CN112675538A - Data synchronization method, device, equipment and medium - Google Patents

Data synchronization method, device, equipment and medium Download PDF

Info

Publication number
CN112675538A
CN112675538A CN202011582049.4A CN202011582049A CN112675538A CN 112675538 A CN112675538 A CN 112675538A CN 202011582049 A CN202011582049 A CN 202011582049A CN 112675538 A CN112675538 A CN 112675538A
Authority
CN
China
Prior art keywords
value
scene
client
control process
master control
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Granted
Application number
CN202011582049.4A
Other languages
Chinese (zh)
Other versions
CN112675538B (en
Inventor
谢亚晋
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Tencent Technology Shenzhen Co Ltd
Original Assignee
Tencent Technology Shenzhen Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Tencent Technology Shenzhen Co Ltd filed Critical Tencent Technology Shenzhen Co Ltd
Priority to CN202011582049.4A priority Critical patent/CN112675538B/en
Publication of CN112675538A publication Critical patent/CN112675538A/en
Application granted granted Critical
Publication of CN112675538B publication Critical patent/CN112675538B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Classifications

    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02PCLIMATE CHANGE MITIGATION TECHNOLOGIES IN THE PRODUCTION OR PROCESSING OF GOODS
    • Y02P90/00Enabling technologies with a potential contribution to greenhouse gas [GHG] emissions mitigation
    • Y02P90/02Total factory control, e.g. smart factories, flexible manufacturing systems [FMS] or integrated manufacturing systems [IMS]

Landscapes

  • Information Transfer Between Computers (AREA)

Abstract

The application discloses a data synchronization method, a data synchronization device, data synchronization equipment and a data synchronization medium, and relates to the field of data processing. The method is applied to a server, a main control process and at least two scene processes are arranged in the server, and the method comprises the following steps: synchronizing the attribute information of the target virtual object through the scene process and the client, wherein the clients corresponding to different scene processes are different; and synchronizing the attribute information of the target virtual object through the master control process and the scene process. According to the data synchronization method, the attribute information of the target virtual object is issued to the multiple scene processes through the master control process, and the target virtual object in at least two different scene processes can share the same attribute information.

