CN108854066A - Behavior state processing method, device, computer equipment and storage medium in game - Google Patents
Behavior state processing method, device, computer equipment and storage medium in game Download PDFInfo
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- CN108854066A CN108854066A CN201810642701.3A CN201810642701A CN108854066A CN 108854066 A CN108854066 A CN 108854066A CN 201810642701 A CN201810642701 A CN 201810642701A CN 108854066 A CN108854066 A CN 108854066A
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- 238000003672 processing method Methods 0.000 title claims abstract description 26
- 238000001514 detection method Methods 0.000 claims abstract description 77
- 238000000034 method Methods 0.000 claims abstract description 64
- 230000008569 process Effects 0.000 claims abstract description 40
- 230000006399 behavior Effects 0.000 claims description 707
- 238000004590 computer program Methods 0.000 claims description 32
- 238000012545 processing Methods 0.000 claims description 16
- 238000010586 diagram Methods 0.000 description 15
- 230000004044 response Effects 0.000 description 8
- 238000004458 analytical method Methods 0.000 description 5
- 230000000977 initiatory effect Effects 0.000 description 5
- 230000004048 modification Effects 0.000 description 4
- 238000012986 modification Methods 0.000 description 4
- 238000012360 testing method Methods 0.000 description 4
- 238000011161 development Methods 0.000 description 3
- 238000003780 insertion Methods 0.000 description 3
- 230000037431 insertion Effects 0.000 description 3
- 238000007689 inspection Methods 0.000 description 3
- 230000004888 barrier function Effects 0.000 description 2
- 230000005540 biological transmission Effects 0.000 description 2
- 230000008859 change Effects 0.000 description 2
- 238000013507 mapping Methods 0.000 description 2
- 238000007599 discharging Methods 0.000 description 1
- 230000000694 effects Effects 0.000 description 1
- 238000005516 engineering process Methods 0.000 description 1
- 230000006870 function Effects 0.000 description 1
- 230000003993 interaction Effects 0.000 description 1
- 230000002452 interceptive effect Effects 0.000 description 1
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- 239000000203 mixture Substances 0.000 description 1
- 230000003068 static effect Effects 0.000 description 1
- 230000001360 synchronised effect Effects 0.000 description 1
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6009—Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
-
- Y—GENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
- Y02—TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
- Y02D—CLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
- Y02D10/00—Energy efficient computing, e.g. low power processors, power management or thermal management
Abstract
This application involves behavior state processing method, device, computer equipment and readable storage medium storing program for executing in a kind of game, this method includes:It obtains the behavior received in current business module operational process in game and executes request;Parsing behavior executes request, obtains goal behavior mark;When calling state detection interfaces, when determining that goal behavior is in the lock state corresponding to conflicting with current business module according to goal behavior mark, terminates process performing execution and request corresponding goal behavior.By calling state detection interfaces to detect goal behavior state, when goal behavior is lock state, illustrate that goal behavior conflicts with current business module, the goal behavior is executed by terminating, it avoids because continuing to execute goal behavior, and lead to game failure occur, improve the stability and fluency of game running.
Description
Technical field
This application involves game technical fields, more particularly to behavior state processing method, device, calculating in a kind of game
Machine equipment and readable storage medium storing program for executing.
Background technique
With the fast development of computer technology, electronic game is more and more as a kind of amusement and recreation mode
People receives.Electronic game is appointed by the way that virtual scene of game is arranged by user's control virtual role according to certain rules
Business operation, to achieve the purpose that amusement and interaction.
In development of games, based on different delineations of activities, there can be a large amount of different business modules, and a large amount of business
It will appear the state conflict of some game behaviors between module, and then lead to game failure occur, such as:In fight module operation
When, do not allow execute wearing equipment task, and if fight module operation when execute wearing equipment behavior, exist because of shape
State conflict and the problem of lead to game failure.And since game item is huge, related business module is numerous, therefore,
How effectively to avoid occurring state conflict in gaming, becomes current urgent problem to be solved.
