Cross-server matching method and device in game, electronic equipment and storage medium
Through template development of the underlying general logic of cross-server matching gameplay, the differences in different developers' implementation of the same logic are solved, and code reuse and development efficiency are improved.
Patent Information
- Application Number
- CN202510452488.X
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-11
- Publication Date
- 2025-05-30
AI Technical Summary
When developing cross-server matching combat gameplay, due to inconsistent code writing by different developers, the same logic is implemented differently and difficult to reuse, which increases the development difficulty and cost.
Through template development of the underlying general logic of cross-server matching gameplay, code reuse is realized and testing and development efficiency is improved. The specific method includes pre-integrating common matching logic on the player server and the central server, receiving matching initiation requests, obtaining configuration attributes and capability attributes, and grouping matching on the central server.
It realizes efficient code reuse, reduces development difficulty and time, improves development and testing efficiency, and reduces costs.
Smart Images

Figure CN120053960A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of game technologies, and in particular, to a cross-server matching method, device, electronic device, and storage medium in a game. Background Art
[0002] For game products, due to the server capacity limit, players usually need to be divided into different player servers. To strengthen the communication between players in different player servers and improve the experience of high-combat-power players and the popularity of server gameplay, game products generally develop multiple cross-server matching battle gameplay.
[0003] In the related art, when developing cross-server matching battle gameplay, different developers usually write code according to their own levels, resulting in different implementations of the same logic for different gameplay, which is difficult to reuse. Summary of the Invention
[0004] In view of this, embodiments of this application provide a cross-server matching method, device, electronic device, and storage medium in a game, so as to realize code reuse and improve the efficiency of testing and development by templatizing the development of the underlying general logic of cross-server matching gameplay.
[0005] In a first aspect, embodiments of this application provide a cross-server matching method in a game, which is applied to any one of multiple player servers. A general matching logic of multiple game play is pre-integrated on each player server, and the execution steps of the general matching logic at least include:
[0006] Receiving a matching initiation request for a target game play among the multiple game play sent by a target game client under the any one player server;
[0007] Obtaining configuration attributes of a game account corresponding to the target game client in the target game play according to the matching initiation request;
[0008] If the configuration attributes meet the matching trigger condition of the target game play, obtaining the ability attributes of the game account;
[0009] Sending the ability attributes of the game account to a central server, so that the central server groups and matches multiple game accounts in the target game play according to the ability attributes of multiple game accounts under multiple player servers.
[0010] In a second aspect, embodiments of this application also provide a cross-server matching method in a game, which is applied to a central server. A general matching logic of multiple game play is pre-integrated on the central server, and the execution steps of the general matching logic at least include:
[0011] Receive the ability attributes of multiple game accounts sent by multiple player servers, where the multiple game accounts are respectively the players corresponding to the target game clients under the multiple player servers;
[0012] According to the ability attributes of the multiple game accounts, group and match the multiple game accounts under the target game play among the multiple game plays.
[0013] Thirdly, an embodiment of the present application further provides a cross-server matching device in a game, which is applied to any one of the multiple player servers. The device includes:
[0014] A receiving module, configured to receive a matching initiation request for a target game play among multiple game plays sent by a target game client under the any one player server;
[0015] An obtaining module, configured to obtain the configuration attributes of the game account corresponding to the target game client according to the matching initiation request;
[0016] The obtaining module is further configured to, if the configuration attributes meet the matching trigger condition of the target game play, obtain the ability attributes of the game account;
[0017] A sending module, configured to send the ability attributes of the game account to a central server, so that the central server groups and matches the multiple game accounts under the target game play according to the ability attributes of the multiple game accounts under the multiple player servers.
[0018] Fourthly, an embodiment of the present application further provides a cross-server matching device in a game, which is applied to a central server. The device includes:
[0019] A receiving module, configured to respectively receive the ability attributes of multiple game accounts sent by multiple player servers, where the multiple game accounts are respectively the players corresponding to the target game clients under the multiple player servers;
[0020] A processing module, configured to group and match the multiple game accounts under the target game play among multiple game plays according to the ability attributes of the multiple game accounts.
[0021] Fifthly, an embodiment of the present application further provides an electronic device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the electronic device runs, the processor communicates with the memory through the bus. The processor executes the machine-readable instructions to execute the method according to any item in the first aspect.
[0022] In a sixth aspect, an embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, it executes the method according to any one of the first aspect.
[0023] The present application provides a cross-server matching method, device, electronic device and storage medium in a game, which is applied to any one of multiple player servers. The method includes: receiving a matching initiation request for a target game play sent by a target game client under any one of the player servers, obtaining the configuration attributes of the game account corresponding to the target game client in the target game play according to the matching initiation request, if the configuration attributes meet the matching trigger condition of the target game play, obtaining the ability attributes of the game account, and sending the ability attributes of the game account to the central server, so that the central server groups and matches multiple game accounts under multiple player servers according to the ability attributes of the multiple game accounts in the target game play. The present application realizes code reuse and improves the efficiency of testing and development by templatizing the development of the underlying general logic of the cross-server matching play. BRIEF DESCRIPTION OF THE DRAWINGS
[0024] In order to more clearly illustrate the technical solutions of the embodiments of the present application, the following will briefly introduce the drawings required for the embodiments. It should be understood that the following drawings only show some embodiments of the present application, and therefore should not be regarded as limiting the scope. For those of ordinary skill in the art, other related drawings can be obtained based on these drawings without creative efforts.
[0025] Figure 1 Flow diagram of the cross-server matching method in the game provided by the embodiment of the present application Figure 1 ;
[0026] Figure 2 Flow diagram of the cross-server matching method in the game provided by the embodiment of the present application Figure 2 ;
[0027] Figure 3 Flow diagram of the cross-server matching method in the game provided by the embodiment of the present application Figure 3 ;
[0028] Figure 4 Flow diagram of the cross-server matching method in the game provided by the embodiment of the present application Figure 4 ;
[0029] Figure 5 Flow diagram of the cross-server matching method in the game provided by the embodiment of the present application Figure 5 ;
[0030] Figure 6Flow schematic of the cross-server matching method in the game provided by the embodiments of the present application Figure 6 ;
[0031] Figure 7 Flow schematic of the cross-server matching method in the game provided by the embodiments of the present application Figure 7 ;
[0032] Figure 8 Flow schematic of the cross-server matching method in the game provided by the embodiments of the present application Figure 8 ;
[0033] Figure 9 Flow schematic of the cross-server matching method in the game provided by the embodiments of the present application Figure 9 ;
[0034] Figure 10 Structural schematic of the cross-server matching device in the game provided by the embodiments of the present application Figure 1 ;
[0035] Figure 11 Structural schematic of the cross-server matching device in the game provided by the embodiments of the present application Figure 2 ;
[0036] Figure 12 Structural schematic diagram of the electronic device provided by the embodiments of the present application. Detailed implementation manners
[0037] To make the objectives, technical solutions, and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application. Apparently, the described embodiments are only some of the embodiments of the present application, rather than all of the embodiments. The components of the embodiments of the present application described and illustrated herein usually can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present application provided in the accompanying drawings is not intended to limit the scope of the present application required to be protected, but merely represents selected embodiments of the present application. All other embodiments obtained by those skilled in the art based on the embodiments of the present application without creative efforts fall within the scope of protection of the present application.
