CN114272598A - Method, device and system for processing combat video data and storage medium - Google Patents

Method, device and system for processing combat video data and storage medium Download PDF

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Publication number
CN114272598A
CN114272598A CN202111604466.9A CN202111604466A CN114272598A CN 114272598 A CN114272598 A CN 114272598A CN 202111604466 A CN202111604466 A CN 202111604466A CN 114272598 A CN114272598 A CN 114272598A
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video
data
battle
combat
round
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宋会龙
葛炳应
倪旭广
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Perfect World Chongqing Interactive Technology Co ltd
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Perfect World Chongqing Interactive Technology Co ltd
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Abstract

The application discloses a method, a device and a system for processing combat video data, a storage medium and computer equipment, wherein the method comprises the following steps: receiving combat data of a target recording field in a game; making video data of the target recording field based on the combat data, wherein the video data is used for generating a combat video of the target recording field; and storing the video data in a preset video storage space, wherein the game server is used for feeding back a storage address of the preset video storage space when the game client requests video playback, so that the game client acquires the video data in the preset video storage space based on the storage address. The application is helpful for relieving the storage pressure and the data transmission pressure of the game server.

Description

Method, device and system for processing combat video data and storage medium
Technical Field
The present application relates to the field of network game technologies, and in particular, to a method, an apparatus, and a system for processing battle video data, a storage medium, and a computer device.
Background
In the network game, the fighting process can be summarized as that the client sends the operation data of the player to the server, and the server calculates the operation result according to the operation data and feeds the operation result back to the client, so that the fighting system in the client can output the fighting picture in the game according to the operation result sent by the server. To meet the need for players to review the battle, many games provide a battle video recording feature.
In the prior art, if a player chooses to record a video of a battle, a server stores player operation data sent by a client and an operation result calculated by the server in the server, and when the battle needs to be played back, the player operation data and the operation result are transmitted to the client according to the sequence of a time axis, so that the battle video is output through a battle system of the client. In this mode, the server stores the operation data and the operation result, which occupies a large storage space of the server, and in addition, when video recording and playback are performed, data transmission is continuously performed between the server and the client, which results in a large server pressure.
Disclosure of Invention
In view of this, the present application provides a method, an apparatus, a system, a storage medium, and a computer device for processing battle video data, which are helpful for reducing data storage pressure and data transmission pressure of a game server.
According to one aspect of the application, a method for processing combat video data is provided, which is applied to a game server and comprises the following steps:
receiving combat data of a target recording field in a game;
making video data of the target recording field based on the combat data, wherein the video data is used for generating a combat video of the target recording field;
and storing the video data in a preset video storage space, wherein the game server is used for feeding back a storage address of the preset video storage space when the game client requests video playback, so that the game client acquires the video data in the preset video storage space based on the storage address.
Optionally, the video data includes video basic data and video production data, where the video basic data includes a target recording session identifier and the storage address, and the video production data is used to generate a combat video of the target recording session;
after the video data is stored in a preset video storage space, the method further includes:
receiving combat video recording request information from a game client, and determining the number of fields to be played back corresponding to the combat video recording request information;
and acquiring the video basic data of the field to be played back from the preset video storage space, and sending the video basic data of the field to be played back to the game client.
Optionally, the storing the video data in a preset video storage space specifically includes:
storing the video basic data in a first preset video storage space, and storing the video production data in a second preset video storage space, wherein a storage address in the video basic data points to the second preset video storage space, the first preset storage space comprises a Redis storage system, and the first preset video storage space and the second preset storage space are independent of the game server.
Optionally, the combat data includes a combat scene identifier, initial state data of a combat character, and uplink data and downlink data of at least one combat round;
the video production data of the target recording field is generated by the following steps:
determining the total number of battle rounds, a battle result, and battle role operation data and battle role state change data of each battle round based on uplink data and downlink data of each battle round;
and making the battle scene identification, the initial state data of the battle characters, the total number of battle rounds, the battle results, the battle character operation data of each battle round and the battle character state change data into video making data of the target recording field.
Optionally, the making the battle scene identifier, the initial state data of the battle character, the total number of battle rounds, the battle result, the battle character operation data of each battle round, and the battle character state change data into the video making data of the target recording session specifically includes:
analyzing the combat character operation data and the combat character state change data of each combat round into a plurality of video sample data which are arranged in sequence and correspond to each combat round respectively;
generating video production data with a three-layer structure based on the battle scene identification, the initial state data of the battle role, the total battle rounds, the battle results and a plurality of pieces of video sample data which are arranged in sequence and correspond to each battle round;
the first layer video production data comprises the battle scene identification, the total battle rounds, the battle results and round data of each battle round;
the second layer of video production data is turn data of each combat turn, and the turn data of each combat turn comprises the number of the current combat turn and the turn message packet data of the current combat turn;
the third layer of video production data is round message packet data of each combat round, the round message packet data of each combat round comprises video sample data codes in the current combat round and the video sample data, and the round message packet data with the round number of 0 is combat scene basic data used for creating combat scenes.
Optionally, the video base data further includes at least one of play amount, praise amount, barrage number, session identifier, and video description information of the target recording session; the method further comprises the following steps:
receiving video basic data change information corresponding to the target recording field, wherein the video basic data change information comprises at least one of video playing data, praise data and barrage data;
and modifying the video basic data of the target recording field in the first preset video storage space according to the video basic data change information.
