A method and a server for game team disconnection reconnection

CN122912488APending Publication Date: 2026-10-16FUJIAN TQ DIGITAL
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Patent Information

Application Number
CN202510405802.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-04-02
Publication Date
2026-10-16

AI Technical Summary

Technical Problem

多数游戏对于队员掉线后的处理方式较为简单粗暴,一些游戏在队伍成员掉线时直接将其从队伍中移除,这导致队伍完整性被破坏,后续游戏进程中可能因人员缺失而影响团队协作效果,并且重新组队会增加玩家操作复杂度,降低游戏流畅性

Benefits of technology

[0007]The beneficial effects of this invention are as follows: The method and server-side implementation for reconnecting after a game team disconnection, by differentiating the disconnection handling logic for team leaders and members, achieves dynamic adjustment of team structure and restoration of permissions. When the team leader disconnects, the system automatically selects a new leader and maintains team operation, avoiding collaboration chaos caused by the lack of command; after a member disconnects, their original position can be accurately restored, ensuring team integrity. Through real-time detection and intelligent decision-making, the operational cost of re-forming teams is significantly reduced, improving game smoothness and team collaboration efficiency, effectively solving the problems of frequent team disbandment and rigid reconnection logic in traditional methods.

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Abstract

The application discloses a game team disconnection reconnection method and a server. The method performs online detection on team member players. If it is detected that a target player is disconnected, the disconnection information is recorded, and it is judged whether the target player is a team leader. If yes, a new team leader is selected in the team according to preset rules. When the target player is reconnected and the team still exists, the target player's team leader identity and authority are restored, and the team structure is adjusted according to the historical game data of the team member players. Otherwise, when the target player is reconnected, if the team still exists, the position of the target player in the team is restored. Through the disconnection processing logic of distinguishing the team leader and the team member, the dynamic adjustment of the team structure and the restoration of the authority are realized, the operation cost of the players for re-formation of the team is significantly reduced, the game fluency and the team cooperation efficiency are improved, and the problems of frequent disbanding of the team and rigid reconnection logic in the traditional processing mode are solved.
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Description

Technical Field

[0001] This invention relates to the field of game team management, and in particular to a method and server for reconnecting players who have disconnected in a game team. Background Technology

[0002] In the current realm of massively multiplayer online games (MMOs), player teams are a common gameplay element. However, existing technologies are clearly inadequate in handling player disconnections and reconnections. Most games handle disconnected team members in a rather simplistic and crude manner. Some games simply remove a team member from the team when they disconnect, which disrupts the team's integrity. This can negatively impact teamwork in subsequent gameplay due to missing members, and regrouping increases the complexity of player actions and reduces game smoothness.

[0003] Meanwhile, the current system for handling team member disconnections generally does not take into account the team member's role within the team, and therefore does not differentiate between them. If the team leader disconnects, and this is not handled properly, it can easily lead to problems such as team logic confusion and lack of command, thereby affecting the fairness of the game and the overall progress. Summary of the Invention

[0004] The technical problem to be solved by this invention is: to provide a method and server for reconnecting after disconnection in game teams, so as to achieve more reasonable disconnection and reconnection management.

[0005] To solve the above-mentioned technical problems, the technical solution adopted by the present invention is as follows: A method for reconnecting after a game team disconnects includes the following steps: S1. Perform online detection on team members. If a target player is detected to be offline, record the offline information. At the same time, determine whether the target player is the team leader. If so, proceed to step S2; otherwise, proceed to step S3. S2. Select a new team leader in the team according to preset rules, and restore the team leader status and permissions of the target player when the target player reconnects and the team still exists, and adjust the team structure according to the historical game data of the team members. S3. If the target player reconnects, and the team still exists, restore the target player's position in the team.

[0006] To solve the above-mentioned technical problems, the technical solution adopted by the present invention is as follows: A server for reconnecting after a game team disconnects includes a processor, a memory, and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, it implements the steps of the above-described method for reconnecting after a game team disconnects.

[0007] The beneficial effects of this invention are as follows: The method and server-side implementation for reconnecting after a game team disconnection, by differentiating the disconnection handling logic for team leaders and members, achieves dynamic adjustment of team structure and restoration of permissions. When the team leader disconnects, the system automatically selects a new leader and maintains team operation, avoiding collaboration chaos caused by the lack of command; after a member disconnects, their original position can be accurately restored, ensuring team integrity. Through real-time detection and intelligent decision-making, the operational cost of re-forming teams is significantly reduced, improving game smoothness and team collaboration efficiency, effectively solving the problems of frequent team disbandment and rigid reconnection logic in traditional methods. Attached Figure Description

[0008] Figure 1 This is a simplified flowchart illustrating a method for reconnecting after a disconnection in a game team, according to an embodiment of the present invention. Figure 2 This is a structural example diagram of a server for reconnecting to a game team after disconnection, according to an embodiment of the present invention. Label Explanation: 1. A server for reconnecting to a game team after disconnection; 2. A processor; 3. A memory. Detailed Implementation

[0009] To explain in detail the technical content, objectives, and effects of the present invention, the following description is provided in conjunction with the embodiments and accompanying drawings.

