Summary of the invention
The embodiment of the present invention be designed to provide a kind of scene of game motion state switching method, device, server and
Terminal improves so that the client where game player can be switched seamlessly to the second Scene case by the first Scene case
The game experiencing of game player.Specific technical solution is as follows:
In a first aspect, the embodiment of the invention provides a kind of scene of game motion state switching methods, which comprises
Client where judging game player needs to be switched to second from the first Scene case being currently located
When scape example, the client where controlling game player is disconnected with first server, and the first server is first
First Scene case corresponding first is stored in client where game player described in server where scape example
Contextual data and game player's data of the game player;
Client where controlling the game player establishes connection with second server, wherein the second server
For the server where the second Scene case;
When the second Scene case being not present in judging second server, controls the second server and create second
Scape example, wherein first Scene case and second Scene case belong to Same Scene;
It controls the second server and obtains corresponding first shifting of target scene element from the client of the game player
Dynamic status data, and for any situation elements in each target scene element, by the current moving state of the situation elements
Data are determined as the corresponding first movement status data of the situation elements, and the target scene element is real in first scene
Existing situation elements in example and second Scene case;
Control the client that target scene data are sent to where game player by the second server, the target field
Scape data are as follows: exist in corresponding second contextual data of second Scene case and corresponding in first Scene case
The contextual data that is not present of the first contextual data.
Optionally, the control second server obtains target scene element pair from the client of the game player
The step of first movement status data answered, comprising:
It controls the second server and obtains target dynamic situation elements corresponding the from the client of the game player
One moving condition data, wherein the target dynamic situation elements are the dynamic scene element in target scene element.
Optionally, the control second server obtains target scene element pair from the client of the game player
The step of first movement status data answered, comprising:
Control the second server obtained from the client where the game player the second moving condition data and
Target exercise data, wherein the second moving condition data are that the client and described first where the game player takes
When business device disconnects, the corresponding moving condition data of target scene element;The target exercise data are as follows: the target scene
The corresponding exercise data of element;
The second server is transported using the acquired corresponding second moving condition data of target scene element and target
Dynamic data, are calculated the corresponding first movement status data of target scene element.
Optionally, the second server creates the step of the second Scene case, comprising:
Client where controlling the second server from the game player obtains first contextual data and institute
The identical contextual data of the second contextual data is stated, and acquired contextual data is sent to the second server;
The second server is controlled from the server of storage contextual data, obtains the target scene data, and will
Acquired contextual data is sent to the second server;
It is identical as second contextual data using acquired first contextual data to control the second server
The second Scene case of contextual data and target scene data creation.
Optionally, when destination client and the second server establish connection, the destination client for not with institute
The client that first server established connection is stated, the method also includes:
It controls the second server and obtains the corresponding subject player data in the destination client;
The second server is controlled using the subject player data, creates the main behaviour role of target of subject player;
It controls the second server and the subject player data is sent to destination client, so that the target customer
After termination receives the subject player data, using the subject player data, the main behaviour role of target of subject player is created.
Second aspect, the embodiment of the invention provides a kind of game scene management methods, which comprises
Client where judging game player needs to be switched to second from the first Scene case being currently located
When scape example, the client where game player is disconnected with first server, and the first server is that the first scene is real
Server where example is stored with corresponding first scene of first Scene case in the client where the game player
Data and game player's data of the game player;
Each situation elements are according to default rule in client control first Scene case where the game player
Then run in first Scene case;
The corresponding first movement status data of target scene element is sent to institute by the client where the game player
Second server is stated, the target scene element is existing in first Scene case and second Scene case
Situation elements;
Client where the game player obtains the target scene data that the second server is sent, the target
Contextual data is that the client after the second server establishes the second Scene case, where Xiang Suoshu game player is sent
, the target scene data are as follows: exist in corresponding second contextual data of second Scene case and described first
The contextual data that corresponding first contextual data of Scene case is not present.
Optionally, the client where the game player sends out the corresponding first movement status data of target scene element
The step of sending to the second server, comprising:
Client where the game player sends the corresponding first movement status data of target dynamic situation elements
To the second server, wherein the target dynamic situation elements are the dynamic scene element in target scene element.
Optionally, the client where the game player sends out the corresponding first movement status data of target scene element
The step of sending to the second server, comprising:
Second moving condition data and target exercise data are sent to described by the client where the game player
Two servers, wherein the second moving condition data are the client and the first server where the game player
When disconnecting, the corresponding moving condition data of target scene element;The target exercise data are as follows: the target scene element
Corresponding exercise data.
The third aspect, the embodiment of the invention provides a kind of scene of game motion state switching device, described device includes:
First connection disconnects module, needs for the client where judging game player from first be currently located
When Scene case is switched to the second Scene case, the client where controlling game player is disconnected with first server, institute
Stating first server is that described the is stored in client described in server where the first Scene case where game player
Corresponding first contextual data of one Scene case and game player's data of the game player;
First connection establishment module is established with second server for the client where controlling the game player and is connected
It connects, wherein the second server is the server where the second Scene case;
Scene case creation module controls institute when for the second Scene case to be not present in judging second server
It states second server and creates the second Scene case, wherein first Scene case belongs to same with second Scene case
Scene;
Moving condition data acquisition module is obtained for controlling the second server from the client of the game player
The corresponding first movement status data of target scene element, and for any situation elements in each target scene element, it will
The current moving state data of the situation elements are determined as the corresponding first movement status data of the situation elements, the target field
Scape element is the existing situation elements in first Scene case and second Scene case;
Target scene data are sent to game player institute for controlling the second server by contextual data sending module
Client, the target scene data are as follows: exist in corresponding second contextual data of second Scene case and
The contextual data that corresponding first contextual data of first Scene case is not present.
Optionally, which is characterized in that the moving condition data acquisition module is specifically used for:
It controls the second server and obtains target dynamic situation elements corresponding the from the client of the game player
One moving condition data, wherein the target dynamic situation elements are the dynamic scene element in target scene element.
Optionally, the moving condition data acquisition module, is specifically used for:
Control the second server obtained from the client where the game player the second moving condition data and
Target exercise data, wherein the second moving condition data are that the client and described first where the game player takes
When business device disconnects, the corresponding moving condition data of target scene element;The target exercise data are as follows: the target scene
The corresponding exercise data of element;
Using the acquired corresponding second moving condition data of target scene element and target exercise data, it is calculated
The corresponding first movement status data of target scene element.
