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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 PDF

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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
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WO
WIPO (PCT)
Prior art keywords
game
data
game data
client
error
Prior art date
Application number
PCT/CN2011/081787
Other languages
English (en)
French (fr)
Inventor
李伟
Original Assignee
腾讯科技(深圳)有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Priority to US13/825,653 priority Critical patent/US20130184083A1/en
Priority to KR1020137014191A priority patent/KR20130087546A/ko
Priority to EP11837593.0A priority patent/EP2615758B1/en
Priority to SG2013028394A priority patent/SG189421A1/en
Publication of WO2012059067A1 publication Critical patent/WO2012059067A1/zh

Links

Classifications

    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L1/00Arrangements for detecting or preventing errors in the information received
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating 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
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L1/00Arrangements for detecting or preventing errors in the information received
    • H04L1/24Testing correct operation
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/08Protocols specially adapted for terminal emulation, e.g. Telnet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/53Features 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
    • A63F2300/535Features 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/55Details of game data or player data management
    • A63F2300/552Details 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/55Details of game data or player data management
    • A63F2300/5586Details 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

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 技术领域
本发明属于计算机领域, 尤其涉及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、 客户端。 背景技术
图 1 所示为现有联网游戏中交互逻辑容错技术的方法, 客户端与游戏 服务器通过交互过程中的数据匹配来达到容错的目的: 游戏玩家每进行一 个操作, 客户端都会向游戏服务器发送所述操作的数据, 游戏服务器对接 收的数据进行逻辑处理, 并向客户端返回所述操作的数据, 如果客户端和 游戏服务器的数据匹配成功就代表客户端与游戏服务器的游戏数据一致。
