A method, system, and storage medium for handling table splitting in online games.
By dividing online player information into "in-game" and "idle" categories, and storing it in a level sub-region of the database based on level parameters and status, the efficiency and cost issues of online game table assignment are solved, achieving efficient and low-cost table assignment processing.
Patent Information
- Application Number
- CN202510751324.7
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2025-06-06
- Publication Date
- 2026-01-30
- Estimated Expiration
- 2045-06-06
AI Technical Summary
Existing online game table splitting methods cannot simultaneously balance table splitting efficiency and cost, leading to problems such as insufficient server memory or excessive costs.
By dividing online player information into in-game and idle information, and storing the idle information in the level sub-region, matching is performed based on level parameters and status to generate fixed or matched table assignment instructions to build game tables.
It improves the efficiency of online game table splitting, reduces operating costs, and enhances the fairness and flexibility of the game.
Smart Images

Figure CN120381674B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of online game technology, and in particular to a method, system and storage medium for online game table splitting. Background Technology
[0002] Online games are increasingly favored by people due to their advantages of not being limited by space and time. It can be said that online games have greatly enriched people's daily lives. Among these, most online games require table-based multiplayer functionality, based on user needs and / or the needs of the games themselves.
[0003] Most online game table-sharing processes require allocation, which involves matching users with the game's specific needs to ensure that each user in a assigned table meets the game's requirements and that each user achieves their desired outcome. However, current methods either use a single server for multiple tables to reduce costs (but this can lead to insufficient server memory, reducing allocation efficiency) or use a dedicated server for each table to maintain efficiency (but this increases costs). Therefore, existing methods cannot simultaneously balance efficiency and cost in online game table-sharing. Summary of the Invention
[0004] In order to reduce operating costs while ensuring the efficiency of online game table splitting, this application provides an online game table splitting processing method, system, and storage medium.
[0005] Firstly, this embodiment provides a method for handling table splitting in online games, the method comprising:
[0006] Obtain online player information and divide it into in-game player information and idle player information;
[0007] The player information in the game is stored in the game area of the database, wherein the database includes the game area and the idle area, the idle area includes several level sub-areas, and each level sub-area includes a matching unit and a non-matching unit;
[0008] According to the level parameters and idle status in the idle player information, the idle player information is stored in the preparation unit or non-preparation unit of the corresponding level sub-region;
[0009] Upon receiving a game request, obtain the game type requested in the game request;
[0010] If the game type is no matchmaking, generate a fixed matchmaking instruction to create a game table for the player corresponding to the game request;
[0011] If the game type is matchmaking, the corresponding matchmaking player information is matched from the idle area based on the requesting player information corresponding to the game request, and a game table is constructed based on the matchmaking player information and the requesting player information.
[0012] In some embodiments, the online player information includes player ID, level parameters, and game status, and obtaining the online player information includes:
[0013] Upon receiving login information, 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 unprepared.
[0014] Upon receiving at least one of a game signal and a type selection signal, the system reads information stored in the database to obtain historical online player information, as well as the signal type and player ID of the received signal. Based on the signal type, the system updates the online player information corresponding to the player ID, and determines the unupdated historical online player information and the updated online player information corresponding to the player ID as the online player information.
[0015] 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. Updating the online player information corresponding to the player ID based on the signal type includes:
[0016] Based on the received signal, a corresponding update instruction is generated and sent to the data processor. The data processor then controls the information interaction between the matching unit and the non-matching unit, as well as the information interaction between the game area and the idle area, to update the online player information corresponding to the information ID.