According to another aspect of the present application, there is provided a method for processing combat video data, applied to a game client, the method including:
sending battle video recording request information to a game server;
receiving video basic data fed back by the game server, wherein the video basic data comprises a storage address of video production data;
and reading the video production data based on the storage address, and generating a combat video according to the video production data.
Optionally, the battle video recording request information includes video recording list request information of a to-be-played back session; after the video recording basic data fed back by the game server is received, the method further includes:
displaying a video list interface based on the video basic data, wherein the video list interface comprises the field identification of the field to be played back and the video playing option of each field to be played back;
correspondingly, the reading the video production data based on the storage address specifically includes:
determining a target playback field based on the selection operation of any video playing option, and acquiring a target storage address corresponding to the target playback field from video basic data of the target playback field;
and reading the video production data of the target playback field under the target storage address.
Optionally, the video basic data is stored in a first preset storage space, and after receiving the video list request information, the game server reads the video basic data of the to-be-played back session in the first preset storage space; the target storage address points to a second preset storage space; the first preset storage space and the second preset storage space are independent of the game server.
Optionally, the generating a battle video according to the video production data specifically includes:
inputting the video production data into a video system of the game client;
the video recording system renders a UI (user interface) of the battle video based on first-layer video production data, wherein the UI is used for directly displaying or displaying at least one of battle scene identification, total battle turn number, battle result and battle turn selection options under interactive operation triggering;
the video recording system determines the sequence of the battle rounds based on second layer video recording production data;
the video recording system respectively generates the fighting animation of each fighting round based on the third layer video recording production data, associates the fighting animation with the corresponding fighting round selection option, and splices the fighting animation of each fighting round according to the sequence of the fighting rounds.
According to another aspect of the present application, there is provided a processing apparatus for battle video data, applied to a game server, comprising:
the battle data receiving module is used for receiving battle data of a target recording field in a game;
the video data generation module is used for making video data of the target recording field based on the combat data, wherein the video data is used for generating a combat video of the target recording field;
and the game server is used for feeding back the storage address of the preset video storage space when the game client requests video playback, so that the game client acquires the video data in the preset video storage space based on the storage address.
Optionally, the video data includes video basic data and video production data, where the video basic data includes a target recording session identifier and the storage address, and the video production data is used to generate a combat video of the target recording session;
the device further comprises:
the system comprises a basic data sending module, a game playing module and a playing module, wherein the basic data sending module is used for receiving combat video recording request information from a game client and determining a field to be played back corresponding to the combat video recording request information; and acquiring the video basic data of the field to be played back from the preset video storage space, and sending the video basic data of the field to be played back to the game client.
Optionally, the video data storage module is specifically configured to:
storing the video basic data in a first preset video storage space, and storing the video production data in a second preset video storage space, wherein a storage address in the video basic data points to the second preset video storage space, the first preset storage space comprises a Redis storage system, and the first preset video storage space and the second preset storage space are independent of the game server.
Optionally, the combat data includes a combat scene identifier, initial state data of a combat character, and uplink data and downlink data of at least one combat round;
the video data generation module is specifically configured to: determining the total number of battle rounds, a battle result, and battle role operation data and battle role state change data of each battle round based on uplink data and downlink data of each battle round; and making the battle scene identification, the initial state data of the battle characters, the total number of battle rounds, the battle results, the battle character operation data of each battle round and the battle character state change data into video making data of the target recording field.
Optionally, the video data generating module is further configured to: analyzing the combat character operation data and the combat character state change data of each combat round into a plurality of video sample data which are arranged in sequence and correspond to each combat round respectively; generating video production data with a three-layer structure based on the battle scene identification, the initial state data of the battle role, the total battle rounds, the battle results and a plurality of pieces of video sample data which are arranged in sequence and correspond to each battle round;
the first layer video production data comprises the battle scene identification, the total battle rounds, the battle results and round data of each battle round; the second layer of video production data is turn data of each combat turn, and the turn data of each combat turn comprises the number of the current combat turn and the turn message packet data of the current combat turn; the third layer of video production data is round message packet data of each combat round, the round message packet data of each combat round comprises video sample data codes in the current combat round and the video sample data, and the round message packet data with the round number of 0 is combat scene basic data used for creating combat scenes.
Optionally, the video base data further includes at least one of play amount, praise amount, barrage number, session identifier, and video description information of the target recording session; the device further comprises:
the basic data change module is used for receiving video basic data change information corresponding to the target recording field, wherein the video basic data change information comprises at least one of video playing data, praise data and barrage data; and modifying the video basic data of the target recording field in the first preset video storage space according to the video basic data change information.
According to another aspect of the present application, there is provided a device for processing combat video data, applied to a game client, the device including:
the video recording request module is used for sending battle video recording request information to the game server;
the basic data receiving module is used for receiving video recording basic data fed back by the game server, wherein the video recording basic data comprises a storage address of video recording making data;
and the video making module is used for reading the video making data based on the storage address and generating a combat video according to the video making data.
Optionally, the battle video recording request information includes video recording list request information of a to-be-played back session; the device further comprises:
a display module, configured to display a video list interface based on the video basic data after receiving the video basic data fed back by the game server, where the video list interface includes a session identifier of the session to be played back and a video playing option of each session to be played back;
correspondingly, the video production module is specifically configured to: determining a target playback field based on the selection operation of any video playing option, and acquiring a target storage address corresponding to the target playback field from video basic data of the target playback field; and reading the video production data of the target playback field under the target storage address.
