CN102739608A - Method for realizing game special effects, and game client - Google Patents

Method for realizing game special effects, and game client Download PDF

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Publication number
CN102739608A
CN102739608A CN2011100868097A CN201110086809A CN102739608A CN 102739608 A CN102739608 A CN 102739608A CN 2011100868097 A CN2011100868097 A CN 2011100868097A CN 201110086809 A CN201110086809 A CN 201110086809A CN 102739608 A CN102739608 A CN 102739608A
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special efficacy
time
game client
game
message
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CN102739608B (en
Inventor
王�义
郭东亮
王洪路
董根
王彭城
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Abstract

The invention provides a method for realizing game special effects, comprising the following steps: that a game client establishes connection with a game server; that the game client acquires hitting advanced time; that the game client sends special effect using information to the game server, and sends special effect hitting information to the game server according to the hitting advanced time; that the game client receives hitting responding information, wherein the game server generates the hitting responding information after carrying out hitting processing according to the special effect hitting information; and that the game client carries out corresponding special effects according to the hitting responding information. According to the invention, influences of network environments on the special effects can be decreased, thereby improving reaction speeds of online games. In addition, the invention also provides the game client.

Description

Recreation special efficacy implementation method, game client
[technical field]
The present invention relates to field of network game, particularly about a kind of recreation special efficacy implementation method and game client.
[background technology]
Online game is meant with the Internet to be transmission medium; With recreation carrier server and subscriber computer is processing terminal, with the game client software be the information interaction window be intended to realize amusement, leisure, exchange and obtain the individuality MMOG that just invents with suitable sustainability.
The mode of realization recreation special efficacy normally in traditional online game: the player is when using the recreation special efficacy; Game client initiates to use request to game server; Game server receives that this use request back returns special efficacy to game client and use message, special efficacy hit message, and game client receives after the special efficacy hit message according to the special efficacy hit message and carries out corresponding special efficacy performance (blood that for example wafts, beat back etc.).Yet; This mode has increased the expense of game server owing to be the use that is driven special efficacy by game server, and under the network environment condition of severe; Game client can not in time be received the special efficacy hit message that game server returns, thereby causes the special efficacy phenotypic delay.
Also have when the player uses the recreation special efficacy; Game client does not send the request of using to game server earlier; But, game client just sends the special efficacy hit message after having hit target to game server; And wait for to receive the special efficacy that game server returns and hit response message, game client carries out corresponding special efficacy performance after receiving the response message that game server returns.Yet; This mode need be waited for the response message that game server returns owing to game client, under the network environment condition of severe, and the overlong time that game client is waited for; Can not in time receive the response message that game server returns, thereby also cause the special efficacy phenotypic delay.
[summary of the invention]
Based on this, be necessary to provide a kind of influence that can reduce network environment, thereby can improve the recreation special efficacy implementation method of online game reaction speed the special efficacy performance.
A kind of recreation special efficacy implementation method, may further comprise the steps: game client and game server connect; Said game client obtains and hits pre-set time; Said game client sends special efficacy to game server and uses message, and sends the special efficacy hit message to said game server pre-set time according to said hitting; Said game client receives game server and hits the response message that hits of handling the back generation according to the special efficacy hit message; Said game client carries out corresponding special efficacy performance according to the said response message that hits.
Preferably, said game client also comprises before obtaining the step of hitting pre-set time: said game client sends test post to game server, and receives the test response message that game server returns; Said game client obtains the test response time, and the said test response time is game client transmission test post and receives the time interval between the said test response message.
Preferably, use message if said game client sends special efficacy to game server for the first time, then said game client obtains the step of hitting pre-set time and is: said game client obtains preset maximum and hits pre-set time; Said game client extracts said preset maximum and hits pre-set time and the minimum value of said test response in the time for hitting pre-set time.
Preferably, if said game client is not to send special efficacy to game server for the first time to use message, then said game client obtains the step of hitting pre-set time and is: said game client obtains preset maximum and hits pre-set time; Said game client extracts said preset maximum and hits pre-set time and the minimum value of said test response in the time, and adjustment is hit and is the last mean value that hits pre-set time and said minimum value that obtains pre-set time again.
