CN106375314A - Game synchronization method, game client and game server - Google Patents

Game synchronization method, game client and game server Download PDF

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Publication number
CN106375314A
CN106375314A CN201610795576.0A CN201610795576A CN106375314A CN 106375314 A CN106375314 A CN 106375314A CN 201610795576 A CN201610795576 A CN 201610795576A CN 106375314 A CN106375314 A CN 106375314A
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China
Prior art keywords
game
packet
upload
data block
queue
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Granted
Application number
CN201610795576.0A
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Chinese (zh)
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CN106375314B (en
Inventor
高炼
唐声福
林江
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Priority to CN201610795576.0A priority Critical patent/CN106375314B/en
Publication of CN106375314A publication Critical patent/CN106375314A/en
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/10Protocols in which an application is distributed across nodes in the network
    • H04L67/1095Replication or mirroring of data, e.g. scheduling or transport for data synchronisation between network nodes

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  • Engineering & Computer Science (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Signal Processing (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)

Abstract

The embodiment of the invention provides a game synchronization method, a game client and a game server. The method comprises the steps that each time when the game client obtains a game operation instruction, the game operation instruction is added to an uploading queue; the game operation instructions in the uploading queue are added to uploading data packets every other first predetermined time and the uploading data packets are sent to the game server; issuing data packets sent by the game server every other second predetermined time are received; the game operation instructions received by the game server are deleted from the uploading queue according to the issuing data packets; and game expressions are controlled according to the issuing data packets. According to the embodiment of the method, client and server, when game synchronization is carried out by the game server and the game client, the relatively high communication reliability can be realized.

Description

A kind of game synchronization method, game client and game server
Technical field
The present invention relates to game data processing technology field and in particular to a kind of game synchronization method, game client and Game server.
Background technology
Action game (as action class handss trip fashionable at present) etc. synchronously requires higher online game to game data, needs The higher game synchronization mechanism of real-time to be arranged;Game synchronization can be understood as, the trip that the operation of a player is triggered Play operational order, needs to be synchronized to be in this player on the game client of other players of same scene of game to carry out table Existing.
The data interaction that game synchronization mainly passes through between game server, game client is realized, i.e. game server The game playing commands that a game client can be sent, feed back in other game clients being in same scene of game; When realizing game synchronization, the communication reliability between game server and game client is particularly important, provides and has compared with high pass The game synchronization scheme of news reliability, the always key point of those skilled in the art's research.
Content of the invention
In view of this, the embodiment of the present invention provides a kind of game synchronization method, game client and game server, so that Obtaining game server and game client when carrying out game synchronization, there is higher communication reliability, to be lifted further The real-time of game synchronization, accuracy.
For achieving the above object, the following technical scheme of embodiment of the present invention offer:
A kind of game synchronization method, is applied to game client, and methods described includes:
Often obtain a game operation instruction, the instruction of described game operation is added and uploads in queue;
Every first scheduled time, the described game operation uploading in queue instruction is added and upload in packet, and to trip Play server sends described upload packet;
And, receive described game server every second scheduled time send issue packet;Described issue packet Issue frame data block present in queue including: current game server described in second scheduled time;One frame data block bag Pass through to upload the game that packet sends within same second scheduled time containing the game client being in same scene of game Operational order;
Issue packet according to described, from the described game operation uploading and deleting the reception of described game server queue Instruction;And issue packet according to described, control game performance.
The embodiment of the present invention also provides a kind of game synchronization method, is applied to game server, and methods described includes:
Receive the upload packet that game client sends every first scheduled time;Described upload packet includes: when The instruction of game operation present in the upload queue of game client described in front first scheduled time;
According to described upload packet bag, from issuing the frame data block deleting the reception of described game client queue;
And, every second scheduled time, the described frame data block issuing in queue is added and issues in packet, will be described Issue packet and be sent to game client;One frame data block includes the game client being in same scene of game same By uploading the game operation instruction that packet sends in second scheduled time.
The embodiment of the present invention also provides a kind of game client, comprising:
Game operation instruction obtains and adds module, for often obtaining a game operation instruction, by described game operation Instruction adds in upload queue;
Upload transmission module on packet, for instructing the described game operation uploading in queue every first scheduled time Add and upload in packet, and to upload packet described in game server;
Issue packet-receiving module, for receive described game server every second scheduled time send issue number According to bag;The described packet that issues includes: current game server described in second scheduled time issue frame present in queue Data block;One frame data block includes on the game client being in same scene of game passes through within same second scheduled time Pass the game operation instruction that packet sends;
Instruction removing module, for issuing packet according to described, deletes described game services from described upload queue The game operation instruction of device reception;
Game performance control module, for issuing packet according to described, controls game performance.
The embodiment of the present invention also provides a kind of game server, comprising:
Upload packet-receiving module, for receiving the upload data that game client sends every first scheduled time Bag;Described upload packet includes: game behaviour present in the upload queue of game client described in current first scheduled time Instruct;
Frame data block removing module, for according to described upload packet bag, deleting described game visitor from issuing queue The frame data block of family end reception;
Issue packet and issue module, for every second scheduled time, the described frame data block issuing in queue being added Enter and issue in packet, the described packet that issues is sent to game client;One frame data block includes and is in same game The game client of scene passed through to upload the game operation instruction that packet sends within same second scheduled time.
Based on technique scheme, in the embodiment of the present invention, game client can will upload team every first scheduled time The game operation instruction of write in row adds in upload packet, and is uploaded to game server, and can be based on the trip being received What play server sent issues packet, deletes, from upload queue, the game operation being received by game server and instructs;With When, game server can issue the frame data block addition issuing write in queue in packet every second scheduled time, and It is sent to game client;And one frame data block include that to be in the game client of same scene of game predetermined same second By uploading the game operation instruction that packet sends in time, thus game client is after reception issues packet, can base Carry out, in frame data block, the control of performance of playing, realize game synchronization.
It can be seen that, game synchronization method provided in an embodiment of the present invention, game client can be avoided to repeat to send game services The game operation instruction of device reception, and the game operation instruction that game server does not receive can be avoided to be missed transmission, game Server also can avoid repeating sending the frame data block of game client reception, and can avoid the frame that game client do not receive Data block is missed transmission, has higher communication reliability, and communication traffic is easy to control, and reduces what game synchronization brought The excessive situation of communication traffic;Game synchronization method provided in an embodiment of the present invention, can make game server and game client End, when carrying out game synchronization, has higher communication reliability, improves real-time, the accuracy of game synchronization further.
Brief description
In order to be illustrated more clearly that the embodiment of the present invention or technical scheme of the prior art, below will be to embodiment or existing Have technology description in required use accompanying drawing be briefly described it should be apparent that, below+description in accompanying drawing be only this Inventive embodiment, for those of ordinary skill in the art, on the premise of not paying creative work, can also basis The accompanying drawing providing obtains other accompanying drawings.
Fig. 1 is the structural representation of games system provided in an embodiment of the present invention;
Fig. 2 is the signaling process figure of game synchronization method provided in an embodiment of the present invention;
Fig. 3 is the interactive rough schematic view of game client and game server;
The schematic diagram of the upload queue that Fig. 4 is maintained by game client;
The schematic diagram issuing queue that Fig. 5 is maintained by game server;
Fig. 6 is the content schematic diagram uploading packet;
Fig. 7 is the content schematic diagram of operatecmd;
Fig. 8 is the content schematic diagram issuing packet;
Fig. 9 is the content schematic diagram of framelist;
Figure 10 is the content schematic diagram of frame data block;
Figure 11 is the content schematic diagram of synccmd;
Figure 12 is the flow chart deleted game operation instruction and control game performance provided in an embodiment of the present invention;
Figure 13 is the flow chart that game client uploads packet to game server;
Figure 14 is the method flow diagram controlling game performance provided in an embodiment of the present invention;
Figure 15 shows schematic diagram in advance for the game that non interactive operates;
Figure 16 is to carry out, using game synchronization, the schematic diagram of performance of playing under interactive operation;
Figure 17 is provided in an embodiment of the present invention from the method flow diagram issuing deletion frame data block queue;
Figure 18 is the schematic diagram of the games system of pvp type of play;
Figure 19 is the schematic diagram of game performance results;
Figure 20 is the structured flowchart of game client provided in an embodiment of the present invention;
Figure 21 is another structured flowchart of game client provided in an embodiment of the present invention;
Figure 22 is another structured flowchart of game client provided in an embodiment of the present invention;
Figure 23 is the structured flowchart of game server provided in an embodiment of the present invention;
Figure 24 is another structured flowchart of game server provided in an embodiment of the present invention.