Summary of the invention
Based on this, it is necessary to the technical issues of for game failure is caused because of state conflict, provide row in a kind of game
For condition processing method, device, computer equipment and readable storage medium storing program for executing.
Behavior state processing method in a kind of game, the method includes:
It obtains the behavior received in current business module operational process in game and executes request;
It parses the behavior and executes request, obtain goal behavior mark;
When calling state detection interfaces, is identified according to the goal behavior and determine that goal behavior is in and the current business
When lock state corresponding to module conflict, terminates the execution behavior execution and request corresponding goal behavior.
Behavior state processing unit in a kind of game, described device include:
Request module executes request for obtaining the behavior received in current business module operational process in game;
Parsing module executes request for parsing the behavior, obtains goal behavior mark;
Execution module, for being identified according to the goal behavior and determining that goal behavior is in when calling state detection interfaces
Conflict with the current business module corresponding lock state when, terminate to execute the behavior and execute and request corresponding target line
For.
A kind of computer equipment, including memory and processor, the memory are stored with computer program, and feature exists
In the processor realizes following steps when executing the computer program:
It obtains the behavior received in current business module operational process in game and executes request;
It parses the behavior and executes request, obtain goal behavior mark;
When calling state detection interfaces, is identified according to the goal behavior and determine that goal behavior is in and the current business
When lock state corresponding to module conflict, terminates the execution behavior execution and request corresponding goal behavior.
A kind of computer readable storage medium, is stored with computer program, which is characterized in that the computer program is located
Reason device realizes following steps when executing:
It obtains the behavior received in current business module operational process in game and executes request;
It parses the behavior and executes request, obtain goal behavior mark;
When calling state detection interfaces, is identified according to the goal behavior and determine that goal behavior is in and the current business
When lock state corresponding to module conflict, terminates the execution behavior execution and request corresponding goal behavior.
Behavior state processing method, device, computer equipment and readable storage medium storing program for executing in above-mentioned game, work as in game running
During preceding business module, when the behavior that receives executes request, request is executed by parsing behavior and obtains goal behavior mark,
When calling state detection interfaces, determine that the goal behavior is in and the current business module according to goal behavior mark
When lock state corresponding to conflict, terminates the execution behavior execution and request corresponding goal behavior.By calling state inspection
It surveys interface to detect goal behavior state, when goal behavior is lock state, illustrates goal behavior and current business
Module conflict executes the goal behavior by terminating, avoids because continuing to execute goal behavior, and leads to game failure occur,
Improve the stability and fluency of game running.
Detailed description of the invention
Fig. 1 is the applied environment figure of behavior state processing method in game in one embodiment;
Fig. 2 is the flow diagram of behavior state processing method in game in one embodiment;
Fig. 3 is the flow diagram that performance objective behavior step is terminated in one embodiment;
Fig. 4 is the flow diagram that the display step of prompt information is locked in one embodiment;
Fig. 5 is the structural schematic diagram that behavior state table is locked in one embodiment;
Fig. 6 is the flow diagram of goal behavior lock step in one embodiment;
Fig. 7 is the flow diagram of goal behavior unlocked step in one embodiment;
Fig. 8 is the flow diagram of goal behavior unlocked step in one embodiment;
Fig. 9 is the flow diagram of behavior state processing method in game in one embodiment;
Figure 10 is the flow diagram of behavior state processing method in game in one embodiment;
Figure 11 is the surface chart that locking prompt information is shown in one embodiment;
Figure 12 is the structural block diagram of behavior state processing unit in game in one embodiment;
Figure 13 is the structural block diagram of execution module in one embodiment;
Figure 14 is the part-structure block diagram of behavior state processing unit in game in one embodiment;
Figure 15 is the structural block diagram of computer equipment in one embodiment.
Specific embodiment
It is with reference to the accompanying drawings and embodiments, right in order to which the objects, technical solutions and advantages of the application are more clearly understood
The application is further elaborated.It should be appreciated that specific embodiment described herein is only used to explain the application, and
It is not used in restriction the application.