Optionally, the Scene case creation module, is specifically used for:
Client where controlling the second server from the game player obtains first contextual data and institute
The identical contextual data of the second contextual data is stated, and acquired contextual data is sent to the second server;
The second server is controlled from the server of storage contextual data, obtains the target scene data, and will
Acquired contextual data is sent to the second server;
It is identical as second contextual data using acquired first contextual data to control the second server
The second Scene case of contextual data and target scene data creation.
Optionally, described device further include:
Player's data acquisition module obtains the corresponding target object for appreciation in the destination client for controlling the second server
Family's data;
Main behaviour's role's creation module creates target for controlling the second server using the subject player data
The main behaviour role of the target of player;
The subject player data are sent to target visitor for controlling the second server by player's data transmission blocks
Family end, so as to, using the subject player data, create target after the destination client receives the subject player data
The main behaviour role of the target of player.
Fourth aspect, the embodiment of the invention provides a kind of scene of game motion state switching device, described device includes:
Second connection establishment module is needed for the client where judging game player from first be currently located
When Scene case is switched to the second Scene case, the client where game player is disconnected with first server, and described
One server is the server where the first Scene case, is stored with described first in the client where the game player
Corresponding first contextual data of scape example and game player's data of the game player;
Situation elements run module, exist for controlling in first Scene case each situation elements according to preset rules
It is run in first Scene case;
Moving condition data transmission blocks, for the corresponding first movement status data of target scene element to be sent to institute
Second server is stated, the target scene element is existing in first Scene case and second Scene case
Situation elements;
Contextual data sending module, the target scene data sent for obtaining the second server, the target field
Scape data are what the client after the second server establishes the second Scene case, where Xiang Suoshu game player was sent,
The target scene data are as follows: exist in corresponding second contextual data of second Scene case and at described first
The contextual data that corresponding first contextual data of scape example is not present.
Optionally, the moving condition data transmission blocks, are specifically used for:
The corresponding first movement status data of target dynamic situation elements is sent to the second server, wherein institute
Stating target dynamic situation elements is the dynamic scene element in target scene element.
Optionally, the moving condition data transmission blocks, are specifically used for:
Second moving condition data and target exercise data are sent to the second server, wherein described second moves
When client and the first server of the dynamic status data where the game player disconnect, target scene element pair
The moving condition data answered;The target exercise data are as follows: the corresponding exercise data of the target scene element.
5th aspect, the embodiment of the invention provides a kind of server, including processor, communication interface, memory and logical
Believe bus, wherein processor, communication interface, memory complete mutual communication by communication bus;
Memory, for storing computer program;
Processor when for executing the program stored on memory, realizes the movement of scene of game described in first aspect
State switching method.
6th aspect, the embodiment of the invention provides a kind of terminals, including processor, communication interface, memory and communication
Bus, wherein processor, communication interface, memory complete mutual communication by communication bus;
Memory, for storing computer program;
Processor when for executing the program stored on memory, realizes the movement of scene of game described in second aspect
State switching method.
7th aspect, the embodiment of the invention provides a kind of computer readable storage medium, the computer-readable storage
Dielectric memory contains computer program, and scene of game described in first aspect is realized when the computer program is executed by processor
Motion state switching method.
Eighth aspect, the embodiment of the invention provides a kind of computer readable storage mediums, which is characterized in that the calculating
It is stored with computer program in machine readable storage medium storing program for executing, is realized described in second aspect when the computer program is executed by processor
Scene of game motion state switching method.
Technical solution provided in an embodiment of the present invention, client where judging game player are needed from being currently located
The first Scene case when being switched to the second Scene case, control client and first server where game player and disconnect and connecting
It connects;Client and second server where control game player establish connection, and there is no the in judging second server
When two Scene cases, control second server creates the second Scene case, controls client of the second server from game player
The corresponding first movement status data of target scene element is obtained, and for any scene member in each target scene element
The current moving state data of the situation elements are determined as the corresponding first movement status data of the situation elements, target by element
Situation elements are the existing situation elements in the first Scene case and the second Scene case;Second server is controlled by target
Contextual data is sent to the client where game player.As it can be seen that the technical solution provided through the embodiment of the present invention, can make
Client where obtaining game player can switch seamlessly to the second Scene case by the first Scene case, improve game player's
Game experiencing.
Specific embodiment
Following will be combined with the drawings in the embodiments of the present invention, and technical solution in the embodiment of the present invention carries out clear, complete
Site preparation description, it is clear that described embodiments are only a part of the embodiments of the present invention, instead of all the embodiments.It is based on
Embodiment in the present invention, it is obtained by those of ordinary skill in the art without making creative efforts every other
Embodiment shall fall within the protection scope of the present invention.
In order to realize seamless switching of the client between new and old scene of game example, the game experiencing of player is improved, originally
Inventive embodiments provide a kind of scene of game motion state switching method, device, server and terminal.
In a first aspect, be provided for the embodiments of the invention first below a kind of scene of game motion state switching method into
Row is introduced.
It should be noted that a kind of game scene management method provided in an embodiment of the present invention can be applied to server,
The server can be with are as follows: for establishing the second Scene case of scene of game, for the convenience of description, the server can be known as
Second server.Correspondingly, the server where the first Scene case is known as first server.Certainly, which may be used also
To be other servers, present example is not specifically limited in this embodiment.
It is communicated to connect it is understood that second server can be established with the client where game player, the first clothes
Being engaged in device can also be with the foundation communication connection of the client where game player.First server and second server can be same
Server is also possible to different servers.That is, the first Scene case and the second Scene case can run on it is same
Process, can also run on it is different, can also run from different physical machines, so as to prevent because of single sports ground
Game player's quantity in scape reaches maximum game player's quantity that the scene of game can accommodate, and leads to some game players not
It can enter and play game in scene of game.It is detailed that it will be provided for the embodiments of the invention a kind of game scene management method progress below
Thin description.
A kind of scene of game motion state switching method will be provided for the embodiments of the invention below to be described in detail.
A kind of scene of game motion state switching method provided by the embodiment of the present invention, as shown in Figure 1, may include as
Lower step:
S110, client where judging game player need to be switched to the from the first Scene case being currently located
When two Scene cases, the client where controlling game player is disconnected with first server, and first server is first
Corresponding first contextual data of the first Scene case is stored in the client where server game player where scape example
And game player's data of game player.
