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CN119701378A - Data synchronization method and device, storage medium and electronic equipment - Google Patents

Data synchronization method and device, storage medium and electronic equipment
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Publication number
CN119701378A
CN119701378ACN202311283956.2ACN202311283956ACN119701378ACN 119701378 ACN119701378 ACN 119701378ACN 202311283956 ACN202311283956 ACN 202311283956ACN 119701378 ACN119701378 ACN 119701378A
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account
interaction
data
interaction data
target
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翟龙城
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Abstract

Translated fromChinese

本申请公开了一种数据同步方法、装置和存储介质及电子设备。其中,该方法包括:获取第一账号在虚拟游戏中的账号交互数据,其中,账号交互数据包括第一账号记录的第一账号与第二账号之间的第一交互数据;响应于第一账号对第二账号触发的交互请求,获取第二账号在虚拟游戏中的第二交互数据,其中,第二交互数据为第二账号记录的第一账号与第二账号之间的交互数据;基于第二交互数据对第一交互数据进行同步处理。本申请解决了账号交互数据一致性较低的技术问题。

The present application discloses a data synchronization method, device, storage medium and electronic device. The method comprises: obtaining account interaction data of a first account in a virtual game, wherein the account interaction data comprises first interaction data between the first account and the second account recorded by the first account; in response to an interaction request triggered by the first account to the second account, obtaining second interaction data of the second account in the virtual game, wherein the second interaction data is interaction data between the first account and the second account recorded by the second account; and synchronizing the first interaction data based on the second interaction data. The present application solves the technical problem of low consistency of account interaction data.

Description

Data synchronization method and device, storage medium and electronic equipment
Technical Field
The present application relates to the field of computers, and in particular, to a data synchronization method, apparatus, storage medium, and electronic device.
Background
The account interaction data in the virtual game should be kept consistent under normal conditions, but because the account interaction data are often that the multiparty accounts record the respective related data, the account interaction data may have inconsistent problems. Therefore, the problem of low consistency of account interaction data exists.
In view of the above problems, no effective solution has been proposed at present.
Disclosure of Invention
The embodiment of the application provides a data synchronization method, a data synchronization device, a storage medium and electronic equipment, which are used for at least solving the technical problem of low consistency of account interaction data.
According to one aspect of the embodiment of the application, the data synchronization method comprises the steps of obtaining account interaction data of a first account in a virtual game, wherein the account interaction data comprise first interaction data between the first account and a second account recorded by the first account, responding to an interaction request triggered by the first account to the second account, obtaining second interaction data of the second account in the virtual game, wherein the second interaction data are interaction data between the first account and the second account recorded by the second account, and performing synchronization processing on the first interaction data based on the second interaction data.
According to another aspect of the embodiment of the application, a data synchronization device is provided, which comprises a first acquisition unit, a second acquisition unit and a synchronization unit, wherein the first acquisition unit is used for acquiring account interaction data of a first account in a virtual game, the account interaction data comprise first interaction data between the first account and a second account recorded by the first account, the second acquisition unit is used for responding to an interaction request triggered by the first account to the second account to acquire second interaction data of the second account in the virtual game, the second interaction data are interaction data between the first account and the second account recorded by the second account, and the synchronization unit is used for performing synchronization processing on the first interaction data based on the second interaction data.
The second obtaining unit comprises at least one of a first obtaining module, a second obtaining module and a second obtaining module, wherein the first obtaining module is used for obtaining a target interaction attribute of the second account in the virtual game, the target interaction attribute is an attribute value, which changes along with occurrence of a first interaction action, between the first account and the second account, of the second account, the second interaction data comprises data corresponding to the target interaction attribute, the second obtaining module is used for obtaining a target interaction relationship of the second account in the virtual game, the target interaction relationship is an interaction relationship, which is established along with occurrence of a second interaction action, between the first account and the second account, of the second account, and the second interaction data comprises data corresponding to the target interaction relationship.
The synchronization unit comprises an updating module, a first newly adding module and a second newly adding module, wherein the updating module is used for synchronously updating the first attribute value into the second attribute value when the original interaction attribute and the target interaction attribute are acquired and the first attribute value corresponding to the original interaction attribute is smaller than the second attribute value corresponding to the target interaction attribute, the original interaction attribute is an attribute value which changes along with the occurrence of the first interaction behavior between the first account and the second account of the first account record, or the first newly adding module is used for synchronously adding the target interaction attribute into the interaction attribute of the first account record when the target interaction attribute is acquired and the original interaction attribute is not acquired.
As an alternative scheme, the device further comprises a second adding module, configured to, in the process of adding the target interaction attribute to the interaction attribute of the first account record, add the target interaction relationship to the interaction relationship of the first account record in synchronization when the target interaction relationship is acquired but an original interaction relationship is not acquired, where the original interaction relationship is an interaction relationship established between the first account and the second account of the first account record along with occurrence of a second interaction behavior, and the target interaction attribute is used to represent a relationship affinity of the target interaction relationship.
The synchronization unit comprises a third acquisition module, a fourth acquisition module and a client, wherein the third acquisition module is used for acquiring the current relation limiting condition of the first account when the target interaction relation is acquired and the original interaction relation is not acquired, the original interaction relation is the interaction relation which is recorded by the first account and is established between the first account and the second account along with the occurrence of the second interaction action, the relation limiting condition is used for limiting the interaction relation to be established by the first account, and the fourth acquisition module is used for acquiring data abnormal information and sending the data abnormal information to the client of the second account when the target interaction relation meets the relation limiting condition, and the data abnormal information is used for prompting the client of the second account to return the data corresponding to the target interaction relation.
The first acquisition unit comprises a first reading module, a first determining module and a storage module, wherein the first reading module is used for reading first data matched with a first identity identifier of the first account number from a target database, and taking the first data as account number interaction data, the first determining module is used for taking interaction data changed in the account number interaction data as dynamic interaction data after the account number interaction data of the first account number in a virtual game are acquired, and the storage module is used for transmitting the dynamic interaction data to the target database after the account number interaction data of the first account number in the virtual game are acquired, and storing the dynamic interaction data according to the first identity identifier.
The device further comprises an allocation module, a second determination module and a first determination module, wherein the allocation module is used for allocating dynamic labels to the first interaction data under the condition that the first interaction data changes after the first interaction data is subjected to synchronous processing based on the second interaction data, and the second determination module is used for determining the interaction data with the dynamic labels in the account interaction data as the dynamic interaction data after the first interaction data is subjected to synchronous processing based on the second interaction data.
The second obtaining unit includes a second reading module, configured to read, from the target database, second data that matches a second identity of the second account, and use the second data as the second interaction data.
The device further comprises a third obtaining unit, configured to obtain the interaction request when the interaction operation performed by the first account on the second account is obtained and the second account is in an online state after the account interaction data of the first account in the virtual game is obtained.
The first obtaining unit includes a fifth obtaining module, configured to obtain first target interaction data and second target interaction data of the first account number in the virtual game, where the first target interaction data is interaction data stored according to an interaction identifier between the account number in the virtual game and the account number, the second target interaction data is interaction data stored according to an identity identifier of the account number in the virtual game, and the second target interaction data includes the first interaction data, and the device further includes a determining unit, configured to determine, in response to a target interaction request triggered by the first account number to the second account number after obtaining the account number interaction data of the first account number in the virtual game, interaction data carrying the target interaction identifier from the first target interaction data, where the target interaction identifier is used to indicate that interaction occurs between the first account number and the second account number.
According to yet another aspect of embodiments of the present application, there is provided a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer readable storage medium, and the processor executes the computer instructions, so that the computer device performs the data synchronization method as above.
According to still another aspect of the embodiments of the present application, there is further provided an electronic device including a memory, a processor, and a computer program stored on the memory and executable on the processor, wherein the processor executes the data synchronization method described above through the computer program.
In the embodiment of the application, account interaction data of a first account in a virtual game is obtained, wherein the account interaction data comprises first interaction data between the first account and a second account recorded by the first account, second interaction data of the second account in the virtual game is obtained in response to an interaction request triggered by the first account to the second account, the second interaction data is interaction data between the first account and the second account recorded by the second account, and the first interaction data is synchronously processed based on the second interaction data. After the account interaction data (first interaction data) recorded by the own account (first account) is obtained, the account interaction data (second interaction data) recorded by other accounts (second accounts) interacted with the own account are obtained instead of the account interaction data directly, and the account interaction data recorded by the own account are subjected to data synchronization, so that the aim of timely synchronizing the account interaction data respectively recorded by the interacted multiparty accounts is fulfilled, the technical effect of improving the consistency of the account interaction data is achieved, and the technical problem of lower consistency of the account interaction data is solved.