[0038] When developing the cross-server matching combat gameplay, different developers write code according to their own levels, resulting in a great increase in the development difficulty of the cross-server gameplay, bringing more development work to data consistency, debugging, and testing, consuming more costs of developers. Among them, different developers have different implementations for the same logic of different gameplay, the code quality is uneven, the code is repetitive and redundant, difficult to reuse, and interface test code needs to be written separately for testing different gameplay.
[0039] Based on this, for multiple cross-server matching gameplay, this application develops the underlying general logic of cross-server matching gameplay through templatization, realizes code reuse, reduces development difficulty and development time, improves development and testing efficiency, and achieves cost reduction and efficiency improvement.
[0040] Before introducing the solution of this application, the nouns involved are first explained:
[0041] Templatization: In game development, code is split into different parts according to the implemented functional requirements, and different parts of the code can achieve code coverage and reuse through function overloading, inheritance, etc.
[0042] Player server (player service): The server where players in the same service are located. A game product usually has many player servers.
[0043] Central server (central service): It can communicate with different player servers, acting as an intermediary and coordinator. The matching, preparation logic, etc. of the cross-server matching battle gameplay are processed in the central server.
[0044] Figure 1 Flow schematic of the cross-server matching method in the game provided by the embodiment of this application Figure 1 , the execution subject of this embodiment can be any one of multiple player servers, and the general matching logic of multiple game playstyles is pre-integrated on each player server.
[0045] As Figure 1 shown, the execution steps of the general matching logic at least include:
[0046] S101. Receive a matching initiation request sent by a target game client under any one player server for a target game gameplay among multiple game playstyles.
[0047] In the game, different game clients can usually be divided into different player servers. For example, game clients in the same geographical location are divided into the same player server, and game clients corresponding to the same player level or rank are divided into the same player server.
[0048] The target game client is any game client divided under any one player server. Among them, the player logs in to the target game client with a game account to run the game software and display the graphical user interface, which includes: a matching control. The player clicks the matching control to generate a matching initiation request and sends it to any one player server through the target game client.
[0049] Among them, the matching initiation request is used to request to match teammates and opponents for the player corresponding to the target game client, and the target game gameplay is any one of multiple game playstyles.
[0050] S102. Initiate a request based on the match and obtain the configuration attributes of the game account corresponding to the target game client under the target game play.
[0051] Among them, the game account corresponding to the target game client refers to the game account logged in to the target game client. The match initiation request may include: the configuration attributes of the game account under the target game play. After receiving the match initiation request, the configuration attributes of the game account under the target game play can be extracted from the match initiation request. The configuration attributes may include at least one of level, remaining battle times, and number of team members.
[0052] Level is an indicator to measure the experience and progress of the game account in the game, and is usually improved by obtaining experience points through ways such as players completing tasks, defeating enemies, and participating in activities.
[0053] The remaining battle times refer to the number of battle times that the game account can participate in under the target game play. The battle times of the game account may be limited under the target game play to increase the challenge and strategy of the game. For example, under the target game play, the game account has 5 battle times. After the remaining battle times are 0, specific tasks can be completed to reward additional battle times.
[0054] The number of team members refers to the number of team members selected by the player under the game account. For example, 5V5 and 3V3 respectively mean matching 4 teammates for the game account and correspondingly matching 5 game accounts to form an opponent team, and matching 2 teammates for the game account and correspondingly matching 3 game accounts to form an opponent team.
[0055] In some embodiments, the graphical user interface includes: a plurality of battle mode controls. The battle modes may include, for example, 5V5 and 3V3. After the player clicks the corresponding battle mode control and the match control, a match initiation request is generated to request to match teammates and opponents for the game account based on the battle mode.
[0056] S103. If the configuration attributes meet the match trigger conditions of the target game play, obtain the ability attributes of the game account.
[0057] Judge whether the configuration attributes meet the match trigger conditions of the target game play. Among them, the match trigger conditions are the trigger conditions for matching the game account under the target game play. If the configuration attributes meet the match trigger conditions, obtain the ability attributes of the game account. The ability attributes are used to indicate the ability of the player under the game account, and may include, for example, the player's combat power, occupation, rank, etc.
[0058] Among them, combat power refers to the combat ability, for example, health points, attack power, defense power, equipment level, etc. The class refers to the character class of the virtual character selected by the player under the game account, for example, mage, assassin, priest, etc. The rank refers to the ranking of the player's competitive level under the game account, which is usually determined through a matching mechanism. In competitive games, players continuously participate in battles and gradually increase or decrease their ranks according to the win-loss relationship.
[0059] For example, the configured attributes include level, remaining combat times, and number of team members. If the level meets the requirement of the target game play for the level, the remaining combat times meet the requirement of the target game play for the remaining combat times, and the number of team members meets the requirement of the target game play for the number of team members, then it is determined that the configured attributes meet the matching trigger condition of the target game play. If any of the above does not meet the requirement, it is determined that the configured attributes do not meet the matching trigger condition of the target game play.
[0060] S104. Send the ability attributes of the game account to the central server so that the central server can group and match multiple game accounts under the target game play according to the ability attributes of multiple game accounts on multiple player servers.
[0061] Among them, the multiple game accounts on multiple player servers refer to the game accounts corresponding to multiple target game clients on multiple player servers.
[0062] Send the ability attributes of the game account to the central server. The central server groups and matches multiple game accounts under the target game play according to the ability attributes of multiple game accounts on multiple player servers. Grouping and matching means that according to the ability attributes, game accounts with similar abilities are assigned to the same group, and game accounts with large differences in abilities are assigned to different groups. For example, multiple game accounts are grouped according to different combat powers, classes, ranks, etc. Game accounts can only be matched with those in the same group, and game accounts in different groups cannot be matched together.
[0063] Among them, the central server can also perform team matching within the same group. For example, match two teams within the same group, or match multiple teams within the same group. Among them, one team refers to one camp, indicating that two teams fight against each other, and multiple teams refer to multiple camps, indicating that multiple teams fight against each other.
[0064] In some embodiments, if the grouping and matching is successful, the central server can also return an indication message of successful matching to the target game client through any one player server, and any one player server can also update the player to the matched state.
[0065] In this embodiment, for multiple cross-server matching gameplay, the underlying general logic of cross-server matching gameplay is developed in a templated manner to achieve code reuse, reduce development difficulty and time, improve development and testing efficiency, and achieve cost reduction and efficiency improvement.
[0066] Figure 2 Schematic flow of the cross-server matching method in the game provided by the embodiment of the present application Figure 2 , as Figure 2 shown, in an alternative embodiment, a general matching cancellation logic for multiple gameplays is pre-integrated on each player server, and the execution logic of the general matching cancellation logic at least includes:
[0067] S201. Obtain a matching cancellation request for the game account.