Description

Data synchronization method, device, equipment and medium
Technical Field
The present application relates to the field of data processing, and in particular, to a data synchronization method, apparatus, device, and medium.
Background
In a network game having a virtual environment, such as a multiplayer online role-playing game, a player may play one or more virtual characters and control the activities and behaviors of the virtual characters in the virtual world of the game.
In a player battle environment, a player controls a virtual character to challenge a virtual object controlled by a game program in a game, the virtual object has one or more attribute information, and a server synchronously updates the attribute information of the virtual object in response to an operation of the player. For example, the virtual object is a monster, the attribute information of the monster is a blood volume value, the blood volume value decreases after the player attacks the monster, and the monster dies when the blood volume value decreases to 0.
When the number of players is large, the players are dispersed in different scene processes, and the server synchronizes the attribute information of the virtual object through the scene process in which the player is located. Because data synchronization among different scene processes is not interfered and influenced, different scene processes carry out injury statistics and reward settlement respectively, so that attribute information of the same virtual object is different in different scene processes, and players in different scene processes cannot fight with the same virtual object together.
Disclosure of Invention
The embodiment of the application provides a data synchronization method, a data synchronization device, data synchronization equipment and a data synchronization medium, and the same attribute information of target virtual objects in multiple scene processes is shared, so that multiple players can fight with the same virtual object together. The technical scheme is as follows:
according to an aspect of the present application, a data synchronization method is provided, which is applied to a server, wherein a master control process and at least two scene processes are arranged in the server, and the method includes:
synchronizing the attribute information of the target virtual object through the scene process and the client, wherein the clients corresponding to different scene processes are different;
and synchronizing the attribute information of the target virtual object through the master control process and the scene process.
According to an aspect of the present application, a data synchronization apparatus is provided, which is applied to a server, wherein a main control process and at least two scene processes are arranged in the server, and the apparatus includes:
the scene process synchronization module is used for synchronizing the attribute information of the target virtual object through the scene process and the client, and the clients corresponding to different scene processes are different;
and the master control process synchronization module is used for synchronizing the attribute information of the target virtual object through the master control process and the scene process.
According to an aspect of the present application, there is provided a computer device comprising a processor and a memory, the memory having stored therein at least one program code, the program code being loaded by the processor and performing the data synchronization method as described above.
According to an aspect of the present application, there is provided a computer-readable storage medium having at least one program code stored therein, the program code being loaded and executed by a processor to implement the data synchronization method as described above.
The beneficial effects brought by the technical scheme provided by the embodiment of the application at least comprise:
according to the data synchronization method provided by the embodiment of the application, the attribute information of the target virtual object is issued to the multiple scene processes through the master control process, so that the target virtual objects in at least two different scene processes can share the same attribute information, a plurality of clients in the multiple scene processes can acquire the same attribute information of the same target virtual object at the same time or in the same time period, the multiple scene processes can share the same attribute information of the same target virtual object, and the synchronous sharing and the timely updating of the attribute information of the target virtual object are ensured. Even under the condition that the number of players is large, a plurality of players can be ensured to fight with the same target virtual object.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
Fig. 1 is a schematic structural diagram of a terminal provided in an exemplary embodiment of the present application;
FIG. 2 is a block diagram of a computer system provided in an exemplary embodiment of the present application;
FIG. 3 is a method flow diagram of a data synchronization method provided by an exemplary embodiment of the present application;
FIG. 4 is a method flow diagram of a data synchronization method provided by an exemplary embodiment of the present application;
FIG. 5 is a method flow diagram of a data synchronization method provided by an exemplary embodiment of the present application;
FIG. 6 is a method flow diagram of a data synchronization method provided by an exemplary embodiment of the present application;
FIG. 7 is a method flow diagram of a method for data synchronization provided by an exemplary embodiment of the present application;
FIG. 8 is an interface schematic diagram of a data synchronization method provided by an exemplary embodiment of the present application;
FIG. 9 is a method flow diagram of a data synchronization method provided by an exemplary embodiment of the present application;
FIG. 10 is a technical flow diagram of a data synchronization method provided by an exemplary embodiment of the present application;
FIG. 11 is a technical flow diagram of a data synchronization method provided by an exemplary embodiment of the present application;
FIG. 12 is a technical flow diagram of a data synchronization method provided by an exemplary embodiment of the present application;
FIG. 13 is a technical flow diagram of a data synchronization method provided by an exemplary embodiment of the present application;
FIG. 14 is a block diagram of a data synchronization apparatus provided in an exemplary embodiment of the present application;
FIG. 15 is a block diagram of a data sharing system provided by an exemplary embodiment of the present application;
fig. 16 is a block diagram of a terminal provided in an exemplary embodiment of the present application.
Detailed Description
To make the objects, technical solutions and advantages of the present application more clear, embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
First, terms referred to in the embodiments of the present application will be described:
and (4) process: the method refers to a running activity of a program with a certain independent function on a certain data set, and is a basic unit for dynamic execution of an operating system.
And (3) scene process: refers to a process that includes at least virtual objects. The virtual object refers to a virtual entity in a scene process, and various entities, such as a map entity and a monster entity, can be created in the scene process. The virtual objects in different scene processes are the same, but the corresponding clients of different scene processes are different. A player is randomly allocated to one of the scene processes after entering the virtual environment, and all the fighting logic of the player is completed in the scene process.
A master control process: refers to a process for coordinating data synchronization and management among the above-described multiple scenario processes. The server can report modification information of the virtual object in the scene process of the client to the master control process through the scene process, and can also issue attribute information of the virtual object to the scene process through the master control process.
Virtual environment: is a virtual environment that is displayed (or provided) when an application is run on the terminal. The virtual environment may be a simulated world of a real world, a semi-simulated semi-fictional world, or a purely fictional world. The virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, which is not limited in this application.
Virtual roles: refers to a movable object in a virtual environment. The movable object may be a virtual character, a virtual animal, an animation character, etc., such as: characters, animals, plants, oil drums, walls, stones, etc. displayed in a three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional volumetric model created based on animated skeletal techniques. Each virtual character has its own shape and volume in the three-dimensional virtual environment, occupying a portion of the space in the three-dimensional virtual environment.
The method provided by the application can be applied to the application program with the virtual environment and the virtual role. Illustratively, an application that supports a virtual environment is one in which a user can control the movement of a virtual character within the virtual environment. By way of example, the methods provided herein may be applied to: any one of a Virtual Reality (VR) application program, an Augmented Reality (AR) program, a three-dimensional map program, a military Simulation program, a Virtual Reality Game, an Augmented Reality Game, a First-Person shooter Game (FPS), a Third-Person shooter Game (TPS), a Multiplayer Online tactical sports Game (MOBA), and a strategic Game (SLG).
Illustratively, a game in the virtual environment is composed of one or more maps of game worlds, the virtual environment in the game simulates a scene of a real world, a user can control a virtual character in the game to perform actions such as walking, running, jumping, shooting, fighting, driving, attacking other virtual characters by using virtual weapons, and the like in the virtual environment, the interactivity is strong, and a plurality of users can form a team on line to perform a competitive game.
In some embodiments, the application may be a shooting game, a racing game, a role playing game, an adventure game, a sandbox game, a tactical competition game, a military simulation program, or the like. The client can support at least one operating system of a Windows operating system, an apple operating system, an android operating system, an IOS operating system and a LINUX operating system, and the clients of different operating systems can be interconnected and intercommunicated. In some embodiments, the client is a program adapted to a mobile terminal having a touch screen.
In some embodiments, the client is an application developed based on a three-dimensional engine, such as the three-dimensional engine being a Unity engine.
The terminal in the present application may be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3(Moving Picture Experts Group Audio Layer III, mpeg compression standard Audio Layer 3) player, an MP4(Moving Picture Experts Group Audio Layer IV, mpeg compression standard Audio Layer 4) player, and so on. The terminal is installed and operated with a client supporting a virtual environment, such as a client of an application supporting a three-dimensional virtual environment. The application program may be any one of a Battle Royal (BR) game, a virtual reality application program, an augmented reality program, a three-dimensional map program, a military simulation program, a third person shooter game, a first person shooter game, and a multiplayer online tactic competition game. Alternatively, the application may be a stand-alone application, such as a stand-alone 3D game program, or may be a network online application.
Fig. 1 is a schematic structural diagram of a terminal provided in an exemplary embodiment of the present application, where the terminal includes a processor 101, a touch screen 102, and a memory 103.
The processor 101 may be at least one of a single-core processor, a multi-core processor, an embedded chip, and a processor having instruction execution capabilities.
The touch screen 102 includes a general touch screen or a pressure sensitive touch screen. The normal touch screen can measure a pressing operation or a sliding operation applied to the touch screen 102; a pressure sensitive touch screen can measure the degree of pressure exerted on the touch screen 102.
The memory 103 stores an executable program of the processor 101. Illustratively, the memory 103 stores a virtual environment program a, an application program B, an application program C, a touch pressure sensing module 18, and a kernel layer 19 of an operating system. The virtual environment program a is an application program developed based on the three-dimensional virtual environment module 17. Optionally, the virtual environment program a includes, but is not limited to, at least one of a game program, a virtual reality program, a three-dimensional map program, and a three-dimensional presentation program developed by a three-dimensional virtual environment module (also referred to as a virtual environment module) 17. For example, when the operating system of the terminal adopts an android operating system, the virtual environment program a is developed by adopting Java programming language and C # language; for another example, when the operating system of the terminal is the IOS operating system, the virtual environment program a is developed using the Object-C programming language and the C # language.
The three-dimensional Virtual environment module 17 is a module supporting multiple operating system platforms, and schematically, the three-dimensional Virtual environment module may be used for program development in multiple fields, such as a game development field, a Virtual Reality (VR) field, and a three-dimensional map field, and the specific type of the three-dimensional Virtual environment module 17 is not limited in the embodiment of the present application, and in the following embodiment, the three-dimensional Virtual environment module 17 is a module developed by using a Unity engine as an example.
The touch (and pressure) sensing module 18 is a module for receiving a touch event (and a pressure touch event) reported by the touch screen driver 191, and optionally, the touch sensing module may not have a pressure sensing function and does not receive a pressure touch event. The touch event includes: the type of touch event and the coordinate values, the type of touch event including but not limited to: a touch start event, a touch move event, and a touch down event. The pressure touch event comprises the following steps: a pressure value and a coordinate value of the pressure touch event. The coordinate value is used for indicating a touch position of the pressure touch operation on the display screen. Optionally, an abscissa axis is established in the horizontal direction of the display screen, and an ordinate axis is established in the vertical direction of the display screen to obtain a two-dimensional coordinate system.
Illustratively, the kernel layer 19 includes a touch screen driver 191 and other drivers 192. The touch screen driver 191 is a module for detecting a pressure touch event, and when the touch screen driver 191 detects the pressure touch event, the pressure touch event is transmitted to the pressure sensing module 18.
Other drivers 192 may be drivers associated with the processor 101, drivers associated with the memory 103, drivers associated with network components, drivers associated with sound components, and the like.
Those skilled in the art will appreciate that the foregoing is merely a general illustration of the structure of the terminal. A terminal may have more or fewer components in different embodiments. For example, the terminal may further include a gravitational acceleration sensor, a gyro sensor, a power supply, and the like.
Fig. 2 shows a block diagram of a computer system provided in an exemplary embodiment of the present application, where the computer system 200 includes: terminal 210, server cluster 220.
The terminal 210 is installed and operated with a client 211 supporting a virtual environment, and the client 211 may be an application supporting a virtual environment. When the terminal runs the client 211, a user interface of the client 211 is displayed on the screen of the terminal 210. The client can be any one of an FPS game, a TPS game, a military simulation program, an MOBA game, a tactical competitive game and an SLG game. In the present embodiment, the client is an FPS game for example. The terminal 210 is a terminal used by the first user 212, and the first user 212 uses the terminal 210 to control a first virtual character located in the virtual environment to perform an activity, and the first virtual character may be referred to as a first virtual character of the first user 212. The activities of the first avatar include, but are not limited to: adjusting at least one of body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, throwing. Illustratively, the first avatar is a first avatar, such as a simulated persona or an animated persona.
The device types of the terminal 210 include: at least one of a smartphone, a tablet, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer.
Only one terminal is shown in fig. 2, but there are a plurality of other terminals 240 in different embodiments. In some embodiments, there is at least one other terminal 240 corresponding to the developer, a development and editing platform of the client of the virtual environment is installed on the other terminal 240, the developer can edit and update the client on the other terminal 240, and transmit the updated client installation package to the server cluster 220 through a wired or wireless network, and the terminal 210 can download the client installation package from the server cluster 220 to update the client.
The terminal 210 and the other terminals 240 are connected to the server cluster 220 through a wireless network or a wired network.
The server cluster 220 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. Server cluster 220 is used to provide background services for clients that support a three-dimensional virtual environment. Optionally, the server cluster 220 undertakes primary computing work and the terminals undertake secondary computing work; or, the server cluster 220 undertakes the secondary computing work, and the terminal undertakes the primary computing work; or, the server cluster 220 and the terminal perform cooperative computing by using a distributed computing architecture.
Optionally, the terminal and the server are both computer devices.
In one illustrative example, server cluster 220 includes servers 221 and 226, where servers 221 include a processor 222, a user account database 223, a combat service module 224, and a user-oriented Input/Output Interface (I/O Interface) 225. The processor 222 is configured to load an instruction stored in the server 221, and process data in the user account database 223 and the combat service module 224; the user account database 223 is used for storing data of user accounts used by the terminal 210 and other terminals 240, such as head images of the user accounts, nicknames of the user accounts, fighting capacity indexes of the user accounts, and service areas where the user accounts are located; the fight service module 224 is used for providing a plurality of fight rooms for the users to fight against; the user-facing I/O interface 225 is used to establish communication with the terminal 210 through a wireless network or a wired network to exchange data.