[0017] In some embodiments, matching the corresponding player information from the idle area based on the requesting player information corresponding to the game request includes:
[0018] Obtain the reference level parameter contained in the requesting player information corresponding to the game request, and determine the different reference level parameters contained in all reference level parameters;
[0019] Obtain the number of players to be matched corresponding to the game request, determine whether the number of different reference level parameters is greater than the number of players to be matched, 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, wherein the number of intermediate reference level parameters is equal to the number of players to be matched;
[0020] Based on the matching region in the sub-region of the level corresponding to the intermediate reference level parameter, a number of matching player information is obtained, wherein the number of matching player information is the same as the number of matching players;
[0021] If not greater than, based on the matching area in the level sub-region corresponding to the different reference level parameters, obtain several matching player information, so that the matching player information covers the level sub-region corresponding to each different reference level parameter, and the number of matching player information is equal to the number of matching players.
[0022] In some embodiments, obtaining information on several matched players based on the matching region within the sub-region corresponding to the intermediate reference level parameter includes:
[0023] Obtain the number of information stored in the matching area, and determine whether the number of information is less than the number of matched players. If it is less, determine all the information in the matching area as the first matched player information.
[0024] Obtain the first number of matched players from the first matched player information, subtract the first number of matched players from the number of matched players to obtain the second number of matched players, and obtain the second number of matched players from the non-matching area that does not belong to the matching area. The second number of matched players is obtained from the non-matching area that does not belong to the matching area. The matched player information includes the first matched player information and the second matched player information.
[0025] If not less than, obtain several sets of matching player information from the matching area, such that the matching player information covers every level sub-area containing information in the matching area, and the number of matching player information is the same as the number of matching players.
[0026] In some embodiments, obtaining information on several matched players based on the matching region within the level sub-region corresponding to the different reference level parameters includes:
[0027] Obtain the number of information stored in the level sub-regions corresponding to the different reference level parameters, and determine whether the number of information is less than the number of matched players. If it is less, determine all the information in the level sub-regions corresponding to the different reference level parameters as the third matched player information.
[0028] The third number of matched players is obtained from the third matched player information. The number of matched players is subtracted from the number of matched players to obtain the fourth number of matched players. The fourth number of matched players is obtained from the non-matching area that does not belong to the matching area. The fourth number of matched players is obtained from the non-matching area that does not belong to the matching area. The matched player information includes the third matched player information and the fourth matched player information.
[0029] If not less than, obtain several matching player information from the matching area in the level sub-region corresponding to the different reference level parameters, so that the matching player information covers the level sub-region corresponding to each different reference level parameter, and the number of matching player information is equal to the number of matching players.
[0030] In some embodiments, the method further includes:
[0031] Upon receiving a game request, if a request to exit the game is received, the online player information corresponding to the exit game request is identified as an idle player.
[0032] Secondly, this embodiment provides a network game table-splitting system, the system comprising: an acquisition module, a storage module, and a processing module; wherein,
[0033] 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;
[0034] The storage module is used to store player information in the game 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, and each level sub-area includes a matching unit and a non-matching unit. The idle player information is stored in the preparation unit or non-preparation unit of the corresponding level sub-area according to the level parameters and idle status in the idle player information.
[0035] The acquisition module is also used to acquire the game type of the game request when a game request is received;
[0036] The processing module is used to generate a fixed table assignment instruction to build a game table for the player corresponding to the game request if the game type is no matchmaking; if the game type is matchmaking, it matches the corresponding matchmaking player information from the idle area based on the requesting player information corresponding to the game request, and builds a game table based on the matchmaking player information and the requesting player information.
[0037] In some embodiments, the acquisition module is further configured to, upon receiving a game request, if a game exit request is received, determine the online player information corresponding to the game exit request as idle player information.
[0038] Thirdly, this embodiment provides a computer-readable storage medium having a computer program stored thereon that can run on a processor, wherein when the computer program is executed by the processor, it implements a network game table splitting method as described in the first aspect.