Preferably, said game client according to hitting pre-set time to the step that said game server sends the special efficacy hit message is: shake the time before said game client obtains special efficacy; Said game client shakes time and said time difference of hitting pre-set time before obtaining said special efficacy; Said game client sends the special efficacy hit message to said game server after through the said time difference after special efficacy is used message sending to game server.
Preferably; Said game client according to hitting the step that response message carries out corresponding special efficacy performance is: said game client judges to receive to shake the time before whether having arrived said special efficacy when hitting response message; If then said game client carries out the performance of corresponding special efficacy according to the said response message that hits after hitting response message immediately receiving, otherwise; The said response message that hits of buffer memory; Wait to arrive when shaking the time before the said special efficacy, extract the response message that hits of buffer memory, and carry out corresponding special efficacy performance according to the said response message that hits.
In addition, a kind of influence that can reduce network environment to the special efficacy performance is provided also, thereby can have improved the game client of online game reaction speed.
A kind of game client, said game client comprises: the time processing module is used for after said game client and game server connect, obtaining and hits pre-set time; First communication module is used for sending special efficacy to game server and uses message, and sends the special efficacy hit message according to hitting pre-set time to game server; And be used to receive game server and hit according to the special efficacy hit message and handle the response message that hits that the back generates, the special efficacy functional modules is used for carrying out corresponding special efficacy performance according to the said response message that hits.
Preferably, said first communication module also is used for sending test post to game server obtaining to hit before pre-set time, and receives the test response message that game server returns; Said time processing module also is used to obtain the test response time, and the said test response time is said game client transmission test post and receives the time interval between the test response message.
Preferably; Said time processing module is further used for using message if said game client sends special efficacy to game server for the first time; Then obtain preset maximum and hit pre-set time, extract said preset maximum and hit pre-set time and the minimum value of said test response in the time for hitting pre-set time.
Preferably; Said time processing module is further used for if said game client is not to send special efficacy to game server for the first time to use message; Then obtain preset maximum and hit pre-set time; Extract said preset maximum and hit pre-set time and the minimum value of said test response in the time, adjustment is hit pre-set time and is hit the mean value of time and said minimum value for the last technical ability of obtaining again.
Preferably; Said first communication module shakes the time before being further used for obtaining special efficacy; And shake time and said time difference of hitting pre-set time before obtaining said special efficacy, after using message, special efficacy sends the special efficacy hit message to said game server after through the said time difference sending to game server.
Preferably, said game client also comprises: judge module is used for judging receiving to shake the time before whether having arrived said special efficacy when hitting response message; Said special efficacy functional modules is used for receiving when shaking the time before having arrived said special efficacy when hitting response message at said first communication module, then carries out corresponding special efficacy performance according to the said response message that hits immediately; Cache module is used for receiving when hitting response message at said first communication module and shakes the time before the said special efficacy of no show, then the said response message that hits of buffer memory; Said special efficacy functional modules also is used for receiving when shaking the time before the said special efficacy of no show when hitting response message at said first communication module; Shake the time before then waiting for the said special efficacy of arrival; From said cache module, extract after before arriving said special efficacy, shaking the time and hit response message, and carry out corresponding special efficacy performance according to said hit message.
Above-mentioned recreation special efficacy implementation method and game client; Hit pre-set time through obtaining; A period of time is sent the special efficacy hit message to game server in advance, is to be triggered by game client because special efficacy is hit, and therefore can effectively reduce the pressure of game server; And receiving that shifting to an earlier date a period of time when hitting response message sends the special efficacy hit message to game server; Need not to wait for to receive the response message that hits that game server returns, therefore can effectively reduce the influence of network environment, thereby improve the reaction speed of online game the special efficacy performance.
[description of drawings]
Fig. 1 is the flow chart of recreation special efficacy implementation method among the embodiment;
Fig. 2 obtains the method flow diagram that hits pre-set time for game client among Fig. 1;
Fig. 3 obtains the method flow diagram that hits pre-set time for game client among another embodiment;
Fig. 4 hits the method flow diagram that sends the special efficacy hit message to game server pre-set time for game client basis among Fig. 1;
Fig. 5 carries out the method flow diagram that corresponding special efficacy shows for game client among Fig. 1 according to hitting response message;
Fig. 6 is the structural representation that game client and game server carry out mutual system among the embodiment;
Fig. 7 is the structural representation of game client among another embodiment;
Fig. 8 be among the embodiment in game client and game server carry out mutual sequential chart.
