CN111459459A - Game client resource allocation method and system - Google Patents

Game client resource allocation method and system Download PDF

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Publication number
CN111459459A
CN111459459A CN201910051378.7A CN201910051378A CN111459459A CN 111459459 A CN111459459 A CN 111459459A CN 201910051378 A CN201910051378 A CN 201910051378A CN 111459459 A CN111459459 A CN 111459459A
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China
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module
client
resource
game
event
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CN201910051378.7A
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Chinese (zh)
Inventor
周湖滨
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Guangzhou Wentian Information Technology Co ltd
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Guangzhou Wentian Information Technology Co ltd
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Priority to CN201910051378.7A priority Critical patent/CN111459459A/en
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F8/00Arrangements for software engineering
    • G06F8/10Requirements analysis; Specification techniques
    • 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
    • A63F13/70Game security or game management aspects
    • A63F13/75Enforcing rules, e.g. detecting foul play or generating lists of cheating players
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F11/00Error detection; Error correction; Monitoring
    • G06F11/36Preventing errors by testing or debugging software
    • G06F11/3668Software testing
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F8/00Arrangements for software engineering
    • G06F8/20Software design
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F8/00Arrangements for software engineering
    • G06F8/30Creation or generation of source code
    • G06F8/34Graphical or visual programming
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F8/00Arrangements for software engineering
    • G06F8/30Creation or generation of source code
    • G06F8/38Creation or generation of source code for implementing user interfaces
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F8/00Arrangements for software engineering
    • G06F8/60Software deployment
    • G06F8/65Updates

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  • Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • General Engineering & Computer Science (AREA)
  • Software Systems (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Multimedia (AREA)
  • Computer Security & Cryptography (AREA)
  • Business, Economics & Management (AREA)
  • General Business, Economics & Management (AREA)
  • Computer Hardware Design (AREA)
  • Quality & Reliability (AREA)
  • Human Computer Interaction (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The invention discloses a game client resource allocation method, a game client resource allocation system, which comprises a window management module, a resource management module, a client AI module, a rendering effect editing module and an anti-plug-in module. The method can prevent the waste of client resources, and is safe and reliable.

