 .

[0039] The first central server 102 receives the verification results sent by each second central server 104 and records the verification results in a survey statistics structure.

[0040] When the verification result of the target second object is verification failure, the first central server 102 may send a prompt message to the target second central server to prompt the target second object to adjust to meet the requirements of the target scene.

[0041] The target second central server receives the prompt information sent by the first central server 102, and sends the prompt information to the target second management server.

[0042] Based on the prompt information, the target second management server rolls back the restriction mark corresponding to the target scenario on the target second object, and prompts the target second object to adjust its state to meet the requirements of the target scenario.

[0043] When the verification results of all objects in the global room are verified to be passed, the first central server 102 sends a matching request to the target server 108 .

[0044] In response to the matching request, the target server 108 sends notification information to the central servers corresponding to each object in the global room, so that each central server transmits the object from the corresponding management server across servers to the same management server 1082 corresponding to the target server 108, so that the object joins the target scene and performs cross-server gameplay in the target scene.

[0045] After the cross-server gameplay ends, the target server 108 transmits each object back to the management server under the central server to which it belongs.

[0046] By applying this embodiment, by responding to an application request initiated by a first object in the global room, at least one second object in the global room is determined, and information of each player in the global room can be obtained on the first central server where the initiator of the target scene is located; by sending a first verification request to the second central server corresponding to each second object and receiving the returned verification result, the verification result of each player in the global room can be summarized and recorded on the first central server, so that when the player plays cross-server, it can be verified whether each player meets the requirements of the target scene; by controlling the first object and each second object to join the target scene when the verification results of each second object are all verified, it is possible to control each player to join the target scene when all players in the global room meet the requirements of the target scene, so that objects on different central servers can enter the target scene across servers and jointly perform tasks under the target scene, thereby realizing cross-server gameplay.

[0047] See also Figure 2 , Figure 2 A flowchart of an object processing method applied to a first central server provided according to an embodiment of the present specification is shown, which specifically includes the following steps.

[0048] Step 202: In response to an application request for a target scene initiated by a first object in a global room, at least one second object in the global room is determined, wherein the first object and the second object are objects managed by different central servers.

[0049] According to an optional embodiment of the present specification, the first central server may determine at least one second object in the global room in response to an application request for a target scene initiated by the first object in the global room.

[0050] Specifically, the first object can be understood as the player who initiates the global room. The first central server can be understood as the central server where the first object is located. The global room is initiated by the first object and created based on the initiation of the first object. Optionally, the global room can be maintained and managed by the global room server. The second object can be understood as the player who accepts the invitation and enters the global room. The second object is managed by the second central server, and the second central server is a central server different from the first central server. The number of second objects can include one or more, and the second central servers corresponding to multiple second objects can be the same central server or different central servers.

[0051] Specifically, the target scene can be understood as a virtual scene corresponding to the cross-server gameplay. The first management server can be understood as a server logged in by the first object, which can be used to manage various information of the first object in the system. The first management server is connected to the first central server and is a server managed by the first central server.

[0052] In actual applications, the first central server can respond to the application request for the target scene initiated by the first object in the global room and send a verification request for the first object to the first management server to verify whether the first object meets the specific requirements of the target scene.

[0053] That is, in an optional embodiment of the present specification, in response to an application request for a target scene initiated by a first object in a global room, determining at least one second object in the global room may include the following steps: In response to an application request for a target scene initiated by the first object in the global room, a second verification request is sent to a first management server corresponding to the first object, wherein the first management server is a server managed by the first central server and logged in by the first object; receiving a verification result returned by the first management server in response to the second verification request; When the verification result of the first object is that the verification is passed, at least one second object in the global room is determined.

[0054] Specifically, the second verification request may be understood as a request for instructing to verify whether the state of the first object meets the requirements of the target scene.

[0055] In actual applications, when receiving the second verification request, the first management server may query the current state information of the first object, and verify whether the current state information meets the preset requirements of the target scenario.

[0056] Specifically, the current status information may include the player's buff information, restriction marks, whether the player is added to the blacklist, etc. Among them, the buff information can be understood as the mark data that acts on the player's own existence life cycle, and can be used to control the player's status in the current virtual scene, such as the attack power reduction mark, the attack power reduction value, and the attack power reduction duration. The restriction mark can be used to mark the gameplay or task type that the player is currently performing, and can be used to limit the gameplay or task type that the player can currently perform. For example, if the player is currently performing the task of transporting goods from A to B, the player will have a restriction mark corresponding to the task. In the case of the restriction mark, the player may not be allowed to perform cross-server gameplay, that is, when the player is currently in the process of a certain gameplay, he will be prohibited from performing the gameplay corresponding to the target scene.

