Online game table division processing method and system and storage medium

By sorting and storing player information in online games and generating corresponding table-dividing instructions, the problem of table-dividing efficiency and cost is solved, and efficient and low-cost table-dividing processing is achieved.

CN120381674AActive Publication Date: 2025-07-29HANGZHOU KAIRONG NETWORK TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202510751324.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-06
Publication Date
2025-07-29
Estimated Expiration
2045-06-06

AI Technical Summary

Technical Problem

The existing online game table division method cannot take into account both the efficiency and cost of table division, resulting in insufficient memory or excessive cost of server running.

Method used

By dividing online player information into in-game and in-idle information, it is stored in different areas of the database, and divided according to level parameters and status, fixed or matching table division instructions are generated to build a game table.

Benefits of technology

The work efficiency of online games for table division is improved, while reducing work costs. Through effective information division and matching mechanisms, the table division processing process is optimized.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The invention provides an online game table division processing method and system and a storage medium, and the method comprises the steps: obtaining online player information, and dividing the online player information into game player information and idle player information; player information in a game is stored in a game area in a database, the database comprises the game area and an idle area, the idle area comprises a plurality of grade sub-areas, and each grade sub-area comprises a matching unit and a non-matching unit; idle player information is stored in the preparation units or the non-preparation units in the corresponding level sub-areas; when a game request is received, obtaining a game type; if the game type is no matched sub-table, generating a fixed sub-table instruction to construct a game table for a player corresponding to the game request; and if the game type is a matched sub-table, corresponding matched player information is matched from the idle area, and a game table is constructed based on the matched player information and the requested player information. According to the method, the working cost can be reduced on the basis of ensuring the working efficiency of online game table division.
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Description

Technical Field

[0001] This application relates to the technical field of online games, and particularly to a method, a system, and a storage medium for processing online game table splitting. Background Art

[0002] Online games are increasingly favored by people due to their advantages of being unrestricted by space and time. It can be said that online games have greatly enriched people's daily lives. Among them, according to the needs of users and / or the needs of online games themselves, most online games have the need for table splitting.

[0003] For the table splitting work of most online games, allocation operations are required, that is, combining the needs of users and the needs of online games themselves, matching the game users waiting for table splitting to complete the online game table splitting work, so that each game user after table splitting meets the needs of the online game itself, and each game user realizes the needs of the user. However, at present, either multiple tables use the same independent server to reduce the cost of online game table splitting work, but this will cause insufficient operating memory of the server, reduce the allocation efficiency, and thus reduce the work efficiency of online game table splitting. Or ensure the work efficiency of online game table splitting, so that each table uses an independent server, but this will increase the cost of online game table splitting work. Therefore, the existing methods cannot take into account both the efficiency and cost of online game table splitting work at the same time. Summary of the Invention

[0004] In order to reduce the working cost on the basis of ensuring the work efficiency of online game table splitting, the embodiments of this application provide a method, a system, and a storage medium for processing online game table splitting.

[0005] In a first aspect, the embodiment provides a method for processing online game table splitting, and the method includes: Obtain online player information, and divide the online player information into in-game player information and idle player information; Store the in-game player information in the game area in a database, where the database includes a game area and an idle area, the idle area includes several level sub-areas, and each level sub-area includes a matching unit and a non-matching unit; Store the idle player information in the preparation unit or the non-preparation unit in the corresponding level sub-area according to the level parameter and the idle state in the idle player information; When receiving a game request, obtain the game type of the game request; If the game type is non-matching table splitting, generate a fixed table splitting instruction to construct a game table for the player corresponding to the game request; If the game type is matching and table allocation, corresponding matching player information is matched from the idle area based on the request player information corresponding to the game request, and a game table is constructed based on the matching player information and the request player information.

[0006] In some embodiments, the online player information includes a player ID, a level parameter, and a game status. The obtaining of the online player information includes: Upon receiving login information each time, obtain the player ID corresponding to the login information, and obtain the level parameter corresponding to the player ID from the database based on the player ID, and determine the game status corresponding to the player ID as the unprepared state; Upon receiving at least one of a game signal and a type selection signal each time, read the information stored in the database to obtain historical online player information, and obtain the signal type and the player ID of the received signal, and update the online player information corresponding to the player ID based on the signal type, and determine the historical online player information that has not been updated and the updated online player information corresponding to the player ID as the online player information.

