WO2012059067A1 - 联网游戏中交互逻辑容错方法及联网游戏容错系统、客户端 - Google Patents
联网游戏中交互逻辑容错方法及联网游戏容错系统、客户端 Download PDFInfo
- Publication number
- WO2012059067A1 WO2012059067A1 PCT/CN2011/081787 CN2011081787W WO2012059067A1 WO 2012059067 A1 WO2012059067 A1 WO 2012059067A1 CN 2011081787 W CN2011081787 W CN 2011081787W WO 2012059067 A1 WO2012059067 A1 WO 2012059067A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- game
- data
- game data
- client
- error
- Prior art date
Links
Classifications
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L1/00—Arrangements for detecting or preventing errors in the information received
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L1/00—Arrangements for detecting or preventing errors in the information received
- H04L1/24—Testing correct operation
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/08—Protocols specially adapted for terminal emulation, e.g. Telnet
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/535—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/552—Details of game data or player data management for downloading to client devices, e.g. using OS version, hardware or software profile of the client device
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5586—Details of game data or player data management for enforcing rights or rules, e.g. to prevent foul play
Definitions
- the invention belongs to the field of computers, and in particular relates to a method for interactive logic fault tolerance in a networked game, and a networked game fault tolerant system and a client. Background technique
- Figure 1 shows the method of interactive logic fault-tolerant technology in the existing networked game.
- the client and the game server achieve the purpose of fault tolerance through data matching in the interaction process.
- the client sends the game to the game server.
- the data of the operation the game server logically processes the received data, and returns the data of the operation to the client. If the data of the client and the game server match successfully, the game data of the client and the game server is consistent.
- the client does not receive the data returned by the game server, the client cannot perform the operation of the game player, causing the data of the client to be inconsistent with the data of the game server, causing a logic state error, and the game cannot continue.
- An object of the embodiments of the present invention is to provide a method for interactive logic fault tolerance in a networked game, and a networked game fault tolerant system and client, which are aimed at solving the problem that the game data of the client and the game data of the game server are not synchronized.
- a method for interactive logic fault tolerance in a networked game includes the following steps:
- the client determines whether the game data is in error
- the client determines that the game is in error, sending a game data synchronization request to the game server; the game server returns a game data synchronization response to the client, the game data synchronization response Contains correct game data corresponding to the faulty game data;
- the client updates the game data of the game player according to the game data synchronization response.
- a networked game fault tolerant system comprising:
- At least one client configured to determine whether the game data is in error, send a game data synchronization request to the game server when determining that the game data is in error, receive a game data synchronization response returned by the game server, and update the game player according to the game data synchronization response Game data; and a game server, configured to receive a game data synchronization request sent by the client, and return a game data synchronization response to the client;
- the game data synchronization response includes correct game data corresponding to the erroneous game data.
- a networked game fault tolerant client including:
- a data error determining unit configured to determine whether the current game data of the client is in error
- a data synchronization request sending unit configured to send a game data synchronization request to the game server when the data error determining unit determines that the game data has an error
- a data synchronization response receiving unit configured to receive a game data synchronization response returned by the game server
- a game data updating unit configured to update game data of the game player according to the game data synchronization response received by the data synchronization response receiving unit, wherein the game data synchronization response includes correct game data corresponding to the error game data.
- the client when the client determines that the game data has an error, the client sends a game data synchronization request to the game server; the game server returns a game data synchronization response to the client, where the game data synchronization response includes the corresponding error game data.
- the client updates the game player's game data according to the game data returned by the game server, and solves the problem that the client and the game server data are inconsistent, so that the client can also pass the game data in the case of an error.
- the game server synchronizes the game data for the game.
- FIG. 1 is a flow chart of an interaction logic fault tolerance method in a networked game provided by the prior art
- FIG. 2 is a schematic flowchart of an interaction logic fault tolerance method in a universal networked game provided by an embodiment of the present invention
- FIG. 3 is a schematic structural diagram of a client in a networked game fault tolerant system according to an embodiment of the present invention
- FIG. 4 is a schematic diagram of a structure of a game server in a networked game fault tolerant system according to an embodiment of the present invention
- FIG. 5 is a schematic structural diagram of a networked fault tolerant game system according to an embodiment of the present invention. detailed description
- the client sends a game data synchronization request to the game server when the game data is wrong, and compares the game data with the game server to adjust the game data of the client, so that the networked game can continue.