[0057] The preset requirements of the target scene may include: requirements for the player's current buff information and requirements for the player's current restriction mark.

[0058] Exemplarily, the preset requirements may include: the player currently needs to have, or not have, preset buff information; the player currently needs to have, or not have, a preset restriction mark (for example, the player currently needs to have a restriction mark corresponding to the target scene and not have restriction marks corresponding to other gameplay scenes).

[0059] Specifically, the restriction mark may be a binary mask. By setting different binary masks for different gameplays, a fast check of the restriction mark can be achieved.

[0060] By applying this embodiment, in response to an application request for a target scene initiated by a first object in a global room, a second verification request is sent to a first management server corresponding to the first object; a verification result returned by the first management server for the second verification request is received; and when the verification result of the first object is that the verification passes, at least one second object in the global room is determined, and when the first object initiates an application request for the target scene, the verification of the first object can be completed through the first management server, so that the first object meets the requirements for entering the target scene.

[0061] According to another optional embodiment of the present specification, at least one second object in the global room may be determined in response to the request information sent by the first management server.

[0062] In actual applications, when the first object initiates an application request for a target scene, the first management server can verify the first object in response to the application request, and if the verification passes, send request information for the target scene to the first central server.

[0063] Specifically, the request information may carry a first object identifier, a target scene identifier, and a global room identifier.

[0064] In one or more optional embodiments of the present specification, the first object initiates a global room, and the client where the first object is located can send an initiation request for the global room to the global room server. The global room server can create a global room in response to the initiation request, and send invitation information for the global room to other players except the first object. When other players receive the invitation information, they can accept or reject the invitation information. If other players accept the invitation information, they can enter the global room corresponding to the first object. The global room server can record the central server and management server where the players entering the global room are located to obtain cache information for the global room. Furthermore, the global room can send the cache information to the central server and management server corresponding to each player in the global room to achieve information synchronization.

[0065] In an optional embodiment of the present specification, before determining at least one second object in the global room, the method may further include: Receive cache information sent by the global room server.

[0066] Accordingly, determining at least one second object in the global room may include: acquiring at least one second object in the global room from cache information.

[0067] Specifically, the cache information may include player information of each player entering the global room, such as the management server logged in by the player, the central server where the player is located, etc.

[0068] In another optional embodiment of the present specification, determining at least one second object in the global room may include: At least one second object within the global room is determined based on the global room server.

[0069] In actual applications, the first central server may send an information acquisition request carrying a global room identifier to the global room server, and receive second object information corresponding to at least one second object in the global room sent by the global room server.

[0070] Step 204: Send a first verification request to the second central server corresponding to each second object, and receive a verification result returned by the second central server based on the first verification request.

[0071] In actual applications, the first central server may send a first verification request to the second central server corresponding to each second object based on determining at least one second object in the global room, and receive a verification result returned by the second central server based on the first verification request.

[0072] Specifically, the second central server may include one or more, and the second central server is a central server different from the first central server. The first verification request is used to instruct each second central server to verify whether the second object in the second central server meets the requirements of the target scene. The verification result may include verification passed or verification failed.

[0073] According to an optional embodiment of the present specification, sending a first verification request to a second central server corresponding to each second object may include the following steps: Obtaining a total number of objects in a global room according to the first object and at least one second object; Determine whether the total number of objects meets the preset number of objects corresponding to the target scene; If they are consistent, a first verification request is sent to the second central server corresponding to each second object.

[0074] Specifically, the total number of objects can be understood as the total number of players currently in the global room. The preset number of objects can be understood as the number of players required by the target scene, that is, the number of players required to participate in the gameplay corresponding to the target scene.

[0075] In actual applications, if the total number of objects is less than the preset number of objects, the players in the global room may be prompted to continue waiting until the preset number of objects is met.

[0076] By applying this embodiment, by judging whether the total number of objects meets the preset number of objects corresponding to the target scene, it is possible to verify whether the number of players meets the requirements of the target scene, thereby ensuring that players in the global room can be successfully matched and play cross-server games.

