Distributed Game Server Architecture for Real-Time Message Load Reduction
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Solution Overview
Problem
Multi-access online role-playing games face increased server load due to the need to transmit numerous real-time messages, such as those from fast-moving player characters, leading to potential fatal errors and performance issues.
Innovation Solution
A multi-access online game system with a distributed architecture that separates real-time message processing from the main game server, where real-time messages are received and transmitted by dedicated real-time message processing servers, reducing the load on the game server by only transmitting these messages to relevant user clients within a predetermined distance.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If real-time messages from fast-moving player characters are transmitted to all other users, then message delivery completeness is improved, but server load increases rapidly causing fatal errors
Solution Approach 1:
The patent applies local quality by transmitting real-time messages selectively only to user clients located within a predetermined distance from the message source, rather than broadcasting to all users. This spatially differentiated message distribution reduces unnecessary network traffic and server load while ensuring that only affected users receive the messages, thus maintaining message delivery reliability for relevant users without overwhelming the server.
2Stability of the object's composition
If the game server processes all game-associated messages centrally, then message processing consistency is improved, but server load increases causing performance degradation
Solution Approach 1:
The patent segments message processing by separating real-time message handling from the main game server. A dedicated real-time message processing server is introduced to handle time-critical messages independently, while the game server continues to process other game logic. This segmentation allows the game server to maintain consistent processing for non-real-time messages while offloading real-time processing to a specialized server, preventing performance degradation.
Solution Approach 2:
The patent introduces a real-time message processing server as an intermediary between the game server and user clients. This intermediary server receives real-time messages from the game server, processes them with priority, and transmits them to relevant user clients. This mediator architecture ensures that real-time messages are handled consistently and reliably without burdening the main game server, thus maintaining processing consistency while improving overall system throughput.
3Loss of information
If all game messages are transmitted to all user clients, then information completeness is improved, but network bandwidth consumption increases
Solution Approach 1:
The patent applies local quality by transmitting messages selectively based on the spatial relationship between the message source and user clients. Only user clients within a predetermined distance from the message source receive real-time messages, while other users receive no such messages. This approach ensures that information completeness is maintained for users who are actually affected by the game event, while avoiding unnecessary network bandwidth consumption for users who would not be impacted by the message.
Data Source
AI summary
A multi-access online game system and a game control method for use in the same are disclosed. The game control method is applied to a multi-access online game system which is connected to at least one user client and includes a first server and at least one second server. The method includes: receiving an event message associated with a game from a first user client, wherein the first server receives the game-associated event message when the game-associated event message is not the real-time message, and the at least one second server receive the game-associated event message when the game-associated event message is the real-time message; determining a second user client where the real-time message is to be received; and transmitting the real-time message to the second user client. The real-time message is processed by the second server, so that the load of the first server is reduced.