Specific embodiment
Below in conjunction with the accompanying drawing in the embodiment of the present invention, the technical scheme in the embodiment of the present invention is carried out clear, complete Site preparation description is it is clear that described embodiment is only a part of embodiment of the present invention, rather than whole embodiments.It is based on Embodiment in the present invention, it is every other that those of ordinary skill in the art are obtained under the premise of not making creative work Embodiment, broadly falls into the scope of protection of the invention.
Fig. 1 is the structural representation of games system provided in an embodiment of the present invention, and with reference to Fig. 1, this games system can wrap Include: game server 10 and multiple game client 20;The plurality of game client 20 can be at carrying out under same scene of game Game, such as in same game room, is played in same gaming arena, and game room, gaming arena may be considered Game server setting for accommodating the Virtual Space that player is played;
In embodiments of the present invention, game client can correspond to the player that at least one operates this game client; Game server 10 needs to carry out game synchronization between the plurality of game client 20, and need to ensure game server and each trip Play client, when carrying out data interaction, has higher communication reliability;
Game server 10 may be considered the service equipment providing network service for game of network side setting, this game Server can be realized by single server it is also possible to the server farm being made up of multiple servers is realized;
Game client 20 may be considered the formula providing local service for game of user side setting;
Games system shown in Fig. 1 can be applicable to action game (as the trip of action handss) etc. to the requirement of real-time of game synchronization relatively Have in the online game of game synchronization demand it is clear that turn-based game etc. can also be applied in high online game.
In conjunction with games system shown in Fig. 1, in embodiments of the present invention, game client often obtains a game operation and refers to The instruction of described game operation can be added and upload in queue, and game client can be on first scheduled time will be described by order The game operation instruction passing in queue adds in upload packet, and to upload packet described in game server;
Meanwhile, game client can receive described game server every second scheduled time send issue packet; The described packet that issues includes: current game server described in second scheduled time issue frame data present in queue Block;Wherein, a frame data block includes and is in the game client of same scene of game and passes through within same second scheduled time Upload the game operation instruction that packet sends;
Game client receive game server issue packet after, game server can be analyzed and connect The game operation instruction that the game client received sends, grasps from uploading the game deleting the reception of described game server queue Instruct, meanwhile, issue packet according to described, control the game performance of game client.
Accordingly, game server can receive the upload packet that game client sends every first scheduled time;Institute State upload packet to include: present in the upload queue of game client described in current first scheduled time, game operation refers to Order;
Meanwhile, the described frame data block issuing in queue can be added and issue every second scheduled time by game server In packet, the described packet that issues is sent to game client;One frame data block includes and is in same scene of game Game client passed through to upload the game operation instruction that packet sends within same second scheduled time;
And after game server receives the upload packet that client sends, game server can analyze game client The frame data block of the end game server of reception, from issuing the frame number deleting the reception of described game client queue According to block.
Further, game client can also include in the upload packet that first scheduled time sent following interior Hold: current upload numbering, the last reception confirmation issuing packet receiving of game client;Wherein, described The last reception confirmation issuing packet receiving, carries issuing corresponding to packet of the last reception Issue numbering;
Game server every second scheduled time send issue in packet and can also include herein below: current Issue numbering, the reception confirmation of the last upload packet receiving of game server;Wherein, described the last time connects The reception confirmation of the upload packet received, carries the last upload packet institute receiving of described game server right The upload numbering answered;
Accordingly, game client is deleting the game operation instruction of described game server reception from upload queue When, can be according to the reception confirmation of the described the last upload packet receiving issuing and carrying in packet, from described Upload and in queue, delete the corresponding game operation instruction uploading numbering;
Accordingly, game server is when issuing the frame data block deleting the reception of described game client in queue, Numbering can be issued from issuing deletion correspondence queue according to the described the last reception confirmation issuing packet receiving Frame data block.
Optionally, Fig. 2 shows the signaling process figure of game synchronization method provided in an embodiment of the present invention, with reference to Fig. 2, should Flow process may include that
Step s10, game client often obtain a game operation instruction, the instruction of described game operation is added and uploads team In row;
Game client can operation based on the player using described game client, generate and obtain corresponding game behaviour Instruct, the operation of player can be packaged into operatecmd (game operation instruction) by such as game client;The operation one of player As be player to the operation of the game role being controlled it is also possible to the behaviour to the game role that other players are controlled for the player Make;As in the game of battle class, player can carry out attack operation to other players being in same scene of game, accordingly, Player will be packaged into corresponding game operation instruction to the attack operation of other players;
It is provided with upload queue, being written with game client in upload queue needs to be uploaded to game garment in game client The game operation instruction of business device;Optionally, upload the game operation instruction of write in queue, can be by the acquisition of game operation instruction Sequencing write uploads in queue and sorts it is clear that according to the practical situation played, the embodiment of the present invention can also arrange trip Play operational order other write sortords in uploading queue;
Optionally, game client can be emptied uploading queue, and played at new one innings in one innings of game over During beginning, in uploading queue, again write game playing commands.
If the described upload queue of step s11 is not empty, described game client is on first scheduled time will be described Pass the game operation instruction in queue, current upload numbering, and the last game server receiving issues number Add according to the reception confirmation of bag and upload in packet;
The described current numbering that uploads uploads working as of packet with described game client to described game server Front number of times is corresponding;The acquisition that can also be and be newly joined the game operation instruction uploading in queue is numbered in described current uploading Ordinal number corresponds to, and accordingly, often obtains a game operation instruction, the acquisition ordinal number of game operation instruction adds 1, often obtains one Game operation instructs, and current upload numbering also will Jia 1;
The reception confirmation issuing packet of the described the last game server receiving, carries, institute State issuing of the last game server receiving of game client and issue numbering corresponding to packet.
Step s12, described game client once upload number every first scheduled time to described game server According to bag;
Optionally, game client definable first scheduled time, and game client is in the upload queue being maintained It is not space-time, can upload to game server every first scheduled time and once upload packet;Upload packet to comprise State the game operation instruction uploading write in queue, current upload numbering and game client the last receive issue number Reception confirmation according to bag;
Current upload numbering can represent that game client is worked as and front have sent upload data to which time of game server Bag, uploads the increase of the number of times of packet with game client to game server, uploads numbering and also will increase therewith Plus, when when the front upload packet to game server, current upload numbering and game client are to game server The current number of times sending upload packet is corresponding;Or, current upload numbering can also be uploaded in queue with being newly joined Game operation instruction acquisition ordinal number correspond to;
And the reception confirmation issuing packet that the last time receives can be that game client connect to the last time The reception issuing packet of the game server received confirms, wherein can include the last reception of game client Issue packet issues numbering.
Step s13, game server receive the upload packet that described game client sends, according to described upload data The last confirmation issuing packet receiving carrying in bag, corresponds to from issuing the corresponding numbering that issues of deletion queue Frame data block (frame data block);And every second scheduled time, generated according to the upload packet that game client sends Frame data block, will issue queue described in the write of described frame data block;One frame data block includes the trip being in same scene of game Play client was passed through to upload the game operation instruction that packet sends within same second scheduled time;
As shown in figure 3, game server generates a frame data block every second scheduled time, game server can According to received in second scheduled time, the game client of same scene of game passes through to upload what packet sent Game operation instructs, and generates a frame data block, and is sent to game client;The upload of game client is simplified in Fig. 3 Content and the frame data block generating principle issuing content, only readily appreciating this programme of game server;
Optionally, game server can be played for one innings, and maintenance one is corresponding to issue queue, in one innings of game over, The queue that issues of this innings of game can be emptied by game server, and when new one innings game starts, enters according in new one innings game The operational command data that the game client of row game is sent, writes frame data block again in issuing queue.
