Implementation of operational activities

Source: Internet
Author: User

In normal times, the demand for game operation activities seems quite complicated. In essence, the task system or achievement system is similar.

The general requirements are as follows:

1. The activity must have the start time and end time requirements;

2. The rewards offered by the activity also have the start time and end time requirements;

3. Several things need to be done to complete the activity (we call it an event or a conditional event );

4. Compared with tasks and achievement systems, there are very few such activities.


Share our practices:

1. independently implement an active server, and the storage dB is also independent. The advantage is that the active server and the Master Logic Server are completely isolated, and the DB data can be cleared at will, which is very easy to maintain.

2. The active Logic Server constantly notifies the active server of events through network protocols;

3. Master Logic Server. After an event is notified, the activity server may return completed activity entries.


There is nothing to say about the main Logic Server. Considering the features of the activity, we only need to send the event to the activity server without thinking about it.

The active server has a few points of attention.

1. Each time a player receives a logon message, all unaccepted activities are automatically accepted. One thing to note here is that we accept this event even if it is not started.

2. When receiving the Event Notification, pay attention to whether the activity has started and whether the activity has ended. 1 & 2 aims to prevent players from logging on again at the beginning of an activity. This is an important experience issue.

3. After the activity is completed, if you send a reward to the Master Logic Server, You need to determine whether the current time is within the reward issuance time range.


An example is as follows:

2014.10.1 ~ Players who recharge on March 7 ~ During the 10.7 period, you will be rewarded with double drops.

Time accepted ~ 2014.10.7

Event: recharge

Time ~ 201710.7

Reward content: double drop

1. When a player logs on, the activity server generates the activity task object;

2. When the player recharges, the event server receives the recharge event, as long ~ In January 7, the activity was completed;

3. After a player logs on, the Master Logic server sends an empty notification event and receives a double reward.


This kind of demand remains clear-headed and seemingly dazzled. It is very simple to implement.

Implementation of operational activities

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