[0068] Wherein, the matching cancellation request is used to request cancellation of the grouped matching of the game account and update the game account from the matched state to the unmatched state.
[0069] In an alternative embodiment, receive a matching cancellation request sent by the target game client.
[0070] When the grouped matching is completed or in progress, the player can input a matching cancellation request through the target client. Among them, the graphical user interface provided by the target client may include: a matching cancellation control. The player clicks the matching cancellation control to generate a matching cancellation request and sends it to any one of the player servers through the target game client.
[0071] In an alternative embodiment, the above step S201, obtaining a matching cancellation request for the game account, includes:
[0072] If the game account is matched to a virtual team, obtain the status information of other game accounts in the virtual team;
[0073] If the status information indicates that other game accounts have exited the virtual team, generate a matching cancellation request.
[0074] When the grouped matching is completed or in progress, if the game account is matched to a virtual team, monitor the status information of other game accounts in the virtual team. If the status information of other game accounts indicates that other game accounts have exited the virtual team, generate a matching cancellation request. Among them, other game accounts are game accounts other than this game account in the virtual team.
[0075] For example, the target gameplay only allows 5V5 battles. By monitoring the virtual team where the game account is located, if someone quits the team within the virtual team where the game account is located, the target gameplay is not satisfied, and this match needs to be cancelled. That is to say, the central server disbands the virtual team where the game account is located, and any player server updates all game accounts within the virtual team to the unmatched state.
[0076] It should be noted that the withdrawal of other game accounts from the virtual team means that the player, for reasons such as not wanting to continue playing the game or not wanting to play the current game mode under other game accounts, initiates a withdrawal request to any player server through the corresponding target game client. Any player server responds to this withdrawal request, removes the other game accounts from the virtual team, and records the status information of the other game accounts as withdrawn from the virtual team. Among them, this withdrawal request can be generated based on a trigger operation input for the withdrawal team control or leave game control in the graphical user interface.
[0077] In this embodiment, by generating a match cancellation request through the target game client as a way for the player to actively cancel the match, and other game accounts within the virtual team withdraw from the virtual team and generate a match cancellation request as a way for the player to passively cancel the match, flexible cancellation of grouped matching is achieved.
[0078] S202. Forward the match cancellation request to the central server so that the central server cancels the grouped matching for the game account.
[0079] Any player server forwards this match cancellation request to the central server. The central server responds to this match cancellation request and cancels the grouped matching for this game account. That is to say, the central server disbands the virtual team that has been grouped and matched for this player, and the corresponding player server can also update this player to the unmatched state. Or, remove this game account from the already assigned virtual team, and try to re-match new game accounts to join this team for this virtual team, and the corresponding player server can also update all game accounts to the unmatched state.
[0080] S203. Receive the match cancellation information for the game account sent by the central server and synchronize it to the target game client.
[0081] After the central server cancels the grouped matching for the game account, it can send a match cancellation message for this player to any player server. Any player server can synchronize this match cancellation message to the target game client so that the player can timely learn that the grouped matching for this game account has been cancelled.
[0082] In this embodiment, for canceling grouped matching in cross-server gameplay, players can also flexibly cancel grouped matching according to actual needs, thereby implementing the underlying general logic of canceling grouped matching, achieving code reuse, and improving the efficiency of testing and development.
[0083] Figure 3 Schematic flow of the cross-server matching method in the game provided by the embodiment of the present application Figure 3 , as Figure 3 shown, in an optional implementation manner, a general preparation logic for multiple game playstyles is pre-integrated on each player server, and the execution steps of the general preparation logic at least include:
[0084] S301. Receive the grouped matching result sent by the central server.
[0085] S302. If the grouped matching result indicates a successful match, create a game preparation scenario.
[0086] S303. Obtain and synchronize the scenario data of the game preparation scenario to the target game client, so that the target game client renders the game preparation scenario and receives game preparation operations input based on the game preparation scenario.
[0087] After the assignment matching is completed, the central server sends the grouped matching result to any one player server. If the assignment matching result indicates a successful match, any one player server creates a game preparation scenario, obtains the scenario data of the game preparation scenario, and synchronizes it to the target game client.
[0088] The target game client renders and displays the game preparation scenario according to the scenario data of the game preparation scenario. Players can input game preparation operations through the target game client based on the game preparation scenario. Among them, the game preparation operations can include, for example, game lineup adjustment operations, skill selection operations, etc. The game lineup adjustment operation refers to adjusting the player's appearance order, selecting the player's equipment, carrying different summoned beasts, etc. The skill selection operation refers to the skills equipped by the player for the character during the preparation stage, such as attack skills, defense skills, and auxiliary skills.
[0089] In some embodiments, after the grouped matching is successful, the central server can allocate a scenario ID (iAcrossX scenario ID), notify the player server of the virtual team where the game account is located to create scenarios corresponding to scenario IDs such as iLocalX1 and iLocalXn. In this way, the central server can establish the correspondence between the iAcrossX scenario ID and the iLocalX1 and iLocalXn scenario IDs. Among them, the scenario ID allocated by the central server only serves for data management and has a one-to-many relationship with the scenario IDs created by the player server.
[0090] That is to say, after the group matching is successful, all players in the virtual team are teleported to a scene (game preparation scene) to perform preparation operations such as lineup adjustment and skill selection.
[0091] S304. Receive the preparation information corresponding to the game preparation operation sent by the target game client and forward it to the central server, so that the central server synchronizes the preparation information to the game clients corresponding to the group matching.
[0092] The preparation information corresponding to the game preparation operation may include game lineup information, skill information selected by the player, etc. After the player inputs the game preparation operation based on the game preparation scene, the preparation information corresponding to the game preparation operation can be sent to any player server. The player server receives the preparation information and forwards it to the central server, and the central server synchronizes the preparation information to the game clients corresponding to the allocation matching.
[0093] Among them, the game clients corresponding to the allocation matching refer to the game clients corresponding to all game accounts in the virtual team determined by the group matching. That is to say, the preparation information of each player is defined as the information to be broadcast and synchronized to all players in the virtual team. The number of virtual teams here includes but is not limited to one.
[0094] In this embodiment, after the group matching of the game accounts is successful, the player can also input the game preparation operation based on the game preparation scene and synchronize the preparation information corresponding to the game preparation operation to the corresponding game client, thereby providing the underlying general logic for the game preparation in the cross-server gameplay, realizing code reuse, and improving the efficiency of testing and development. And it can enable the players corresponding to other game accounts to timely learn the preparation information of the player, enhancing the fun of the game.
[0095] In an optional implementation manner, multiple general combat logics of game play are pre-integrated on each player server, and the execution steps of the general combat logic at least include:
[0096] In response to a combat trigger event for the target game play, send configuration attributes to the central server, so that the central server sends the configuration attributes and preparation information to the combat server to create a game combat scene, and synchronize the scene data of the game combat scene to the game clients corresponding to the group matching for rendering the game combat scene.