Step s14, game server every second scheduled time by the described frame data block issuing in queue, current under Send out numbering, and the reception confirmation of the last upload packet receiving adds and issues in packet, issues number by described It is sent to game client according to bag;
Described current issue numbering and described game server to game client transmission issue packet when previous Number is corresponding;The reception confirmation of the described the last upload packet receiving, carries described game server nearest What the game client of secondary reception sent uploads the upload numbering corresponding to packet;
Optionally, game server definable second scheduled time, and game server is issued queue maintain It is not space-time, can send to game client every second scheduled time and once issue packet;Issue packet to carry State the frame data block issuing write in queue, current issues numbering, and the last upload data receiving of game server The reception confirmation of bag;
Meanwhile, receive the upload packet of game client transmission in game server after, game server can be based on Upload the last reception confirmation issuing packet receiving carrying in packet, confirm that game client receives To game server the last send issue packet, thus by the up-to-date frame issuing entrained by packet once sending Data block from issue queue delete, it is to avoid next time repeat to send the frame data block being received by game client;Specifically, swim The last reception confirmation issuing packet receiving that game client can be sent by play server, corresponding under Send out the frame data block of numbering, delete from issuing queue;
Optionally, the recordable each transmission of game server issue packet issue numbering, institute in issuing queue Corresponding frame data block, thus when receiving the reception confirmation of game client feedback, can be based on reception confirmation Middle expression issue numbering, delete corresponding frame data block;
Optionally, current issue numbering and can represent that game server is worked as front have sent down to which time of game client Send out packet, send the increase of the number of times issuing packet with game server to game client, issue numbering and also will Increase therewith;When front send to game client issue packet when, current issue numbering with game server to game The current number of times that client transmission issues packet is corresponding.
Step s15, described game client issue packet described in receiving, and are carried according to described issuing in packet The reception confirmation of the nearly upload packet once receiving, refers to from uploading the corresponding game operation uploading numbering of deletion queue Order;And according to the described frame data block corresponding game operation instruction issuing and carrying in packet, control game performance.
Game client receive game server issue packet after, based on issuing the game carrying in packet The reception confirmation of the last upload packet receiving of server, game client can determine that game server receives To the last upload packet sending of game client, the game operation comprising can be instructed from upper in this upload packet Pass in queue and delete, it is to avoid repeat the game operation instruction to game server transmission next time;
Meanwhile, game client can control the performance of game role based on the frame data block issuing in packet receiving, As controlled the action of game role, start technical ability etc.;Because frame data block contains the game client being in same scene of game End was passed through to upload the game operation instruction that packet sends within same second scheduled time, and therefore game client can be based on frame The game operation instruction carrying in data block controls the performance of at least one game role in current game scene, realizes game same Step.
In the embodiment of the present invention, game client can will upload the game operation of write in queue every first scheduled time Instruction, current upload is numbered, and the last reception confirmation addition issuing packet receiving uploads in packet, And it is uploaded to game server, and packet can be issued based on the game server being received, delete from uploading queue Except the game operation having been received by game server instructs;Meanwhile, game server can based on the upload packet being received, from Issue and in queue, delete the frame data block being received by game client, and write in queue will be issued every second scheduled time Frame data block, current issues numbering, and the reception confirmation of the last upload packet receiving adds and issues number In wrapping, and it is sent to game client;And one frame data block include be in the game client of same scene of game with By uploading the game operation instruction that packet sends in one second scheduled time, thus game client issues data in reception Bao Hou, can carry out, based on frame data block, the control of performance of playing, realize game synchronization.
It can be seen that, game synchronization method provided in an embodiment of the present invention, game client can be avoided to repeat to send game services The game operation instruction of device reception, and the game operation instruction that game server does not receive can be avoided to be missed transmission, game Server also can avoid repeating sending the frame data block of game client reception, and can avoid the frame that game client do not receive Data block is missed transmission, has higher communication reliability, and communication traffic is easy to control, and reduces what game synchronization brought The excessive situation of communication traffic;Game synchronization method provided in an embodiment of the present invention, can make game server and game client End, when carrying out game synchronization, has higher communication reliability, improves real-time, the accuracy of game synchronization further.
For ease of understanding flow scheme shown in Fig. 2, Fig. 4 shows the signal of the upload queue that game client is maintained Figure, in embodiments of the present invention, game operation instruction (operatecmd) uploading write in queue can be based on game client Player exercises obtain, operatecmd1 to operatecmd10 as shown in Figure 4 illustrates the different operating based on player, 10 acquired operatecmd;
In Fig. 4, seq represents that a game client uploads the upload volume corresponding to packet to game server Number, such as seq1 represents the upload numbering of the upload packet sending for the first time, and seq2 represents the upload packet of second transmission Upload numbering, by that analogy;
Ack ' represents game server by issuing connecing of the last upload packet receiving that packet is sent Receive confirmation, such as ack ' 1 represents that the reception that upload packet corresponding to seq1 of game game server confirms (i.e. to game The reception of the upload packet that client sends for the first time confirms), ack ' 2 represents game server to seq2 corresponding upload number Reception according to bag confirms, by that analogy;
Game client definable first scheduled time, is not that space-time (uploads in queue and exists uploading queue Operatecmd), the operatecmd uploading in queue can be added and upload in packet and send every first scheduled time To game server;
It should be noted that due to upload queue in operatecmd, can based on game server nearest one The reception confirmation of the upload packet of secondary reception is deleted accordingly, and therefore the player in game client does not operate In the case of, upload and in queue, may there is no operatecmd (uploading queue is sky);
Return to Fig. 4, when arriving the 1st first scheduled time, game client carries out primary upload packet Send, now, upload in queue and there is operatecmd1, game client can be by operatecmd1, and seq1 adds upload number According to bag, if there are the last receive issue packet, then upload and in packet, can also have issuing of the last reception The reception confirmation of packet;This upload packet is sent to game server by game client;
If game client receive game server issue carry ack ' 1 in packet then it represents that The upload packet of seq1 is received by game server, and operatecmd1 can be deleted from upload queue by game client;
When arriving the 4th to the 7th first scheduled time, the upload packet being sent due to the 4th first scheduled time Do not receive the reception confirmation of game server, then uploading in queue needs to retain the operatecmd of reception unconfirmed; I.e. after the upload packet of seq4 uploads, upload and need in queue to retain operatecmd4, upload in the upload packet of seq5 Afterwards, upload in queue and need to retain operatecmd4-operatecmd5, after the upload packet of seq6 uploads, upload queue In need to retain operatecmd4-operatecmd6, by that analogy;
And after the upload packet of the 7th first scheduled time corresponding seq7 sends, game client receives Reception confirmation ack ' 6 of the upload packet of seq6, game client can be corresponding from uploading deletion seq6 queue Operatecmd, that is, delete operatecmd4-operatecmd6;
Hereafter, when arriving the 8th first scheduled time, upload in queue and comprise operatecmd7-operatecmd8, Therefore operatecmd7-operatecmd8 can be carried in the upload packet of seq8;Due to hereafter receiving the upper of seq8 Pass reception confirmation ack ' 8 of packet, therefore game client can delete operatecmd7- from uploading queue operatecmd8;
Game client maintain upload queue, and to game server upload packet principle as described above; It should be noted that game client is not when receiving the reception confirmation of game server, it is not to wait trip always The reception confirmation of play server, but every first scheduled time, the operatecmd uploading in queue is added and uploads Packet, continues to upload packet to game server.
Game server maintains and issues queue, and game server sends, to game client, the mode issuing packet, Partly similar with shown in Fig. 4, difference is, transmitting terminal is changed into game server, and receiving terminal is changed into game client;
Specifically, game server can be same according to receive in second scheduled time every second scheduled time The game operation instruction that the game client of scene of game sends, generates frame data block (frame data block), and is added to and issues Queue;Meanwhile, every second scheduled time, the frame data block issuing in queue is added to issue and in packet, is sent to trip Play client;
As shown in figure 5, under seq ' represents that a game server issues corresponding to packet to game client transmission Send out numbering, ack represents that game client passes through to upload the last reception issuing packet receiving that packet is sent Confirmation;
When arriving the 1st second scheduled time, game server carries out the primary transmission issuing packet, this When, issue and in queue, there is frame1, game server can be by frame1, and seq ' 1 addition issues packet, if there are nearest one The upload packet of secondary reception, then issue the reception confirmation letter of the upload packet that can also have the last reception in packet Breath;This is issued packet and is sent to game client by game server;
If game server receives in the upload packet of game client transmission and carries ack1 then it represents that seq ' 1 packet that issues is received by game client, game server can by frame1 from issue queue delete;
The the 4th to the 7th second the scheduled time arrive when, due to the 4th second the scheduled time send issue packet Just do not receive the reception confirmation of game client, then issue and need in queue to retain the frame of reception unconfirmed;
And the 7th second scheduled time corresponding seq ' 7 issue packet send after, game server receives Reception confirmation ack6 issuing packet of seq ' 6, game server can be corresponding from issuing deletion seq ' 6 queue Frame, that is, delete frame4-frame6;
Hereafter, when arriving the 8th second scheduled time, issue and in queue, comprise frame7-frame8, therefore can be Issuing of seq ' 8 carries frame7-frame8 in packet;Due to hereafter receive seq ' 8 issue packet reception true Recognize information ack8, therefore game server can delete frame7-frame8 from issuing queue;
It can be seen that, game client and game server are directed to the maintenance process of respective queue, and the sending method of data is Similar, simply transmitting terminal and receiving terminal are exchanged.