Client where game player may be switched to the second Scene case from the first Scene case, specifically, first
After game player's quantity in Scene case is greater than the maximum number of players that the first Scene case can accommodate, illustrate the first scene
Current number of players reaches the upper limit in example, i.e., other game players not can enter first Scene case, at this point, game
Client where player may need to be switched to the second Scene case from the first Scene case.It should be noted that first
The maximum number of players that can be accommodated in scape example can be the preset number of players when creating the first Scene case, in reality
In, the maximum number of players that the first Scene case can accommodate, the embodiment of the present invention can be set according to the actual situation
The maximum number of players that can be accommodated to the first Scene case is not especially limited.
Since game player's quantity in the first Scene case is greater than the maximum players number that the first Scene case can accommodate
Therefore amount can enter to guarantee other game players also and play game in scene of game, second server needs to create second
Scape example, so game player can enter the second Scene case in continue playing game.At this point, the client where game player
It can be disconnected with the first server where the first Scene case.
It is emphasized that the client where game player is disconnected with first server, and still, game player institute
Client be also stored with the contextual data of the first Scene case and game player's data of the game player, that is,
It says, the client where game player does not destroy the first Scene case as the prior art, but retains the first scene
Example.In this way, although the client where game player is disconnected with first server, the client as where game player
Game player's data of the contextual data and the game player that are stored in end in the first Scene case, therefore, game player
Still game can be played in the first Scene case, reads item operation without carrying out as the prior art, improves user's
Game experiencing.
Specifically, the client where game player can control the main behaviour role of game player according to preset rules
It is run in one Scene case, it should be noted that the movement shape when preset rules can disconnect for holding with first server
State, for the convenience of description, subsequent be known as first movement state for the moving condition.Certainly, which can also be according to reality
Border situation is set, and the embodiment of the present invention is not specifically limited the preset rules.
For example, the first movement status data of game player are as follows: position is first position, and speed 5m/s, direction is court
South, then, preset rules can be with are as follows: the game player is controlled at first position, with the speed of 5m/s towards Nan Yundong.Certainly,
The preset rules can also be set according to the actual situation, and the embodiment of the present invention is not specifically limited the preset rules.
S120 controls client and second server where game player and establishes connection, wherein second server the
Server where two Scene cases.
After the client where game player is disconnected with first server, in order to enable in subsequent step, game
Player can play game in the second Scene case, and the client where can control game player is established with second server to be connected
It connects, also, the second server is the server where the second Scene case.
S130, when the second Scene case being not present in judging second server, control second server creation second
Scene case, wherein the first Scene case and the second Scene case belong to Same Scene.
It is understood that when the client where game player establishes connection with second server, second server
In may have existed the second Scene case, therefore, client where controlling game player and second server are established and are connected
After connecing, it can be determined that whether there is the second Scene case in second server, it is real that there is no the second scenes in second server
When example, control second server creates the second Scene case.
Also, in order to realize that the client where game player carries out between the first Scene case and the second Scene case
Seamless switching, the second Scene case and the first Scene case that second server is created belong to Same Scene.Moreover, second
The maximum number of players that scape example can accommodate can be greater than the maximum number of players that the first Scene case can accommodate.
Computing resource and time spent during the second Scene case are created in order to reduce second server.In one kind
In embodiment, the step of second server creates the second Scene case is controlled, may include:
Client where controlling second server from game player obtains the first contextual data and the second contextual data phase
Same contextual data, and acquired contextual data is sent to second server;
It controls second server and obtains target scene data from the server of storage contextual data, and will be acquired
Contextual data is sent to second server;
It controls second server and utilizes acquired the first contextual data contextual data identical with the second contextual data, with
And the second Scene case of target scene data creation.
It is understood that scene of game example was made of a large amount of game elements, each game element is one corresponding
Contextual data.For example, having NPC (non-player role), Player (player role) and other scenes member in scene of game example
Element composition.Since the first Scene case and the second Scene case belong to Same Scene.Therefore, the first Scene case and the second scene
Example has more identical game element, and the corresponding contextual data of identical game element is identical, that is to say, that the second scene
Example and the first Scene case have more identical contextual data, can be corresponding by the first Scene case for aspect description
Contextual data is known as the first contextual data, and the corresponding contextual data of the second Scene case is known as the second contextual data.
Therefore, when second server establishes the second Scene case, it can not have to as the prior art, re-establish completely
Second Scene case, in the first Scene case there is also situation elements, the second Scene case can be directly multiplexed.
Specifically, second server directly can obtain the first contextual data and the second contextual data from the client where game player
Identical contextual data, and second server can obtain role's number of game player from the client where game player
According to the character data may include: school, intelligence, equipment, exterior of role etc.;And for existing in the second contextual data, and
For the target scene data being not present in the first contextual data, second server can be from the server of storage contextual data
Middle lookup obtains target scene data from the server of storage contextual data.Due to the first contextual data and the second scene
The identical contextual data of data and target scene data constitute the corresponding contextual data of the second Scene case, therefore, second
Server can use the first acquired contextual data contextual data identical with the second contextual data and target scene number
According to creating the second Scene case.
As it can be seen that second server is when establishing the second Scene case, not in technical solution provided in an embodiment of the present invention
It re-establishes the second Scene case completely as the prior art, but the first Scene case can be multiplexed.Therefore, it substantially reduces
Second server consumed computing resource and time during establishing the second Scene case.
S140, control second server obtain the corresponding first movement shape of target scene element from the client of game player
State data, and for any situation elements in each target scene element, by the current moving state data of the situation elements
It is determined as the corresponding first movement status data of the situation elements, target scene element is in the first Scene case and second
Existing situation elements in scape example.
It is understood that the first Scene case and the second Scene case were made of a large amount of situation elements.For example, the
There are NPC (non-player role), Player (player role) and other scenes member in two Scene cases and the first Scene case
Element.Since the first Scene case and the second Scene case belong to Same Scene, the first Scene case and the second Scene case
There are more identical situation elements, for the convenience of description, the embodiment of the present invention will be in the first Scene case and the second Scene case
Existing situation elements are known as target scene element.
Client as where in game player enters before the second Scene case, and the client where game player can
It is run in first Scene case with controlling each situation elements in the first Scene case according to preset rules, therefore, the
The moving condition of each situation elements may change in one Scene case.In order to guarantee that scene of game motion state is seamless
Switching, second server can obtain the corresponding first movement state of target scene element from the client where game player
Data, and for any situation elements in each target scene element, by the corresponding current mobile shape of the target scene element
State data are determined as the corresponding first movement status data of the situation elements, thus target scene element in the second Scene case
Current moving state is updated to first movement state, i.e. the current moving state and trip of target scene element in the second Scene case
The current moving state of target scene element shown by client where play player is identical.