The data synchronization method provided in the embodiment of the present application is described with reference to the above description of the virtual environment and the description of the implementation environment. As shown schematically in fig. 3, an embodiment of the present application provides a data synchronization method, where the method is applied to a server, and the server is provided with a master control process and at least two scene processes. The data synchronization method provided by the embodiment of the application comprises the following steps:
step 302: and synchronizing the attribute information of the target virtual object through the scene process and the client, wherein the clients corresponding to different scene processes are different.
A process refers to a running activity of a program with certain independent functions on a certain data set, and is a basic unit for dynamic execution of an operating system. Illustratively, the processes involved in the embodiment of the present application are divided into a master control process and a scenario process. The scene process is a process at least including a target virtual object.
The target virtual object refers to a virtual entity in a scene process. Illustratively, the target virtual object comprises one virtual entity, or comprises a plurality of virtual entities. Illustratively, the target virtual object is controlled by the client, or by another client, or by the game program currently in place. For example, the target virtual objects are a plurality of monster entities controlled by the game program; as another example, the target virtual object is a virtual character controlled by other clients. In the embodiment of the present application, the data synchronization method is exemplified by taking one or more monster entities controlled by a game program as an example of a target virtual object. Illustratively, various entities may be created in the scene process, such as map entities and monster entities. The virtual objects in different scene processes are the same, and the corresponding clients of different scene processes are different. A player is randomly allocated to one of the scene processes after entering the virtual environment, and all the fighting logic of the player is completed in the scene process. Illustratively, one or more clients correspond to a scene process.
The attribute information of the target virtual object refers to a feature or property related to the target virtual object. Illustratively, the attribute information of the target virtual object is displayed in a numerical form, or in other expression forms that can embody the characteristics or properties of the target virtual object. For example, the attribute information of the target virtual object refers to blood volume, level, attack power, defense power, hit rate, avoidance rate, attack speed, damage value, reward settlement information, and the like of the target virtual object.
Illustratively, the scene process set in the server displays the attribute information of the target virtual object in the user interface of the corresponding client. When a server receives a request of a certain player for entering a scene process, the server randomly allocates a virtual character controlled by the player to the scene process, creates a target virtual object in the scene process, and the scene process displays a virtual entity of the target virtual object and attribute information thereof in a user interface of a client corresponding to the player.
Illustratively, at least two scene processes are set in the server, and the number of the scene processes, the number of clients accommodated by each scene process, and the virtual entities created in each scene process may be set according to actual needs.
In the case of a multiplayer online role-playing game, a player is randomly assigned to a scenario process after logging into the virtual environment of the game at a client. Illustratively, a map entity and at least one monster entity are created in the scene process, and the monster entity is a target virtual object. The attribute information of the monster entity is blood volume, and the blood volume is displayed on the periphery of the monster entity in a numerical form. For example, 20 players can be accommodated in each scene process for operation, after 100 players enter the virtual environment, 100 players are randomly allocated to 5 scene processes, the virtual entities in the 5 scene processes are the same and all include a map entity and at least one monster entity, and blood volume values of the monster entities in different scene processes are the same.
Illustratively, step 302 includes the client reporting the first modified value to the scenario process and the scenario process issuing the second modified cumulative value to the client. The first modified value is a change value of the attribute information of the target virtual object, which is changed according to the operation of the client; the first modified cumulative value is obtained according to the accumulation of the one or more first modified values, the second modified cumulative value is accumulated with at least one first modified cumulative value of the attribute information of the target virtual object reported by at least two scene processes, and the specific description of the first modified cumulative value and the second modified cumulative value will be developed below.
Step 304: and synchronizing the attribute information of the target virtual object through the master control process and the scene process.
The main control process refers to a process for coordinating data synchronization and management in a plurality of scene processes. In step 304, the server reports the attribute information of the target virtual object to the master control process through the scene process, or issues the attribute information of the target virtual object to the scene process through the master control process.
Illustratively, the step of reporting, by the server, the attribute information of the target virtual object to the master control process through the scene process is performed by the server after a single operation performed by the client, or is performed when the client satisfies the corresponding uplink synchronization condition. Illustratively, the uplink synchronization condition refers to a condition that the server reports the attribute information of the target virtual object to the master control process through the scene process.
For example, after a certain player enters a scene process, an attack is performed on a monster entity in the scene process, and the blood volume of the monster entity is reduced by 5%. At this time, the server reports the 5% reduction value of the blood volume of the monster entity to the master process through the scene process.
As another example, the uplink synchronization condition for the client is that the blood volume of the monster entity decreases by more than 100. After a certain player enters a scene process and makes multiple attacks on the monster entity in the scene process, the total blood volume reduction value of the monster entity is 150. At this time, the server reports the blood volume reduction value 150 of the monster entity to the master control process through the scene process.
Illustratively, the step of issuing, by the server, the attribute information of the target virtual object to the scene process through the master control process is performed after a single change of the attribute information of the target virtual object in the master control process occurs, or is performed when a downlink synchronization condition corresponding to the master control process is reached. Illustratively, the downlink synchronization condition refers to a condition that the server issues the attribute information of the target virtual object to at least two scene processes through the master control process.
For example, in the master process, the blood volume value of the monster entity is changed from 500 to 490. At this time, the server issues the modified value of the blood volume of the monster entity to the scene process as 10 through the master control process, and the scene process sends the modified value of the blood volume as 10 to the client.
As another example, the downlink synchronization condition of the master process is that the number of modifications of the modified value of the blood volume of the monster entity is greater than 5. In a certain scene process, a plurality of players attack a monster entity for 6 times, so that the blood volume of the monster entity is reduced by 10, 15, 20, 10, 20 and 20 in sequence. At this time, the total modified values of the blood volumes of the monster entities reported by the client, which are received by the master control process, are 10, 25, 45, 55, 75 and 95 in sequence. Because the number of times of modifying the total modified value of the blood volume of the monster entity is greater than 5 times, the server issues the total modified value of the blood volume of the monster entity to the scene process through the master control process to be 95, and the scene process sends the total modified value of the blood volume 95 to the client.
For another example, the downlink synchronization condition of the master process is that the time interval between the current time and the last synchronization time of the master process is greater than 5 seconds. During a course of a scene, multiple players attack a monster entity within 6 seconds, which reduces the blood volume of the monster entity by 60%. At this point, the master process receives a modified value of 60% for the blood volume of the reported monster entity. The time interval between the last synchronization time of the master control process and the current time is 6 seconds and is more than 5 seconds. At this time, the server issues the modified value of the blood volume of the monster entity to the scene process by the master control process, wherein the modified value is 60%, and the scene process sends the modified value of the blood volume of 60% to the client.
To sum up, in the data synchronization method provided in this embodiment of the present application, the master control process issues the attribute information of the target virtual object to the multiple scene processes, so that the target virtual objects in at least two different scene processes can share the same attribute information, and multiple clients in the multiple scene processes can obtain the same attribute information of the same target virtual object at the same time or in the same time period, thereby enabling the multiple scene processes to share the same attribute information of the same target virtual object, and ensuring the synchronous sharing and timely updating of the attribute information of the target virtual object. Even under the condition that the number of players is large, a plurality of players can be ensured to fight with the same target virtual object.
According to the above content, the server reports the attribute information of the target virtual object to the master control process through the scene process, or issues the attribute information of the target virtual object to the scene process through the master control process. Illustratively, the data synchronization method provided by the embodiment of the present application at least includes the following two types of optional implementation manners:
reporting a first modification accumulated value of a client to a master control process through a scene process.
As shown schematically in fig. 4, the data synchronization method provided in the embodiment of the present application includes the following steps:
step 402: and synchronizing the attribute information of the target virtual object through the scene process and the client, wherein the clients corresponding to different scene processes are different.
Illustratively, step 402 is the same as step 302, and may be referred to for further description.
Step 403: and judging whether the uplink synchronization condition corresponding to the client is achieved.
Illustratively, the uplink synchronization condition refers to a condition that the server reports the attribute information of the target virtual object to the master control process through the scene process, and the uplink synchronization condition corresponds to the operation of the client.
The operation of the client refers to an operation performed by a player corresponding to the client for the target virtual object, and includes, but is not limited to, at least one of the following operations: attack operation, pick-up operation, touch operation, click operation, double-click operation, and slide operation. Illustratively, the uplink synchronization condition corresponding to the client may be set according to actual needs.
Step 404: and reporting the first modification accumulated value of the client to the master control process through the scene process under the condition that the uplink synchronization condition corresponding to the client is achieved.
And under the condition that the uplink synchronization condition corresponding to the client is achieved, the client sends a first modification accumulated value to the scene process, and the scene process reports the first modification accumulated value of the client to the master control process.
For example, the uplink synchronization condition for the client is that the first modified cumulative value is greater than 500. Under the condition that the first modified cumulative value is 600, the client sends the first modified cumulative value 600 to the scenario process, and the server reports the first modified cumulative value 600 to the master control process through the scenario process.
Step 405: under the condition that the uplink synchronization condition corresponding to the client is not met, caching a first modification accumulated value of the client corresponding to the scene process to the attribute information of the target virtual object through the scene process, wherein the first modification accumulated value is accumulated with at least one first modification value of the client to the attribute information of the target virtual object.
Illustratively, the first modified cumulative value refers to the accumulation of a change value in which the attribute information of the target virtual object changes according to the operation of the client. The first modified cumulative value may be a cumulative amount of numerical values, a change number of levels, or other information that may reflect a change in the attribute information of the target virtual object. For example, the first modified cumulative value is a value of a decrease in blood volume of the target virtual object; as another example, the first modified cumulative value is a variation value of the number of levels of the target virtual object.
Illustratively, the first modified value refers to a change value in which the attribute information of the target virtual object changes according to the operation of the client. At least one first modified value of the attribute information of the client to the target virtual object is accumulated in the first modified accumulated value. That is, the first modified cumulative value is generated from cumulative addition of the plurality of first modified values.
For example, 3 players enter the virtual environment through different clients, are randomly distributed to different scene processes, and attack the same monster entity in the corresponding scene process, so that the blood volume of the monster entity is reduced by 100, 200, and 300 in sequence. That is, the 3 clients, which are respectively logged in with the virtual characters of the 3 players, have three first modified values of blood volume for the monster entity, which are 100, 200, and 300, respectively. The three first modified values are accumulated to obtain a first modified value of 600.
And under the condition that the uplink synchronization condition corresponding to the client is not met, the server caches the first modified cumulative value through the scene process, namely, the first modified cumulative value is stored in the scene process. For example, the uplink synchronization condition corresponding to the client is that the first modified cumulative value is greater than 500, and in the case that the first modified cumulative value is 350, the server caches the first modified cumulative value 350 in the scene process.
Illustratively, steps 404 and 405 can only be performed in the alternative, and not simultaneously.
In the process that the scene process reports the first modification accumulated value of the client to the master control process, the uplink synchronization condition corresponding to the client has various setting modes. As shown schematically in fig. 5, in the data synchronization method provided in the embodiment of the present application, at least three optional conditions of the uplink synchronization condition corresponding to the client are given, and the method includes the following steps:
step 502: and synchronizing the attribute information of the target virtual object through the scene process and the client, wherein the clients corresponding to different scene processes are different.
Step 503: and judging whether the uplink synchronization condition corresponding to the client is achieved.
For illustration, step 502 and step 503 are the same as step 402 and step 403, and may be referred to for further description.
Illustratively, according to different uplink synchronization conditions corresponding to the client, at least one of the following three steps may be selected to be executed.
Step 5041: and reporting a first modification accumulation value of the client to a main control process through the scene process under the condition that the difference value between the first time and the last synchronization time corresponding to the client is greater than a first threshold, and clearing the first modification accumulation value after reporting.
Illustratively, the uplink synchronization condition corresponding to the client is that a difference between the first time and the last synchronization time corresponding to the client is greater than a first threshold. The first time is the current time, or the first time is the time of the last received first modified value of the attribute information of the client to the target virtual object.
Illustratively, the first time is the current time. The uplink synchronization condition corresponding to the client is that a difference between the current time and the last synchronization time corresponding to the client is greater than a first threshold.
For example, the current time is 19 hours, 19 minutes and 28 seconds, the last synchronization time corresponding to the client is 19 hours, 19 minutes and 20 seconds, and the first threshold is 5 seconds. At this time, the difference between the current time and the last synchronization time corresponding to the client is 8 seconds, which is greater than 5 seconds, so that the uplink synchronization condition corresponding to the client is satisfied.