[0097] Among them, the combat trigger event is used to trigger the combat for the target game play. The central server pre-sets a preparation time, and after the preparation time ends, the combat trigger event for the target game play can be triggered, and any player server can send configuration attributes to the central server. Or, the player clicks the combat start control through the target game client to trigger the combat trigger event for the target game play.
[0098] In response to the combat trigger event, configuration attributes are sent to the central server, and the central server sends the configuration attributes and the pre-battle information to the combat server. The combat server creates a game combat scenario corresponding to the target gameplay, and saves the configuration attributes and the pre-battle information for game combat interaction. The combat server also obtains the scenario data of the game combat scenario and synchronizes it to the game client corresponding to the assigned match for rendering the game combat scenario.
[0099] Among them, the combat server is a game server that conducts battles for all game accounts within a virtual team grouped for matching. Players can conduct game battles through this game combat scenario and upload combat data to the combat server.
[0100] It should be noted that after the battle is initiated, the game pre-battle scenario is no longer needed. The central server can also notify the corresponding player server to destroy the game pre-battle scenario and clear the scenario data on the central server (the above scenario correspondence).
[0101] In this embodiment, a general underlying logic is provided for game battles in cross-server gameplay, realizing code reuse and improving the efficiency of testing and development.
[0102] Figure 4 Flow schematic of the cross-server matching method in the game provided by the embodiment of the present application Figure 4 , such as Figure 4 shown, in an optional implementation manner, before step S101 of receiving a matching initiation request for a target gameplay sent by a target game client under any player server, the execution steps of the general matching logic further include:
[0103] S401: Receive the gameplay status information of the target gameplay sent by the central server.
[0104] Among them, the gameplay status information of the target gameplay is used to indicate whether the target gameplay is enabled. The gameplay status information of the target gameplay is saved in the central server, and the central server synchronizes this gameplay status information to multiple player servers.
[0105] S402: If the gameplay status information indicates that the target gameplay is in an enabled state, send the gameplay operation information of the target gameplay to each game client under any player server, so that each game client under any player server displays the gameplay operation information and the matching control.
[0106] If the gameplay status information indicates that the target gameplay is in an enabled state, any player server sends the gameplay operation information of the target gameplay to each game client under any player server, and each game client under any player server displays the gameplay operation information and the matching control.
[0107] Among them, the gameplay operation information may include the duration of the target gameplay, the gameplay objective, etc. The duration of the target gameplay may include the start time and the end time of the target gameplay. The gameplay objective may be, for example, to fight for resources. By displaying the gameplay operation on the game client, it is convenient for players to know the operation information of the target gameplay, so as to better perform game operations under the target gameplay.
[0108] In some embodiments, any one player server may also send the gameplay status information of the target gameplay to each game client under any one player server, so that players can know whether the target gameplay is currently open or closed.
[0109] The above step S201, receiving a matching initiation request for the target gameplay sent by the target game client under any one player server, includes:
[0110] S403. Receive the matching initiation request sent by the target game client based on the matching control.
[0111] The player clicks the matching control to generate a matching initiation request, and sends the matching initiation request to any one player server through the target client.
[0112] In this embodiment, for the gameplay switch in the cross-server gameplay, the underlying general logic is provided to achieve code reuse and improve the efficiency of testing and development.
[0113] Figure 5 Flow schematic of the cross-server matching method in the game provided by the embodiments of the present application Figure 5 , such as Figure 5 shown, in an optional implementation manner, the above step S402, sending the gameplay operation information of the target gameplay to each game client under any one player server, may include:
[0114] S501. Obtain the level information and / or the server opening time of any one player server.
[0115] After receiving the gameplay status information of the target gameplay sent by the central server, any one player server obtains the level information and / or the server opening time of the any one player server.
[0116] S502. According to the level information and / or the server opening time, determine whether any one player server meets the gameplay opening conditions of the target gameplay.
[0117] Among them, the gameplay opening conditions of the target gameplay may include that the level information exceeds the preset level information and / or the server opening time exceeds the preset duration.
[0118] The level information is used to indicate the level or hierarchy of the player server, and the server opening time is used to indicate the time point when the player server starts to be open to the public.
[0119] Any player server determines whether it meets the gameplay opening conditions of the target gameplay according to its own level information and / or server opening time. If its own level information exceeds the preset level information and / or the server opening time exceeds the preset duration, it is determined that any player server meets the gameplay opening conditions of the target gameplay. That is, the target gameplay is open on any player server. Otherwise, it does not meet the gameplay opening conditions of the target gameplay. That is, the target gameplay is not open on any player server.
[0120] S503: If any player server meets the gameplay opening conditions, send gameplay operation information to each game client under any player server.
[0121] If any player server meets the gameplay opening conditions, it means that the target gameplay is open on any player server, and then send gameplay operation information to each game client under any player server.
[0122] In this embodiment, by judging the level information and / or server opening time of the player server, it is determined whether the target gameplay is open on the player server, thereby providing the underlying general logic for the gameplay switch in the cross-server gameplay, realizing code reuse, and improving the efficiency of testing and development.
[0123] Figure 6 Schematic flow of the cross-server matching method in the game provided by the embodiment of the present application Figure 6 , such as Figure 6 shown. In an alternative embodiment, step S402 above, sending gameplay operation information of the target gameplay to each game client under any player server may include:
[0124] S601: Determine candidate game clients from each game client under any player server according to the status information and / or level information of the game accounts corresponding to each game client under any player server.
[0125] S602: Send gameplay operation information to the candidate game clients.
[0126] Among them, the status information of the game account is used to indicate whether the game account is online. Obtain the status information and / or level information of the game accounts corresponding to each game client under any player server, and determine candidate clients from each game client under any player server, where the game accounts corresponding to the candidate clients are online and the levels exceed the preset player levels.
[0127] Any one player server sends gameplay operation information to the candidate game client. That is to say, the player server synchronizes the gameplay operation information to the online game accounts that meet the gameplay requirements, and makes the candidate game client display the gameplay operation information and matching controls.
[0128] In some embodiments, when the central server and the player server are disconnected and reconnected due to network fluctuations, the central server can also synchronize the gameplay operation information to the candidate game client.
[0129] Figure 7 Flow schematic of the cross-server matching method in the game provided by the embodiments of the present application Figure 7 , such as Figure 7 shown, the execution subject of this embodiment can be the central server, and the central server is pre-integrated with the general matching logic of multiple gameplays.
[0130] Such as Figure 7 shown, the execution steps of the general matching logic at least include:
[0131] S701. Receive the ability attributes of multiple game accounts sent by multiple player servers respectively.
[0132] S702. Group and match the multiple game accounts under the target gameplay among the multiple gameplays according to the ability attributes of the multiple game accounts.
[0133] The multiple players are respectively the players corresponding to the target game clients under the multiple player servers.
[0134] When each player server determines that the configuration attributes of each game account meet the matching trigger conditions of the target gameplay, it sends the ability attributes of the corresponding game account to the central server. The central server groups and matches the multiple game accounts under the target gameplay among the multiple gameplays, so as to assign the game accounts with similar abilities to the same group and the game accounts with large differences in abilities to different groups. Among them, team matching can also be performed within the same group to match multiple teams.