Description

Game client resource allocation method and system
Technical Field
The invention relates to the technical field of resource management, in particular to a game client resource allocation method and a game client resource allocation system.
Background
The Client (Client) or called user end refers to a program corresponding to a server and providing local services for the Client, except some application programs which are only operated locally, the program is generally installed on a common Client and needs to be operated in cooperation with the server, after the internet is developed, the more common user end includes a web browser used by the world wide web, an e-mail Client when receiving and sending e-mails, Client software for instant messaging and the like, for the application programs, corresponding servers and service programs in the network are needed to provide corresponding services, such as database services, e-mail services and the like, so that a specific communication connection needs to be established between the Client and the server end to ensure the normal operation of the application programs.
However, the game client resource allocation method and system in the current market do not have a plug-in protection system, cannot protect the information of the game client, and cannot quickly arrange the required client resources, so that the information extraction speed is too slow, and the game cannot be played smoothly.
Disclosure of Invention
The invention provides a game client resource allocation method and system, which can effectively solve the problems that the information cannot be protected and the required client resources cannot be quickly arranged without a plug-in protection system in the background art, so that the information extraction speed is too low and the game cannot be smoothly played.
In order to achieve the purpose, the invention provides the following technical scheme: a game client resource allocation method comprises the following steps:
s1, determining basic requirements, project preestablished items, exploring key technologies in the early period, and preparing related technical documents and demonstrating DEM0 project formal project establishment framework design for the project preestablished items;
s2, formally determining a requirement planning document and developing a corresponding tool;
s3, completing coding, performing integration test, and modifying development iteration according to requirements;
s4, completing corresponding modification, performing integration test, and entering an internal test stage;
s5, entering a public testing stage and entering a commercial operation stage;
s6, making a game client, counting cards, rechargeable cards, printing game specifications, packaging games and giving gifts;
s7, development of a patch package for the game, upgrade versions, and various official plug-ins.
According to the above technical solution, the resource condition displayed by the client in step S5 is pseudo-synchronous, so when the client uses the resource, the server is required to update the current actual resource, the time processed by the timer is also required to be updated, when the client triggers the condition related to the resource, the current resource is immediately updated, and the resource to be used in the timer is updated at the same time.
According to the above technical solution, for the application of the database in step S7, in such a structure, the login service needs to connect to the database, and from the deployment of the database server, the account number and the role data may be both placed in one central database, or may be divided into two different databases to be processed respectively, or may be divided into two different servers from the physical aspect.
A game client resource allocation system comprises a window management module, a resource management module, a client AI module, a rendering effect editing module and an anti-plug-in module;
the window management module can contain the process of processing the event, the general process, the variable, the constant, the self-defined type and the form-level declaration of the external process, the code written into the form module is special for the specific application program to which the form belongs, and can also refer to other forms and objects in the program, each form module contains the event process, the program segment executed in response to the event in the event process can contain the control, in the form module, each control on the form has a corresponding event process set, except the event process, the form module can also contain the general process, and responds to the calling from any event process in the form;
the resource management module manages and distributes resources inside the client, so that information can be conveniently extracted;
the client AI module translates the information input from the outside into concept logic information, converts dynamic and static images, sound and text information into digital quantity, and displays the digital quantity to the upper computer through the server.
According to the technical scheme, the rendering effect editing module is a node-based visual editing tool and is used for generating various rendering effect description files, a map editor is called by an engine during running, the map editor provides scene-related editing, a special effect editor mainly provides explosion and firework effects realized by a particle system, and a file packing tool is used for finishing the work of integrating a plurality of small files into one file library.
According to the technical scheme, the plug-in prevention module adopts network communication encryption, asymmetric key encryption, client encryption, dynamic updating of encryption and decryption algorithms, a step engine development logic processing module and image recognition.
Compared with the prior art, the invention has the beneficial effects that: the invention has scientific and reasonable structure and safe and convenient use, and is convenient for resource configuration in the early stage by formally establishing a project framework design in a DEMO project and then determining a demand plan document and developing a corresponding tool. The method can prevent the waste of client resources, and is safe and reliable.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this specification, illustrate embodiments of the invention and together with the description serve to explain the principles of the invention and not to limit the invention.
In the drawings:
FIG. 1 is a schematic diagram of the process steps of the present invention;
fig. 2 is a schematic diagram of the system architecture of the present invention.
Detailed Description
The preferred embodiments of the present invention will be described in conjunction with the accompanying drawings, and it will be understood that they are described herein for the purpose of illustration and explanation and not limitation.
Example (b): as shown in fig. 1-2, the present invention provides a technical solution, a method for configuring resources at a game client, including the following steps:
s1, determining basic requirements, project preestablished items, exploring key technologies in the early period, and preparing related technical documents and demonstrating DEMO project formal project construction design for the project preestablished items;
s2, formally determining a requirement planning document and developing a corresponding tool;
s3, completing coding, performing integration test, and modifying development iteration according to requirements;
s4, completing corresponding modification, performing integration test, and entering an internal test stage;
s5, entering a public testing stage and entering a commercial operation stage;
s6, making a game client, counting cards, rechargeable cards, printing game specifications, packaging games and giving gifts;
s7, development of a patch package for the game, upgrade versions, and various official plug-ins.
According to the above technical solution, the resource condition displayed by the client in step S5 is pseudo-synchronous, so when the client uses the resource, the server is required to update the current actual resource, the time processed by the timer is also required to be updated, when the client triggers the condition related to the resource, the current resource is immediately updated, and the resource to be used in the timer is updated at the same time.
According to the above technical solution, in step S7, for the application of the database, in such a structure, the login service needs to connect to the database, and from the deployment of the database server, the account number and the role data can be both placed in one central database, or can be divided into two different databases to be processed respectively, or can be divided into two different servers from the physical aspect.
A game client resource allocation system comprises a window management module, a resource management module, a client AI module, a rendering effect editing module and an anti-plug-in module;
the window management module can contain the process of handling the event, the form-level statement of the general process, variable, constant, self-defining type and external process, the code written into the form module is special for the concrete application program to which the form belongs, and can also refer to other forms and objects in the program, each form module contains the event process, in the event process, there is a program segment executed in response to the event, and can contain the control, in the form module, there is a corresponding event process set for each control on the form, except the event process, the form module can also contain the general process, it responds to the call from any event process in the form;
the resource management module manages and distributes resources inside the client, so that information can be conveniently extracted;
the client AI module translates the information input from the outside into concept logic information, converts dynamic and static images, sound and text information into digital quantity, and displays the digital quantity to the upper computer through the server.
According to the technical scheme, the rendering effect editing module is a node-based visual editing tool and is used for generating various rendering effect description files, a map editor is called by an engine during running, the map editor provides scene-related editing, a special effect editor mainly provides explosion and firework effects realized by a particle system, and a file packing tool is used for finishing the work of integrating a plurality of small files into a file library.
According to the technical scheme, the plug-in prevention module adopts network communication encryption, asymmetric key encryption, client encryption, dynamic updating of encryption and decryption algorithms, a step engine development logic processing module and image recognition.
Compared with the prior art, the invention has the beneficial effects that: the invention has scientific and reasonable structure and safe and convenient use, and is convenient for resource configuration in the early stage by formally establishing a project framework design in a DEMO project and then determining a demand plan document and developing a corresponding tool. The method can prevent the waste of client resources, and is safe and reliable.
Finally, it should be noted that: although the present invention has been described in detail with reference to the foregoing embodiments, it will be apparent to those skilled in the art that changes may be made in the embodiments and/or equivalents thereof without departing from the spirit and scope of the invention. Any modification, equivalent replacement, or improvement made within the spirit and principle of the present invention should be included in the protection scope of the present invention.

