Game resource distribution method and server
15 claims: 3 independent, 12 dependent
- 1ゲームリソースを割り振るための方法であって、 ユーザによって送信された、ゲームサブゾーン情報を含むゲーム参加要求を受信するステップと、 前記ゲームサブゾーン情報によって識別されたゲームサブゾーンに前記ユーザが入るとき、所定の条件に従って、前記ゲームサブゾーンにおいて前記ユーザが対応する待ちキューに前記ユーザを割り当てるステップと、 前記待ちキュー に前記ユーザが正常に割り当てられたとき、前記ユーザの前記待ちキュー以外の 1つまたは複数の 待ちキューから、前記ユーザと同じグループでプレイするための 1人または複数の 参加者を選択するステップ、ならびに、前記ユーザおよび前記 選択された1人または複数の 参加者にゲームリソースを割り振るステップとを含むことを特徴とする方法。
- 2前記所定の条件が、前記ユーザが前記ゲームサブゾーンに入るときの時間であり、 前記所定の条件に従って、前記ユーザが対応する待ちキューに前記ユーザを割り当てるステップのプロセスが、 前記ユーザが前記ゲームサブゾーンに入るときの前記時間に従って、前記ユーザ が属する 時間セグメントを決定するステップと、 事前に設定された時間セグメントと待ちキューとの対応関係に従って 、前記決定された 時間セグメントが対応する待ちキューを取得するステップと、 取得した待ちキューが残された空間を有するかどうかを判断するステップ、および、前記取得した待ちキューが残された空間を有することを条件に、前記取得した待ちキューに前記ユーザを割り当てるステップとを 含む、 請求項1に記載の方法。
- 3前記所定の条件が、前記ユーザが前記ゲームサブゾーンに入るときに使用されるインターネットプロトコル(IP)アドレスであり、 前記所定の条件に従って、前記ユーザが対応する待ちキューに前記ユーザを割り当てるステップのプロセスが、 前記ユーザが前記ゲームサブゾーンに入るときに使用される前記IPアドレスに従って、前記ユーザ が属する IPアドレスセグメントを決定するステップと、 事前に記憶されたIPアドレスセグメントと待ちキューとの対応関係に従って 、前記決定された IPアドレスセグメントが対応する待ちキューを取得するステップと、 取得した待ちキューが残された空間を有するかどうかを判断するステップ、および、前記取得した待ちキューが残された空間を有することを条件に、前記取得した待ちキューに前記ユーザを割り当てるステップとを 含む、 請求項1に記載の方法。
- 4前記所定の条件が、前記ユーザが前記ゲームサブゾーンに入るときに使用されるインターネットプロトコル(IP)アドレスであり、 前記所定の条件に従って、前記ユーザが対応する待ちキューに前記ユーザを割り当てるステップのプロセスが、 事前に記憶されたIPアドレスと前記ゲームサブゾーンに入る頻度との対応関係に従って、前記ユーザが前記ゲームサブゾーンに入るときに使用される前記IPアドレスが対応する、前記ゲームサブゾーンに入る頻度を取得するステップと、 事前に記憶された頻度セグメントと待ちキューとの対応関係に従って、前記ゲームサブゾーンに入る取得された頻度が対応する待ちキューを取得するステップと、 取得した待ちキューが残された空間を有するかどうかを判断するステップ、および、前記取得した待ちキューが残された空間を有することを条件に、前記取得した待ちキューに前記ユーザを割り当てるステップとを 含む、 請求項1に記載の方法。
- 5前記所定の条件が、前記ユーザが前記ゲームサブゾーンに入るときの時間と、前記ユーザが前記ゲームサブゾーンに入るときに使用されるインターネットプロトコル(IP)アドレスとの組合せであり、 前記所定の条件に従って、前記ユーザが対応する待ちキューに前記ユーザを割り当てるステップのプロセスが、 前記ユーザが前記ゲームサブゾーンに入るときの前記時間に従って、前記ユーザ が属する 時間セグメントを決定するステップ、および、前記ユーザが前記ゲームサブゾーンに入るときに使用される前記IPアドレスに従って、前記ユーザ が属する IPアドレスセグメントを決定するステップと、 事前に記憶された時間IPアドレスセグメントと待ちキューとの対応関係に従って、決定した時間セグメントおよびIPアドレスセグメントが対応する待ちキューを取得するステップと、 取得した待ちキューが残された空間を有するかどうかを判断するステップ、および、前記取得した待ちキューが残された空間を有することを条件に、前記取得した待ちキューに前記ユーザを割り当てるステップとを 含む、 請求項1に記載の方法。
- 6前記ユーザの前記待ちキュー以外の 1つまたは複数の 待ちキューから、前記ユーザと同じグループでプレイするための 1人または複数の 参加者を選択するステップのプロセスが、 前記ユーザと同じグループでプレイするための 1人または複数の 参加者の数を決定するステップと、 前記ユーザ の前記待ちキュー以外の前記 1つまたは複数の 待ちキューから、取得される 1つまたは複数の 待ちキューの数を選択するステップと、 前記ユーザと同じグループでプレイするための参加者として、前記取得される 1つまたは複数の 待ちキューの各々から1人の待機ユーザをそれぞれ選択するステップとを 含む、 請求項1に記載の方法。
- 7前記ユーザの前記待ちキュー以外の 1つまたは複数の 待ちキューから、前記ユーザと同じグループでプレイするための 1人または複数の 参加者を選択するステップのプロセスの 後、 前記方法が、 ゲーム 中、前記ユーザによって送信された、前記ゲームの 1人または複数の 参加者の情報を確認する要求またはチャット要求を受信 すると、 前記ゲームの 1人または複数の 参加者の前記情報または前記チャット情報を前記ユーザに返すステップ、または ゲーム が終了したとき、自動グループ切替え指示を前記ユーザに送信するステップ、および、前記ゲームが再開される前に、前記ユーザと同じグループでプレイするための 1人または複数の 参加者 を 再び割り当て るために 、前記ユーザが対応する別の待ちキューに前記ユーザを再び割り当てるステップをさらに 含む、 請求項1に記載の方法。
- 8受信モジュールと、キュー割り当てモジュールと、参加者割り当てモジュールとを含むことを特徴とするサーバであって、 前記受信モジュールが、ユーザによって送信された、ゲームサブゾーン情報を含むゲーム参加要求を受信するようになされており、 前記キュー割り当てモジュールが、前記ユーザがゲームサブゾーン入るとき、所定の条件に従って、前記ゲームサブゾーン情報によって識別された前記ゲームサブゾーンにおいて、前記ユーザが対応する待ちキューに前記ユーザを割り当てるようになされており、 前記参加者割り当てモジュールが、 前記待ちキュー に前記ユーザが正常に割り当てられたとき、前記ユーザの前記待ちキュー以外の 1つまたは複数の 待ちキューから、前記ユーザと同じグループでプレイするための 1人または複数の 参加者を選択し、前記ユーザおよび前記 選択された1人または複数の 参加者にゲームリソースを割り振るようになされている、サーバ。
- 9前記キュー割り当てモジュールが、 前記所定の条件が、前記ユーザが前記ゲームサブゾーンに入るときの時間であることを条件に、前記ユーザが前記ゲームサブゾーンに入るときの前記時間に従って、前記ユーザ が属する 時間セグメントを決定するようになされた第1の決定ユニットと、 事前に記憶された時間セグメントと待ちキューとの対応関係に従って 、前記決定された 時間セグメントが対応する待ちキューを取得するようになされた第1の獲得ユニットと、 取得した待ちキューが残された空間を有するかどうかを判断し、前記取得した待ちキューが残された空間を有することを条件に、前記取得した待ちキューに前記ユーザを割り当てるようになされた第1の割り当てユニットとを 含む、 請求項8に記載のサーバ。
- 10前記キュー割り当てモジュールが、 前記所定の条件が、前記ユーザが前記ゲームサブゾーンに入るときに使用されるインターネットプロトコル(IP)アドレスであることを条件に、前記ユーザが前記ゲームサブゾーンに入るときに使用される前記IPアドレスに従って、前記ユーザ が属する IPアドレスセグメントを決定するようになされた第2の決定ユニットと、 事前に記憶されたIPアドレスセグメントと待ちキューとの対応関係に従って 、前記決定された IPアドレスセグメントが対応する待ちキューを取得するようになされた第2の獲得ユニットと、 取得した待ちキューが残された空間を有するかどうかを判断し、前記取得した待ちキューが残された空間を有することを条件に、前記取得した待ちキューに前記ユーザを割り当てるようになされた第2の割り当てユニットとを 含む、 請求項8に記載のサーバ。
- 11前記キュー割り当てモジュールが、 前記所定の条件が、前記ユーザが前記ゲームサブゾーンに入るときに使用されるインターネットプロトコル(IP)アドレスであることを条件に、事前に記憶されたIPアドレスと前記ゲームサブゾーンに入る頻度との対応関係に従って、前記ユーザが前記ゲームサブゾーンに入るときに使用される前記IPアドレスが対応する、前記ゲームサブゾーンに入る頻度を取得するようになされた第3の決定ユニットと、 事前に記憶された頻度セグメントと待ちキューとの対応関係に従って、前記ゲームサブゾーンに入る取得された頻度が対応する待ちキューを取得するようになされた第3の取得ユニットと、 取得した待ちキューが残された空間を有するかどうかを判断し、前記取得した待ちキューが残された空間を有することを条件に、前記取得した待ちキューに前記ユーザを割り当てるようになされた第3の割り当てユニットとを 含む、 請求項8に記載のサーバ。