Fig. 1 is the applied environment figure of behavior state processing method in game in one embodiment.Referring to Fig.1, in the game
Behavior state processing method is applied to behavior state processing system in game.Behavior state processing system includes request in the game
Terminal 110 and server 120.Requesting terminal 110 specifically can be terminal console or mobile terminal, and mobile terminal specifically can be with hand
At least one of machine, tablet computer, laptop etc..Specifically, Games Software, user are installed in requesting terminal 110
Game operation can be carried out by the input unit of requesting terminal 110, requesting terminal 110 receives the data of user's input and/or refers to
It enables, and feeds back and show the response to input data and/or instruction.Wherein, input unit can be keyboard, touch screen etc. can be with
The equipment for executing input operation.Server 120 can use the server set of the either multiple server compositions of independent server
Group realizes.Server 120 for respond request terminal 110 send game request to execute the relevant operation in game, than
As behavior state is handled in game.
As shown in Fig. 2, in one embodiment, behavior state processing method in a kind of game is provided.The present embodiment master
To be applied to the server 120 in above-mentioned Fig. 1 in this way to illustrate.Referring to Fig. 2, behavior state processing side in the game
Method specifically comprises the following steps:
S202 obtains the behavior received in current business module operational process in game and executes request.
Wherein, business module refers to the logical code divided during development of games based on business function, for example, business mould
Block specifically can be fight module, mapping module, knapsack module and role module etc..Current business module, which refers to, is currently transporting
Capable business module, current business module include one or more business modules being currently running.In electronic game, row
Respondent behavior executes the achieved operation of request when to refer to game running, for example, behavior specifically can be scene hop, more
Replacing equipment, active attack etc..It is appreciated that behavior executes the request instruction that request refers to request performance objective behavior, for example, can
With scene hop request that be user actively initiated by requesting terminal, teammate initiate make a joint attack on request and other business modules are sent out
Prompt request risen etc..
In game running current business module process, when the behavior that receives executes request, obtains behavior execution and ask
It asks, executes request to respond the behavior.Specifically, behavior executes request and can be sent out by game player or other business modules
It rises.For example, going game is in combat situation, scene hop is initiated by the touch screen of requesting terminal by game player at this time
Request, server can receive the scene hop request of initiation, and to execute subsequent response operation, response operation specifically be can wrap
It includes and obtains scene hop logic, judge whether to execute scene hop;For another example, when certain role is carrying out setting task, stage property mould
Block initiates whether buy the prompt request of new stage property, and server itself receives prompt request, and responds the request, response operation
It can specifically include and obtain prompt realization logic, judge whether to be prompted.
S204, parsing behavior execute request, obtain goal behavior mark.
Wherein, goal behavior refers to that behavior executes the behavior for requesting to execute.It is appreciated that goal behavior mark is
Refer to the mark for indicating identification goal behavior.Specifically, goal behavior mark can be the name of preset goal behavior
Title or unique code name.
When the behavior that receives executes request, the acquisition behavior executes request, and parses to the request, to be somebody's turn to do
Corresponding goal behavior is requested to identify.Further, it is identified based on obtained goal behavior, obtains and execute the goal behavior
Logic is realized, to execute subsequent operation.Wherein, realize that logic is concrete implementation code.
S206 is identified according to goal behavior when calling state detection interfaces and is determined that goal behavior is in and current business mould
When lock state corresponding to block conflict, terminates process performing and execute the corresponding goal behavior of request.
State detection interfaces refer to API by game developer setting, being detected to the current state of behavior
(Application Programming Interface, application programming interface), the interface is independent of former business module
Logical code, have preferable reusability, therefore, by call state detection interfaces can realize the shape to either objective behavior
State detection.
Wherein, behavior state includes lock state and non-locking state.Lock state is that goal behavior is instigated not allow quilt
The state of execution, state in contrast are then non-locking state.When goal behavior mutually conflicts with current business module, then will
Goal behavior locking, is allowed to be in the lock state without allowing to be performed.