[0135] In an alternative implementation manner, the above step S802, grouping and matching the multiple game accounts under the target gameplay among the multiple gameplays according to the ability attributes of the multiple game accounts, includes:
[0136] Adding the multiple game accounts to a preset matching pool;
[0137] Grouping and matching the multiple game accounts in the preset matching pool under the target gameplay according to the ability attributes of the multiple game accounts.
[0138] The central server adds multiple game accounts to a preset matching pool, and groups and matches the multiple game accounts in the preset matching pool under the target game play according to the ability attributes of the multiple game accounts. If the matching is successful, the player server can also update the corresponding player to the matched state.
[0139] In this embodiment, for multiple cross-server matching game plays, the underlying general logic of the cross-server matching game play is developed in a templated manner to achieve code reuse, reduce the development difficulty and development time, improve the development and testing efficiency, and achieve cost reduction and efficiency improvement.
[0140] Figure 8 Flow schematic of the cross-server matching method in the game provided by the embodiment of the present application Figure 8 , such as Figure 8 shown, in an alternative embodiment, the method may further include:
[0141] S801. Receive a matching cancellation request for a game account sent by the player server.
[0142] S802. Cancel the grouped matching of the game account.
[0143] When the grouped matching is completed or in progress, the player corresponding to the game account can input a matching cancellation request through the target client, or other game accounts exit the virtual team where the game account is located. Then the player server sends a matching cancellation request for the game account to the central server. The central server responds to the matching cancellation request and removes the game account from the preset matching pool to cancel the grouped matching of the game account. Among them, the player server can also update the player to the unmatched state.
[0144] In some embodiments, all game accounts in the virtual team where the game account is located can also be removed from the preset matching pool, and the corresponding player server updates the corresponding game accounts to the unmatched state.
[0145] Figure 9 Flow schematic of the cross-server matching method in the game provided by the embodiment of the present application Figure 9 , such as Figure 9 shown, in an alternative embodiment, the general settlement logic of multiple game plays is pre-integrated on the central server. The execution steps of the general settlement logic at least include:
[0146] S901. After the battle ends, receive the battle result of the game account in the game battle scene sent by the battle server.
[0147] After the battle ends, the battle server obtains the battle result of the game account in the game battle scene and sends the battle result to the central server. Among them, the battle result can be the number of kills, deaths, assists, damage dealt, damage received, etc. of the player in the game battle scene.
[0148] S902. Perform battle settlement based on the battle result to obtain a settlement result, so that when an access request for the settlement result is initiated on the target game client, the settlement result can be synchronized to the target game client through the corresponding player server.
[0149] The central server performs battle settlement based on the battle result to obtain a settlement result, which can be a leaderboard, such as a score leaderboard, a win streak leaderboard, etc.
[0150] When the player initiates an access request for the settlement result through the target game client, the settlement result is synchronized to the target game client through the corresponding player server. Among them, the target game client can provide an access entry for the settlement result, and an access request for the settlement result can be generated through this access entry.
[0151] In some embodiments, when the target game play is started and stopped, the central server and the play server can also set callback functions respectively to execute the unique requirements of the target game play. For example, when the target game play is started and stopped, the play server sends a world announcement to notify players, and when the target game play is stopped, the central server settles the rewards of the leaderboard, etc., so as to take into account the unique requirements between multiple plays.
[0152] It should be noted that for the specific implementation principle of the steps executed by the central server, reference can be made to the above related embodiments, and details will not be elaborated here.
[0153] In this embodiment, for the battle settlement in the cross-server play, a bottom-layer general logic is provided to achieve code reuse and improve the efficiency of testing and development.
[0154] Figure 10 The structural schematic of the cross-server matching device in the game provided by the embodiment of the present application Figure 1 This device can be integrated into any one of multiple player servers. A general matching logic for multiple game plays is pre-integrated on each player server.
[0155] Such as Figure 10 shown, this device can include:
[0156] A receiving module 1001, configured to receive a matching initiation request for a target game play among multiple game plays sent by a target game client under any one player server;
[0157] The obtaining module 1002 is configured to initiate a request according to a match and obtain the configuration attributes of the game account corresponding to the target game client;
[0158] The obtaining module 1002 is further configured to obtain the ability attributes of the game account if the configuration attributes meet the matching trigger conditions of the target game play;
[0159] The sending module 1003 is configured to send the ability attributes of the game account to the central server, so that the central server performs group matching on multiple game accounts under the target game play according to the ability attributes of multiple game accounts under multiple player servers.
[0160] In an optional implementation manner, the obtaining module 1002 is further configured to:
[0161] Obtain a matching cancellation request for the game account;
[0162] The sending module 1003 is further configured to forward the matching cancellation request to the central server, so that the central server cancels the group matching for the game account;
[0163] The receiving module 1001 is further configured to receive the matching cancellation information sent by the central server for the game account and synchronize it to the target game client.
[0164] In an optional implementation manner, the obtaining module 1002 is specifically configured to:
[0165] Receive the matching cancellation request sent by the target game client.
[0166] In an optional implementation manner, the obtaining module 1002 is specifically configured to:
[0167] If the game account is matched to a virtual team, obtain the status information of other game accounts in the virtual team;
[0168] If the status information indicates that other game accounts have exited the virtual team, generate a matching cancellation request.
[0169] In an optional implementation manner, the receiving module 1001 is further configured to:
[0170] Receive the group matching result sent by the central server;
[0171] The processing module 1004 is configured to create a game preparation scenario if the group matching result indicates a successful match;
[0172] The obtaining module 1002 is further configured to obtain and synchronize the scenario data of the game preparation scenario to the target game client, so that the target game client renders the game preparation scenario and receives the game preparation operations input based on the game preparation scenario;
[0173] The receiving module 1001 is further configured to receive the preparation information corresponding to the game preparation operation sent by the target game client and forward it to the central server, so that the central server synchronizes the preparation information to the game clients corresponding to the grouped matching.
[0174] In an optional implementation manner, the sending module 1003 is further configured to:
[0175] In response to a battle trigger event for the target game play, send configuration attributes to the central server, so that the central server sends the configuration attributes and the preparation information to the battle server to create a game battle scene, and synchronize the scene data of the game battle scene to the game clients corresponding to the grouped matching for rendering the game battle scene.
[0176] In an optional implementation manner, the receiving module 1001 is further configured to:
[0177] Receive the play status information of the target game play sent by the central server;
[0178] The sending module 1003 is further configured to, if the play status information indicates that the target game play is in an open state, send the play operation information of the target game play to the game clients under any one player server, so that the game clients under any one player server display the play operation information and the matching control.
[0179] The receiving module 1001 is specifically configured to:
[0180] Receive the matching initiation request sent by the target game client based on the matching control.