Claims (6)

1. A game client resource allocation method is characterized in that: the method comprises the following steps:
s1, determining basic requirements, project preestablished items, exploring key technologies in the early period, and preparing related technical documents and demonstrating DEMO project formal project construction design for the project preestablished items;
s2, formally determining a requirement planning document and developing a corresponding tool;
s3, completing coding, performing integration test, and modifying development iteration according to requirements;
s4, completing corresponding modification, performing integration test, and entering an internal test stage;
s5, entering a public testing stage and entering a commercial operation stage;
s6, making a game client, counting cards, rechargeable cards, printing game specifications, packaging games and giving gifts;
s7, development of a patch package for the game, upgrade versions, and various official plug-ins.
2. The method as claimed in claim 1, wherein the resource condition displayed by the client in step S5 is pseudo-synchronous, so that when the client uses the resource, the server is required to update the current actual resource, the time processed by the timer is also required to be updated, when the client triggers the condition related to the resource, the current resource is immediately updated, and the resource to be used in the timer is updated.
3. The method of claim 1, wherein for the application of the database in step S7, the login server needs to connect to the database, and for the deployment of the database server, the account number and the character data can be both stored in a central database, or can be divided into two different databases to be processed separately, or can be divided into two different databases to be processed physically.
4. A game client resource allocation system is characterized by comprising a window management module, a resource management module, a client AI module, a rendering effect editing module and a plug-in prevention module;
the window management module can contain the process of processing the event, the general process, the variable, the constant, the self-defined type and the form-level declaration of the external process, the code written into the form module is special for the specific application program to which the form belongs, and can also refer to other forms and objects in the program, each form module contains the event process, the program segment executed in response to the event in the event process can contain the control, in the form module, each control on the form has a corresponding event process set, except the event process, the form module can also contain the general process, and responds to the calling from any event process in the form;
the resource management module manages and distributes resources inside the client, so that information can be conveniently extracted;
the client AI module translates the information input from the outside into concept logic information, converts dynamic and static images, sound and text information into digital quantity, and displays the digital quantity to the upper computer through the server.
5. The system of claim 4, wherein the rendering effect editing module is a node-based visual editing tool, and is configured to generate various rendering effect description files, the engine invokes the map editor during running, the map editor provides editing related to a scene, the special effect editor mainly provides explosion and firework effects realized by the particle system, and the file packaging tool completes integration of multiple small files into one file library.
6. The system of claim 4, wherein the plug-in prevention module employs network communication encryption, asymmetric key encryption, client encryption, dynamic update encryption and decryption algorithm, development of logic processing module using a step engine, and image recognition.
CN201910051378.7A 2019-01-18 2019-01-18 Game client resource allocation method and system Pending CN111459459A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN112337099A (en) * 2020-10-27 2021-02-09 腾讯科技(北京)有限公司 Service management method and device

Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN105005473A (en) * 2015-06-29 2015-10-28 乐道互动(天津)科技有限公司 Game engine system for developing 3D game
CN105404539A (en) * 2015-12-30 2016-03-16 网易(杭州)网络有限公司 Method for transplanting client game into webpage game, webpage game system and terminal

Patent Citations (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN105005473A (en) * 2015-06-29 2015-10-28 乐道互动(天津)科技有限公司 Game engine system for developing 3D game
CN105404539A (en) * 2015-12-30 2016-03-16 网易(杭州)网络有限公司 Method for transplanting client game into webpage game, webpage game system and terminal

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN112337099A (en) * 2020-10-27 2021-02-09 腾讯科技(北京)有限公司 Service management method and device
CN112337099B (en) * 2020-10-27 2024-01-12 腾讯科技(北京)有限公司 Service management method and device

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Application publication date: 20200728