Illustratively, the first time is a time of a last received first modified value of the attribute information of the client to the target virtual object. The uplink synchronization condition corresponding to the client is that a difference value between the time of the last received first modified value of the attribute information of the client to the target virtual object and the current time and the last synchronization time corresponding to the client is greater than a first threshold.
For example, the time of the first modified value of the attribute information of the client to the target virtual object, which is received most recently, is 19 hours, 19 minutes, 28 seconds, the last synchronization time corresponding to the client is 19 hours, 19 minutes, 20 seconds, and the first threshold value is 5 seconds. At this time, the difference between the time of the last received first modified value of the attribute information of the client to the target virtual object and the last synchronization time corresponding to the client is 8 seconds and is greater than 5 seconds, so that the uplink synchronization condition corresponding to the client is satisfied.
After the first modified cumulative value of the client is reported, the server clears the first modified cumulative value, that is, after one report is completed, the first modified cumulative value starts to be accumulated again from zero. For example, the first modified cumulative value reported by the server to the main control process through the scenario process is 500, and after reporting, the server updates the first modified cumulative value of the client to 0.
Step 5042: and reporting the first modification accumulated value of the client to the master control process through the scene process under the condition that the first modification accumulated value of the client is larger than the second threshold, and clearing the first modification accumulated value after reporting.
Illustratively, the uplink synchronization condition corresponding to the client is that the first modified cumulative value of the client is greater than the second threshold. For example, the second threshold is 500, the first modified cumulative value of the client is 550, and at this time, the server reports the first modified cumulative value 550 to the master control process through the scenario process.
After the first modified cumulative value of the client is reported, the server clears the first modified cumulative value, that is, after one report is completed, the first modified cumulative value starts to be accumulated again from zero.
Step 5043: and reporting the first modified cumulative value of the client to the master control process through the scene process under the condition that the cumulative times of the first modified cumulative value of the client is greater than a third threshold, and clearing the first modified cumulative value after reporting.
Illustratively, the uplink synchronization condition corresponding to the client is that the cumulative number of times of the first modified cumulative value of the client is greater than the third threshold. Wherein the accumulated number of times is used to indicate the number of first modified values accumulated by the first modified accumulated value.
According to the foregoing, the first modified value refers to a change value indicating that the attribute information of the target virtual object is changed according to the operation of the client. That is, there is at least one first modified value.
Illustratively, the cumulative number of times of accumulation of the first modified cumulative value is used to refer to the number of first modified values accumulated by the first modified cumulative value, that is, the cumulative number of times of accumulation of the first modified cumulative value is the number of first modified values included in the first modified cumulative value.
For example, the third threshold is 5. The first modified cumulative value accumulates 10, 20, 30, 40, 50, 60 first modified values, and the number of first modified values is 6, exceeding the third threshold. At this time, the server reports the first modified cumulative value 210 of the client to the master control process through the scenario process.
After the first modified cumulative value of the client is reported, the server clears the first modified cumulative value, that is, after one report is completed, the first modified cumulative value starts to be accumulated again from zero.
Illustratively, step 5041, step 5042 and step 5043 may be performed in the alternative, and not simultaneously.
Step 505: under the condition that the uplink synchronization condition corresponding to the client is not met, caching a first modification accumulated value of the client corresponding to the scene process to the attribute information of the target virtual object through the scene process, wherein the first modification accumulated value is accumulated with at least one first modification value of the client to the attribute information of the target virtual object.
Illustratively, step 505 is the same as step 405, and may be referred to as such, and is not described again.
Illustratively, step 505 and step 5041 can be executed only in one, but not simultaneously, step 505 and step 5042 can be executed only in one, but not simultaneously, and step 505 and step 5043 can be executed only in one, but not simultaneously.
To sum up, in the data synchronization method provided in the embodiment of the present application, uplink synchronization conditions are respectively set for the time node of the last synchronization time corresponding to the client, the size of the first modification cumulative value of the client, and the cumulative number of times of the first modification value of the client, so that the uplink synchronization conditions corresponding to at least three optional clients are provided.
And secondly, issuing a second modified accumulated value to at least two scene processes through the master control process.
As shown schematically in fig. 6, the data synchronization method provided in the embodiment of the present application includes the following steps:
step 602: and synchronizing the attribute information of the target virtual object through the scene process and the client, wherein the clients corresponding to different scene processes are different.
Illustratively, step 602 is the same as step 402, and may be referred to for further description.
Step 603: and judging whether the downlink synchronization condition corresponding to the master control process is reached.
Illustratively, the downlink synchronization condition refers to a condition that the server issues the attribute information of the target virtual object to at least two scene processes through the master control process.
Illustratively, the second modified cumulative value is accumulated with at least one first modified cumulative value of the attribute information of the target virtual object reported by at least two scene processes. According to the foregoing, the first modified cumulative value refers to the accumulation of the change value in which the attribute information of the target virtual object changes according to the operation of the client. The second modified cumulative value is an accumulation of the plurality of first modified cumulative values.
For example, if the first modified cumulative value of a client in a scenario process is 200, and the first modified cumulative value of a client in another scenario process is 400, the second modified cumulative value is 600.
Step 604: and under the condition that the downlink synchronization condition corresponding to the master control process is reached, issuing a second modified cumulative value to at least two scene processes through the master control process.
And under the condition that the downlink synchronization condition corresponding to the master control process is achieved, the server issues a second modified cumulative value to the at least two scene processes through the master control process, and the at least two scene processes send the second modified cumulative value to the corresponding client.
For example, the downlink synchronization condition corresponding to the master process is that the second modified cumulative value is greater than 500. The server reports two first modification cumulative values, 400 and 200 respectively, to the master control process through the scene process, and the second modification cumulative value is 600. At this time, the server sends the second modified cumulative value 600 to the corresponding client by issuing the second modified cumulative value to the at least two scenario processes.
Step 605: and under the condition that the downlink synchronization condition corresponding to the master control process is not reached, caching a second modification accumulated value of the attribute information of the target virtual object by the at least two scene processes through the master control process, wherein the second modification accumulated value is accumulated with at least one first modification accumulated value of the attribute information of the target virtual object reported by the at least two scene processes.
And under the condition that the downlink synchronization condition corresponding to the master control process is not reached, the server caches a second modification accumulated value of the attribute information of the target virtual object by the at least two scene processes through the master control process, namely the second modification is accumulated to be stored in the master control process.
For example, the downlink synchronization condition corresponding to the master process is that the second modified cumulative value is greater than 500. The server reports two first modification accumulation values to the master control process through the scene process, wherein the two first modification accumulation values are 100 and 200 respectively, and the second modification accumulation value is 300. At this point, the server caches the second modified cumulative value in the master process.
Illustratively, step 604 and step 605 can be performed only in one place, and not simultaneously.
And in the process of issuing the second modified cumulative value to at least two scene processes by the main control process, the downlink synchronization condition corresponding to the main control process has a plurality of setting modes. As schematically shown in fig. 7, in combination with setting of an uplink synchronization condition corresponding to a client, in the data synchronization method provided in the embodiment of the present application, at least three optional conditions of a downlink synchronization condition corresponding to a master control process are provided, and the method includes the following steps:
step 702: and synchronizing the attribute information of the target virtual object through the scene process and the client, wherein the clients corresponding to different scene processes are different.
Step 703: and judging whether the downlink synchronization condition corresponding to the master control process is reached.
For illustration, step 702 and step 703 are the same as step 602 and step 603, and may be referred to for further description.
Illustratively, according to different downlink synchronization conditions corresponding to the master control process, at least one of the following three steps may be selected to be executed.
Step 7041: and under the condition that the difference value between the second time and the last synchronization time corresponding to the main control process is greater than a fourth threshold value, sending a second modified accumulated value of the main control process to at least two scene processes through the main control process, and clearing the second modified accumulated value after sending.
Illustratively, the downlink synchronization condition corresponding to the master control process is that a difference between the second time and the last synchronization time corresponding to the master control process is greater than a fourth threshold. And the second time is the current time, or the second time is the time when the second modified value of the attribute information of the client to the target virtual object is received last time.
For example, the second time is a current time, and the downlink synchronization condition corresponding to the master process is that a difference between the current time and a last synchronization time corresponding to the master process is greater than a fourth threshold.
Illustratively, the second modified value is a change value in which the attribute information of the target virtual object changes according to the operation of the client. The time when the second modified value of the attribute information of the target virtual object by the client is received last time in the step refers to the time when the second modified value reported by the scene process is received last time by the server through the master control process. Illustratively, the second modified value may be the same as or different from the first modified value. For example, the second time is a time when the second modified value of the attribute information of the client to the target virtual object is received last time, and the downlink synchronization condition corresponding to the master process is that a difference between the time when the second modified value of the attribute information of the client to the target virtual object is received last time and a last synchronization time corresponding to the master process is greater than a fourth threshold.
And after the server issues the second modified cumulative value of the master control process, clearing the second modified cumulative value, namely, after one-time issuing is completed, the second modified cumulative value starts to be accumulated again from zero.
Illustratively, step 7041 is similar to step 5041, and may be referred to as a reference, which is not described in detail.
Step 7042: and under the condition that the second modification accumulated value of the main control process is larger than a fifth threshold value, issuing the second modification accumulated value of the main control process to at least two scene processes through the main control process, and clearing the second modification accumulated value after issuing.
Illustratively, the downlink synchronization condition corresponding to the master process is that the second modified cumulative value of the master process is greater than the fifth threshold.
And after the server issues the second modified cumulative value of the master control process, clearing the second modified cumulative value, namely, after one-time issuing is completed, the second modified cumulative value starts to be accumulated again from zero.
Illustratively, step 7042 is similar to step 5042, and may be referred to as a reference, and is not repeated herein.
Step 7043: and under the condition that the cumulative number of the second modification cumulative value of the main control process is greater than a sixth threshold value, issuing the second modification cumulative value of the main control process to at least two scene processes through the main control process, and clearing the second modification cumulative value after issuing.
Illustratively, the downlink synchronization condition corresponding to the master process is that the cumulative number of times of the second modified cumulative value of the master process is greater than the sixth threshold. Wherein the accumulated number of times is used to indicate the number of the first modified accumulated values accumulated by the second modified accumulated value.
And after the server issues the second modified cumulative value of the master control process, clearing the second modified cumulative value, namely, after one-time issuing is completed, the second modified cumulative value starts to be accumulated again from zero.
Illustratively, step 7043 is similar to step 5043 and may be referred to as a reference, which is not described herein.
Illustratively, step 7041, step 7042, and step 7043 can be performed in one place, and not simultaneously.
Step 705: and under the condition that the downlink synchronization condition corresponding to the master control process is not reached, caching a second modification accumulated value of the attribute information of the target virtual object by the at least two scene processes through the master control process, wherein the second modification accumulated value is accumulated with at least one first modification accumulated value of the attribute information of the target virtual object reported by the at least two scene processes.
Illustratively, step 705 is the same as step 605, and may be referred to as such, and is not repeated herein.
Illustratively, step 705 and step 7041 can be executed alternatively, and not simultaneously, step 705 and step 7042 can be executed alternatively, and not simultaneously, step 705 and step 7043 can be executed alternatively, and not simultaneously.
To sum up, in the data synchronization method provided in the embodiment of the present application, downlink synchronization conditions are respectively set for the time node of the last synchronization time corresponding to the master control process, the size of the second modified cumulative value of the master control process, and the cumulative number of times of the second modified value of the master control process, so that at least three selectable downlink synchronization conditions of the master control process are provided.
Taking the data synchronization method provided by the present application as an example of being applied to a multiplayer online role playing game, schematically shown in fig. 8, a plurality of players enter a virtual environment through a plurality of clients, each player controls a virtual character, and the plurality of players are allocated to different scene processes.
Illustratively, the client at which the multiplayer online role-playing game is located is connected to a server provided with a master control process and at least two scene processes through a wired or wireless network. The main control process is used for coordinating data synchronization and management of a plurality of scene processes, and data synchronization and management are carried out on monster attributes in different processes, injury statistics and ranking of players. The multiple players are randomly distributed in different scene processes, the server can carry out consenting injury statistics and reward distribution on the multiple players in the different scene processes through the master control process, and monster entities in the different scene processes share the same blood volume.
In the client's display interface 810, player a, player B, player C, player D, player E, and monster 811 are displayed. Wherein, player A, player B, player C are in one scene process, and player D, player E are in another scene process. Illustratively, the top of the monster 811 shows a blood volume bar control 812, with the blood volume value of the monster shown in the blood volume bar control 812 being 96%.
When multiple players have not attacked the monster 811, the blood volume value in the blood volume bar control 812 remains displayed as 96%. When player a, player B, player C, player D, and player E attack monster 811, the blood volume value displayed in blood volume bar control 812 of monster 811 changes, and eventually, monster 811 disappears from display interface 810 when the blood volume value becomes 0%.