[embodiment]
In one embodiment, as shown in Figure 1, a kind of recreation special efficacy implementation method may further comprise the steps:
Step S10, game client and game server connect.
Game client obtains information such as the number of the account, password of user input, and these information are sent to game server verifies that checking has then been set up with game server through the back game client and has been connected.
Step S20, game client obtain and hit pre-set time.
Hit and be meant how long game client, send the special efficacy hit message to game server in advance if sending after special efficacy is used message before the time of should before special efficacy, shaking arrives to game server pre-set time.The time of shaking is meant a kind of configuration attribute of special efficacy before the special efficacy, can be that special efficacy is initiated to the time that special efficacy has discharged or hit.For example, the time of shaking is that technical ability is attacked the time that technical ability is hit that is initiated to before the special efficacy.As the time of shaking before the special efficacy of some technical ability be 1S.
In one embodiment, before step S20, game client sends test post to game server, and receives the test response message that game server returns.Game client obtains the test response time then, and the test response time is that game client sends the test post and the time interval that receives test response message.The test post here is meant RTT message (Round Trip Time), and RTT is also referred to as the message two-way time of game client and game server.
In one embodiment, as shown in Figure 2, if game client is to send special efficacy to game server for the first time to use message, then the detailed process of step S20 is following:
Step S201, game client obtain preset maximum and hit pre-set time.
In one embodiment, preset maximum is hit and in CONFIG.SYS, is configured in advance pre-set time.Preferably, can dispose according to the maximum of shaking the time before the special efficacy.Be 300ms to the maximum such as the time of shaking before the special efficacy, so preset maximum is hit and just is configured to 300ms pre-set time.
Step S202, game client extract preset maximum and hit pre-set time and the minimum value of test response in the time for hitting pre-set time.
For the first time send special efficacy when using message to game server at game client, be initialized hitting pre-set time the pre-set time of confirming among the step S202 of hitting.
In another embodiment, as shown in Figure 3, if game client is not to send special efficacy to game server for the first time to use message, then the detailed process of step S20 is following:
Step S210, game client obtain preset maximum and hit pre-set time.
As stated, preset maximum is hit pre-set time and can be confirmed according to the maximum of shaking the time before the special efficacy, and is preferred, and preset maximum is hit pre-set time and shaken the time before for maximum special efficacy.
Step S220, game client extract preset maximum and hit pre-set time and the minimum value of test response in the time, and adjustment is hit and is the last mean value that hits pre-set time and said minimum value that obtains pre-set time again.
Among this embodiment, if game client is not for the first time to send special efficacy to game server to use message, after then game client received the test response message that game server returns at every turn, then adjustment was once hit pre-set time.It is following that the formula of pre-set time is hit in the game client adjustment:
N i=(N I-1+ min (preset maximum is hit pre-set time, the test response time))/2
Wherein, N iBe current adjusted the hitting pre-set time of game client, N I-1Hit pre-set time for the last time is adjusted.
Step S30, game client sends special efficacy to game server and uses message, and sends the special efficacy hit message according to hitting pre-set time to game server.
After virtual role in the game client is launched a offensive; Game client then sends special efficacy to game server and uses message; Virtual role information, special efficacy attribute information etc. have been comprised in this message; Wherein virtual role information comprise that role name is claimed, role identification, character game data (like blood volume, position etc.) etc., the special efficacy attribute information shakes the time etc. before comprising special efficacy title, special efficacy.
Game client shakes times prior and shifts to an earlier date a period of time to game server transmission special efficacy hit message send special efficacy use message to game server after before special efficacy, this time that shifts to an earlier date is then confirmed by hitting pre-set time.
In one embodiment, as shown in Figure 4, game client is following to the detailed process that game server sends the special efficacy hit message according to hitting pre-set time:
Step S301, game client shake the time before obtaining special efficacy.
Step S302, game client shake time and the time difference of hitting pre-set time before obtaining special efficacy.
Step S303, game client is after sending special efficacy use message, through sending the special efficacy hit message to game server after this time difference to game server.