Wherein, first movement status data may include position, direction, speed etc..For example, a game player is at first
It sets and sentences the speed of 5 metre per second (m/s)s and at the uniform velocity moved towards south, then the corresponding first movement status data of the game player are as follows: position the
One position, speed 5m/s, direction are towards south;For another example one tree is still in the second place of the first Scene case, then
This sets corresponding first movement status data are as follows: position is the second position, speed 0m/s.
In one embodiment, second server obtains target scene element corresponding the from the client of game player
The step of one moving condition data, may include:
Second server obtains the corresponding first movement status number of target dynamic situation elements from the client of game player
According to, wherein target dynamic situation elements are the dynamic scene element in target scene element.
Since in target scene element, some target scene elements are target dynamic situation elements, some target scenes member
Element is target quiescent situation elements.It is understood that target dynamic situation elements are the situation elements in moving condition, mesh
Mark static scene element is the situation elements in relative static conditions.The first movement status data of target dynamic situation elements
It changes in real time, therefore, second server needs to obtain target dynamic situation elements pair from the client of game player
The first movement status data answered;The first movement status data of target quiescent situation elements not as the time changes, because
This, the first movement status data of different moments, target quiescent situation elements are constant, therefore, there is no need to update target quiescent
The first movement status data of situation elements, i.e. second server can not have to the first movement for obtaining target quiescent situation elements
Status data.
In another embodiment, second server is corresponding from the client of game player acquisition target scene element
The step of first movement status data, may include:
Second server obtains the second moving condition data and target exercise data from the client where game player,
Wherein, when client and first server of the second moving condition data where game player disconnect, target scene member
The corresponding moving condition data of element;Target exercise data are as follows: the corresponding exercise data of target scene element;
Using the acquired corresponding second moving condition data of target scene element and target exercise data, it is calculated
The corresponding first movement status data of target scene element.
In this embodiment, second server can obtain the second moving condition number from the client where game player
According to and target exercise data, as the second moving condition data be game player where client and first server disconnect connect
When connecing, the moving condition data of target scene element;Target exercise data are as follows: each situation elements are corresponding in the first Scene case
Exercise data.Therefore, second server can use the second moving condition data and target movement number of each situation elements
According to the first movement status data of each situation elements is calculated.
For example, the second moving condition data of a game player are as follows: position is first position, speed 5m/s, side
The south Xiang Weichao;Exercise data are as follows: time 2s, direction are towards south.So, the speed in the second moving condition data is multiplied by target
Time in exercise data, the mobile distance of available game player, and according to first position and game player it is mobile away from
From the second position being calculated, to obtain the first movement status data of the game player are as follows: position is the second position, speed
Degree is 5m/s, and direction is towards south.
Target scene data are sent to the client where game player, target scene by S150, control second server
Data are as follows: exist in the second contextual data of the second Scene case and do not deposited in the first contextual data of the first Scene case
Contextual data.
Second server, can will be in the second contextual data of the second Scene case after establishing the second Scene case
It is sent to where game player in the presence of and the target scene data that are not present in the first contextual data of the first Scene case
Client.It is corresponding can to form target scene data after receiving target scene data for client where game player
Situation elements, so that the second Scene case is synchronized to the client where game player's data, game player by second server
Game can be continued playing in the second Scene case.As it can be seen that the technical solution provided through the embodiment of the present invention, game player institute
Client the second Scene case can be switched seamlessly to by the first Scene case, improve the game experiencing of game player.
It should be noted that storing the first scene in the first Scene case in client as where game player
Data, and the contextual data present in the first contextual data, in the second contextual data and may be not present, in order to save trip
The memory of client where play player, in one embodiment, where target scene data are sent to game player
Client the step of after, this kind of game scene management method can also include:
The first notification information is sent to the client where game player, the first notification information is for prompting game player institute
Client delete the contextual data that exists in the first contextual data and be not present in the second contextual data.
Technical solution provided in an embodiment of the present invention, client where judging game player are needed from being currently located
The first Scene case when being switched to the second Scene case, control client and first server where game player and disconnect and connecting
It connects, the first scene reality is stored in the client where server game player of the first server where the first Scene case
Corresponding first contextual data of example and game player's data of game player;Client where controlling game player takes with second
Business device establishes connection, wherein second server is the server where the second Scene case;In judging second server not
There are when the second Scene case, control second server creates the second Scene case, wherein the first Scene case and the second scene
Example belongs to Same Scene;It controls second server and obtains corresponding first shifting of target scene element from the client of game player
Dynamic status data, and for any situation elements in each target scene element, by the current moving state of the situation elements
Data are determined as the corresponding first movement status data of the situation elements, and target scene element is in the first Scene case and second
Existing situation elements in Scene case;Target scene data are sent to the visitor where game player by control second server
Family end, target scene data are as follows: exist in corresponding second contextual data of the second Scene case and in the first Scene case pair
The contextual data that the first contextual data answered is not present.As it can be seen that the technical solution provided through the embodiment of the present invention, can make
Client where game player can switch seamlessly to the second Scene case by the first Scene case, improve the trip of game player
Play experience.
In order to be illustrated in further detail to the embodiment of the present invention, explained in detail below in conjunction with specific example
It states.As shown in Fig. 2, a kind of scene of game motion state switching method provided in an embodiment of the present invention, may include following 4 steps
Suddenly, respectively S1-S4, specific:
S1: client and first server where game player establish connection, i.e., game player is in the first Scene case
Middle object for appreciation game;
S2: the client where judging game player needs to be switched to second from the first Scene case being currently located
When Scene case, client is disconnected with first server;
S3: client and second server establish connection, also, second server creates the second Scene case, the second clothes
Business device obtains the first contextual data contextual data identical with second contextual data from client;Moreover, second server
The corresponding first movement status data of target scene element is obtained from client, and for any in each target scene element
The current moving state data of the situation elements are determined as the corresponding first movement status number of the situation elements by situation elements
According to.
Target scene data are sent to where game player by S4, the second client after establishing the second Scene case
Client, it is corresponding can to form target scene data after receiving target scene data the client where game player
Situation elements, i.e. the second Scene case is synchronized to the client where game player's data, game player by second server
Game can be continued playing in the second Scene case.
Since the game player of the second Scene case kind may be the game player in the first Scene case, it can also be
He is game player, and for aspect description, other game players can be described as to subject player, in one embodiment, when
When destination client and second server establish connection, destination client is not establish the client connecting with first server
End, game scene management method can also include:
It controls second server and obtains the corresponding subject player data in destination client;
It controls second server and utilizes subject player data, create the main behaviour role of target of subject player;
It controls second server and subject player data is sent to destination client, so that destination client receives target
After player's data, using subject player data, the main behaviour role of target of subject player is created.