Optionally, the video basic data is stored in a first preset storage space, and after receiving the video list request information, the game server reads the video basic data of the to-be-played back session in the first preset storage space; the target storage address points to a second preset storage space; the first preset storage space and the second preset storage space are independent of the game server.
Optionally, the video production module is specifically configured to:
inputting the video production data into a video system of the game client;
the video recording system renders a UI (user interface) of the battle video based on first-layer video production data, wherein the UI is used for directly displaying or displaying at least one of battle scene identification, total battle turn number, battle result and battle turn selection options under interactive operation triggering;
the video recording system determines the sequence of the battle rounds based on second layer video recording production data;
the video recording system respectively generates the fighting animation of each fighting round based on the third layer video recording production data, associates the fighting animation with the corresponding fighting round selection option, and splices the fighting animation of each fighting round according to the sequence of the fighting rounds.
According to another aspect of the present application, there is provided a system for processing combat video data, comprising: the game client, the game server and the storage device corresponding to the preset video storage space.
According to still another aspect of the present application, there is provided a storage medium having stored thereon a computer program which, when executed by a processor, implements the above-described method of processing combat video data.
According to yet another aspect of the present application, there is provided a computer device, including a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, wherein the processor implements the method for processing combat video data when executing the program.
By means of the technical scheme, after the game server receives the combat data of the target recording field, the server makes the video data of the target recording field based on the combat data and stores the video data in the preset video storage space, so that when the game client requests video playback of the target recording field, the game server feeds back the storage address of the video data to the client, and the game client can read the video data according to the storage address and generate the combat video. According to the embodiment of the application, the video data of battles are made through the game server and stored in the preset video storage space, the storage space of the game server is prevented from being occupied, when the game client requests for playing back the video, the client reads the video data from the storage space, the video playback is converted into the local behavior of the client, and the problem that the pressure of the server is increased due to frequent data transmission between the server and the client is solved.
The foregoing description is only an overview of the technical solutions of the present application, and the present application can be implemented according to the content of the description in order to make the technical means of the present application more clearly understood, and the following detailed description of the present application is given in order to make the above and other objects, features, and advantages of the present application more clearly understandable.
Drawings
The accompanying drawings, which are included to provide a further understanding of the application and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the application and together with the description serve to explain the application and not to limit the application. In the drawings:
fig. 1 is a schematic flowchart illustrating a method for processing combat video data according to an embodiment of the present disclosure;
fig. 2 is a schematic diagram illustrating a video data storage method according to an embodiment of the present application;
fig. 3 is a schematic flow chart illustrating another method for processing combat video data according to an embodiment of the present disclosure;
fig. 4 is a schematic flowchart illustrating a further method for processing combat video data according to an embodiment of the present application;
FIG. 5 is a diagram illustrating a video recording list interface according to an embodiment of the present disclosure;
fig. 6(a) is a schematic flowchart illustrating a combat video data storage method according to an embodiment of the present application;
fig. 6(b) is a schematic flowchart illustrating a method for using combat video data according to an embodiment of the present application;
fig. 7 is a schematic structural diagram illustrating a device for processing combat video data according to an embodiment of the present application;
fig. 8 is a schematic structural diagram illustrating another apparatus for processing combat video data according to an embodiment of the present disclosure.
Detailed Description
The present application will be described in detail below with reference to the accompanying drawings in conjunction with embodiments. It should be noted that the embodiments and features of the embodiments in the present application may be combined with each other without conflict.
In this embodiment, a method for processing combat video data is provided, and is applied to a game server, as shown in fig. 1, the method includes:
step 101, receiving combat data of a target recording field in a game;
102, making video data of the target recording field based on the combat data, wherein the video data is used for generating a combat video of the target recording field;
step 103, storing the video data in a preset video storage space, wherein the game server is configured to feed back a storage address of the preset video storage space when the game client requests video playback, so that the game client obtains the video data in the preset video storage space based on the storage address.
In the embodiment of the application, for a target recording field needing to be recorded, the game server receives combat data in the game, and after the combat is finished, video recording data of the target recording field is manufactured according to the received combat data, wherein the combat data specifically comprises player operation data, operation results and broadcast data in the target recording field. In a specific application scenario, a battle may include a plurality of participating players, and when any one of the players selects to record the battle, the game server may record operation data and operation results of the player, and operation data and operation results (i.e., broadcast data) of other participating players broadcast to the player by the game server. After the battle of the field is finished, the game server can manufacture the video data of the target recorded field according to the battle data of the target recorded field, the video data can be used for generating a battle video locally at the game client, specifically, a pre-constructed video system can be utilized, the video system is arranged in the game client, so that when the battle is required to be played back, the video data is input into the local video system of the game client, the battle video of the target recorded field is manufactured through the video system, and the situation that the server is stressed due to frequent data transmission between the game server and the game client is avoided. And finally, after the game server produces the video data of the target recording field, storing the video data in a preset video storage space so as to avoid occupying the space of the game server.
It should be noted that the game server does not store the specific data for generating the combat video, but the game server may store the storage address of the video data, so that when the game client requests the video playback of the target recording field, the storage address is fed back to the game client, so that the game client can obtain the video data according to the storage address. The game server may also store the storage address in another location (specifically, in the preset video storage space or in an independent space dedicated to storing the storage address) instead of storing the storage address of the video data, and when the game client requests video playback of the target recording session, the game server reads the storage address of the video data from the location and then sends the storage address to the game client.
