CN113559502A - Game offline processing method and device, storage medium and electronic equipment - Google Patents

Game offline processing method and device, storage medium and electronic equipment Download PDF

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Publication number
CN113559502A
CN113559502A CN202110850824.8A CN202110850824A CN113559502A CN 113559502 A CN113559502 A CN 113559502A CN 202110850824 A CN202110850824 A CN 202110850824A CN 113559502 A CN113559502 A CN 113559502A
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game
client
offline
state
data
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王亚朝
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Guangdong Oppo Mobile Telecommunications Corp Ltd
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Guangdong Oppo Mobile Telecommunications Corp Ltd
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Priority to CN202110850824.8A priority Critical patent/CN113559502A/en
Publication of CN113559502A publication Critical patent/CN113559502A/en
Priority to PCT/CN2022/104288 priority patent/WO2023005632A1/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L43/00Arrangements for monitoring or testing data switching networks
    • H04L43/08Monitoring or testing based on specific metrics, e.g. QoS, energy consumption or environmental parameters
    • H04L43/0805Monitoring or testing based on specific metrics, e.g. QoS, energy consumption or environmental parameters by checking availability
    • H04L43/0811Monitoring or testing based on specific metrics, e.g. QoS, energy consumption or environmental parameters by checking availability by checking connectivity

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Environmental & Geological Engineering (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Signal Processing (AREA)
  • Computer And Data Communications (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The embodiment of the application discloses a game offline processing method, a game offline processing device, a storage medium and electronic equipment, wherein the method comprises the following steps: the method comprises the steps that when a game client is in a game off-line state, game state information of at least one game client is obtained; determining game control data for each of the game clients based on the game state information for each of the game clients; and sending the game control data to each game client, wherein the game control data is used for the game client to be in a game running state in the game offline state. By adopting the embodiment of the application, the normal operation of the game can be guaranteed.

Description

Game offline processing method and device, storage medium and electronic equipment
Technical Field
The present application relates to the field of computer technologies, and in particular, to a game offline processing method and apparatus, a storage medium, and an electronic device.
Background
With the rapid development of network games, for example, multi-player battle games are more and more popular with users and become popular entertainment modes, and game players perform various game operations in the game environment according to game rules, so that the competitive psychology of the game players is met.
Most network games are based on a Client-Server (C-S) mode, a program on a service side of the game runs on the game service, a game user plays games through the game Client, and the game Client and the game service perform interactive processing on game data during the game playing process to ensure the normal operation of the game.
Disclosure of Invention
The embodiment of the application provides a game offline processing method, a game offline processing device, a storage medium and electronic equipment, and the technical scheme is as follows:
in a first aspect, an embodiment of the present application provides a game offline processing method, where the method includes:
the method comprises the steps that when a game client is in a game off-line state, game state information of at least one game client is obtained;
determining game control data for each of the game clients based on the game state information for each of the game clients;
and sending the game control data to each game client, wherein the game control data is used for the game client to be in a game running state in the game offline state.
In a second aspect, an embodiment of the present application provides a game offline processing method, where the method includes:
determining that the terminal equipment is in a game off-line state, and transmitting game state information to the terminal equipment; the game state information is used for determining game control data aiming at the game client by the terminal equipment based on the game state information;
and receiving the game control data sent by the terminal equipment, and keeping the game in a game running state in the game off-line state based on the game control data.
In a third aspect, an embodiment of the present application provides a game offline processing apparatus, where the apparatus includes:
the information acquisition module is used for acquiring the game state information of at least one game client when the game client is in a game off-line state;
the data determining module is used for determining game control data aiming at each game client based on the game state information of each game client;
and the game running module is used for sending the game control data to each game client, and the game control data is used for enabling the game clients to be in a game running state in the game offline state.
In a fourth aspect, an embodiment of the present application provides a game offline processing apparatus, where the apparatus includes:
the information transmission module is used for transmitting game state information to the terminal equipment when determining that the terminal equipment is in a game off-line state; the game state information is used for determining game control data aiming at the game client by the terminal equipment based on the game state information;
and the data receiving module is used for receiving the game control data sent by the terminal equipment and is in a game running state in the game off-line state based on the game control data.
In a fifth aspect, an embodiment of the present application provides a game offline processing system, where the system includes at least one game client and a terminal device, where:
the game client is used for transmitting game state information to the terminal equipment in a game offline state;
the terminal device is used for acquiring game state information of the at least one game client, and determining game control data aiming at each game client in the at least one game client based on the game state information of each game client;
the terminal equipment is also used for sending the game control data to each game client;
the at least one game client is further configured to receive the game control data sent by the terminal device, and is in a game running state in the game offline state based on the game control data.
In a sixth aspect, embodiments of the present application provide a computer storage medium storing a plurality of instructions adapted to be loaded by a processor and to perform the above-mentioned method steps.
In a seventh aspect, an embodiment of the present application provides an electronic device, which may include: a processor and a memory; wherein the memory stores a computer program adapted to be loaded by the processor and to perform the above-mentioned method steps.
The beneficial effects brought by the technical scheme provided by some embodiments of the application at least comprise:
in one or more embodiments of the present application, when a game client is in a game offline state (for example, a game is offline due to a network failure between the game client and a game server), a terminal device may obtain game state information of at least one game client; then determining game control data for each of the game clients based on the game state information of each of the game clients; and sending the game control data to each game client, wherein the game control data is used for the game client to be in a game running state in the game offline state. The situation that the game running is interrupted by the game client side in the offline state of the game can be avoided, and the terminal device (the terminal device can be one of devices participating in the game or one device which is not participating in the game and is specially used for offline game control) is deployed, so that the terminal device can replace the game server side to perform offline processing on game data in the game process, the normal running of the game in the offline state is guaranteed, and the service disaster tolerance capability of the back end of the game in the offline state is improved.
Drawings
In order to more clearly illustrate the embodiments of the present application or the technical solutions in the prior art, the drawings used in the description of the embodiments or the prior art will be briefly described below, it is obvious that the drawings in the following description are only some embodiments of the present application, and for those skilled in the art, other drawings can be obtained according to the drawings without creative efforts.
FIG. 1 is a schematic flow chart of a game offline processing method according to an embodiment of the present disclosure;
FIG. 2 is a schematic view of a game offline processing scenario provided in an embodiment of the present application;
FIG. 3 is a schematic diagram illustrating an example of a game scene screen according to an embodiment of the present application;
FIG. 4 is a schematic flow chart of another game offline processing method provided in the embodiments of the present application;
FIG. 5 is a schematic diagram of an offline control interface provided by an embodiment of the present application;
FIG. 6 is a schematic flow chart of another game offline processing method provided in the embodiments of the present application;
FIG. 7 is a block diagram of an exemplary game offline processing system according to the present disclosure;
FIG. 8 is a game offline processing apparatus according to an embodiment of the present application;
FIG. 9 is a block diagram of another game offline processing apparatus according to an embodiment of the present application;
FIG. 10 is a block diagram of another game offline processing apparatus according to an embodiment of the present application;
fig. 11 is a schematic structural diagram of a terminal device according to an embodiment of the present application;
fig. 12 is a schematic structural diagram of a game client according to an embodiment of the present application.
Detailed Description
The technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
In the description of the present application, it is to be understood that the terms "first," "second," and the like are used for descriptive purposes only and are not to be construed as indicating or implying relative importance. In the description of the present application, it is noted that, unless explicitly stated or limited otherwise, "including" and "having" and any variations thereof, are intended to cover non-exclusive inclusions. For example, a process, method, system, article, or apparatus that comprises a list of steps or elements is not limited to only those steps or elements listed, but may alternatively include other steps or elements not listed, or inherent to such process, method, article, or apparatus. The specific meaning of the above terms in the present application can be understood in a specific case by those of ordinary skill in the art. Further, in the description of the present application, "a plurality" means two or more unless otherwise specified. "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.
The present application will be described in detail with reference to specific examples.
In one embodiment, as shown in fig. 1, a game offline processing method is proposed, which can be implemented by means of a computer program, can run on a von neumann-based game offline processing device, and is applied to a terminal device in some implementation scenarios. The computer program may be integrated into the application or may run as a separate tool-like application. The game offline processing device can be a terminal device, including but not limited to: personal computers, tablet computers, handheld devices, in-vehicle devices, wearable devices, computing devices or other processing devices connected to a wireless modem, and the like. The terminal devices in different networks may be called different names, for example: user equipment, access terminal, subscriber unit, subscriber station, mobile station, remote terminal, mobile device, user terminal, wireless communication device, user agent or user equipment, cellular telephone, cordless telephone, terminal equipment in a 5G network or future evolution network, and the like.