[0039] By employing the above method, this application first obtains online player information and divides it into in-game player information and idle player information. Then, the in-game player information is stored in the game area of a database, where the database includes a game area and an idle area. The idle area includes several level sub-areas, each level sub-area including a matching unit and a non-matching unit. The idle player information is stored in the ready or unready unit of the corresponding level sub-area according to the level parameters and idle status. By placing online player information in corresponding locations in the database, this low-cost storage medium effectively divides the information, eliminating a large amount of useless information for subsequent table-matching operations, thereby indirectly ensuring the efficiency of online game table-matching while reducing operating costs.
[0040] Next, upon receiving a game request, the game type is determined. If the game type is "no matchmaking," a fixed matchmaking instruction is generated to create a game table for the player corresponding to the game request. If the game type is "matchmaking," the corresponding matchmaking player information is found from the idle area based on the requesting player information, and a game table is created based on the matchmaking player information and the requesting player information. Based on this database structure, when a game request is received, the database, a low-cost storage medium, can be used to effectively divide the information, eliminating a large amount of useless information during the matchmaking process, thereby reducing operating costs while ensuring the efficiency of online game matchmaking. Attached Figure Description
[0041] Figure 1 This is a block diagram of a method for handling table splitting in online games, provided in an embodiment of this application.
[0042] Figure 2 This is a flowchart of a method for obtaining online player information provided in an embodiment of this application.
[0043] Figure 3 This is a schematic diagram of the database structure provided in an embodiment of this application.
[0044] Figure 4This is a flowchart of a method for matching corresponding player information from an idle area based on the request player information corresponding to a game request, provided in an embodiment of this application.
[0045] Figure 5 This is a schematic diagram of a network game table-sharing system provided in an embodiment of this application. Detailed Implementation
[0046] To better understand the purpose, technical solutions, and advantages of this application, it has been described and illustrated below with reference to the accompanying drawings and embodiments. However, those skilled in the art should understand that this application can be implemented without these details. It will be apparent to those skilled in the art that various modifications can be made to the embodiments disclosed in this application, and the general principles defined in this application can be applied to other embodiments and application scenarios without departing from the principles and scope of this application. Therefore, this application is not limited to the illustrated embodiments, but is consistent with the broadest scope claimed in this application.
[0047] The embodiments of this application will now be described in further detail with reference to the accompanying drawings.
[0048] Figure 1 This is a block diagram of a method for handling table splitting in online games, provided in an embodiment of this application. For example... Figure 1 As shown, a method for handling table splitting in online games includes the following steps:
[0049] Step S100: Obtain online player information and divide it into in-game player information and idle player information.
[0050] This embodiment is described from the perspective of the central processing unit. The aforementioned online player information specifically refers to the player information of players currently using the game software. Online player information includes player ID, level parameters, and game status. Figure 2 This is a block diagram of a method for obtaining online player information provided in an embodiment of this application. For example... Figure 2 As shown, obtaining online player information includes the following steps:
[0051] Step S101: Upon receiving login information, 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 state corresponding to the player ID as unprepared state.
[0052] Step S102: When at least one of a game signal and a type selection signal is received, read the information stored in the database to obtain historical online player information, as well as 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 online player information corresponding to the updated player ID as online player information.
[0053] Figure 3 This is a schematic diagram of the database structure provided in an embodiment of this application. For example... Figure 3 As shown, the database includes a game area and an idle area. The idle area comprises several level sub-areas, each with matching and non-matching units. Specifically, the idle area contains all the level sub-areas corresponding to the game's set levels. The acquired online player information is then stored in the corresponding units or areas of this database.
[0054] The login information mentioned above specifically refers to the information obtained by the player upon opening the game software interface and clicking the login button. The game signal mentioned above specifically refers to the signal triggered by the corresponding key press when the player enters the game. The type selection signal specifically refers to the signal triggered by the corresponding key press when the player needs to play the game without manually modifying the relevant game rules, or the signal triggered by the corresponding key press when the player needs to modify the relevant game rules. Specifically, if the player is already in a game state after sending the game signal to the processing terminal, or if the player needs to end the current game, then after receiving the login information and type selection signal, the processing terminal does not immediately enter the table assignment process. Instead, the player needs to enter the interface obtained by clicking the type selection signal and then click the relevant key to enter the table assignment process. Alternatively, the player may need to end the current game. Therefore, after receiving the login information and type selection signal, the processing terminal does not enter the table assignment process or end the current game. However, after receiving the game signal, the player is already in the game.