According to the above, schematically shown in fig. 9, in the data synchronization method provided in the embodiment of the present application, the interaction between the server and the client includes the following steps:
step 901: and the server sends the attribute information of the target virtual object through the scene processes, and the clients corresponding to different scene processes are different.
Step 902: the client synchronizes the attribute information of the target virtual object.
Step 903: and reporting the first modification accumulated value of the client to the master control process through the scene process under the condition that the client achieves the uplink synchronization condition.
Step 904: the server obtains a first modification accumulated value reported by the client.
Step 905: and the server issues a second modified cumulative value to the at least two scene processes through the master control process under the condition that the downlink synchronization condition corresponding to the master control process is reached, the at least two scene processes send the second modified cumulative value to the client, and the second modified cumulative value is accumulated with at least one first modified cumulative value.
Step 906: and the client synchronously updates the attribute information of the target virtual object according to the second modified cumulative value.
The target virtual object is a monster 811.
Schematically as shown in fig. 10, the master process exhibits a phased state transition, including a receive state and a transmit state.
In the receiving state, the data synchronization method optionally includes the following steps:
step 1001: and the server carries out stage injury statistics through the scene process A, the scene process B and the scene process C.
Step 1002: and the server reports the blood volume deduction value to the main control process through the scene process A, the scene process B and the scene process C.
Step 1003: the server performs monster blood volume deduction through the master control process.
In the accepting state, different players of the scene process A, the scene process B and the scene process C attack monsters, the scene process A, the scene process B and the scene process C respectively carry out stage damage statistics on the attacks of the corresponding players, and the statistical results are reported to the master control process. Wherein, the main control process manages the injury statistics, reward stage and monster attribute in at least two scene processes. Map entities and monster entities are created in the scene process A, the scene process B and the scene process C, and different players are corresponding to different scene processes.
As shown in fig. 11, taking the uplink synchronization condition corresponding to the client as that the difference between the current time and the last synchronization time corresponding to the client is greater than the first threshold. According to the attack of a single player on a monster, the data synchronization method in the receiving state optionally comprises the following steps:
step 1101: player A releases skills on monsters and displays output injury values.
Step 1102: the server determines whether the time interval between the current time and the last injury synchronization of the player A is greater than a threshold T.
Step 1103: and under the condition that the time interval between the current moment and the last injury synchronization of the player A is greater than a threshold value T, the server reports an output injury value to the main control process through the scene process.
Step 1104: and under the condition that the time interval between the current moment and the last injury of the player A is not larger than the threshold value T, the server records the output injury value of the player A through the scene progress.
Illustratively, the output injury value for player A is the sum of the last output injury value and the current output injury value. In the case where the time interval synchronized with the last injury of player a at the present time is not greater than the threshold T, player a continues the output, releasing skill for the monster a plurality of times, thereby proceeding to step 1101. For example, with the master control process and the scenario process, in the case of a large number of players, each player maintains an unsynchronized output injury value and the last injury synchronization time of the player. When a player releases skill on a monster each time, judging the time interval between the current moment and the last injury synchronization time, and if the time interval exceeds a threshold value T, outputting an injury value to a master control process by a scene process; and if the threshold value T is not exceeded, accumulating the output damage value to the last output damage value by the scene process to obtain a new output damage value.
In the sending state, the data synchronization method optionally includes the following steps:
step 1004: the server synchronizes the blood volume of the staged monsters through the master control process.
Step 1005: and the server sends the blood volume synchronous value to the scene process A, the scene process B and the scene process C through the master control process.
Step 1006: the server deducts the amount of monster blood through a scene process A, a scene process B and a scene process C.
In the sending state, the main control process carries out staged monster blood volume synchronization after receiving the reported blood volume deduction value. And then, the master control process issues the synchronized blood volume synchronous values to the scene process A, the scene process B and the scene process C, and the scene process A, the scene process B and the scene process C deduct the blood volume of the monster according to the issued blood volume synchronous values.
As shown in fig. 12, the downlink synchronization condition corresponding to the master process is that the difference between the current time and the last synchronization time corresponding to the master process is greater than the fourth threshold. After the master control process receives the blood volume deduction values reported by the multiple scene processes, the data synchronization method in the receiving state optionally includes the following steps:
step 1201: the server receives the injury value output by the player in stages through the master control process.
Step 1202: and the server judges whether the difference value between the current time and the last synchronization time corresponding to the master control process is greater than a threshold value P.
Step 1203: and under the condition that the difference value between the current time and the last synchronization time corresponding to the main control process is greater than the threshold value P, the server synchronizes the monster blood volume value to all the scene processes.
Step 1204: the server adjusts monster blood volume values through a scenario process.
Step 1205: the server sends the monster blood volume value to the client through the scene process.
Step 1206: and under the condition that the difference value between the current time and the last synchronous time corresponding to the main control process is not larger than the threshold value P, the server records the blood damage value of the monster through the main control process.
Illustratively, the blood volume injury value for the monster is the sum of the last blood volume injury value and the current blood volume injury value. And when the difference value between the current time and the last synchronous time corresponding to the master control process is not greater than the threshold value P, continuously accumulating the blood damage value of the monster by the master control process. For example, the master control process synchronizes the blood volume value after receiving the injury value outputted by the player in stages, and reduces the shared blood volume bar of the monsters. And the main control process judges the difference value between the synchronization time of the current time and the last monster blood volume, if the difference value exceeds a threshold value P, the main control process is switched into a sending state from a receiving state, the monster blood volume value is sent to all scene processes, and then the main control process is continuously switched into the receiving state. And simultaneously changing the blood volume value of the monster entity in the corresponding scene process by all the scene processes according to the blood volume value of the monster issued by the master control process, and synchronizing the blood volume value to the corresponding client. If the difference does not exceed the threshold P, the monster blood volume value is accumulated to the last monster blood volume value to obtain a new monster blood volume value.
In addition, there is a possibility that a player may drop the line while playing an online game in the virtual environment. As shown schematically in fig. 13, when the player re-enters the virtual environment, the data synchronization method optionally includes the following steps:
step 1301: and the server sends the blood volume synchronous value to the scene process A, the scene process B and the scene process C through the master control process.
Step 1302: the server sends a monster data request and synchronization to the master process through the scene process D.
Step 1303: and the server sends the monster blood volume synchronization value to the scene process D through the master control process.
Illustratively, after a player in the scenario process C drops, the player reenters the virtual environment and is randomly allocated to the scenario process D. At this time, the server sends a monster data request and synchronization to the master control process through the scene process D, the master control process sends a monster blood volume synchronization value to the scene process D, and creates a corresponding monster entity to ensure the monster playing progress of the player. For example, after the synchronization of the periodic monster blood volume values is completed, the main control process issues monster blood volume values to the scene process a, the scene process B and the scene process C, respectively, and the three scene processes deduct the monster blood volume. At this time, the player in the scene process C drops and enters the scene process D, the scene process sends a monster data request to the master control process for synchronization, the master control process privately sends a monster blood volume synchronization value to the scene process D and creates a monster entity, and the scene process D synchronizes the monster blood volume value.
In a multiplayer online role-playing game, a large number of players are specified in the same map. The server creates map entities and monster entities in a plurality of scenario processes by randomly allocating a large number of players to the plurality of scenario processes. The server carries out a staged accumulation method through the master control process, so that monster entities in different scene processes share the same attribute information, such as blood volume values. Meanwhile, the server carries out the same injury statistics and reward distribution through the master control process, so that players in different scene processes can have the game interaction experience of a monster entity, the interactivity among users is improved, and the experience of the users is also improved. In addition, after the player drops, the player enters the virtual environment again, the server sends attribute information of monsters to a new scene process through the master control process, the player can make a monster making progress before dropping, and disaster tolerance of the server is improved to a certain extent.
To sum up, in the data synchronization method provided in this embodiment of the present application, the master control process issues the attribute information of the target virtual object to the multiple scene processes, so that the target virtual objects in at least two different scene processes can share the same attribute information, and multiple clients in the multiple scene processes can obtain the same attribute information of the same target virtual object at the same time or in the same time period, thereby enabling the multiple scene processes to share the same attribute information of the same target virtual object, and ensuring the synchronous sharing and timely updating of the attribute information of the target virtual object. Even under the condition that the number of players is large, a plurality of players can be ensured to fight with the same target virtual object.
In the following, embodiments of the apparatus of the present application are referred to, and for details not described in detail in the embodiments of the apparatus, the above-described embodiments of the method can be referred to.
Fig. 14 shows a block diagram of a data synchronization apparatus provided in an embodiment of the present application. The data synchronization device is applied to a server, a master control process and at least two scene processes are arranged in the server, and the device comprises: a scene process synchronization module 1420 and a master process synchronization module 1440, wherein:
a scene process synchronization module 1420, configured to synchronize attribute information of the target virtual object with the client through the scene process, where the clients corresponding to different scene processes are different;
the main control process synchronization module 1440 is configured to synchronize the attribute information of the target virtual object with the scene process through the main control process.
In a possible implementation manner of the present application, the master process synchronization module 1440 includes an accumulation unit and a reporting unit. Wherein the accumulation unit is configured to: under the condition that the uplink synchronization condition corresponding to the client is not met, caching a first modification accumulated value of the client corresponding to the scene process to the attribute information of the target virtual object through the scene process, wherein the first modification accumulated value is accumulated with at least one first modification value of the client to the attribute information of the target virtual object; a reporting unit, configured to: and reporting the first modification accumulated value of the client to the master control process through the scene process under the condition that the uplink synchronization condition corresponding to the client is achieved.
In a possible implementation manner of the present application, the reporting unit is further configured to: reporting a first modification accumulation value of the client to a main control process through a scene process under the condition that a difference value between a first moment and a last synchronization moment corresponding to the client is greater than a first threshold, and resetting the first modification accumulation value after reporting; the first time is the current time, or the first time is the time when the first modified value of the attribute information of the client to the target virtual object is received last time.
In a possible implementation manner of the present application, the reporting unit is further configured to: and reporting the first modification accumulated value of the client to the master control process through the scene process under the condition that the first modification accumulated value of the client is larger than the second threshold, and clearing the first modification accumulated value after reporting.
In a possible implementation manner of the present application, the reporting unit is further configured to: reporting the first modification accumulated value of the client to a master control process through a scene process under the condition that the cumulative frequency of the first modification accumulated value of the client is greater than a third threshold, and clearing the first modification accumulated value after reporting; wherein the accumulated number of times is used to indicate the number of first modified values accumulated by the first modified accumulated value.
In a possible implementation manner of the present application, the main control process synchronization module 1440 further includes a sending unit. Wherein the accumulation unit is further configured to: under the condition that the downlink synchronization condition corresponding to the master control process is not met, caching a second modification accumulated value of the attribute information of the target virtual object by the at least two scene processes through the master control process, wherein the second modification accumulated value is accumulated with at least one first modification accumulated value of the attribute information of the target virtual object reported by the at least two scene processes; the issuing unit is used for: and under the condition that the downlink synchronization condition corresponding to the master control process is reached, issuing a second modified cumulative value to at least two scene processes through the master control process.
In a possible implementation manner of the present application, the issuing unit is further configured to: under the condition that the difference value between the second time and the last synchronization time corresponding to the main control process is larger than a fourth threshold value, sending a second modification accumulated value of the main control process to at least two scene processes through the main control process, and clearing the second modification accumulated value after sending; and the second time is the current time, or the second time is the time when the second modified value of the attribute information of the client to the target virtual object is received last time.
In a possible implementation manner of the present application, the issuing unit is further configured to: and under the condition that the second modification accumulated value of the main control process is larger than a fifth threshold value, issuing the second modification accumulated value of the main control process to at least two scene processes through the main control process, and clearing the second modification accumulated value after issuing.
In a possible implementation manner of the present application, the issuing unit is further configured to: when the cumulative number of times of the second modification cumulative value of the main control process is greater than a sixth threshold value, the second modification cumulative value of the main control process is issued to at least two scene processes through the main control process, and the second modification cumulative value is cleared after the second modification cumulative value is issued; wherein the accumulated number of times is used to indicate the number of the first modified accumulated values accumulated by the second modified accumulated value.
Fig. 15 is a block diagram illustrating a data sharing system according to an exemplary embodiment of the present application.