Drawings
The accompanying drawings, which are included to provide a further understanding of the application and are incorporated in and constitute a part of this specification, illustrate embodiments of the application and together with the description serve to explain the application and do not constitute a limitation on the application. In the drawings:
FIG. 1 is a schematic illustration of an application environment for an alternative data synchronization method according to an embodiment of the application;
FIG. 2 is a schematic illustration of the flow of an alternative data synchronization method according to an embodiment of the application;
FIG. 3 is a schematic diagram of an alternative data synchronization method according to an embodiment of the application;
FIG. 4 is a schematic diagram of another alternative data synchronization method according to an embodiment of the application;
FIG. 5 is a schematic diagram of another alternative data synchronization method according to an embodiment of the application;
FIG. 6 is a schematic diagram of another alternative data synchronization method according to an embodiment of the application;
FIG. 7 is a schematic diagram of another alternative data synchronization method according to an embodiment of the application;
FIG. 8 is a schematic diagram of another alternative data synchronization method according to an embodiment of the application;
FIG. 9 is a schematic diagram of another alternative data synchronization method according to an embodiment of the application;
FIG. 10 is a schematic diagram of another alternative data synchronization method according to an embodiment of the application;
FIG. 11 is a schematic diagram of another alternative data synchronization method according to an embodiment of the application;
FIG. 12 is a schematic diagram of an alternative data synchronization device according to an embodiment of the application;
Fig. 13 is a schematic structural view of an alternative electronic device according to an embodiment of the present application.
Detailed Description
In order that those skilled in the art will better understand the present application, a technical solution in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in which it is apparent that the described embodiments are only some embodiments of the present application, not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the present application without making any inventive effort, shall fall within the scope of the present application.
It should be noted that the terms "first," "second," and the like in the description and the claims of the present application and the above figures are used for distinguishing between similar objects and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used may be interchanged where appropriate such that the embodiments of the application described herein may be implemented in sequences other than those illustrated or otherwise described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
For ease of understanding, the following terms are explained:
Zonesvr provide player account login functionality, lobby services, and role-based main business logic. It provides services in a clustered fashion. After the player logs in, most of the critical data is cached on Zonesvr. And write back to DB regularly, write back frequency can be set up as 1 minute-5 minutes according to the situation at present. The requests of the client are mostly directly processed on the zone server, and the other part is transmitted to other servers for further processing through Zonesvr. Zoneid is a globally unique identification of Zonesvr.
DB, dataBase DataBase, is a repository that organizes, stores, and manages data according to a data structure.
TcaplusDB Tencerting a self-developed database, game-oriented distributed NoSQL.
Tcaproxy the proxy server of the DB data is beneficial to decoupling business logic and DB access and improves the efficiency of DB access.
RoleInDB A player character storage table is used for storing player character data, including all basic data, character property, game data, social data and the like of the player.
RoleSimpleDataDB a player profile for storing the profile of the player, and when the client requests the profile of the player, simpleInfo corresponding to the player is obtained from RoleSimpleDataDB.
Eventlog A scheme for asynchronous calculation based on stored player interaction data, a notification mechanism for achieving weak interaction of players in a game is similar to that of mail. Asynchronous interaction events are stored in the DB in EventLog form and the roles are notified, and after the roles receive the notification, eventLog are fetched from the DB and executed. The main purpose is to serialize data operation and ensure data consistency.
According to an aspect of the embodiment of the present application, there is provided a data synchronization method, optionally, as an alternative implementation, the data synchronization method may be applied, but not limited to, in the environment shown in fig. 1. Which may include, but is not limited to, a user device 102 and a server 112, which may include, but is not limited to, a display 104, a processor 106, and a memory 108, the server 112 including a database 114 and a processing engine 116.
The specific process comprises the following steps:
step S102, the user equipment 102 obtains an interaction request triggered by a first account to a second account;
Step S104-S106, transmitting the interaction request to the server 112 through the network 110;
Step S108-S110, the server 112 acquires first interaction data of the first account in the virtual game and second interaction data of the second account in the virtual game from the database 114, and further performs synchronous processing on the first interaction data based on the second interaction data through the processing engine 116 to obtain a synchronous processing result, wherein the synchronous processing result can comprise interaction data obtained after updating the first interaction data based on the second interaction data;
Steps S112-S114, the synchronization result is sent to the user equipment 102 through the network 110, and the user equipment 102 displays the synchronization result on the display 104 through the processor 106, and stores the synchronization result in the memory 108.
In addition to the example shown in fig. 1, the above steps may be performed by the user device or the server independently, or by the user device and the server cooperatively, such as by the user device 102 performing the steps of S108-S110 described above, to relieve the processing pressure of the server 112. The user device 102 includes, but is not limited to, a handheld device (e.g., a mobile phone), a notebook computer, a tablet computer, a desktop computer, a vehicle-mounted device, a smart television, etc., and the application is not limited to a specific implementation of the user device 102. The server 112 may be a single server or a server cluster composed of a plurality of servers, or may be a cloud server.
Alternatively, as an optional implementation manner, as shown in fig. 2, the data synchronization method may be performed by an electronic device, such as a user device or a server shown in fig. 1, where specific steps include:
S202, acquiring account interaction data of a first account in a virtual game, wherein the account interaction data comprises first interaction data between the first account and a second account recorded by the first account;
S204, responding to an interaction request triggered by the first account to the second account, and acquiring second interaction data of the second account in the virtual game, wherein the second interaction data is interaction data between the first account and the second account recorded by the second account;
s206, performing synchronous processing on the first interaction data based on the second interaction data.
Alternatively, in this embodiment, the above data synchronization method may be, but is not limited to, applied to a data processing scenario of social data of a player, where the social data of the player is usually data of both sides of the player, such as friend data, affinity data, and the like. Both parties maintain data about their friends, respectively, and the data for each other should typically be consistent. Social data is recorded in the respective databases of the players. Since the data are stored on different players, respectively, there is a problem in that the player data are inconsistent. The embodiment provides an efficient data synchronization method, which enables players to synchronize social data of the other party in time in normal games, and ensures consistency of the data.
Optionally, in this embodiment, the first account may interact with other accounts in the virtual game, such as the first account interacts with other accounts in the virtual game through transaction, team, public meeting, etc., and the account interaction data may be, but is not limited to, data generated when the first account interacts, such as game role information (including role name, level, equipment, skills, attributes, etc.), transaction records (including transaction records between players, auction transaction records, etc.), social relationships (including friend list, public meeting member list, etc.), game activity records (including records of completing tasks, playing stranges, participating activities, etc.), game item information (including items in a backpack, items in a warehouse, etc.), game resource information (including the number of resources in the account, resources in the transaction, etc.).
Optionally, in this embodiment, the first interaction data between the first account and the second account recorded by the first account may be, but not limited to, first interaction data between the first account and the second account cached in the client memory of the first account, and similarly, the second interaction data between the first account and the second account recorded by the second account may be, but not limited to, second interaction data between the first account and the second account cached in the client memory of the second account.
Optionally, in this embodiment, account interaction data is typically stored in respective databases of the multiparty accounts, and when a player logs in, the process in which the account is located is loaded into the memory. The interaction between the multiparty account numbers can update the memory data in real time, and the memory data can be written back to the database at regular time. The memory data of the account numbers are distributed in different server processes to be independently managed, and interaction data of the account numbers among multiple parties does not have mutual influence or intervention, so that the client side can directly acquire account number interaction data of the account number from the server when displaying the data of the account number;
Further, taking the first interaction data and the second interaction data in this embodiment as an example, for example, as shown in fig. 3, when the first account logs on the client 302, the server cluster allocates the server 304 to the client 302, reads the first interaction data between the first account and the second account recorded by the first account from the database 306 through the server 304, and transmits the first interaction data to the memory of the client 302 for caching;
In this embodiment, the manner in which the client 302 obtains the second interaction data may be, but is not limited to, reading from the memory of the client 310 by the server 304, or may be, but is not limited to, reading from the database 306 by the server 304.
Optionally, in this embodiment, the first interaction data is synchronously processed based on the second interaction data, and a synchronization processing result is obtained, if there is a difference in data content between the second interaction data and the first interaction data, the interaction data with higher data reliability in the second interaction data and the first interaction data is judged first, then the first interaction data is synchronously processed according to the interaction data with higher data reliability, if the first interaction data is different from the interaction data with higher reliability, the first interaction data is updated according to the interaction data with higher reliability, and if the first interaction data lacks a part of data content in the interaction data with higher reliability, the part of data content is added to the first interaction data, and the updated first interaction data is used as the synchronization processing result.
Optionally, in this embodiment, in the process of performing synchronization processing on the first interactive data based on the second interactive data, format conversion or compatible processing is required to ensure that the data can be properly synchronized, considering that the formats of the first interactive data and the second interactive data may not be identical. If the first interaction data and the second interaction data collide, collision detection and resolution are needed, for example, if two players purchase the same item at the same time, it is needed to determine which player obtains the item. In addition, the synchronization frequency of the first interaction data and the second interaction data needs to be reasonably set so as to ensure that the data can be synchronized in time, and meanwhile, the problem that the server load is too high due to frequent synchronization is avoided. Furthermore, in the data synchronization process, it is necessary to ensure the security of data and prevent the data from being tampered or leaked. In order to improve the efficiency of data synchronization, only the changed data can be synchronized in an incremental synchronization or differential synchronization mode, so that the data redundancy and overlong transmission time caused by full synchronization are avoided.
It should be noted that, after the account interaction data (first interaction data) recorded by the own account (first account) is obtained, the account interaction data is not directly used, but the account interaction data (second interaction data) recorded by other accounts (second accounts) which interact with the own account is obtained, the account interaction data recorded by the own account are subjected to data synchronization, and the account interaction data respectively recorded by the multi-party accounts which interact are timely synchronized, so that the technical effect of improving the consistency of the account interaction data is achieved.