In this embodiment, after thering is destination client and second server to establish connection, illustrate destination client pair
The game player answered wants to play game in the second Scene case, at this point, the available destination client of second server is corresponding
Subject player data, and utilize subject player data, create the main behaviour role of target of subject player;Furthermore, it is possible to by target
Player's data are sent to destination client, after destination client receives subject player data, can use subject player data,
Create the main behaviour role of target of subject player;And add technical solution provided in an embodiment of the present invention, the client where game player
The first contextual data of the first Scene case and game player's data of game player, therefore, game player institute are stored in end
Client and after first server disconnects, game player still can play game in the first Scene case;Also,
After second server establishes the second Scene case, the contextual data in the second Scene case can be synchronized to game player institute
Client.As it can be seen that the technical solution provided through the embodiment of the present invention, the client where game player may be implemented exists
Seamless switching between different scene of game examples, improves the game experiencing of game player.Also, new game scene can be held
It receives more game players, further increases the experience of user.
Second aspect, the embodiment of the invention also provides a kind of game scene management methods, as shown in figure 3, the method
Include:
S310, client where judging game player need to be switched to the from the first Scene case being currently located
When two Scene cases, the client where game player is disconnected with first server, and first server is that the first scene is real
Server where example is stored with corresponding first contextual data of the first Scene case and trip in the client where game player
Game player's data of play player.
S320, the client where game player control each situation elements in the first Scene case and exist according to preset rules
It is run in first Scene case.
Although the client where game player is disconnected with first server, the client where game player
End is also stored with the contextual data of the first Scene case and game player's data of the game player, that is to say, that game is played
Client where family does not destroy the first Scene case as the prior art, but retains the first Scene case.In this way,
Although the client where game player is disconnected with first server, it is stored in the client as where game player
Game player's data of contextual data and the game player in first Scene case, therefore, game player still can be
Game is played in first Scene case, item operation is read without carrying out as the prior art, improves the game experiencing of user.
Specifically, the client where game player can control in the first Scene case each situation elements according to default
Rule is run in first Scene case, it should be noted that the preset rules can be with are as follows: controls in old scene embodiment
Each situation elements are moved according to first movement state.For example, the first movement status data of a game player are as follows: position
For first position, speed 5m/s, direction be towards south, then, preset rules can be with are as follows: controls the game player in first position
Place, with the speed of 5m/s towards Nan Yundong.Certainly, which can also be set according to the actual situation, and the present invention is implemented
Example is not specifically limited the preset rules.
The corresponding first movement status data of target scene element is sent to by S330, the client where game player
Two servers, target scene element are the existing situation elements in the first Scene case and the second Scene case.
What the first Scene case and the second Scene case were made of a large amount of situation elements.For example, the second Scene case with
There are NPC (non-player role), Player (player role) and other situation elements in first Scene case.Due to first
Scape example and the second Scene case belong to Same Scene, and therefore, the first Scene case has more identical with the second Scene case
Situation elements, for the convenience of description, the embodiment of the present invention will existing scene in the first Scene case and the second Scene case
Element is known as target scene element.
Client as where in game player enters before the second Scene case, and the client where game player can
It is run in first Scene case with controlling each situation elements in the first Scene case according to preset rules, therefore, the
The moving condition of each situation elements may change in one Scene case, that is to say, that target in the first Scene case
The corresponding first movement state of situation elements can change.In order to guarantee scene of game motion state seamless switching, swim
The corresponding first movement status data of target scene element can be sent to second server by the client where play player, from
And second server can obtain the corresponding first movement status number of target scene element from the client where game player
According to, and for any situation elements in each target scene element, the current moving state data of the situation elements are determined
For the corresponding first movement status data of the situation elements, so in the second Scene case target scene element current mobile shape
State is updated to first movement state, i.e. the current moving state of target scene element and game player place in the second Scene case
Client shown by target scene element current moving state it is identical.
Wherein, first movement status data may include position, direction, speed etc..For example, a game player is at first
It sets and sentences the speed of 5 metre per second (m/s)s and at the uniform velocity moved towards south, then the first movement status data of the game player are as follows: position is first
It sets, speed 5m/s, direction is towards south;For another example one tree is still in the second place of the first Scene case, then this
The first movement status data of tree are as follows: position is the second position, speed 0m/s.
In one embodiment, the client where game player is by the corresponding first movement state of target scene element
Data are sent to the step of second server, may include:
The corresponding first movement status data of target dynamic situation elements is sent to by the client where game player
Two servers, wherein target dynamic situation elements are the dynamic scene element in target scene element.
Since in target scene element, some target scene elements are target dynamic situation elements, some target scenes member
Element is target quiescent situation elements.It is understood that target dynamic situation elements are the situation elements in moving condition, mesh
Mark static scene element is the situation elements in relative static conditions.The first movement status data of target dynamic situation elements
It changes in real time, therefore, the client where game player can move target dynamic situation elements corresponding first
Dynamic status data is sent to second server, moves so that second server can update target dynamic situation elements corresponding first
Dynamic status data;The corresponding first movement status data of target quiescent situation elements is not as the time changes, therefore, different
At the moment, the corresponding first movement status data of target quiescent situation elements is constant, and therefore, the client where game player can
The corresponding first movement status data of target dynamic situation elements is not sent to second server.
In another embodiment, the client where game player is by the corresponding first movement shape of target scene element
The step of state data are sent to second server may include:
Second moving condition data and target exercise data are sent to second server by the client where game player,
Wherein, when client and first server of the second moving condition data where game player disconnect, target scene member
The corresponding moving condition data of element;Target exercise data are as follows: the corresponding exercise data of target scene element.
In this embodiment, the second moving condition data and target can be moved number by the client where game player
According to second server is sent to, in this way, second server can obtain the second moving condition from the client where game player
Data and target exercise data, client and first server as where the second moving condition data are game player disconnect
When connection, the corresponding moving condition data of target scene element;Target exercise data are as follows: each scene member in the first Scene case
The corresponding exercise data of element.Therefore, second server can use the second moving condition data and target of each situation elements
The first movement status data of each situation elements is calculated in exercise data.