- 12前記キュー割り当てモジュールが、 前記所定の条件が、前記ユーザが前記ゲームサブゾーンに入るときの時間と、前記ユーザが前記ゲームサブゾーンに入るときに使用されるインターネットプロトコル(IP)アドレスとの組合せであることを条件に、前記ユーザが前記ゲームサブゾーンに入るときの前記時間に従って、前記ユーザ が属する 時間セグメントを決定し、前記ユーザが前記ゲームサブゾーンに入るときに使用される前記IPアドレスに従って、前記ユーザ が属する IPアドレスセグメントを決定するようになされた第4の決定ユニットと、 事前に記憶された時間IPセグメントと待ちキューとの対応関係に従って、決定した時間セグメントおよびIPアドレスセグメントが対応する待ちキューを取得するようになされた第4の獲得ユニットと、 取得した待ちキューが残された空間を有するかどうかを判断し、前記取得した待ちキューが残された空間を有することを条件に、前記取得した待ちキューに前記ユーザを割り当てるようになされた第4の割り当てユニットとを 含む、 請求項8に記載のサーバ。
- 13前記参加者割り当てモジュールが、 前記ユーザと同じグループでプレイするための 1人または複数の 参加者の数を決定するようになされた決定ユニットと、 アルゴリズム を採用することによって、前記ユーザの前記待ちキュー以外の 1つまたは複数の 待ちキューから、取得される 1つまたは複数の 待ちキューの数を選択するようになされた第1の選択ユニット と、 前記ユーザと同じグループでプレイするための参加者として、前記取得される 1つまたは複数の 待ちキューの各々から1人の待機ユーザをそれぞれ選択するようになされた第2の選択ユニットとを 含む、 請求項8に記載のサーバ。
- 14ゲーム中、前記ユーザによって送信された、前記ゲームの 1人または複数の 参加者の情報を確認する要求またはチャット要求を受信 すると、 前記ゲームの参加者の前記情報または前記チャット情報を前記ユーザに返すようになされた情報フィードバックモジュール、または ゲームが終了したとき、自動グループ切替え指示を前記ユーザに送信し、前記ゲームが再開される前に、前記ユーザと同じグループでプレイするための 1人または複数の 参加者 を 前記ユーザに再び割り当て るために 、前記ユーザが対応する別の待ちキューに前記ユーザを再び割り当てるようになされた再割り当てモジュールをさらに 含む、 請求項8に記載のサーバ。
- 15一組の命令が実行されるとき、 請求項1から7のいずれか一項に記載の ゲームリソースを割り振るための方法を実行するようにマシンがイネーブルにされる ことを特徴とする 、前記一組の命令が記憶されたマシン可読 媒体。
Independent claims15
103 paragraphs, as filed
The present invention relates to the field of network technology, and more particularly to methods and servers for allocating game resources.
With the rapid development of network technology, online games have gradually become a large part of people's recreational lives, making people's leisure and entertainment lives very rich. However, in game operation, an online game, particularly an online game with a high degree of interactivity in which the game player accumulates points by playing between game players, or a game player by completing a task of play. In an online game where you get a bonus, you will come across a small number of players cheating. For example, in today's online games, such as the game Fight Landlord Happily, there are frequent complaints of game player cheating.
In the preceding technical solution, the following two methods are usually used to prevent the game player from cheating.
In Prior Art 1, measures to prevent fraud are embedded in the client, and the embedded measures can somewhat prevent the game player from cheating. However, if the game player's fraud prevention measures embedded in the client are decrypted by the user, it will be necessary to upgrade the fraud prevention measures on the client, and the fraud prevention measures will need to be upgraded. If the back-end server goes out of control and the measures to prevent fraud are maliciously encrypted, the cost of upgrading the client is also relatively high.
Prior art 2 prohibits the transmission of information between game players, for example, prohibiting the game player from seeing any information on the opponent's side, or obscuring any chat messages between game players. And so on. However, prohibiting the transmission of information between game players makes the user experience poor, thereby reducing the market competitiveness of game products.
<p num="0006"> In order to effectively control the cheating behavior of online games, embodiments of the present invention provide methods and servers for allocating gaming resources. The technical solution is as follows.</p>
<p num="0007"> It s a way to allocate game resources, The step of receiving the game participation request including the game subzone information sent by the user, and When a user enters the game subzone identified by the game subzone information, the step of assigning the user to the corresponding waiting queue in the game subzone according to a predetermined condition, and<u style="single">Waiting queue</u>When a user is successfully assigned to, the step of selecting a participant to play in the same group as the user from the waiting queues other than the waiting queue of the user, and the user<u style="single">And selected</u>Steps to allocate game resources to participants How to include<u style="single">Is provided</u>。 </p><p num="0008"> A server that includes a receive module, a queue allocation module, and a participant allocation module. The receiving module is configured to receive a game participation request, including game subzone information, sent by the user. When a user enters a game subzone identified by the game subzone information, the queue allocation module assigns the user to the corresponding waiting queue in the game subzone according to a predetermined condition. Participant assignment module,<u style="single">Waiting queue</u>When a user is successfully assigned to, select a participant to play in the same group as that user from the waiting queues other than that user's waiting queue, and that user<u style="single">And selected</u>It is designed to allocate game resources to participants, server<u style="single">Is provided</u>。 </p><p num="0009"> When a set of instructions is executed, the machine is enabled to perform the method for allocating game resources, a machine-readable medium in which the set of instructions is stored, the method. The step of receiving the game participation request including the game subzone information sent by the user, and When a user enters the game subzone identified by the game subzone information, the step of assigning the user to the corresponding waiting queue in the game subzone according to a predetermined condition, and<u style="single">Waiting queue</u>When a user is successfully assigned to, the step of selecting a participant to play in the same group as the user from the waiting queues other than the waiting queue of the user, and the user<u style="single">And selected</u>Steps to allocate game resources to participants Machine-readable media, including<u style="single">Is provided</u>。 </p><p num="0010"> The favorable benefit provided by the technical solution provided by the embodiments of the present invention is that in the game subzone, the user assigns the user to the corresponding waiting queue according to predetermined conditions.<u style="single">Waiting queue</u>User was successfully assigned to<u style="single">When that</u>The same game by implementing a technical solution that selects participants to play in the same group as the user from wait queues other than the user's wait queue and allocates game resources to that user and the selected participants. I will participate in<u style="single">Some or all of the users</u>Can come from different waiting queues, which gives game participants some chance of knowing each other<u style="single">Lower</u>, Thereby the cheating of game participants<u style="single">Occurrence</u>Effectively<u style="single">Reduce</u>be able to.</p><p num="0011"> In order to more clearly illustrate the technical solution in the embodiments of the present invention, the drawings that need to be used in the description of the embodiments will be briefly described below. Obviously, the drawings in the description below are only some of the embodiments of the present invention, and for those skilled in the art, other drawings may be obtained based on these drawings without any inventive effort.</p>
<figref num="1">It is a flow chart of the method for allocating a game resource provided in Embodiment I of this invention.</figref><figref num="2">It is a flow chart of the method for allocating a game resource provided in Embodiment II of this invention.</figref><figref num="3">It is the schematic of the structure of the server provided in Embodiment III of this invention.</figref><figref num="4">It is the schematic of the structure of the server provided in Embodiment III of this invention.</figref><figref num="5">It is the schematic of the structure of the server provided in Embodiment III of this invention.</figref><figref num="6">It is the schematic of the structure of the server provided in Embodiment III of this invention.</figref><figref num="7">It is the schematic of the structure of the server provided in Embodiment III of this invention.</figref><figref num="8">It is the schematic of the structure of the server provided in Embodiment III of this invention.</figref><figref num="9">It is the schematic of the structure of the server provided in Embodiment III of this invention.</figref>