Further by way of example, as shown in fig. 4, optionally, account interaction data of the first account 402 in the virtual game is obtained, where the account interaction data includes first interaction data between the first account 402 and the second account 404 recorded by the first account 402, and in response to an interaction request triggered by the first account 402 to the second account 404 (for example, when a client of the first account 402 performs a request for a game operation on the second account 404, the interaction request is triggered), second interaction data of the second account 404 in the virtual game is obtained, where the second interaction data is interaction data between the first account 402 and the second account 404 recorded by the second account 404, and the first interaction data is synchronously processed based on the second interaction data.
According to the embodiment of the application, the account interaction data of the first account in the virtual game is obtained, wherein the account interaction data comprises first interaction data between the first account and the second account recorded by the first account, the second interaction data of the second account in the virtual game is obtained in response to an interaction request triggered by the first account to the second account, the second interaction data is interaction data between the first account and the second account recorded by the second account, and the first interaction data is synchronously processed based on the second interaction data. After the account interaction data (first interaction data) recorded by the own account (first account) is obtained, the account interaction data (second interaction data) recorded by other accounts (second accounts) interacted with the own account are obtained instead of the account interaction data directly, and the account interaction data recorded by the own account are subjected to data synchronization, so that the aim of timely synchronizing the account interaction data respectively recorded by the interacted multiparty accounts is fulfilled, and the technical effect of improving the consistency of the account interaction data is achieved.
As an alternative, acquiring second interaction data of the second account in the virtual game, including at least one of the following:
s1-1, acquiring a target interaction attribute of a second account in a virtual game, wherein the target interaction attribute is an attribute value which is recorded by the second account and changes along with the occurrence of a first interaction behavior between the first account and the second account, and the second interaction data comprises data corresponding to the target interaction attribute;
S1-2, acquiring a target interaction relation of the second account in the virtual game, wherein the target interaction relation is an interaction relation established between the first account and the second account recorded by the second account along with occurrence of a second interaction action, and the second interaction data comprises data corresponding to the target interaction relation.
Optionally, in this embodiment, the target interaction attribute is an attribute value of a change between the first account and the second account recorded by the second account along with occurrence of the first interaction behavior, where the first interaction behavior may be, but is not limited to, an interaction behavior performed between multiple accounts, such as a plurality of players (accounts) forming a team, jointly completing a task, playing a monster, and the like, a plurality of players forming a team, jointly completing a task, playing a monster, and the like, conducting a transaction of an object or a virtual resource between players, conducting a PVP (player to player) or PVE (player to environment) fight between players, conducting a chat, giving gifts, jointly participating in a game, and the like social interaction between players. And the attribute value changed along with the occurrence of the first interaction behavior, such as social interaction of gift giving between the account A and the account B, increases social affinity of the account A and the account B, and further such as combat of PVP between the account A and the account B, and the account A wins, thereby increasing the winning field of the account A relative to the account B and the losing field of the account B relative to the account A.
Optionally, in this embodiment, the target interaction relationship is an interaction relationship established between the first account and the second account recorded by the second account along with occurrence of a second interaction behavior, where the second interaction behavior may be, but is not limited to, an interaction behavior performed between multiple accounts and used for establishing an interaction relationship, for example, social interactions such as adding friends between players and establishing a close relationship, for example, adding the account B to the account a as friends, and applying the account a to establish a close relationship with the account B.
It should be noted that, in order to improve the data diversity of the account interaction data in the virtual game, the interaction attribute and/or the interaction relationship are also used as the account interaction data.
According to the method and the device for achieving the virtual game, the target interaction attribute of the second account in the virtual game is obtained, wherein the target interaction attribute is the attribute value, which changes along with the occurrence of the first interaction behavior, between the first account and the second account, recorded by the second account, and the second interaction data comprises the data corresponding to the target interaction attribute, the target interaction relationship, which is established along with the occurrence of the second interaction behavior, between the first account and the second account, recorded by the second account, of the second account is obtained, and the second interaction data comprises the data corresponding to the target interaction relationship, so that the aim of taking the interaction attribute and/or the interaction relationship as the account interaction data is achieved, and the technical effect of improving the data diversity of the account interaction data in the virtual game is achieved.
As an alternative, the synchronization processing of the first interaction data based on the second interaction data includes:
s2-1, synchronously updating the first attribute value into a second attribute value under the condition that the original interaction attribute and the target interaction attribute are acquired and the first attribute value corresponding to the original interaction attribute is smaller than the second attribute value corresponding to the target interaction attribute, wherein the original interaction attribute is the attribute value which changes along with the occurrence of the first interaction behavior between the first account and the second account recorded by the first account, or,
S2-2, synchronously and newly adding the target interaction attribute to the interaction attribute of the first account record under the condition that the target interaction attribute is acquired and the original interaction attribute is not acquired.
Optionally, in this embodiment, the original interaction attribute is an attribute value that changes with occurrence of a first interaction behavior between a first account and a second account recorded by the first account, where the original interaction attribute and the target interaction attribute belong to the same type of data, and the difference is that the original interaction attribute is recorded by the first account and the target interaction attribute is recorded by the second account.
It should be noted that, in order to improve the efficiency of the data synchronization processing, the target interaction attribute is used as the target post data, and in the case that there is a target interaction attribute and no original interaction attribute, and in the case that there is a target interaction attribute and an original interaction attribute, but the second attribute value of the target interaction attribute is greater than the first attribute value of the original interaction attribute, the original interaction attribute is processed based on the target interaction attribute synchronization, for example, the first attribute value is updated to the second attribute value synchronously, and the target interaction attribute is newly added to the interaction attribute of the first account record synchronously.
By way of further illustration, an alternative is shown in FIG. 5, for example, in which in the case that the original interaction attribute 502 and the target interaction attribute 504 are obtained and the first attribute value (affinity: 50) corresponding to the original interaction attribute 502 is smaller than the second attribute value (affinity: 70) corresponding to the target interaction attribute 504, the first attribute value is synchronously updated to the second attribute value, or in other words, the affinity in the original interaction attribute 502 is adjusted to 70.
According to the embodiment of the application, under the condition that the original interaction attribute and the target interaction attribute are acquired, and the first attribute value corresponding to the original interaction attribute is smaller than the second attribute value corresponding to the target interaction attribute, the first attribute value is synchronously updated to the second attribute value, wherein the original interaction attribute is the attribute value which changes along with the occurrence of the first interaction behavior between the first account and the second account of the first account record, or under the condition that the target interaction attribute is acquired but the original interaction attribute is not acquired, the target interaction attribute is synchronously newly added to the interaction attribute of the first account record, and the aim of taking the target interaction attribute as the marker post data is achieved, so that the technical effect of improving the efficiency of the data synchronous processing is achieved.
As an optional solution, in the process of synchronizing the target interaction attribute to the interaction attribute of the first account record, the method further includes:
Under the condition that the target interaction relationship is obtained but the original interaction relationship is not obtained, the target interaction relationship is synchronously and newly added to the interaction relationship recorded by the first account, wherein the original interaction relationship is the interaction relationship established between the first account and the second account recorded by the first account along with the occurrence of the second interaction behavior, and the target interaction attribute is used for representing the relationship intimacy degree of the target interaction relationship.
It should be noted that, in order to improve the efficiency of the data synchronization processing, in the process of synchronizing the target interaction attribute to be newly added as the interaction attribute of the first account record, under the condition that the target interaction relationship is acquired but the original interaction relationship is not acquired, the target interaction relationship is synchronously and newly added to the interaction relationship of the first account record.
Further illustratively, as shown in fig. 6, in the process of synchronizing and newly adding the target interaction attribute (the numerical value 50 of the friend affinity) to the interaction attribute of the first account record, if the target interaction relationship 604 (the friend relationship) is acquired and the original interaction relationship is not acquired, the target interaction relationship 604 is synchronously and newly added to the interaction relationship 602 of the first account record, for example, the interaction relationship 602 of the first account record is updated to include the friend relationship between the first account and the second account. The relationship between the friend relationship and the friend affinity may be, but is not limited to, information (such as number, frequency, etc.) that indicates the first interaction behavior performed by the first account and the second account after the friend relationship is established.
According to the embodiment of the application, the target interaction relationship is synchronously and newly added to the interaction relationship recorded by the first account under the condition that the target interaction relationship is obtained but the original interaction relationship is not obtained, wherein the original interaction relationship is the interaction relationship established between the first account and the second account of the first account record along with the occurrence of the second interaction behavior, and the target interaction attribute is used for representing the relationship intimacy degree of the target interaction relationship, so that the aim of synchronously and newly adding the target interaction relationship to the interaction relationship recorded by the first account is fulfilled, and the technical effect of improving the efficiency of data synchronous processing is realized.
As an alternative, the synchronization processing of the first interaction data based on the second interaction data includes:
S3-1, under the condition that a target interaction relationship is obtained, but an original interaction relationship is not obtained, obtaining a current relationship limiting condition of a first account, wherein the original interaction relationship is an interaction relationship which is recorded by the first account and is established between the first account and a second account along with occurrence of a second interaction behavior, and the relationship limiting condition is used for limiting the interaction relationship to be established of the first account;
s3-2, acquiring data anomaly information and sending the data anomaly information to the client of the second account under the condition that the target interaction relationship meets the relationship limiting condition, wherein the data anomaly information is used for prompting the client of the second account to roll back the data corresponding to the target interaction relationship.