[0055] The player ID mentioned above is information that uniquely identifies the player. The level parameter indicates the player's current game level. The game status indicates whether the player is in-game or out of game. The out-of-game status includes "Ready" and "Not Ready." "Ready" means the player has already clicked the "Ready" button, while "Not Ready" means the player has not clicked the "Ready" button.
[0056] When the processing terminal receives a login message, it indicates that the player corresponding to the login message has just logged into the online game. At this time, the player is still not in the game and has not clicked the "Ready" button. Therefore, the player's game status is "Not Ready".
[0057] Furthermore, by checking the account that sent the login information, the corresponding player ID can be obtained. The database also has a storage area to store the level parameters for each registered player ID. By substituting the player ID into this storage area, the level parameters for that player ID can be obtained. Therefore, when the processing terminal receives login information, it can quickly and easily retrieve online player information simply by checking the storage area.
[0058] Each time the processing terminal receives at least one of a game signal or a type selection signal, it indicates that the player corresponding to that signal has completed the login process for the online game. At this time, the player's historical online player information is stored in the game area and idle area of the database. This historical online player information can be obtained by viewing the information stored in the game area and idle area. Specifically, the historical online player information refers to the information of the player before sending a game signal or a type selection signal to the processing terminal.
[0059] Players send a game signal or type selection signal to the processing terminal, which then provides the signal type and player ID. The historical game state in the historical online player information corresponding to that player ID is then updated to the game state corresponding to that signal type, thus obtaining the online player information for that player ID. The historical online player information that hasn't been updated and the updated online player information corresponding to that player ID are then identified as all online player information. This database-driven deployment allows for rapid acquisition of online player information. Specifically, the game state corresponding to the game signal type is "in play." The game state corresponding to the type selection signal type is either "ready," "unready," or "in play." 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, then the game state it contains is "in play." If the online player information is stored in the non-matching unit of the idle area, then the game state it contains is "unready." If the online player information is stored in the matching unit of the idle area, then the game state it contains is "ready."
[0060] The database is equipped with a data processor, and there are communication connections between the game area and the idle area, as well as between the matching unit and the non-matching unit. Determining the online player information corresponding to the updated player ID based on the signal type includes the following steps: generating a corresponding update quality based on the received signal, sending the update quality to the data processor, so that the data processor controls the information interaction between the matching unit and the non-matching unit, as well as the information interaction between the game area and the idle area, based on update instructions to update the online player information corresponding to the information ID.
[0061] Specifically, upon receiving a signal from a player, the data processor within the database independently determines, based on the signal type, whether to transfer one or more pieces of information from an unmatched unit to a matched unit, from a specific level sub-region to another, or from an idle region to the game region. This relieves processing pressure on the processing end. If the player corresponding to the online player information is not in the game, then that online player information is considered idle player information. If the player corresponding to the online player information is in the game, then that online player information is considered in-game player information.
[0062] Step S200: Store player information in the game in the game area of the database. The database includes the game area and the idle area. The idle area includes several level sub-areas, and each level sub-area includes matching units and non-matching units.
[0063] Step S300: Store the idle player information in the preparation unit or non-preparation unit of the corresponding level sub-region according to the level parameter and idle status in the idle player information.
[0064] Specifically, a data processor matching the database can be used to store player information in the game area of the database, and to store idle player information in the corresponding level sub-area's ready or unready unit according to the level parameters and idle status of the idle player information, so that the level of the level sub-area is the same as the level parameter in the information. The database structure has already been described above and will not be repeated here. By placing online player information in the corresponding locations in the database, this low-cost storage medium can be used to effectively divide the information, eliminating a large amount of useless information for subsequent table-assignment processing, thereby indirectly ensuring the efficiency of online game table-assignment while reducing operating costs.