In order to better clarify the object, technical solution, and effect of the present invention, a more detailed description of embodiments of the present invention will be discussed with reference to the accompanying drawings.
Embodiment I With reference to FIG. 1, a method for allocating game resources, which may be specifically implemented by a cloud server, includes the following steps.
Step 101: Receive the game participation request sent by the user, where the game participation request includes game subzone information.
Step 102: When a user enters the game subzone identified by the game subzone information, the user assigns the user to the corresponding waiting queue in the game subzone according to predetermined conditions.
Step 103: When a user is successfully assigned to the corresponding wait queue, select a participant from the wait queues other than the wait queue to which the user belongs to play in the same group as the user, and that user and the wait queue. Allocate game resources to participants selected to play in the same group as the user.
In the game subzone, when a user is assigned to the corresponding wait queue according to a predetermined condition and the user is successfully assigned to the corresponding wait queue, according to a specific algorithm, from a wait queue other than the wait queue to which the user belongs. Participate in the game by implementing a technical solution that selects participants to play in the same group as the user and allocates game resources to the user and participants to play in the same group as the user. All users can come from different waiting queues, eliminating the possibility of game participants knowing each other to some extent, thereby effectively preventing the situation of game participant cheating.
Embodiment II Referring to FIG. 2, the method for allocating resources may be specifically implemented by a cloud server, which may be integrated into the game server for implementation and, as an alternative, independent of the game server. It may be implemented as a thing, and when the cloud server is implemented as independent of the game server, the cloud server is connected to the client and the game server, respectively, on the network. The method includes the following steps.
Step 201: The user logs in to the cloud server and establishes a socket connection with the cloud server.
In particular, the user enters an account number and password to start the game application installed on the client and perform the operation of logging in to the cloud server.
After the cloud server receives the account number and password, it matches the account number with the password, and after a normal match is obtained, the cloud server returns to the user information such as the login key value obtained at the time of normal login. , The login Key value uniquely identifies the user's identity in the game.
Step 202: After the user establishes a socket connection with the cloud server, the user sends a quick match request to the cloud server.
Step 203: After the cloud server receives the quick match request sent by the user, the cloud server returns the game subzone list to the user.
Step 204: The user selects one game subzone from the list of game subzones returned by the cloud server and sends a game participation request to the cloud server containing information on the game subzone selected by the user. , The information of the game subzone here may be, specifically, the ID or serial number of the game subgroup used to uniquely identify the game subzone.
Step 205: The cloud server receives the game participation request sent by the user and determines whether to allow the user who sent the game participation request to enter the game subzone identified by the game subzone information.
Step 206 is performed when the user enters the game subzone identified by the game subzone information.
When the user cannot enter the game subzone identified by the game subzone information, the message is returned to the user that the user failed to enter the game subzone, and after receiving the message that the user failed to enter the game subzone. , The user can reselect the game subzone according to the game subzone list returned by the cloud server, or end his operation.
