Server Resource Request Processing via Density-Based Quota Allocation
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Solution Overview
Problem
Next-generation strong-interaction action online games face significant computing overheads and stalling issues due to insufficient server capabilities, particularly during large-scale same-screen matches, where the high frequency of resource requests overwhelms the server's processing power, leading to a decline in performance and player experience.
Innovation Solution
Classifying virtual objects into density grades based on their interaction density and allocating resource request quotas to each grade, processing requests only if the quota exceeds a threshold, and rejecting requests if the quota is met or exceeded to prevent CPU overload, thereby prioritizing resource allocation to players in low-density areas for improved experience.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If the server processes all resource requests from virtual objects in large-scale same-screen matches, then the game expression details and interaction smoothness are improved, but the computing overhead increases significantly causing server stalling
Solution Approach 1:
The patent applies local quality by differentiating resource allocation based on spatial density. Virtual objects in low-density areas receive full resource request processing to ensure smooth interactions, while virtual objects in high-density areas have their requests selectively processed or rejected. This localized quality control prevents server overload in crowded areas while maintaining game expression details in less dense regions.
Solution Approach 2:
The patent implements partial action by not processing all resource requests uniformly. Instead, it selectively processes requests from low-density areas while rejecting or limiting requests from high-density areas. This partial processing approach prevents excessive computing overhead that would cause server stalling, while still maintaining acceptable game experience in critical low-density regions.
2Speed
If the server accepts all resource requests from virtual objects, then the interaction frequency and combat pace are accelerated, but the CPU becomes overloaded causing performance degradation
Solution Approach 1:
The patent applies local quality by implementing density-based differential processing. Low-density virtual objects experience full interaction frequency and combat pace acceleration, while high-density virtual objects have their requests throttled. This creates localized quality zones where CPU load is managed differently based on spatial distribution, preventing system-wide overload.
Solution Approach 2:
The patent implements partial action by accepting resource requests only from low-density areas while rejecting requests from high-density areas. This partial acceptance strategy accelerates combat pace in critical regions without causing CPU overload system-wide, trading off some interactions in high-density areas to maintain overall system stability.
3Adaptability or versatility
If resource requests are processed uniformly for all virtual objects, then fairness is maintained, but the server computing capability becomes insufficient during large-scale matches
Solution Approach 1:
The patent abandons uniform fairness in favor of local quality adaptation. Instead of treating all virtual objects equally, it applies different processing strategies based on spatial density. Low-density objects receive priority processing to ensure smooth gameplay, while high-density objects have requests rejected to preserve server capability. This localized differentiation allows the system to adapt to varying load conditions.
Solution Approach 2:
The patent implements dynamic resource allocation based on real-time density conditions. The processing policy is not static but adapts to the current spatial distribution of virtual objects. When density increases in certain areas, the system dynamically adjusts by rejecting requests from those areas, allowing server computing capability to be preserved for more critical low-density regions.
Data Source
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AI summary
Embodiments of this application disclose a method and an apparatus for processing a resource request, so as to alleviate a stalling problem caused by an insufficient computing capability of a server. The method includes: classifying access virtual objects into a plurality of density grades; allocating a resource request quota to each density grade; determining, when receiving within preset duration a resource request sent by a virtual object in a density grade, whether a resource request quota corresponding to the density grade is greater than a preset quota threshold, processing the resource request if the resource request quota corresponding to the density grade is greater than the preset quota threshold, and subtracting a preset value from the resource request quota corresponding to the density grade; and rejecting the resource request if the resource request quota corresponding to the density grade is not greater than the preset quota threshold. In the embodiments of this application, a central processing unit (CPU) can reject processing resource requests sent by virtual objects in the density grade when the resource request quota is less than or equal to the preset quota threshold, so that processing of the CPU is not overloaded, thereby alleviating a stalling problem caused by an insufficient computing capability of a server.