For example, the second moving condition data of a game player are as follows: position is first position, speed 5m/s, side
The south Xiang Weichao;Exercise data are as follows: time 2s, direction are towards south.So, the speed in the second moving condition data is multiplied by target
Time in exercise data, the mobile distance of available game player, and according to first position and game player it is mobile away from
From the second position being calculated, to obtain the first movement status data of the game player are as follows: position is the second position, speed
Degree is 5m/s, and direction is towards south.
S340, the client where game player obtain the target scene data that second server is sent, target scene number
After establishing the second Scene case for second server, sent to the client where game player, target scene data
Are as follows: exist in corresponding second contextual data of the second Scene case and in corresponding first contextual data of the first Scene case
The contextual data being not present.
Second server, can will be in the second contextual data of the second Scene case after establishing the second Scene case
It is sent to where game player in the presence of and the target scene data that are not present in the first contextual data of the first Scene case
Client.It is corresponding can to form target scene data after receiving target scene data for client where game player
Situation elements, so that the second Scene case is synchronized to the client where game player's data, game player by second server
Game can be continued playing in the second Scene case.As it can be seen that the technical solution provided through the embodiment of the present invention, game player institute
Client the second Scene case can be switched seamlessly to by the first Scene case, improve the game experiencing of game player.
It should be noted that storing the first scene in the first Scene case in client as where game player
Data, and the contextual data present in the first contextual data, in the second contextual data and may be not present.
In order to save the memory of the client where game player, in one embodiment, second server is being obtained
After the step of target scene data of transmission, game scene management method can also include:
The first notification information is obtained, the client where the first notification information is used to prompt game player is deleted at first
The contextual data for existing in scape data and being not present in the second contextual data.
In another embodiment, after the step of obtaining the target scene data that second server is sent, game
Scene management method can also include:
The second notification information is not received within a preset time, deletion exists in the first contextual data and at second
The contextual data being not present in scape data, for the client where prompting game player, it has been locally stored the second notification information
The contextual data being not present in second contextual data.
Technical solution provided in an embodiment of the present invention, client where judging game player are needed from being currently located
The first Scene case when being switched to the second Scene case, control client and first server where game player and disconnect and connecting
It connects, the first scene reality is stored in the client where server game player of the first server where the first Scene case
Corresponding first contextual data of example and game player's data of game player;Client where controlling game player takes with second
Business device establishes connection, wherein second server is the server where the second Scene case;In judging second server not
There are when the second Scene case, control second server creates the second Scene case, wherein the first Scene case and the second scene
Example belongs to Same Scene;It controls second server and obtains corresponding first shifting of target scene element from the client of game player
Dynamic status data, and for any situation elements in each target scene element, by the current moving state of the situation elements
Data are determined as the corresponding first movement status data of the situation elements, and target scene element is in the first Scene case and second
Existing situation elements in Scene case;Target scene data are sent to the visitor where game player by control second server
Family end, target scene data are as follows: exist in corresponding second contextual data of the second Scene case and in the first Scene case pair
The contextual data that the first contextual data answered is not present.As it can be seen that the technical solution provided through the embodiment of the present invention, can make
Client where game player can switch seamlessly to the second Scene case by the first Scene case, improve the trip of game player
Play experience.
The third aspect, the embodiment of the invention provides a kind of scene of game motion state switching devices, as shown in figure 4, institute
Stating device includes:
First connection disconnects module 410, needs for the client where judge game player from being currently located
When first Scene case is switched to the second Scene case, the client where controlling game player is disconnected with first server to be connected
It connects, is stored in the client where game player described in server of the first server where the first Scene case
State corresponding first contextual data of the first Scene case and game player's data of the game player;
First connection establishment module 420 is established for the client where controlling the game player with second server
Connection, wherein the second server is the server where the second Scene case;
Scene case creation module 430, when for the second Scene case to be not present in judging second server, control
The second server creates the second Scene case, wherein first Scene case and second Scene case belong to together
One scene;
Moving condition data acquisition module 440, the client for controlling the second server from the game player
The corresponding first movement status data of target scene element is obtained, and for any scene member in each target scene element
The current moving state data of the situation elements are determined as the corresponding first movement status data of the situation elements by element, described
Target scene element is the existing situation elements in first Scene case and second Scene case;
Target scene data are sent to game object for appreciation for controlling the second server by contextual data sending module 450
Client where family, the target scene data are as follows: exist in corresponding second contextual data of second Scene case,
And the contextual data being not present in corresponding first contextual data of first Scene case.
Technical solution provided in an embodiment of the present invention, client where judging game player are needed from being currently located
The first Scene case when being switched to the second Scene case, control client and first server where game player and disconnect and connecting
It connects, the first scene reality is stored in the client where server game player of the first server where the first Scene case
Corresponding first contextual data of example and game player's data of game player;Client where controlling game player takes with second
Business device establishes connection, wherein second server is the server where the second Scene case;In judging second server not
There are when the second Scene case, control second server creates the second Scene case, wherein the first Scene case and the second scene
Example belongs to Same Scene;It controls second server and obtains corresponding first shifting of target scene element from the client of game player
Dynamic status data, and for any situation elements in each target scene element, by the current moving state of the situation elements
Data are determined as the corresponding first movement status data of the situation elements, and target scene element is in the first Scene case and second
Existing situation elements in Scene case;Target scene data are sent to the visitor where game player by control second server
Family end, target scene data are as follows: exist in corresponding second contextual data of the second Scene case and in the first Scene case pair
The contextual data that the first contextual data answered is not present.As it can be seen that the technical solution provided through the embodiment of the present invention, can make
Client where game player can switch seamlessly to the second Scene case by the first Scene case, improve the trip of game player
Play experience.
Optionally, the moving condition data acquisition module, is specifically used for:
It controls the second server and obtains target dynamic situation elements corresponding the from the client of the game player
One moving condition data, wherein the target dynamic situation elements are the dynamic scene element in target scene element.
Optionally, the moving condition data acquisition module, is specifically used for:
Control the second server obtained from the client where the game player the second moving condition data and
Target exercise data, wherein the second moving condition data are that the client and described first where the game player takes
When business device disconnects, the corresponding moving condition data of target scene element;The target exercise data are as follows: the target scene
The corresponding exercise data of element;
Using the acquired corresponding second moving condition data of target scene element and target exercise data, it is calculated
The corresponding first movement status data of target scene element.
Optionally, the Scene case creation module, is specifically used for:
Client where controlling the second server from the game player obtains first contextual data and institute
The identical contextual data of the second contextual data is stated, and acquired contextual data is sent to the second server;
The second server is controlled from the server of storage contextual data, obtains the target scene data, and will
Acquired contextual data is sent to the second server;
It is identical as second contextual data using acquired first contextual data to control the second server
The second Scene case of contextual data and target scene data creation.