In particular, the step of determining whether the cloud server receives the game participation request sent by the user and allows the user who sent the game participation request to enter the game subzone identified by the game subzone information. A step to check if the game subzone identified by the game subzone information has space left, and A step that allows a user to enter the game subzone identified by the game subzone information, provided that the game subzone identified by the game subzone information has space left behind. A step that prevents the user from entering the game subzone identified by the game subzone information, provided that there is no space left in the game subzone identified by the game subzone information. including.
Step 206: In the game subzone identified by the game subzone information, the user is assigned to the corresponding waiting queue by the user according to predetermined conditions.
In the present specification, the user may be assigned to the corresponding waiting queue by the user according to predetermined conditions according to the following four methods.
In the first method, the predetermined condition is the time when the user enters the game subzone, and as a result, the step of assigning the user to the corresponding waiting queue according to the predetermined condition includes the following.
According to the time when the user enters the game subzone, the time segment to which the user belongs is determined accordingly.
According to the correspondence between the pre-stored time segment and the wait queue, the user acquires the corresponding wait queue for the time segment to which the user belongs accordingly.
In an embodiment of the invention, the cloud server has already pre-built a plurality of wait queues, separating time zones (such as one day) into a plurality of consecutive time segments, each of which corresponds to one wait queue. , The correspondence between the time segment and the wait queue is established and cached. Therefore, the cloud server can acquire the waiting queue to which the time segment to which the user belongs by looking up the correspondence between the time segment stored in advance and the waiting queue.
Determine if the acquired wait queue has space left.
A user is assigned to the acquired wait queue on the condition that the acquired wait queue has a space left.
After receiving a message to the user that it failed to enter the game subzone, and as a result, the user failed to enter the game subzone, provided that there is no space left in the retrieved wait queue. , The user can reselect the game subzone according to the game subzone list returned by the cloud server, or end his operation.
In the second method, the predetermined condition is the Internet Protocol (IP) address used when the user enters the game subzone, so that the step of assigning the user to the corresponding waiting queue according to the predetermined condition is , Including:
According to the IP address used when the user enters the game subzone, the IP address segment to which the user belongs is determined accordingly.
According to the correspondence between the IP address segment stored in advance and the waiting queue, the user acquires the waiting queue corresponding to the IP address segment to which the user belongs accordingly.
In the embodiment of the present invention, the cloud server has already pre-constructed a plurality of waiting queues, separates IP addresses into a plurality of consecutive IP address segments, each of which corresponds to a waiting queue, and waits for the IP address segment. The correspondence with the queue is established and cached. Therefore, the cloud server queries the correspondence between the pre-stored IP address segment and the wait queue according to the IP address segment to which the user belongs, and the correspondence between the pre-stored IP address segment and the wait queue. By looking up the relationship, it is possible to determine whether the IP address segment to which the user belongs can get the corresponding wait queue. In an embodiment of the invention, when the user cannot obtain the corresponding wait queue by looking up the correspondence between the pre-stored IP address segment and the wait queue, the user preferably reserves the wait queue. Assigned to, where the user's IP address in the reserved wait queue is continuous in order to reduce the failure rate for the user to enter the wait queue and increase the success rate for the user to join the game. Must not be. Accordingly, the message that the user failed to enter the game subzone may be returned to the user, and as a result, after receiving the message that the user failed to enter the game subzone, the user is returned by the cloud server. You can reselect the game subzone according to the game subzone list, or end your operation.
Determine if the acquired wait queue has space left.
A user is assigned to the acquired wait queue on the condition that the acquired wait queue has a space left.
After receiving a message to the user that it failed to enter the game subzone, and as a result, the user failed to enter the game subzone, provided that there is no space left in the retrieved wait queue. , The user can reselect the game subzone according to the game subzone list returned by the cloud server, or end his operation.
In the third method, the predetermined condition is the Internet Protocol (IP) address used when the user enters the game subzone, so that the step of assigning the user to the corresponding waiting queue according to the predetermined condition is , Including:
According to the correspondence between the IP address stored in advance and the frequency of entering the game subzone, the frequency of entering the game subzone corresponding to the Internet Protocol (IP) address used when entering the game subzone is acquired.
According to the correspondence between the frequency segment stored in advance and the waiting queue, the waiting queue corresponding to the acquired frequency entering the game subzone is acquired.
In an embodiment of the invention, the cloud server looks up the correspondence between the pre-stored frequency segment and the wait queue based on the acquired frequency of entering the game subzone, and the pre-stored frequency segment. By looking up the correspondence with the waiting queue, it is possible to determine whether the acquired frequency of entering the game subzone can acquire the corresponding waiting queue, and by looking up the correspondence, the user responds. When the wait queue cannot be retrieved, the cloud server preferably assigns the user to the reserved wait queue, which reduces the failure rate for the user to enter the wait queue and increases the success rate for the user to join the game. To make it happen, the reserved wait queue does not correspond to any of the frequency of entering the game subzone. Accordingly, the cloud server can return a message to the user that it failed to enter the game subzone, and as a result, after receiving the message that the user failed to enter the game subzone, the user will be in the cloud. You can reselect the game subzones according to the game subzone list returned by the server, or you can end your operation.
