Game Server View-Based Logic Processing for Massive Multiplayer Sync
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Solution Overview
Problem
The traditional client-client communication mode (CC mode) in multi-player games results in excessive client-side calculation, leading to reduced synchronization efficiency, making it difficult to support ultra-large multi-player games.
Innovation Solution
A new communication mode that combines client-server (CS) and CC modes, where a business server determines the relative view type of clients and selectively performs game logic processing on game data, sending processed or unprocessed data to clients based on their visibility, thereby reducing client computation and improving synchronization efficiency.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If all game logic processing is performed at the client side in CC mode, then the client can maintain global state and achieve frame synchronization, but the client computation burden increases excessively reducing synchronization efficiency
Solution Approach 1:
The patent segments game logic processing into two parts: (1) The server performs logic processing for players outside the view area (non-visible players), and (2) The client performs logic processing for players within the view area (visible players). This segmentation divides the computational burden based on spatial visibility, allowing the server to handle distant players while the client handles nearby players, thus improving overall synchronization efficiency without compromising frame synchronization reliability
Solution Approach 2:
The server acts as an intermediary that selectively processes game logic for specific players based on whether they are visible to the target player. Instead of the client handling all players' logic independently (CC mode) or the server handling all logic centrally (CS mode), the system uses the server as a mediator to distribute processing tasks based on view relationships, optimizing the balance between synchronization reliability and efficiency
2Reliability
If a traditional CS mode is used with a business server, then centralized control is achieved, but the server becomes a bottleneck and cannot support ultra-large multi-player games efficiently
Solution Approach 1:
The patent applies local quality by making different parts of the system (server and client) responsible for different types of logic processing based on spatial relationships. The server handles logic for distant players (local to server's global view), while the client handles logic for nearby players (local to client's view area). This localized division of labor allows the system to maintain centralized control where needed while distributing computation to support ultra-large player counts
Solution Approach 2:
The system dynamically determines which client processes which player's logic based on real-time view relationships. As players move in and out of view areas, the responsibility for processing their game logic dynamically shifts between server and client. This dynamic adaptation allows the system to efficiently scale to ultra-large player counts while maintaining centralized control over the game state
Data Source
AI summary
A processing method includes acquiring a view list of a target client, the view list identifying at least one client associated with a view area of the target client in a game scene. The method further includes determining a to-be-synchronized client of the target client based on the view list. The method further includes, in response to a first to-be-synchronized client being not visible to the target client, performing game logic processing on first initial game data associated with the first to-be-synchronized client to obtain first game result data for transmitting to the target client. The method further includes, in response to a second to-be-synchronized client being visible to the target client, transmitting second initial game data associated with the second to-be-synchronized client to the target client to enable the target client to perform game logic processing on the second initial game data to obtain second game result data.