[0077] In the actual implementation process, when the number of players in the global room meets the requirements, it is possible to further verify whether each second object meets the requirements. Accordingly, according to an optional embodiment of this specification, sending a first verification request to the second central server corresponding to each second object may include the following steps: According to each second object, construct a statistical table of verification results corresponding to the global room; Based on the verification result statistics table, a first verification request is sent to the second central server corresponding to each second object.

[0078] In actual applications, when the number of players in the global room meets the requirements, a verification result statistics table corresponding to the global room can be constructed based on each second object.

[0079] Specifically, the verification result statistics table can be understood as a structure for recording the verification results of each player in the global room, for example, it can be a linked list or an array.

[0080] Correspondingly, after receiving the verification result returned by the second central server based on the first verification request, the method may further include: The verification results of each second object are recorded in the verification result statistics table.

[0081] In the actual implementation process, when the second central server receives the first verification request, it can first verify whether the second object is in the global room. If so, the first verification request is sent to the second management server logged in by the second object, and the second management server obtains the buff information and restriction mark of the second object, and verifies the buff information and restriction mark of the second object to obtain the verification result. The second management server can send the verification result to the second central server.

[0082] By applying this embodiment, by constructing a verification result statistics table corresponding to the global room, the verification results of each player in the global room can be recorded and counted on the first central server where the initiating player is located, so that a unified judgment can be made on whether each player in the global room meets the requirements of the target scenario, thereby realizing information verification of cross-server players.

[0083] Step 206: When the verification results of each second object are all verified to be passed, the first object and each second object are controlled to be added to the target scene.

[0084] In actual applications, the first central server may receive the verification results returned by each second central server, and control the first object and each second object to join the target scene when the verification results of each second object are all verified passed.

[0085] According to an optional embodiment of the present specification, when the verification results of each second object are all verified passed, controlling the first object and each second object to join the target scene may include the following steps: When the verification results of each second object are all verified, a matching request is sent to a target server corresponding to the target scene; Receiving notification information sent by the target server in response to the matching request, obtaining first object information of the first object from the first management server logged in by the first object, wherein the notification information is used to enable each central server to transmit the corresponding object to the target server across servers; The first object information is sent to the target server, so that the first object logs in to the target server from the first management server across servers.

[0086] Specifically, the match request may carry player information of each player in the global room, such as the player ID, the management server where the player logs in, and the central server where the player is located. The match request may be used to instruct the target server to receive each player in the global room to the target server, so that each player in the global room can play in the target scenario in the target server.

[0087] In actual applications, the target server can manage multiple management servers. The target server can accept matching requests and assign target management servers under the target server to each player in the global room, so that each player can play cross-server games in the target management server.

[0088] Specifically, the notification information can be understood as the target server notifying each central server to transmit the players corresponding to each central server from the management server under the central server to the target server.

[0089] The first object information may be understood as the object information of the first object in the first management server. The object information may specifically include a player ID, player backpack data (such as coins, medicines), player equipment data (such as weapons), and the like.

[0090] By applying this embodiment, when the verification results of each second object are all passed, a matching request is sent to the target server corresponding to the target scene, and notification information sent by the target server in response to the matching request is received. When all players in the global room have passed the verification, the first central server can send a matching request to the target server to achieve cross-server matching of all players in the global room, so that all players can enter the target server together and achieve cross-server gameplay.

[0091] In actual applications, when the buff information or restriction mark of a second object does not meet the requirements of the target scene, the second central server will return a verification result indicating that the verification failed. According to an optional embodiment of this specification, after receiving the verification result returned by the second central server based on the first verification request, the following steps may also be included: When the verification result of the target second object is that the verification fails, obtaining prompt information corresponding to the verification result of the target second object; The prompt information is sent to the target second central server corresponding to the target second object, wherein the prompt information is used to instruct the target second object to adjust to meet the preset requirements of the target scene.

[0092] Optionally, obtaining prompt information corresponding to the verification result of the target second object may include: Determine target data that the target second object fails verification; Prompt information for the target second object is generated according to the target data.

[0093] Specifically, the target second object can be understood as the second object that failed to pass the verification. The target second central server can be understood as the central server where the target second object is located. The target data can be understood as the state information that the target second object failed to pass the verification, such as buff information that does not meet the requirements or restriction marks that do not meet the requirements.