[0181] In an optional implementation manner, the sending module 1003 is specifically configured to:
[0182] Obtain the level information and / or the opening time of any one player server;
[0183] Judge whether any one player server meets the play opening conditions of the target game play according to the level information and / or the opening time;
[0184] If any one player server meets the play opening conditions, send the play operation information to the game clients under any one player server.
[0185] In an optional implementation manner, the sending module 1003 is specifically configured to:
[0186] Determine candidate game clients from the game clients under any one player server according to the status information and / or the level information of the game accounts corresponding to the game clients under any one player server;
[0187] Send gameplay operation information to the candidate game client.
[0188] In this embodiment, for multiple cross-server matching gameplay, the underlying general logic of the cross-server matching gameplay is developed through templatization to achieve code reuse, reduce the development difficulty and time, improve the development and testing efficiency, and achieve cost reduction and efficiency improvement.
[0189] Figure 11 Structural schematic of the cross-server matching device in the game provided by the embodiment of the present application Figure 2 This device can be integrated into the central server.
[0190] Such as Figure 11 As shown, this device may include:
[0191] A receiving module 1101, configured to respectively receive the ability attributes of multiple game accounts sent by multiple player servers, where the multiple players are the players corresponding to the target game clients under the multiple player servers;
[0192] A processing module 1102, configured to group and match the multiple game accounts under the target game gameplay according to the ability attributes of the multiple game accounts.
[0193] In an optional implementation manner, the processing module 1102 is specifically configured to:
[0194] Add the multiple game accounts to a preset matching pool;
[0195] Group and match the multiple game accounts in the preset matching pool under the target game gameplay according to the ability attributes of the multiple game accounts.
[0196] In an optional implementation manner, the receiving module 1101 is further configured to:
[0197] Receive a matching cancellation request for a game account sent by the player server;
[0198] A cancellation module, configured to cancel the grouping and matching of the game account.
[0199] In an optional implementation manner, the processing module 1102 is specifically configured to:
[0200] Remove the game account from the preset matching pool.
[0201] In an optional implementation manner, the receiving module 1101 is further configured to:
[0202] After the battle ends, receive the battle result of the game account in the game battle scene sent by the battle server;
[0203] The processing module 1102 is further used to perform battle settlement according to the battle result and obtain the settlement result, so that when the target game client initiates an access request for the settlement result, the settlement result is synchronized to the target game client through the corresponding player server.
[0204] In this embodiment, the underlying common logic of cross-server matching gameplay is developed through templates to achieve code reuse and improve the efficiency of testing and development.
[0205] Figure 12 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. The device can be implemented by any of the above-mentioned player servers or central servers.
[0206] like Figure 6 As shown, the device may include: a processor 1201, a memory 1202 and a bus 1203, the memory 1202 stores machine-readable instructions executable by the processor 1201, when the electronic device is running, the processor 1201 communicates with the memory 1202 through the bus 1203, and the processor 1201 executes the machine-readable instructions to perform the following steps:
[0207] Receive a match initiation request for a target game mode sent by a target game client under any player server;
[0208] According to the match initiation request, obtain the configuration attributes of the game account corresponding to the target game client under the target game mode among multiple game modes;
[0209] If the configuration attributes meet the match triggering conditions of the target game play, the ability attributes of the game account are obtained;
[0210] The capability attributes of the game accounts are sent to the central server, so that the central server groups and matches the multiple game accounts under the target game play according to the capability attributes of the multiple game accounts under the multiple player servers.
[0211] In an optional embodiment, the method further comprises:
[0212] Get the match cancellation request for the game account;
[0213] Forwarding the match cancellation request to the central server so that the central server cancels the group matching of the game accounts;
[0214] Receive the match cancellation information for the game account sent by the central server and synchronize it to the target game client.
[0215] In an optional implementation, obtaining a match cancellation request for a game account includes:
[0216] Receive a match cancellation request sent by the target game client.
[0217] In an optional implementation, obtaining a match cancellation request for a game account includes:
[0218] If the game account is matched to a virtual team, obtain the status information of other game accounts within the virtual team;
[0219] If the status information indicates that other game accounts have exited the virtual team, generate a match cancellation request.
[0220] In an optional implementation, the method further includes:
[0221] Receive the grouped match result sent by the central server;
[0222] If the grouped match result indicates a successful match, create a game preparation scenario;
[0223] Obtain and synchronize the scenario data of the game preparation scenario to the target game client, so that the target game client renders the game preparation scenario and receives game preparation operations input based on the game preparation scenario;
[0224] Receive the preparation information corresponding to the game preparation operation sent by the target game client and forward it to the central server, so that the central server synchronizes the preparation information to the game clients corresponding to the grouped match.
[0225] In an optional implementation, the method further includes:
[0226] In response to a battle trigger event for the target game play, send configuration attributes to the central server, so that the central server sends the configuration attributes and preparation information to the battle server to create a game battle scenario, and synchronize the scenario data of the game battle scenario to the game clients corresponding to the grouped match for rendering the game battle scenario.
[0227] In an optional implementation, before receiving a match initiation request for the target game play sent by the target game client under any one player server, the method further includes:
[0228] Receive the play status information of the target game play sent by the central server;
[0229] If the play status information indicates that the target game play is in an open state, send the play operation information of the target game play to each game client under any one player server, so that each game client under any one player server displays the play operation information and match controls;
[0230] Receive a matching initiation request for a target game play sent by a target game client under any player server, including:
[0231] Receive a matching initiation request sent by the target game client based on a matching control.
[0232] In an optional implementation, send play operation information of the target game play to each game client under any player server, including:
[0233] Obtain the level information and / or the server opening time of any player server;
[0234] Judge whether any player server meets the play opening condition of the target game play according to the level information and / or the server opening time;
[0235] If any player server meets the play opening condition, send play operation information to each game client under any player server.
[0236] In an optional implementation, send play operation information of the target game play to each game client under any player server, including:
[0237] Determine candidate game clients from each game client under any player server according to the status information and / or level information of the game accounts corresponding to each game client under any player server;
[0238] Send play operation information to the candidate game clients.
[0239] Or, perform the following steps:
[0240] Receive the ability attributes of multiple game accounts sent by multiple player servers respectively, where the multiple players are the players corresponding to the target game clients under the multiple player servers;
[0241] Group and match the multiple game accounts under the target game play among the multiple game plays according to the ability attributes of the multiple game accounts.
[0242] In an optional implementation, group and match the multiple game accounts under the target game play among the multiple game plays according to the ability attributes of the multiple game accounts, including:
[0243] Add the multiple game accounts to a preset matching pool;
[0244] Group and match the multiple game accounts in the preset matching pool under the target game play according to the ability attributes of the multiple game accounts.
[0245] In an optional implementation, the method further includes:
[0246] Receive a matching cancellation request for a game account sent by a player server;
[0247] Cancel the grouped matching for the game account.
[0248] In an optional embodiment, canceling the grouped matching for the game account includes:
[0249] Remove the game account from the preset matching pool.