[0007] In some embodiments, all databases are equipped with data processors, there is a communication connection between the game area and the idle area, and there is a communication connection between the matching unit and the non-matching unit. The updating of the online player information corresponding to the player ID based on the signal type includes: Generate a corresponding update instruction based on the received signal, and send the update instruction to the data processor, so that the data processor controls the information interaction between the matching unit and the non-matching unit, and the information interaction between the game area and the idle area based on the update instruction to update the online player information corresponding to the information ID.

[0008] In some embodiments, the matching of the corresponding matching player information from the idle area based on the request player information corresponding to the game request includes: Obtain the reference level parameters included in the request player information corresponding to the game request, and determine the different reference level parameters included in all the reference level parameters; Obtain the number of matching players to be matched corresponding to the game request, and determine whether the number of different reference level parameters is greater than the number of matching players. If it is greater, select a number of intermediate reference level parameters from the different reference level parameters in the direction from the middle to both sides, where the number of the intermediate reference level parameters is equal to the number of matching players; Based on the matching areas in the level sub-areas corresponding to the intermediate reference level parameters, obtain a number of matching player information, where the number of the matching player information is the same as the number of matching players; If it is not greater than, based on the matching regions in the level sub-regions corresponding to the different reference level parameters, obtain a number of matching player information so that the matching player information covers each level sub-region corresponding to the different reference level parameters, and the number of the matching player information is equal to the number of matching players.

[0009] In some embodiments, the obtaining a number of matching player information based on the matching regions in the level sub-region corresponding to the intermediate reference level parameter includes: Obtain the number of information stored in the matching region, determine whether the number of information is less than the number of matching players, and if it is less, determine all the information in the matching region as the first matching player information; Obtain the number of the first matching players of the first matching player information, subtract the number of the first matching players from the number of the matching player information to obtain the number of the second matching players, and obtain the second matching player information of the number of the second matching players from the non-matching region that does not belong to the matching region, where the matching player information includes the first matching player information and the second matching player information; If it is not less than, obtain a number of matching player information from the matching region so that the matching player information covers each level sub-region containing information in the matching region, and the number of the matching player information is the same as the number of matching players.

[0010] In some embodiments, the obtaining a number of matching player information based on the matching regions in the level sub-regions corresponding to the different reference level parameters includes: Obtain the number of information stored in the level sub-regions corresponding to the different reference level parameters, determine whether the number of information is less than the number of matching players, and if it is less, determine all the information in the level sub-regions corresponding to the different reference level parameters as the third matching player information; Obtain the number of the third matching players of the third matching player information, subtract the number of the third matching players from the number of the matching player information to obtain the number of the fourth matching players, and obtain the fourth matching player information of the number of the fourth matching players from the non-matching region that does not belong to the matching region, where the matching player information includes the third matching player information and the fourth matching player information; If it is not less than, obtain a number of matching player information from the matching regions in the level sub-regions corresponding to the different reference level parameters so that the matching player information covers each level sub-region corresponding to the different reference level parameters, and the number of the matching player information is equal to the number of matching players.

[0011] In some embodiments, the method further includes: After receiving a game request, if an exit game request is received, the online player information corresponding to the exit game request is determined as idle player information.

[0012] In a second aspect, this embodiment provides a network game table division processing system, the system includes: an acquisition module, a storage module, and a processing module; wherein, The acquisition module is used to acquire online player information and divide the online player information into in-game player information and idle player information; The storage module is used to store the in-game player information in the game area of the database, wherein the database includes a game area and an idle area, the idle area includes several level sub-areas, and each level sub-area includes a matching unit and a non-matching area; according to the level parameter and idle state in the idle player information, the idle player information is stored in the preparation unit or the non-preparation unit in the corresponding level sub-area; The acquisition module is further used to acquire the game type of the game request when receiving the game request; The processing module is used to generate a fixed table division instruction to construct a game table for the player corresponding to the game request if the game type is non-matching table division; if the game type is matching table division, corresponding matching player information is matched from the idle area based on the request player information corresponding to the game request, and a game table is constructed based on the matching player information and the request player information.