Be can be seen that from above, the embodiment of the present invention can realize game synchronization by frame synchronizing;And it is same realizing game During step, in order to improve client to the communication speed of game server, the present invention can adopt udp (user datagram Protocol, UDP) as bottom communication agreement, udp is relative to tcp (transmission control Protocol, transmission control protocol) communication speed under vulnerable network environment can be significantly improved, but udp does not guarantee that in itself The reliability of communication, the therefore embodiment of the present invention adopt the queue shown in Fig. 4 and Fig. 5 to maintain mode data sending method, real An existing reliable transport protocol stack based on udp, the fsp referred to as based on udp (frame sync protocl, assist by frame synchronization View) protocol stack, the communication reliability between game client and game server is lifted with this.
Below game client is sent to the content of the upload packet of game server, and game server is given The content issuing packet of game client is introduced,
Fig. 6 shows the content schematic diagram uploading packet, as shown in fig. 6, uploading packet to may include that seq, ack, Sessionid, cmdcnt, and at least one operatecmd, checksum;
Wherein, seq is the upload numbering of the upload packet that game client sends every time;Ack is game client pair What the last time received issues the reception confirmation of packet;Checksum be upload packet verification and, for school Test whether upload packet is tampered;Sessionid is the mark of game client;Cmdcnt is the game behaviour uploading packet Instruct the number of (operatecmd), expression is the operation based on player within first scheduled time for the game client The number of acquired operatecmd;
In one operatecmd, the data of encapsulation can be as shown in fig. 7, comprises vkey, arg, clientframeid;Its In, vkey is the definition to player exercises, can define the vkey of player's current operation according to the specific design situation of game; Arg is the parameter of corresponding vkey;Clientframeid is the frame number that player exercises are located;Vkey, arg, clientframeid Constitute game operation instruction (operatecmd).
Fig. 8 shows the content schematic diagram issuing packet, as shown in figure 8, issuing packet to may include that seq ', Ack ', framelist, checksum ';
Wherein, seq ' be game server send every time issue packet issue numbering;Ack ' is game server Reception confirmation to the last upload packet receiving;Checksum ' be issue packet verification and, for school Test and issue whether packet is tampered;Framelist is the frame data block list that game server issues, and framelist can To record the frame data block having game server to be generated within second scheduled time, the frame in framelist The quantity of data block can be at least one;
Fig. 9 shows the content schematic diagram of framelist, and with reference to Fig. 9, framelist may include that framecnt, syncframe;Wherein, framecnt is the number of the frame data block of record in framelist, and a syncframe corresponds to One frame data block;
The content that frame data block (syncframe shown in Fig. 9) records can be as shown in Figure 10, including cmdcnt ', synccmd;Wherein, synccmd is the game behaviour that the game server recording in frame data block need to be synchronized to game client Instruct, cmdcnt ' represents that the game server of record in a frame data block need to be synchronized to the game behaviour of game client Make the number instructing;
The content of synccmd record is similar with the operatecmd content shown in Fig. 7, specifically as shown in figure 11, synccmd The content of record may include that vkey, arg, playerid;Wherein, vkey is the definition to player exercises, and arg is vkey pair The parameter answered, playerid is the id of player, and playerid is typically corresponding to sessionid.
Optionally, based on above-mentioned shown upload packet and issue packet content, game client issues in reception Packet, deletes game operation instruction from uploading queue, and according to issuing the corresponding trip of frame data block carrying in packet Play operational order controls the process of game performance can pass through to realize shown in Figure 12;Figure 12 is that provided in an embodiment of the present invention deletion is swum Play operational order and the flow chart controlling game performance, the method can apply to game client, and with reference to Figure 12, the method can To include:
Step s100, reception issue packet;
Whether the checksum ' issuing in packet described in step s110, judgement is predetermined value, if it is not, execution step S120, if so, execution step s130;
Optionally, predetermined value can be zero it is also possible to the other values that are due up, what what predetermined value represented be due up The original value of checksum ';Checksum ' issues packet for predetermined value explanation and is not tampered with, and checksum ' is not predetermined Value, illustrates that issuing packet is tampered, and received issues packet and can not be processed.
Step s120, end flow process;
Issue corresponding upload of the reception confirmation in packet described in step s130, judgement to number, if more than upper The corresponding upload of the reception confirmation issuing in packet once receiving is numbered, and if so, execution step s140, if it is not, hold Row step s150;
The corresponding numbering that uploads of the currently received reception confirmation issuing in packet can be set as recvack ', upper one The corresponding numbering that uploads of the reception confirmation issuing in packet of secondary reception is lastrecvack ', then recvack ' > Lastrecvack ', execution step s140, otherwise, execution step s150;
Step s140, from upload queue delete corresponding with the described reception confirmation issuing in packet upload volume Number, institute's corresponding game operation instruction, and execution step s150;
Optionally, the once-through operation of player generally corresponds to a game operation instruction, in general, uploads in queue 1 operatecmd can correspond to 1 seq value;From upload queue in delete game operation instruction when, the embodiment of the present invention from Upload the number of the game operation instruction deleted in queue, can be corresponding to the value that recvack ' deducts lastrecvack ';
Optionally, the embodiment of the present invention can deduct lastrecvack's ' from uploading deletion number and recvack ' queue Value is corresponding, and retains game operation instruction at most in uploading queue.
Step s150, judge described in issue and issue numbering in packet, if more than last receive issue data Numbering is issued in bag, if so, execution step s160, if it is not, execution step s120;
Can set currently received issue packet issue numbering as recvseq ', last receive issue in packet The numbering that issues be lastrecvseq ', then recvseq ' > lastrecvseq ', execution step s160, otherwise, execution step s120;
Currently received issue packet issue numbering, more than last receive issue and issue volume in packet Number, illustrate that currently received issuing carries new frame data block in packet, can be by new frame data block Game synchronization is realized in game operation instruction;
Whether the number issuing the frame data block in packet described in step s160, judgement is more than zero, if so, executes Step s170, if it is not, execution step s120;
The framelist in packet is issued, according to frame data block each in framelist described in step s170, traversal Corresponding game operation instruction, controls game performance.
Optionally, Figure 13 shows the flow chart that game client uploads packet to game server, the method Can be applicable to game client, with reference to Figure 13, the method may include that
Step s200, by the game operation being obtained based on player exercises instruction add upload queue in, and by upload numbering Plus 1;
Step s210, judges whether to reach for first scheduled time, if so, execution step s220, if it is not, returning to step s210;
Step s220, the game operation instruction that will upload record in queue add and upload packet be sent to game services Device.
Optionally, game client can maintain a main thread and send thread, and main thread can will be obtained based on player exercises The game operation instruction taking adds in upload queue, and Jia 1 by uploading numbering, often adds a game operation instruction supreme simultaneously Pass in queue, once transmission thread can be activated;Send thread and can detect away from whether the last upload packet transmission time reaches To first scheduled time, and when reaching for first scheduled time, access and upload queue, refer to from uploading reading game operation queue Order, and combine seq, the information such as ack adds upload packet, uploads packet to game server.
Optionally, in the embodiment of the present invention, game client also can maintain a framequeue (frame queue), Framebuffer (frame buffer);Receive in game client and issue packet, and issue in packet described in traversal Framelist, instructs according to the corresponding game operation of frame data block each in framelist, controls game sheet current, game Client can be realized by method shown in Figure 14;Figure 14 is the method flow controlling game performance provided in an embodiment of the present invention Figure, the method can be applicable to game client, and with reference to Figure 14, the method may include that
Step s300, acquisition framelist;
Each frame data block in step s310, traversal framelist, each frame data block being traveled through is stored in framequeue;
Step s320, the frame number of each frame data block in framelist is entered line translation, obtain each frame data block Corresponding game client frame number (frameindex), and before next game server frame arrives, by obtained game Client frame number is locked in the former frame of next game server frame;And by corresponding for each frame data block game client Frame number, and the incoming framebuffer of former frame of next game server frame;
Interval due to game server and game client formation frame is different, and therefore the embodiment of the present invention can calculate Game server and the time scale of game client formation frame, by the frame number of each frame data block in framelist, point It is not multiplied by this time scale, obtain the corresponding game client frame number of each frame data block;
Meanwhile, before waiting next game server frame to arrive, need the frame lock of game client in the next one The former frame (lockframeindex) of game server frame;Then frameindex and lockframeindex is incoming framebuffer.