By applying the technical scheme of the embodiment, after the game server receives the combat data of the target recording field, the server makes the video data of the target recording field based on the combat data and stores the video data in the preset video storage space, so that when the game client requests the video playback of the target recording field, the game server feeds back the storage address of the video data to the client, and the game client can read the video data according to the storage address and generate the combat video. According to the embodiment of the application, the video data of battles are made through the game server and stored in the preset video storage space, the storage space of the game server is prevented from being occupied, when the game client requests for playing back the video, the client reads the video data from the storage space, the video playback is converted into the local behavior of the client, and the problem that the pressure of the server is increased due to frequent data transmission between the server and the client is solved.
In this embodiment of the present application, optionally, the video data includes video basic data and video production data, where the video basic data includes a target recording session identifier and the storage address, and the video production data is used to generate a combat video of the target recording session; step 103 comprises: storing the video basic data in a first preset video storage space, and storing the video production data in a second preset video storage space, wherein a storage address in the video basic data points to the second preset video storage space, the first preset storage space comprises a Redis storage system, and the first preset video storage space and the second preset storage space are independent of the game server.
Correspondingly, step 103 is followed by:
104, receiving combat video recording request information from a game client, and determining a field to be played back corresponding to the combat video recording request information;
and 105, acquiring the video basic data of the field to be played back from the preset video storage space, and sending the video basic data of the field to be played back to the game client.
In the above embodiment, the video data may be specifically divided into two parts, one part is video basic data, and the other part is video making data, where the video making data is used to generate a battle video, and the video basic data is used to record a field identifier of a target recording field and a storage address of the video recording data. In an actual application scenario, the video basic data and the video production data may be stored in different physical devices independent of the game server, for example, the video basic data is stored in a first preset video storage space based on Redis, when the game client sends battle video request information to the game server, the game server may read the video basic data of a field to be played back in the first preset storage space according to a field identifier of the field to be played back requested by the client, and based on a high concurrence high throughput characteristic of Redis, the game server may implement fast video basic data. In addition, the video production data can be stored in a second preset storage space, so that the game client reads the video production data from the second preset storage space based on the storage address in the video basic data after receiving the video basic data. As shown in fig. 2, after the game server creates the video data of the target recording session, the video basic data may be stored in redis, and the video creating data may be stored in a designated cloud.
In this embodiment of the application, optionally, the video recording basic data further includes at least one of a play amount, a praise amount, a bullet screen number, a session identifier, and video recording description information of the target recording session; the method further comprises the following steps:
step 106, receiving video basic data change information corresponding to the target recording field, wherein the video basic data change information comprises at least one of video playing data, praise data and barrage data;
step 107, modifying the video basic data of the target recording field in the first preset video storage space according to the video basic data change information.
In the above embodiment, the video base data may further include a play amount, a praise amount, and a pop-up number of the target recording session, and these data may be updated at any time along with a play condition, a praise condition, and a pop-up sending condition of the battle video of the target recording session, for example, each time the battle video is played, the game client playing the video sends the battle video play data and a session identifier to the game server, and the game server finds the video base data of the session according to the session identifier, and adds +1 to the play amount in the base data. In addition, the video description information may be a summary of the battle situation generated according to the battle data, such as the critical events, economic trends, etc. in the battle in the order of the time axis, so that the player can quickly know the battle situation through the video description information and then choose whether to review the video.
In this embodiment of the present application, optionally, the combat data includes a combat scene identifier, initial state data of a combat character, and uplink data and downlink data of at least one combat round; the video production data of the target recording field is generated by the following steps:
s1, determining the total number of combat rounds, combat results, combat role operation data and combat role state change data of each combat round based on the uplink data and the downlink data of each combat round;
and S2, making the battle scene identification, the initial state data of the battle characters, the total number of battle rounds, the battle results, the battle character operation data of each battle round and the battle character state change data into video making data of the target recording field.
In the above embodiment, taking a turn-based game as an example, a battle may include a plurality of battle turns, the game server may analyze uplink data and downlink data of each battle turn, respectively, to obtain initial state data of a battle character, a battle result, and a total number of battle turns of a target recorded field, and battle character operation data and status change data of the battle character of each battle turn, and further make the data obtained by analysis as video making data, so as to generate a battle video by using a pre-established in-game video system. Wherein the combat characters include player characters and non-player characters.
In this embodiment of the application, optionally, S2 specifically includes: analyzing the combat character operation data and the combat character state change data of each combat round into a plurality of video sample data which are arranged in sequence and correspond to each combat round respectively; generating video production data with a three-layer structure based on the battle scene identification, the initial state data of the battle role, the total battle rounds, the battle results and a plurality of pieces of video sample data which are arranged in sequence and correspond to each battle round;
the first layer video production data comprises the battle scene identification, the total battle rounds, the battle results and round data of each battle round; the second layer of video production data is turn data of each combat turn, and the turn data of each combat turn comprises the number of the current combat turn and the turn message packet data of the current combat turn; the third layer of video production data is round message packet data of each combat round, the round message packet data of each combat round comprises video sample data codes in the current combat round and the video sample data, and the round message packet data with the round number of 0 is combat scene basic data used for creating combat scenes.