- the present invention provides an interactive logic fault tolerance method in a networked game and a networked game fault tolerant system:
- the method includes: the client determining whether the game data is in error;
- the game data synchronization request is sent to the game server; the game server returns a game data synchronization response to the client, and the game data synchronization response includes the correct game data corresponding to the error game data;
- the client updates the game data of the game player according to the game data synchronization response.
- the networked game fault-tolerant system includes: at least one client for determining whether the game data is in error, sending a game data synchronization request to the game server when determining that the game data is in error, receiving a game data synchronization response returned by the game server, and according to the Game data synchronization response is more Game data for new gamers; and
- a game server configured to receive a game data synchronization request sent by the client, and return a game data synchronization response to the client;
- FIG. 2 is a schematic flowchart diagram of an interaction logic fault tolerance method in a universal networking game according to an embodiment of the present invention, which is described in detail as follows:
- Step 201 The client determines whether the game data is in error.
- the client each time the game player performs an operation, the client sends an operation instruction to the game server, and the game server sends feedback information to the operation instruction to the client, if the client does not receive the server. For the feedback information of the operation instruction, the client determines that the game data is in error.
- the client sends a user data acquisition request to the game server without determining whether the game data of the game is consistent with the game data of the game server; the game server receives the game data acquisition request after receiving the game data acquisition request. Returning a game data response to the client, where the game data response includes game data requested by the user data acquisition request; the client compares the game data returned by the game server with the locally stored game data, if the game server When the returned game data does not match the locally stored game data, the client determines that the game data corresponding to the operation command is in error.
- Step 202 When the client determines that the game is in error, the game data synchronization request is sent to the game server.
- Step 203 The game server returns a game data synchronization response to the client, where the game data synchronization response includes correct game data corresponding to the error game data.
- Step 204 The client updates the game data of the game player according to the game data synchronization response.
- the client when the client determines that the game data has an error, the client sends the game server to the game server. Sending a game data synchronization request; the game server returns a game data synchronization response to the client, the game data synchronization response includes correct game data corresponding to the error game data, and the client updates the game player according to the game data synchronization response returned by the game server.
- the game data solves the problem that the client and the game server have different data, so that the client can also play the game if the game data is wrong.
- FIG. 3 is a diagram showing the structure of a client in a networked game fault tolerant system according to an embodiment of the present invention. For the convenience of description, only parts related to the implementation of the present invention are shown.
- the client includes: a data error judging unit 11, a data synchronizing request transmitting unit 12, a data synchronizing response receiving unit 13, and a game data updating unit 14.
- the data error determining unit 11 is configured to determine whether the current game data of the client is in error; the data error determining unit 11 may include a game operation instruction sending subunit 111, configured to send a game operation instruction to the game server; The subunit 112 is configured to send, by the client, a game acquisition data request to the game server if it is determined whether the game data of the game data is consistent with the game data of the game server; and the user data acquisition request receiving subunit 113 is configured to receive the Game data; data comparison sub-unit 114, configured to compare game data returned by the game server with locally stored game data; error determination sub-unit 115, configured to: when the client does not receive the game server for the game operation When the feedback information of the command or the game data returned by the game server does not match the game data stored locally, it is determined that the game data corresponding to the game operation command is in error.
- the game operation instruction sending subunit 111 of the client sends an operation instruction to the game server, and the game server sends feedback information to the operation instruction to the client, if the client The feedback information for the operation command sent by the server is not received, and the error determination sub-unit 115 determines that the game data is in error.
- the client does not determine whether the game data of the game is consistent with the game data of the game server, and the user data acquisition request sending subunit 112 travels.
- the game server sends a user data acquisition request; the game server returns a game data response to the client after receiving the game data acquisition request, where the game data response includes game data requested by the user data acquisition request; user data
- the acquisition request receiving sub-unit 113 receives the game data response sent by the game server;
- the data comparison sub-unit 114 compares the game data returned by the game server with the locally stored game data, if the game data returned by the game server and the locally stored game When the data is inconsistent, the error judging subunit 115 judges that the game data corresponding to the operation command is in error.