[0013] In some of these embodiments, the acquisition module is further used to, after receiving a game request, if an exit game request is received, determine the online player information corresponding to the exit game request as idle player information.

[0014] In a third aspect, this embodiment provides a computer-readable storage medium, on which a computer program that can run on a processor is stored, and when the computer program is executed by the processor, it implements a network game table division processing method as described in the first aspect.

[0015] By adopting the above method, the present application first obtains online player information, and divides the online player information into in-game player information and idle player information. Then, the in-game player information is stored in the game area of the database. The database includes a game area and an idle area, and the idle area includes several level sub-areas. Each level sub-area includes a matching unit and a non-matching unit. The idle player information is stored in the preparation unit or the non-preparation unit in the corresponding level sub-area according to the level parameter and the idle state in the idle player information. In this way, by placing the online player information in the corresponding position of the database, the low-cost storage medium of the database can be used to effectively divide the information, excluding a large amount of useless information for subsequent table division processing operations, thereby indirectly ensuring the work efficiency of online game table division while reducing the work cost.

[0016] Then, when a game request is received, the game type of the game request is obtained. If the game type is non-matching table division, a fixed table division instruction is generated to construct a game table for the player corresponding to the game request. If the game type is matching table division, the corresponding matching player information is matched from the idle area based on the request player information corresponding to the game request, and a game table is constructed based on the matching player information and the request player information. In this way, based on the structure of the database deployed above, when a game request is received, the low-cost storage medium of the database can be used to effectively divide the information, excluding a large amount of useless information for table division processing operations, thereby ensuring the work efficiency of online game table division while reducing the work cost. BRIEF DESCRIPTION OF THE DRAWINGS

[0017] Figure 1 is a block diagram of a method for online game table division provided by an embodiment of the present application.

[0018] Figure 2 is a block diagram of a method for obtaining online player information provided by an embodiment of the present application.

[0019] Figure 3 is a schematic diagram of the database structure provided by an embodiment of the present application.

[0020] Figure 4 is a block diagram of a method for matching the corresponding matching player information from the idle area based on the request player information corresponding to the game request provided by an embodiment of the present application.

[0021] Figure 5 is a schematic connection diagram of an online game table division processing system provided by an embodiment of the present application. DETAILED DESCRIPTION OF THE EMBODIMENTS

[0022] To better understand the purpose, technical solution, and advantages of the present application, the present application will be described and explained below in conjunction with the accompanying drawings and embodiments. However, those of ordinary skill in the art should understand that the present application can be implemented without these details. For those of ordinary skill in the art, it is obvious that various changes can be made to the disclosed embodiments of the present application, and the general principles defined in the present application can be applied to other embodiments and application scenarios without departing from the principles and scope of the present application. Therefore, the present application is not limited to the disclosed embodiments, but conforms to the broadest scope consistent with the scope claimed in the present application.

[0023] The embodiments of the present application will be further described in detail below in conjunction with the accompanying drawings of the specification.

[0024] Figure 1 It is a block diagram of a method for processing tables in online games provided by an embodiment of the present application. As Figure 1 shown, a method for processing tables in online games includes the following steps: Step S100, obtain online player information, and divide the online player information into player information in the game and player information in the idle state.

[0025] This embodiment is described from the perspective of the central processing end. The above-mentioned online player information specifically refers to the player information of players who are using the game software. The online player information includes player ID, level parameter, and game status. Figure 2 It is a block diagram of a method for obtaining online player information provided by an embodiment of the present application. As Figure 2 shown, obtaining online player information includes the following steps: Step S101, when receiving login information each time, obtain the player ID corresponding to the login information, and obtain the level parameter corresponding to the player ID from the database based on the player ID, and determine the game status corresponding to the player ID as the unprepared state.

[0026] Step S102, when receiving at least one of the game signal and the type selection signal each time, read the information stored in the database to obtain the historical online player information, and obtain the signal type and player ID of the received signal, update the online player information corresponding to the player ID based on the signal type, and determine the unupdated historical online player information and the updated online player information corresponding to the player ID as the online player information.

[0027] Figure 3 It is a schematic diagram of the database structure provided by an embodiment of the present application. As Figure 3As shown, the database includes a game area and an idle area. The idle area includes several level sub-areas, and each level sub-area includes a matching unit and a non-matching unit. Among them, the idle area contains the level sub-areas corresponding to all levels set in the game. Subsequently, the obtained online player information is stored in the corresponding unit or area in this database.