[0010] Please refer to Figure 1 A method for reconnecting after a game team disconnects, including the following steps: S1. Perform online detection on team members. If a target player is detected to be offline, record the offline information. At the same time, determine whether the target player is the team leader. If so, proceed to step S2; otherwise, proceed to step S3. S2. Select a new team leader in the team according to preset rules, and restore the team leader status and permissions of the target player when the target player reconnects and the team still exists, and adjust the team structure according to the historical game data of the team members. S3. If the target player reconnects, and the team still exists, restore the target player's position in the team.

[0011] As described above, the beneficial effects of this invention are as follows: This invention provides a method for reconnecting after a game team disconnects. By differentiating the disconnection handling logic for team leaders and members, it achieves dynamic adjustment of team structure and restoration of permissions. When a team leader disconnects, the system automatically selects a new leader and maintains team operation, avoiding collaboration chaos caused by the lack of command. Members can be accurately restored to their original positions after disconnection, ensuring team integrity. Through real-time detection and intelligent decision-making, the operational cost of re-forming teams is significantly reduced, improving game smoothness and team collaboration efficiency, effectively solving the problems of frequent team disbandment and rigid reconnection logic in traditional methods.

[0012] Furthermore, adjusting the team structure based on the team members' historical game data includes: S21. Based on the historical game data of team members, quantitatively evaluate the overall activity, contribution value, and game character ability of team members to obtain the overall score of each team member. S22. Sort the overall scores of each team member player and adjust the position of each team member player in the team according to the sorting results.

[0013] As described above, the system quantitatively evaluates member capabilities (activity level, contribution value, and role ability) based on historical data, and optimizes team positioning through comprehensive score ranking. This mechanism makes team assignments more aligned with member strengths; for example, members with high contribution values ​​are given priority for core tasks, improving resource allocation efficiency. Compared to the traditional fixed role allocation model, dynamic adjustments can adapt to changing needs at different game stages, enhancing team flexibility and overall combat effectiveness, especially in long-duration dungeons or strategic gameplay.

[0014] Furthermore, when the target player reconnects and the team still exists, restoring the target player's team leader status and permissions includes: When the target player reconnects and the team still exists, it is determined whether the target player's cumulative number of disconnections within a preset time period exceeds a preset threshold, or whether the changes in team member player information during the current disconnection period exceed a preset change value. If so, the team member player information is obtained and a new team leader is selected; otherwise, the target player's team leader status and permissions are restored.

[0015] As described above, the system balances the stability and rationality of restoring team leader permissions by considering both the cumulative number of disconnections and the magnitude of information changes. If the original team leader frequently disconnects or the team structure undergoes drastic changes, the system reselects a better team leader to avoid affecting the overall progress due to the status of a single member. This mechanism preserves the continuity of the original team leader's command while ensuring fairness in team management through a data-driven decision-making mechanism, making it suitable for high-intensity competitive or complex collaborative scenarios.

[0016] Furthermore, obtaining information about the team members and re-selecting the team leader includes: Obtain information on each player in the team, and quantitatively evaluate each player's command performance and teamwork and communication abilities based on historical game data. Select the best team leader based on the evaluation results.

[0017] As described above, team leader selection is based on a quantitative assessment of command performance and teamwork ability, ensuring that new team leaders possess actual leadership capabilities. Compared to the traditional method of selecting team leaders "by order of joining," this mechanism places greater emphasis on players' actual contributions and team compatibility, effectively reducing team defeats caused by insufficient team leader capabilities. Especially in high-difficulty PvP or team dungeons, it can significantly improve team management efficiency and win rate.

[0018] Furthermore, selecting a new team leader from the team according to preset rules includes: Obtain information about each team member player, find the first team member player who joins the team (excluding the target player), and assign them the captain's identity and captain's permissions.

[0019] As described above, the default leader transfer rule is "first member to join," ensuring a fast and deterministic transition of leader privileges. This mechanism achieves millisecond-level privilege handover without complex calculations, avoiding management vacuums caused by decision delays. It is particularly suitable for MOBA or MMO games with high real-time requirements, ensuring the continuity of combat and the stability of strategy execution.

[0020] Furthermore, it also includes the following steps: Based on the number of team members who have disconnected, the average disconnection time of the disconnected team members, and the current game progress, determine whether to disband the team.