Specifically, the game offline processing method comprises the following steps:
s101: the method comprises the steps that when a game client is in a game off-line state, game state information of at least one game client is obtained;
illustratively, the game client is in the game offline state, which can be understood in the present application as that the game client is currently in the game offline state due to a network failure between the game client and the game server corresponding to the participated game, and at this time, it is generally difficult for the game client to maintain the game running based on the game server (e.g., the game server providing the game service) in a stable network. In the related art, when the game client is currently in the game offline state, such as when a network failure is encountered, the network between the game client and the game server is interrupted. The game that the game client runs based on the game server or the game role corresponding to the game client participates in usually can not run normally.
In the application, the terminal device can be deployed in advance based on the game client participating in the game, and the terminal device can be used as a game offline controller to replace a game server to perform offline processing on game data in the game process when the game client is in an offline state. In some embodiments, the terminal device may be a stand-alone electronic device; in some embodiments, the terminal device may be one of the devices participating in the game (e.g. all game clients participating in the game), or may be a device dedicated to offline control of the game and not participating in the game, or the terminal device may be a software/hardware module as a part of the electronic device, that is, the electronic device serves as a carrier of the terminal device.
Further, the terminal device may be generally disposed on a peripheral side of the game client, and may be used to implement offline operation of a game currently running by the game client when a network communication manner commonly used between the game client and the game server is in a network failure state. In the application, when the game client is in the game offline state, the game client can establish communication connection with the terminal device, the game client transmits game data (such as game state information) which needs to be transmitted to the game server in the game to the terminal device, the terminal device performs offline processing on the game data (such as the game state information), and then returns game control data to the game client, and the game control terminal can realize normal operation of the game in the game offline state based on the game control data.
Furthermore, the game offline processing method can be suitable for a target scene of network faults between the game client and the game server, wherein the target scene can be a network fault high-speed rail scene, a network fault ship scene, a network fault basement scene and the like; in the aforementioned target scenario, a network failure is often encountered between the game client and the game server, which results in a game interruption.
In some embodiments, the game may generally support a multiplayer game competition, and it is understood that, in some scenarios, multiple game clients performing the multiplayer game competition may be in the same environment (e.g., the same geographic environment), and in the daily use process, the holders of the multiple game clients participating in the multiplayer game competition may cause poor or even no network signals of the game clients due to moving to areas with poor signal quality, such as elevators, underground garages, high-speed rails, and some specific shielding places, etc., due to insufficient coverage, occlusion, or artificial shielding; at this time, the holders corresponding to the game clients move in a similar environment and have a certain commonality, that is, may be in a game offline state at the same time, terminal devices may be deployed in advance based on the game clients participating in the game, and the terminal devices may be used as a game offline controller to replace the game server when the game client is in the offline state, thereby performing offline processing on game data in the game process.
Optionally, when the game client is in the game offline state, the terminal device may obtain the game state information of at least one game client. The game state information is the state information of a game object (which may be a game character) corresponding to the game client in the game.
The game state information can be understood as game attribute parameters (state values of game characters, game position values and the like) of game objects corresponding to game clients and/or game global information (such as a global game map and game opponent/teammate game information) related to the game objects in the game, and the like.
In the application, the terminal device may obtain game state information of the game characters participating in the game from at least one game client, and the game state information may be used to represent a game state and game global information in the game characters of the current game client. In a specific implementation, after the terminal device triggers the game offline processing and determines that the game client is in the game offline state, the terminal device actively sends an information acquisition request for the game state information of the game client to each game client, and each game client responds to the information acquisition request, so that the current game state information in the offline state with the game service end is actively sent to the terminal device; each game client actively sends the current game state information to the terminal device after determining that the game client is in an offline state with the game server. Thereby completing the step of acquiring the game state information of the terminal device to at least one game client.
In a specific implementation scenario, the offline control terminal may passively trigger or actively trigger the game offline processing function when the game client is in the game offline state. Specifically, the data transmission state of the communication network between the game client and the game server can be detected when the game client is in the game online state, and the data transmission state at least can comprise a transmission normal state and a transmission abnormal state. The normal transmission state can be understood as that the current communication state of the game client and the game server is excellent, the transmission delay is low, and the transmission of uplink data and downlink data between the game client and the game server can be met; the abnormal transmission state can be understood as that the current communication state of the game client and the game server is not good, the transmission delay of a data communication link is high, the load of the link is heavy, the link fails and the like.
Furthermore, in the game process, the data transmission state between each game client and the game server may be determined, where the data transmission state between the game client and the game server is determined by obtaining the communication quality of the communication network between the game client and the game server (by the terminal device and/or the game client), and when the communication quality meets a preset condition, it is determined that the data transmission state between the game client and the game server is an abnormal transmission state, and the game client in the abnormal transmission state may be considered to be in the offline game state.
The preset conditions are determined according to communication parameters acquired in an actual application environment, for example, the preset conditions can be set for at least one communication parameter, one is to set parameter ranges for each communication parameter, and when one or more communication parameters fall into the respective corresponding parameter ranges, the abnormal transmission state between the game client and the game server is determined; one is to set a parameter threshold value, and when one or more communication parameters reach the parameter threshold value, the abnormal transmission state between the game client and the game server is determined. Wherein, the communication parameter reaching the parameter threshold may be understood as: when the communication parameter is greater than or equal to the parameter threshold value, the transmission between the game client and the game server is in an abnormal state; or when the communication parameter is less than or equal to the parameter threshold value, the game client and the game server are in an abnormal transmission state. Specifically, the communication parameter is determined according to a communication judgment index represented by the communication parameter, for example, the packet loss rate of the communication data, and when the packet loss rate is greater than a packet loss rate threshold, a transmission abnormal state is formed between the game client and the game server. As another example, when the delay time is greater than the time threshold, the game client and the game server are in an abnormal transmission state.
In a possible implementation manner, the (terminal device and/or game client) may calculate a communication quality score according to each communication parameter, and when the communication quality score is smaller than a quality score threshold, it is determined that a transmission abnormal state exists between the game client and the game server, and the game client in the transmission abnormal state may be considered to be in the game offline state. The method comprises the following specific steps:
the terminal device and/or the game client terminal can be provided with a communication state monitoring mechanism which can monitor the communication between the game client terminal and the game server terminal; at least one communication parameter under a communication network between a game client and a game server can be obtained, and communication quality scores are calculated according to the communication parameters; the data transmission state is judged based on the communication quality score, and the judgment method specifically comprises the following steps:
a quality score threshold value may be preset, where the quality score threshold value is usually obtained by collecting a large amount of communication sample data in an actual application environment and applying a statistical method, where the determination of the quality score threshold value is not determined when the game client is actually in the game offline state, and may be a measure of the quality score threshold value when the data transmission condition is further deteriorated, that is, the game client is in the game offline state.
1. When the calculated communication quality score is smaller than a quality score threshold value, the game client and the game service terminal can be determined to be in a network fault state;
2. when the calculated communication quality score is less than the quality score threshold value, the game client and the game service terminal can be determined to be in a network normal state.
Optionally, when the number of the game clients participating in the game is multiple, whether each game client and the game server are in the network failure state may be determined based on the above manner, and then it is determined that the game client is in the game offline state.
One of the calculation methods may be setting different or the same weight values for each communication parameter, and performing weighting calculation based on each communication parameter and the weight values to obtain a current communication quality score;
one of the calculation methods may be to set reference parameter characteristics (such as a reference indication value, a reference indication range, a reference indication distance, and the like) for each communication parameter, calculate difference characteristic information (such as a difference communication parameter value) for each network communication parameter in at least one network communication parameter and the parameter characteristics corresponding to the network communication parameter, score according to the difference characteristic information, and set a scoring level, for example, three levels when scoring is performed according to the difference characteristic information: level a > level B > C, which is defined by the data connection class parameters including two communication parameters as an example: and calculating a differential communication value a of the communication parameter A1 and the reference indication value A, and taking the score corresponding to the grade B as the current communication quality score when the differential communication value a reaches the value corresponding to the grade B.