For example; The time of shaking is 1S before the special efficacy that game client obtains; It is meeting hit behind 1S after technical ability is attacked; Hitting pre-set time is 200ms, and then game client can just send the special efficacy hit message to game server through 800ms again after sending special efficacy use message, and need not after special efficacy release finishes or hits again to game server transmission special efficacy hit message.
Step S40, game client receive game server and hit the response message that hits of handling the back generation according to the special efficacy hit message.
Game server hits processing according to the special efficacy hit message after receiving the special efficacy hit message of game client transmission, and the data after the processing generate hits response message.Game server carries out hits to handle and comprises and calculate virtual role by the blood volume that should reduce after attacking, mobile position or the like.Hitting the response message that hits of handling that the back generates then comprises the player's technical ability impairment amount, the quilt that calculate gained and is hit information such as player's oligemia amount, backway.The response message that hits that game server will generate returns to game client.
Step S50, game client carries out corresponding special efficacy performance according to hitting response message.
Special efficacy performance is meant action performance that virtual role makes, game data performance etc., and for example virtual role is made performance such as snow, retreat.In one embodiment, as shown in Figure 5, the detailed process of step S50 is:
Step S502, game client judges to receive to hit to shake the time before whether response message has arrived special efficacy during the time, if then get into step S504, otherwise get into step S506.
Step S504, game client carry out the performance of corresponding special efficacy according to hitting response message after hitting response message immediately receiving.
Among this embodiment, because game client receives when hitting response message, shake before the special efficacy that time is up reaches, for example, technical ability has discharged or technical ability hit, and then game client carries out corresponding special efficacy and shows according to hitting response message immediately.
Step S506, game client cache hit response message.
When step S508, game client shake the time before arriving special efficacy, extract the response message that hits of buffer memory, and hit response message according to this and carry out corresponding special efficacy performance.
Because before the technical ability hit; The response message that hits that game client is received has carried out buffer memory, when the technical ability hit, directly from buffer memory, extracts and hits response message; Need not to wait for that game server sends hits response message; Special efficacy has discharged or the special efficacy hit can be carried out the special efficacy performance immediately, thereby has reduced the influence of network environment to the special efficacy performance, has improved the reaction speed of online game.
Fig. 6 shows a game client 100 among the embodiment and carries out mutual system with game server 200; This system comprises game client 100 and game server 200; Wherein, Game client 100 comprises time processing module 110, first communication module 120 and special efficacy functional modules 130, wherein:
Time processing module 110 is used for after game client 100 and game server 200 connect, obtaining hits pre-set time.
Game client 100 obtains information such as the number of the account, password of user input, and these information are sent to game server 200 through first communication module 120 verifies that checking has been set up with game server 200 through back game client 100 and has been connected.Hit and be meant how long game client 100, send the special efficacy hit message to game server 200 in advance if sending after special efficacys are used message before the time of should before special efficacy, shaking arrives to game server 200 pre-set time.The time of shaking is meant a kind of configuration attribute of special efficacy before the special efficacy, is the time that special efficacy is initiated to end, and for example, the time of shaking can be that technical ability is attacked the time that technical ability is hit that is initiated to before the special efficacy.
First communication module 120 is used for sending message and receiving the message that game server 200 returns to game server 200.Comprise that sending special efficacy to game server 200 uses message, and send the special efficacy hit message to game server 200 according to hitting pre-set time; And be used to receive game server 200 and hit according to the special efficacy hit message and handle the response message that hits that the back generates.
Special efficacy functional modules 130 is used for carrying out corresponding special efficacy performance according to hitting response message.
Special efficacy performance is meant action performance that virtual role makes, game data performance etc., and for example virtual role is made performance such as snow, retreat.
Game server 200 comprises second communication module 210 and hits processing module 220, wherein:
Second communication module 210 is used to receive special efficacy use message and the special efficacy hit message that game client 100 sends, and returns technical ability to game client 100 and hit response message.
Hitting processing module 220 is used for hitting processing according to the special efficacy hit message.
Hitting of hitting that processing module 220 carries out handled and comprised and calculate virtual role by the blood volume that should reduce after attacking, mobile position or the like.Hitting the response message that hits of handling that the back generates then comprises the player's technical ability impairment amount, the quilt that calculate gained and is hit information such as player's oligemia amount, backway.The response message that hits that second communication module 210 will generate returns to game client 100.