Step s330, take out, every a frame, the multiple (speeduptimes) that current frame-skipping accelerates from framebuffer;
Optionally, the embodiment of the present invention can transfer frame data block according to described multiple from framequeue, and is based on institute The game operation instruction of the frame data block transferred controls game performance;Specifically visible step s340 and step s350.
Step s340, if speeduptimes is zero, illustrates that framebuffer buffers, and does not need to process Frame;If speeduptimes is 1, illustrates that framebuffer buffering terminates, but do not need to accelerate, from framequeue Transfer out up-to-date frame data block;If speeduptimes be more than 1, from framequeue transfer out with described The frame data block of speeduptimes corresponding number;
Step s350, the game operation instruction control game performance according to the frame data block transferred.
Optionally, game client except by the game operation issuing in packet of game server instruct into Row game performance, is also based on player exercises and carries out pre- performance;
It is understood that due to needing the synchronization strictly realizing playing between game client, such as in game client Game synchronization is realized, if game client a has carried out operation a1, client a is not direct between a and game client b of end The execution corresponding game logic of a1, to carry out game performance, but operation a1 is sent to game server;By game server Operation a1 is synchronized to after client a and b, then executes operation a1 in client a and b simultaneously, realize game performance;
And show in advance, it is to optimize the time delay that above flow process causes to the player of client a so that client a will be grasped As a1 be sent to game server while, can execute in the lump operation a1;Based on this, the embodiment of the present invention can in network delay relatively Greatly, the manipulation of player has during obvious lagging feeling (particularly under wireless network) it is ensured that the stream of the accuracy of synchronization and operation Smooth property.
On the basis of the game synchronization scheme that the embodiment of the present invention can be realized with frame synchronization above, in conjunction with pre- manifestation mode Carry out game to show:
In embodiments of the present invention, the behavior of the role such as player can be divided into two big class;First, non interactive operation, that is, Operation will not produce any impact to the opponent of player, player's factum also do not affected by opponent (such as running of player, Stand, jump etc.);2nd, interactive operation, that is, attack, by behavior hitting class etc.;
Player role can have two kinds of Role Models, is divided into: pre- performance role and logical role;In non interactive operation Under, the pre- performance role of game client can be not to wait for the response of game server, and is showed in advance in advance;Cooperation game The Separation control of server, if in the case of network is metastable, finally moves the position stopped, and shows role in advance and patrols The position collecting role does not have too big difference (on time point, logical role can be more a little later), therefore operates in non interactive Under, the embodiment of the present invention can be by showing the performance played in advance, and Figure 15 shows that the game of non interactive operation shows in advance Schematic diagram can refer to;
Wherein, pre- performance role refers to, makes the role of performance by the player exercises of direct execution game client; Logical role refers to be synchronized to the operation of game client and make the role of performance by executing game server;Normal condition Under, pre- performance role and the final performance of logical role will not be variant;But be also not excluded for some abnormal conditions, just in case cause Difference, then can be controlled by following 1 and 2 key element point, finally allows difference eliminate;In wherein following 2, a and b controls Mode refers to two kinds of controls to position difference;
The embodiment of the present invention, when the position of pre- performance role and logical role has differences, controls difference can pass through as follows Some key element is realized:
1st, keep the pre- concordance showing role and logical role;
The i.e. rapid change of role, the change of profile all can be existing by prefiguration reality;
2nd, elapse the pre- disparity range control showing role and logical role over time;
A., when the distance of performance role is more than certain value in advance, role will be showed in advance and slow down until zero;
B. in advance show role position over-limit condition, then force pull pre- performance role position to logical role one The position causing.
And under interactive operation, the pre- performance role of player is hidden immediately, the logical role of display player, and prefiguration Existing role's forced synchronism position is consistent with logical role;In such cases, it is mutated with regard to position and the explanation of operation delay is, by In the frankness of the action games such as fistfight, position switches to, by moving (standing), the offset operation having after attack (being hit) slightly, right It is inconspicuous in the experience of player, can be received (unless when network delay is excessive, offset operation is obvious);And skill After (as personage is hit) after discharging, the response of button is showed by animation and is affected, and naturally has some time delay situations, player couple Oneself has the expection of time delay for this, so too not big perception loss in manipulation, is also acceptable;Based on this, interacting Property operation under, can carry out game using game synchronization shows, and Figure 16 shown and swum using game synchronization under interactive operation The schematic diagram of play performance;
Therefore, the pre- performance of non interactive operation is relatively specific in the type of play very high to requirement of real-time, and not The accuracy hitting can be affected, make the best of both worlds;Because nonreciprocal operation is also very high to response requirement, with network state after pre- performance It doesn't matter, and the experience of operator is also very smooth.
Stand in the angle of game server, game server receives the upload packet of game client, from issuing queue The principle of middle deletion frame data block is similar with flow process shown in Figure 12;Accordingly, Figure 17 show provided in an embodiment of the present invention From issuing the method flow diagram deleting frame data block queue, with reference to Figure 17, the method may include that
Step s400, reception upload packet;
Step s410, judge described upload packet in checksum whether be predetermined value;
Optionally, predetermined value can be zero it is also possible to the other values that are due up, what what predetermined value represented be due up The original value of checksum;For predetermined value, checksum illustrates that uploading packet is not tampered with, checksum is not predetermined value, says Bright upload packet is tampered, and the upload packet being received can not be processed.
When step s420, the checksum in described upload packet are predetermined value, judge in described upload packet Reception confirmation corresponding issue numbering, if more than the last reception confirmation pair uploading in packet receiving That answers issues numbering;
The currently received corresponding numbering that issues of reception confirmation uploading in packet can be set as recvack, upper one It is lastrecvack that the reception uploading in packet of secondary reception receives the corresponding numbering that issues of confirmation, then need to judge Recvack whether > lastrecvack;
Step s430, described upload packet in reception confirmation corresponding issue numbering, connect more than the last time The reception confirmation uploading in packet received is corresponding when issuing numbering, deletes and described upload data from issuing queue Reception confirmation in bag is corresponding to issue numbering, corresponding frame data block.
Accordingly, game server, can be by same sports ground in second scheduled time when transmission issues packet The game operation instruction that game client in scape sends, is integrated into frame data block and writes and issue queue, thus at one In second scheduled time, based on seq ', ack ', issue the formation of the frame data block in queue and issue packet, and be sent to trip Play client.
Optionally, in one innings of game over, the upload numbering of game client and game server are directed to this office and play Issue after numbering can reset, recalculate when one innings of new game starts;I.e. game client can be in each innings of game knot Shu Shi, resets uploading numbering, and when one innings of new game starts, according to the upload number of times uploading packet or game behaviour Make the acquisition ordinal number instructing, recalculate upload numbering;Game server can maintain that the game of each office is corresponding to issue numbering, During one innings of game over, the numbering that issues of this innings of game is reset, and when new one innings game starts, according to issuing packet Issue number of times and recalculate new one innings of game and corresponding issue numbering.
Below taking pvp (player's battle) game as a example, game synchronization method provided in an embodiment of the present invention is introduced; Figure 18 shows the optional schematic diagram of the games system of pvp type of play, and with reference to Figure 18, game server may include that great Qu Server, match server, service server, pvp server;
When carrying out pvp game, player a and b passes through respective game client, based on 3g, 4g, wifi (Wireless Fidelity) Log in great Qu server Deng WAP;When player a and b needs to enter pvp pattern, the matching request of player a and b will be led to To match server, player a and b is after the match is successful, then gets player a by service server for excessive area transit server With player's data of b, and distribute a pvp server ip (between network interconnection agreement address), then great Qu service Device, by player's data of player a and b and pvp server ip, is handed down to player a and b simultaneously;Finally, player a and b is taken by pvp Business device carries out the real-time synchronization of pvp data;
When carrying out game synchronization, as shown in figure 19, if player a has started a technical ability, technical ability is played accordingly Operational order will be written in upload queue by the game client of player a, and when arriving first scheduled time, should Operational order data, current upload is numbered, and the last reception confirmation issuing data receiving is added to upload packet In, send pvp server to;
Pvp server maintains and issues queue, after the upload packet that the game client receiving player a uploads, Corresponding frame data block can be deleted from issuing based on the reception confirmation in this upload packet queue;Meanwhile, it is based on Game operation instruction in this upload packet generates frame data block, and is written to and issues in queue;
Pvp server, when arriving second scheduled time, will issue the frame data block in queue, currently issue Numbering, and the reception confirmation of the upload packet being most recently received is added to and issues in packet, send to player a and The game client of b;
The game client of player a receives after issuing packet, is deleted based on the reception confirmation issuing in packet Except issuing corresponding game operation instruction in queue, meanwhile, game synchronization is carried out based on the frame data block issuing in packet Performance;The game client of player b receives after issuing packet, is also carried out performance of playing accordingly, thus starting in player a After one technical ability, show in the synchronous game as shown in figure 19 of realizing of the game client of player a and b.