Wherein, the communication parameters include, but are not limited to, at least one of Reference Signal Receiving Power (RSRP) of the uplink/downlink data signals of the current communication antenna, Received Signal Code Power (RSCP), Ratio of received chip Signal strength and Noise strength of the signals received by the antenna (EcIo)/Ratio of modulated Bit Power and Noise spectral density (EcNo)/Signal-to-Noise Ratio (SNR)/Reference Signal Receiving Quality (RSRQ), Bit Error Rate (Bit Error Ratio, BER)/block Error Rate (blocker Rate, BLER)/Packet Error Rate (Packet Error Ratio, PER) of the signals received by the antenna, and the like to realize the evaluation of the communication link status of the current first communication link, of course, the evaluation of the communication link status of the current first communication link may also be performed by measuring other parameters.
Optionally, the evaluation of "the game client and the game server are in the network failure state" may be performed by the game client itself, and when the game client itself is determined to be in the network failure state, the game client itself may send network failure information for the network failure state to the terminal device, and the terminal device receives the network failure information to perform information detection, so that it may be determined that the game client is in the game offline state. Similarly, based on the above manner, the terminal device may implement the step of "detecting that at least one game client participating in the game and the game server are in the network failure state, and determining that the game client is in the game offline state" based on the information transmitted by each game client. It is understood that the network failure information may be implemented to trigger the terminal device to perform the game offline process.
S102: determining game control data for each of the game clients based on the game state information for each of the game clients;
in this application, the terminal device has a function of performing offline game simulation on the game, and can perform offline game processing based on the game state information of each game client, and perform game event response based on the game state information during the offline game processing, for example, the offline game processing can calculate the game event presented in the next frame of game screen for the game state information provided by each game client participating in the game, and the game event is based on the game state information in the offline state: the game event which is calculated by the game state information of the game object corresponding to each game client and contains the game behavior of the game object can be understood as the game result of the next frame of game interface corresponding to the game operation of each game object in the game; in some embodiments, the game control data may be understood as game data that includes the result of a game event presented by the game client for the next frame of game play, based on which the game client can be used to update the state of the game object in the game. The data relating to the game event is determined by performing the offline game processing based on the game plan data corresponding to the game development.
In the whole game offline processing process, after a player of a game client side performs game strategy operation (such as game operation input aiming at the current game progress) input by the local side, the game client side responds to the game strategy operation to generate game state information acting on a game role; the terminal device can then acquire the game state information on each game client, thereby performing offline game processing based on all the game state information, therefore, the game strategy operation input by the player is processed according to the game planning data (which can be represented in the forms of a game running engine, a game running model and the like) corresponding to the game development, so as to calculate and obtain the result (game event) possibly caused by the game strategy operation, namely calculate the game control data containing the result (game event) presented by the next frame of game picture of the game client, and the game control data can be used for the game client to update the state of the game object in the game, and the game event result generated by the game strategy operation input by the player of the game client is used as the generated newly-appeared game content and presented to the current game player in the form of a game frame interface.
It should be noted that, in the present application, when a certain game client is in a game offline state, a terminal device does not perform simulation of an offline behavior of a certain game client to other game clients in a game online state, for example, an intelligent robot simulates a game role behavior of an offline game client to ensure that a game is aligned with other online clients when the offline game client is offline in a certain client network, that is, other game clients in the game online state can normally perform a game; in the application, the normal processing of the game data of all the game clients participating in the game is realized based on the terminal equipment, and in the whole offline game control process, the offline state is only that the network between the game client and the game server is in the offline state, so that the terminal equipment replaces the game server to realize the normal running of the game between at least one game client participating in the game.
S103: and sending the game control data to each game client, wherein the game control data is used for the game client to be in a game running state in the game offline state.
In the application, the offline control section determines the game control data for each game client based on the game state information of each game client, and for a single game client, the game control data can ensure that the data of the game states of the game roles corresponding to all the game clients in the game are updated on any game client, so that the normal operation of the game of each game client participating in the game is ensured. In the whole process, the simulation of the game role data of a certain offline game client is not involved, the real running of the game is ensured, and the continuity and the intelligence of the game are improved.
In addition, in the application, when at least one game client and the game server are in the off-line state of the game due to network failure, the at least one game client can actively trigger the terminal device to work, and firstly, the terminal device and each game client establish communication connection with each game client by adopting a network communication technology.
That is to say, in the whole stage of the off-line game processing, each game client and the terminal device perform normal interaction of game data through the communication connection established by the network, so as to ensure the normal operation of the game.
The network may be a wireless network including, but not limited to, a cellular network, a local area network, an infrared network, or a bluetooth network, or may be a wired network including, but not limited to, an ethernet, a Universal Serial Bus (USB), or a controller area network.
Illustratively, after the terminal device establishes communication connection with each game client, normal interaction of game data can be performed. The terminal equipment can acquire the game state information of the game role corresponding to each game client. The terminal device performs offline game processing based on the game state information, so as to calculate a game event presented in the next frame of game screen for the game state information provided by each game client participating in the game, that is, a game result of the next frame of game interface corresponding to the game strategy operation of each game object in the game, which can be understood as processing the game strategy operation (the game state information includes the game strategy operation) input by the player according to the game strategy data (which can be characterized in the form of a game running engine, a game running model and the like) corresponding to game development, thereby generating game control data including the result presented in the next frame of game screen by the game client; it can be understood that the game control data corresponding to different game clients may be the same or different, and each game client may receive the game control data sent by the terminal device, and update the state of the game object in the game according to the game control data, so as to generate new game content from the (game event) result generated by the game strategy operation input by the player of the game client and present the new game content to the player in the form of a game frame interface.
Further, in the process of the offline game, after the state of the game character is updated based on the game control data, the player on at least one game client may input a new game strategy operation again, so that the game client may respond to the game strategy operation to obtain the game state information when the game strategy operation acts on the game character, and further transmit the game state information to the terminal device for offline game reprocessing. By analogy, the circular causal relationship between the game strategy operation and the game event result after the game is processed offline continues until the player of one game client wins or loses the game, that is, the game is ended.
In a specific implementation scenario, the at least one game client and/or the terminal device in the present application is in a team game mode of the game; the game control data is used for controlling a team game mode in a game to be in a game running state by the game client and/or the terminal device in the game offline state.
Illustratively, each game client and terminal device may be both game participants, each game client and terminal device controls a corresponding game role to participate in a game, and simultaneously are in a team game mode, which may be a team game mode in games based on multiplayer online tactical sports (MOBA), real-time strategy (RTS), and the like; when each device (the devices corresponding to the game client and the terminal device) participating in the game and the game server are in a game online state, normally performing game data interaction with the game server to ensure the normal operation of the game; it should be noted that, when the terminal device is in the game on-line state, the terminal device is also the game client to participate in the game, and it is understood that, when any device (e.g., the game client) participating in the game is in the game off-line state, the terminal device is determined from the devices participating in the game as the off-line control end of the game, and the terminal device that is also the game participant performs the off-line processing of the game. It is understood that the game control data subsequently generated by the terminal device is used for the game client and/or the terminal device to control the team game mode in the game to be in the game running state in the game offline state. That is, all game participants participating in the team game mode play the game normally without interrupting the game.
In a specific implementation scenario, the terminal device and at least one game client use a local area network for data communication.
In a specific implementation scenario, as shown in fig. 2, fig. 2 is a schematic view of a game offline processing scenario, and in fig. 2, the game offline processing scenario involves a terminal device 100 and a game client cluster, where the game client cluster includes a game client 1, a game client 2. In the game offline scenario, the game clients are in a team game mode of the game, and for each game client, each game client participates in the game and controls at least one game character accordingly.
Illustratively, a game global map is commonly corresponded in the game. When the terminal device performs a game offline processing stage, the game client 1, the game client 2,. the game client n will transmit the game state information such as a game map, controlled game characters, input game strategy operations and the like to the terminal device, the terminal device will process all the received game state information and transmit the processed game data aiming at the game client 1, the game client 2,. the game client n "to the corresponding game client, and the game control data can be understood as the game data containing the game event result presented by the next frame of game picture of the corresponding game client, so that the game client can update the game state of the game elements such as the game character (the local character or other game orange) in the game global map.
