Abstract:
본 발명은 대규모 사용자 온라인 게임 서버에서의 셀 기반 관심 영역 및 역관심 영역의 관리 방법에 관한 것이다. 본 발명은 대규모 사용자를 지원하는 게임 서버에서 관심 영역과 역관심 영역의 자료구조를 사용함으로써 게임 이벤트가 전송되는 범위를 제한하여 네트워크 부하를 감소시킬 수 있고, 자유롭게 관심 영역을 지정할 수 있어 게임의 설계에 제한이 없으며, 역관심 영역을 사용하여 관심 영역을 관리하는데 필요한 부하를 줄일 수 있다.
Abstract:
PURPOSE: A distributed online game server system based on a distance is provided to support a large scale of user by effectively distributing the load to the game servers distributed by the distance. CONSTITUTION: A session server(101) provides the information needed for certifying a user and connecting to the game server(103). An NPC(Non-Player Character) server(105) performs the data management and the script process for the characters except a player selected from a client by the AI(Artificial Intelligence). A database server(102) stores/manages the data needed for the real-time process such as the billing information and the detail information for the player. The game server is managed by the session server and the NPC server, manages one region divided based on the distance as one unit, and provides a game service. A real-time download server(104) provides a download service to the client in real-time.
Abstract:
PURPOSE: A state data transmission method is provided to directly or indirectly adjust a transmission rate of state update data by considering a distance between a shared object and a client under a virtual environment, and controlling a threshold of a dead reckoning algorithm for reducing an overall transmission rate so that the server can offer a service to more clients. CONSTITUTION: A server checks whether there occurs an event by using a timer which periodically generates an event message(S301, S302). The server measures a distance between a shared object and an avatar of a corresponding client by using a coordinate value in a case that there occurs an event message, and checks whether the timer generates an event message in a case that there does not occur an event message(S303). The server calculates an event occurrence frequency considering the measured distance, and updates an event occurrence frequency of the timer(S304, S305). Then, the server transmits state update data to a corresponding client(S306). The event occurrence frequency of the timer gets controlled to be shorter according as the distance between the client avatar and the shared object is shorter.