Determine if the acquired wait queue has space left.
A user is assigned to the acquired wait queue on the condition that the acquired wait queue has a space left.
After receiving a message to the user that it failed to enter the game subzone, and as a result, the user failed to enter the game subzone, provided that there is no space left in the retrieved wait queue. , The user can reselect the game subzone according to the game subzone list returned by the cloud server, or end his operation.
In the fourth method, the predetermined condition is a combination of the time when the user enters the game subzone and the Internet Protocol (IP) address used when the user enters the game subzone, resulting in a predetermined condition. The steps by which a user assigns a user to the corresponding wait queue according to the conditions include:
According to the time when the user enters the game subzone, the time segment to which the user belongs is determined accordingly, and according to the IP address used when the user enters the game subzone, the IP address segment to which the user belongs accordingly is determined. ..
Acquires the waiting queue corresponding to the determined time segment and IP address segment according to the correspondence between the time IP segment and the waiting queue stored in advance.
In the embodiment of the present invention, the cloud server looks up the correspondence between the pre-stored time IP segment and the wait queue based on the determined time segment and IP address segment, and pre-stored time IP. When the determined time segment and IP address segment can determine whether the corresponding wait queue can be acquired from the correspondence between the segment and the wait queue, and the wait queue cannot be acquired by looking up the correspondence. Preferably, the user may be assigned to a reserved wait queue, where it is reserved to reduce the failure rate for the user to enter the wait queue and increase the success rate for the user to join the game. The wait queue does not correspond to any combination of time segment and IP address segment. Accordingly, the cloud server can return a message to the user that it failed to enter the game subzone, and as a result, after receiving the message that the user failed to enter the game subzone, the user will be in the cloud. You can reselect the game subzones according to the game subzone list returned by the server, or you can end your operation.
Determine if the acquired wait queue has space left.
A user is assigned to the acquired wait queue on the condition that the acquired wait queue has a space left.
After receiving a message to the user that it failed to enter the game subzone, and as a result, the user failed to enter the game subzone, provided that there is no space left in the retrieved wait queue. , The user can reselect the game subzone according to the game subzone list returned by the cloud server, or end his operation.
Step 207: When a user is successfully assigned to the corresponding wait queue, the cloud server follows a specific algorithm to join to play in the same group as the user from a wait queue other than that user's wait queue. Select a person and allocate game resources to that user and participants to play in the same group as that user.
In particular, the steps of selecting participants to play in the same group as the user from subgroups other than the user's subgroup according to a particular algorithm include:
Determine the number of participants to play in the same group as the user.
When the embodiment of the present invention is specifically implemented, the number of participants to play in the same group as the user is determined and stored in the game information repository, and therefore the cloud server is locally located. By searching from the stored information repository, the number of participants to play in the same group as the user can be obtained.
By using a particular algorithm, which may be a random or pseudo-random algorithm, the number of wait queues to be retrieved is selected from the wait queues other than the user's wait queue.
In a particular implementation of an embodiment of the invention, the cloud server uses a random or pseudo-random algorithm commonly used in prior art to obtain a wait queue from a wait queue other than the wait queue to which the user belongs. The number can be selected and random or pseudo-random algorithms will not be described in detail herein.
Select one waiting user from each of the waiting queues to be acquired as a participant to play in the same group as that user.
Step 208: The cloud server synchronizes information such as the initial state of users and game participants with the game server.
Step 209: After the game server receives the request sent by the user to start the game, the game server initiates a game interaction with the user's client.
In an embodiment of the invention, upon receiving a request to confirm information or a chat request of a game participant sent by the user during the game, the user can use the game participant to improve the user experience. Return game participant information or chat information to the user so that the information or chat information can be viewed at any time.
In addition, in the embodiment of the present invention, when the game ends, an automatic group switching instruction is sent to the user, and the user is given a participant to play in the same group as the user before the game is restarted. The user is reassigned to another waiting queue to which the user corresponds so that it can be reassigned.
In the embodiment of the present invention, in the game subzone, a user is assigned to the corresponding wait queue according to a predetermined condition, and when the user is normally assigned to the corresponding wait queue, the wait other than the wait queue to which the user belongs is waited. A technical solution from a queue that, according to a particular algorithm, selects participants to play in the same group as that user and allocates game resources to that user and participants to play in the same group as that user. The implementation allows all users participating in the game to come from different waiting queues, eliminating the possibility of game participants knowing each other to some extent, thereby preventing the situation of game participant cheating. it can.
In the embodiment of the present invention, the cloud server randomly assigns game participants to users, and the function and operating speed of the cloud server are higher than those of the client, so that the difficulty of operating the product can be reduced.
In addition, the cloud server of the fraud prevention method matches the user's client seamlessly, and the fraud prevention method is implemented in the cloud server, so upgrade the client when changing strategies. It is not necessary, thereby reducing the occurrence of situations where someone is sacrificed for others and increasing product stability.
Embodiment III Referring to FIG. 3, a server that may be specifically the same as the cloud server of Embodiment II of the method includes a receive module 301, a queue allocation module 302, and a participant allocation module 303.