For example, as shown in fig. 3, fig. 3 is a schematic diagram illustrating an example of a game scene screen according to the present application, where a game client receives game control data sent by a terminal device, and taking the game client 1 as an example, the game client 1 performs data analysis on the game control data at this time, and can calculate and determine state information of the currently controlled game character 1, such as a game position, a character attribute, scene information, and the like, and can also calculate and determine state information of other game characters than the game character 1, such as state information of the game character 2... in fig. 3. In the above process, the game client 1 can update the state of the corresponding game role in the game global map, and render and display the game display picture of the current frame. By analogy, the other game clients can update and display the game display picture displayed by the home terminal in the same way. Therefore, the real-time synchronization of the game roles which participate in the game and are controlled by each game client side in an off-line state is realized.
In the embodiment of the application, when a game client is in a game offline state (for example, a game is offline due to a network failure between the game client and a game server), the terminal device may obtain game state information of at least one game client; then determining game control data for each of the game clients based on the game state information of each of the game clients; and sending the game control data to each game client, wherein the game control data is used for the game client to be in a game running state in the game offline state. The situation that the game running is interrupted by the game client side in the off-line state of the game can be avoided, and the terminal equipment is deployed and can be used as an off-line controller of the game to replace the game server side so as to perform off-line processing on game data in the game process, thereby ensuring the normal running of the game in the off-line state and improving the service disaster tolerance capability of the back end of the game in the off-line state; the off-line game control method and the off-line game control system can be suitable for off-line game control in a team game mode of a plurality of people participating in sports, the state update of game objects of game clients participating in games is guaranteed, and the game experience of users is enhanced.
Referring to fig. 4, fig. 4 is a schematic flowchart illustrating another embodiment of a game offline processing method according to the present application. Specifically, the method comprises the following steps:
s201: when a game client is in a game offline state, acquiring an offline control identity aiming at a game from at least one game client participating in the game;
specifically, when the game client is in the game offline state, a data transmission connection with at least one game client participating in the game is established.
Optionally, the terminal device executing the game offline processing method of the present application may be the same as the game participant as the game client, that is, when the networks of all the clients participating in the game and the game server are normal, all the clients (the terminal device and the game client) are the same as the game participants, and the identities are equivalent; only when one or a plurality of clients participating in the game are in an offline state in the game process, the terminal equipment executing the game offline processing method exists, namely, the target equipment can be selected from all the clients participating in the game to serve as the terminal equipment; when the device corresponding to the terminal device is in the online game state, the device corresponding to the terminal device is also used as a game client to participate in the game, and it can be understood that when any device (client) participating in the game is in the offline game state, the terminal device is determined from the devices participating in the game, and the terminal device which is also used as a game participant performs offline processing on the game. Furthermore, the terminal device can participate in the game control local terminal to update the game state while executing the game offline processing method.
It can be understood that, when a certain or a plurality of clients participating in the game are in an offline state due to a network failure between the game server and the game server, an offline control identity for the game may be determined by at least one game client participating in the game, and a client or a device corresponding to the offline control identity is also a terminal device. It is understood that all the clients (terminal devices and game clients) are game participants, and the offline control identity for the game is determined in the offline state of the game, so that the terminal device is determined, and then for the specific participant of the terminal device, the terminal device obtains the offline control identity of the game from at least one game client participating in the game. The terminal device thus establishes a data transmission connection with at least one game client participating in the game.
In a possible embodiment, the terminal device may output the offline control interface for the game with at least one game client participating in the game (when the offline control identity is not determined as the offline processing of the subsequent game), that is, the offline control interface for the game is equivalently output to all game clients participating in the game; for example, all or each of the clients participating in the game selectively output an offline control interface for the game, the offline control interface being used by game users participating in the game to determine that one client acts as a terminal device to act as an offline controller of the game.
Further, the control selection instruction input (by the game user) on the off-line control interface is obtained by outputting and displaying the off-line control interface, and the off-line control identity is determined based on the control selection instruction. That is, a control selection instruction input by a game user on the offline control interface of each game client is acquired, and then terminal devices are determined from all clients participating in a game (including terminal devices and all game clients before offline control identities are not acquired) according to the control selection instruction; at this time, the terminal device acquires the offline control identity for the game from the game clients participating in the game, and then establishes data transmission connection with each game client participating in the game.
Alternatively, the foregoing "outputting the offline control interface for the game to all game clients participating in the game" may be that a client with a network failure with the game server (e.g., a client with a network failure participating in the game) outputs the offline control interface, and then the game user selects which device (i.e., the target device) to input the control selection instruction; the offline control interface may be output based on the game identity of the game object (or the game role) participating in the game, for example, the game identity may be a game captain, a game object at a target game level, etc., that is, a target game identity is selected according to the game identity (for example, the offline control interface is output on the client indicated by the game captain, then a game user selects which device (that is, the target device) to input a control selection instruction, the game user at the target game identity selects a terminal device to better meet the actual scenario requirement of the game, thereby realizing a differentiated offline control effect, the offline control interface may be output to all the clients participating in the game, the offline control interface is output to all the clients participating in the game, based on the control selection instruction input on the user on all the clients on each offline control interface, the statistical selection result is further selected as the terminal device based on the selection result, thereby serving as the offline controller of the game, for the terminal device which is finally determined, the terminal device is equivalent to acquire the offline control identity of offline game processing, and then establishes data transmission connection for guaranteeing normal game progress with at least one game client participating in the game by using the offline control identity.
Schematically, as shown in fig. 5, a schematic diagram of an offline control interface includes: please click the following boxes to select the offline control identity of the device corresponding to the box, the optional function box of "client 1", the function box of "client 2", the function box of "client 3", and the function box of "client n". The user may select a desired device on the offline control interface to obtain the offline control identity, for example, click on the "client 3" function box, thereby selecting the client 3 to obtain the offline control identity.
In one possible implementation, the execution subject may adopt a consensus mechanism to acquire an offline control identity for a game from each game client in response to an offline control task for the game issued by at least one game client participating in the game. In practical application, after at least one game client participating in the game determines that some or all game clients are in an offline state, the game client (which can be issued by any client participating in the game) can issue an offline control task for the game; at this time, the execution main body-terminal device may compete with each game client for an offline control identity for the offline control task according to a consensus mechanism, and finally obtain the offline control identity for the game.
The offline control task is used for determining a terminal device from all clients (including devices corresponding to the terminal device before identity is not determined and all game clients) participating in the game based on a consensus mechanism to obtain an offline control identity, and the terminal device obtaining the offline control identity performs offline game processing to ensure normal operation of the game under offline;
optionally, any client participating in the game may be in a game offline state due to a network failure of one or most game clients and game servers, based on a game disaster recovery mechanism of "find first issue", when a certain client or device finds that a game client is in a game offline state, the "certain client or device" issues an offline control task to other clients participating in the game, and may issue the offline control task to other clients participating in the game by using any communication technology related to the related technology, which may illustratively adopt a data broadcast mode (such as bluetooth broadcast); after each client participating in the game receives the offline control task, the terminal device obtaining the offline control identity can be determined from all the clients participating in the game based on an agreed consensus mechanism, and the terminal device executes the offline control task, that is, the game offline control method related to the application can be executed.
In practical applications, the aforementioned consensus mechanism can be understood as a mechanism for determining the identity of the offline control, and each client participating in the game may compete for the calculation power of an offline control task.
In some embodiments, the computation right may also be understood as a mining right (also called a billing right), the competition aims to obtain the benefit of successful billing (i.e. successfully determining the target end for executing the task according to the offline control task) of this time, the benefit may be an incentive (such as a game incentive) unrelated to the business behavior, and the offline control identity is finally determined by continuously generating block divergence at each client considered by the competition offline control, forming consensus, and then eliminating the divergence process.
The above process of determining to reach consensus based on the consensus mechanism may be a consensus algorithm using settings, such as: proof of work (POW) algorithm, proof of stock (POS) algorithm, delayed proof of rights of interest (DOS) algorithm, or Practical Byzantine Fault Tolerance (PBFT) algorithm. Or a consensus algorithm that needs to be customized based on the game plan, which is not specifically limited herein,
in addition, in the application, a consensus mechanism is introduced in the process of determining the off-line control task, so that the safety of the terminal equipment obtaining the off-line control identity in the data processing process and the fairness of identity obtaining can be ensured.
In addition, when the client terminals participating in the game or even the terminal devices before acquiring the offline control identity compete for the computation right by adopting the consensus mechanism, the current device state of the client terminals is taken as a reference, so that the higher the probability that the device with the better device state obtains the computation right is, and the client terminals participating in the game can also determine the computation right of the offline control task by adopting the consensus mechanism according to the current device state.