[0028] The above-mentioned login information specifically refers to the information when the player clicks the login button on the game software interface. The above-mentioned game signal specifically refers to the signal when the corresponding button is triggered when the player enters the game. The type selection signal specifically refers to the signal when the corresponding button is triggered when the player does not need to modify the relevant game rules when playing the game, or the signal when the corresponding button is triggered when the player needs to modify the relevant game rules when playing the game. Among them, when the player sends a game signal to the processing end, the player is already in the game state. After the player sends a type selection signal to the processing end, the player does not directly enter the table-splitting process. The player still needs to enter the interface obtained by clicking the type selection signal and then click the relevant button to enter the table-splitting process. Or the player needs to end this game. Therefore, after receiving the login information and the type selection signal, the processing end does not enter the table-splitting process or end this game. After receiving the game signal, it has entered the game.

[0029] The player ID included in the above-mentioned online player information refers to the information that can uniquely identify the player's identity. The level parameter refers to which game level the player is currently in. The game state refers to whether the player is in the game or not in the game. Among them, the state of not in the game also includes the ready state and the not-ready state. The ready state refers to the state where the player has clicked the ready button, and the not-ready state refers to the state where the player has not clicked the ready button.

[0030] Every time the processing end receives a login information, it indicates that the player corresponding to this login information has just logged in to the online game. At this time, the player is still not in the game and has not clicked the ready button. Therefore, the game state of this player is the not-ready state.

[0031] In addition, by viewing the account that sent this login information, the player ID corresponding to this login information can be obtained. There is also a storage area in the database used to store the level parameters corresponding to each registered player ID. The level parameters corresponding to the player ID can be obtained by substituting the player ID into the storage area. Thus, when the processing end receives the login information, it can simply and quickly complete the work of obtaining the online player information only by viewing the storage area.

[0032] Each time the processing terminal receives at least one of a game signal and a type selection signal, it indicates that the player corresponding to the signal has completed the online game login operation. At this point, the database already has the player's historical online player information stored in the game area and idle area. This historical online player information can be obtained by viewing the information stored in the game area and idle area. Specifically, historical online player information refers to information about the player before sending a game signal or type selection signal to the processing terminal.

[0033] When a player sends a game signal or a type selection signal to the processing end, the signal type and player ID are obtained. The historical game state in the historical online player information corresponding to the player ID is then updated to the game state corresponding to the signal type, thereby obtaining the online player information corresponding to the player ID. The unupdated historical online player information and the updated online player information corresponding to the player ID are then combined to form the information for all online players. This deployment method within the database allows for rapid acquisition of online player information. The game state corresponding to the signal type "game signal" is "in-game." The game state corresponding to the signal type "type selection signal" is either "ready" or "unready" (non-game), or "in-game." The game state contained in the online player information is determined by where the online player information is stored. If the online player information is stored in the game area, the game state contained in the online player information is "in-game." If the online player information is stored in a non-matching unit in the idle area, the game state contained in the online player information is "unready." If the online player information is stored in a matching unit in the idle area, the game state contained in the online player information is "ready."

[0034] The database is equipped with a data processor, a communication connection is established between the game area and the idle area, and a communication connection is established between the matching unit and the non-matching unit. Determining to update online player information corresponding to a player ID based on the signal type includes the following steps: generating a corresponding update quality based on the received signal, and sending the update quality to the data processor, so that the data processor controls information exchange between the matching unit and the non-matching unit, as well as information exchange between the game area and the idle area, based on the update instruction, to update the online player information corresponding to the information ID.

[0035] Specifically, when receiving a signal sent by a player, by using the data processor equipped in the database, it is independently determined according to the type of the signal whether to transfer some or several pieces of information in the unmatched unit to the matching unit, or transfer some or several pieces of information in the unmatched unit from one hierarchical sub-region to another hierarchical sub-region, or transfer some or several pieces of information in the idle region to the game region, etc. Thereby, the processing pressure on the processing end is liberated. If the player corresponding to the online player information is not in the game, then the online player information is the information of an idle player. If the player corresponding to the online player information is in the game, then the online player information is the information of a player in the game.