Specifically, the current state for calling state detection interfaces to identify goal behavior detects, when according to target line
When determining that goal behavior is in the lock state corresponding to conflicting with current business module to identify, terminates process performing execution and ask
Seek corresponding goal behavior.For example, not allowing to carry out scene hop when game is in combat situation, when receiving initiation
When scene hop is requested, the current state of scene hop behavior is detected, when the current state of scene hop behavior is lock
Determine state, then terminates execution scene hop.
By calling state detection interfaces, the detection to behavior state is realized by the way of non-intrusion type programming, is not necessarily to
The modification complicated to the progress of former game identification code, and the logical code due to the interface independent of former business module, can tie up
Shield property and scalability are strong.
Further, insertion is provided with state-detection logic in the realization logic of game behavior, to pass through status checkout
Logic carries out state-detection to the behavior currently needed to be implemented.Specifically, goal behavior mark is obtained according to parsing to obtain and be somebody's turn to do
The corresponding realization logic of goal behavior, and the realization logic is executed, based on the state-detection logic in the realization logic, call shape
Whether state detects interface, detect, be currently locked with detecting goal behavior, and then basis to the current state of goal behavior
Testing result determines whether to execute the goal behavior.When detecting that goal behavior is currently at as lock state, terminates and execute
Request corresponding goal behavior.
Behavior state processing method in above-mentioned game, in gaming in current business module operational process, when receiving row
When to execute request, request being executed by parsing behavior and obtains goal behavior mark, when calling state detection interfaces, according to target
When behavior mark determines that goal behavior is in the lock state corresponding to conflicting with current business module, process performing execution is terminated
Request corresponding goal behavior.By calling state detection interfaces to detect goal behavior state, when goal behavior is lock
When determining state, illustrate that goal behavior conflicts with current business module, executes the goal behavior by terminating, avoid because continuing
Performance objective behavior, and lead to game failure occur, improve the stability and fluency of game running.
In one embodiment, it as shown in figure 3, when calling state detection interfaces, is identified according to goal behavior and determines target line
For in conflict with current business module corresponding lock state when, terminate process performing and execute and request corresponding target line
For, including:
S302 calls state detection interfaces, obtains locking behavior state table.
Wherein, locking behavior state table refers to the tables of data for having recorded currently locked behavior and its relevant information.Than
Such as, tables of data record has the behavior mark for being currently at lock state.Specifically, it is based on preset state-detection logic, is needed
When carrying out behavior state detection, state detection interfaces is called to obtain locking behavior state table.
S304 determines that goal behavior is in and current business when locking in behavior state table includes goal behavior mark
The corresponding lock state of module conflict.
In the present embodiment, goal behavior is identified and is compared with the data recorded in locking behavior state table, work as lock
When determining in behavior state table including goal behavior mark, determine that goal behavior is in the lock state.As long as that is, lock line
There is goal behavior mark for record in state table, then shows that the goal behavior has been locked, do not allow currently to execute.
S306 terminates process performing and executes the corresponding goal behavior of request.
When determining that goal behavior is in the lock state, then illustrate that goal behavior mutually conflicts with current business module, in this feelings
Under condition, do not allow goal behavior to be performed, and then terminate process performing and execute the corresponding goal behavior of request, to avoid current
In business module operational process, lead to game failure because executing the goal behavior.
Further, which further includes:When locking in behavior state table does not include goal behavior mark, determine
Goal behavior is in non-locking state.
Specifically, it is based on preset state-detection logic, when needing to carry out behavior state detection, calls state detection interfaces
Locking behavior state table is obtained, goal behavior is identified and is compared with the data recorded in behavior state table, when locking behavior
When not including goal behavior mark in state table, determine that goal behavior is in non-locking state.As long as that is, locking behavior
Goal behavior mark has not been recorded in state table, then has shown that the goal behavior is not locked out, currently allows to execute.
In one embodiment, when goal behavior is in the lock state, which further includes:Obtain locking prompt letter
Breath;Based on preset display rule, the display information for carrying locking prompt information is generated.