It should be noted that, in order to improve the synchronization accuracy of the interaction relationship, when the situation that the target interaction relationship is acquired and the original interaction relationship is not acquired occurs, it is first determined whether the current relationship constraint condition of the first account limits that the first account cannot establish the target interaction relationship, if so, the data anomaly information needs to be sent to the client of the second account.
According to the method and the device for achieving the target interaction relationship, under the condition that the target interaction relationship is obtained but the original interaction relationship is not obtained, the current relationship limiting condition of the first account is obtained, wherein the original interaction relationship is the interaction relationship between the first account and the second account recorded by the first account and is established along with the occurrence of the second interaction behavior, the relationship limiting condition is used for limiting the interaction relationship to be established by the first account, under the condition that the target interaction relationship meets the relationship limiting condition, data abnormal information is obtained and is sent to a client side of the second account, the data abnormal information is used for prompting the client side of the second account to return data corresponding to the target interaction relationship, and therefore the technical effect that when the situation that the target interaction relationship is obtained but the original interaction relationship is not obtained, whether the current relationship limiting condition of the first account limits whether the first account can not establish the target interaction relationship is achieved, and the technical effect of improving the synchronization accuracy of the interaction relationship is achieved.
The method for acquiring the account interaction data of the first account in the virtual game comprises the steps of reading first data matched with a first identity identification of the first account from a target database, and taking the first data as the account interaction data;
as an optional solution, after acquiring the account interaction data of the first account in the virtual game, the method further includes:
s4-1, using the interaction data changed in the account interaction data as dynamic interaction data;
S4-2, transmitting the dynamic interaction data to a target database, and storing according to the first identity identifier.
Optionally, in this embodiment, the target database may be divided into a plurality of storage spaces, but not limited to, and each storage space in the plurality of storage spaces is identified according to the identity of the account, as shown in fig. 7, the target database may be divided into a plurality of storage spaces (storage space 1, storage space 2, storage space n, etc.), and index marks are performed on the storage spaces with different identities, so that when the identity is obtained, the corresponding storage space may be indexed by using the identity, for example, when the identity 1 is obtained, the corresponding storage space 1 may be indexed by using the identity 1.
In order to improve timeliness of the account interaction data, the interaction data changed in the account interaction data is used as dynamic interaction data and is transmitted to a target database for storage. Meanwhile, in order to improve the efficiency of data management, the data are stored according to the identity during storage.
According to the embodiment of the application, the first data matched with the first identity of the first account is read from the target database, the first data is used as the account interaction data, the interaction data changed in the account interaction data is used as the dynamic interaction data, the dynamic interaction data is transmitted to the target database and stored according to the first identity, and the purpose that the interaction data changed in the account interaction data is used as the dynamic interaction data and transmitted to the target database for storage is achieved, so that the technical effect of improving the timeliness of the account interaction data is achieved.
As an alternative, after the synchronization processing of the first interaction data based on the second interaction data, the method further includes:
S5-1, under the condition that the first interaction data is changed, distributing a dynamic label for the first interaction data;
s5-2, determining the interaction data carrying the dynamic tag in the account interaction data as dynamic interaction data.
After the first interactive data is synchronously processed based on the second interactive data, in order to improve the data timeliness of the interactive data obtained by the synchronous processing, a dynamic label is allocated to the first interactive data under the condition that the first interactive data is changed, and the interactive data carrying the dynamic label in the account interactive data is determined to be the dynamic interactive data.
According to the embodiment of the application, under the condition that the first interactive data is changed, the dynamic label is allocated to the first interactive data, and the interactive data carried with the dynamic label in the account interactive data is determined as the dynamic interactive data, so that the technical effect of improving the data timeliness of the interactive data obtained by synchronous processing is realized.
As an optional solution, obtaining second interaction data of the second account in the virtual game includes:
and reading second data matched with the second identity of the second account number from the target database, and taking the second data as second interaction data.
It should be noted that, in order to improve the efficiency of obtaining the interaction data of the multiparty account, the interaction data is directly read from the target database.
By the embodiment of the application, the second data matched with the second identity identification of the second account is read from the target database, and the second data is used as the second interaction data, so that the aim of directly reading the interaction data from the target database is fulfilled, and the technical effect of improving the acquisition efficiency of the interaction data of the multiparty account is realized.
As an optional solution, after acquiring the account interaction data of the first account in the virtual game, the method further includes:
and under the condition that the interactive operation of the first account on the second account is acquired and the second account is in an on-line state, acquiring an interactive request.
It should be noted that, in order to improve the processing stability of the interaction data, when the interaction operation performed by the first account on the second account is obtained, the interaction request is not directly triggered, but is triggered when the second account is in an online state, otherwise, when the second account is in an offline state, the data synchronization process is not temporarily performed, which considers that when the second account is in the offline state, the second interaction data recorded by the second account may be inaccurate due to offline, and then the first interaction data is synchronized by using the inaccurate interaction data, so that the accuracy of the first interaction data cannot be guaranteed naturally, that is, the processing stability of the interaction data is reduced.
According to the embodiment of the application, under the condition that the interactive operation of the first account on the second account is obtained and the second account is in the on-line state, the interactive request is obtained, and the aim of temporarily not carrying out data synchronization processing under the condition that the second account is in the off-line state is achieved, so that the technical effect of improving the processing stability of interactive data is achieved.
The method comprises the steps of obtaining first target interaction data and second target interaction data of a first account in a virtual game, wherein the first target interaction data are interaction data stored according to interaction identification between the account in the virtual game and the account, the second target interaction data are interaction data stored according to identity identification of the account in the virtual game, and the second target interaction data comprise the first interaction data;
As an alternative scheme, after the account interaction data of the first account in the virtual game are obtained, the method further comprises the step of responding to a target interaction request triggered by the first account to the second account, and determining interaction data carrying a target interaction identifier from the first target interaction data, wherein the target interaction identifier is used for indicating interaction between the first account and the second account.
Optionally, in this embodiment, the interaction identifier between the accounts in the virtual game is used to indicate which pair or pairs of accounts and the data generated by the interaction between the accounts. The identity of the account number in the virtual game is used for indicating which account number records data generated by interaction with other account numbers.
It should be noted that, in order to improve the processing efficiency of the interaction data, in the process of performing the data synchronization processing, a type of interaction data (the first target interaction data) may be set independently, which account is not recorded, but is stored uniformly according to the interaction identifier, so that the difference between the accounts of different parties in the data recording is not needed to be considered, and the data synchronization processing is not needed.
Further illustratively, as shown in fig. 8, it is assumed that the target database 802 is divided into a plurality of storage spaces, where the plurality of storage spaces are divided into two types, one type is used for storing the first target interaction data 804, and the other type is used for storing the second target interaction data 806, for example, the storage space m stores the first target interaction data 804 according to the interaction identifier, and the storage space 1, the storage space 2, the storage space n and the like stores the second target interaction data 806 according to the identity identifier, so that the corresponding first target interaction data 804 can be indexed out from the storage space m by using the interaction identifier, the corresponding storage space can be determined by using the identity identifier, and then the corresponding second target interaction data 806 can be acquired from the corresponding storage space.
According to the method and the device for processing the virtual game, the first target interaction data and the second target interaction data of the first account in the virtual game are obtained, the first target interaction data are interaction data stored according to the interaction identification between the accounts in the virtual game, the second target interaction data are interaction data stored according to the identity identification of the accounts in the virtual game, the second target interaction data comprise the first interaction data, the target interaction request triggered by the first account to the second account is responded, the interaction data carrying the target interaction identification are determined from the first target interaction data, the target interaction identification is used for representing interaction between the first account and the second account, and therefore the purposes that in the process of data synchronization processing, one type of interaction data (the first target interaction data) can be independently set, the first account is not recorded, and the second target interaction data are stored according to the interaction identification in a unified mode are achieved, and therefore the technical effect of improving the processing efficiency of the interaction data is achieved.
As an alternative, for easy understanding, the above data synchronization method is applied to a social data processing scenario of a player, where social data of the player is usually data of both sides of the player, such as friend data, affinity data, and the like. Both parties maintain data about their friends, respectively, and the data for each other should typically be consistent. Social data is recorded in the respective databases of the players. Since the data are stored on different players, respectively, there is a problem in that the player data are inconsistent. The embodiment provides an efficient data synchronization scheme, so that players can timely synchronize social data of the other party in normal games, and consistency of the data of the players and the social data of the other party is guaranteed.
In general, since social data is required to be relatively consistent between both social players, however, player data is managed by each server individually, there is a high possibility that data update of one server fails due to abnormality in progress of the one server, and there is a possibility that player data is inconsistent. If the process where the player a is located sends a friend application to the player B, and after the player B agrees, when an agreement request is sent to the process of the player a, the communication failure is caused by the network abnormality. This would be the case where A is a buddy of B, but B is not a buddy of A. This results in no A player in the B's buddy list when the game client is exposed, affecting the player's gaming experience;
Further by way of example, inter-process communication may be relevant to the environment such as a network, optionally because players are logged into different service processes. For example, when player B sends a friend request to player a, after the progress in which player a is located successfully receives the request and agrees with the friend request, player a adds player B as its own game friend and sends an agreeing request to player B. At this time, if the request sent to B at this time causes a loss of the message due to network fluctuation, progress abnormality, DB error, or the like. Then for player a, player B is his own game buddy and player B is not a buddy of a. In addition, for some players cancel game authorization of the platform friends at the platform side, a situation of unidirectional friends may also occur.