[0094] The prompt information can be used to prompt the target second object to adjust its own state so that the target data meets the requirements of the target scene.

[0095] Exemplarily, when the target second object is currently in the process of other gameplay, the target second object can be prompted to exit the current gameplay, or complete the gameplay or task content corresponding to the current gameplay, so as to adjust to meet the requirements of the target scene.

[0096] Furthermore, when receiving the prompt information for the target second object, the target second central server may send the prompt information to the target second management server, and the target second management server sends the prompt information to the second object.

[0097] Specifically, the target second management server is a management server managed by the target second central server and logged in by the target second object.

[0098] In actual applications, when the first central server detects that the second object on the target second central server fails to pass the verification, it can generate prompt information for the second object and send the prompt information to the target second central server, so that the second object is adjusted to meet the requirements based on the prompt information, so that players in the global room can match together.

[0099] By applying this embodiment, when the verification result of the target second object is verification failure, prompt information corresponding to the verification result of the target second object is obtained; the prompt information is sent to the target second central server corresponding to the target second object, which can instruct players who have failed the verification to adjust their status to meet the matching conditions, thereby achieving cross-server matching for the target scene and realizing cross-server gameplay when the players meet the cross-server gameplay requirements.

[0100] An embodiment of the present specification provides an object processing method, which responds to an application request for a target scene initiated by a first object in a global room, determines at least one second object in the global room, wherein the first object and the second object are players managed by different central servers; sends a first verification request to a second central server corresponding to each second object, and receives a verification result returned by the second central server based on the first verification request; and controls the first object and each second object to join the target scene when the verification results of each second object are all verified passed.

[0101] By applying this embodiment, by responding to an application request initiated by a first object in the global room, at least one second object in the global room is determined, and information of each player in the global room can be obtained on the first central server where the initiator of the target scene is located; by sending a first verification request to the second central server corresponding to each second object and receiving the returned verification result, the verification result of each object in the global room can be summarized and recorded on the first central server, so that each object can be verified before entering the target scene across servers; by controlling the first object and each second object to join the target scene when the verification results of each second object are all verified, each object in the global room can be controlled to join the target scene when all objects meet the requirements of the target scene, so that objects on different central servers can enter the target scene across servers and jointly perform tasks under the target scene, thereby realizing cross-server gameplay. See also Figure 3 , Figure 3 A flowchart of an object processing method applied to a second central server provided according to an embodiment of the present specification is shown, which specifically includes the following steps.

[0102] Step 302: Receive a first verification request for a second object sent by a first central server, wherein the second object is an object entering a global room corresponding to the first object, the global room is used to enter a target scene, the second object is managed by a second central server, and the first object and the second object are objects managed by different central servers.

[0103] Step 304: Send the first verification request to a second management server corresponding to the second object, wherein the second management server is a server managed by the second central server and logged in by the second object.

[0104] Step 306: Receive the verification result returned by the second management server in response to the first verification request, and send the verification result to the first central server.

[0105] According to an optional embodiment of the present specification, after the verification result is sent to the first central server, the following steps may also be included: Receive notification information sent by the target server corresponding to the target scenario; Acquire second object information of the second object from the second management server; The second object information is sent to the target server, so that the second object logs in to the target server from the second management server across servers.

[0106] Specifically, the notification information is sent by the target server to instruct the second central server to transmit the second object from the second management server to the target server across servers.

[0107] The second object information may be understood as the object information of the second object in the second management server. The object information may specifically include a player ID, player backpack data (such as coins, medicines), player equipment data (such as weapons), and the like.

[0108] By applying this embodiment, by receiving the notification information sent by the target server corresponding to the target scene; obtaining the second object information of the second object from the second management server; and sending the second object information to the target server, it is possible to enable the second object to log in to the target server across servers from the second management server, so that when the match is successful, the second object can enter the target server for cross-server gameplay.

[0109] According to another optional embodiment of the present specification, after sending the verification result to the first central server, the following steps may also be included: When the verification result of the second object is that the verification fails, receiving a prompt message sent by the first central server; The prompt information is sent to the second management server, wherein the prompt information is used to enable the second management server to prompt the second object to adjust to meet the preset requirements of the target scene.

[0110] Specifically, the prompt information can be used to instruct the second object to adjust its state according to the prompt information to meet the requirements of the target scene.

