CN109529332A - A kind of scene of game motion state switching method, device, server and terminal - Google Patents

A kind of scene of game motion state switching method, device, server and terminal Download PDF

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Publication number
CN109529332A
CN109529332A CN201811433414.8A CN201811433414A CN109529332A CN 109529332 A CN109529332 A CN 109529332A CN 201811433414 A CN201811433414 A CN 201811433414A CN 109529332 A CN109529332 A CN 109529332A
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China
Prior art keywords
scene
data
server
target
client
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Granted
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CN201811433414.8A
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Chinese (zh)
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CN109529332B (en
Inventor
陈杰
怀宾
肖星
王斌
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Zhuhai Xishanju Interactive Entertainment Technology Co ltd
Zhuhai Kingsoft Digital Network Technology Co Ltd
Original Assignee
Zhuhai Xishan Residence Interactive Entertainment Technology Co Ltd
Zhuhai Kingsoft Online Game Technology Co Ltd
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Priority to CN201811433414.8A priority Critical patent/CN109529332B/en
Publication of CN109529332A publication Critical patent/CN109529332A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/822Strategy games; Role-playing games

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Information Transfer Between Computers (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The embodiment of the invention provides a kind of scene of game motion state switching method, device, server and terminals, the described method includes: the client where controlling game player is disconnected with first server when judging that the client needs where game player are switched to the second Scene case from the first Scene case being currently located;Client and second server where control game player establish connection;When the second Scene case being not present in judging second server, control second server creates the second Scene case;It controls second server and obtains the corresponding first movement status data of target scene element from the client of game player;Target scene data are sent to the client where game player by control second server.The technical solution provided through the embodiment of the present invention, the client where game player can switch seamlessly to the second Scene case by the first Scene case, improve the game experiencing of game player.

Description

A kind of scene of game motion state switching method, device, server and terminal
Technical field
The present invention relates to Internet technical field, more particularly to a kind of scene of game motion state switching method, device, Server and terminal.
Background technique
Currently, the scene management method of game server, usually one process scene management.Specifically, working as single scene After the game player's quantity accommodated reaches the preset maximum number of players of the scene, other game players will not can enter this Scape.In order to solve the above-mentioned technical problem, the method that the prior art generallys use are as follows: separated time.The process of separated time is game server For the process of the multiple Scene cases of single scene creation.Specifically, when (the first scene is real for some Scene case in a scene Example) game player's quantity reach the preset maximum number of players of the Scene case after, it is real that game server creates the second scene , the game player in the first Scene case can be switched to the second Scene case from the first Scene case.
In the prior art, the game player in the first Scene case is switched to the second Scene case from the first Scene case Process are as follows: the client where game player is disconnected with the server where the first Scene case, and deletes the first scene All contextual datas of example;Another server establishes the second Scene case, and prepares player's data of game player;Second Client and the second Scene case institute after server where Scene case establishes the second Scene case, where game player Connection is established in server, and obtains all contextual datas of the second Scene case (i.e. from server where the second Scene case Load the second Scene case) and game player main behaviour's character data;Client where game player utilizes acquired Main behaviour's character data, generates main behaviour role, so that game player can continue playing game in the second Scene case.
But the server where the second Scene case is when establishing the second Scene case, it can will be in the first Scene case Motion state it is complete it is complete copy to the second Scene case, in this way, being built in the client where game player with the second Scene case After vertical connection, game player is traced back to when it is disconnected with the first Scene case in the first scene reality at time point in gaming Time point in example, that is to say, that at the time of client and the first Scene case disconnect where from game player, arrive game At the time of client loads the second Scene case where player in this period, the experience to game player is game completely by Only, to affect the game experiencing of game player.
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.
Detailed description of the invention
In order to more clearly explain the embodiment of the invention or the technical proposal in the existing technology, to embodiment or will show below There is attached drawing needed in technical description to be briefly described, it should be apparent that, the accompanying drawings in the following description is only this Some embodiments of invention for those of ordinary skill in the art without creative efforts, can be with It obtains other drawings based on these drawings.
Fig. 1 is a kind of flow chart of scene of game motion state switching method provided by the embodiment of the present invention;
Fig. 2 is a kind of signal that client is interacted with first server, second server provided by the embodiment of the present invention Figure;
Fig. 3 is the flow chart of another kind scene of game motion state switching method provided by the embodiment of the present invention;
Fig. 4 is a kind of structural schematic diagram of scene of game motion state switching device provided by the embodiment of the present invention;
Fig. 5 is the structural schematic diagram of another kind scene of game motion state switching device provided by the embodiment of the present invention;
Fig. 6 is a kind of structural schematic diagram of server provided by the embodiment of the present invention;
Fig. 7 is a kind of structural schematic diagram of terminal provided by the embodiment of the present invention.
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.