如果客户端没有收到游戏服务器返回的数据, 客户端就不能执行游戏 玩家的操作, 导致客户端的数据与游戏服务器的数据不一致, 引起逻辑状 态错误, 导致游戏无法继续进行下去。 发明内容
本发明实施例的目的在于提供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、 客户端, 旨在解决客户端游戏数据与游戏服务器游 戏数据不同步的问题。
本发明实施例是这样实现的, 一种联网游戏中交互逻辑容错的方法, 包括以下步驟:
客户端判断游戏数据是否出错;
当客户端判断游戏出错时, 向游戏服务器发送游戏数据同步请求; 游戏服务器向客户端返回游戏数据同步响应, 所述游戏数据同步响应 包含有出错游戏数据对应的正确游戏数据;
客户端根据所述游戏数据同步响应更新游戏玩家的游戏数据。
一种联网游戏容错系统, 包括:
至少一个客户端, 用于判断游戏数据是否出错, 当判断游戏数据出错 时向游戏服务器发送游戏数据同步请求, 接收游戏服务器返回的游戏数据 同步响应, 并根据所述游戏数据同步响应更新游戏玩家的游戏数据; 以及 游戏服务器, 用于接收客户端发送的游戏数据同步请求, 向客户端返 回游戏数据同步响应;
所述游戏数据同步响应包含有出错游戏数据对应的正确游戏数据。 一种联网游戏容错客户端, 包括:
数据错误判断单元, 用于判断客户端当前的游戏数据是否出错; 数据同步请求发送单元, 用于在所述数据错误判断单元判断游戏数据 出现错误时, 向游戏服务器发送游戏数据同步请求;
数据同步响应接收单元, 用于接收游戏服务器返回的游戏数据同步响 应;
游戏数据更新单元, 用于根据所述数据同步响应接收单元接收的游戏 数据同步响应更新游戏玩家的游戏数据, 所述游戏数据同步响应包含有出 错游戏数据对应的正确游戏数据。
本发明实施例中, 客户端在判断游戏数据出现错误时, 向游戏服务器 发送游戏数据同步请求; 游戏服务器向客户端返回游戏数据同步响应, 所 述游戏数据同步响应中包含有出错游戏数据对应的正确游戏数据, 客户端 根据游戏服务器返回的游戏数据同步响应更新游戏玩家的游戏数据, 解决 了客户端与游戏服务器数据不一致的问题, 使得客户端在游戏数据出现错 误的情况下, 也可以通过与游戏服务器同步游戏数据进行游戏。 附图说明
图 1是现有技术提供的联网游戏中交互逻辑容错方法的流程图; 图 2是本发明实施例提供的通用联网游戏中交互逻辑容错方法的流程 示意图;
图 3是本发明实施例提供的联网游戏容错系统中客户端的结构示意图; 图 4是本发明实施例提供的联网游戏容错系统中游戏服务器的结构示 意图;
图 5是本发明实施例提供的联网容错游戏系统的结构示意图。 具体实施方式
为了使本发明的目的、 技术方案及优点更加清楚明白, 以下结合附图 及实施例, 对本发明进行进一步详细说明。 应当理解, 此处所描述的具体 实施例仅仅用以解释本发明, 并不用于限定本发明。
在本发明实施例中, 客户端在游戏数据出现错误时向游戏服务器发送 游戏数据同步请求, 通过与游戏服务器的游戏数据进行比对, 调整客户端 的游戏数据, 使得联网游戏可以继续进行。
本发明提供了一种联网游戏中交互逻辑容错方法以及联网游戏容错系 统:
所述方法包括: 客户端判断游戏数据是否出错;
当客户端判断游戏出错时, 向游戏服务器发送游戏数据同步请求; 游戏服务器向客户端返回游戏数据同步响应, 所述游戏数据同步响应 包含有出错游戏数据对应的正确游戏数据;
客户端根据所述游戏数据同步响应更新游戏玩家的游戏数据。
所述联网游戏容错系统包括: 至少一个客户端, 用于判断游戏数据是 否出错, 当判断游戏数据出错时向游戏服务器发送游戏数据同步请求, 接 收游戏服务器返回的游戏数据同步响应, 并根据所述游戏数据同步响应更 新游戏玩家的游戏数据; 以及
游戏服务器, 用于接收客户端发送的游戏数据同步请求, 向客户端返 回游戏数据同步响应;
所述游戏数据同步响应包含有出错游戏数据对应的正确游戏数据。 如图 2所示为本发明实施例提供的通用联网游戏中交互逻辑容错方法 的流程示意图, 详述如下:
步驟 201 , 客户端判断游戏数据是否出错。
作为本发明的一个实施例, 游戏玩家每进行一个操作, 客户端都会向 游戏服务器发送操作指令, 游戏服务器则向客户端发送针对所述操作指令 的反馈信息, 如果客户端未收到服务器发送的针对所述操作指令的反馈信 息, 则客户端判断游戏数据出错。
作为本发明的又一实施例, 客户端在不确定自身游戏数据与游戏服务 器的游戏数据是否一致的情况下, 向游戏服务器发送用户数据获取请求; 游戏服务器在收到所述游戏数据获取请求后向客户端返回游戏数据响应, 所述游戏数据响应中包含有所述用户数据获取请求所请求的游戏数据; 客 户端对游戏服务器返回的游戏数据与本地存储的游戏数据进行比对, 如果 游戏服务器返回的游戏数据与本地存储的游戏数据不一致时, 则客户端判 断所述操作指令对应的游戏数据出错。