[0021] As described above, the system uses multiple dimensions, including the number of players disconnected, average disconnection time, and game progress, to determine when to disband a team, thus avoiding resource waste and unnecessary waiting. For example, a team can be proactively disbanded when all members disconnect or when progress stalls at a critical point, freeing up server resources and guiding players to regroup. Compared to the traditional "fixed-time disbandment" strategy, this mechanism is more aligned with real-world scenarios and reduces the negative experience of players being forced to wait due to teammates being offline for extended periods.

[0022] Furthermore, based on the number of disconnected team members, the average disconnection duration of those disconnected players, and the current game progress, determining whether to disband the team includes: Determine if all team members have disconnected; if so, disband the team. Determine whether the number of disconnected team members exceeds a preset first proportion, and whether the average disconnection time of the disconnected team members reaches a preset first time. If so, disband the team. If the number of disconnected players in the team exceeds a preset second proportion, and if the game progress has stopped for a preset second duration, then the team is disbanded.

[0023] As described above, different scenarios are used to set disbandment conditions (all players disconnected, high percentage of players disconnected for extended periods, critical node stagnation) to accommodate the needs of different game modes. For example, competitive games emphasize real-time performance, so a lower percentage threshold is set; dungeon-based games emphasize progress protection, so the disbandment is determined based on the level's stagnation time. This mechanism ensures game fairness while avoiding excessive interference with the player experience, thus improving the system's adaptability and flexibility.

[0024] Furthermore, recording the disconnection information in step S1 includes recording the disconnection duration of the target player; It also includes the following steps: Determine whether the target player's offline time exceeds a preset offline time threshold; if so, remove the target player from the current team. Step S3 also includes the following steps: If the target player is detected to have reconnected, and if the target player has been removed from the team or the team has been disbanded, a new team will be formed using a team matching algorithm.

[0025] As described above, an offline threshold can be set to automatically remove players, preventing long-term offline members from consuming team resources. If the team has disbanded upon reconnection, a matchmaking algorithm will regroup the players, ensuring a quick return to the game. Compared to the traditional "unlimited position retention" mechanism, this solution balances team stability and resource utilization, proving particularly effective in casual games with high player turnover.

[0026] Furthermore, the formation of new teams through team matching algorithms includes: The team matching algorithm forms a new team based on the multi-dimensional data of the target player and the online player information of the current server. The multi-dimensional data includes game character abilities, game style preferences, historical team data, and game situation data.

[0027] As described above, a multi-dimensional matching algorithm based on character abilities, style preferences, historical data, and real-time situation achieves optimal team composition. For example, players skilled in PvP are prioritized for competitive teams, while players with similar activity levels form fixed teams. This mechanism significantly improves team formation efficiency and teamwork, reducing conflicts or mission failures caused by member mismatches, and is particularly suitable for game genres with strong social elements.

[0028] Please refer to Figure 2 A server for reconnecting after a game team disconnects includes a processor, a memory, and a computer program stored in the memory and executable on the processor. When the processor executes the computer program, it implements the steps of the above-described method for reconnecting after a game team disconnects.

[0029] As described above, the beneficial effects of this invention are as follows: This invention provides a game team disconnection and reconnection server that dynamically adjusts the team structure and restores permissions by differentiating the disconnection handling logic for team leaders and members. When a team leader disconnects, the system automatically selects a new leader and maintains the team's operation, avoiding collaboration chaos caused by a lack of command; after a member disconnects, their original position can be accurately restored, ensuring team integrity. Through real-time detection and intelligent decision-making, the operational cost of re-forming teams is significantly reduced, game smoothness and team collaboration efficiency are improved, and the problems of frequent team disbandment and rigid reconnection logic in traditional methods are effectively solved.

[0030] The present invention provides a method and server for reconnecting players after disconnection in a game team, applicable to handling player disconnection and reconnection issues in games that require online team play.

[0031] Please refer to Figure 1 Embodiment 1 of the present invention is as follows: A method for reconnecting after a game team disconnects includes the following steps: S1. Perform online detection on team members. If a target player is detected to have disconnected, record the disconnection information. At the same time, determine whether the target player is the team leader. If so, proceed to step S2; otherwise, proceed to step S3.

[0032] In this embodiment, a heartbeat detection mechanism based on the TCP / IP protocol is deployed on the game server side. This mechanism sends UDP heartbeat packets to the client at fixed time intervals (e.g., every 5 seconds) and waits for the client's ACK confirmation response. If no response is received from the client within a preset timeout period (e.g., 10 seconds), the player is considered disconnected. This process utilizes network socket programming to implement data transmission and reception and monitoring, triggering the disconnection judgment logic by setting the socket's timeout attribute.

[0033] Once a player is detected to have disconnected, the system immediately updates the player's team status in a relational database (such as MySQL), marking them as "offline." Simultaneously, it uses a database timestamp function (such as NOW()) to record the current system time as the disconnection timestamp. The data update operation is performed by executing an SQL UPDATE statement, ensuring data accuracy and durability. A transaction mechanism is employed to guarantee the atomicity of data updates, preventing data inconsistencies due to unexpected circumstances.