Optionally, described device further include:
Player's data acquisition module obtains the corresponding target object for appreciation in the destination client for controlling the second server
Family's data;
Main behaviour's role's creation module creates target for controlling the second server using the subject player data
The main behaviour role of the target of player;
The subject player data are sent to target visitor for controlling the second server by player's data transmission blocks
Family end, so as to, using the subject player data, create target after the destination client receives the subject player data
The main behaviour role of the target of player.
Fourth aspect, the embodiment of the invention provides a kind of scene of game motion state switching devices, as shown in figure 5, institute
Stating device includes:
Second connection establishment module 510 is needed for the client where judging game player from being currently located
When first Scene case is switched to the second Scene case, the client where game player is disconnected with first server, institute
Stating first server is the server where the first Scene case, and described the is stored in the client where the game player
Corresponding first contextual data of one Scene case and game player's data of the game player;
Situation elements run module 520, for controlling in first Scene case each situation elements according to default rule
Then run in first Scene case;
Moving condition data transmission blocks 530, for sending the corresponding first movement status data of target scene element
To the second server, the target scene element is to deposit in first Scene case and second Scene case
Situation elements;
Contextual data sending module 540, the target scene data sent for obtaining the second server, the target
Contextual data is that the client after the second server establishes the second Scene case, where Xiang Suoshu game player is sent
, the target scene data are as follows: exist in corresponding second contextual data of second Scene case and described first
The contextual data that corresponding first contextual data of Scene case is not present.
Technical solution provided in an embodiment of the present invention, client where judging game player are needed from being currently located
The first Scene case when being switched to the second Scene case, control client and first server where game player and disconnect and connecting
It connects, the first scene reality is stored in the client where server game player of the first server where the first Scene case
Corresponding first contextual data of example and game player's data of game player;Client where controlling game player takes with second
Business device establishes connection, wherein second server is the server where the second Scene case;In judging second server not
There are when the second Scene case, control second server creates the second Scene case, wherein the first Scene case and the second scene
Example belongs to Same Scene;It controls second server and obtains corresponding first shifting of target scene element from the client of game player
Dynamic status data, and for any situation elements in each target scene element, by the current moving state of the situation elements
Data are determined as the corresponding first movement status data of the situation elements, and target scene element is in the first Scene case and second
Existing situation elements in Scene case;Target scene data are sent to the visitor where game player by control second server
Family end, target scene data are as follows: exist in corresponding second contextual data of the second Scene case and in the first Scene case pair
The contextual data that the first contextual data answered is not present.As it can be seen that the technical solution provided through the embodiment of the present invention, can make
Client where game player can switch seamlessly to the second Scene case by the first Scene case, improve the trip of game player
Play experience.
Optionally, the moving condition data transmission blocks, are specifically used for:
The corresponding first movement status data of target dynamic situation elements is sent to the second server, wherein institute
Stating target dynamic situation elements is the dynamic scene element in target scene element.
Optionally, the moving condition data transmission blocks, are specifically used for:
Second moving condition data and target exercise data are sent to the second server, wherein described second moves
When client and the first server of the dynamic status data where the game player disconnect, target scene element pair
The moving condition data answered;The target exercise data are as follows: the corresponding exercise data of the target scene element.
5th aspect, the embodiment of the invention also provides a kind of servers, as shown in fig. 6, including processor 601, communication
Interface 602, memory 603 and communication bus 604, wherein processor 601, communication interface 602, memory 603 are total by communication
Line 604 completes mutual communication,
Memory 603, for storing computer program;
Processor 601 when for executing the program stored on memory 603, realizes sports ground described in first aspect
Scape motion state switching method.
The communication bus that above-mentioned server is mentioned can be Peripheral Component Interconnect standard (Peripheral Component
Interconnect, PCI) bus or expanding the industrial standard structure (Extended Industry Standard
Architecture, EISA) bus etc..The communication bus can be divided into address bus, data/address bus, control bus etc..For just
It is only indicated with a thick line in expression, figure, it is not intended that an only bus or a type of bus.
Communication interface is for the communication between above-mentioned server and other equipment.
Memory may include random access memory (Random Access Memory, RAM), also may include non-easy
The property lost memory (Non-Volatile Memory, NVM), for example, at least a magnetic disk storage.Optionally, memory may be used also
To be storage device that at least one is located remotely from aforementioned processor.
Above-mentioned processor can be general processor, including central processing unit (Central Processing Unit,
CPU), network processing unit (Network Processor, NP) etc.;It can also be digital signal processor (Digital Signal
Processing, DSP), it is specific integrated circuit (Application Specific Integrated Circuit, ASIC), existing
It is field programmable gate array (Field-Programmable Gate Array, FPGA) or other programmable logic device, discrete
Door or transistor logic, discrete hardware components.
Technical solution provided in an embodiment of the present invention, client where judging game player are needed from being currently located
The first Scene case when being switched to the second Scene case, control client and first server where game player and disconnect and connecting
It connects, the first scene reality is stored in the client where server game player of the first server where the first Scene case
Corresponding first contextual data of example and game player's data of game player;Client where controlling game player takes with second
Business device establishes connection, wherein second server is the server where the second Scene case;In judging second server not
There are when the second Scene case, control second server creates the second Scene case, wherein the first Scene case and the second scene
Example belongs to Same Scene;It controls second server and obtains corresponding first shifting of target scene element from the client of game player
Dynamic status data, and for any situation elements in each target scene element, by the current moving state of the situation elements
Data are determined as the corresponding first movement status data of the situation elements, and target scene element is in the first Scene case and second
Existing situation elements in Scene case;Target scene data are sent to the visitor where game player by control second server
Family end, target scene data are as follows: exist in corresponding second contextual data of the second Scene case and in the first Scene case pair
The contextual data that the first contextual data answered is not present.As it can be seen that the technical solution provided through the embodiment of the present invention, can make
Client where game player can switch seamlessly to the second Scene case by the first Scene case, improve the trip of game player
Play experience.
6th aspect, the embodiment of the invention also provides a kind of terminals, as shown in fig. 7, comprises processor 701, communication connect
Mouth 702, memory 703 and communication bus 704, wherein processor 701, communication interface 702, memory 703 pass through communication bus
704 complete mutual communication,
Memory 703, for storing computer program;
Processor 701 when for executing the program stored on memory 703, realizes sports ground described in second aspect
Scape motion state switching method.
