gameserver

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Introduction to the game server architecture (III)

stage, the logic will crash because of the login verification operation.Therefore, the upgrade is required to separate all types of operations performed only once in the login phase in a single player game operation process and solve the problem separately ,. Therefore, it can become the following stage -Loginserver---Client--dbsystem---Gameserver- There are two servers.ArticleAs mentioned at the beginning. Let's take a look at the next advanta

Mobile Network game server architecture

data exchange between servers, the game server is mainly by the Loginserver,gatesever, Gameserver,dbserver,centerserver composition.Load balancing is mainly through, Gateserver completed, that is, when the player landed, Gateserver will be based on the gamesever running situation from the inside to find a relatively free gameserver assigned to the player. There are many-to-many relationships between Gatese

Some sort of game architecture design

card (processing a lot of same scene message/broadcast Storm) 2. Mid-user Isolated clusterGameServe1Client | DbGameServer2Players continue to increase the number of line-up programs automatically or players manually choose to enterCons: Operation to the late, with each line of players reduced, interaction greatly reduced.3. Mid-Late data separation cluster by Map server, the current mainstreamNovice Village Problem: "Tianlong eight" put forward a better solution, the establishment of a number o

A brief talk on the roll dress game if you implement a key fit

analysis.As you can see, there are a number of different roles, described below: Database, the entire schema only a unique db, all the data are stored centrally; DBServer, all operations on the database are performed through dbserver, ensuring that the business logic separates the details of the database design; Account/name, the uniqueness of the user ID or nickname is guaranteed, this service is the whole region only; Gameserver, Gam

Thinking of Game server architecture

Time is always inadvertently when the flow away, suddenly recalled that I have done four years of game development, experienced several game projects, the previous project in the game server framework is not my ideal framework, although I do not know is not enough. Here's a simple thought of my game server architecture. A good game framework can improve development efficiency and save labor costs. First of all, the simplest server framework, that is, as long as a gateway and a game server.The ag

ZEROMQ Research and application analysis

, with load balancing, all Gameserver as pull ends. When a request arrives at the push End (Gateway), the push side distributes the task to the pull side (Gameserver) based on a certain allocation strategy. In a joint game A for example, when the game a just on-line, the expected maximum number of simultaneous online is 10W, a single gameserver concurrent process

A brief talk on the roll dress game if you implement a key fit

also different because the business scenario here is used in the roll-up game. The architecture is a schematic illustration, not an online operation architecture, different developers will have different specific ideas and design preferences, such asSimilar to friends, unions, etc. are not listed, here only the principle of analysis. As can be seen, there are several different roles, described as follows: + database, the entire schema only a unique db, all the data are stored centrally; + DBSer

Server:webgame Service-Side architecture analysis

parallel to the new village map, a master multi-pair, open as much as possible at the same time to accommodate the influx of users, high-level players from other maps back to novice village can only reach the main novice village. 4. The current mainstream network game architecture Note: There is a TCP connection between Gateserver and Centerserver. The connection between Gameserver and Logserver can be a UDP connection. There is a general figur

C++\CLI using. NET delegation, *callback note "This"

Today in the use of C++\CLI encountered a point on the delegation, callback use of problems, simply recordFirst, paste the code in simple C # using System.Threading.Timer.Timer gametimer=new Timer (new TimerCallback (this). Ongametimer), null,0,500);The above timer will call the Ongametimer method every 500 milliseconds, the Ongametimer method is defined as follows:void Ongametimer (Object obj) {...}Based on the above code, combined with the use of C #, we write the C++\CLI code.timer^ gametimer

Observer Pattern)

also exit at any time. In this example, the game server is "1", the players are "more", and the question information is the message transmitted between them. How can we design a class that meets the above requirements? Try the observer mode. First, define the subject abstract class: Package observerpattern; import Java. util. arraylist;/*** @ author ayqy * defines the subject abstract class **/public abstract class subject {arraylist Note: abstract classes are used instead of interfaces. Why?