The receiving module 301 is adapted to receive a game participation request containing game subzone information transmitted by the user.
When a user enters the game subzone identified by the game subzone information, the queue allocation module 302 assigns the user to the corresponding waiting queue in the game subzone according to a predetermined condition.
When a user is successfully assigned to the corresponding wait queue, the participant allocation module 303 selects a participant to play in the same group as the user from the wait queues other than the wait queue to which the user belongs. , The game resources are allocated to the user and participants to play in the same group as the user.
With reference to FIG. 4, the queue allocation module 302 shown in FIG. 3 of the embodiment of the present invention can include:
The first determination unit 3021 determines the time segment to which the user belongs according to the time when the user enters the game subzone, provided that the predetermined condition is the time when the user enters the game subzone. It is made to do.
The first acquisition unit 3022 is adapted to acquire the corresponding wait queue for the time segment to which the user belongs according to the correspondence between the pre-stored time segment and the wait queue.
The first allocation unit 3023 determines whether or not the acquired wait queue has the remaining space, and allocates the user to the acquired wait queue on the condition that the acquired wait queue has the remaining space. Has been done.
With reference to FIG. 5, the queue allocation module 302 shown in FIG. 3 of the embodiment of the present invention can include the following as an alternative.
The second determination unit 3024 is the IP address used when the user enters the game subzone, provided that the predetermined condition is the Internet Protocol (IP) address used when the user enters the game subzone. Therefore, the user is made to determine the IP address segment to which the user belongs accordingly.
The second acquisition unit 3025 is adapted so that the user acquires the corresponding wait queue for the IP address segment to which the user belongs according to the correspondence between the IP address segment stored in advance and the wait queue.
The second allocation unit 3026 determines whether or not the acquired wait queue has the remaining space, and allocates the user to the acquired wait queue on the condition that the acquired wait queue has the remaining space. Has been done.
With reference to FIG. 6, the queue allocation module 302 shown in FIG. 3 of the embodiment of the present invention can include the following as an alternative.
The third determination unit 3027 enters the pre-stored IP address and the game subzone, provided that the predetermined condition is the Internet Protocol (IP) address used when the user enters the game subzone. According to the correspondence with, the Internet Protocol (IP) address used when entering the game subzone corresponds to the frequency of entering the game subzone.
The third acquisition unit 3028 is adapted to acquire the corresponding wait queue with the acquired frequency entering the game subzone according to the correspondence between the pre-stored frequency segment and the wait queue.
The third allocation unit 3029 determines whether or not the acquired wait queue has the remaining space, and allocates the user to the acquired wait queue on the condition that the acquired wait queue has the remaining space. Has been done.
With reference to FIG. 7, the queue allocation module 302 shown in FIG. 3 of the embodiment of the present invention can include the following as an alternative.
The fourth determination unit 302A is conditioned on the condition that the predetermined condition is a combination of the time when the user enters the game subzone and the Internet Protocol (IP) address used when the user enters the game subzone. , According to the time when the user enters the game subzone, determine the time segment to which the user belongs accordingly, and according to the IP address used when the user enters the game subzone, determine the IP address segment to which the user belongs accordingly. It is made to do.
The fourth acquisition unit 302B is adapted to acquire the corresponding wait queue for the determined time segment and IP address segment according to the correspondence between the time IP segment and the wait queue stored in advance.
The fourth allocation unit 302C determines whether or not the acquired wait queue has the remaining space, and allocates the user to the acquired wait queue on the condition that the acquired wait queue has the remaining space. Has been done.
With reference to FIG. 8, the participant allocation module 303 shown in FIG. 3 of the embodiment of the present invention can include:
The determination unit 3031 is designed to determine the number of participants to play in the same group as the user.
The first selection unit 3032 is adapted to select the number of wait queues to be acquired by using a specific algorithm from the wait queues other than the wait queue to which the user belongs. Is a random or pseudo-random algorithm.
The second selection unit 3033 is adapted to select one waiting user from each of the waiting queues to be acquired as a participant for playing in the same group as that user.
With reference to FIG. 9, the server shown in FIG. 3 of the embodiment of the present invention further includes:
The information feedback module 304 receives a request or chat request for confirming the information of a participant of the game during the game, so that the user can confirm the information of the participant of the game or the chat information at any time. Participant information or chat information is returned to the user. And / or
The reassignment module 305 sends an automatic group switching instruction to the user when the game ends and before the game resumes to reassign participants to play in the same group as the user. , The user is made to reassign the user to another corresponding wait queue.
In the embodiment of the present invention, in the game subzone, a user is assigned to the corresponding wait queue according to a predetermined condition, and when the user is normally assigned to the corresponding wait queue, the wait other than the wait queue to which the user belongs is waited. A technical solution from a queue that, according to a particular algorithm, selects participants to play in the same group as that user and allocates game resources to that user and participants to play in the same group as that user. The implementation allows all users participating in the game to come from different waiting queues, eliminating the possibility of game participants knowing each other to some extent, thereby preventing the situation of game participant cheating. it can.