The communication bus that above-mentioned terminal is mentioned can be Peripheral Component Interconnect standard (Peripheral Component
Interconnect, PCI) bus or expanding the industrial standard structure (Extended Industry Standard
Architecture, EISA) bus etc..The communication bus can be divided into address bus, data/address bus, control bus etc..For just
It is only indicated with a thick line in expression, figure, it is not intended that an only bus or a type of bus.
Communication interface is for the communication between above-mentioned terminal and other equipment.
Memory may include random access memory (Random Access Memory, RAM), also may include non-easy
The property lost memory (Non-Volatile Memory, NVM), for example, at least a magnetic disk storage.Optionally, memory may be used also
To be storage device that at least one is located remotely from aforementioned processor.
Above-mentioned processor can be general processor, including central processing unit (Central Processing Unit,
CPU), network processing unit (Network Processor, NP) etc.;It can also be digital signal processor (Digital Signal
Processing, DSP), it is specific integrated circuit (Application Specific Integrated Circuit, ASIC), existing
It is field programmable gate array (Field-Programmable Gate Array, FPGA) or other programmable logic device, discrete
Door or transistor logic, discrete hardware components.
Technical solution provided in an embodiment of the present invention, client where judging game player are needed from being currently located
The first Scene case when being switched to the second Scene case, control client and first server where game player and disconnect and connecting
It connects, the first scene reality is stored in the client where server game player of the first server where the first Scene case
Corresponding first contextual data of example and game player's data of game player;Client where controlling game player takes with second
Business device establishes connection, wherein second server is the server where the second Scene case;In judging second server not
There are when the second Scene case, control second server creates the second Scene case, wherein the first Scene case and the second scene
Example belongs to Same Scene;It controls second server and obtains corresponding first shifting of target scene element from the client of game player
Dynamic status data, and for any situation elements in each target scene element, by the current moving state of the situation elements
Data are determined as the corresponding first movement status data of the situation elements, and target scene element is in the first Scene case and second
Existing situation elements in Scene case;Target scene data are sent to the visitor where game player by control second server
Family end, target scene data are as follows: exist in corresponding second contextual data of the second Scene case and in the first Scene case pair
The contextual data that the first contextual data answered is not present.As it can be seen that the technical solution provided through the embodiment of the present invention, can make
Client where game player can switch seamlessly to the second Scene case by the first Scene case, improve the trip of game player
Play experience.
7th aspect, the embodiment of the invention provides a kind of computer readable storage medium, the computer-readable storage
Dielectric memory contains computer program, and scene of game described in first aspect is realized when the computer program is executed by processor
Motion state switching method.
Technical solution provided in an embodiment of the present invention, client where judging game player are needed from being currently located
The first Scene case when being switched to the second Scene case, control client and first server where game player and disconnect and connecting
It connects, the first scene reality is stored in the client where server game player of the first server where the first Scene case
Corresponding first contextual data of example and game player's data of game player;Client where controlling game player takes with second
Business device establishes connection, wherein second server is the server where the second Scene case;In judging second server not
There are when the second Scene case, control second server creates the second Scene case, wherein the first Scene case and the second scene
Example belongs to Same Scene;It controls second server and obtains corresponding first shifting of target scene element from the client of game player
Dynamic status data, and for any situation elements in each target scene element, by the current moving state of the situation elements
Data are determined as the corresponding first movement status data of the situation elements, and target scene element is in the first Scene case and second
Existing situation elements in Scene case;Target scene data are sent to the visitor where game player by control second server
Family end, target scene data are as follows: exist in corresponding second contextual data of the second Scene case and in the first Scene case pair
The contextual data that the first contextual data answered is not present.As it can be seen that the technical solution provided through the embodiment of the present invention, can make
Client where game player can switch seamlessly to the second Scene case by the first Scene case, improve the trip of game player
Play experience.
Eighth aspect, the embodiment of the invention provides a kind of computer readable storage medium, the computer-readable storage
Dielectric memory contains computer program, and scene of game described in second aspect is realized when the computer program is executed by processor
Motion state switching method.
Technical solution provided in an embodiment of the present invention, client where judging game player are needed from being currently located
The first Scene case when being switched to the second Scene case, control client and first server where game player and disconnect and connecting
It connects, the first scene reality is stored in the client where server game player of the first server where the first Scene case
Corresponding first contextual data of example and game player's data of game player;Client where controlling game player takes with second
Business device establishes connection, wherein second server is the server where the second Scene case;In judging second server not
There are when the second Scene case, control second server creates the second Scene case, wherein the first Scene case and the second scene
Example belongs to Same Scene;It controls second server and obtains corresponding first shifting of target scene element from the client of game player
Dynamic status data, and for any situation elements in each target scene element, by the current moving state of the situation elements
Data are determined as the corresponding first movement status data of the situation elements, and target scene element is in the first Scene case and second
Existing situation elements in Scene case;Target scene data are sent to the visitor where game player by control second server
Family end, target scene data are as follows: exist in corresponding second contextual data of the second Scene case and in the first Scene case pair
The contextual data that the first contextual data answered is not present.As it can be seen that the technical solution provided through the embodiment of the present invention, can make
Client where game player can switch seamlessly to the second Scene case by the first Scene case, improve the trip of game player
Play experience.
It should be noted that, in this document, relational terms such as first and second and the like are used merely to a reality
Body or operation are distinguished with another entity or operation, are deposited without necessarily requiring or implying between these entities or operation
In any actual relationship or order or sequence.Moreover, the terms "include", "comprise" or its any other variant are intended to
Non-exclusive inclusion, so that the process, method, article or equipment including a series of elements is not only wanted including those
Element, but also including other elements that are not explicitly listed, or further include for this process, method, article or equipment
Intrinsic element.In the absence of more restrictions, the element limited by sentence "including a ...", it is not excluded that
There is also other identical elements in process, method, article or equipment including the element.
Each embodiment in this specification is all made of relevant mode and describes, same and similar portion between each embodiment
Dividing may refer to each other, and each embodiment focuses on the differences from other embodiments.Especially for device,
For server, terminal and storage medium embodiment, since it is substantially similar to the method embodiment, so the comparison of description is simple
Single, the relevent part can refer to the partial explaination of embodiments of method.
The foregoing is merely illustrative of the preferred embodiments of the present invention, is not intended to limit the scope of the present invention.It is all
Any modification, equivalent replacement, improvement and so within the spirit and principles in the present invention, are all contained in protection scope of the present invention
It is interior.