Further, the issued offline control task may instruct the devices related to the game (including the terminal device before acquiring the offline control identity and all game clients participating in the game) to acquire the device state parameters of the local terminal and jointly determine the computation right for the offline control task by using a consensus mechanism according to the device state parameters. The device state parameter may be at least one of redundant computing resources, system operating state parameter, and device state information of the client. It is understood that redundant computing resources refer to processor resources, memory resources, hard disk resources, and network resources required by the program to run. The system running state parameters refer to parameters used for feeding back the running state of the operating system in the operating system of the client, and the device state information refers to information related to the state parameters of the client, and can be electric quantity, service life, consumption degree and the like of the client.
Specifically, at least one of redundant computing resources, system running state parameters and device state information of devices related to a game (including terminal devices before obtaining offline control identities and all game clients participating in the game) is taken as a reference for offline game control synchronization, by introducing a consensus mechanism, each client participating in the game adopts a pre-agreed consensus mechanism, namely, each client can compete for the computing power of one offline control task to obtain the income of the task based on a consensus algorithm at the local terminal, in some embodiments, the acquisition of the income of the task can be understood as successful accounting (i.e. the income of block branched chains where devices executing the task are determined based on the offline control task), each client participating in the game continuously adopts the consensus algorithm and carries out block computing based on at least one of the redundant computing resources, the system running state parameters and the device state information to continuously generate forked blocks, and forming consensus, eliminating the bifurcation process, and finally successfully obtaining the calculation weight of the task after elimination, namely determining the equipment of the offline control identity corresponding to the offline control task.
The client side participating in the game is taken as the terminal device to successfully obtain the offline control identity of the offline control task, namely the calculation right of the offline game processing of the offline control task.
S202: and establishing a data transmission connection with at least one game client participating in the game based on the offline control identity.
The connection establishment method of the data transmission connection includes but is not limited to: wireless Communication technology (Wi-Fi) Communication connection, bluetooth (blue tooth) Communication connection, Near Field Communication (NFC) Communication connection, and the like.
S203: and acquiring game state information of the game client based on the data transmission connection, wherein the game state information is state information of a game object corresponding to the game client in a game.
For details, reference may be made to other embodiments of the present application, which are not described herein again.
S204: performing offline simulation processing based on the game state information of each game client to generate game control data corresponding to each game client, wherein the game control data is used for updating the game state of at least one game object in a game by the game client;
in one particular implementation scenario, the first and second sets of sensors,
1: carrying out information preprocessing on the game state information of each game client to obtain target game state information of each game client;
the information preprocessing can be understood as respectively carrying out data normalization processing on the state data of the game clients from different or the same sources so as to ensure the stability of the input source of the off-line processing of the game. The information preprocessing mode is determined based on game development plans, and common information preprocessing modes include but are not limited to processes such as game coordinate system alignment, game time point alignment, game state abnormal value elimination, data format normalization and the like, so that data of all game clients are ensured to be correct and effective, and the influence of wrong game state data on subsequent game processing links is avoided.
In specific implementation, the terminal device may create a plurality of processes for performing offline processing of game data in advance, and improve the efficiency of offline processing of the game based on data cooperation processing among the plurality of processes, for example, may create a data processing process, and control the data processing process to perform information preprocessing on the game state information of each game client.
2: and performing game off-line reconstruction processing on the target game state information to obtain game comprehensive data.
In some implementation scenarios, the game integration data may include game global state data and object game data of at least one game object corresponding to the game client;
the terminal device performs game offline processing on the target game state information of all game clients, so as to calculate a game event result (for example, a skill event result in response to a certain character skill operation, a position event result in response to a certain character movement, and a state event result in response to a certain character state change) presented in a next game screen from the game state information provided by each game client participating in the game, further, the game event result is processed into game comprehensive data in units of time slices in the processing process, and the rendering of data control data is performed on the basis of each time slice at each unit time, that is, the game data of each time slice at each unit time, when the game interface is rendered, usually. In a specific implementation, game strategy operation (game state information includes game strategy operation) input by a player is processed according to game planning data (which can be represented in the form of a game running engine, a game running model and the like) corresponding to game development, so as to generate game comprehensive data including a result presented by a next game screen (game event) of a game client, wherein the game comprehensive data includes game global state data and object game data of at least one game object corresponding to the game client.
The method comprises the following steps: the terminal equipment can input each target game state information into an offline reconstruction model and output game comprehensive data containing at least one time slice.
The offline reconstruction model is a model of a game event response on the terminal device for performing offline processing of a game, and may also be referred to as a game running engine, a game running model, and the like in some embodiments. The offline reconfiguration model may be a game running model for ensuring normal running of the game, and in some embodiments, the offline reconfiguration model may be dedicated to running of the game in an offline state at the game client based on a model function module configured by the game service platform.
For example, the offline reconstruction model may be referred to as an offline reconstruction AI module, and the offline reconstruction AI module carrying the model training network may be understood as a set having an AI (artificial intelligence) function. The off-line reconstruction model can be designed in a loading mode by adopting a plug-in mode. The offline reconstruction model of the bearer model training network supports a variety of game processing AI frameworks when configured, including but not limited to the TensorFlow framework, the Torch framework, and the like. It will be appreciated that each game processing AI framework is integrated as a plug-in to the AI framework of the offline reconstruction model. In the training and generating stage of the offline reconstruction model, the operation logic of the game event decision of the offline reconstruction model is determined based on the game development strategy, so that the offline reconstruction model can be deployed on the terminal equipment only.
In the training and generating stage of the offline reconstruction model, model generation may also be realized by simulating a game data processing process of the game service platform, an initial model training Network is trained by obtaining game processing data in an actual game service platform environment, the model training Network may be a Network integrating an AI (artificial intelligence) function after a Neural Network is introduced, and the Neural Network is realized by fitting one or more models of a Convolutional Neural Network (CNN) model, a Deep Neural Network (DNN) model, a Recurrent Neural Network (RNN), a model, an embedded (embedding) model, a Gradient Boosting Decision Tree (loggbist) model, a Logical Regression (LR) model, and the like.
In the actual application stage, the terminal device can input the state information of each target game into an offline reconstruction model and output game comprehensive data containing at least one time slice.
In specific implementation, the terminal device may create a plurality of processes for performing offline processing of game data in advance, and improve the efficiency of offline processing of the game based on data cooperative processing among the plurality of processes, for example, a game reconstruction process may be created, and the game reconstruction process is controlled to perform offline reconstruction processing of the game on the state information of each target game, so as to obtain comprehensive game data. In addition, the game integrated data is generally global game data corresponding to all the clients in the whole game process, and when each game client performs the next frame of game display, only part of the game integrated data is generally displayed for data loading, so that the game integrated data can be subjected to distributed processing to obtain game control data corresponding to each game client.
3: and performing game data dispersion processing on the game comprehensive data to obtain game control data corresponding to each game client.
The method comprises the following steps: the terminal equipment matches the game comprehensive data with the previous historical comprehensive data corresponding to each game client to obtain game state updating data aiming at each game client; game control data corresponding to each game client is generated based on each game state update data.
The previous historical integrated data can be understood as historical global integrated data of the game, and the purpose of performing the decentralized processing is to determine game control data which is only used for updating the game object on each game client, that is, to calculate a relative change value of data of the state change of the game object in the current game screen of each game client, and can also be understood as a relative state quantity of the game object, such as a position state change quantity, an environment state change quantity, a skin state change quantity and the like of the game object relative to the previous time slice. The game control data is used to perform a status update on the game object on the game client.
According to some embodiments, the game control data corresponding to different game clients may be the same or different, and each game client may receive the game control data sent by the terminal device, and update the state of the game object in the game according to the game control data, so as to generate new game content from the (game event) result generated by the game strategy operation input by the player of the game client and present the new game content to the player in the form of a game frame interface.
Further, in the process of the offline game, after the state of the game character is updated based on the game control data, the player on at least one game client may input a new game strategy operation again, so that the game client may respond to the game strategy operation to obtain the game state information when the game strategy operation acts on the game character, and further transmit the game state information to the terminal device for offline game reprocessing. By analogy, the circular causal relationship between the game strategy operation and the game event result after the game is processed offline continues until the player of one game client wins or loses the game, that is, the game is ended.