Moreover, close friends are derivative systems based on a friend system, the friend system and the close system are important modules in a social system, and both parties of the social system maintain social data. When the friends are formed, the corresponding intimacy is increased. However, when unidirectional friends appear, inconsistent intimacy increases. Because one party considers that the other party is a friend, the affinity is increased, and the other party does not increase the corresponding affinity because the other party does not have the friend of the other party, so that the affinities of the two parties are inconsistent. Similarly, when establishing affinity, one-way affinity may occur.
In order to bring better game experience to players and ensure the robustness and the problem of a social system, the embodiment provides a high-efficiency synchronization scheme after inconsistent social data of the players, and when the players log in to view friend information, a friend team game and the like, a process actively compares the data of the players with the data of the other party and repairs the inconsistent data so as to ensure the consistency of the social data of the players and repair the social data of the players. When a player opens a friend list, clicks personal information of friends and plays a team game with the friends, the system can automatically compare social data of the player with data of the other party to complete synchronous work of the data.
Optionally, in this embodiment, in the data synchronization work, in addition to repairing social data including affinity, relationship level, and the like in the friend affinity system, friend relationship data of the player is automatically repaired. In increasing the affinity, the affinity is normally increased only if the other party is a friend. Therefore, friends of the player can be automatically added while the inconsistency of the affinities is repaired. When the player logs in next time, friends of the other party appear in the friend list.
It should be noted that, when the player logs in to the game at the game client, the player is assigned to one of the plurality Zonesvr. After the player logs in, most of the critical data is cached at Zonesvr and written back to the DB at regular time. The key data mentioned here, most important is the player character data acquired from RoleInDB. So when a player logs in to the game, the client will obtain character data from Zonesvr, zonesvr will send a request to DB proxy Tcaproxy after receiving the request, let it request RoleInDB data from DB and return the data to Zonesvr. Zonesvr loads RoleInDB data returned from the DB into the memory as real-time character data of the player and issues the part of the data to the client. The client side directly modifies the character data of the memory when operating the player, and then the data of the player is landed in a mode of regularly writing back the DB.
After the player logs in to the game, the player needs to acquire own data for display and processing of the client, and also needs to interact with other players, such as showing a friend list, displaying personal information of other players, and the like. While the other player's data is presented primarily through RoleSimpleDataDB and RoleInDB. RoleSimpleDataDB is player profile data, which is a subset of RoleInDB, that is used primarily for presentation of basic information such as player character nicknames, avatars, ratings, segments, etc. in a buddy list. In this embodiment, clicking on the personal data of the player accesses the detailed data of other players, including detailed personal data, intimacy data, hero data, collection data, etc., which needs to be accessed RoleInDB for acquisition.
Unlike accessing own data, own data is already loaded RoleInDB from the DB to the memory when the player logs in, and later access and processing are directly based on the memory data. When accessing the data of other players, if the opponent is not on line, zonesvr there is no memory data of the opponent, and even if the opponent is on line, zonesvr of the opponent is different from zonesvr of the opponent. Therefore, to access the memory data of the counterpart, in addition to knowing Zonesvr where the counterpart is located, if the memory data needs to be acquired, communication with Zonesvr of the counterpart is also required, which increases the overhead of communication between servers. Therefore, when accessing the detailed data of other players, the embodiment can directly notify Zonesvr where the player is, and directly query RoleInDB data of the DB and return the data to the client for implementation.
Further by way of example, optional interactions of clients with servers with respect to player data, such as shown in FIG. 9, involve a player's client, server (Zonesvr), proxy server (Tcaproxy), database (DB), where player data may refer to, but is not limited to, player's detailed data, feedback based on RoleInDB queries, as follows:
in step S902, when the player logs in to the game, the client requests the data of the player, and the server (Zonesvr) requests RoleInDB data of the Database (DB), and the data is cached in the memory of Zonesvr, and the player data is returned to the client.
Step S904, during the online period of the player game, the process of regularly writing own role data back into the RoleInDB table of the DB ensures that the latest data of the player can be regularly saved. The player must also write back RoleInDB once when he exits the game.
Step S906, the player inquires about the interaction process of other player message data in the game. The process of requesting RoleInDB data of the DB to return to the client is mainly performed through Zonesvr where the data is located.
Step S908, a key step of data synchronization, and the precondition of step S908 is the execution of step S906. Step S906, after RoleInDB of other players are acquired, zonesvr compares the social data of the other player RoleInDB with the own data, synchronizes the own social data according to a certain rule, and returns the synchronized result to the client for refreshing. Then, the player's own RoleInDB is updated so that the player's latest data can be landed in time.
Alternatively, in this embodiment, as shown in fig. 10, when the client clicks on the personal information of the other player, checks intimate data, checks the wish list of the other party, the client requests RoleInDB of the other party from the server. Zonesvr after receiving the DB data returned from Tcaproxy, on the one hand, the player RoleInDB is returned to the client, and on the other hand, the social data of the player are synchronized.
When synchronizing data, it is first checked whether the other party is online. If the other party is not online, there may be offline messages to the other party that have not yet been processed. If a gives a gift to the B player to increase affinity, but the B player is not online, the message is stored in the EventlogDB of the B player in the form of an offline message Eventlog. Waiting for the player B to log in for post-processing, thereby increasing the corresponding affinity. If player A pulls RoleInDB sync data for B before B comes online, then the data for B cannot be guaranteed to be the most real-time data.
After the player logs in the game, the online state of the friend is obtained and recorded in the memory of Zonesvr. After confirming that the other party is online, the data synchronization work can be continued. The data of the other party RoleInDB and the memory data of the other party Zonesvr have a data structure named SnsInfo, and all social data of the player are stored in the data structure.
Currently RoleSnsInfo mainly comprises game friend data, close friend data and special attention data. Of particular concern is that synchronization is not required because it is not a bi-directional relationship chain. Zonesvr after the other party's RoleInDB is acquired, roleSnsInfo data is acquired from the data structure and compared and data synchronized with the player's own RoleSnsInfo data.
Optionally, in this embodiment, as shown in fig. 11, roleSnsInfo may include, but is not limited to, game friend data, close friend data, and special attention data. Of particular concern is that synchronization is not required because it is not a bi-directional relationship chain. Zonesvr after the other party's RoleInDB is obtained, roleSnsInfo data is obtained from the data structure, and this data is compared and data synchronized with the player's own RoleSnsInfo data, as follows:
The first data to be synchronized is ITIMATEDATA intimate data. The affinity data mainly comprises affinity data, affinity data and Zhou Qinmi data, and the embodiment performs data synchronization on the three data one by one. The relative density data list in the counterpart SnsInfo is traversed first to find the relative density data of the counterpart. Meanwhile, the affinity data related to the other party is found in the own SnsInfo affinity data. The principle of synchronization is that the counterpart does not need to synchronize if there is no my affinity data. The intimacy data recorded by the other party is smaller than that recorded by the other party, and synchronization is not needed. The other party has my affinity data, and the other party does not have the affinity data of the other party, and a piece of affinity data is newly added to keep consistent with the other party. Synchronization is required if the intimacy data recorded by the other party is greater than the intimacy data recorded by the other party.
After the synchronization of the affinity data, zhou Qinmi data related to the partner SnsInfo is acquired in a similar manner, and the synchronization of the affinity data is completed.
And finally, synchronizing the affinity data, wherein the affinity is a special relationship between two players, such as lovers, brothers, girls, and the like. There are a number of limitations on the affinity of each person, and at most one lover relationship of each person. Therefore, when the intimate relationship is synchronized, there may be a case where the number of intimate relationships reaches an upper limit in the synchronization process, resulting in synchronization failure, and if the processing is not performed, there may still be a case where the intimate relationships of the players are inconsistent. Therefore, in order to ensure the consistency of social data of both parties, a synchronization logic of data rollback is also introduced when the affinity is synchronized. And (3) in finding out the affinity data related to the partner in the record of the partner, if the partner does not have the affinity of the partner, the synchronization is not performed. If the person does not have the affinity of the other party, the person tries to add the affinity to the affinity data of the person according to the affinity recorded by the other party. It is checked whether the number of intimate relations on the person exceeds the maximum limit or if the relation to be synchronized is a lover relation, it is also necessary to check whether the person already has a lover relation. If not, a piece Eventlog of data needs to be sent to player B, informing it of the data rollback. If both parties have the affinity, according to the affinity level of both parties, the affinity data with higher affinity level is synchronized.
In the game, when both players play together or give away gifts, the corresponding intimacy is increased if friends are present. The situation that the affinity densities of the two parties are inconsistent is likely to be caused by inconsistent friend data of the two parties. Therefore, when the affinity data is synchronized, if the situation that the affinity synchronization data needs to be increased exists, the embodiment can additionally judge and synchronize the friends, namely check whether the opposite party is a friend of the opposite party, and if the opposite party is not a friend of the opposite party, synchronize the friend data of the opposite party to the body of the opposite party, so that the friend data is synchronized.