Claims (20)

1. a kind of scene of game motion state switching method, which is characterized in that the described method includes:
Client where judging game player needs to be switched to the second scene reality from the first Scene case being currently located When example, the client where controlling game player is disconnected with first server, and the first server is that the first scene is real Corresponding first scene of first Scene case is stored in client where game player described in server where example Data and game player's data of the game player;
It controls client and second server where the game player and establishes connection, wherein the second server is the Server where two Scene cases;
When the second Scene case being not present in judging second server, controls the second server and create the second scene reality Example, wherein first Scene case and second Scene case belong to Same Scene;
It controls the second server and obtains the corresponding first movement shape of target scene element from the client of the game player State data, and for any situation elements in each target scene element, by the current moving state data of the situation elements Be determined as the corresponding first movement status data of the situation elements, the target scene element be in first Scene case and Existing situation elements in second Scene case;
Control the client that target scene data are sent to where game player by the second server, the target scene number According to are as follows: exist in corresponding second contextual data of second Scene case and in first Scene case corresponding The contextual data that one contextual data is not present.
2. the method according to claim 1, wherein described control the second server from the game player Client the step of obtaining target scene element corresponding first movement status data, comprising:
It controls the second server and obtains corresponding first shifting of target dynamic situation elements from the client of the game player Dynamic status data, wherein the target dynamic situation elements are the dynamic scene element in target scene element.
3. the method according to claim 1, wherein described control the second server from the game player Client the step of obtaining target scene element corresponding first movement status data, comprising:
It controls the second server and obtains the second moving condition data and target from the client where the game player Exercise data, 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 second server moves number using the acquired corresponding second moving condition data of target scene element and target According to the corresponding first movement status data of target scene element is calculated.
4. method according to any one of claims 1 to 3, which is characterized in that the second server creates the second scene The step of example, comprising:
It controls the client where the second server from the game player and obtains first contextual data and described the The identical contextual data of two contextual datas, 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 be obtained The contextual data taken is sent to the second server;
It controls the second server and utilizes acquired first contextual data field identical with second contextual data The second Scene case of scape data and target scene data creation.
5. method according to any one of claims 1 to 3, which is characterized in that when destination client and the second service When device establishes connection, the destination client is not establish the client connecting with the first server, and the method is also Include:
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 terminates After receiving the subject player data, using the subject player data, the main behaviour role of target of subject player is created.
6. a kind of game scene management method, which is characterized in that the described method includes:
Client where judging game player needs to be switched to the second scene reality from the first Scene case being currently located When example, the client where game player is disconnected with first server, and the first server is the first Scene case institute Server, be stored with corresponding first contextual data of first Scene case in the client where the game player And game player's data of the game player;
Client where the game player controls each situation elements in first Scene case and exists according to preset rules It is run in first Scene case;
The corresponding first movement status data of target scene element is sent to described by the client where the game player Two servers, the target scene element are the existing scene in first Scene case and second Scene case Element;
Client where the game player obtains the target scene data that the second server is sent, the target scene Data are the client transmission after the second server establishes the second Scene case, where Xiang Suoshu game player, institute State target scene data are as follows: exist in corresponding second contextual data of second Scene case and in first scene The contextual data that corresponding first contextual data of example is not present.
7. according to the method described in claim 6, it is characterized in that, the client where the game player is first by target scene The step of corresponding first movement status data of element is sent to the second server, comprising:
The corresponding first movement status data of target dynamic situation elements is sent to institute by the client where the game player State second server, wherein the target dynamic situation elements are the dynamic scene element in target scene element.
8. according to the method described in claim 6, it is characterized in that, the client where the game player is first by target scene The step of corresponding first movement status data of element is sent to the second server, comprising:
Second moving condition data and target exercise data are sent to second clothes by the client where the game player Business device, wherein the second moving condition data are the client and first server disconnection where the game player When connection, the corresponding moving condition data of target scene element;The target exercise data are as follows: the target scene element is corresponding Exercise data.
9. a kind of scene of game motion state switching device, which is characterized in that described device includes:
First connection disconnects module, needs for the client where judging game player from the first scene being currently located When example is switched to the second Scene case, the client where controlling game player is disconnected with first server, and described the Described first is stored in client where game player described in server of one server where the first Scene case Corresponding first contextual data of scape example and game player's data of the game player;