[0034] S2. Select a new team leader in the team according to preset rules, and restore the team leader status and permissions of the target player when the target player reconnects and the team still exists, and adjust the team structure according to the historical game data of the team members. Selecting a new team leader based on preset rules includes: Obtain information about each team member player, find the first team member player who joins the team (excluding the target player), and assign them the captain's identity and captain's permissions.

[0035] In this embodiment, when the heartbeat detection mechanism determines that the team leader has gone offline, the system immediately iterates through the team member information table using database queries, optimizes query performance with indexes, and finds the first member to join the team. Subsequently, an UPDATE statement is executed in the database to update the team leader identifier field, transferring the team leader privileges to that member. This process is performed within a database transaction to ensure the atomicity and consistency of the team leader transfer and avoid data conflicts. Simultaneously, a logging framework (such as Log4j) is used to record detailed operation information about the team leader transfer for subsequent auditing and troubleshooting.

[0036] When the target player reconnects and the team still exists, restoring the target player's team leader status and permissions includes: When the target player reconnects and the team still exists, it is determined whether the target player's cumulative number of disconnections within a preset time period exceeds a preset number threshold, or whether the changes in the team member player's information during the current disconnection period exceed a preset change value. If so, the team member player's information is obtained and a new team leader is selected; otherwise, the target player's team leader status and permissions are restored. Retrieving team member player information and reselecting a team leader includes: Obtain information on each player in the team, and quantitatively evaluate each player's command performance and teamwork and communication abilities based on historical game data. Select the best team leader based on the evaluation results.

[0037] Adjusting the team structure based on team members' historical game data includes: S21. Based on the historical game data of team members, quantitatively evaluate the overall activity, contribution value, and game character ability of team members to obtain the overall score of each team member. S22. Sort the overall scores of each team member player and adjust the position of each team member player in the team according to the sorting results.

[0038] In this embodiment, after the team leader logs in again and passes authentication, the system retrieves the team's previous information using database queries. Based on the team's current status and member information, the system performs a series of logical judgments and data adjustment operations. The team member data is reordered using a sorting algorithm (such as quicksort or mergesort), and the team member's position information and related status fields are updated using database UPDATE statements to restore the team's normal management structure. During the data update process, the database's row-level locking mechanism is used to lock the relevant data rows to prevent data errors caused by concurrent access, ensuring the stability and reliability of the entire reconnection process.

[0039] In a team-based game scenario, when the team leader disconnects and reconnects, the system will process the team member data based on multiple factors to restore the team's normal management structure: Ranking Criteria: The ranking is primarily based on multi-dimensional data, including team members' overall activity level, contribution value, and game character abilities. Overall activity level encompasses players' online time and the frequency of participating in game tasks and activities; contribution value reflects the actual contributions players make to the team in areas such as team battles and resource acquisition; game character abilities involve character level, skill level, and equipment strength. By quantifying and evaluating this data, a comprehensive score is calculated for each member, which serves as the key criterion for ranking. For example, in a multiplayer online battle game, player A frequently participates in battles, deals significant damage, and acquires key resources, resulting in a high contribution value and activity level; simultaneously, a higher character level and more advantageous skills and equipment will lead to a relatively higher comprehensive score.

[0040] The system restores the normal management structure by reordering team member data using either quicksort or mergesort algorithms after obtaining each member's overall score. Once sorted, the system updates the team members' position information and related status fields based on the sorting results. Updating position information ensures more efficient and rational teamwork in subsequent game actions, while updating status fields includes adjustments to team members' responsibilities and permissions. For example, a team member initially responsible for support might be reassigned to a more crucial damage-dealing position if their overall score is higher after sorting, with corresponding changes to their responsibilities and permissions.

[0041] In this embodiment, in most cases, the system will restore the original team leader's status after the original team leader logs in again and passes identity verification. This is because the original team leader had a clear understanding of the team's strategic planning and action arrangements before the disconnection, and restoring their status helps the team maintain its original collaborative mode and game rhythm. However, if the original team leader disconnects too many times within a certain period (such as a week), or if the overall situation of the team members changes significantly during the disconnection period (such as the addition of high-level or high-contribution members), the system will consider re-selecting a new team leader. In this case, the system will select the member with the highest overall score and good leadership skills (assessed by analyzing their command performance in past games, team collaboration and communication skills, etc.) from the ranking results to serve as the new team leader, in order to ensure the team's management efficiency and competitiveness in subsequent games.

[0042] S3. If the target player reconnects, and the team still exists, restore the target player's position in the team.

[0043] In this embodiment, when a target player who is not the team leader attempts to log in again, the login module first calls the user authentication interface to verify the player's identity. This interface may be implemented based on OAuth or a custom authentication protocol. After successful verification, the system retrieves the player's previous team status records from the database using an SQL SELECT query. The query conditions are based on the player's unique identifier (such as user ID) and a relational query with the team association table.