[0065] Step S400: Upon receiving a game request, obtain the game type requested by the game request.
[0066] The aforementioned game request specifically refers to the signal sent by a player after entering the game type selection interface, selecting the players they want to play with, and then clicking the "Complete" button. When the processor receives a game request, it can obtain the game type by checking the attributes corresponding to the request. Specifically, when a player sends a game request to the processor, the corresponding game type is also sent. Game types include "No Matchmaking" and "Matchmaking." "No Matchmaking" means no random matchmaking is required. "Matchmaking" means random matchmaking is required.
[0067] Step S500: If the game type is no matchmaking, generate a fixed matchmaking instruction to build a game table for the player corresponding to the game request.
[0068] If the game type is "no matchmaking", the processing end generates a fixed matchmaking instruction to build a game table and sends the fixed matchmaking instruction to each game that requests the game, thereby completing the online game matchmaking process.
[0069] Step S600: If the game type is matchmaking, match the corresponding matchmaking 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 matchmaking player information and the requesting player information.
[0070] If the game type is matchmaking, it means the processing end needs to request players from the idle area for that game. This involves combining the matched player information and the requesting player information to create a game table, thus completing the online game table assignment process. Based on the database structure deployed above, when a game request is received, the database, a low-cost storage medium, can be used to effectively divide the information, eliminating a large amount of useless information during the table assignment operation. This ensures the efficiency of online game table assignment while reducing operating costs.
[0071] Figure 4 This is a flowchart illustrating a method for matching corresponding player information from an idle area based on the requesting player information corresponding to a game request, as provided in an embodiment of this application. For example... Figure 4 As shown, matching the corresponding player information from the idle area based on the requesting player information corresponding to the game request includes the following steps:
[0072] Step S601: Obtain the reference level parameter contained in the requesting player information corresponding to the game request, and determine the different reference level parameters contained in all reference level parameters.
[0073] Step S602: Obtain the number of 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 players to be matched. 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. The number of intermediate reference level parameters is equal to the number of players to be matched.
[0074] Step S603: Based on the matching area in the sub-region of the intermediate reference level parameter, obtain information on several matched players, wherein the number of matched player information is the same as the number of matched players.
[0075] Step S604: If not greater than, based on the matching area in the level sub-region corresponding to different reference level parameters, obtain several matching player information, so that the matching player information covers the level sub-region corresponding to each different reference level parameter, and the number of matching player information is equal to the number of matching players.
[0076] The requested player information refers to the player information of the players selected to play the game together in step S400 above. The reference level parameters contained in this requested player information can be obtained by examining the level parameters. Each reference level parameter involved in all the included reference level parameters is then identified as a different reference level parameter. For example, if the requested player information corresponding to the game request contains level 1, level 1, level 3, and level 5, then the different reference level parameters included in all the reference level parameters are level 1, level 3, and level 5.
[0077] Each online game has a fixed starting number of players. The number of players already selected can be determined by checking the player information of those chosen to play together in step S400. Subtracting the number of selected players from the fixed starting number gives the number of players needed for the game request. Next, the number of players to be matched is compared with the different reference level parameters obtained in step S601. If the different reference level parameters are greater than the number of players to be matched, it means the required number of players cannot cover the levels of the selected players. In this case, several intermediate reference level parameters can be selected from the different reference level parameters, such that the number of intermediate reference level parameters equals the number of players to be matched. For example, if there are five different reference level parameters (Level 1, Level 2, Level 3, Level 4, and Level 5) and the number of players to be matched is three, then the selected intermediate reference level parameters would be Level 3, Level 2, and Level 4.