In one embodiment, first communication module 120 also is used for sending test posts to game server 200 obtaining to hit before pre-set time, and receives the test response message that game server 200 returns.Test post is meant RTT message (Round Trip Time), and RTT is also referred to as the message two-way time of game client and game server.Among this embodiment, time processing module 110 also is used to obtain the test response time, and this test response time is game client 100 transmission test posts and receives the time interval between the test response message.
In one embodiment; Time processing module 110 also is used for using message if game client 100 sends special efficacy to game server 200 for the first time; Then obtain preset maximum and hit pre-set time, extract preset maximum and hit pre-set time and the minimum value of test response in the time for hitting pre-set time.
In another embodiment; Time processing module 110 is used for if game client 100 is not to send special efficacy to game server 200 for the first time to use message; Then obtain preset maximum and hit pre-set time; Extract preset maximum and hit pre-set time and the minimum value of test response in the time, adjustment is hit and is the last mean value that hits pre-set time and minimum value that obtains pre-set time again.
Preset maximum is hit and in CONFIG.SYS, is configured in advance pre-set time.Preferably, can dispose according to the maximum of shaking the time before the special efficacy.Be 300ms in time to the maximum such as shaking before the special efficacy, so preset maximum is hit and just is configured to 300ms pre-set time.
Among this embodiment, after game client 100 received the test response message that game server 200 returns at every turn, then adjustment was once hit pre-set time.It is following that the formula of pre-set time is hit in game client 100 adjustment:
N i=(N I-1+ min (preset maximum is hit pre-set time, the test response time))/2
Wherein, N i Be game client 100 current adjusted hitting pre-set time, N I-1Hit pre-set time for the last time is adjusted.
In a preferred embodiment; First communication module 120 shakes the time before being further used for obtaining special efficacy; And obtain the time difference between the time of shaking and the pre-set time of hitting before the special efficacy, after using message, special efficacys send the special efficacy hit message to game server 200 after through this time difference sending to game server 200.
For example; The time of shaking is 1S before the special efficacy that game client 100 obtains; It is meeting hit behind 1S after technical ability is attacked; Hitting pre-set time is 200ms, and then game client 100 can just send the special efficacy hit message to game server 200 through 800ms again after sending special efficacy use message, and need not after hit, to send the special efficacy hit message to game server 200 again.
After second communication module 210 receives the special efficacy hit message, hit 220 pairs of these special efficacy hit message of processing module and handle, generate technical ability and hit response message.Second communication module 210 returns this and hits response message to game client 100.
In another embodiment, as shown in Figure 7, game client 100 also comprises judge module 140 and cache module 150 except comprising above-mentioned time processing module 110, first communication module 120 and special efficacy functional modules 130, wherein:
Judge module 140 is used to judge that first communication module 120 receives shakes the time before whether having arrived special efficacy when hitting response message.
Cache module 150 is used for receiving when hitting response message at first communication module 120 and shakes the time before the said special efficacy of no show, then the cache hit response message.
Among this embodiment, special efficacy functional modules 130 is used for receiving when shaking the time before having arrived said special efficacy when hitting response message at first communication module 120, then carries out corresponding special efficacy performance according to the said response message that hits immediately.
Among this embodiment; Special efficacy functional modules 130 also is used for receiving when shaking the time before the no show special efficacy when hitting response message at first communication module 120; Shake the time before then waiting for the arrival special efficacy; From cache module 150, extract after before arriving special efficacy, shaking the time and hit response message, and carry out corresponding special efficacy performance according to said hit message.
Because before special efficacy end or the hit; The response message that hits that game client 100 is received has carried out buffer memory, when special efficacy end or hit, then directly from cache module 150, extracts and hits response message; Need not to wait for that game server 200 sends hits response message; The technical ability hit can be carried out the special efficacy performance immediately, thereby has reduced the influence of network environment to the special efficacy performance, has improved the reaction speed of online game.
With a concrete instance reciprocal process between game client and the game server is described below.As shown in Figure 8, in this instance, the virtual role among the game client A carries out technical ability to the virtual role among the game client B to be attacked, and the reciprocal process of game client A, game client B and game server is following:
(1) game client A sends certificate message to game server, and game server returns the authentication response message, verify successfully after, game client A has set up with game server and has been connected.