The method comprises the steps of firstly analyzing combat character operation data and combat character state change data of each combat round into a plurality of video sample data in sequence with a time axis, wherein the video sample data have a sequence, and after the video sample data are input into a video system in sequence, the video system can output a combat video of the combat round. The video production data may be stored as a three-layer data structure. The first layer structure contains a combat scene identification stageId (e.g., a combat replica unique ID), a total number of combat rounds maxRound, a combat result battleResult (e.g., 1 aggressor win, 2 defender win, 3 tie), and round data currroundlist for each combat round.
The second layer structure is used for representing the turn data currRoundlist of each battle turn in the first layer, and the turn data of any battle turn in the layer structure comprises the turn number currRound of the current battle turn and the turn message packet data msgList of the current battle turn; the embodiment of the application performs special processing on the beginning of the video, stores all battle scene basic data apear by using currround 0, and is used for informing each battle unit object and battle scene basic data in the client battle video, and initializes the battle scene by using the currround message packet data of currround 0 to construct a battle environment.
The third layer structure is to represent the turn message packet data msgList in the second layer, and any one of the turn message packet data in the layer structure includes the video sample data code msgId and the video sample data buffer (for example, may be of the type of binary message data byte [ ]).
The embodiment of the application provides a method for processing combat video data, which is applied to a game client, and as shown in fig. 3, the method comprises the following steps:
step 201, sending battle video recording request information to a game server;
step 202, receiving video basic data fed back by the game server, wherein the video basic data comprises a storage address of video making data;
step 203, reading the video production data based on the storage address, and generating a battle video according to the video production data.
In the above embodiment, if a player wants to watch a video of a certain battle, the player may send a battle video request message through the game client, and after receiving the battle video request message, the game server parses the request message, determines the battle field number requested by the player, and feeds back the video basic data of the battle field number to the game client, so that the game client reads the video production data at the storage address according to the storage address carried by the video basic data, thereby invoking the local video system of the game client to generate the battle video. The battle video recording request information may carry one or more to-be-played back sessions to be requested, the game server may directly obtain corresponding video recording basic data according to the to-be-played back sessions, the battle video recording request information may not carry the to-be-requested sessions, and the game server automatically obtains video recording basic data of a recently recorded session based on the request time, which is not limited herein. The embodiment of the application converts the combat video into the local behavior of the game client, reduces data interaction between the game client and the game server, and relieves the pressure of the server.
In addition, the embodiment of the present application may also be used to request playback of a relevant combat video of a certain combat scene, and optionally, step 201 may include: after entering a target combat scene, displaying a video playback option in a game interface; and generating the battle video recording request information based on the selection operation of the video playback option, wherein the battle video recording request information carries a target scene identifier of the target battle scene.
Further, after receiving the battle video recording request information, the game server reads the video recording basic data corresponding to the battle field times related to the target battle field according to the target scene identification carried by the information, and feeds back the recording basic data of the battle field times to the game client. The game client can read the video recording making data according to the storage address in the recording basic data so as to make a combat video of the target combat scene locally at the client by using the data.
Optionally, step 203 is followed by: and playing the battle video in a video playback window of the game interface.
For example, after entering copy a, the player clicks a "view combat video" button on the interface, the game client sends a combat video request message carrying an identifier of copy a to the game server based on the operation, the game server reads out the video basic data of copy a from the storage space corresponding to the video basic data and feeds the video basic data back to the game client, the client displays a video list after receiving the video basic data, and the player can select a desired playback number of times in the list and watch the video in a combat scene. The video can be played in a specific video playback window, so that the current fighting picture is prevented from being shielded, the historical fighting condition of the copy is realized while fighting in the copy and the copy is watched again, a player can better know the playing method of the copy, and the success rate of the copy passing is improved.
Further, as a refinement and an extension of the specific implementation of the foregoing embodiment, in order to fully describe the specific implementation process of the present embodiment, another method for processing combat video data is provided, as shown in fig. 4, the method includes:
step 301, sending request information of a video list of a to-be-played back session to a game server;
step 302, receiving video base data fed back by the game server;
step 303, displaying a video list interface based on the video basic data, wherein the video list interface includes the session identifier of the session to be played back and a video playing option of each session to be played back;
in this embodiment, after the player selects the video playback function in the game, the game client may send video list request information to the game server, where the to-be-played session corresponding to the video list request information may be a session that can be displayed on one page of the video list, for example, 4 sessions can be displayed on one page of the video list, and then the to-be-played session may be the latest 4 recorded sessions. After receiving the video basic data fed back by the game server, the client displays a video list interface based on the video basic data, as shown in fig. 5, the interface includes a field identifier of a field to be played back and a video playing option, and in addition, the interface may also include information such as the praise number, the pop-up number, the playing number, and the like of the video.
Step 304, determining a target playback field based on the selection operation of any video playing option, and acquiring a target storage address corresponding to the target playback field from video basic data of the target playback field;
step 305, reading the video production data of the target playback field under the target storage address;
and step 306, generating a combat video according to the video production data.
In this embodiment, a player may select a target playback field to be viewed back from video recording options included in a list interface, and a game client may determine a target storage address in video recording basic data of the target playback field according to the target playback field based on the selection of the player, read video recording production data of the target playback field from the target storage address, and finally call a video recording system to input the video recording production data into the system to generate a combat video.