After data synchronization occurs IsSnsInfoChange will be set to 1, indicating that there is a change in the player's SnsInfo social data. After the data synchronization is completed, if IsSnsInfoChange =1, the RoleInDB data of the player is subjected to the operation of writing back DB once, and the latest RoleIn data of the player is issued to the client for updating of the client.
If data rollback logic occurs, the opponent may acquire a piece of data rollback Evenlog during online or logged-in game play. After receiving the data, the player B deletes the corresponding friend social data, so that the social data of the two parties are kept consistent. After deleting the data, player B also performs a RoleInDB write-back operation, and issues the latest RoleIn data of the player to the client for updating of the client.
Note that, normally, the player regularly performs RoleInDB write-back operations during online, so RoleInDB data acquired from the DB may not be up-to-date during two DB write-backs. Therefore, when the social data of the player changes, a write back RoleInDB is required to be actively performed, so that other players are guaranteed to be up to date when acquiring SnsInfo data in RoleInDB of the player. If the affinity of the player A and the player B is released, the affinities of the player A and the player B are deducted. After the relationship is released, if RoleInDB of the player B does not write back in time, when the player a pulls RoleInDB data of the B, it finds that the affinity value is 50 more than the affinity value of the player a, the affinity of the player a will be increased by 50, and the logic deducting the affinity of the 50 will fail and be inconsistent with the expectation. Therefore, after the affinity data of player a and player B are changed, the problems can be effectively avoided by timely writing back RoleInDB.
According to the embodiment of the application, the social data of the players, which are easy to be inconsistent, are synchronously processed under the condition that extra DB query cost is not generated. Under the condition that the player does not feel, the consistency of the social relation chain of the player is ensured, and the social user experience of the player is optimized. The problem of inconsistent social data and the consequent negative feedback and complaints of the user can be greatly reduced.
It will be appreciated that in the specific embodiments of the present application, related data such as user information is involved, and when the above embodiments of the present application are applied to specific products or technologies, user permissions or consents need to be obtained, and the collection, use and processing of related data need to comply with related laws and regulations and standards of related countries and regions.
It should be noted that, for simplicity of description, the foregoing method embodiments are all described as a series of acts, but it should be understood by those skilled in the art that the present application is not limited by the order of acts described, as some steps may be performed in other orders or concurrently in accordance with the present application. Further, those skilled in the art will also appreciate that the embodiments described in the specification are all preferred embodiments, and that the acts and modules referred to are not necessarily required for the present application.
According to another aspect of the embodiment of the present application, there is also provided a data synchronization apparatus for implementing the above data synchronization method. As shown in fig. 12, the apparatus includes:
the first obtaining unit 1202 is configured to obtain account interaction data of a first account in a virtual game, where the account interaction data includes first interaction data between a first account and a second account recorded by the first account;
The second obtaining unit 1204 is configured to obtain second interaction data of the second account in the virtual game in response to an interaction request triggered by the first account to the second account, where the second interaction data is interaction data between the first account and the second account recorded by the second account;
The synchronization unit 1206 is configured to perform synchronization processing on the first interaction data based on the second interaction data.
Specific embodiments may refer to the examples shown in the above data synchronization device, and in this example, the details are not repeated here.
As an alternative, the second obtaining unit 1204 includes at least one of:
The first acquisition module is used for acquiring target interaction attributes of the second account in the virtual game, wherein the target interaction attributes are attribute values, recorded by the second account, of the first account and the second account, which change along with the occurrence of the first interaction behavior, and the second interaction data comprise data corresponding to the target interaction attributes;
The second acquisition module is used for acquiring a target interaction relation of the second account in the virtual game, wherein the target interaction relation is an interaction relation established between the first account and the second account, which are recorded by the second account, along with occurrence of a second interaction behavior, and the second interaction data comprise data corresponding to the target interaction relation.
Specific embodiments may refer to the examples shown in the above data synchronization method, and this example is not described herein.
As an alternative, the synchronization unit 1206 includes:
An updating module, configured to synchronously update the first attribute value to the second attribute value when the original interaction attribute and the target interaction attribute are acquired and the first attribute value corresponding to the original interaction attribute is smaller than the second attribute value corresponding to the target interaction attribute, where the original interaction attribute is an attribute value that changes with the occurrence of the first interaction behavior between the first account and the second account recorded by the first account, or,
And the first new adding module is used for synchronously adding the target interaction attribute to the interaction attribute of the first account record under the condition that the target interaction attribute is acquired but the original interaction attribute is not acquired.
Specific embodiments may refer to the examples shown in the above data synchronization method, and this example is not described herein.
As an alternative, the apparatus further includes:
The second newly-added module is used for synchronously and newly adding the target interaction attribute to the interaction relationship of the first account record under the condition that the target interaction relationship is acquired and the original interaction relationship is not acquired in the process of synchronously and newly adding the target interaction attribute to the interaction attribute of the first account record, wherein the original interaction relationship is the interaction relationship established between the first account and the second account of the first account record along with the occurrence of the second interaction behavior, and the target interaction attribute is used for representing the relationship affinity degree of the target interaction relationship.
Specific embodiments may refer to the examples shown in the above data synchronization method, and this example is not described herein.
As an alternative, the synchronization unit 1206 includes:
The third acquisition module is used for acquiring the current relation limiting condition of the first account under the condition that the target interaction relation is acquired but the original interaction relation is not acquired, wherein the original interaction relation is an interaction relation which is recorded by the first account and is established between the first account and the second account along with the occurrence of the second interaction action, and the relation limiting condition is used for limiting the interaction relation to be established of the first account;
The fourth acquisition module is used for acquiring data abnormal information and sending the data abnormal information to the client of the second account under the condition that the target interaction relationship meets the relationship limiting condition, wherein the data abnormal information is used for prompting the client of the second account to roll back the data corresponding to the target interaction relationship.
Specific embodiments may refer to the examples shown in the above data synchronization method, and this example is not described herein.
As an alternative, the first obtaining unit 1202 includes a first reading module, configured to read, from a target database, first data that matches a first identity identifier of a first account, and use the first data as account interaction data;
The apparatus further comprises:
The first determining module is used for taking the interaction data changed in the account interaction data as dynamic interaction data after the account interaction data of the first account in the virtual game is acquired;
and the storage module is used for transmitting the dynamic interaction data to the target database after acquiring the account interaction data of the first account in the virtual game, and storing the dynamic interaction data according to the first identity.
Specific embodiments may refer to the examples shown in the above data synchronization method, and this example is not described herein.
As an alternative, the apparatus further includes:
The distribution module is used for distributing dynamic labels to the first interaction data under the condition that the first interaction data changes after the first interaction data is synchronously processed based on the second interaction data;
and the second determining module is used for determining the interaction data carried with the dynamic tag in the account interaction data as dynamic interaction data after the first interaction data is synchronously processed based on the second interaction data.
Specific embodiments may refer to the examples shown in the above data synchronization method, and this example is not described herein.
As an alternative, the second obtaining unit 1204 includes:
and the second reading module is used for reading second data matched with the second identity of the second account number from the target database and taking the second data as second interaction data.
Specific embodiments may refer to the examples shown in the above data synchronization method, and this example is not described herein.
As an alternative, the apparatus further includes:
the third obtaining unit is configured to obtain, after obtaining account interaction data of the first account in the virtual game, an interaction request when an interaction operation performed by the first account on the second account is obtained and the second account is in an online state.
Specific embodiments may refer to the examples shown in the above data synchronization method, and this example is not described herein.
As an optional solution, the first obtaining unit 1202 includes a fifth obtaining module, configured to obtain first target interaction data and second target interaction data of a first account in a virtual game, where the first target interaction data is interaction data stored according to an interaction identifier between the account in the virtual game and the account, the second target interaction data is interaction data stored according to an identity identifier of the account in the virtual game, and the second target interaction data includes the first interaction data;
The device further comprises a determining unit, wherein the determining unit is used for responding to a target interaction request triggered by the first account to the second account after obtaining the account interaction data of the first account in the virtual game, and determining interaction data carrying a target interaction identifier from the first target interaction data, wherein the target interaction identifier is used for indicating interaction between the first account and the second account.
Specific embodiments may refer to the examples shown in the above data synchronization method, and this example is not described herein.
According to a further aspect of the embodiment of the present application, there is also provided an electronic device for implementing the above-mentioned data synchronization method, which may be, but is not limited to, the user device 102 or the server 112 shown in fig. 1, the embodiment being exemplified by the electronic device as the user device 102, and further as shown in fig. 13, the electronic device comprising a memory 1302 and a processor 1304, the memory 1302 having stored therein a computer program, the processor 1304 being arranged to perform the steps of any of the method embodiments described above by means of the computer program.
Alternatively, in this embodiment, the electronic device may be located in at least one network device of a plurality of network devices of the computer network.
Alternatively, in the present embodiment, the above-described processor may be configured to execute the following steps by a computer program:
S1, acquiring account interaction data of a first account in a virtual game, wherein the account interaction data comprise first interaction data between the first account and a second account recorded by the first account;
S2, responding to an interaction request triggered by the first account to the second account, and acquiring second interaction data of the second account in the virtual game, wherein the second interaction data is interaction data between the first account and the second account recorded by the second account;
s3, carrying out synchronous processing on the first interaction data based on the second interaction data.