(2) game client A sends test post to game server, and game server returns test response message.
(3) game client A is sending before special efficacy uses message to game server for the first time, and N pre-set time (ms) is hit in initialization.Promptly extract preset maximum and hit pre-set time and the minimum value of test response in the time for hitting pre-set time.
(4) virtual role of virtual role in game client B among the game client A initiated the technical ability attack; Then game client A sends special efficacy to game server and uses message, and game server receives and sends special efficacy use message to game client B after special efficacy is used message.
(5) game client A sends the special efficacy hit message according to hitting pre-set time to game server B.Before the game client A time of before special efficacy, shaking arrived, the N time was sent the special efficacy hit message in advance.
(6) game server hits the generation of processing back according to the special efficacy hit message and hits response message; And return to game client A and game client B; After game client A received and hits response message, shook time before having arrived special efficacy this moment, then carries out the special efficacy performance immediately.
(7) game client A continues to send test post to game server, and game server 200 returns test response message.
(8) game client A adjustment is hit pre-set time; Because game client A this moment sends special efficacy to game server to use message for the first time; Then game client A extracts preset maximum and hits pre-set time and the minimum value of said test response in the time, and adjustment is hit pre-set time and hit the mean value of time and said minimum value for the last technical ability of obtaining again
(9) virtual role of virtual role in game client B among the game client A initiated the technical ability attack; Game client A sends special efficacy to game server and uses message, and game server is received after special efficacy is used message and sent special efficacy use message to game client B.
(10) game client A sends the special efficacy hit message according to hitting pre-set time to game server B.Before the game client A time of before special efficacy, shaking arrived, the N time was sent the special efficacy hit message in advance.
(11) game server hits the generation of processing back according to the special efficacy hit message and hits response message; And returning to game client A and game client B, after game client A received and hits response message, also shook the time before the no show special efficacy this moment; Cache hit response message then; Wait to arrive when shaking the time before the special efficacy, extract the response message that hits of buffer memory, and carry out corresponding special efficacy performance according to hitting response message.
Should be noted that the virtual role among the game client B also can carry out the technical ability attack to the virtual role among the game client B, the method principle is identical, then repeats no more at this.
Above-mentioned recreation special efficacy implementation method and game client hit pre-set time through obtaining, and a period of time is sent the special efficacy hit message to game server in advance, are to be triggered by game client because special efficacy is hit, and therefore can effectively reduce the pressure of game server; And receiving that shifting to an earlier date a period of time when hitting response message sends the special efficacy hit message to game server; Need not to wait for and receive the response message that hits that game server returns; Therefore can effectively reduce the influence of network environment, thereby improve the reaction speed of online game the special efficacy performance.
In addition; Game client is before sending special efficacy use message; Dynamically adjust hitting pre-set time; In advance after game server sends the special efficacy hit message, receive that game server returns hit response message the time can more approach to shake the time before the special efficacy, thereby can carry out the special efficacy performance immediately.
The above embodiment has only expressed several kinds of execution modes of the present invention, and it describes comparatively concrete and detailed, but can not therefore be interpreted as the restriction to claim of the present invention.Should be pointed out that for the person of ordinary skill of the art under the prerequisite that does not break away from the present invention's design, can also make some distortion and improvement, these all belong to protection scope of the present invention.Therefore, the protection range of patent of the present invention should be as the criterion with accompanying claims.

Claims (12)

1. recreation special efficacy implementation method may further comprise the steps:
Game client and game server connect;
Said game client obtains and hits pre-set time;
Said game client sends special efficacy to game server and uses message, and sends the special efficacy hit message to said game server pre-set time according to said hitting;
Said game client receives game server and hits the response message that hits of handling the back generation according to the special efficacy hit message;
Said game client carries out corresponding special efficacy performance according to the said response message that hits.
2. recreation special efficacy implementation method according to claim 1 is characterized in that, said game client also comprises before obtaining the step of hitting pre-set time:
Said game client sends test post to game server, and receives the test response message that game server returns;
Said game client obtains the test response time, and the said test response time is game client transmission test post and receives the time interval between the said test response message.