[0036] Step S200, store the information of the player in the game in the game region of the database, where the database includes a game region and an idle region, the idle region includes several hierarchical sub-regions, and each hierarchical sub-region includes a matching unit and a non-matching unit.

[0037] Step S300, store the information of the idle player in the preparation unit or the non-preparation unit in the corresponding hierarchical sub-region according to the hierarchical parameter and the idle state in the information of the idle player.

[0038] Specifically, the data processor matched in the database can be used to store the information of the player in the game in the game region of the database, and store the information of the idle player in the preparation unit or the non-preparation unit in the corresponding hierarchical sub-region according to the hierarchical parameter and the idle state in the information of the idle player, so that the level of the hierarchical sub-region is the same as the level of the hierarchical parameter in the information. Among them, the structure of the database has been described above, and it will not be elaborated here. In this way, by placing the online player information in the corresponding position of the database, the database, a low-cost storage medium, can be used to effectively divide the information, excluding a large amount of useless information for subsequent table splitting processing operations, thereby indirectly ensuring the work efficiency of the online game table splitting while reducing the work cost.

[0039] Step S400, when receiving a game request, obtain the game type of the game request.

[0040] The above game request specifically refers to the signal sent after the player enters the interface obtained from the type selection signal, selects the players who need to play the game together, and then clicks the complete button. When the processing end receives the game request, it can obtain the game type of the game request by viewing the attributes corresponding to the game request. Among them, when the player sends a game request to the processor, the game type corresponding to the game request will be sent together. The game types include the non-matching table splitting type and the matching table splitting type. The non-matching table splitting type means that no random matching table splitting processing is required. The matching table splitting type means that random matching table splitting processing is required.

[0041] Step S500, if the game type is non-matching table division, generate a fixed table division instruction to construct a game table for the players corresponding to the game request.

[0042] If the game type is non-matching table division, then the processing end generates a fixed table division instruction to construct a game table, and sends the fixed table division instruction to each evening corresponding to the game request, thereby completing the online game table division processing work for this time.

[0043] Step S600, if the game type is matching table division, match the corresponding matching player information from the idle area based on the requesting player information corresponding to the game request, and construct a game table based on the matching player information and the requesting player information.

[0044] If the game type is matching table division, it indicates that the processing end needs to match players for the game request from the idle area, thereby constructing a game table with the matching player information and the requesting player information to complete the online game table division processing. In this way, based on the structure of the database deployed above, when receiving a game request, the database, a low-cost storage medium, can be used to effectively divide the information, excluding a large amount of useless information for the table division processing operation, thereby reducing the work cost on the basis of ensuring the work efficiency of the online game table division.

[0045] Figure 4 It is a block diagram of the method for matching the corresponding matching player information from the idle area based on the requesting player information corresponding to the game request provided by the embodiment of the present application. As Figure 4 shown, matching the corresponding matching player information from the idle area based on the requesting player information corresponding to the game request includes the following steps: Step S601, obtain the reference level parameters included in the requesting player information corresponding to the game request, and determine the different reference level parameters included in all the reference level parameters.

[0046] Step S602, obtain the number of matching players to be matched corresponding to the game request, and judge whether the number of different reference level parameters is greater than the number of matching players. If it is greater, select several intermediate reference level parameters from the different reference level parameters in the direction from the middle to both sides, where the number of intermediate reference level parameters is equal to the number of matching players.

[0047] Step S603, based on the matching areas in the level sub-areas corresponding to the intermediate reference level parameters, obtain several pieces of matching player information, where the number of pieces of matching player information is the same as the number of matching players.

[0048] Step S604, if it is not greater than, based on the matching areas in the level sub-areas corresponding to different reference level parameters, obtain several pieces of matching player information, so that the matching player information covers each level sub-area corresponding to different reference level parameters, and the number of pieces of matching player information is equal to the number of matching players.

[0049] The requested player information refers to the player information of the players selected to play the game together in the game request in step S400 above. The reference level parameters included in the requested player information can be obtained by checking the level parameters included in this requested player information. And each reference level parameter involved in all the included reference level parameters is determined as the different reference level parameters included. For example, if the meal time and space level parameters included in the requested player information corresponding to the game request are level one, level one, level three, and level five, then the different reference level parameters included in all the reference level parameters are level one, level three, and level five.