In the embodiment of the present invention, the cloud server randomly assigns game participants to users, and the function and operating speed of the cloud server are higher than those of the client, so that the difficulty of operating the product can be reduced.
In addition, the cloud server of the fraud prevention method matches the user's client seamlessly, and the fraud prevention method is implemented in the cloud server, so upgrade the client when changing strategies. It is not necessary, thereby reducing the occurrence of situations where someone is sacrificed for others and increasing product stability.
An embodiment of the invention is a machine-readable medium in which a set of instructions is stored, in which when a set of instructions is executed, the machine is enabled to perform a method for allocating game resources. , The way The step of receiving the game participation request including the game subzone information sent by the user, and When a user enters the game subzone identified by the game subzone information, the step of assigning the user to the corresponding waiting queue in the game subzone according to a predetermined condition, and When a user is successfully assigned to the corresponding wait queue, the step of selecting a participant to play in the same group as the user from the wait queues other than the user's wait queue, and the user and its Steps to allocate game resources to participants to play in the same group as the user Provide machine-readable media, including.
Based on the above description of this embodiment, one of ordinary skill in the art will clearly understand that the present invention can be realized through software added to the hardware platform and, of course, the present invention can be realized through hardware. However, in many cases the former is preferred. The subject matter of the technical solution of the part of the present invention or contributing to the prior art may be expressed in the form of a software product, which is a computer, including some instructions of the methods mentioned above. Stored on storage media such as floppy disk, hard disk, optical disk, computer software products in order to implement the methods referred to in various embodiments of the present invention (personal computer, server). , Network device, or otherwise) to cause a computing device to perform methods according to various embodiments of the invention, or to configure a universal hardware device as a device of the invention. .. A universal hardware device includes memory such as ROM / RAM for storing instructions and a processor such as a CPU that is coupled to the memory and configured to execute the instructions stored in the memory.
The above describes exclusively preferred embodiments of the invention and is not intended to limit the invention to any modification, equivalent substitution, and improvement within the spirit and principles of the invention. It should be included within the scope of protection of the present invention.
301 receiver module 302 Queue allocation module 3021 First decision unit 3022 First acquisition unit 3023 First allocation unit 3024 Second decision unit 3025 Second acquisition unit 3026 Second allocation unit 3027 Third decision unit 3028 Third acquisition unit 3029 Third allocation unit 302A 4th decision unit 302B 4th acquisition unit 302C 4th allocation unit 303 Participant Assignment Module 3031 Decision unit 3032 First selection unit 3033 Second selection unit 304 Information Feedback Module 305 Reassignment module
9 sheets
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Every citation, both ways
| Document | Relation | Office |
|---|---|---|
| US20080045335A1 | Cites | United States of America |
| US06203433B1 | Cites | United States of America |
| US20100035694A1 | Cites | United States of America |
| JP2009233268A | Cites | Japan |
| JP2004113743A | Cites | Japan |
20 members in 11 offices
Priority claims10
| Document | Office | Kind | Date |
|---|---|---|---|
| 201210042385 | China | A | |
| 201210042385 | China | A | |
| 2012100423859 | China | – | |
| 2013071133 | China | W | |
| 2013071133 | China | W | |
| 2012100423859 | – | – | – |
| CN20121042385 | – | – | – |
| CN2012142385 | – | – | – |
| CN2013071133 | – | – | – |
| WO2013CN71133 | – | – | – |
Members20
| Document | Office | Kind | |
|---|---|---|---|
| WO2013123845A1 | World Intellectual Property Organization (WIPO) | A1 | |
| CN103297446A | China | A | |
| SG11201404992TA | Singapore | A | |
| KR20140127888A | Republic of Korea | A | |
| PH12014501859A1 | Philippines | A1 | |
| PH12014501859B1 | Philippines | B1 | |
| US2014359005A1 | United States of America | A1 | |
| CO7141459A2 | Colombia | A2 | |
| EP2819354A1 | European Patent Office (EPO) | A1 | |
| PE20142196A1 | Peru | A1 | |
| EP2819354A4 | European Patent Office (EPO) | A4 | |
| JP2015511155A | Japan | A | |
| KR101588016B1 | Republic of Korea | B1 | |
| JP6000377B2This record | Japan | B2 | |
| CN103297446B | China | B | |
| BR112014020823A2 | Brazil | A2 | |
| US10021215B2 | United States of America | B2 | |
| US2018295215A1 | United States of America | A1 | |
| US10893125B2 | United States of America | B2 | |
| BR112014020823B1 | Brazil | B1 |
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Numbers
- Publication
- 6000377
- Publication, DOCDB
- 6000377
- Publication, EPODOC
- JP6000377B
- Application
- 2014557982
- Application, DOCDB
- 2014557982
- Application, EPODOC
- JP20140557982
Titles2
- Japanese
- ゲームリソースを割り振るための方法およびサーバ
- English
- Methods and servers for allocating game resources
Classification
- CPC, 8
- H04L67/141
- H04L67/306
- H04L67/10
- H04L67/131
- H04L67/01
- A63F13/35
- H04L47/50
- H04L47/781
- IPC, 3
- A63F13 35
- A63F13 75
- A63F13 795