3. recreation special efficacy implementation method according to claim 2 is characterized in that, uses message if said game client sends special efficacy to game server for the first time, and then said game client obtains the step of hitting pre-set time and is:
Said game client obtains preset maximum and hits pre-set time;
Said game client extracts said preset maximum and hits pre-set time and the minimum value of said test response in the time for hitting pre-set time.
4. according to claim 2 or 3 said recreation special efficacy implementation methods, it is characterized in that if said game client is not to send special efficacy to game server for the first time to use message, then said game client obtains the step of hitting pre-set time and is:
Said game client obtains preset maximum and hits pre-set time;
Said game client extracts said preset maximum and hits pre-set time and the minimum value of said test response in the time, and adjustment is hit and is the last mean value that hits pre-set time and said minimum value that obtains pre-set time again.
5. according to the said recreation special efficacy of claim 4 implementation method, it is characterized in that said game client according to hitting pre-set time to the step that said game server sends the special efficacy hit message is:
Said game client shakes the time before obtaining special efficacy;
Said game client shakes time and said time difference of hitting pre-set time before obtaining said special efficacy;
Said game client sends the special efficacy hit message to said game server after through the said time difference after special efficacy is used message sending to game server.
6. recreation special efficacy implementation method according to claim 5 is characterized in that, said game client according to hitting the step that response message carries out corresponding special efficacy performance is:
Said game client judges to receive to shake the time before whether having arrived said special efficacy when hitting response message; If then said game client carries out the performance of corresponding special efficacy according to the said response message that hits after hitting response message immediately receiving, otherwise; The said response message that hits of buffer memory; Wait to arrive when shaking the time before the said special efficacy, extract the response message that hits of buffer memory, and carry out corresponding special efficacy performance according to the said response message that hits.
7. a game client is characterized in that, said game client comprises:
The time processing module is used for after said game client and game server connect, obtaining and hits pre-set time;
First communication module is used for sending special efficacy to game server and uses message, and sends the special efficacy hit message according to hitting pre-set time to game server; And be used to receive game server and hit according to the special efficacy hit message and handle the response message that hits that the back generates,
The special efficacy functional modules is used for carrying out corresponding special efficacy performance according to the said response message that hits.
8. game client according to claim 7 is characterized in that, said first communication module also is used for sending test post to game server obtaining to hit before pre-set time, and receives the test response message that game server returns;
Said time processing module also is used to obtain the test response time, and the said test response time is said game client transmission test post and receives the time interval between the test response message.
9. game client according to claim 8; It is characterized in that; Said time processing module is further used for using message if said game client sends special efficacy to game server for the first time; Then obtain preset maximum and hit pre-set time, extract said preset maximum and hit pre-set time and the minimum value of said test response in the time for hitting pre-set time.
10. according to Claim 8 or 9 described game clients; It is characterized in that; Said time processing module is further used for if said game client is not to send special efficacy to game server for the first time to use message; Then obtain preset maximum and hit pre-set time, extract said preset maximum and hit pre-set time and the minimum value of said test response in the time, adjustment is hit pre-set time and is hit the mean value of time and said minimum value for the last technical ability of obtaining again.
11. game client according to claim 10; It is characterized in that; Said first communication module shakes the time before being further used for obtaining special efficacy; And shake time and said time difference of hitting pre-set time before obtaining said special efficacy, after using message, special efficacy sends the special efficacy hit message to said game server after through the said time difference sending to game server.
12. game client according to claim 11 is characterized in that, said game client also comprises:
Judge module is used for judging receiving to shake the time before whether having arrived said special efficacy when hitting response message;
Said special efficacy functional modules is used for receiving when shaking the time before having arrived said special efficacy when hitting response message at said first communication module, then carries out corresponding special efficacy performance according to the said response message that hits immediately;
Cache module is used for receiving when hitting response message at said first communication module and shakes the time before the said special efficacy of no show, then the said response message that hits of buffer memory;
Said special efficacy functional modules also is used for receiving when shaking the time before the said special efficacy of no show when hitting response message at said first communication module; Shake the time before then waiting for the said special efficacy of arrival; From said cache module, extract after before arriving said special efficacy, shaking the time and hit response message, and carry out corresponding special efficacy performance according to said hit message.
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CN103501287A (en) * 2013-09-03 2014-01-08 网易(杭州)网络有限公司 Method and equipment for determining hit motion object in game operation process
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