[0044] If a player's previous team is still active (i.e., the team hasn't disbanded for any other reason and the 15-minute reconnection time limit hasn't expired), the system uses a database connection pool to obtain a database connection. Through complex JOIN queries, it joins the team table, member table, and other related data tables to retrieve detailed team information, including other member information and team order. Then, using a queue or linked list data structure, it restores the reconnected member to their original team position. Simultaneously, it uses a message queue (such as RabbitMQ) publish / subscribe pattern to send team member update notifications to other online members to maintain team consistency. The notification messages are encapsulated in JSON or XML format and contain detailed team change information, ensuring other members are promptly informed of the changes.

[0045] Embodiment 2 of the present invention is as follows: A method for reconnecting after a game team disconnects, differing from Embodiment 1 in that it further includes the following steps: Based on the number of disconnected team members, the average disconnection duration of those players, and the current game progress, determine whether to disband the team: Determine if all team members have disconnected; if so, disband the team. In this embodiment, when the system detects that all members of a team are offline, it determines that the team has been disbanded by batch querying and statistically analyzing the team member status data, using database aggregate functions (such as COUNT) and conditional query statements. In the database, the system marks the team's relevant information as disbanded by executing a DELETE statement and clears the team member-related data. This operation involves batch updates and deletions in the database, requiring the integrity and consistency of the data to be ensured. Simultaneously, a caching mechanism (such as Redis) is used to clear cached data related to the team to guarantee data consistency.

[0046] Determine whether the number of disconnected team members exceeds a preset first proportion, and whether the average disconnection time of the disconnected team members reaches a preset first time. If so, disband the team. In this embodiment, if the number of offline players in the team exceeds a certain percentage (e.g., set to exceed 50% of the total number of players), and the average disconnection time of these offline players exceeds a preset time (e.g., 15 minutes), the system will initially determine that the team is disbanded. For example, in an 8-player team game, if 5 players are offline, and the average disconnection time of these 5 players reaches 18 minutes, the disbandment determination process will be triggered when these two conditions are met.

[0047] If the number of disconnected players in the team exceeds a preset second proportion, and if the game progress has stopped for a preset second duration, then the team is disbanded.

[0048] In this embodiment, if a large number of players disconnect (reaching a certain percentage) at a crucial game progress point (such as opening a key dungeon or challenging an important boss), and the game progress does not advance for a period of time (such as 10 minutes), the system will consider disbanding the team even if the number of offline players does not reach 50% of the total number of players. For example, if a team is challenging the final boss in the game, and three team members disconnect, and the team fails to deal effective damage to the boss within 10 minutes, causing the game progress to stagnate, the system will determine whether to disband the team based on this situation and other data.

[0049] In addition to the three team disbandment criteria mentioned above, this embodiment also utilizes big data analysis and machine learning models to obtain players' historical team-up preference data. If the current team faces difficulties due to a large number of players disconnecting, and analysis reveals that regrouping would better align with players' historical team-up preferences and gaming habits, the system may still determine to disband the team and intelligently reorganize it, even if the aforementioned conditions regarding number of players, duration, and game progress are not fully met. For example, if a player frequently teams up with a specific type of teammate and prefers to complete game tasks quickly, and the current team is unable to progress efficiently due to disconnections, the system analysis might suggest that regrouping would better meet their needs, leading to the decision to disband the team.

[0050] Meanwhile, recording disconnection information in step S1 includes recording the disconnection duration of the target player; It also includes the following steps: Determine whether the target player's offline time exceeds a preset offline time threshold; if so, remove the target player from the current team.

[0051] In this embodiment, a scheduled task is set up using a scheduled task framework (such as Quartz) to iterate through the player records in the database that are offline at regular intervals (such as 1 minute), and check whether their offline time exceeds 15 minutes by using SQL SELECT query statements combined with time comparison operations (such as the DATEDIFF function).

[0052] If a player is found to be offline for more than 15 minutes, the system executes a database DELETE statement to remove the player from their original team and updates the team member count and related status information. Simultaneously, a reliable messaging mechanism (such as Apache Kafka) is used to send team member change notifications to other online team members, ensuring the real-time nature and accuracy of team information. Notification messages are processed using a ConsumerGroup pattern to guarantee that each online team member correctly receives the notification and updates their local team status.

[0053] Step S3 also includes the following steps: If the target player is detected to have reconnected, and if the target player has been removed from the team or the team has been disbanded, a new team will be formed using the team matching algorithm. The formation of new teams through team matching algorithms includes: The team matching algorithm forms a new team based on the multi-dimensional data of the target player and the online player information of the current server. The multi-dimensional data includes game character abilities, game style preferences, historical team data, and game situation data.