[0078] Finally, based on the matching region within the level sub-region corresponding to the intermediate reference level parameter, several sets of matching player information are obtained, ensuring that the number of matching player information sets is the same as the number of matching players. Obtaining several sets of matching player information based on the matching region within the level sub-region corresponding to the intermediate reference level parameter includes the following steps:
[0079] Step S603-1: Obtain the information book stored in the matching area and determine whether the number of information is less than the number of matched players. If it is less, determine all the information in the matching area as the first matched player information.
[0080] Step S603-2: Obtain the first number of matched players from the first matched player information; subtract the first number of matched players from the number of matched player information to obtain the second number of matched players; obtain the second number of matched players from the non-matching area that does not belong to the matching area; wherein the matched player information includes the first and second matched player information.
[0081] Step S603-3: If not less than, obtain several sets of matching player information from the matching area, so that the matching player information covers every level sub-area containing information in the matching area, and the number of matching player information is the same as the number of matching players.
[0082] The aforementioned matching area refers to the matching area within the level sub-region corresponding to the intermediate reference level parameter in step S603. The number of information items can be obtained by reading the number of items stored in this matching area. This number is then compared to the number of players to be matched. If the number of items is less than the number of players, it indicates that the number of players corresponding to all the information stored in this matching area is insufficient for the current table assignment. In this case, all the information in this matching area is first identified as the first matched player information, making it part of the total matched player information. Next, the number of first matched players is subtracted from the number of first matched players to obtain the number of players still needing to be matched, i.e., the second matched player number. Finally, the matching areas of the level sub-regions adjacent to the aforementioned matching area are identified as non-matching areas. Then, the number of second matched player items is randomly selected from the non-matching areas, and the first and second matched player items are then combined to form the total matched player information.
[0083] If the number of information entries is not less than the number of matched players, it means that the number of players corresponding to all the information stored in the matching area is sufficient for this table assignment. In this case, if information is stored in the matching area of each intermediate reference level parameter's corresponding level sub-area, at least one player's information is randomly selected to obtain several sets of matched player information, ensuring that the number of matched player information entries is the same as the number of matched players. This ensures that all players forming the same table have similar levels, thereby improving the fairness of the game.
[0084] If the different reference level parameters are not greater than the number of matched players, it means that the players to be matched cannot cover the levels of the selected players to continue the game together. In this case, several sets of matched player information can be obtained based on the matching area within the level sub-regions corresponding to different reference level parameters, so that the matched player information covers each level sub-region corresponding to different reference level parameters, and the number of matched player information is equal to the number of matched players. The method for obtaining several sets of matched player information based on the matching area within the level sub-regions corresponding to different reference level parameters includes the following steps:
[0085] Step S604-1: Obtain the number of information stored in the level sub-regions corresponding to different reference level parameters, and determine whether the number of information is less than the number of matched players. If it is less, determine all the information in the level sub-regions corresponding to different reference level parameters as the third matched player information.
[0086] Step S604-2: Obtain the number of third-matched players from the third-matched player information, and subtract the number of third-matched players from the number of fourth-matched players to obtain the number of fourth-matched players.
[0087] Step S604-3: If not less than, obtain several matching player information from the matching area in the level sub-region 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 matching player information is equal to the number of matching players.
[0088] 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 repeated here. This also ensures that all players at the same table have similar skill levels, thereby improving the fairness of the game.
[0089] Preferably, upon receiving a game request, if the processing terminal also receives a request to exit the game, it identifies the online player information corresponding to the exit request as an idle player. This allows players to terminate the game at any time, improving the flexibility of game table assignment.
[0090] Figure 5 This is a connection diagram of a network game table-sharing system provided in an embodiment of this application. Figure 5 As shown, a network game table-splitting system includes: an acquisition module, a storage module, and a processing module.