Optionally, in embodiments of the present invention, first scheduled time set by game client is permissible, more than game garment Second scheduled time set by business device;If first scheduled time can be 99ms (millisecond), second scheduled time can be 66ms (millisecond) is it is clear that concrete numerical value herein is only optional.
During realizing game synchronization, the embodiment of the present invention can avoid game client to repeat to send game server The game operation of reception instructs, and the game operation instruction that game server does not receive can be avoided to be missed transmission, game garment Business device also can avoid repeating sending the frame data block of game client reception, and can avoid the frame number that game client do not receive It is missed transmission according to block, there is higher communication reliability;
Meanwhile, the embodiment of the present invention, by the fsp protocol stack based on udp communication protocol, effectively achieves network unstable Regularly, the communication reliability of game client and game server;
In addition, can be in unstable networks so that player still can obtain the operation of smoothness by pre- performance technology Experience and visual performance;And in game server side, the embodiment of the present invention passes through simply high performance server logic, realizes The data processing of game server, can greatly improve the mono- inning of pvp that game server can undertake, and reduce game server Operating cost.
Below game client provided in an embodiment of the present invention is introduced, game client described below can with upper Civilian description content is mutually to should refer to.
Figure 20 shows the structured flowchart of game client provided in an embodiment of the present invention, with reference to Figure 20, this game client End may include that
Game operation instruction obtains and adds module 100, for often obtaining a game operation instruction, by described game behaviour Make instruction to add in upload queue;
Upload packet on transmission module 110, for every first scheduled time by described upload queue in game operation Instruction adds in upload packet, and to upload packet described in game server;
Issue packet-receiving module 120, for receiving described game server under second scheduled time sent Send out packet;The described packet that issues includes: issuing in queue of current game server described in second scheduled time exists Frame data block;It is logical within same second scheduled time that one frame data block includes the game client being in same scene of game Cross and upload the game operation instruction that packet sends;
Instruction removing module 130, for issuing packet according to described, deletes described game garment from described upload queue The game operation instruction of business device reception;
Game performance control module 140, for issuing packet according to described, controls game performance.
Optionally, the described packet that uploads also includes: current upload numbering, under the last reception of game client Send out the reception confirmation of packet;Wherein, the described the last reception confirmation issuing packet receiving, carries The last receive issue and issue numbering corresponding to packet;
The described packet that issues also includes: current issues numbering, the last upload data receiving of game server The reception confirmation of bag;Wherein, the reception confirmation of the described the last upload packet receiving, carries described trip The last upload numbering uploading corresponding to packet receiving of play server;
Accordingly, instruction removing module 130 is particularly used in: issues the last time carrying in packet and connects according to described The reception confirmation of the upload packet received, deletes the corresponding game operation instruction uploading numbering from described upload queue.
Optionally, instruction removing module 130 is according to the described the last upload receiving issuing and carrying in packet The reception confirmation of packet, when the described game operation instruction uploading and deleting corresponding upload numbering queue, specifically may be used For:
Issue corresponding upload of the reception confirmation in packet described in judgement to number, if more than last reception Issue corresponding upload of the reception confirmation in packet to number;
Upload numbering the described reception confirmation issuing in packet is corresponding, more than last receive issue number When uploading numbering according to the reception confirmation in bag is corresponding, delete from described upload queue and issue in packet with described Receive corresponding upload of confirmation to number, institute's corresponding game operation instruction.
Optionally, upload numbering, when sending with corresponding upload packet, be newly joined the game operation uploading in queue The acquisition ordinal number of instruction corresponds to;Wherein, often obtain a game operation instruction, the acquisition ordinal number of game operation instruction adds 1;
Instruction removing module 130 is being deleted and the described reception confirmation issuing in packet from described upload queue Corresponding upload is numbered, and during institute's corresponding game operation instruction, is particularly used in:
Issue described in determination that reception confirmation in packet is corresponding to upload numbering, with last receive issue number According to the corresponding difference uploading numbering of the reception confirmation in bag;
From uploading, deletion number queue is corresponding to described difference, and the game operation retaining at most in uploading queue refers to Order.
Optionally, the described packet that issues can also include: for verification issue the verification whether packet be tampered and; Figure 21 shows another structured flowchart of game client provided in an embodiment of the present invention, in conjunction with shown in Figure 20 and Figure 21, this trip Play client can also include:
Verification and judge and trigger module 150 is deleted in instruction, for issuing the verification in packet and whether described in judging For predetermined value;The described verification issuing in packet and for predetermined value when, triggering command removing module 130 issues according to described The reception confirmation of the last upload packet receiving carrying in packet, deletes from described upload queue and corresponds to Upload the game operation instruction of numbering.
Optionally, the described packet that uploads can also include: for verification upload the verification that whether is tampered of packet and, The mark of described game client, the number of the game operation instruction in described upload packet;Described game operation instruction can To include: the frame number that the definition to player exercises, the corresponding parameter of this definition, and player exercises are located.
Optionally, the described frame data block issuing in packet is existed with frame data block tabular form, described frame data block In list, record has at least one frame data block;Game performance control module 140 is particularly used in, and issues packet described in traversal In frame data block list, according to the corresponding game operation of frame data block each in frame data block list instruct, control game performance;
Specifically, game performance control module 140 is issuing the frame data block list in packet described in traversal, according to frame Each frame data block corresponding game operation instruction in data block list, controls game sheet current, is particularly used in:
Getting frame data block list;
Each frame data block in traversal frame data block list, each frame data block being traveled through is stored in frame queue;
The frame number of each frame data block in frame data block list is entered line translation, obtains each frame data block corresponding game visitor Family end frame number, and before next game server frame arrives, obtained game client frame number is locked in next trip The former frame of play server frame;And by corresponding for each frame data block game client frame number, and next game server frame In the incoming frame buffer of former frame;
Take out the multiple that current frame-skipping accelerates every a frame from frame buffer;
According to described multiple, transfer frame data block from frame queue;
Game performance is controlled according to the game operation instruction of the frame data block transferred.
Optionally, according to described multiple, the mode transferring frame data block from frame queue may is that if described multiple is Zero, illustrate that frame buffer buffers, do not need frame to be processed;If described multiple is 1, illustrate that frame buffer buffers Terminate, but do not need to accelerate, transfer out up-to-date frame data block from frame queue;If described multiple is more than 1, adjust from frame queue Take out the frame data block with described multiple corresponding number.
Optionally, described frame data block list can also include: the frame data block of record in described frame data block list Number;Described frame data may include that game server need to be synchronized to the game operation instruction of game client, and needs synchronization The number of game operation instruction.
Optionally, Figure 22 shows another structured flowchart of game client provided in an embodiment of the present invention, with reference to Figure 20 With shown in Figure 22, this game client can also include:
Pre- functional modules 160, for when obtaining game operation instruction, if player exercises operate for non interactive, The pre- performance played according to player exercises.
In embodiments of the present invention, player role can have two kinds of Role Models, is divided into: pre- performance role and logic angle Color;Wherein, pre- performance role is the role making performance by direct execution player exercises, and logical role is execution game garment Business device is synchronized to the operation of game client and makes the role of performance;
The prefiguration played according to player exercises in pre- functional modules 160 is current, and game client need to keep showing in advance Role and the concordance of logical role, and elapse over time, when the distance of pre- performance role is more than certain value, need to be by prefiguration Existing role is slowed down until zero, and in the position over-limit condition of pre- performance role, need to force to pull the position of pre- performance role To the position consistent with logical role;
Optionally, game client, in one innings of game over, can be emptied uploading queue, and be played at new one innings During beginning, in uploading queue, again write game playing commands;Meanwhile, game client, can in each innings of game over Reset uploading numbering, and when one innings of new game starts, recalculate upload numbering.
Below game server provided in an embodiment of the present invention is introduced, game server described below can with upper Civilian content is mutually to should refer to.
Figure 23 is the structured flowchart of game server provided in an embodiment of the present invention, in embodiments of the present invention, game garment Business device can be as pvp server, and with reference to Figure 23, this game server may include that
Upload packet-receiving module 200, for receiving the upload number that game client sends every first scheduled time According to bag;Described upload packet includes: plays present in the upload queue of game client described in current first scheduled time Operational order;
Frame data block removing module 210, for according to described upload packet bag, deleting described game from issuing queue The frame data block of client reception;
Issue packet and issue module 220, for every second scheduled time, by the described frame data block issuing in queue Add and issue in packet, the described packet that issues is sent to game client;One frame data block includes and is in same trip The game client of play scene passed through to upload the game operation instruction that packet sends within same second scheduled time.