[0250] In an optional embodiment, the method further includes:
[0251] After the battle ends, receive the battle result of the game account in the game battle scene sent by the battle server;
[0252] Perform battle settlement according to the battle result to obtain a settlement result, so that when an access request for the settlement result is initiated on the target game client, the settlement result is synchronized to the target game client through the corresponding player server.
[0253] In this embodiment, for multiple cross-server matching gameplay, the underlying general logic of the cross-server matching gameplay is developed in a templated manner to achieve code reuse, reduce the development difficulty and development time, improve the development and testing instructions, and achieve cost reduction and efficiency improvement.
[0254] The embodiment of the present application further provides a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, the following steps are executed:
[0255] Receive a matching initiation request for a target game gameplay sent by a target game client under any player server;
[0256] According to the matching initiation request, obtain the configuration attributes of the target game client corresponding game account in the target game gameplay among multiple game playstyles;
[0257] If the configuration attributes meet the matching trigger conditions of the target game gameplay, obtain the ability attributes of the game account;
[0258] Send the ability attributes of the game account to the central server, so that the central server groups and matches multiple game accounts under the target game gameplay according to the ability attributes of multiple game accounts under multiple player servers.
[0259] In an optional embodiment, the method further includes:
[0260] Obtain a matching cancellation request for the game account;
[0261] Forward the match cancellation request to the central server so that the central server cancels the grouped match for the game account;
[0262] Receive the match cancellation information for the game account sent by the central server and synchronize it to the target game client.
[0263] In an optional implementation, obtaining the match cancellation request for the game account includes:
[0264] Receive the match cancellation request sent by the target game client.
[0265] In an optional implementation, obtaining the match cancellation request for the game account includes:
[0266] If the game account is matched to a virtual team, obtain the status information of other game accounts in the virtual team;
[0267] If the status information indicates that other game accounts have exited the virtual team, generate a match cancellation request.
[0268] In an optional implementation, the method further includes:
[0269] Receive the grouped match result sent by the central server;
[0270] If the grouped match result indicates a successful match, create a game preparation scenario;
[0271] Obtain and synchronize the scenario data of the game preparation scenario to the target game client so that the target game client renders the game preparation scenario and receives the game preparation operations input based on the game preparation scenario;
[0272] Receive the preparation information corresponding to the game preparation operations sent by the target game client and forward it to the central server so that the central server synchronizes the preparation information to the game clients corresponding to the grouped match.
[0273] In an optional implementation, the method further includes:
[0274] In response to a battle trigger event for the target game play, send the configuration attributes to the central server so that the central server sends the configuration attributes and the preparation information to the battle server to create a game battle scenario, and synchronize the scenario data of the game battle scenario to the game clients corresponding to the grouped match for rendering the game battle scenario.
[0275] In an optional implementation, before receiving the match initiation request for the target game play sent by the target game client under any one player server, the method further includes:
[0276] Receive the play status information of the target game play sent by the central server;
[0277] If the gameplay status information indicates that the target gameplay is in an enabled state, send the gameplay operation information of the target gameplay to each game client under any one player server, so that each game client under any one player server displays the gameplay operation information and the matching control;
[0278] Receive a matching initiation request for the target gameplay sent by the target game client under any one player server, including:
[0279] Receive the matching initiation request sent by the target game client based on the matching control.
[0280] In an optional implementation manner, sending the gameplay operation information of the target gameplay to each game client under any one player server includes:
[0281] Obtain the level information and / or the server opening time of any one player server;
[0282] According to the level information and / or the server opening time, determine whether any one player server meets the gameplay enabling condition of the target gameplay;
[0283] If any one player server meets the gameplay enabling condition, send the gameplay operation information to each game client under any one player server.
[0284] In an optional implementation manner, sending the gameplay operation information of the target gameplay to each game client under any one player server includes:
[0285] According to the status information and / or the level information of the game accounts corresponding to each game client under any one player server, determine candidate game clients from each game client under any one player server;
[0286] Send the gameplay operation information to the candidate game clients.
[0287] Or, perform the following steps:
[0288] Receive the ability attributes of multiple game accounts sent by multiple player servers respectively, where the multiple players are the players corresponding to the target game clients under the multiple player servers;
[0289] According to the ability attributes of the multiple game accounts, perform grouped matching on the multiple game accounts under the target gameplay among the multiple gameplays.
[0290] In an optional implementation manner, performing grouped matching on the multiple game accounts under the target gameplay among the multiple gameplays according to the ability attributes of the multiple game accounts includes:
[0291] Add multiple game accounts to a preset matching pool;
[0292] Group and match the multiple game accounts in the preset matching pool under the target game play according to the ability attributes of the multiple game accounts.
[0293] In an optional embodiment, the method further includes:
[0294] Receive a matching cancellation request for a game account sent by the player server;
[0295] Cancel the grouped matching of the game account.
[0296] In an optional embodiment, canceling the grouped matching of the game account includes:
[0297] Remove the game account from the preset matching pool.
[0298] In an optional embodiment, the method further includes:
[0299] After the battle ends, receive the battle result of the game account in the game battle scene sent by the battle server;
[0300] Perform battle settlement according to the battle result to obtain a settlement result, so as to synchronize the settlement result to the target game client through the corresponding player server when the target game client initiates an access request for the settlement result.
[0301] In this embodiment, for multiple cross-server matching game plays, the underlying general logic of the cross-server matching game play is developed in a templated manner to achieve code reuse, reduce the development difficulty and development time, improve the development and testing efficiency, and achieve cost reduction and efficiency improvement.
[0302] In the embodiments of the present application, when the computer program is run by the processor, it can also execute other machine-readable instructions to execute the methods described in other embodiments. For the specific method steps and principles of execution, refer to the descriptions of the embodiments, and details are not described herein again.
[0303] In the embodiments provided in the present application, it should be understood that the disclosed devices and methods can be implemented in other ways. The device embodiments described above are only illustrative. For example, the division of the units is only a logical function division, and there may be other division methods in actual implementation. For another example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point, the displayed or discussed mutual coupling or direct coupling or communication connection may be through some communication interfaces, and the indirect coupling or communication connection of the devices or units may be in an electrical, mechanical or other forms.
[0304] The unit described as a separation component may or may not be physically separated. The component shown as a unit may or may not be a physical unit, that is, it may be located in one place or distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
[0305] In addition, each functional unit in the embodiments provided in this application may be integrated into a processing unit, may exist physically alone for each unit, or two or more units may be integrated into one unit.
[0306] If the described function is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or part of this technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to enable a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in each embodiment of this application. The aforementioned storage medium includes: various media that can store program codes such as USB flash drives, mobile hard disks, read-only memories (ROM, Read-Only Memory), random access memories (RAM, Random Access Memory), magnetic disks, or optical discs.
[0307] It should be noted that: Similar reference numerals and letters represent similar items in the following drawings. Therefore, once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings. In addition, the terms "first", "second", "third", etc. are only used for distinguishing descriptions and cannot be understood as indicating or implying relative importance.