[0111] It should be noted that when the second management server receives the first verification request and verifies the buff information and restriction mark of the second object, the second management server can add the restriction mark corresponding to the target scene to the second object. If the second object fails the verification, the second management server can receive the prompt information sent by the second central server and roll back the restriction mark corresponding to the target scene on the second object, so that the second object can continue to execute the current gameplay until the current gameplay is completed, so that the state of the second object is adjusted to meet the requirements of the target scene.

[0112] By applying this embodiment, when the verification result of the second object is verification failure, a prompt message sent by the first central server is received; and the prompt message is sent to the second management server, when the player verification fails, the player can be prompted to adjust his own state to meet the requirements of the target scene, so that all players in the global room meet the requirements and all players can join the target scene together to play cross-server.

[0113] An embodiment of the present specification provides an object processing method, receiving a first verification request for a second object sent by a first central server, wherein the second object is a player entering a global room corresponding to the first object, the global room is used to enter a target scene, the second object is managed by a second central server, and the first object and the second object are players managed by different central servers; sending the first verification request to a second management server corresponding to the second object, wherein the second management server is a server managed by the second central server and logged in by the second object; receiving a verification result returned by the second management server for the first verification request, and sending the verification result to the first central server.

[0114] By applying this embodiment, by receiving a first verification request for a second object sent by a first central server, and sending the first verification request to a second management server corresponding to the second object, the second management server can be instructed to verify whether the second object meets the requirements of the target scene; by receiving the verification result returned by the second management server for the first verification request, and sending the verification result to the first central server, the verification result of the second object can be sent to the first central server, so that the verification result of each player can be summarized on the first central server, thereby realizing cross-server verification of the second object, realizing cross-server matching of the second object, and enabling the second object to perform cross-server gameplay with the first object.

[0115] Corresponding to the above method embodiment, this specification also provides an object processing device embodiment configured on a first central server, Figure 4 FIG. 1 shows a schematic diagram of the structure of an object processing device configured on a first central server provided by an embodiment of the present specification. Figure 4 As shown, the device comprises: Determination module 402: is configured to determine at least one second object in the global room in response to an application request for a target scene initiated by a first object in the global room, wherein the first object and the second object are objects managed by different central servers.

[0116] The first sending module 404 is configured to send a first verification request to the second central server corresponding to each second object, and receive a verification result returned by the second central server based on the first verification request.

[0117] The control module 406 is configured to control the first object and each second object to be added to the target scene when the verification results of each second object are all verified to be passed.

[0118] Optionally, the determination module 402 is further configured to: In response to an application request for a target scene initiated by the first object in the global room, a second verification request is sent to a first management server corresponding to the first object, wherein the first management server is a server managed by the first central server and logged in by the first object; receiving a verification result returned by the first management server in response to the second verification request; When the verification result of the first object is that the verification is passed, at least one second object in the global room is determined.

[0119] Optionally, the first sending module 404 is further configured to: Obtaining a total number of objects in a global room according to the first object and at least one second object; Determine whether the total number of objects meets the preset number of objects corresponding to the target scene; If they are consistent, a first verification request is sent to the second central server corresponding to each second object.

[0120] Optionally, the first sending module 404 is further configured to: According to each second object, construct a statistical table of verification results corresponding to the global room; Based on the verification result statistics table, sending a first verification request to the second central server corresponding to each second object; The verification results of each second object are recorded in the verification result statistics table.

[0121] Optionally, the control module 406 is further configured to: When the verification results of each second object are all verified, a matching request is sent to a target server corresponding to the target scene; Receiving notification information sent by the target server in response to the matching request, obtaining first object information of the first object from the first management server logged in by the first object, wherein the notification information is used to enable each central server to transmit the corresponding object to the target server across servers; The first object information is sent to the target server, so that the first object logs in to the target server from the first management server across servers.

[0122] Optionally, the object processing device further includes a prompt module configured to: When the verification result of the target second object is that the verification fails, obtaining prompt information corresponding to the verification result of the target second object; The prompt information is sent to the target second central server corresponding to the target second object, wherein the prompt information is used to instruct the target second object to adjust to meet the preset requirements of the target scene.