步驟 202, 当客户端判断游戏出错时, 向游戏服务器发送游戏数据同步 请求。
步驟 203 , 游戏服务器向客户端返回游戏数据同步响应, 所述游戏数据 同步响应包含有出错游戏数据对应的正确游戏数据。
步驟 204 , 客户端根据所述游戏数据同步响应更新游戏玩家的游戏数 据。
本发明实施例中, 客户端在判断游戏数据出现错误时, 向游戏服务器 发送游戏数据同步请求; 游戏服务器向客户端返回游戏数据同步响应, 所 述游戏数据同步响应中包含有出错游戏数据对应的正确游戏数据, 客户端 根据游戏服务器返回的游戏数据同步响应更新游戏玩家的游戏数据, 解决 了客户端与游戏服务器数据不同的问题, 使得客户端在游戏数据出现错误 的情况下, 也可以进行游戏。
如图 3所示为本发明实施例提供的联网游戏容错系统中客户端的结构, 为了便于说明, 仅示出了与本发明实施相关的部分。 所述客户端包括: 数 据错误判断单元 11、数据同步请求发送单元 12、数据同步响应接收单元 13 和游戏数据更新单元 14。
数据错误判断单元 11 , 用于判断客户端当前的游戏数据是否出错; 所述数据错误判断单元 11可以包括游戏操作指令发送子单元 111 , 用 于向游戏服务器发送游戏操作指令; 用户数据获取请求发送子单元 112 , 用 于客户端在不确定自身游戏数据与游戏服务器的游戏数据是否一致的情况 下向游戏服务器发送游戏获取数据请求; 用户数据获取请求接收子单元 113 , 用于接收游戏服务器发送的游戏数据; 数据比对子单元 114, 用于对 游戏服务器返回的游戏数据与本地存储的游戏数据进行比对; 错误判断子 单元 115 ,用于当客户端未收到游戏服务器针对所述游戏操作指令的反馈信 息或游戏服务器返回的游戏数据与本地存储的游戏数据不一致时, 判断所 述游戏操作指令对应的游戏数据出错。
作为本发明的一个实施例, 游戏玩家每进行一个操作, 客户端的游戏 操作指令发送子单元 111 向游戏服务器发送操作指令, 游戏服务器则向客 户端发送针对所述操作指令的反馈信息, 如果客户端未收到服务器发送的 针对所述操作指令的反馈信息, 则错误判断子单元 115判断游戏数据出错。
作为本发明的又一实施例, 客户端在不确定自身游戏数据与游戏服务 器的游戏数据是否一致的情况下, 用户数据获取请求发送子单元 112 向游 戏服务器发送用户数据获取请求; 游戏服务器在收到所述游戏数据获取请 求后向客户端返回游戏数据响应, 所述游戏数据响应中包含有所述用户数 据获取请求所请求的游戏数据; 用户数据获取请求接收子单元 113接收游 戏服务器发送的游戏数据响应; 数据比对子单元 114对游戏服务器返回的 游戏数据与本地存储的游戏数据进行比对, 如果游戏服务器返回的游戏数 据与本地存储的游戏数据不一致时, 则错误判断子单元 115 判断所述操作 指令对应的游戏数据出错。
数据同步请求发送单元 12 ,用于在所述数据错误判断单元 11判断游戏 数据出现错误时, 向游戏服务器发送游戏数据同步请求;
数据同步响应接收单元 13 , 用于接收游戏服务器返回的游戏数据同步 响应;
游戏数据更新单元 14,用于根据所述数据同步响应接收单元 13接收的 游戏数据同步响应更新游戏玩家的游戏数据, 所述游戏数据同步响应包含 有出错游戏数据对应的正确游戏数据。
如图 4所示为本发明实施例提供的联网游戏容错系统中游戏服务器的 结构, 为了便于说明, 仅示出了与本发明实施例相关的部分:
数据同步请求接收单元 21 ,用于接收客户端发送的游戏数据同步请求; 数据同步响应发送单元 22, 用于向客户端返回游戏数据同步响应。 其中, 所述游戏数据同步请求由客户端判断游戏数据出现错误时, 向 游戏服务器发送; 所述游戏数据同步响应包含有出错游戏数据对应的正确 游戏数据
本发明实施例中, 客户端在判断游戏数据出现错误时, 向游戏服务器 发送游戏数据同步请求; 游戏服务器向客户端返回游戏数据同步响应, 所 述游戏数据同步响应中包含有出错游戏数据对应的正确游戏数据, 客户端 根据游戏服务器返回的游戏数据同步响应更新游戏玩家的游戏数据, 解决 了客户端与游戏服务器数据不一致的问题, 使得客户端在游戏数据出现错 误的情况下, 也可以通过与游戏服务器同步游戏数据进行游戏。
如图 5 所示为本发明实施例提供的联网游戏容错系统的结构图, 详述 如下:
至少一个客户端 31 , 用于判断游戏数据是否出错, 当判断游戏数据出 错时向游戏服务器发送游戏数据同步请求, 接收游戏服务器 32返回的游戏 数据同步响应, 并根据所述游戏数据同步响应更新游戏玩家的游戏数据, 所述游戏数据同步响应包含有出错游戏数据对应的正确游戏数据; 以及 游戏服务器 32, 用于接收客户端 31发送的游戏数据同步请求, 向客户 端 31返回游戏数据同步响应。
以上所述仅为本发明的较佳实施例而已, 并不用以限制本发明, 凡在 本发明的精神和原则之内所作的任何修改、 等同替换和改进等, 均应包含 在本发明的保护范围之内。