In this embodiment of the present application, step 306 may optionally include: inputting the video production data into a video system of the game client; the video recording system renders a UI (user interface) of the battle video based on first-layer video production data, wherein the UI is used for directly displaying or displaying at least one of battle scene identification, total battle turn number, battle result and battle turn selection options under interactive operation triggering; the video recording system determines the sequence of the battle rounds based on second layer video recording production data; the video recording system respectively generates the fighting animation of each fighting round based on the third layer video recording production data, associates the fighting animation with the corresponding fighting round selection option, and splices the fighting animation of each fighting round according to the sequence of the fighting rounds.
In the above embodiment, the battle video provided in the game may support a round selection function, the UI of the battle video may include options for selecting a battle round so as to quickly switch the battle round, and the UI of the battle video may further display content such as a battle scene identifier (e.g., a name of a copy of a battle), a total number of battle rounds, and a battle result. And aiming at each fighting round, generating the fighting animation of each fighting round according to the video sample data codes and the video sample data in the third layer of video production data, and splicing the fighting animations of each round according to the sequence of each fighting round contained in the second layer of video production data to form the finished fighting animation. In addition, the combat animation of each turn can be associated to the combat turn selection options in the UI interface, and after a player selects a certain combat turn selection option, the player can directly jump to the combat animation of the turn.
In a specific application scenario, as shown in fig. 6(a), after a player selects to record a certain session of battle in a game, a game server creates video base data and video production data of the session based on received battle data of the session, stores the video base data in redis, and stores the video production data in a cloud. Further, as shown in fig. 6(b), when the player requests to play back the battle video of the session, the client sends a battle video playback request for the session to the game server, and the game server reads the video basic data of the session from redis and forwards the video basic data to the game client, so that the game client obtains the video production data of the session in the cloud according to the storage address in the video basic data, and invokes a local video system to generate and play the battle video.
Further, as a specific implementation of the method in fig. 1, an embodiment of the present application provides a device for processing combat video data, which is applied to a game server, and as shown in fig. 7, the device includes:
the battle data receiving module is used for receiving battle data of a target recording field in a game;
the video data generation module is used for making video data of the target recording field based on the combat data, wherein the video data is used for generating a combat video of the target recording field;
and the game server is used for feeding back the storage address of the preset video storage space when the game client requests video playback, so that the game client acquires the video data in the preset video storage space based on the storage address.
Optionally, the video data includes video basic data and video production data, where the video basic data includes a target recording session identifier and the storage address, and the video production data is used to generate a combat video of the target recording session;
the device further comprises: the system comprises a basic data sending module, a game playing module and a playing module, wherein the basic data sending module is used for receiving combat video recording request information from a game client and determining a field to be played back corresponding to the combat video recording request information; and acquiring the video basic data of the field to be played back from the preset video storage space, and sending the video basic data of the field to be played back to the game client.
Optionally, the video data storage module is specifically configured to:
storing the video basic data in a first preset video storage space, and storing the video production data in a second preset video storage space, wherein a storage address in the video basic data points to the second preset video storage space, the first preset storage space comprises a Redis storage system, and the first preset video storage space and the second preset storage space are independent of the game server.
Optionally, the combat data includes a combat scene identifier, initial state data of a combat character, and uplink data and downlink data of at least one combat round;
the video data generation module is specifically configured to: determining the total number of battle rounds, a battle result, and battle role operation data and battle role state change data of each battle round based on uplink data and downlink data of each battle round; and making the battle scene identification, the initial state data of the battle characters, the total number of battle rounds, the battle results, the battle character operation data of each battle round and the battle character state change data into video making data of the target recording field.
Optionally, the video data generating module is further configured to: analyzing the combat character operation data and the combat character state change data of each combat round into a plurality of video sample data which are arranged in sequence and correspond to each combat round respectively; generating video production data with a three-layer structure based on the battle scene identification, the initial state data of the battle role, the total battle rounds, the battle results and a plurality of pieces of video sample data which are arranged in sequence and correspond to each battle round;
the first layer video production data comprises the battle scene identification, the total battle rounds, the battle results and round data of each battle round; the second layer of video production data is turn data of each combat turn, and the turn data of each combat turn comprises the number of the current combat turn and the turn message packet data of the current combat turn; the third layer of video production data is round message packet data of each combat round, the round message packet data of each combat round comprises video sample data codes in the current combat round and the video sample data, and the round message packet data with the round number of 0 is combat scene basic data used for creating combat scenes.
Optionally, the video base data further includes at least one of play amount, praise amount, barrage number, session identifier, and video description information of the target recording session; the device further comprises:
the basic data change module is used for receiving video basic data change information corresponding to the target recording field, wherein the video basic data change information comprises at least one of video playing data, praise data and barrage data; and modifying the video basic data of the target recording field in the first preset video storage space according to the video basic data change information.
Further, as a specific implementation of the method in fig. 4, an embodiment of the present application provides a device for processing combat video data, which is applied to a game client, and as shown in fig. 8, the device includes:
the video recording request module is used for sending battle video recording request information to the game server;
the basic data receiving module is used for receiving video recording basic data fed back by the game server, wherein the video recording basic data comprises a storage address of video recording making data;
and the video making module is used for reading the video making data based on the storage address and generating a combat video according to the video making data.
Optionally, the battle video recording request information includes video recording list request information of a to-be-played back session; the device further comprises:
a display module, configured to display a video list interface based on the video basic data after receiving the video basic data fed back by the game server, where the video list interface includes a session identifier of the session to be played back and a video playing option of each session to be played back;
correspondingly, the video production module is specifically configured to: determining a target playback field based on the selection operation of any video playing option, and acquiring a target storage address corresponding to the target playback field from video basic data of the target playback field; and reading the video production data of the target playback field under the target storage address.