Optionally, the described packet that uploads also includes: current upload numbering, under the last reception of game client Send out the reception confirmation of packet;Wherein, the described the last reception confirmation issuing packet receiving, carries The last receive issue and issue numbering corresponding to packet;
The described packet that issues also includes: current issues numbering, the last upload data receiving of game server The reception confirmation of bag;Wherein, the reception confirmation of the described the last upload packet receiving, carries described trip The last upload numbering uploading corresponding to packet receiving of play server;
Optionally, frame data block removing module 210 is particularly used in: according to described the last receive issue packet Reception confirmation, delete correspondence queue and issue the frame data block of numbering from issuing.
Optionally, frame data block removing module 210 according to described the last receive issue packet reception true Recognize information, when issuing the frame data block that deletion correspondence queue issues numbering, be particularly used in:
Judge that the described reception confirmation uploading in packet is corresponding and issue numbering, if more than last reception Reception confirmation in upload packet is corresponding to issue numbering;Correspond in the described reception confirmation uploading in packet Issue numbering, corresponding more than the last reception confirmation uploading in packet receiving when issuing numbering, from issuing In queue, deletion is corresponding with the described reception confirmation uploading in packet issues numbering, the corresponding frame data block of institute.
Optionally, the recordable each transmission of game server issue packet issue numbering, institute in issuing queue Corresponding frame data block;
Accordingly, frame data block removing module 210 from issue in queue delete with described upload packet in reception Confirmation is corresponding to issue numbering, during the corresponding frame data block of institute, is particularly used in: according to the numbering that issues being recorded, Issue corresponding frame data block in queue, delete queue and the described reception confirmation pair uploading in packet from issuing That answers issues numbering, the corresponding frame data block of institute.
Optionally, the described packet that uploads can also include: for verification upload the verification that whether is tampered of packet and; Figure 24 shows another structured flowchart of game server provided in an embodiment of the present invention, in conjunction with shown in Figure 23 and Figure 24, this trip Play server can also include:
Verification and judge and frame data block delete trigger module 230, for judge described upload packet in verification and Whether it is predetermined value;Described upload packet in verification and for predetermined value when, trigger frame data block removing module 210 basis The described the last reception confirmation issuing packet receiving, deletes, from issuing, the frame number that correspondence issues numbering queue According to block.
Optionally, described upload packet can also include: the mark of described game client, in described upload packet Game operation instruction number;Described game operation instruction may include that the definition to player exercises, the corresponding ginseng of this definition Number, and the frame number that player exercises are located.
Optionally, issue the frame data block in packet to exist with frame data block tabular form, described frame data block row In table, record has at least one frame data block;Described frame data block list can also include: records in described frame data block list Frame data block number;Described frame data block may include that game server need to be synchronized to the game operation of game client Instruction, and need the number of synchronous game operation instruction.
Optionally, game server can be played for one innings, and maintenance one is corresponding to issue queue, in one innings of game over, The queue that issues of this innings of game is emptied, and when new one innings game starts, according to the game played in new one innings game The operational command data that client is sent, writes frame data block again in issuing queue;
Meanwhile, game server can maintain that the game of each office is corresponding to issue numbering, in one innings of game over, game garment The numbering that issues of this innings of game can be reset by business device, and when new one innings game starts, recalculate and issue numbering.
The embodiment of the present invention can make game server and game client when carrying out game synchronization, has higher leading to News reliability, the real-time of lifting game synchronization, accuracy further.
In this specification, each embodiment is described by the way of going forward one by one, and what each embodiment stressed is and other The difference of embodiment, between each embodiment identical similar portion mutually referring to.For device disclosed in embodiment For, because it corresponds to the method disclosed in Example, so description is fairly simple, say referring to method part in place of correlation Bright.
Professional further appreciates that, in conjunction with the unit of each example of the embodiments described herein description And algorithm steps, can with electronic hardware, computer software or the two be implemented in combination in, in order to clearly demonstrate hardware and The interchangeability of software, generally describes composition and the step of each example in the above description according to function.These Function to be executed with hardware or software mode actually, the application-specific depending on technical scheme and design constraint.Specialty Technical staff can use different methods to each specific application realize described function, but this realization should Think beyond the scope of this invention.
The step of the method in conjunction with the embodiments described herein description or algorithm can directly be held with hardware, processor The software module of row, or the combination of the two is implementing.Software module can be placed in random access memory (ram), internal memory, read-only deposit Reservoir (rom), electrically programmable rom, electrically erasable rom, depositor, hard disk, moveable magnetic disc, cd-rom or technology In known any other form of storage medium in field.
Described above to the disclosed embodiments, makes professional and technical personnel in the field be capable of or uses the present invention. Multiple modifications to these embodiments will be apparent from for those skilled in the art, as defined herein General Principle can be realized without departing from the spirit or scope of the present invention in other embodiments.Therefore, the present invention It is not intended to be limited to the embodiments shown herein, and be to fit to and principles disclosed herein and features of novelty phase one The scope the widest causing.

Claims (23)

1. it is characterised in that being applied to game client, methods described includes a kind of game synchronization method:
Often obtain a game operation instruction, the instruction of described game operation is added and uploads in queue;
Every first scheduled time, the described game operation uploading in queue instruction is added and upload in packet, and to game garment Business device sends described upload packet;
And, receive described game server every second scheduled time send issue packet;The described packet that issues includes: Current game server described in second scheduled time issue frame data block present in queue;One frame data block includes place Refer in the game operation that the game client of same scene of game was sent by uploading packet within same second scheduled time Order;
Issue packet according to described, the game operation deleting the reception of described game server from described upload queue refers to Order;And issue packet according to described, control game performance.
2. game synchronization method according to claim 1 is it is characterised in that described upload packet also includes: current Upload numbering, the last reception confirmation issuing packet receiving of game client;Wherein, described the last time connects The reception confirmation issuing packet received, carries issuing of the last reception and issues numbering corresponding to packet;
The described packet that issues also includes: current issues numbering, the last upload packet receiving of game server Receive confirmation;Wherein, the reception confirmation of the described the last upload packet receiving, carries described game garment The last upload numbering uploading corresponding to packet receiving of business device;
Packet is issued, from the described game operation uploading and deleting the reception of described game server queue described in described basis Instruction includes:
According to the reception confirmation of the described the last upload packet receiving issuing and carrying in packet, from described Pass and in queue, delete the corresponding game operation instruction uploading numbering.
3. game synchronization method according to claim 2 carries it is characterised in that issuing in packet described in described basis The last upload packet receiving reception confirmation, delete the corresponding trip uploading numbering queue from described upload Play operational order includes:
Issue corresponding upload of the reception confirmation in packet described in judgement to number, if more than issuing of last reception Reception confirmation in packet is corresponding to upload numbering;
Upload numbering the described reception confirmation issuing in packet is corresponding, more than last receive issue packet In reception confirmation corresponding upload numbering when, from described upload queue delete and the described reception issuing in packet Confirmation is corresponding to upload numbering, institute's corresponding game operation instruction.
4. game synchronization method according to claim 3 is it is characterised in that described upload is numbered, with corresponding upload number When sending according to bag, the acquisition ordinal number being newly joined the game operation instruction uploading in queue corresponds to;Wherein, often obtain a game Operational order, the acquisition ordinal number of game operation instruction adds 1;
Described deletion upload corresponding with the described reception confirmation issuing in packet numbering, institute from described upload queue Corresponding game operation instruction includes:
Issue described in determination that reception confirmation in packet is corresponding to upload numbering, with last receive issue packet In reception confirmation corresponding upload numbering difference;
From uploading, deletion number queue is corresponding to described difference, and retains game operation instruction at most in uploading queue.
5. game synchronization method according to claim 2 is it is characterised in that the described packet that issues also includes: for school Test issue the verification whether packet be tampered and;
The reception confirmation of the last upload packet receiving carrying in packet is issued, from institute described in described basis State before uploading the game operation instruction deleting corresponding upload numbering in queue, methods described also includes:
Issue the verification in packet described in judgement and whether be predetermined value;
The described verification issuing in packet and for predetermined value when, execution issue, according to described, nearest carrying in packet The reception confirmation of the upload packet of secondary reception, refers to from the described corresponding game operation uploading numbering of deletion queue that uploads The step of order.