[0054] In this embodiment, when a player logs back in, if they have been removed from a team or their team has disbanded, a new team is formed based on the player's profile information (such as level, skills, game preferences, etc.) and the current online player pool on the game server, using a matching algorithm (such as an algorithm based on collaborative filtering or content recommendation). The matching algorithm may be based on a greedy algorithm or other optimized algorithms to achieve the best combination of team members. After the team is formed, a new team record is created in the database, and the player's team affiliation information is updated using an INSERT statement. Simultaneously, a push notification service (such as Firebase Cloud Messaging) is used to push detailed information about the new team and a successful team formation notification to the player, guiding them to continue playing the game.

[0055] In this game's team disconnection and reconnection system, the matchmaking algorithm is optimized based on multi-dimensional data to achieve the best combination of team members, as detailed below: Optimization based on player game ability data: Player game ability is a crucial basis for the matchmaking algorithm. Game ability data encompasses character level, skill proficiency, equipment rating, and more. Taking role-playing games as an example, character level reflects a player's progress in the game; higher-level characters typically possess stronger base attributes and more skills. Skill proficiency reflects a player's level of skill application; higher proficiency means more efficient skill utilization in combat. Equipment rating comprehensively considers factors such as the quality and enhancement level of a player's equipment; high-rated equipment significantly enhances a character's strength. The matchmaking algorithm uses this data to group players with similar abilities into the same team. For instance, in dungeon challenges, pairing high-level, highly skilled, and well-equipped players with teammates of similar strength ensures a balanced overall team combat power and increases the success rate of clearing the dungeon.

[0056] Optimization based on player playstyle preference data: Each player has unique playstyle preferences, which are key data for matchmaking algorithm optimization. Playstyle preferences include combat style (e.g., aggressive, defensive, support), game mode preference (e.g., PVP competitive mode, PVE cooperative mode), and playtime habits (e.g., active during the day, active at night, active on weekends). For players who enjoy PVP and have an aggressive combat style, the algorithm will prioritize matching them with teammates of the same style, enabling the team to quickly establish a coordinated offensive rhythm during the match. Regarding playtime habits, teaming up players with similar activity times avoids difficulties in team formation due to inconsistent online times, ensuring the team can participate in game activities consistently.

[0057] Optimization based on player team history data: Player team history data contains rich information that helps optimize the matchmaking algorithm. This data includes win rates in past teams and synergy with different teammates. By analyzing historical win rates, the matchmaking algorithm understands how players perform when teamed with different types of teammates. For team combinations with high win rates, the algorithm increases the probability of similar combinations appearing. Simultaneously, based on synergy data between players and teammates, the algorithm prioritizes pairing players with high synergy with each other. For example, if Player A and Player B have previously teamed up effectively and successfully completed multiple challenging tasks, the matchmaking algorithm will prioritize pairing them again to improve teamwork efficiency and the overall gaming experience.

[0058] Optimization based on current game situation data: The real-time situation in the game also affects the matchmaking algorithm. Different game stages and scenarios require different character configurations for teams. For example, in the early resource gathering phase, players skilled in resource collection and exploration are needed; while in the later team battle phase, players with strong combat abilities and a strong sense of teamwork are needed. The matchmaking algorithm obtains real-time game situation data and rationally allocates players to teams based on the game stage and scenario requirements. When the game is in the intense stage of team battles, the algorithm will prioritize forming teams with players who have outstanding combat abilities and team combat experience, ensuring that the teams are competitive in team battles.

[0059] Embodiment 3 of the present invention is as follows: A method for reconnecting to a game team after disconnection, which differs from Embodiment 1 or 2, also takes into account the handling of online team members leaving the team.

[0060] In this embodiment, when an online team member actively clicks the "Leave Team" button or the team leader disbands the team, the system first updates the team member's team status to "Left" using an UPDATE statement in the database, and then uses foreign key constraints and cascading delete operations to remove the team member's association with the original team. This process involves database update and delete operations, and data consistency and integrity must be ensured. Simultaneously, an event-driven architecture (EDA) is used to trigger relevant business logic processing, such as updating the player's personal game statistics.

[0061] If a player who has left logs out logs back in, the system will determine whether to allow them to rejoin the original team based on changes to the team during their offline period and the current game rules, using a series of logical judgments (such as whether the team is full, whether there are special team restrictions, etc.). This judgment process involves querying and analyzing team information and player history data in the database. Ultimately, based on the judgment result, the system will send appropriate feedback to the player using an HTTP response status code and message body. If rejoining is permitted, the system will execute the team rejoin operation, updating team member information and related status data using an INSERT statement in the database.