[0050] Each online game has a fixed starting number of players. The number of players who have been determined can be determined by checking the number of pieces of player information of the players selected to play the game together in the game request in step S400 above. Then, subtract the number of determined players from the fixed starting number of players to obtain the number of matching players to be matched corresponding to the game request. Next, compare the obtained number of matching players with the different reference level parameters obtained in step S601 above. If the different reference level parameters are greater than the number of matching players, it means that the players to be matched cannot cover the levels of the players selected to continue playing the game together. At this time, several intermediate reference level parameters can be selected from the different reference level parameters from the middle to both sides, so that the number of intermediate reference level parameters is equal to the number of matching players. For example, the number of different reference level parameters is five, namely level one, level two, level three, level four, and level five. The number of matching players is three, then the selected intermediate reference level parameters are level three, level two, and level four.

[0051] Finally, based on the matching areas in the level sub-areas corresponding to the intermediate reference level parameters, obtain several pieces of matching player information, so that the number of pieces of matching player information is the same as the number of matching players. Among them, obtaining several pieces of matching player information based on the matching areas in the level sub-areas corresponding to the intermediate reference level parameters includes the following steps: Step S603-1, obtain the information book stored in the matching area for you, and judge whether the number of information is less than the number of matching players. If it is less, determine all the information in the matching area as the first matching player information.

[0052] Step S603-2: Obtain the number of the first matching players of the first matching player information, subtract the number of the first matching players from the number of the matching player information to get the number of the second matching players, and obtain the second matching player information of the number of the second matching players from the non-matching area that does not belong to the matching area. Herein, the matching player information includes the first matching player information and the second matching player information.

[0053] Step S603-3: If it is not less than, obtain several pieces of matching player information from the matching area so that the matching player information covers each level sub-area containing information in the matching area, and the number of the matching player information is the same as the number of the matching players.

[0054] The above-mentioned matching area refers to the matching area in the level sub-areas corresponding to the intermediate reference level parameters in Step S603. The number of the information can be obtained by reading the number of the information stored in the matching area, and then compare the obtained number of the information with the number of the matching players. If the number of the information is less than the number of the matching players, it indicates that the number of the players corresponding to all the information stored in the matching area is not enough for the number required for this table division. At this time, first determine all the information in the matching area as the first matching player information, so that the first matching player information is used as a part of the matching player information. Then subtract the number of the first matching players of the first matching player information from the number of the matching player information to obtain the number that still needs to be matched, that is, the number of the second matching players. Finally, determine the matching areas of the level sub-areas adjacent to the above-mentioned matching area as the non-matching area, so as to randomly select the second matching player information of the number of the second matching players in the non-matching area, and then jointly determine the first matching player information and the second matching player information as the matching player information.

[0055] If the number of the information is not less than the number of the matching players, it indicates that the number of the players corresponding to all the information stored in the matching area is enough for the number required for this table division. At this time, if there is information stored in the matching area of each level sub-area corresponding to the obtained intermediate reference level parameter, at least randomly select one piece of player information, so as to obtain several pieces of matching player information, and make the number of the matching player information the same as the number of the matching players. In this way, all the players forming the same table game have similar levels, thereby improving the fairness of the game.

[0056] If the different reference level parameters are not greater than the number of matching players, it indicates that the players to be matched cannot cover the levels of the players selected to continue the game together. At this time, several matching player information can be obtained based on the matching areas in the level sub-areas corresponding to the different reference level parameters, so that the matching player information covers each level sub-area corresponding to the different reference level parameters, and the number of matching player information is equal to the number of matching players. Among them, the method for obtaining several matching player information based on the matching areas in the level sub-areas corresponding to the different reference level parameters includes the following steps: Step S604-1: Obtain the number of information stored in the level sub-area corresponding to the different reference level parameters, and determine whether the number of information is less than the number of matching players. If it is less, determine all the information in the level sub-area corresponding to the different reference level parameters as the third matching player information.

[0057] Step S604-2: Obtain the number of the third matching players of the third matching player information, and subtract the number of the third matching players from the number of the matching player information to obtain the fourth matching player information of the fourth matching player number.