6. game synchronization method according to claim 1 and 2 is it is characterised in that described upload packet also includes: is used for Verification upload the verification that whether is tampered of packet and, the mark of described game client, the game in described upload packet The number of operational order;
Described game operation instruction includes: the frame that the definition to player exercises, the corresponding parameter of this definition, and player exercises are located Number.
7. game synchronization method according to claim 1 and 2 is it is characterised in that the described frame data issuing in packet Block is existed with frame data block tabular form, and in described frame data block list, record has at least one frame data block;
Issue packet described in described basis, control game performance to include:
The frame data block list in packet is issued, according to the corresponding game of frame data block each in frame data block list described in traversal Operational order, controls game performance.
8. game synchronization method according to claim 7 is it is characterised in that issue the frame in packet described in described traversal Data block list, instructs according to the corresponding game operation of frame data block each in frame data block list, controls game performance to include:
Getting frame data block list;
Each frame data block in traversal frame data block list, each frame data block being traveled through is stored in frame queue;
The frame number of each frame data block in frame data block list is entered line translation, obtains the corresponding game client of each frame data block Frame number, and before next game server frame arrives, obtained game client frame number is locked in next game garment The former frame of business device frame;And by corresponding for each frame data block game client frame number, and next game server frame is previous In the incoming frame buffer of frame;
Take out the multiple that current frame-skipping accelerates every a frame from frame buffer;
According to described multiple, transfer frame data block from frame queue;
Game performance is controlled according to the game operation instruction of the frame data block transferred.
9. game synchronization method according to claim 8 it is characterised in that described according to described multiple, from frame queue Transfer frame data block to include:
If described multiple is zero, illustrate that frame buffer buffers, do not need frame to be processed;If described multiple is 1, Then explanation frame buffer buffering terminates, but does not need to accelerate, and transfers out up-to-date frame data block from frame queue;If described times Number is more than 1, transfers out the frame data block with described multiple corresponding number from frame queue.
10. game synchronization method according to claim 7 is it is characterised in that described frame data block list also includes: described The number of the frame data block of record in frame data block list;
Described frame data include: game server need to be synchronized to the game operation instruction of game client, and needs synchronous game The number of operational order.
11. game synchronization methods according to claim 1 and 2 it is characterised in that obtain game operation instruction when, such as Fruit player exercises operate for non interactive, and methods described also includes:
The pre- performance played according to player exercises.
12. game synchronization methods according to claim 1 and 2 are it is characterised in that player role has two kinds of role's moulds Formula, comprising: pre- performance role and logical role;Wherein, pre- performance role is to make performance by direct execution player exercises Role, logical role is that execution game server is synchronized to the operation of game client and makes the role of performance;
Methods described also includes:
Keep the pre- concordance showing role and logical role, and elapse over time, be more than one in the distance of pre- performance role During definite value, role will be showed in advance and slow down until zero, and in the position over-limit condition of pre- performance role, force to pull pre- performance The position of role is to the position consistent with logical role.
13. game synchronization methods according to claim 2 are it is characterised in that methods described also includes:
In one innings of game over, emptied uploading queue, and when new one innings game starts, again in uploading queue Write game playing commands;
And in each innings of game over, reset uploading numbering, and when one innings of new game starts, recalculate upload and compile Number.
It is characterised in that being applied to game server, methods described includes a kind of 14. game synchronization methods:
Receive the upload packet that game client sends every first scheduled time;Described upload packet includes: current the The instruction of game operation present in the upload queue of game client described in one scheduled time;
According to described upload packet bag, from issuing the frame data block deleting the reception of described game client queue;
And, every second scheduled time, the described frame data block issuing in queue is added and issues in packet, issue described Packet is sent to game client;One frame data block includes and is in the game client of same scene of game same second By uploading the game operation instruction that packet sends in the scheduled time.
15. game synchronization methods according to claim 14 are it is characterised in that described upload packet also includes: current Upload numbering, the last reception confirmation issuing packet receiving of game client;Wherein, described the last time The reception confirmation issuing packet receiving, carries issuing of the last reception and issues volume corresponding to packet Number;
The described packet that issues also includes: current issues numbering, the last upload packet receiving of game server Receive confirmation;Wherein, the reception confirmation of the described the last upload packet receiving, carries described game garment The last upload numbering uploading corresponding to packet receiving of business device;
Described according to described upload packet bag, from issuing the frame data block bag deleting the reception of described game client queue Include:
According to the described the last reception confirmation issuing packet receiving, issue volume from issuing deletion correspondence queue Number frame data block.
16. game synchronization methods according to claim 15 are it is characterised in that described the last receive according to described Issue the reception confirmation of packet, include from issuing the corresponding frame data block issuing numbering of deletion queue:
Judge that the described reception confirmation uploading in packet is corresponding and issue numbering, if more than the last upload receiving Reception confirmation in packet is corresponding to issue numbering;
In the corresponding upload packet issuing numbering, receiving more than the last time of the described reception confirmation uploading in packet In reception confirmation corresponding when issuing numbering, confirm with the described reception uploading in packet from issuing to delete queue Information is corresponding to issue numbering, the corresponding frame data block of institute.
17. game synchronization methods according to claim 16 are it is characterised in that methods described also includes: record is sent out every time Send issue packet issue numbering, frame data block corresponding in issuing queue;
Described from issuing, deletion queue is corresponding with the described reception confirmation uploading in packet to issue numbering, and institute is corresponding Frame data block include:
Issued numbering according to record, frame data block corresponding in issuing queue, from issue delete queue with described Reception confirmation in upload packet is corresponding to issue numbering, the corresponding frame data block of institute.
18. game synchronization methods according to claim 15 are it is characterised in that described upload packet also includes: be used for Verification upload the verification that whether is tampered of packet and;Described according to the described the last reception issuing packet receiving Confirmation, before issuing and deleting, queue, the frame data block that correspondence issues numbering, methods described also includes:
Judge described upload packet in verification and whether be predetermined value;
During in the described verification uploading in packet with for predetermined value, execution according to described the last receive issue packet Reception confirmation, from issue queue delete correspondence issue numbering frame data block step.
The 19. game synchronization methods according to claims 14 or 15 are it is characterised in that described upload packet also includes: The mark of described game client, the number of the game operation instruction in described upload packet;
Described game operation instruction includes: the frame that the definition to player exercises, the corresponding parameter of this definition, and player exercises are located Number.
20. game synchronization methods according to claims 14 or 15 are it is characterised in that the described frame number issuing in packet Existed with frame data block tabular form according to block, in described frame data block list, record has at least one frame data block;
Described frame data block list also includes: the number of the frame data block of record in described frame data block list;
Described frame data block includes: game server need to be synchronized to the game operation instruction of game client, and needs synchronous trip The number of play operational order.
21. game synchronization methods according to claim 15 are it is characterised in that methods described also includes:
Described game server is that one innings of game maintenance one is corresponding issues queue, in one innings of game over, by this office travel The queue that issues of play empties, and when new one innings game starts, according to the game client institute played in new one innings game The operational command data sending, writes frame data block again in issuing queue;
Described game server maintains that the game of each office is corresponding to issue numbering, in one innings of game over, by this innings of game Issue numbering to reset, and when new one innings game starts, recalculate and issue numbering.
A kind of 22. game clients are it is characterised in that include:
Game operation instruction obtains and adds module, for often obtaining a game operation instruction, described game operation is instructed Add and upload in queue;
Upload transmission module on packet, for adding the described game operation uploading in queue instruction every first scheduled time Upload in packet, and to upload packet described in game server;
Issue packet-receiving module, for receive described game server every second scheduled time send issue data Bag;The described packet that issues includes: current game server described in second scheduled time issue frame number present in queue According to block;One frame data block includes the game client being in same scene of game to be passed through to upload within same second scheduled time The game operation instruction that packet sends;
Instruction removing module, for issuing packet according to described, has deleted described game server from described upload queue The game operation instruction receiving;
Game performance control module, for issuing packet according to described, controls game performance.
A kind of 23. game servers are it is characterised in that include:
Upload packet-receiving module, for receiving the upload packet that game client sends every first scheduled time;Institute State upload packet to include: present in the upload queue of game client described in current first scheduled time, game operation refers to Order;
Frame data block removing module, for according to described upload packet bag, deleting described game client from issuing queue The frame data block of reception;
Issue packet and issue module, for every second scheduled time, by under the addition of the described frame data block issuing in queue Send out in packet, the described packet that issues is sent to game client;One frame data block includes and is in same scene of game Game client within same second scheduled time pass through upload packet send game operation instruction.
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