S205: and sending the game control data to each game client, wherein the game control data is used for the game client to be in a game running state in the game offline state.
For details, reference may be made to method steps of other embodiments of the present application, which are not described herein again.
In the embodiment of the application, when a game client is in a game offline state (for example, a game is offline due to a network failure between the game client and a game server), the terminal device may obtain game state information of at least one game client; then determining game control data for each of the game clients based on the game state information of each of the game clients; and sending the game control data to each game client, wherein the game control data is used for the game client to be in a game running state in the game offline state. The condition that the game running is interrupted by the game client side in the offline state of the game can be avoided, and the terminal equipment can replace the game server side by deploying the terminal equipment, so that the offline processing can be performed on the game data in the game process, the normal running of the game in the offline state can be ensured, and the service disaster tolerance capability of the back end of the game in the offline state can be improved; the off-line game control method can be suitable for off-line game control in a team game mode of a plurality of people participating in sports, ensures the state update of game objects of game clients participating in games, and enhances the game experience of users; and the rapid establishment of direct game transmission connection with each game client can be realized in the off-line state of the game.
In one embodiment, as shown in fig. 6, a game offline processing method is proposed, which can be implemented by relying on a computer program, can run on a von neumann-based game offline processing device, and is applied to a game client in some implementation scenarios. The computer program may be integrated into the application or may run as a separate tool-like application. The game offline processing device can be a terminal device, including but not limited to: personal computers, tablet computers, handheld devices, in-vehicle devices, wearable devices, computing devices or other processing devices connected to a wireless modem, and the like. The terminal devices in different networks may be called different names, for example: user equipment, access terminal, subscriber unit, subscriber station, mobile station, remote terminal, mobile device, user terminal, wireless communication device, user agent or user equipment, cellular telephone, cordless telephone, terminal equipment in a 5G network or future evolution network, and the like.
Specifically, the game offline processing method comprises the following steps:
s301: determining that the terminal equipment is in a game off-line state, and transmitting game state information to the terminal equipment; the game state information is used for determining game control data aiming at the game client by the terminal equipment based on the game state information;
s302: and receiving the game control data sent by the terminal equipment, and keeping the game in a game running state in the game off-line state based on the game control data.
According to some embodiments, the game client is in the off-line state of the game, and when the game client is currently in the off-line state of the game due to a network failure between the game client and the game server corresponding to the participated game, it is often difficult for the game client to maintain the game running based on the game server (e.g., a game server providing the game service) in a stable network. In the related art, when the game client is currently in the game offline state, such as when a network failure is encountered, the network between the game client and the game server is interrupted. At this time, the game that the game client runs based on the game server or the game role corresponding to the game client participates in usually cannot run normally.
Specifically, the game client may detect a data transmission state of a communication network with the game server while the game client is in a game online state, and the data transmission state may include at least a transmission normal state and a transmission abnormal state. The normal transmission state can be understood as that the current communication state of the game client and the game server is excellent, the transmission delay is low, and the transmission of uplink data and downlink data between the game client and the game server can be met; the abnormal transmission state can be understood as that the current communication state of the game client and the game server is not good, the transmission delay of a data communication link is high, the load of the link is heavy, the link fails and the like.
Furthermore, in the game process, the data transmission state between each game client and the game server may be determined, where the game client determines that the game client and the game server are in an abnormal transmission state by acquiring the communication quality of the communication network between the game client and the game server, and the game client in the abnormal transmission state may be considered to be in an offline game state when the communication quality meets a preset condition.
When the game client is in the game offline state, the game client can establish communication connection with the terminal device, the game client transmits game data (such as game state information) which is originally required to be transmitted to the game server in the game to the terminal device, the terminal device carries out offline processing on the game data (such as the game state information), then the terminal device returns game control data to the game client, and the game control terminal can realize normal operation of the game in the game offline state based on the game control data.
It should be noted that, steps or technical details not related in the present embodiment may refer to other embodiments of the present application, belong to the same technical concept, and are not described herein again.
In the embodiment of the application, when a game client is in a game offline state (for example, a game is offline due to a network failure between the game client and a game server), the terminal device may obtain game state information of at least one game client; then determining game control data for each of the game clients based on the game state information of each of the game clients; and sending the game control data to each game client, wherein the game control data is used for the game client to be in a game running state in the game offline state. The condition that the game running of the game client is interrupted in the off-line state of the game can be avoided, the terminal equipment can replace the game server by deploying the terminal equipment, so that the off-line processing can be performed on the game data in the game process, the normal running of the game in the off-line state is ensured, and the service disaster tolerance capability of the back end of the game in the off-line state is improved.
Fig. 7 is a schematic view of an architecture of a game offline processing system according to an embodiment of the present application. As shown in fig. 7, the game offline processing system includes a terminal device 100 and a game client cluster.
The game client cluster may include at least one game client, as shown in fig. 7, specifically including a game client 1, a game client 2, …, and a game client n, where n is an integer greater than 0.
Each game client in the game client cluster may be an electronic device with communication capabilities, including but not limited to: wearable devices, handheld devices, personal computers, tablet computers, in-vehicle devices, smart phones, computing devices or other processing devices connected to a wireless modem, and the like. Electronic devices in different networks may be called different names, such as: user equipment, access terminal, subscriber unit, subscriber station, mobile station, remote terminal, mobile device, user terminal, wireless communication device, user agent or user equipment, cellular telephone, cordless telephone, Personal Digital Assistant (PDA), terminal equipment in a 5G network or future evolution network, and the like.
At least one game client in the game client cluster can be used for transmitting game state information to the terminal equipment in a game offline state;
the terminal device 100 is configured to obtain game state information of the at least one game client, and determine game control data for each of the at least one game client based on the game state information of each of the game clients;
the terminal device 100 is further configured to send the game control data to each game client;
at least one game client in the game client cluster is further configured to receive the game control data sent by the terminal device (e.g., game client 1, game client 2, …, game client n), and is in a game running state in the game offline state based on the game control data.
It should be noted that the terminal device 100 establishes a data transmission connection with at least one game client in the game client cluster for interactive communication through a network, where the network may be a wireless network including but not limited to a cellular network, a wireless local area network, an infrared network, or a bluetooth network, and the wired network includes but not limited to an ethernet, a Universal Serial Bus (USB), or a controller area network. In some embodiments, data exchanged over a network (e.g., target compressed packets) is represented using techniques and/or formats including hypertext Markup Language (HTML), Extensible Markup Language (XML), and the like. All or some of the links may also be encrypted using conventional encryption techniques such as Secure Socket Layer (SSL), Transport Layer Security (TLS), Virtual Private Network (VPN), Internet Protocol Security (IPsec). In other embodiments, custom and/or dedicated data communication techniques may also be used in place of, or in addition to, the data communication techniques described above.
Further, the embodiment of the game offline processing system provided in the above embodiment and the game offline processing method in some embodiments belong to the same concept, and details of implementation processes are shown in the embodiment of the method, which is not described herein again.
The game offline processing device provided in the embodiment of the present application will be described in detail below with reference to fig. 8. It should be noted that, the off-line game processing device shown in fig. 8 is only shown in the relevant portions of the embodiments of the present application for convenience of description, and specific technical details are not disclosed, and please refer to other embodiments shown in the present application.
Please refer to fig. 8, which illustrates a schematic structural diagram of a game offline processing apparatus according to an embodiment of the present application. The game offline processing apparatus 1 may be implemented by software, hardware, or a combination of both as all or a part of a user terminal. According to some embodiments, the game offline processing device 1 includes an information obtaining module 11, a data determining module 12, and a game running module 13, and is specifically configured to:
the information acquisition module 11 is configured to acquire game state information of at least one game client when the game client is in a game offline state;
a data determining module 12, configured to determine game control data for each game client based on the game state information of each game client;
and a game running module 13, configured to send the game control data to each game client, where the game control data is used for the game client to be in a game running state in the game offline state.
Optionally, as shown in fig. 9, the apparatus 1 further includes:
and the state detection module 14 is configured to detect that at least one game client and a game server participating in the game are in a network failure state, and determine that the game client is in a game offline state.
Optionally, the information obtaining module 11 is specifically configured to:
establishing data transmission connection with at least one game client participating in a game, and acquiring game state information of the game client based on the data transmission connection, wherein the game state information is state information of a game object corresponding to the game client in the game.