[0058] Step S604-3: If it is not less, obtain several matching player information from the matching areas in the level sub-areas corresponding to the different reference level parameters, so that the matching player information covers each level sub-area corresponding to the different reference level parameters, and the number of the matching player information is equal to the number of the matching players.

[0059] The implementation principles of steps S604-1 to S604-3 are the same as those of steps S603-1 to S603-3 described above, and will not be elaborated here. Similarly, all the players forming the same table game have similar levels, thereby improving the fairness of the game.

[0060] Preferably, after receiving the game request, if the processing end receives a game exit request, it determines the online player information corresponding to the game exit request as the idle player information. Thereby, it can enable the player to terminate the game at any time and improve the flexibility of game table division.

[0061] Figure 5 It is a schematic connection diagram of a network game table division processing system provided by an embodiment of the present application. As Figure 5 shown, a network game table division processing system includes: an acquisition module, a storage module, and a processing module.

[0062] Among them, an acquisition module is used to acquire online player information and classify the online player information into in-game player information and idle player information. A storage module is used to store the in-game player information in the game area of the database. The database includes a game area and an idle area. The idle area includes several level sub-areas. Each level sub-area includes a matching unit and a non-matching area. The idle player information is stored in the preparation unit or the non-preparation unit in the corresponding level sub-area according to the level parameter and the idle state in the idle player information. The acquisition module is further used to acquire the game type of the game request when receiving the game request. A processing module is used to generate a fixed table-making instruction to construct a game table for the player corresponding to the game request if the game type is non-matching table-making; if the game type is matching table-making, match the corresponding matching player information from the idle area based on the request player information corresponding to the game request, and construct a game table based on the matching player information and the request player information.

[0063] In addition, the acquisition module is further used to, after receiving a game request, if receiving a game exit request, determine the online player information corresponding to the game exit request as idle player information.

[0064] Other functions executed by the above acquisition module, storage module, and processing module, as well as the technical details of each function, are the same as or similar to the corresponding features in a network game table-making processing method described above, so they will not be elaborated here.

[0065] An embodiment of the present application further provides a computer storage medium. A computer program is stored on the computer storage medium. When it runs on a computer, it enables the computer to execute the steps in a network game table-making processing method described above.

[0066] It should be understood that although the steps in the flowchart of the accompanying drawings are shown in sequence according to the indication of the arrows, these steps are not necessarily executed in the order indicated by the arrows. Unless clearly stated in this article, the execution of these steps has no strict order limit and can be executed in other orders.

[0067] The above is only a partial implementation manner of the present application. It should be noted that for those of ordinary skill in the art, without departing from the principle of the present application, several improvements and refinements can be made, and these improvements and refinements should also be regarded as the protection scope of the present application.

Claims

1. A method for handling tables in an online game, characterized in that The method includes: Obtaining online player information and classifying the online player information into in-game player information and idle player information; Storing the in-game player information in the game area of the database, where the database includes a game area and an idle area, the idle area includes several level sub-areas, and each level sub-area includes a matching unit and a non-matching unit; Storing the idle player information in the ready unit or the non-ready unit in the corresponding level sub-area according to the level parameter and the idle state in the idle player information; When receiving a game request, obtaining the game type of the game request; If the game type is non-matching table division, generating a fixed table division instruction to construct a game table for the player corresponding to the game request; If the game type is matching table division, matching the corresponding matching player information from the idle area based on the request player information corresponding to the game request, and constructing a game table based on the matching player information and the request player information.

2. The method according to claim 1, wherein The online player information includes a player ID, a level parameter, and a game state, and the obtaining of the online player information includes: When receiving login information each time, obtaining the player ID corresponding to the login information, and obtaining the level parameter corresponding to the player ID from the database based on the player ID, and determining the game state corresponding to the player ID as the unprepared state; When receiving at least one of a game signal and a type selection signal each time, reading the information stored in the database to obtain historical online player information, and obtaining the signal type and the player ID of the received signal, and updating the online player information corresponding to the player ID based on the signal type, and determining the unupdated historical online player information and the updated online player information corresponding to the player ID as the online player information.