[0123] By applying this embodiment, by responding to an application request initiated by a first object in the global room, at least one second object in the global room is determined, and information of each player in the global room can be obtained on the first central server where the initiator of the target scene is located; by sending a first verification request to the second central server corresponding to each second object and receiving the returned verification result, the verification result of each player in the global room can be summarized and recorded on the first central server, so that when the player enters the target scene across servers, verification of each player can be achieved; by controlling the first object and each second object to join the target scene when the verification results of each second object are all verified, each player in the global room can be controlled to join the target scene when all players meet the requirements of the target scene, so that players on different central servers can enter the target scene across servers, thereby realizing cross-server gameplay.

[0124] The above is a schematic scheme of an object processing device configured on the first central server of this embodiment. It should be noted that the technical scheme of the object processing device and the technical scheme of the object processing method applied to the first central server belong to the same concept, and the details not described in detail in the technical scheme of the object processing device can be referred to the description of the technical scheme of the object processing method.

[0125] Corresponding to the above method embodiment, this specification also provides an object processing device embodiment configured on a second central server, Figure 5 FIG. 2 shows a schematic diagram of the structure of an object processing device configured on a second central server provided by an embodiment of the present specification. Figure 5 As shown, the device comprises: The first receiving module 502 is configured to receive a first verification request for a second object sent by the first central server, wherein the second object is an object entering a global room corresponding to the first object, the global room is used to enter a target scene, the second object is managed by the second central server, and the first object and the second object are objects managed by different central servers.

[0126] The second sending module 504 is configured to send the first verification request to a second management server corresponding to the second object, wherein the second management server is a server managed by the second central server and logged in by the second object.

[0127] The second receiving module 506 is configured to receive the verification result returned by the second management server in response to the first verification request, and send the verification result to the first central server.

[0128] Optionally, the second receiving module 506 is further configured to: Receive notification information sent by the target server corresponding to the target scenario; Acquire second object information of the second object from the second management server; The second object information is sent to the target server, so that the second object logs in to the target server from the second management server across servers.

[0129] Optionally, the second receiving module 506 is further configured to: When the verification result of the second object is that the verification fails, receiving a prompt message sent by the first central server; The prompt information is sent to the second management server, wherein the prompt information is used to enable the second management server to prompt the second object to adjust to meet the preset requirements of the target scene.

[0130] By applying this embodiment, by receiving a first verification request for a second object sent by a first central server, and sending the first verification request to a second management server corresponding to the second object, the second management server can be instructed to verify whether the second object meets the requirements of the target scene; by receiving the verification result returned by the second management server for the first verification request, and sending the verification result to the first central server, the verification result of the second object can be sent to the first central server, so that the verification result of each player can be summarized on the first central server, thereby realizing cross-server verification of the second object, realizing cross-server matching of the second object, and enabling the second object to perform cross-server gameplay with the first object.

[0131] The above is a schematic scheme of an object processing device configured on the second central server of this embodiment. It should be noted that the technical scheme of the object processing device and the technical scheme of the object processing method applied to the second central server belong to the same concept, and the details not described in detail in the technical scheme of the object processing device can be referred to the description of the technical scheme of the object processing method.

[0132] Figure 6 The block diagram of a computing device 600 according to an embodiment of the present specification is shown. The components of the computing device 600 include but are not limited to a memory 610 and a processor 620. The processor 620 is connected to the memory 610 via a bus 630, and the database 650 is used to store data.

[0133] The computing device 600 also includes an access device 640 that enables the computing device 600 to communicate via one or more networks 660. 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 640 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).

[0134] In one embodiment of the present specification, the above components of the computing device 600 and Figure 6 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 6 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.

[0135] The computing device 600 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 600 may also be a mobile or stationary server.

[0136] The processor 620 is used to execute the following computer executable instructions, which implement the steps of the above-mentioned object processing method when executed by the processor.

[0137] 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 object processing method described above are of 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 object processing method described above.

[0138] An embodiment of the present specification further provides a computer-readable storage medium storing computer-executable instructions, which can implement the steps of the above-mentioned object processing method when executed by a processor.

[0139] 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 object processing method described above are of 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 object processing method described above.

[0140] An embodiment of the present specification also provides a computer program product, including a computer program / instruction, which implements the steps of the above-mentioned object processing method when executed by a processor.

[0141] The above is a schematic scheme of a computer program product of this embodiment. It should be noted that the technical scheme of the computer program product and the technical scheme of the object processing method described above are of the same concept, and the details not described in detail in the technical scheme of the computer program product can be referred to the description of the technical scheme of the object processing method described above.

[0142] 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.