Optionally, the information obtaining module 11 is specifically configured to:
obtaining an offline control identity for a game to at least one game client participating in the game;
and establishing a data transmission connection with at least one game client participating in the game based on the offline control identity.
Optionally, the information obtaining module 11 is specifically configured to:
outputting an offline control interface aiming at a game to at least one game client participating in the game, acquiring a control selection instruction input on the offline control interface of each game client, and acquiring an offline control identity aiming at the game based on the control selection instruction;
and/or the presence of a gas in the gas,
in response to an offline control task for a game issued by at least one game client participating in the game, acquiring an offline control identity for the game to each game client by adopting a consensus mechanism.
Optionally, the data determining module 12 is specifically configured to:
and performing off-line simulation processing based on the game state information of each game client, and generating game control data corresponding to each game client, wherein the game control data is used for instructing the game client to update the game state of at least one game object in the game according to the game control data.
Optionally, the data determining module 12 is specifically configured to:
carrying out information preprocessing on the game state information of each game client to obtain target game state information of each game client;
carrying out off-line reconstruction processing on each target game state information to obtain game comprehensive data;
and performing game data dispersion processing on the game comprehensive data to obtain game control data corresponding to each game client.
Optionally, the data determining module 12 is specifically configured to:
inputting the state information of each target game into an offline reconstruction model, and outputting game comprehensive data containing at least one time slice;
optionally, the data determining module 12 is specifically configured to:
matching the game comprehensive data with the previous historical comprehensive data corresponding to each game client to obtain game state updating data aiming at each game client;
game control data corresponding to each game client is generated based on each game state update data.
Optionally, the at least one game client and/or the terminal device is in a team game mode of the game; the game control data is used for indicating the game client and/or the terminal equipment to control a team game mode in the game to be in a game running state in the game offline state.
Optionally, the terminal device and at least one game client use a local area network for data communication.
It should be noted that, when the game offline processing apparatus provided in the foregoing embodiment executes the game offline processing method, only the division of the function modules is illustrated, and in practical applications, the functions may be distributed to different function modules according to needs, that is, the internal structure of the device may be divided into different function modules to complete all or part of the functions described above. In addition, the game offline processing device and the game offline processing method provided by the above embodiments belong to the same concept, and details of implementation processes thereof are referred to in the method embodiments and are not described herein again.
The above-mentioned serial numbers of the embodiments of the present application are merely for description and do not represent the merits of the embodiments.
Please refer to fig. 10, which shows a schematic structural diagram of a game offline processing apparatus according to an embodiment of the present application. The game offline processing apparatus 2 may be implemented as all or a part of a user terminal by software, hardware, or a combination of both. According to some embodiments, the game offline processing device 2 includes an information transmission module 21 and a data receiving module 22, and is specifically configured to:
the information transmission module 21 is configured to determine that the terminal device is in a game offline state, and transmit game state information to the terminal device; the game state information is used for determining game control data aiming at the game client by the terminal equipment based on the game state information;
a data receiving module 22, configured to receive the game control data sent by the terminal device, and based on the game control data, the terminal device is in a game running state in the game offline state.
It should be noted that, when the game offline processing apparatus provided in the foregoing embodiment executes the game offline processing method, only the division of the function modules is illustrated, and in practical applications, the functions may be distributed to different function modules according to needs, that is, the internal structure of the device may be divided into different function modules to complete all or part of the functions described above. In addition, the game offline processing device and the game offline processing method provided by the above embodiments belong to the same concept, and details of implementation processes thereof are referred to in the method embodiments and are not described herein again.
The above-mentioned serial numbers of the embodiments of the present application are merely for description and do not represent the merits of the embodiments.
An embodiment of the present application further provides a computer storage medium, where the computer storage medium may store a plurality of instructions, and the instructions are suitable for being loaded by a processor and executing the game offline processing method according to the embodiment shown in fig. 1 to 7, and a specific execution process may refer to specific descriptions of the embodiment shown in fig. 1 to 7, which is not described herein again.
The present application further provides a computer program product, where at least one instruction is stored in the computer program product, and the at least one instruction is loaded by the processor and executes the game offline processing method according to the embodiment shown in fig. 1 to 7, where a specific execution process may refer to specific descriptions of the embodiment shown in fig. 1 to 7, and is not described herein again.
Please refer to fig. 11, which provides a schematic structural diagram of a terminal device according to an embodiment of the present application. As shown in fig. 11, the terminal device 1000 may include: at least one processor 1001, at least one network interface 1004, a user interface 1003, memory 1005, at least one communication bus 1002.
Wherein a communication bus 1002 is used to enable connective communication between these components.
The user interface 1003 may include a Display screen (Display) and a Camera (Camera), and the optional user interface 1003 may also include a standard wired interface and a wireless interface.
The network interface 1004 may optionally include a standard wired interface, a wireless interface (e.g., WI-FI interface), among others.
Processor 1001 may include one or more processing cores, among other things. The processor 1001 connects various parts throughout the server 1000 using various interfaces and lines, and performs various functions of the server 1000 and processes data by executing or executing instructions, programs, code sets, or instruction sets stored in the memory 1005, and calling data stored in the memory 1005. Alternatively, the processor 1001 may be implemented in at least one hardware form of Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). The processor 1001 may integrate one or more of a Central Processing Unit (CPU), a Graphics Processing Unit (GPU), a modem, and the like. Wherein, the CPU mainly processes an operating system, a user interface, an application program and the like; the GPU is used for rendering and drawing the content required to be displayed by the display screen; the modem is used to handle wireless communications. It is understood that the modem may not be integrated into the processor 1001, but may be implemented by a single chip.
The Memory 1005 may include a Random Access Memory (RAM) or a Read-Only Memory (Read-Only Memory). Optionally, the memory 1005 includes a non-transitory computer-readable medium. The memory 1005 may be used to store an instruction, a program, code, a set of codes, or a set of instructions. The memory 1005 may include a stored program area and a stored data area, wherein the stored program area may store instructions for implementing an operating system, instructions for at least one function (such as a touch function, a sound playing function, an image playing function, etc.), instructions for implementing the various method embodiments described above, and the like; the storage data area may store data and the like referred to in the above respective method embodiments. The memory 1005 may optionally be at least one memory device located remotely from the processor 1001. As shown in fig. 11, a memory 1005, which is a kind of computer storage medium, may include therein an operating system, a network communication module, a user interface module, and an application program. The method specifically comprises the following steps:
the method comprises the steps that when a game client is in a game off-line state, game state information of at least one game client is obtained;
determining game control data for each of the game clients based on the game state information for each of the game clients;
and sending the game control data to each game client, wherein the game control data is used for the game client to be in a game running state in the game offline state.
In one embodiment, when executing the game offline processing method, the processor 1001 further performs the following steps:
detecting that at least one game client participating in the game and the game service terminal are in a network fault state, and determining that the game client is in a game offline state.
In one embodiment, when the processor 1001 obtains the game state information of at least one game client, it specifically performs the following steps:
establishing data transmission connection with at least one game client participating in a game, and acquiring game state information of the game client based on the data transmission connection, wherein the game state information is state information of a game object corresponding to the game client in the game.
In one embodiment, when the processor 1001 establishes the data transmission connection with at least one game client participating in the game, the following steps are specifically performed:
obtaining an offline control identity for a game to at least one game client participating in the game;
establishing a data transfer connection with the at least one game client participating in the game based on the offline control identity
In one embodiment, when the processor 1001 determines the offline control identity for the game with the at least one game client, specifically performs the following steps:
outputting an offline control interface aiming at a game to at least one game client participating in the game, acquiring a control selection instruction input on the offline control interface of each game client, and acquiring an offline control identity aiming at the game based on the control selection instruction;
and/or the presence of a gas in the gas,
in response to an offline control task for a game issued by at least one game client participating in the game, acquiring an offline control identity for the game to each game client by adopting a consensus mechanism.
In one embodiment, when the processor 1001 determines the game control data for each game client based on the game state information of each game client, specifically performs the following steps:
and performing off-line simulation processing based on the game state information of each game client to generate game control data corresponding to each game client, wherein the game control data is used for updating the game state of at least one game object in the game by the game client.