[0062] Specifically, when determining whether a player who has left the team can rejoin, the query and analysis of team information and player history data in the database are closely related to the logical judgment conditions mentioned earlier (whether the team is full or whether there are special team restrictions), and there are also other related logical judgment conditions: Is the team full? Querying the team information in the database directly yields the current number of team members, allowing you to determine if the team is full. Combining player historical data, if a player was previously a core member of the team, they can be prioritized for rejoining if the team is not full. For example, in a strategy game, if a player is a skilled commander, and the team is not full but facing a crucial match, their historical data would make them a better fit for the role, boosting the team's competitiveness.

[0063] Special Party Formation Restrictions: Special party formation restriction information is stored in a database. Rules such as level restrictions and class combination restrictions can be clearly defined through queries. Analyzing player history data allows players who have demonstrated outstanding past performance and meet the current party's needs due to special restrictions to be allowed to rejoin. For example, in a fantasy role-playing game, a special party formation restriction requires "at least one healer with a level difference of no more than 10 levels." If a player's history data shows they were previously a main healer and their level meets the restriction, they can be considered for rejoining even if the party is full (but has a vacancy for a healer).

[0064] Player Historical Contribution: This feature queries the database to determine a player's historical contribution to their original team, such as damage dealt, healing received, and resource acquisition during combat. If a player has a high historical contribution, their rejoining can be considered even if the team is full or has special team-up restrictions. For example, in an adventure game, if player A has acquired a large amount of valuable resources for the team and made a significant contribution, their rejoining can be considered even if the team is full, depending on the actual situation, such as the team needing their resource acquisition abilities to tackle a high-difficulty dungeon.

[0065] Team's recent task completion status and needs: Query the database for the types and progress of tasks recently completed by the team, combined with players' historical data on task types they excel at. If the team's upcoming task matches a player's area of ​​expertise, flexibility can be maintained even with team restrictions. For example, if the team is about to challenge a high-difficulty PVP arena, and a player's historical data shows a high win rate and excellent performance in PVP battles, that player can be allowed to rejoin, enhancing the team's PVP strength.

[0066] Player Recent Behavior Data: This section checks a player's recent in-game behavior, such as whether they have violated any rules or frequently changed teams. Players with no recent violations and stable performance in their current team are given priority consideration for rejoining. Frequent team changes may affect team stability and require careful evaluation. For example, in a game with strong social interaction, frequent team switching can disrupt team atmosphere, and even if a team is not full and there are no special team-up restrictions, their rejoining request may be rejected. Conversely, players with good behavior are more likely to be given the opportunity to rejoin.

[0067] Please refer to Figure 2 Embodiment four of the present invention is as follows: A game team disconnection and reconnection server 1 includes a processor 2, a memory 3, and a computer program stored in the memory 3 and executable on the processor 2. When the processor 2 executes the computer program, it implements the steps of the game team disconnection and reconnection method described in any of the above embodiments one to three.

[0068] In summary, the game team disconnection and reconnection method and server provided by this invention achieve dynamic adjustment of team structure and restoration of permissions by distinguishing between the disconnection handling logic of the team leader and team members. When the team leader disconnects, the system automatically selects a new team leader and maintains team operation, avoiding collaboration chaos caused by the lack of command; team members can be accurately restored to their original positions after disconnection, ensuring team integrity. Through real-time detection and intelligent decision-making, the operational cost of players re-forming teams is significantly reduced, game smoothness and team collaboration efficiency are improved, and the problems of frequent team disbandment and rigid reconnection logic in traditional methods are effectively solved.

[0069] Specifically, this application achieves the following: Intelligent Status Monitoring and Precise Identification System: A highly intelligent system detection and recovery process has been designed for player disconnection and reconnection. Utilizing advanced multi-dimensional data acquisition and analysis technology, it can not only monitor the stability of players' network connections in real time but also accurately determine the specific cause and type of disconnection, such as network fluctuations or equipment failure. Through deep collaboration with the game server, the system automatically restores the player's original team position upon re-login, based on a carefully designed data processing and logical judgment module. In this process, innovative dynamic data caching and fast retrieval algorithms are employed to ensure rapid restoration of player status without excessively increasing server load, effectively maintaining team integrity and game smoothness, and significantly improving system response speed and processing efficiency.

[0070] Efficient Captain Permission Switching and Dynamic Team Structure Adjustment Mechanism: A rigorous and efficient operational process has been established for the captain disconnection and reconnection mechanism. When a captain disconnects, the system, through a distributed message notification architecture, quickly initiates an identification process, enabling other online team members to know the captain's offline status within milliseconds and automatically transmitting the captain's position to the first member to join the team. Simultaneously, to ensure the team continues to operate smoothly during the captain's disconnection, the system has a pre-set intelligent task allocation and collaboration guidance module. Based on team members' skills, levels, and other information, it temporarily adjusts task assignments to ensure the game progress is not affected. Upon the captain's re-login, the system utilizes sophisticated logic adjustment functions, combined with historical game data and the current team status, to restore the captain to the original team and reasonably adjust the positions and statuses of other team members, ensuring a stable team structure, improving game management efficiency and fairness, and effectively preventing team chaos and game stagnation caused by captain disconnections.