3. The method according to claim 2, wherein All databases are equipped with data processors, there is a communication connection between the game area and the idle area, and there is a communication connection between the matching unit and the non-matching unit. The updating of the online player information corresponding to the player ID based on the signal type includes: Generating a corresponding update instruction based on the received signal, and sending the update instruction to the data processor, so that the data processor controls the information interaction between the matching unit and the non-matching unit, and the information interaction between the game area and the idle area based on the update instruction to update the online player information corresponding to the information ID.

4. The method according to claim 2, wherein The matching of the corresponding matching player information from the idle area based on the request player information corresponding to the game request includes: Obtaining the reference level parameters included in the request player information corresponding to the game request, and determining the different reference level parameters included in all the reference level parameters; Obtaining the number of matching players that need to be matched corresponding to the game request, and judging whether the number of different reference level parameters is greater than the number of matching players. If it is greater, selecting several intermediate reference level parameters from the different reference level parameters in the direction from the middle to both sides, where the number of the intermediate reference level parameters is equal to the number of matching players; Based on the matching area in the level sub-region corresponding to the intermediate reference level parameter, obtain a number of matching player information, where the number of the matching player information is the same as the number of the matching players; If it is not greater than, based on the matching areas in the level sub-regions corresponding to different reference level parameters, obtain a number of matching player information so that the matching player information covers each level sub-region corresponding to different reference level parameters, and the number of the matching player information is equal to the number of the matching players.

5. The method according to claim 4, wherein The obtaining a number of matching player information based on the matching area in the level sub-region corresponding to the intermediate reference level parameter includes: Obtain the number of information stored in the matching area, determine whether the number of information is less than the number of the matching players, if it is less than, determine all the information in the matching area as the first matching player information; Obtain the number of the first matching players of the first matching player information, subtract the number of the first matching players from the number of the matching player information to obtain the number of the second matching players, and obtain the second matching player information of the number of the second matching players from the non-matching area that does not belong to the matching area, where the matching player information includes the first matching player information and the second matching player information; If it is not less than, obtain a number of matching player information from the matching area so that the matching player information covers each level sub-region containing information in the matching area, and the number of the matching player information is the same as the number of the matching players.

6. The method according to claim 4, characterized in that, The obtaining a number of matching player information based on the matching areas in the level sub-regions corresponding to different reference level parameters includes: Obtain the number of information stored in the level sub-regions corresponding to different reference level parameters, determine whether the number of information is less than the number of the matching players, if it is less than, determine all the information in the level sub-regions corresponding to different reference level parameters as the third matching player information; Obtain the number of the third matching players of the third matching player information, subtract the number of the third matching players from the number of the matching player information to obtain the number of the fourth matching players, and obtain the fourth matching player information of the number of the fourth matching players from the non-matching area that does not belong to the matching area, where the matching player information includes the third matching player information and the fourth matching player information; If it is not less than, obtain a number of matching player information from the matching areas in the level sub-regions corresponding to different reference level parameters so that the matching player information covers each level sub-region corresponding to different reference level parameters, and the number of the matching player information is equal to the number of the matching players.

7. The method according to claim 1, characterized in that The method further includes: After receiving a game request, if an exit game request is received, determine the online player information corresponding to the exit game request as the idle player information.

8. An online game table processing system, characterized in that The system includes: an obtaining module, a storage module and a processing module; where, The obtaining module is used to obtain online player information and divide the online player information into in-game player information and idle player information; The storage module is used to store the player information in the game in a game area in a database. The database includes a game area and an idle area. The idle area includes several level sub-areas. Each level sub-area includes a matching unit and a non-matching area. The preparation unit or the non-preparation unit in the corresponding level sub-area is used to store the player information in the idle state according to the level parameter and the idle state in the player information in the idle state. The obtaining module is further used to obtain the game type of the game request when receiving the game request. The processing module is used to generate a fixed table formation instruction to construct a game table for the player corresponding to the game request if the game type is non-matching table formation. If the game type is matching table formation, the corresponding matching player information is matched from the idle area based on the request player information corresponding to the game request, and a game table is constructed based on the matching player information and the request player information.

9. The method according to claim 8, wherein The obtaining module is further used to determine the online player information corresponding to the game exit request as the player information in the idle state if a game exit request is received after receiving the game request.

10. A computer-readable storage medium having stored thereon a computer program that can run on a processor, characterized in that, When the computer program is executed by the processor, it implements a network game table formation processing method according to any one of claims 1 to 7.

Citation Information

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