[0091] The system comprises several modules: **Acquisition Module:** Acquires online player information, categorizing it into in-game player information and idle player information. **Storage Module:** Stores in-game player information in a game area of a database. This database includes a game area and an idle area. The idle area comprises several level sub-areas, each containing a matching unit and a non-matching area. Idle player information is stored in the corresponding level sub-area's preparation or non-preparation unit according to its level parameters and idle status. The acquisition module also retrieves the game type of a received game request. **Processing Module:** If the game type is "no matching," it generates a fixed table assignment instruction to create a game table for the player corresponding to the game request. If the game type is "matching," it matches the requesting player information from the idle area to find the corresponding matching player information, and then creates a game table based on the matching player information and the requesting player information.
[0092] In addition, the acquisition module is also used to determine the online player information corresponding to the game exit request as idle player information after receiving the game request.
[0093] The other functions performed by the above-mentioned 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 the online game table-splitting method described above, so they will not be repeated here.
[0094] This application also provides a computer storage medium storing a computer program that, when run on a computer, enables the computer to execute the steps in the online game table-splitting method described above.
[0095] It should be understood that although the steps in the flowcharts in the accompanying figures are shown sequentially as indicated by the arrows, these steps are not necessarily performed in the order indicated by the arrows. Unless explicitly stated herein, there is no strict order requirement for the execution of these steps, and they can be performed in other orders.
[0096] The above description is only a partial embodiment of this application. It should be noted that for those skilled in the art, several improvements and modifications can be made without departing from the principle of this application, and these improvements and modifications should also be considered within the scope of protection of this application.
Claims
1. A network game table splitting processing method, characterized in that, The method comprises: acquiring online player information, and dividing the online player information into in-game player information and idle player information; storing the in-game player information in a game area in a database, wherein the database comprises a game area and an idle area, the idle area comprises a plurality of level sub-areas, and each level sub-area comprises a matching unit and a non-matching unit; storing the idle player information in a preparation unit or a non-preparation unit in a corresponding level sub-area according to a level parameter and an idle state in the idle player information; when a game request is received, acquiring a game type of the game request; if the game type is no-matching table splitting, generating a fixed table splitting instruction to build a game table for a player corresponding to the game request; if the game type is matching table splitting, matching corresponding matching player information from the idle area based on request player information corresponding to the game request, and building a game table based on the matching player information and the request player information; the matching of the corresponding matching player information from the idle area based on the request player information corresponding to the game request comprises: acquiring reference level parameters contained in the request player information corresponding to the game request, and determining different reference level parameters contained in all the reference level parameters; acquiring a number of matching players that need to be matched for the game request, judging whether the number of the different reference level parameters is greater than the number of the matching players, and if so, selecting a plurality of intermediate reference level parameters from the different reference level parameters, wherein the number of the intermediate reference level parameters is equal to the number of the matching players; based on a matching area in a level sub-area corresponding to the intermediate reference level parameter, acquiring a plurality of matching player information, wherein the number of the matching player information is the same as the number of the matching players; if not, based on a matching area in a level sub-area corresponding to the different reference level parameter, acquiring a plurality of matching player information, so that the matching player information covers a level sub-area corresponding to each different reference level parameter, and the number of the matching player information is equal to the number of the matching players.
2. The method of claim 1, wherein, The online player information comprises a player ID, a level parameter, and a game state, and the acquisition of the online player information comprises: acquiring a player ID corresponding to login information and acquiring a level parameter corresponding to the player ID from a database based on the player ID every time the login information is received, and determining a game state corresponding to the player ID as a non-preparation state; every time at least one of a game signal and a type selection signal is received, reading information stored in the database to acquire historical online player information, and acquiring a signal type and a player ID of the received signal, updating online player information corresponding to the player ID based on the signal type, and determining non-updated historical online player information and updated online player information corresponding to the player ID as online player information.
3. The method of claim 2, wherein, All databases are equipped with data processors, and the game area and the idle area have a communication connection, and the matching unit and the non-matching unit have a communication connection, and the online player information corresponding to the player ID is updated based on the signal type, which includes: Based on the received signal, the corresponding update instruction is generated, and the update instruction is sent to the data processor to control 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, and the information ID corresponding to the online player information is updated.