Referring to the data sharing system shown in fig. 15 (a), the data sharing system 1500 refers to a system for performing data sharing between nodes, the data sharing system may include a plurality of nodes 1501, and the plurality of nodes 1501 may refer to respective clients in the data sharing system. Each node 1501 may receive input information during normal operation and maintain shared data within the data sharing system based on the received input information. In order to ensure information intercommunication in the data sharing system, information connection can exist between each node in the data sharing system, and information transmission can be carried out between the nodes through the information connection. For example, when an arbitrary node in the data sharing system receives input information, other nodes in the data sharing system acquire the input information according to a consensus algorithm, and store the input information as data in shared data, so that the data stored on all the nodes in the data sharing system are consistent.
Each node in the data sharing system has a node identifier corresponding thereto, and each node in the data sharing system may store a node identifier of another node in the data sharing system, so that the generated block is broadcast to the other node in the data sharing system according to the node identifier of the other node in the following. Each node may maintain a node identifier list as shown in the following table, and store the node name and the node identifier in the node identifier list correspondingly. The node identifier may be an IP (Internet Protocol) address and any other information that can be used to identify the node, and the following table only takes the IP address as an example for description.
Figure BDA0002866114330000231
Figure BDA0002866114330000241
Each node in the data sharing system stores one identical blockchain. The block chain is composed of a plurality of blocks, as shown in fig. 15 (b), the block chain is composed of a plurality of blocks, the starting block includes a block header and a block main body, the block header stores an input information characteristic value, a version number, a timestamp and a difficulty value, and the block main body stores input information; the next block of the starting block takes the starting block as a parent block, the next block also comprises a block head and a block main body, the block head stores the input information characteristic value of the current block, the block head characteristic value of the parent block, the version number, the timestamp and the difficulty value, and the like, so that the block data stored in each block in the block chain is associated with the block data stored in the parent block, and the safety of the input information in the block is ensured.
When each block in the block chain is generated, referring to fig. 15 (c), when the node where the block chain is located receives the input information, the input information is verified, after the verification is completed, the input information is stored in the memory pool, and the hash tree used for recording the input information is updated; and then, updating the updating time stamp to the time when the input information is received, trying different random numbers, and calculating the characteristic value for multiple times, so that the calculated characteristic value can meet the following formula:
SHA256(SHA256(version+prev_hash+merkle_root+ntime+nbits+x))<TARGET
wherein, SHA256 is a characteristic value algorithm used for calculating a characteristic value; version is version information of the relevant block protocol in the block chain; prev _ hash is a block head characteristic value of a parent block of the current block; merkle _ root is a characteristic value of the input information; ntime is the update time of the update timestamp; nbits is the current difficulty, is a fixed value within a period of time, and is determined again after exceeding a fixed time period; x is a random number; TARGET is a feature threshold, which can be determined from nbits.
Therefore, when the random number meeting the formula is obtained through calculation, the information can be correspondingly stored, and the block head and the block main body are generated to obtain the current block. And then, the node where the block chain is located respectively sends the newly generated blocks to other nodes in the data sharing system where the newly generated blocks are located according to the node identifications of the other nodes in the data sharing system, the newly generated blocks are verified by the other nodes, and the newly generated blocks are added to the block chain stored in the newly generated blocks after the verification is completed.
Fig. 16 shows a block diagram of a terminal 2000 according to an exemplary embodiment of the present application. The terminal 2000 may be: a smart phone, a tablet computer, an MP3 player (Moving Picture Experts Group Audio Layer III, motion video Experts compression standard Audio Layer 3), an MP4 player (Moving Picture Experts Group Audio Layer IV, motion video Experts compression standard Audio Layer 4), a notebook computer, or a desktop computer. Terminal 2000 may also be referred to by other names such as user equipment, portable terminal, laptop terminal, desktop terminal, and the like.
In general, terminal 2000 includes: a processor 2001 and a memory 2002.
The processor 2001 may include one or more processing cores, such as a 4-core processor, an 8-core processor, and so on. The processor 2001 may be implemented in at least one hardware form of a DSP (Digital Signal Processing), an FPGA (Field-Programmable Gate Array), and a PLA (Programmable Logic Array). The processor 2001 may also include a main processor and a coprocessor, the main processor being a processor for Processing data in an awake state, also called a Central Processing Unit (CPU); a coprocessor is a low power processor for processing data in a standby state. In some embodiments, the processor 2001 may be integrated with a GPU (Graphics Processing Unit) that is responsible for rendering and drawing the content that the display screen needs to display. In some embodiments, the processor 2001 may further include an AI (Artificial Intelligence) processor for processing computing operations related to machine learning.
The memory 2002 may include one or more computer-readable storage media, which may be non-transitory. The memory 2002 may also include high-speed random access memory, as well as non-volatile memory, such as one or more magnetic disk storage devices, flash memory storage devices. In some embodiments, a non-transitory computer readable storage medium in memory 2002 is used to store at least one instruction for execution by processor 2001 to implement the control method for virtual characters provided by method embodiments herein.
In some embodiments, terminal 2000 may further optionally include: a peripheral interface 2003 and at least one peripheral. The processor 2001, memory 2002 and peripheral interface 2003 may be connected by buses or signal lines. Various peripheral devices may be connected to peripheral interface 2003 through a bus, signal line, or circuit board. Specifically, the peripheral device includes: at least one of radio frequency circuitry 2004, touch display 2005, camera assembly 2006, audio circuitry 2007, positioning assembly 2008, and power supply 2009.
The peripheral interface 2003 may be used to connect at least one peripheral related to I/O (Input/Output) to the processor 2001 and the memory 2002. In some embodiments, the processor 2001, memory 2002 and peripheral interface 2003 are integrated on the same chip or circuit board; in some other embodiments, any one or two of the processor 2001, the memory 2002, and the peripheral interface 2003 may be implemented on separate chips or circuit boards, which are not limited in this embodiment.
The Radio Frequency circuit 2004 is used for receiving and transmitting RF (Radio Frequency) signals, also called electromagnetic signals. The radio frequency circuit 2004 communicates with a communication network and other communication devices via electromagnetic signals. The radio frequency circuit 2004 converts an electric signal into an electromagnetic signal to transmit, or converts a received electromagnetic signal into an electric signal. Optionally, the radio frequency circuit 2004 comprises: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a subscriber identity module card, and so forth. The radio frequency circuit 2004 may communicate with other terminals via at least one wireless communication protocol. The wireless communication protocols include, but are not limited to: the world wide web, metropolitan area networks, intranets, generations of mobile communication networks (2G, 3G, 4G, and 5G), Wireless local area networks, and/or WiFi (Wireless Fidelity) networks. In some embodiments, the rf circuit 2004 may further include NFC (Near Field Communication) related circuits, which are not limited in this application.
The display screen 2005 is used to display a UI (User Interface). The UI may include graphics, text, icons, video, and any combination thereof. When the display screen 2005 is a touch display screen, the display screen 2005 also has the ability to capture touch signals on or over the surface of the display screen 2005. The touch signal may be input to the processor 2001 as a control signal for processing. At this point, the display 2005 may also be used to provide virtual buttons and/or a virtual keyboard, also referred to as soft buttons and/or a soft keyboard. In some embodiments, display 2005 may be one, providing the front panel of terminal 2000; in other embodiments, the display screens 2005 can be at least two, respectively disposed on different surfaces of the terminal 2000 or in a folded design; in still other embodiments, display 2005 may be a flexible display disposed on a curved surface or a folded surface of terminal 2000. Even more, the display screen 2005 can be arranged in a non-rectangular irregular figure, i.e. a shaped screen. The Display screen 2005 can be made of a material such as an LCD (Liquid Crystal Display), an OLED (Organic Light-Emitting Diode), and the like.
Camera assembly 2006 is used to capture images or video. Optionally, camera assembly 2006 includes a front camera and a rear camera. Generally, a front camera is disposed at a front panel of the terminal, and a rear camera is disposed at a rear surface of the terminal. In some embodiments, the number of the rear cameras is at least two, and each of the rear cameras is any one of a main camera, a depth-of-field camera, a wide-angle camera and a telephoto camera, so that the main camera and the depth-of-field camera are fused to realize a background blurring function, and the main camera and the wide-angle camera are fused to realize panoramic shooting and a VR (Virtual Reality) shooting function or other fusion shooting functions. In some embodiments, camera assembly 2006 may also include a flash. The flash lamp can be a monochrome temperature flash lamp or a bicolor temperature flash lamp. The double-color-temperature flash lamp is a combination of a warm-light flash lamp and a cold-light flash lamp, and can be used for light compensation at different color temperatures.
The audio circuitry 2007 may include a microphone and a speaker. The microphone is used for collecting sound waves of a user and the environment, converting the sound waves into electric signals, and inputting the electric signals to the processor 2001 for processing or inputting the electric signals to the radio frequency circuit 2004 so as to realize voice communication. For the purpose of stereo sound collection or noise reduction, a plurality of microphones may be provided at different positions of the terminal 2000. The microphone may also be an array microphone or an omni-directional pick-up microphone. The speaker is used to convert electrical signals from the processor 2001 or the radio frequency circuit 2004 into sound waves. The loudspeaker can be a traditional film loudspeaker or a piezoelectric ceramic loudspeaker. When the speaker is a piezoelectric ceramic speaker, the speaker can be used for purposes such as converting an electric signal into a sound wave audible to a human being, or converting an electric signal into a sound wave inaudible to a human being to measure a distance. In some embodiments, the audio circuitry 2007 may also include a headphone jack.
The positioning component 2008 is configured to locate a current geographic Location of the terminal 2000 to implement navigation or LBS (Location Based Service). The Positioning component 2008 may be a Positioning component based on a Global Positioning System (GPS) in the united states, a beidou System in china, or a galileo System in russia.
Power supply 2009 is used to power the various components in terminal 2000. The power supply 2009 may be an alternating current, a direct current, a disposable battery, or a rechargeable battery. When the power supply 2009 includes a rechargeable battery, the rechargeable battery may be a wired rechargeable battery or a wireless rechargeable battery. The wired rechargeable battery is a battery charged through a wired line, and the wireless rechargeable battery is a battery charged through a wireless coil. The rechargeable battery may also be used to support fast charge technology.
In some embodiments, terminal 2000 also includes one or more sensors 2010. The one or more sensors 2010 include, but are not limited to: acceleration sensor 2011, gyro sensor 2012, pressure sensor 2013, fingerprint sensor 2014, optical sensor 2015, and proximity sensor 2016.
The acceleration sensor 2011 can detect the magnitude of acceleration on three coordinate axes of the coordinate system established with the terminal 2000. For example, the acceleration sensor 2011 may be used to detect components of the gravitational acceleration in three coordinate axes. The processor 2001 may control the touch display screen 2005 to display a user interface in a landscape view or a portrait view according to the gravitational acceleration signal acquired by the acceleration sensor 2011. The acceleration sensor 2011 may also be used for acquisition of motion data of a game or a user.
The gyroscope sensor 2012 can detect the body direction and the rotation angle of the terminal 2000, and the gyroscope sensor 2012 and the acceleration sensor 2011 can cooperate to acquire the 3D motion of the user on the terminal 2000. The processor 2001 may implement the following functions according to the data collected by the gyro sensor 2012: motion sensing (such as changing the UI according to a user's tilting operation), image stabilization at the time of photographing, game control, and inertial navigation.
Pressure sensors 2013 may be disposed on the side bezel of terminal 2000 and/or underlying touch screen display 2005. When the pressure sensor 2013 is disposed on the side frame of the terminal 2000, the holding signal of the user to the terminal 2000 can be detected, and the processor 2001 performs left-right hand recognition or shortcut operation according to the holding signal collected by the pressure sensor 2013. When the pressure sensor 2013 is disposed at a lower layer of the touch display screen 2005, the processor 2001 controls the operability control on the UI interface according to the pressure operation of the user on the touch display screen 2005. The operability control comprises at least one of a button control, a scroll bar control, an icon control and a menu control.
The fingerprint sensor 2014 is used for collecting fingerprints of the user, and the processor 2001 identifies the identity of the user according to the fingerprints collected by the fingerprint sensor 2014, or the fingerprint sensor 2014 identifies the identity of the user according to the collected fingerprints. Upon identifying that the user's identity is a trusted identity, the processor 2001 authorizes the user to perform relevant sensitive operations including unlocking the screen, viewing encrypted information, downloading software, paying for and changing settings, etc. The fingerprint sensor 2014 may be disposed on the front, back, or side of the terminal 2000. When a physical key or vendor Logo is provided on the terminal 2000, the fingerprint sensor 2014 may be integrated with the physical key or vendor Logo.
The optical sensor 2015 is used to collect ambient light intensity. In one embodiment, the processor 2001 may control the display brightness of the touch display 2005 according to the ambient light intensity collected by the optical sensor 2015. Specifically, when the ambient light intensity is high, the display brightness of the touch display screen 2005 is increased; when the ambient light intensity is low, the display brightness of the touch display screen 2005 is turned down. In another embodiment, the processor 2001 may also dynamically adjust the shooting parameters of the camera assembly 2006 according to the ambient light intensity collected by the optical sensor 2015.
The proximity sensor 2016, also known as a distance sensor, is typically disposed on a front panel of the terminal 2000. The proximity sensor 2016 is used to collect a distance between a user and a front surface of the terminal 2000. In one embodiment, the touch display 2005 is controlled by the processor 2001 to switch from a bright screen state to a dark screen state when the proximity sensor 2016 detects that the distance between the user and the front surface of the terminal 2000 is gradually reduced; when the proximity sensor 2016 detects that the distance between the user and the front surface of the terminal 2000 is gradually increasing, the touch display 2005 is controlled by the processor 2001 to switch from a rest screen state to a bright screen state.
Those skilled in the art will appreciate that the configuration shown in fig. 16 is not intended to be limiting of terminal 2000 and may include more or fewer components than those shown, or some components may be combined, or a different arrangement of components may be used.
The present application also provides a computer device comprising a processor and a memory, wherein at least one program code is stored in the memory, and the program code is loaded and executed by the processor to implement the data synchronization method.
The present application also provides a computer-readable storage medium having at least one program code stored therein, the program code being loaded and executed by a processor to implement the data synchronization method as above.
The present application also provides a computer program product or computer program comprising computer instructions stored in a computer readable storage medium. The processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions to cause the computer device to execute the data synchronization method provided in the above-mentioned alternative implementation.
It should be understood that reference to "a plurality" herein means two or more. "and/or" describes the association relationship of the associated objects, meaning that there may be three relationships, e.g., a and/or B, which may mean: a exists alone, A and B exist simultaneously, and B exists alone. The character "/" generally indicates that the former and latter associated objects are in an "or" relationship.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program instructing relevant hardware, where the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The above description is only exemplary of the present application and should not be taken as limiting, as any modification, equivalent replacement, or improvement made within the spirit and principle of the present application should be included in the protection scope of the present application.