Alternatively, it will be appreciated by those of ordinary skill in the art that the configuration shown in fig. 13 is merely illustrative, and that fig. 13 is not intended to limit the configuration of the electronic device described above. For example, the electronic device may also include more or fewer components (e.g., network interfaces, etc.) than shown in FIG. 13, or have a different configuration than shown in FIG. 13.
The memory 1302 may be used to store software programs and modules, such as program instructions/modules corresponding to the data synchronization method and apparatus in the embodiments of the present application, and the processor 1304 executes the software programs and modules stored in the memory 1302 to perform various functional applications and data processing, i.e., implement the data synchronization method described above. Memory 1302 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, memory 1302 may further include memory remotely located relative to processor 1304, which may be connected to the electronic device via a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof. The memory 1302 may be used to store, but is not limited to, information such as the first interaction data, the interaction request, and the second interaction data. As an example, as shown in fig. 13, the memory 1302 may include, but is not limited to, the first acquiring unit 1202, the second acquiring unit 1204, and the synchronizing unit 1206 in the data synchronizing device. In addition, other module units in the data synchronization device may be included, but are not limited to, and are not described in detail in this example.
Optionally, the transmission device 1306 is configured to receive or transmit data via a network. Specific examples of the network described above may include wired networks and wireless networks. In one example, the transmission means 1306 comprises a network adapter (Network Interface Controller, NIC) which can be connected to other network devices and routers via a network cable so as to communicate with the internet or a local area network. In one example, the transmission device 1306 is a Radio Frequency (RF) module for communicating wirelessly with the internet.
The electronic device further includes a display 1308 for displaying information such as the first interactive data, the interactive request, and the second interactive data, and a connection bus 1310 for connecting the respective module parts of the electronic device.
In other embodiments, the user device or the server may be a node in a distributed system, where the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting the plurality of nodes through a network communication. The nodes may form a peer-to-peer network, and any type of computing device, such as a server, a user device, etc., may become a node in the blockchain system by joining the peer-to-peer network.
According to one aspect of the present application, there is provided a computer program product comprising a computer program/instruction containing program code for executing the method shown in the flow chart. In such embodiments, the computer program may be downloaded and installed from a network via a communication portion, and/or installed from a removable medium. When executed by a central processing unit, performs various functions provided by embodiments of the present application.
The foregoing embodiment numbers of the present application are merely for the purpose of description, and do not represent the advantages or disadvantages of the embodiments.
It should be noted that the computer system of the electronic device is only an example, and should not impose any limitation on the functions and the application scope of the embodiments of the present application.
The computer system includes a central processing unit (Central Processing Unit, CPU) that can perform various appropriate actions and processes according to a program stored in a Read-Only Memory (ROM) or a program loaded from a storage section into a random access Memory (Random Access Memory, RAM). In the random access memory, various programs and data required for the system operation are also stored. The CPU, the ROM and the RAM are connected to each other by bus. An Input/Output interface (i.e., I/O interface) is also connected to the bus.
The following components are connected to input/output interfaces including an input section including a keyboard, a mouse, etc., an output section including an output section such as a Cathode Ray Tube (CRT), a Liquid crystal display (Liquid CRYSTAL DISPLAY, LCD), etc., and a speaker, etc., a storage section including a hard disk, etc., and a communication section including a network interface card such as a lan card, a modem, etc. The communication section performs communication processing via a network such as the internet. The drive is also connected to the input/output interface as needed. Removable media such as magnetic disks, optical disks, magneto-optical disks, semiconductor memories, and the like are mounted on the drive as needed so that a computer program read therefrom is mounted into the storage section as needed.
In particular, the processes described in the various method flowcharts may be implemented as computer software programs according to embodiments of the application. For example, embodiments of the present application include a computer program product comprising a computer program embodied on a computer readable medium, the computer program comprising program code for performing the method shown in the flowcharts. In such embodiments, the computer program may be downloaded and installed from a network via a communication portion, and/or installed from a removable medium. The computer program, when executed by a central processing unit, performs the various functions defined in the system of the application.
According to one aspect of the present application, there is provided a computer-readable storage medium, from which a processor of a computer device reads the computer instructions, the processor executing the computer instructions, causing the computer device to perform the methods provided in the various alternative implementations described above.
Alternatively, in the present embodiment, the above-described computer-readable storage medium may be configured to store a computer program for executing the steps of:
S1, acquiring account interaction data of a first account in a virtual game, wherein the account interaction data comprise first interaction data between the first account and a second account recorded by the first account;
S2, responding to an interaction request triggered by the first account to the second account, and acquiring second interaction data of the second account in the virtual game, wherein the second interaction data is interaction data between the first account and the second account recorded by the second account;
s3, carrying out synchronous processing on the first interaction data based on the second interaction data.
Alternatively, in this embodiment, all or part of the steps in the methods of the above embodiments may be implemented by a program for instructing the electronic device related hardware, and the program may be stored in a computer readable storage medium, where the storage medium may include a flash disk, a Read-Only Memory (ROM), a random access Memory (Random Access Memory, RAM), a magnetic disk, or an optical disk.
The foregoing embodiment numbers of the present application are merely for the purpose of description, and do not represent the advantages or disadvantages of the embodiments.
The integrated units in the above embodiments may be stored in the above-described computer-readable storage medium if implemented in the form of software functional units and sold or used as separate products. Based on such understanding, the technical solution of the present application may be embodied in essence or a part contributing to the prior art or all or part of the technical solution in the form of a software product stored in a storage medium, comprising several instructions for causing one or more computer devices (which may be personal computers, servers or network devices, etc.) to perform all or part of the steps of the method described in the embodiments of the present application.
In the foregoing embodiments of the present application, the descriptions of the embodiments are emphasized, and for a portion of this disclosure that is not described in detail in this embodiment, reference is made to the related descriptions of other embodiments.
In several embodiments provided in the present application, it should be understood that the disclosed user equipment may be implemented in other manners. The above-described embodiments of the apparatus are merely exemplary, and the division of the units, such as the division of the units, is merely a logical function division, and may be implemented in another manner, for example, multiple units or components may be combined or may be integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be through some interfaces, units or modules, or may be in electrical or other forms.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments of the present application may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit. The integrated units may be implemented in hardware or in software functional units.
The foregoing is merely a preferred embodiment of the present application and it should be noted that modifications and adaptations to those skilled in the art may be made without departing from the principles of the present application, which are intended to be comprehended within the scope of the present application.