In one embodiment, when the processor 1001 performs the offline simulation processing based on the game state information of each game client to generate the game control data corresponding to each game client, the following steps are specifically performed:
carrying out information preprocessing on the game state information of each game client to obtain target game state information of each game client;
carrying out game off-line reconstruction processing on the state information of each target game to obtain game comprehensive data, wherein the game comprehensive data comprises game global state data and object game data of a game object corresponding to at least one game client;
and performing game data dispersion processing on the game comprehensive data to obtain game control data corresponding to each game client.
In one embodiment, when the processor 1001 performs the game offline reconfiguration processing on each piece of target game state information to obtain the game comprehensive data, specifically performs the following steps:
inputting the state information of each target game into an offline reconstruction model, and outputting game comprehensive data containing at least one time slice;
in one embodiment, when the processor 1001 performs the game data distribution processing on the game integrated data to obtain the game control data corresponding to each game client, specifically perform the following steps:
matching the game comprehensive data with the previous historical comprehensive data corresponding to each game client to obtain game state updating data aiming at each game client;
game control data corresponding to each game client is generated based on each game state update data.
In one embodiment, said at least one game client and/or said terminal device is in a team game mode of said game; the game control data is used for controlling a team game mode in a game to be in a game running state by the game client and/or the terminal device in the game offline state.
In one embodiment, the terminal device and at least one game client are in data communication using a local area network.
Please refer to fig. 12, which is a schematic structural diagram of a game client according to an embodiment of the present application. As shown in fig. 12, the game client 2000 may include: at least one processor 2001, at least one network interface 2004, a user interface 2003, memory 2005, at least one communication bus 2002.
The communication bus 2002 is used to implement connection communication between these components.
The user interface 2003 may include a Display (Display) and a Camera (Camera), and the optional user interface 2003 may further include a standard wired interface and a wireless interface.
The network interface 2004 may optionally include a standard wired interface, a wireless interface (e.g., WI-FI interface), among others.
Processor 2001 may include one or more processing cores, among other things. The processor 2001 connects the various parts within the overall server 2000 using various interfaces and lines, and performs various functions of the server 2000 and processes data by executing or executing instructions, programs, code sets, or instruction sets stored in the memory 2005 and calling data stored in the memory 2005. Optionally, the processor 2001 may be implemented in hardware using at least one of Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). The processor 2001 may integrate one or a combination of a Central Processing Unit (CPU), a Graphics Processing Unit (GPU), a modem, and the like. Wherein, the CPU mainly processes an operating system, a user interface, an application program and the like; the GPU is used for rendering and drawing the content required to be displayed by the display screen; the modem is used to handle wireless communications. It is understood that the modem may not be integrated into the processor 2001, but may be implemented by a single chip.
The Memory 2005 may include a Random Access Memory (RAM) or a Read-Only Memory (Read-Only Memory). Optionally, the memory 2005 includes a non-transitory computer-readable medium. The memory 2005 may be used to store instructions, programs, code, sets of codes, or sets of instructions. The memory 2005 may include a stored program area and a stored data area, wherein the stored program area may store instructions for implementing an operating system, instructions for at least one function (such as a touch function, a sound playing function, an image playing function, etc.), instructions for implementing the various method embodiments described above, and the like; the storage data area may store data and the like referred to in the above respective method embodiments. The memory 2005 may optionally also be at least one memory device located remotely from the aforementioned processor 2001. As shown in fig. 12, the memory 2005, which is one type of computer storage medium, may include therein an operating system, a network communication module, a user interface module, and an application program. The method specifically comprises the following steps:
determining that the terminal equipment is in a game off-line state, and transmitting game state information to the terminal equipment; the game state information is used for determining game control data aiming at the game client by the terminal equipment based on the game state information;
and receiving the game control data sent by the terminal equipment, and keeping the game in a game running state in the game off-line state based on the game control data.
It will be understood by those skilled in the art that all or part of the processes of the methods of the embodiments described above can be implemented by a computer program, which can be stored in a computer-readable storage medium, and when executed, can include the processes of the embodiments of the methods described above. The storage medium may be a magnetic disk, an optical disk, a read-only memory or a random access memory.
The above disclosure is only for the purpose of illustrating the preferred embodiments of the present application and is not to be construed as limiting the scope of the present application, so that the present application is not limited thereto, and all equivalent variations and modifications can be made to the present application.

Claims (15)

1. A game offline processing method is applied to a terminal device, and comprises the following steps:
the method comprises the steps that when a game client is in a game off-line state, game state information of at least one game client is obtained;
determining game control data for each of the game clients based on the game state information for each of the game clients;
and sending the game control data to each game client, wherein the game control data is used for the game client to be in a game running state in the game offline state.
2. The method of claim 1, further comprising:
detecting that at least one game client participating in the game and the game service terminal are in a network fault state, and determining that the game client is in a game offline state.
3. The method of claim 1, wherein obtaining game state information of at least one game client comprises:
establishing data transmission connection with at least one game client participating in a game, and acquiring game state information of the game client based on the data transmission connection, wherein the game state information is state information of a game object corresponding to the game client in the game.
4. The method of claim 3, wherein establishing a data transfer connection with at least one game client participating in the game comprises:
obtaining an offline control identity for a game to at least one game client participating in the game;
and establishing a data transmission connection with at least one game client participating in the game based on the offline control identity.
5. The method of claim 4, wherein the obtaining an offline control identity for the game from at least one game client participating in the game comprises:
outputting an offline control interface aiming at a game to at least one game client participating in the game, acquiring a control selection instruction input on the offline control interface of each game client, and acquiring an offline control identity aiming at the game based on the control selection instruction;
and/or the presence of a gas in the gas,
in response to an offline control task for a game issued by at least one game client participating in the game, acquiring an offline control identity for the game to each game client by adopting a consensus mechanism.
6. The method of claim 1, wherein determining game control data for each of the game clients based on the game state information for each of the game clients comprises:
and performing off-line simulation processing based on the game state information of each game client, and generating game control data corresponding to each game client, wherein the game control data is used for instructing the game client to update the game state of at least one game object in the game according to the game control data.
7. The method of claim 6, wherein the performing offline simulation processing based on the game state information of each game client to generate game control data corresponding to each game client comprises:
carrying out information preprocessing on the game state information of each game client to obtain target game state information of each game client;
carrying out off-line reconstruction processing on each target game state information to obtain game comprehensive data;
and performing game data dispersion processing on the game comprehensive data to obtain game control data corresponding to each game client.
8. The method of claim 7, wherein the performing of game offline reconstruction processing on each of the target game state information to obtain game comprehensive data comprises:
and inputting the state information of each target game into an offline reconstruction model, and outputting game comprehensive data containing at least one time slice.
9. The method of claim 7, wherein performing the game data distribution processing on the game integrated data to obtain the game control data corresponding to each game client comprises:
matching the game comprehensive data with the previous historical comprehensive data corresponding to each game client to obtain game state updating data aiming at each game client;
game control data corresponding to each game client is generated based on each game state update data.
10. The method according to claim 1, characterized in that said at least one game client and/or said terminal device is in team game mode of said game; the game control data is used for indicating the game client and/or the terminal equipment to control a team game mode in the game to be in a game running state in the game offline state.
11. The method of claim 1, wherein the terminal device and at least one of the game clients are in data communication using a local area network.
12. A game offline processing method is applied to a game client, and comprises the following steps:
determining that the terminal equipment is in a game off-line state, and transmitting game state information to the terminal equipment; the game state information is used for determining game control data aiming at the game client by the terminal equipment based on the game state information;
and receiving the game control data sent by the terminal equipment, and keeping the game in a game running state in the game off-line state based on the game control data.
13. A game offline processing system, characterized in that the system comprises at least one game client and a terminal device, wherein:
the game client is used for transmitting game state information to the terminal equipment in a game offline state;
the terminal device is used for acquiring game state information of the at least one game client, and determining game control data aiming at each game client in the at least one game client based on the game state information of each game client;
the terminal equipment is also used for sending the game control data to each game client;
the at least one game client is further configured to receive the game control data sent by the terminal device, and is in a game running state in the game offline state based on the game control data.
14. A computer storage medium, characterized in that it stores a plurality of instructions adapted to be loaded by a processor and to perform the method steps according to any of claims 1 to 11 or 12.
15. An electronic device, comprising: a processor and a memory; wherein the memory stores a computer program adapted to be loaded by the processor and to perform the method steps of any of claims 1-11 or 12.
CN202110850824.8A 2021-07-27 2021-07-27 Game offline processing method and device, storage medium and electronic equipment Pending CN113559502A (en)

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