[0308] Finally, it should be noted that: The above-described embodiments are only specific implementation manners of this application, used to illustrate the technical solution of this application, and are not intended to limit it. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that: Any person skilled in the art within the technical scope disclosed in this application can still modify the technical solutions recorded in the foregoing embodiments, or can easily think of changes, or perform equivalent replacements for some of the technical features; and these modifications, changes, or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of this application. All should be covered within the protection scope of this application. Therefore, the protection scope of this application should be subject to the protection scope of the claimed rights.
Claims
1. A cross-server matching method in a game, characterized in that: Applied to any one of a plurality of player servers, each player server is pre-integrated with a common matching logic of a plurality of game modes, and the execution steps of the common matching logic at least include: Receiving a match initiation request for a target game play among the multiple game plays, sent by a target game client under any one of the player servers; According to the match initiation request, obtaining configuration attributes of the game account corresponding to the target game client under the target game play mode; If the configuration attribute meets the matching trigger condition of the target game play, then obtaining the capability attribute of the game account; The capability attributes of the game accounts are sent to a central server, so that the central server groups and matches the multiple game accounts under the target game play according to the capability attributes of the multiple game accounts under the multiple player servers.
2. The method according to claim 1, characterized in that Each player server is pre-integrated with universal match cancellation logic for the multiple game modes, and the execution logic of the universal match cancellation logic at least includes: Obtaining a match cancellation request for the game account; Forwarding the matching cancellation request to the central server, so that the central server cancels the group matching of the game account; Receive the matching cancellation information for the game account sent by the central server, and synchronize it to the target game client.
3. The method according to claim 2, characterized in that The obtaining of a match cancellation request for the game account includes: The match cancellation request sent by the target game client is received.
4. The method according to claim 2, characterized in that: The obtaining of a match cancellation request for the game account includes: If the game account is matched to a virtual team, then obtaining status information of other game accounts in the virtual team; If the status information indicates that the other game account exits the virtual team, the matching cancellation request is generated.
5. The method according to claim 1, characterized in that Each player server is pre-integrated with the general preparation logic of the multiple game play modes, and the execution steps of the general preparation logic at least include: Receiving the group matching result sent by the central server; If the group matching result indicates a successful match, creating a game preparation scene; Acquire and synchronize scene data of the game preparation scene to the target game client, so that the target game client renders the game preparation scene and receives a game preparation operation input based on the game preparation scene; The game preparation information corresponding to the game preparation operation sent by the target game client is received, and forwarded to the central server, so that the central server synchronizes the preparation information to the game client corresponding to the group matching.
6. The method according to claim 5, characterized in that Each player server is pre-integrated with the common combat logic of the multiple game modes, and the execution steps of the common combat logic at least include: In response to a battle trigger event for the target gameplay, the configuration attributes are sent to the central server, so that the central server sends the configuration attributes and the battle preparation information to the battle server to create a game battle scene, and synchronizes the scene data of the game battle scene to the game client corresponding to the group matching to render the game battle scene.
7. The method according to claim 1, characterized in that Before receiving the match initiation request for a target game play among the multiple game plays sent by the target game client under any one of the player servers, the execution step of the general matching logic further includes: Receiving the gameplay status information of the target game played sent by the central server; If the gameplay status information indicates that the target gameplay is in an on state, then sending gameplay operation information of the target gameplay to each game client under any one of the player servers, so that each game client under any one of the player servers displays the gameplay operation information and matching controls; The receiving a match initiation request for a target game play among the multiple game plays sent by a target game client under any one of the player servers includes: The matching initiation request sent by the target game client based on the matching control is received.
8. The method according to claim 7, characterized in that The sending the gameplay operation information of the target game to each game client under any one of the player servers includes: Obtaining level information and / or service opening time of any player server; According to the level information and / or the server opening time, determining whether any one of the player servers meets the gameplay opening conditions of the target game play; If any one of the player servers meets the gameplay activation condition, the gameplay operation information is sent to each game client under the any one of the player servers.
9. The method according to claim 7, characterized in that: The sending the gameplay operation information of the target game to each game client under any one of the player servers includes: Determine a candidate game client from among the game clients under any one of the player servers according to the status information and / or level information of the game accounts corresponding to the game clients under any one of the player servers; The gameplay operation information is sent to the candidate game client.
10. A cross-server matching method in a game, characterized in that: Applied to a central server, the central server is pre-integrated with a common matching logic of multiple game modes, and the execution steps of the common matching logic at least include: Receiving capability attributes of multiple game accounts sent by multiple player servers respectively, where the multiple game accounts are players corresponding to target game clients under the multiple player servers; According to the capability attributes of the multiple game accounts, the multiple game accounts are grouped and matched under a target game play among the multiple game plays.
11. The method according to claim 10, characterized in that The grouping and matching the multiple game accounts under a target game play among the multiple game play methods according to the capability attributes of the multiple game accounts includes: Adding the plurality of game accounts to a preset matching pool; According to the capability attributes of the multiple game accounts, the multiple game accounts in the preset matching pool are grouped and matched under the target game play.
12. The method according to claim 11, characterized in that The central server is pre-integrated with a universal matching cancellation logic, and the execution steps of the universal matching cancellation logic at least include: Receiving a match cancellation request for the game account sent by the player server; Cancel the group matching of the game account.
13. The method according to claim 12, characterized in that The canceling the group matching of the game accounts includes: The game account is removed from the preset matching pool.
14. The method according to claim 10, characterized in that The central server is pre-integrated with the general settlement logic of the multiple game modes, and the execution steps of the general settlement logic at least include: After the battle is over, receiving the battle result of the game account in the game battle scene sent by the battle server; A battle settlement is performed according to the battle result to obtain a settlement result, so that when the target game client initiates an access request for the settlement result, the settlement result is synchronized to the target game client through the corresponding player server.
15. A cross-server matching device in a game, characterized in that: Applied to any one of a plurality of player servers, the device comprises: A receiving module, configured to receive a match initiation request for a target game play among multiple game plays, sent by a target game client under any one of the player servers; An acquisition module, used to initiate a request according to the match, and acquire configuration attributes of the game account corresponding to the target game client; The acquisition module is further configured to acquire the capability attribute of the game account if the configuration attribute meets the matching trigger condition of the target game play; The sending module is used to send the capability attributes of the game account to the central server, so that the central server groups and matches the multiple game accounts under the target game play according to the capability attributes of the multiple game accounts under the multiple player servers.
16. A cross-server matching device in a game, characterized in that: Applied to a central server, the device comprises: A receiving module, used to respectively receive capability attributes of multiple game accounts sent by multiple player servers, where the multiple game accounts are players corresponding to target game clients under the multiple player servers; The processing module is used to group and match the multiple game accounts under a target game play among the multiple game play methods according to the capability attributes of the multiple game accounts.
17. An electronic device, characterized in that: include: A processor, a memory and a bus, wherein the memory stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor and the memory communicate via the bus, and the processor executes the machine-readable instructions to perform the method described in any one of claims 1 to 14.
18. A computer-readable storage medium, characterized in that: The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the method according to any one of claims 1 to 14 is executed.