Claims (12)

1. A data synchronization method is applied to a server, a master control process and at least two scene processes are arranged in the server, and the method comprises the following steps:
synchronizing the attribute information of the target virtual object through the scene process and the client, wherein the clients corresponding to different scene processes are different;
and synchronizing the attribute information of the target virtual object through the master control process and the scene process.
2. The method according to claim 1, wherein the synchronizing, by the master process and the scenario process, the attribute information of the target virtual object comprises:
under the condition that the uplink synchronization condition corresponding to the client is not met, caching a first modification accumulated value of the client corresponding to the scene process to the attribute information of the target virtual object through the scene process, wherein the first modification accumulated value is accumulated with at least one first modification value of the client to the attribute information of the target virtual object;
and reporting the first modified cumulative value of the client to the master control process through the scene process under the condition that the uplink synchronization condition corresponding to the client is achieved.
3. The method according to claim 2, wherein reporting the first modified cumulative value of the client to the master control process through the scenario process when the uplink synchronization condition corresponding to the client is reached comprises:
reporting the first modification accumulation value of the client to the master control process through the scene process under the condition that the difference value between the first time and the last synchronization time corresponding to the client is greater than a first threshold value, and clearing the first modification accumulation value after reporting;
the first time is a current time, or the first time is a time when a first modified value of the client to the attribute information of the target virtual object is received last time.
4. The method according to claim 2, wherein reporting the first modified cumulative value of the client to the master control process through the scenario process when the uplink synchronization condition corresponding to the client is reached comprises:
reporting the first modification accumulated value of the client to the master control process through the scene process under the condition that the first modification accumulated value of the client is larger than a second threshold, and clearing the first modification accumulated value after reporting.
5. The method according to claim 2, wherein reporting the first modified cumulative value of the client to the master control process through the scenario process when the uplink synchronization condition corresponding to the client is reached comprises:
reporting the first modification accumulated value of the client to the master control process through the scene process under the condition that the cumulative number of the first modification accumulated value of the client is greater than a third threshold, and clearing the first modification accumulated value after reporting;
wherein the accumulated number of times is used to indicate a number of first modified values accumulated by the first modified accumulated value.
6. The method according to any one of claims 1 to 5, wherein the synchronizing, by the master process and the scenario process, the attribute information of the target virtual object comprises:
under the condition that the downlink synchronization condition corresponding to the master control process is not met, caching a second modification accumulated value of the attribute information of the target virtual object by the at least two scene processes through the master control process, wherein the second modification accumulated value is accumulated with at least one first modification accumulated value of the attribute information of the target virtual object reported by the at least two scene processes;
and under the condition that the downlink synchronization condition corresponding to the master control process is reached, issuing the second modified cumulative value to the at least two scene processes through the master control process.
7. The method according to claim 6, wherein the issuing, by the master process, the second modified cumulative value to the at least two scenario processes when the downlink synchronization condition corresponding to the master process is reached includes:
when the difference value between the second time and the last synchronization time corresponding to the master control process is larger than a fourth threshold value, issuing the second modification accumulated value of the master control process to the at least two scene processes through the master control process, and clearing the second modification accumulated value after issuing;
and the second time is the current time, or the second time is the time when the second modified value of the attribute information of the target virtual object by the client is received last time.
8. The method according to claim 6, wherein the issuing, by the master process, the second modified cumulative value to the at least two scenario processes when the downlink synchronization condition corresponding to the master process is reached includes:
and under the condition that the second modification accumulated value of the main control process is larger than a fifth threshold value, issuing the second modification accumulated value of the main control process to the at least two scene processes through the main control process, and clearing the second modification accumulated value after issuing.
9. The method according to claim 6, wherein the issuing, by the master process, the second modified cumulative value to the at least two scenario processes when the downlink synchronization condition corresponding to the master process is reached includes:
when the cumulative number of times of the second modification cumulative value of the master control process is greater than a sixth threshold, the second modification cumulative value of the master control process is issued to the at least two scene processes through the master control process, and the second modification cumulative value is cleared after the second modification cumulative value is issued;
wherein the accumulated number of times is used to indicate the number of the first modified accumulated value that the second modified accumulated value is accumulated.
10. The utility model provides a data synchronization device which characterized in that is applied to in the server, be provided with main control process and two at least scene processes in the server, the device includes:
the scene process synchronization module is used for synchronizing the attribute information of the target virtual object through the scene process and the client, and the clients corresponding to different scene processes are different;
and the master control process synchronization module is used for synchronizing the attribute information of the target virtual object through the master control process and the scene process.
11. A computer device, characterized in that it comprises a processor and a memory, in which at least one program code is stored, which is loaded and executed by the processor to implement the data synchronization method according to any one of claims 1 to 9.
12. A computer-readable storage medium, having at least one program code stored therein, the program code being loaded and executed by a processor to implement the data synchronization method of any one of claims 1 to 9.
CN202011582049.4A 2020-12-28 2020-12-28 Data synchronization method, device, equipment and medium Active CN112675538B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202011582049.4A CN112675538B (en) 2020-12-28 2020-12-28 Data synchronization method, device, equipment and medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202011582049.4A CN112675538B (en) 2020-12-28 2020-12-28 Data synchronization method, device, equipment and medium