Cocos2dx socket communication

Recently, in a real-time online interaction game, the game needs to use socket to maintain a persistent connection to ensure real-time interaction between the client and the server. Below are some of your code: The entire process is as follows: 1. Start a thread to connect to socket communication. int GameServer::connectThreadStart(){// connect(GAMESERVER, CCString::create(GAMESERVER_PORT)->intValue());

Linux C + + network communication--broken pipe, sudden disconnection of receiving end, sending confiscated, still sending messages, will cause the process to crash

In the recent C + + server, when communication between two servers, one is Logserver, one is Gameserver, Gameserver timed to Logserver heartbeat packet (that is, logserver equivalent to the server , gameserver equivalentto the client), suddenly disconnected logserver, the equivalent of a server crash, the client does not know, still send data as usual, but the c

Compiled game Server Architecture Materials

gameserver, obtain the role data information, and return the role data changes on the gameserver. 5-this connection is also a local TCP/IP connection, which is used for interaction between the Public Information Server and several game servers and for exchanging some world-class game information (such as Guild information, cross-server team information and cross-server chat channels ). 6-the two connection

Talking about the game server-functional modules (1)

From http://www.cppblog.com/ziyebuboka/The role of game servers in online games cannot be considered. To what extent can a game become bigger, there is still a lot to rely on. This article Article From the perspective of the function module, let's talk about the implementation of a perfect game server.I. Role of the game server: connects various online game clients to implement communication, connection, and data operations on each clientIi. First, we should look at the big classification: Game

A classic network game server architecture

group on the login server, and to register account login information with the user server after logging on to the server to verify the account, and perform operations on the account role information that has been logged on (such as kicking the current login role), as well as server group information updates (the current number of online players, etc ).4-this is also a local TCP/IP connection. This connection is used to verify the Client Connected to the gam

Stored Procedure for synchronous updating of four user information _ MySQL

* @ FRateSet @ intWantedAmount3 = @ intWantedAmount3 * @ FRateSet @ intWantedAmount4 = @ intWantedAmount4 * @ FRateEnd Begin tranExec [prMoney_UpdateCash]@ ChvModeName: the method used, such as 'web' and 'gameserver '.@ ChvSourceName: source of the method, such as 'gold coin mahjong server' and 'virtual stocks '.@ ChvRemark, -- comment on other information.@ IntUserID1, -- user ID0, -- related user ID@ IntWantedAmount1, -- number of updates to be upd

Detailed explanation of mobile game server development technology and server Development Technology

two most used databases. There are many comparisons between the two on the Internet. Of course, you can also use other databases. for SQL server, if you are not afraid of being pitted, use it (I have never liked Microsoft's stuff ). 3. Server Architecture One of the architecture models I have used is also designed by the company based on the bigworld architecture: 1. Gate: first, there must be a gateway Server responsible for client connection and message forwarding to Game (Game server) to m

Design of a high performance network game server architecture

the server architecture diagram in Figure 1, a set of servers includes Logingate, Loginserver, Gamegate, Gameserver, DBServer, and Mserver. Logingate and Gamegate are gateway servers, typically a group of servers will be configured with 3 gamegate, because stability is critical to network game operations, and server outages and other emergencies are potential risks in game operations. Configuring multiple servers can effectively reduce the risk of a

A stored procedure that synchronizes updates of four user information

/@intWantedAmount2INSERT into #temp1 values (@FTemp)End If @intCashAmount3 + @intWantedAmount3 BeginSet @FTemp =-@intCashAmount3/@intWantedAmount3INSERT into #temp1 values (@FTemp)End If @intCashAmount4 + @intWantedAmount4 BeginSet @FTemp =-@intCashAmount4/@intWantedAmount4INSERT into #temp1 values (@FTemp)End Set @FTemp = (select min (@FTemp) from #temp)drop table #temp1 If @FTemp BeginSet @FRate = @FTempSet @BNeedReCalc =1End If @BNeedReCalc =1BeginSet @intWantedAmount1 = @intWantedAmount1 * @

Analysis and review of CPU usage for each thread in the process of Linux

Playermng::tick () ()#9 0x0000000000a73105 in Gameserver::frametick (unsigned int) ()#10 0x0000000000a6ff80 in Gameserver::run () ()#11 0x0000000000a773a1 in Main ()[Email protected] gameserver]# Ps-elo pid,lwp,pcpu | grep 3022230222 30222 31.430222 30251 0.030222 30252 0.030222 30253 0.030222 30254 0.030222 30255 0.030222 30256 1.230222 30257 1.230222 30258 1.0

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