- the data synchronization request sending unit 12 is configured to send a game data synchronization request to the game server when the data error determining unit 11 determines that the game data has an error;
- a data synchronization response receiving unit 13 configured to receive a game data synchronization response returned by the game server
- the game data updating unit 14 is configured to update the game data of the game player based on the game data synchronization response received by the data synchronization response receiving unit 13, the game data synchronization response including the correct game data corresponding to the erroneous game data.
- FIG. 4 is a diagram showing the structure of a game server in a networked game fault tolerant system according to an embodiment of the present invention. For convenience of description, only parts related to the embodiment of the present invention are shown:
- the data synchronization request receiving unit 21 is configured to receive a game data synchronization request sent by the client, and the data synchronization response sending unit 22 is configured to return a game data synchronization response to the client.
- the game data synchronization request is sent to the game server when the client determines that the game data has an error; the game data synchronization response includes the correct game data corresponding to the error game data.
- the client when the client determines that the game data has an error, the client sends a game data synchronization request to the game server; the game server returns a game data synchronization response to the client, where the game data synchronization response includes the corresponding error game data.
- the client synchronizes the game data of the game player according to the game data returned by the game server, and solves the problem.
- the problem that the client and the game server data are inconsistent, so that the client can play the game data by synchronizing the game data with the game server if the game data is wrong.
- FIG. 5 is a structural diagram of a networked game fault tolerant system according to an embodiment of the present invention, which is described in detail as follows:
- At least one client 31 configured to determine whether the game data is in error, send a game data synchronization request to the game server when determining that the game data is in error, receive a game data synchronization response returned by the game server 32, and update the game according to the game data synchronization response Game data of the player, the game data synchronization response includes correct game data corresponding to the erroneous game data; and the game server 32 is configured to receive the game data synchronization request sent by the client 31, and return a game data synchronization response to the client 31.
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Computer Networks & Wireless Communication (AREA)
- Signal Processing (AREA)
- Pinball Game Machines (AREA)
- Debugging And Monitoring (AREA)
- Computer And Data Communications (AREA)
- Hardware Redundancy (AREA)
- Information Transfer Between Computers (AREA)
Description
Claims
Priority Applications (4)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US13/825,653 US20130184083A1 (en) | 2010-11-04 | 2011-11-04 | Method for interactive logic fault tolerance in online game, and system and client for fault tolerance in online game |
KR1020137014191A KR20130087546A (ko) | 2010-11-04 | 2011-11-04 | 온라인 게임에서의 인터랙션 로직 오류 허용 방법 및 온라인 게임 오류 허용 시스템과 클라이언트 |
EP11837593.0A EP2615758B1 (en) | 2010-11-04 | 2011-11-04 | Fault-tolerant method for online game interaction logic and fault-tolerant system and client for online games |