Claims (14)

Translated fromChinese
1.一种数据同步方法,其特征在于,包括:1. A data synchronization method, comprising:获取第一账号在虚拟游戏中的账号交互数据,其中,所述账号交互数据包括所述第一账号记录的所述第一账号与第二账号之间的第一交互数据;Acquire account interaction data of a first account in a virtual game, wherein the account interaction data includes first interaction data between the first account and a second account recorded by the first account;响应于所述第一账号对所述第二账号触发的交互请求,获取所述第二账号在所述虚拟游戏中的第二交互数据,其中,所述第二交互数据为所述第二账号记录的所述第一账号与所述第二账号之间的交互数据;In response to an interaction request triggered by the first account to the second account, obtaining second interaction data of the second account in the virtual game, wherein the second interaction data is interaction data between the first account and the second account recorded by the second account;基于所述第二交互数据对所述第一交互数据进行同步处理。The first interaction data is synchronously processed based on the second interaction data.2.根据权利要求1所述的方法,其特征在于,所述获取所述第二账号在所述虚拟游戏中的第二交互数据,包括以下至少之一:2. The method according to claim 1, characterized in that the step of obtaining the second interaction data of the second account in the virtual game comprises at least one of the following:获取所述第二账号在所述虚拟游戏中的目标交互属性,其中,所述目标交互属性为所述第二账号记录的所述第一账号与第二账号之间随着第一交互行为的发生而变化的属性数值,所述第二交互数据包括所述目标交互属性对应的数据;Obtaining a target interaction attribute of the second account in the virtual game, wherein the target interaction attribute is an attribute value recorded by the second account that changes between the first account and the second account as the first interaction behavior occurs, and the second interaction data includes data corresponding to the target interaction attribute;获取所述第二账号在所述虚拟游戏中的目标交互关系,其中,所述目标交互关系为所述第二账号记录的所述第一账号与第二账号之间随着第二交互行为的发生而建立的交互关系,所述第二交互数据包括所述目标交互关系对应的数据。Obtain a target interaction relationship of the second account in the virtual game, wherein the target interaction relationship is an interaction relationship established between the first account and the second account as a second interaction behavior occurs, as recorded by the second account, and the second interaction data includes data corresponding to the target interaction relationship.3.根据权利要求2所述的方法,其特征在于,所述基于所述第二交互数据对所述第一交互数据进行同步处理,包括:3. The method according to claim 2, wherein the step of synchronously processing the first interaction data based on the second interaction data comprises:在获取到原始交互属性和所述目标交互属性、且所述原始交互属性对应的第一属性数值小于所述目标交互属性对应的第二属性数值的情况下,将所述第一属性数值同步更新为所述第二属性数值,其中,所述原始交互属性为所述第一账号记录的所述第一账号与第二账号之间随着所述第一交互行为的发生而变化的属性数值;或,When the original interaction attribute and the target interaction attribute are obtained, and a first attribute value corresponding to the original interaction attribute is less than a second attribute value corresponding to the target interaction attribute, the first attribute value is synchronously updated to the second attribute value, wherein the original interaction attribute is an attribute value between the first account and the second account recorded by the first account that changes with the occurrence of the first interaction behavior; or,在获取到所述目标交互属性、而未获取到所述原始交互属性的情况下,将所述目标交互属性同步新增至所述第一账号记录的交互属性。In a case where the target interaction attribute is obtained but the original interaction attribute is not obtained, the target interaction attribute is synchronously added to the interaction attribute recorded in the first account.4.根据权利要求3所述的方法,其特征在于,在所述将所述目标交互属性同步新增为所述第一账号记录的交互属性的过程中,所述方法还包括:4. The method according to claim 3, characterized in that, in the process of synchronously adding the target interaction attribute as the interaction attribute of the first account record, the method further comprises:在获取到所述目标交互关系、而未获取到原始交互关系的情况下,将所述目标交互关系同步新增至所述第一账号记录的交互关系,其中,所述原始交互关系为所述第一账号记录的所述第一账号与第二账号之间随着第二交互行为的发生而建立的交互关系,所述目标交互属性用于表示所述目标交互关系的关系亲密程度。In the case where the target interaction relationship is obtained but the original interaction relationship is not obtained, the target interaction relationship is synchronously added to the interaction relationship recorded by the first account, wherein the original interaction relationship is the interaction relationship established between the first account and the second account recorded by the first account as the second interaction behavior occurs, and the target interaction attribute is used to indicate the degree of intimacy of the target interaction relationship.5.根据权利要求2所述的方法,其特征在于,所述基于所述第二交互数据对所述第一交互数据进行同步处理,包括:5. The method according to claim 2, characterized in that the synchronizing processing of the first interaction data based on the second interaction data comprises:在获取到所述目标交互关系、而未获取到原始交互关系的情况下,获取所述第一账号当前的关系限制条件,其中,所述原始交互关系为所述第一账号记录的所述第一账号与第二账号之间随着第二交互行为的发生而建立的交互关系,所述关系限制条件用于限制所述第一账号待建立的交互关系;In the case where the target interaction relationship is obtained but the original interaction relationship is not obtained, obtaining the current relationship restriction condition of the first account, wherein the original interaction relationship is the interaction relationship between the first account and the second account established as a result of the occurrence of the second interaction behavior as recorded by the first account, and the relationship restriction condition is used to restrict the interaction relationship to be established by the first account;在所述目标交互关系满足所述关系限制条件的情况下,获取数据异常信息,并将所述数据异常信息发送至所述第二账号的客户端,其中,所述数据异常信息用于提示所述第二账号的客户端回退所述目标交互关系对应的数据。When the target interaction relationship satisfies the relationship restriction condition, data exception information is obtained and sent to the client of the second account, wherein the data exception information is used to prompt the client of the second account to roll back the data corresponding to the target interaction relationship.6.根据权利要求1所述的方法,其特征在于,6. The method according to claim 1, characterized in that所述获取第一账号在虚拟游戏中的账号交互数据,包括:从目标数据库中读取与所述第一账号的第一身份标识相匹配的第一数据,并将所述第一数据作为所述账号交互数据;The obtaining of the account interaction data of the first account in the virtual game includes: reading first data matching the first identity identifier of the first account from a target database, and using the first data as the account interaction data;在所述获取第一账号在虚拟游戏中的账号交互数据之后,所述方法还包括:After obtaining the account interaction data of the first account in the virtual game, the method further includes:将所述账号交互数据中发生变化的交互数据作为动态交互数据;using the changed interaction data in the account interaction data as dynamic interaction data;将所述动态交互数据传输至所述目标数据库,并按照所述第一身份标识进行存储。The dynamic interaction data is transmitted to the target database and stored according to the first identity identifier.7.根据权利要求6所述的方法,其特征在于,在所述基于所述第二交互数据对所述第一交互数据进行同步处理之后,所述方法还包括:7. The method according to claim 6, characterized in that after the first interaction data is synchronously processed based on the second interaction data, the method further comprises:在所述第一交互数据发生变化的情况下,为所述第一交互数据分配动态标签;When the first interaction data changes, assigning a dynamic tag to the first interaction data;将所述账号交互数据中携带有所述动态标签的交互数据确定为所述动态交互数据。The interaction data carrying the dynamic tag in the account interaction data is determined as the dynamic interaction data.8.根据权利要求6所述的方法,其特征在于,所述获取所述第二账号在所述虚拟游戏中的第二交互数据,包括:8. The method according to claim 6, wherein obtaining the second interaction data of the second account in the virtual game comprises:从所述目标数据库中读取与所述第二账号的第二身份标识相匹配的第二数据,并将所述第二数据作为所述第二交互数据。Read second data matching the second identity identifier of the second account from the target database, and use the second data as the second interaction data.9.根据权利要求1至8中任一项所述的方法,其特征在于,在所述获取第一账号在虚拟游戏中的账号交互数据之后,所述方法还包括:9. The method according to any one of claims 1 to 8, characterized in that after obtaining the account interaction data of the first account in the virtual game, the method further comprises:在获取到所述第一账号对所述第二账号执行的交互操作、且所述第二账号处于在线状态的情况下,获取所述交互请求。When an interaction operation performed by the first account on the second account is obtained and the second account is online, the interaction request is obtained.10.根据权利要求1至8中任一项所述的方法,其特征在于,10. The method according to any one of claims 1 to 8, characterized in that所述获取第一账号在虚拟游戏中的账号交互数据,包括:获取所述第一账号在所述虚拟游戏中的第一目标交互数据和第二目标交互数据,其中,所述第一目标交互数据为按照所述虚拟游戏中账号与账号之间的交互标识进行存储的交互数据,所述第二目标交互数据为按照所述虚拟游戏中账号的身份标识进行存储的交互数据,所述第二目标交互数据包括所述第一交互数据;The obtaining of the account interaction data of the first account in the virtual game comprises: obtaining first target interaction data and second target interaction data of the first account in the virtual game, wherein the first target interaction data is interaction data stored according to interaction identifiers between accounts in the virtual game, the second target interaction data is interaction data stored according to identity identifiers of accounts in the virtual game, and the second target interaction data includes the first interaction data;在所述获取第一账号在虚拟游戏中的账号交互数据之后,所述方法还包括:响应于所述第一账号对所述第二账号触发的目标交互请求,从所述第一目标交互数据中确定出携带有目标交互标识的交互数据,其中,所述目标交互标识用于表示所述第一账号与所述第二账号之间发生交互。After obtaining the account interaction data of the first account in the virtual game, the method further includes: in response to a target interaction request triggered by the first account to the second account, determining interaction data carrying a target interaction identifier from the first target interaction data, wherein the target interaction identifier is used to indicate that an interaction occurs between the first account and the second account.11.一种数据同步装置,其特征在于,包括:11. A data synchronization device, comprising:第一获取单元,用于获取第一账号在虚拟游戏中的账号交互数据,其中,所述账号交互数据包括所述第一账号记录的所述第一账号与第二账号之间的第一交互数据;A first acquisition unit, configured to acquire account interaction data of a first account in a virtual game, wherein the account interaction data includes first interaction data between the first account and a second account recorded by the first account;第二获取单元,用于响应于所述第一账号对所述第二账号触发的交互请求,获取所述第二账号在所述虚拟游戏中的第二交互数据,其中,所述第二交互数据为所述第二账号记录的所述第一账号与所述第二账号之间的交互数据;A second acquisition unit, configured to acquire, in response to an interaction request triggered by the first account to the second account, second interaction data of the second account in the virtual game, wherein the second interaction data is interaction data between the first account and the second account recorded by the second account;同步单元,用于基于所述第二交互数据对所述第一交互数据进行同步处理。A synchronization unit is used to synchronize the first interaction data based on the second interaction data.12.一种计算机可读的存储介质,其特征在于,所述计算机可读的存储介质包括计算机程序,其中,所述计算机程序被电子设备运行时执行所述权利要求1至10任一项中所述的方法。12. A computer-readable storage medium, characterized in that the computer-readable storage medium comprises a computer program, wherein the computer program executes the method described in any one of claims 1 to 10 when executed by an electronic device.13.一种计算机程序产品,包括计算机程序,其特征在于,该计算机程序被处理器执行时实现权利要求1至10任一项中所述方法的步骤。13. A computer program product, comprising a computer program, characterized in that when the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 10 are implemented.14.一种电子设备,包括存储器和处理器,其特征在于,所述存储器中存储有计算机程序,所述处理器被设置为通过所述计算机程序执行所述权利要求1至10任一项中所述的方法。14. An electronic device comprising a memory and a processor, wherein a computer program is stored in the memory, and the processor is configured to execute the method according to any one of claims 1 to 10 through the computer program.
CN202311283956.2A2023-09-282023-09-28Data synchronization method and device, storage medium and electronic equipmentPendingCN119701378A (en)

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