[0071] Full-Scene Team Disbandment and Intelligent Reorganization Strategy: A unique judgment rule and implementation method have been established for the reconnection mechanism after all members have disconnected. Based on big data analysis and machine learning models, the system can comprehensively determine the necessity and timing of team disbandment based on multiple factors such as game type, current game progress, and player's historical team-up preferences. Once all members of the team are detected to be disconnected, the system will determine to disband the team according to preset rules. When players log back in, the system uses an intelligent matching algorithm to automatically assign suitable team members, taking into account factors such as player skill level, playstyle, and online time, and provides personalized team-up suggestions. This ensures that the game can proceed smoothly in the new team environment, enhances the game's adaptability and stability, optimizes the overall player experience, and provides players with a more convenient and efficient game team-up service.

[0072] The above description is merely an embodiment of the present invention and does not limit the patent scope of the present invention. Any equivalent modifications made based on the content of the present invention specification and drawings, or direct or indirect applications in related technical fields, are similarly included within the patent protection scope of the present invention.

Claims

1. A method for reconnecting after a disconnection in a game team, characterized in that, Including the following steps: S1. Perform online detection on team members. If a target player is detected to be offline, record the offline information. At the same time, determine whether the target player is the team leader. If so, proceed to step S2; otherwise, proceed to step S3. S2. Select a new team leader in the team according to preset rules, and restore the team leader status and permissions of the target player when the target player reconnects and the team still exists, and adjust the team structure according to the historical game data of the team members. S3. If the target player reconnects, and the team still exists, restore the target player's position in the team.

2. The method for reconnecting after a game team disconnection according to claim 1, characterized in that, Adjusting the team structure based on team members' historical game data includes: S21. Based on the historical game data of team members, quantitatively evaluate the overall activity, contribution value, and game character ability of team members to obtain the overall score of each team member. S22. Sort the overall scores of each team member player and adjust the position of each team member player in the team according to the sorting results.

3. The method for reconnecting after a game team disconnection according to claim 1, characterized in that, When the target player reconnects and the team still exists, restoring the target player's team leader status and permissions includes: When the target player reconnects and the team still exists, it is determined whether the target player's cumulative number of disconnections within a preset time period exceeds a preset threshold, or whether the changes in team member player information during the current disconnection period exceed a preset change value. If so, the team member player information is obtained and a new team leader is selected; otherwise, the target player's team leader status and permissions are restored.

4. The method for reconnecting after a game team disconnection according to claim 3, characterized in that, Retrieving team member player information and reselecting a team leader includes: Obtain information on each player in the team, and quantitatively evaluate each player's command performance and teamwork and communication abilities based on historical game data. Select the best team leader based on the evaluation results.

5. A method for reconnecting after a game team disconnection according to claim 1, characterized in that, Selecting a new team leader based on preset rules includes: Obtain information about each team member player, find the first team member player who joins the team (excluding the target player), and assign them the captain's identity and captain's permissions.

6. A method for reconnecting after a game team disconnection according to claim 1, characterized in that, It also includes the following steps: Based on the number of team members who have disconnected, the average disconnection time of the disconnected team members, and the current game progress, determine whether to disband the team.

7. A method for reconnecting after a game team disconnection according to claim 6, characterized in that, Determining whether to disband the team based on the number of disconnected team members, the average disconnection duration of the disconnected team members, and the current game progress includes: Determine if all team members have disconnected; if so, disband the team. Determine whether the number of disconnected team members exceeds a preset first proportion, and whether the average disconnection time of the disconnected team members reaches a preset first time. If so, disband the team. If the number of disconnected players in the team exceeds a preset second proportion, and if the game progress has stopped for a preset second duration, then the team is disbanded.

8. A method for reconnecting after a game team disconnection according to claim 1, characterized in that, Step S1, recording disconnection information, includes recording the disconnection duration of the target player; It also includes the following steps: Determine whether the target player's offline time exceeds a preset offline time threshold; if so, remove the target player from the current team. Step S3 also includes the following steps: If the target player is detected to have reconnected, and if the target player has been removed from the team or the team has been disbanded, a new team will be formed using a team matching algorithm.

9. A method for reconnecting after a disconnection in a game team according to claim 8, characterized in that, The formation of new teams through team matching algorithms includes: The team matching algorithm forms a new team based on the multi-dimensional data of the target player and the online player information of the current server. The multi-dimensional data includes game character abilities, game style preferences, historical team data, and game situation data.

10. A server for reconnecting to a game server after a disconnection, comprising a processor, a memory, and a computer program stored in the memory and executable on the processor, characterized in that, When the processor executes the computer program, it implements the steps of the method for reconnecting after a game team disconnection as described in any one of claims 1-9.