[0143] 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.

[0144] 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.

[0145] 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.

[0146] 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 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 understand and use this specification well. This specification is limited only by the claims and their full scope and equivalents.

Claims

1. An object processing method, characterized in that: Applied to the first central server, including: In response to an application request for a target scene initiated by a first object in a global room, determining at least one second object in the global room, wherein the first object and the second object are objects managed by different central servers; Sending a first verification request to a second central server corresponding to each second object, and receiving a verification result returned by the second central server based on the first verification request; When the verification results of the second objects are all verified to be passed, the first object and the second objects are controlled to be added to the target scene.

2. The method according to claim 1, characterized in that: The step of determining at least one second object in the global room in response to an application request for a target scene initiated by the first object in the global room includes: In response to an application request for a target scene initiated by a first object in a global room, a second verification request is sent to a first management server corresponding to the first object, wherein the first management server is a server managed by the first central server and logged in by the first object; receiving a verification result returned by the first management server in response to the second verification request; When the verification result of the first object is that the verification is passed, at least one second object in the global room is determined.

3. The method according to claim 1, characterized in that The sending a first verification request to the second central server corresponding to each second object includes: Obtaining a total number of objects in the global room according to the first object and the at least one second object; Determining whether the total number of objects meets the preset number of objects corresponding to the target scene; If they are consistent, a first verification request is sent to the second central server corresponding to each second object.

4. The method according to claim 3, characterized in that The sending a first verification request to the second central server corresponding to each second object includes: According to each of the second objects, construct a statistical table of verification results corresponding to the global room; Based on the verification result statistics table, sending a first verification request to the second central server corresponding to each second object; After receiving the verification result returned by the second central server based on the first verification request, the method further includes: The verification results of each second object are recorded in the verification result statistics table.

5. The method according to any one of claims 1 to 4, characterized in that: When the verification results of the second objects are all verified passed, controlling the first object and the second objects to join the target scene includes: When the verification results of the second objects are all verified, a matching request is sent to the target server corresponding to the target scene; receiving notification information sent by the target server in response to the matching request, and obtaining first object information of the first object from a first management server logged in by the first object, wherein the notification information is used to enable each central server to transmit the corresponding object to the target server across servers; The first object information is sent to the target server, so that the first object logs in to the target server from the first management server across servers.

6. The method according to claim 1, characterized in that After receiving the verification result returned by the second central server based on the first verification request, the method further includes: When the verification result of the target second object is that the verification fails, obtaining prompt information corresponding to the verification result of the target second object; The prompt information is sent to a target second central server corresponding to the target second object, wherein the prompt information is used to instruct the target second object to adjust to meet the preset requirements of the target scene.

7. An object processing method, characterized in that: Applied to the second central server, including: Receiving a first verification request for a second object sent by a first central server, wherein the second object is an object entering a global room corresponding to the first object, the global room is used to enter a target scene, the second object is managed by the second central server, and the first object and the second object are objects managed by different central servers; Sending the first verification request to a second management server corresponding to the second object, wherein the second management server is a server managed by the second central server and logged in by the second object; Receive the verification result returned by the second management server in response to the first verification request, and send the verification result to the first central server.

8. The method according to claim 7, characterized in that After sending the verification result to the first central server, the method further includes: Receiving notification information sent by a target server corresponding to the target scenario; Acquire second object information of the second object from the second management server; The second object information is sent to the target server, so that the second object logs in to the target server from the second management server across servers.

9. The method according to claim 7, characterized in that: After sending the verification result to the first central server, the method further includes: When the verification result of the second object is that the verification fails, receiving a prompt message sent by the first central server; The prompt information is sent to the second management server, wherein the prompt information is used to enable the second management server to prompt the second object to adjust to meet the preset requirements of the target scene.

10. A computing device, characterized in that include: Memory and processor; The memory is used to store computer programs / instructions, and the processor is used to execute the computer programs / instructions. When the computer programs / instructions are executed by the processor, the steps of the object processing method according to any one of claims 1 to 9 are implemented.

11. A computer-readable storage medium, characterized in that: It stores a computer program / instruction, which, when executed by a processor, implements the steps of the object processing method according to any one of claims 1 to 9.

12. A computer program product, characterized in that The invention comprises a computer program / instruction, which, when executed by a processor, implements the steps of the object processing method according to any one of claims 1 to 9.