Optionally, the video basic data is stored in a first preset storage space, and after receiving the video list request information, the game server reads the video basic data of the to-be-played back session in the first preset storage space; the target storage address points to a second preset storage space; the first preset storage space and the second preset storage space are independent of the game server.
Optionally, the video production module is specifically configured to:
inputting the video production data into a video system of the game client;
the video recording system renders a UI (user interface) of the battle video based on first-layer video production data, wherein the UI is used for directly displaying or displaying at least one of battle scene identification, total battle turn number, battle result and battle turn selection options under interactive operation triggering;
the video recording system determines the sequence of the battle rounds based on second layer video recording production data;
the video recording system respectively generates the fighting animation of each fighting round based on the third layer video recording production data, associates the fighting animation with the corresponding fighting round selection option, and splices the fighting animation of each fighting round according to the sequence of the fighting rounds.
It should be noted that other corresponding descriptions of the functional units related to the apparatus for processing battle video data provided in the embodiment of the present application may refer to the corresponding descriptions in the methods in fig. 1 to fig. 6, and are not repeated herein.
Based on the methods shown in fig. 1 to 6, correspondingly, the present application further provides a storage medium, on which a computer program is stored, and the computer program, when executed by a processor, implements the method for processing combat video data shown in fig. 1 to 6.
Based on such understanding, the technical solution of the present application may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (which may be a CD-ROM, a usb disk, a removable hard disk, etc.), and includes several instructions for enabling a computer device (which may be a personal computer, a server, or a network device, etc.) to execute the method according to the implementation scenarios of the present application.
Based on the method shown in fig. 1 to fig. 6 and the virtual device embodiment shown in fig. 7 to fig. 8, in order to achieve the above object, the present application further provides a computer device, which may specifically be a personal computer, a server, a network device, and the like, where the computer device includes a storage medium and a processor; a storage medium for storing a computer program; a processor for executing a computer program to implement the method for processing the combat video data as shown in fig. 1 to 6.
Optionally, the computer device may also include a user interface, a network interface, a camera, Radio Frequency (RF) circuitry, sensors, audio circuitry, a WI-FI module, and so forth. The user interface may include a Display screen (Display), an input unit such as a keypad (Keyboard), etc., and the optional user interface may also include a USB interface, a card reader interface, etc. The network interface may optionally include a standard wired interface, a wireless interface (e.g., a bluetooth interface, WI-FI interface), etc.
It will be appreciated by those skilled in the art that the present embodiment provides a computer device architecture that is not limiting of the computer device, and that may include more or fewer components, or some components in combination, or a different arrangement of components.
The storage medium may further include an operating system and a network communication module. An operating system is a program that manages and maintains the hardware and software resources of a computer device, supporting the operation of information handling programs, as well as other software and/or programs. The network communication module is used for realizing communication among components in the storage medium and other hardware and software in the entity device.
Through the description of the above embodiment, those skilled in the art can clearly understand that the present application can be implemented by software plus a necessary general hardware platform, and also can implement that after the game server receives the battle data of the target recording field through hardware, the server makes the video data of the target recording field based on the battle data and stores the video data in a preset video storage space, so that when the game client requests video playback of the target recording field, the game server feeds back the storage address of the video data to the client, and the game client can read the video data according to the storage address and generate a battle video. According to the embodiment of the application, the video data of battles are made through the game server and stored in the preset video storage space, the storage space of the game server is prevented from being occupied, when the game client requests for playing back the video, the client reads the video data from the storage space, the video playback is converted into the local behavior of the client, and the problem that the pressure of the server is increased due to frequent data transmission between the server and the client is solved.
Those skilled in the art will appreciate that the figures are merely schematic representations of one preferred implementation scenario and that the blocks or flow diagrams in the figures are not necessarily required to practice the present application. Those skilled in the art will appreciate that the modules in the devices in the implementation scenario may be distributed in the devices in the implementation scenario according to the description of the implementation scenario, or may be located in one or more devices different from the present implementation scenario with corresponding changes. The modules of the implementation scenario may be combined into one module, or may be further split into a plurality of sub-modules.
The above application serial numbers are for description purposes only and do not represent the superiority or inferiority of the implementation scenarios. The above disclosure is only a few specific implementation scenarios of the present application, but the present application is not limited thereto, and any variations that can be made by those skilled in the art are intended to fall within the scope of the present application.

Claims (15)

1. A processing method of combat video data is characterized in that the processing method is applied to a game server and comprises the following steps:
receiving combat data of a target recording field in a game;
making video data of the target recording field based on the combat data, wherein the video data is used for generating a combat video of the target recording field;
and storing the video data in a preset video storage space, wherein the game server is used for feeding back a storage address of the preset video storage space when the game client requests video playback, so that the game client acquires the video data in the preset video storage space based on the storage address.
2. The method of claim 1, wherein the video recording data comprises video recording base data and video recording production data, wherein the video recording base data comprises a target recording session identifier and the storage address, and the video recording production data is used for generating a combat video of the target recording session;
after the video data is stored in a preset video storage space, the method further includes:
receiving combat video recording request information from a game client, and determining the number of fields to be played back corresponding to the combat video recording request information;
and acquiring the video basic data of the field to be played back from the preset video storage space, and sending the video basic data of the field to be played back to the game client.