4. The method of claim 1, wherein, The matching area in the level sub-area corresponding to the intermediate reference level parameter is obtained, and a plurality of matching player information is obtained, which includes: Obtain the number of information stored in the matching area, and determine whether the number of information is less than the number of matching players, if less, all information in the matching area is determined as the first matching player information; Obtain the first matching player quantity of the first matching player information, and subtract the first matching player quantity from the number of matching player information to obtain the second matching player quantity, and obtain the second matching player information of the second matching player quantity from the non-matching area not belonging to the matching area, wherein the matching player information includes the first matching player information and the second matching player information; If not less, a plurality of matching player information is obtained 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 matching player information is the same as the number of matching players.
5. The method of claim 1, wherein, The matching area in the level sub-area corresponding to the different reference level parameter is obtained, and a plurality of matching player information is obtained, which includes: Obtain the number of information stored in the matching area, and determine whether the number of information is less than the number of matching players, if less, all information in the matching area is determined as the first matching player information; Obtain the first matching player quantity of the first matching player information, and subtract the first matching player quantity from the number of matching player information to obtain the second matching player quantity, and obtain the second matching player information of the second matching player quantity from the non-matching area not belonging to the matching area, wherein the matching player information includes the first matching player information and the second matching player information; If not less, a plurality of matching player information is obtained 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 matching player information is the same as the number of matching players.
6. The method of claim 1, wherein, The method further comprises: After receiving the game request, if the exit game request is received, the online player information corresponding to the exit game request is determined as the idle player information.
7. A network game table splitting processing system, characterized by, The system comprises an acquisition module, a storage module and a processing module, wherein, The obtaining module is configured to obtain online player information, and divide the online player information into in-game player information and idle player information; The storage module is configured to store the in-game player information in a game area in a database, wherein the database comprises a game area and an idle area, the idle area comprises a plurality of level sub-areas, each level sub-area comprises a matching unit and a non-matching unit, and the idle player information is stored in a preparation unit or a non-preparation unit in a corresponding level sub-area according to a level parameter and an idle state in the idle player information; The obtaining module is further configured to obtain a game type of a game request when the game request is received; The processing module is configured to generate a fixed table instruction to build a game table for a player corresponding to the game request if the game type is no-matching table splitting, and match corresponding matching player information from the idle area based on request player information corresponding to the game request if the game type is matching table splitting, and build a game table based on the matching player information and the request player information; The matching of the corresponding matching player information from the idle area based on the request player information corresponding to the game request comprises: obtaining reference level parameters contained in request player information corresponding to the game request, and determining different reference level parameters contained in all reference level parameters; obtaining a number of matching players that need to be matched corresponding to the game request, judging whether the number of different reference level parameters is greater than the number of matching players, and if so, selecting a plurality of intermediate reference level parameters from the different reference level parameters, wherein the number of intermediate reference level parameters is equal to the number of matching players; obtaining a plurality of matching player information based on matching areas in level sub-areas corresponding to the intermediate reference level parameters, wherein the number of matching player information is the same as the number of matching players; if not, obtaining a plurality of matching player information based on matching areas in level sub-areas corresponding to the different reference level parameters, so that the matching player information covers each level sub-area corresponding to a different reference level parameter, and the number of matching player information is equal to the number of matching players.
8. The system of claim 7, wherein, The obtaining module is further configured to determine online player information corresponding to a game exit request as idle player information if the game exit request is received after the game request is received.
9. A computer readable storage medium having stored thereon a computer program, capable of running on a processor, characterized in that, The computer program is executed by the processor to implement a network game table splitting processing method according to any one of claims 1 to 6. The computer program is executed by the processor to implement a network game table splitting processing method according to any one of claims 1 to 6.