Publications (2)

Publication Number Publication Date
CN112675538A true CN112675538A (en) 2021-04-20
CN112675538B CN112675538B (en) 2023-08-01

Family

ID=75453922

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202011582049.4A Active CN112675538B (en) 2020-12-28 2020-12-28 Data synchronization method, device, equipment and medium

Country Status (1)

Country Link
CN (1) CN112675538B (en)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN116208623A (en) * 2023-05-04 2023-06-02 腾讯科技(深圳)有限公司 Information synchronization method, device, engine server and storage medium

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20060070019A1 (en) * 2004-09-28 2006-03-30 Microsoft Corporation Methods and systems for caching and synchronizing project data
CN106407321A (en) * 2016-08-31 2017-02-15 东软集团股份有限公司 Data synchronization method and device
CN110314373A (en) * 2019-07-08 2019-10-11 网易(杭州)网络有限公司 Information synchronization method, device, storage medium, processor and server
CN110898428A (en) * 2019-11-12 2020-03-24 腾讯科技(深圳)有限公司 Multi-virtual object interaction method, device, server and storage medium
CN111111162A (en) * 2019-12-24 2020-05-08 北京像素软件科技股份有限公司 Data synchronization method and device of game NPC, storage medium and server

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20060070019A1 (en) * 2004-09-28 2006-03-30 Microsoft Corporation Methods and systems for caching and synchronizing project data
CN106407321A (en) * 2016-08-31 2017-02-15 东软集团股份有限公司 Data synchronization method and device
CN110314373A (en) * 2019-07-08 2019-10-11 网易(杭州)网络有限公司 Information synchronization method, device, storage medium, processor and server
CN110898428A (en) * 2019-11-12 2020-03-24 腾讯科技(深圳)有限公司 Multi-virtual object interaction method, device, server and storage medium
CN111111162A (en) * 2019-12-24 2020-05-08 北京像素软件科技股份有限公司 Data synchronization method and device of game NPC, storage medium and server

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN116208623A (en) * 2023-05-04 2023-06-02 腾讯科技(深圳)有限公司 Information synchronization method, device, engine server and storage medium
CN116208623B (en) * 2023-05-04 2023-07-14 腾讯科技(深圳)有限公司 Information synchronization method, device, engine server and storage medium

Also Published As

Publication number Publication date
CN112675538B (en) 2023-08-01

Similar Documents

Publication Publication Date Title
JP7206398B2 (en) USER INTERFACE DISPLAY METHOD, USER INTERFACE DISPLAY DEVICE, TERMINAL, COMPUTER DEVICE, AND PROGRAM
CN111013142B (en) Interactive effect display method and device, computer equipment and storage medium
CN112494955B (en) Skill releasing method, device, terminal and storage medium for virtual object
CN111921197B (en) Method, device, terminal and storage medium for displaying game playback picture
CN112843679B (en) Skill release method, device, equipment and medium for virtual object
CN111659117B (en) Virtual object display method and device, computer equipment and storage medium
CN111589127B (en) Control method, device and equipment of virtual role and storage medium
CN111672110B (en) Control method, device, storage medium and equipment for virtual role in virtual world
CN111760278B (en) Skill control display method, device, equipment and medium
WO2021147468A9 (en) Method and apparatus for virtual character control in virtual environment, and device and medium
CN111596838B (en) Service processing method and device, computer equipment and computer readable storage medium
CN111589167A (en) Event fighting method, device, terminal, server and storage medium
WO2022095624A1 (en) Virtual prop control method and apparatus, computer device, and storage medium
CN111589116B (en) Method, device, terminal and storage medium for displaying function options
CN111744185A (en) Virtual object control method and device, computer equipment and storage medium
CN111589141A (en) Virtual environment picture display method, device, equipment and medium
CN110833695B (en) Service processing method, device, equipment and storage medium based on virtual scene
CN114404972A (en) Method, device and equipment for displaying visual field picture
CN111679879B (en) Display method and device of account segment bit information, terminal and readable storage medium
CN111265867B (en) Method and device for displaying game picture, terminal and storage medium
CN112156454A (en) Virtual object generation method and device, terminal and readable storage medium
CN112675538B (en) Data synchronization method, device, equipment and medium
CN112316423A (en) Method, device, equipment and medium for displaying state change of virtual object
CN111752697A (en) Application program running method, device, equipment and readable storage medium
CN111651616A (en) Multimedia resource generation method, device, equipment and medium

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination
REG Reference to a national code

Ref country code: HK

Ref legal event code: DE

Ref document number: 40042448

Country of ref document: HK

GR01 Patent grant
GR01 Patent grant