3. The method according to claim 2, wherein the storing the video data in a predetermined video storage space specifically comprises:
storing the video basic data in a first preset video storage space, and storing the video production data in a second preset video storage space, wherein a storage address in the video basic data points to the second preset video storage space, the first preset storage space comprises a Redis storage system, and the first preset video storage space and the second preset storage space are independent of the game server.
4. The method of claim 2, wherein the combat data comprises combat scene identification, combat character initial state data, and uplink and downlink data for at least one combat round; the video production data of the target recording field is generated by the following steps:
determining the total number of battle rounds, a battle result, and battle role operation data and battle role state change data of each battle round based on uplink data and downlink data of each battle round;
and making the battle scene identification, the initial state data of the battle characters, the total number of battle rounds, the battle results, the battle character operation data of each battle round and the battle character state change data into video making data of the target recording field.
5. The method according to claim 4, wherein the making the battle scene identifier, the initial state data of the battle character, the total number of battle rounds, the battle result, the battle character operation data of each battle round, and the battle character state change data into the video making data of the target recording session specifically comprises:
analyzing the combat character operation data and the combat character state change data of each combat round into a plurality of video sample data which are arranged in sequence and correspond to each combat round respectively;
generating video production data with a three-layer structure based on the battle scene identification, the initial state data of the battle role, the total battle rounds, the battle results and a plurality of pieces of video sample data which are arranged in sequence and correspond to each battle round;
the first layer video production data comprises the battle scene identification, the total battle rounds, the battle results and round data of each battle round;
the second layer of video production data is turn data of each combat turn, and the turn data of each combat turn comprises the number of the current combat turn and the turn message packet data of the current combat turn;
the third layer of video production data is round message packet data of each combat round, the round message packet data of each combat round comprises video sample data codes in the current combat round and the video sample data, and the round message packet data with the round number of 0 is combat scene basic data used for creating combat scenes.
6. The method of claim 3, wherein the video base data further comprises at least one of a play amount, a praise amount, a pop-up amount, a session identifier, and video description information of the target recording session; the method further comprises the following steps:
receiving video basic data change information corresponding to the target recording field, wherein the video basic data change information comprises at least one of video playing data, praise data and barrage data;
and modifying the video basic data of the target recording field in the first preset video storage space according to the video basic data change information.
7. A processing method of combat video data is applied to a game client, and the method comprises the following steps:
sending battle video recording request information to a game server;
receiving video basic data fed back by the game server, wherein the video basic data comprises a storage address of video production data;
and reading the video production data based on the storage address, and generating a combat video according to the video production data.
8. The method of claim 7, wherein the combat video recording request information includes video recording list request information for a session to be played back; after the video recording basic data fed back by the game server is received, the method further includes:
displaying a video list interface based on the video basic data, wherein the video list interface comprises the field identification of the field to be played back and the video playing option of each field to be played back;
correspondingly, the reading the video production data based on the storage address specifically includes:
determining a target playback field based on the selection operation of any video playing option, and acquiring a target storage address corresponding to the target playback field from video basic data of the target playback field;
and reading the video production data of the target playback field under the target storage address.
9. The method of claim 8,
the video basic data are stored in a first preset storage space, and the game server reads the video basic data of the field to be played back in the first preset storage space after receiving the video list request information; the target storage address points to a second preset storage space; the first preset storage space and the second preset storage space are independent of the game server.
10. The method of claim 7, wherein the generating a combat video from the video production data comprises:
inputting the video production data into a video system of the game client;
the video recording system renders a UI (user interface) of the battle video based on first-layer video production data, wherein the UI is used for directly displaying or displaying at least one of battle scene identification, total battle turn number, battle result and battle turn selection options under interactive operation triggering;
the video recording system determines the sequence of the battle rounds based on second layer video recording production data;
the video recording system respectively generates the fighting animation of each fighting round based on the third layer video recording production data, associates the fighting animation with the corresponding fighting round selection option, and splices the fighting animation of each fighting round according to the sequence of the fighting rounds.
11. A processing device of battle video data is characterized in that the processing device is applied to a game server and comprises:
the battle data receiving module is used for receiving battle data of a target recording field in a game;
the video data generation module is used for making video data of the target recording field based on the combat data, wherein the video data is used for generating a combat video of the target recording field;
and the game server is used for feeding back the storage address of the preset video storage space when the game client requests video playback, so that the game client acquires the video data in the preset video storage space based on the storage address.
12. A device for processing combat video data, applied to a game client, the device comprising:
the video recording request module is used for sending battle video recording request information to the game server;
the basic data receiving module is used for receiving video recording basic data fed back by the game server, wherein the video recording basic data comprises a storage address of video recording making data;
and the video making module is used for reading the video making data based on the storage address and generating a combat video according to the video making data.
13. A system for processing combat video data, comprising: a game client, a game server and a storage device corresponding to a preset video storage space, wherein the game client is used for executing the method of any one of claims 1 to 6, and the game server is used for executing the method of any one of claims 7 to 10.
14. A storage medium having a computer program stored thereon, wherein the computer program, when executed by a processor, implements the method of any of claims 1 to 10.
15. A computer device comprising a storage medium, a processor and a computer program stored on the storage medium and executable on the processor, characterized in that the processor implements the method of any one of claims 1 to 10 when executing the computer program.
CN202111604466.9A 2021-12-24 2021-12-24 Method, device and system for processing combat video data and storage medium Pending CN114272598A (en)

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