Claims

权利要求书
1、 一种联网游戏中交互逻辑容错方法, 其特征在于, 所述方法包括以 下步驟:
客户端判断游戏数据是否出错;
当客户端判断游戏出错时, 向游戏服务器发送游戏数据同步请求; 游戏服务器向客户端返回游戏数据同步响应, 所述游戏数据同步响应 包含有出错游戏数据对应的正确游戏数据;
客户端根据所述游戏数据同步响应更新游戏玩家的游戏数据。
2、 如权利要求 1所述的方法, 其特征在于, 所述客户端判断游戏数据 是否出错的步驟具体为:
客户端向游戏服务器发送游戏操作指令;
如果客户端未收到游戏服务器针对所述游戏操作指令的反馈信息, 则 判断所述游戏操作指令对应的游戏数据出错。
3、 如权利要求 1所述的方法, 其特征在于, 所述客户端判断游戏数据 是否出错的步驟具体为:
客户端在不确定自身游戏数据与游戏服务器的游戏数据是否一致的情 况下向游戏服务器发送用户数据获取请求;
游戏服务器向客户端返回游戏数据响应, 所述游戏数据响应中包含有 所述用户数据获取请求所请求的游戏数据;
客户端将游戏服务器返回的游戏数据与本地存储的游戏数据进行比 对;
当游戏服务器返回的游戏数据与本地存储的游戏数据不一致时, 则客 户端判断所述游戏操作指令对应的游戏数据出错。
4、 一种联网游戏容错系统, 其特征在于, 所述系统包括:
至少一个客户端, 用于判断游戏数据是否出错, 当判断游戏数据出错 时向游戏服务器发送游戏数据同步请求, 接收游戏服务器返回的游戏数据 同步响应, 并根据所述游戏数据同步响应更新游戏玩家的游戏数据, 所述 游戏数据同步响应包含有出错游戏数据对应的正确游戏数据; 以及
游戏服务器, 用于接收客户端发送的游戏数据同步请求, 向客户端返 回游戏数据同步响应。
5、 如权利要求 4所述的联网游戏容错系统, 其特征在于, 所述客户端 包括:
数据错误判断单元, 用于判断客户端当前的游戏数据是否出错; 数据同步请求发送单元, 用于在所述数据错误判断单元判断游戏数据 出现错误时, 向游戏服务器发送游戏数据同步请求;
数据同步响应接收单元, 用于接收游戏服务器返回的游戏数据同步响 应;
游戏数据更新单元, 用于根据所述数据同步响应接收单元接收的游戏 数据同步响应更新游戏玩家的游戏数据, 所述游戏数据同步响应包含有出 错游戏数据对应的正确游戏数据。
6、 如权利要求 5所述的联网游戏容错系统, 其特征在于, 所述数据错 误判断单元包括:
游戏操作指令发送子单元, 用于向游戏服务器发送游戏操作指令; 用户数据获取请求发送子单元, 用于客户端在不确定自身游戏数据与 游戏服务器的游戏数据是否一致的情况下向游戏服务器发送游戏获取数据 请求;
用户数据获取请求接收子单元, 用于接收游戏服务器发送的游戏数据; 数据比对子单元, 用于对游戏服务器返回的游戏数据与本地存储的游 戏数据进行比对;
错误判断子单元, 用于当客户端未收到游戏服务器针对所述游戏操作 指令的反馈信息或游戏服务器返回的游戏数据与本地存储的游戏数据不一 致时, 判断所述游戏操作指令对应的游戏数据出错。
7、 如权利要求 6所述的联网游戏容错系统, 其特征在于, 所述游戏服 务器包括:
数据同步请求接收单元, 用于接收客户端发送的游戏数据同步请求; 数据同步响应发送单元, 用于向客户端返回游戏数据同步响应。
8、 一种联网游戏容错客户端, 其特征在于, 所述客户端包括: 数据错误判断单元, 用于判断客户端当前的游戏数据是否出错; 数据同步请求发送单元, 用于在所述数据错误判断单元判断游戏数据 出现错误时, 向游戏服务器发送游戏数据同步请求;
数据同步响应接收单元, 用于接收游戏服务器返回的游戏数据同步响 应;
游戏数据更新单元, 用于根据所述数据同步响应接收单元接收的游戏 数据同步响应更新游戏玩家的游戏数据, 所述游戏数据同步响应包含有出 错游戏数据对应的正确游戏数据。
9、 如权利要求 8所述的联网游戏容错客户端, 其特征在于, 所述数据 错误判断单元包括:
游戏操作指令发送子单元, 用于向游戏服务器发送游戏操作指令; 用户数据获取请求发送子单元, 用于客户端在不确定自身游戏数据与 游戏服务器的游戏数据是否一致的情况下向游戏服务器发送游戏获取数据 请求;
用户数据获取请求接收子单元, 用于接收游戏服务器发送的游戏数据; 数据比对子单元, 用于对游戏服务器返回的游戏数据与本地存储的游 戏数据进行比对;
错误判断子单元, 用于当客户端未收到游戏服务器针对所述游戏操作 指令的反馈信息或游戏服务器返回的游戏数据与本地存储的游戏数据不一 致时, 判断所述游戏操作指令对应的游戏数据出错。
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