First connection establishment module establishes connection with second server for the client where controlling the game player, In, the second server is the server where the second Scene case;
Scene case creation module controls described the when for the second Scene case to be not present in judging second server Two servers create the second Scene case, wherein first Scene case and second Scene case belong to Same Scene;
Moving condition data acquisition module obtains target from the client of the game player for controlling the second server The corresponding first movement status data of situation elements, and for any situation elements in each target scene element, by this The current moving state data of scape element are determined as the corresponding first movement status data of the situation elements, the target scene member Element is situation elements existing in first Scene case and second Scene case;
Target scene data are sent to where game player by contextual data sending module for controlling the second server Client, the target scene data are as follows: exist in corresponding second contextual data of second Scene case and described The contextual data that corresponding first contextual data of first Scene case is not present.
10. device according to claim 9, which is characterized in that the moving condition data acquisition module is specifically used for:
It controls the second server and obtains corresponding first shifting of target dynamic situation elements from the client of the game player Dynamic status data, wherein the target dynamic situation elements are the dynamic scene element in target scene element.
11. device according to claim 9, which is characterized in that the moving condition data acquisition module is specifically used for:
It controls the second server and obtains the second moving condition data and target from the client where the game player Exercise data, 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;
Using the acquired corresponding second moving condition data of target scene element and target exercise data, target is calculated The corresponding first movement status data of situation elements.
12. according to the described in any item devices of claim 9 to 11, which is characterized in that the Scene case creation module, specifically For:
It controls the client where the second server from the game player and obtains first contextual data and described the The identical contextual data of two contextual datas, 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 be obtained The contextual data taken is sent to the second server;
It controls the second server and utilizes acquired first contextual data field identical with second contextual data The second Scene case of scape data and target scene data creation.
13. according to the described in any item devices of claim 9 to 11, which is characterized in that described device further include:
Player's data acquisition module obtains the corresponding subject player number in the destination client for controlling the second server According to;
Main behaviour's role's creation module creates subject player for controlling the second server using the subject player data The main behaviour role of target;
The subject player data are sent to target customer for controlling the second server by player's data transmission blocks End, so as to, using the subject player data, create target after the destination client receives the subject player data and play The main behaviour role of target of family.
14. a kind of scene of game motion state switching device, which is characterized in that described device includes:
Second connection establishment module is needed for the client where judging game player from the first scene being currently located When example is switched to the second Scene case, the client where game player is disconnected with first server, first clothes Business device is the server where the first Scene case, and it is real to be stored with first scene in the client where the game player Corresponding first contextual data of example and game player's data of the game player;
Situation elements run module, for controlling in first Scene case each situation elements according to preset rules described 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 described Two servers, the target scene element are the existing scene in first Scene case and second Scene case Element;
Contextual data sending module, the target scene data sent for obtaining the second server, the target scene number After establishing the second Scene case for the second server, what the client where Xiang Suoshu game player was sent, it is described Target scene data are as follows: exist in corresponding second contextual data of second Scene case and real in first scene The contextual data that corresponding first contextual data of example is not present.
15. device according to claim 14, which is characterized in that 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 the mesh Marking dynamic scene element is the dynamic scene element in target scene element.
16. device according to claim 14, which is characterized in that 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 the described second mobile shape When client and the first server of the state data where the game player disconnect, target scene element is corresponding Moving condition data;The target exercise data are as follows: the corresponding exercise data of the target scene element.
17. a kind of server, which is characterized in that including processor, communication interface, memory and communication bus, wherein processing Device, communication interface, memory complete mutual communication by communication bus;
Memory, for storing computer program;
Processor when for executing the program stored on memory, realizes any method and step of claim 1-5.
18. a kind of terminal, which is characterized in that 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 method and step as claimed in claim 6 to 8.
19. a kind of computer readable storage medium, which is characterized in that be stored with computer in the computer readable storage medium Program realizes claim 1-5 any method and step when the computer program is executed by processor.
20. a kind of computer readable storage medium, which is characterized in that be stored with computer in the computer readable storage medium Program, the computer program realize method and step as claimed in claim 6 to 8 when being executed by processor.
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