SG2013028394A SG189421A1 (en) | 2010-11-04 | 2011-11-04 | Method for interactive logic fault tolerance in online game, and system and client for fault tolerance in online game |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN201010536884.4A CN102468906B (zh) | 2010-11-04 | 2010-11-04 | 一种联网游戏中交互逻辑容错的方法以及联网游戏容错系统 |
CN201010536884.4 | 2010-11-04 |
Publications (1)
Publication Number | Publication Date |
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WO2012059067A1 true WO2012059067A1 (zh) | 2012-05-10 |
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ID=46024040
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
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PCT/CN2011/081787 WO2012059067A1 (zh) | 2010-11-04 | 2011-11-04 | 联网游戏中交互逻辑容错方法及联网游戏容错系统、客户端 |
Country Status (6)
Country | Link |
---|---|
US (1) | US20130184083A1 (zh) |
EP (1) | EP2615758B1 (zh) |
KR (1) | KR20130087546A (zh) |
CN (1) | CN102468906B (zh) |
SG (1) | SG189421A1 (zh) |
WO (1) | WO2012059067A1 (zh) |
Families Citing this family (10)
Publication number | Priority date | Publication date | Assignee | Title |
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CN104461761B (zh) * | 2014-12-08 | 2017-11-21 | 北京奇虎科技有限公司 | 数据校验方法、装置和服务器 |
CN106375354B (zh) * | 2015-07-20 | 2020-06-05 | 阿里巴巴集团控股有限公司 | 数据处理方法及装置 |
CN105617656B (zh) * | 2015-12-24 | 2019-11-12 | 杭州电魂网络科技股份有限公司 | 一种防止网络游戏用户作弊的方法 |
CN106973074B (zh) * | 2016-01-13 | 2019-11-19 | 腾讯科技(深圳)有限公司 | 一种数据处理方法、装置及系统 |
CN107789829B (zh) * | 2016-09-06 | 2020-12-08 | 盛趣信息技术(上海)有限公司 | 一种游戏物品数据传输的方法 |
CN107302707A (zh) * | 2017-05-18 | 2017-10-27 | 腾讯科技(深圳)有限公司 | 场景动画的播放方法、装置及系统 |
CN107222474A (zh) * | 2017-05-26 | 2017-09-29 | 合肥泽诺信息科技有限公司 | 一种具有同步更新网络游戏异常数据功能的系统 |
CN108920309B (zh) * | 2018-07-19 | 2019-10-22 | 百度在线网络技术(北京)有限公司 | 用于处理信息的方法和装置 |
CN113746931B (zh) * | 2021-09-10 | 2022-11-22 | 联想(北京)有限公司 | 数据同步方法及装置 |
KR102665231B1 (ko) * | 2023-11-27 | 2024-05-21 | 주식회사 낭만 | 클라이언트 단말들과 서버 간에 데이터를 공유하는 통신 방법 |
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US20080005172A1 (en) * | 2006-06-30 | 2008-01-03 | Robert Gutmann | Dead reckoning in a gaming environment |
CN101334291A (zh) * | 2008-07-21 | 2008-12-31 | 凯立德欣技术(深圳)有限公司 | 导航系统的客户端、服务端、及其进行地图更新的方法 |
CN101577715A (zh) * | 2009-06-19 | 2009-11-11 | 腾讯科技(深圳)有限公司 | 一种同步网络游戏时间的方法及装置 |
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CN101276475A (zh) * | 2008-03-31 | 2008-10-01 | 康佳集团股份有限公司 | 一种在网络游戏中实时改变虚拟角色外观的实现方法 |
CN101719073B (zh) * | 2009-11-20 | 2012-10-03 | 浪潮集团山东通用软件有限公司 | 一种基于智能客户端的按需下载实现方法 |
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2010
- 2010-11-04 CN CN201010536884.4A patent/CN102468906B/zh active Active
-
2011
- 2011-11-04 EP EP11837593.0A patent/EP2615758B1/en active Active
- 2011-11-04 SG SG2013028394A patent/SG189421A1/en unknown
- 2011-11-04 US US13/825,653 patent/US20130184083A1/en not_active Abandoned
- 2011-11-04 WO PCT/CN2011/081787 patent/WO2012059067A1/zh active Application Filing
- 2011-11-04 KR KR1020137014191A patent/KR20130087546A/ko active Search and Examination
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US20080005172A1 (en) * | 2006-06-30 | 2008-01-03 | Robert Gutmann | Dead reckoning in a gaming environment |
CN101334291A (zh) * | 2008-07-21 | 2008-12-31 | 凯立德欣技术(深圳)有限公司 | 导航系统的客户端、服务端、及其进行地图更新的方法 |
CN101577715A (zh) * | 2009-06-19 | 2009-11-11 | 腾讯科技(深圳)有限公司 | 一种同步网络游戏时间的方法及装置 |
Also Published As
Publication number | Publication date |
---|---|
CN102468906B (zh) | 2016-03-02 |
KR20130087546A (ko) | 2013-08-06 |
US20130184083A1 (en) | 2013-07-18 |
SG189421A1 (en) | 2013-05-31 |
EP2615758A4 (en) | 2017-07-26 |
CN102468906A (zh) | 2012-05-23 |
EP2615758A1 (en) | 2013-07-17 |
EP2615758B1 (en) | 2023-08-09 |
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