Wherein, lock state of the locking prompt information to prompt ownership goal behavior.For example, when goal behavior has been determined
When being in the lock state, prompting frame is popped up in display interface, and locking prompt information is shown in prompting frame, to prompt game to play
Family's goal behavior has been locked, and does not allow to execute.In one embodiment, locking prompt information can be warning prompt, such as
" goal behavior (such as map transmission) is locked " is shown in the display interface of user.In another embodiment, locking prompt
Information can also be lock state and locking reason, i.e., prompt goal behavior it is locked and with the conflicting business of goal behavior
Module id.Default display rule refers to preset display methods.It specifically, may include display mode, display position
Deng.For example, the middle position in a manner of prompting frame in display interface is shown.
Specifically, when detecting that goal behavior is in the lock state, the corresponding locking prompt letter of the goal behavior is obtained
Breath generates the display information for carrying locking prompt information, will show that information is sent to terminal according to default display rule,
Display interface is shown in for prompt information is locked according to display information by terminal.
Specifically, as shown in figure 4, providing the display step of locking prompt information, including:
S402 obtains business module mark corresponding with goal behavior mark in locking behavior state table.
Wherein, business module mark refers to the mark for indicating identification business module.Specifically, business module mark can
Think preset business module title or unique code name.
In the present embodiment, it locks also to record to have in behavior state table and behavior is identified into line-locked business module, have
Body can refer to locking behavior state table as shown in Figure 5.It can run multiple business modules in game process simultaneously, and a behavior
It can be locked by multiple business modules, as shown in figure 5, by the behavior of locking mark and to the behavior into line-locked business mould
Block identification associated storage is to get to the locking behavior state table for being cached with behavior state information.
In the present embodiment, when the current state of goal behavior is lock state, based on target in locking behavior state table
Corresponding relationship between behavior mark and business module mark obtains business module mark corresponding with goal behavior mark.It changes
For it, i.e., acquisition lock onto target behavior business module mark.
Wherein, acquired business module mark is either one of business module of lock onto target behavior identifies,
It is also possible to multiple business module marks, can be specifically set in advance according to demand.At the same time it can also set specific acquisition
Which business module mark.Such as, it is only necessary to obtain first business module mark of lock onto target behavior.
S404 is identified according to business module, obtains locking prompt information corresponding with business module mark.
Wherein, corresponding locking prompt information is identified with business module refers to that the locking of business module lock onto target behavior is said
It is bright.The explanation to this lock operation can be arranged when locking a behavior in business module, and locking explanation can be used as locking
Determine prompt information, is ejected when detecting that the behavior is locked.For example, in one embodiment, it can be by module of forming a team
Locking map jumps behavior, and locking explanation can be " currently forming a team, cannot be transmitted to other maps ".
It in the present embodiment, is identified based on business module obtained, obtains locking prompt corresponding with business module mark
Information is responded with executing request to current behavior.Specifically, when the business module mark of acquisition is only lock onto target row
For first business module mark when, accordingly, also only need to obtain corresponding with first business module mark locking and prompt
Information.
S406 generates the display information for carrying locking prompt information based on default display rule.
In the present embodiment, when the current state for determining goal behavior is lock state, further obtains and lock the target
The business module of behavior identifies, and identifies to obtain the locking prompt letter of the business module lock onto target behavior based on business module
Breath generates the display information for carrying locking prompt information, according to preset display rule to show locking prompt information.
Further, which further includes:Display information is sent to requesting terminal.By that will show that information is sent
To corresponding requesting terminal, locking prompt information is shown in display interface according to display rule by requesting terminal, to remind trip
Play player target behavior has been locked, and can not be executed.
In one embodiment, as shown in fig. 6, behavior state processing method further includes the step of goal behavior locking in game
Suddenly, it specifically includes:
S602, when operation is to preset locking logic, obtain the business module in locking logic identify and with business mould
The goal behavior of block identification conflict identifies.
Based on the state conflict for needing to avoid between business module and goal behavior, correspondence is preset in business module
Locking logic, in the operation of business module, to execute preset locking logic.For example, being in combat situation in game
When do not allow carry out scene hop, then fight module in increase " scene hop " locking logic;A certain angle in role module
When color is carrying out a certain task, do not allow to pop up solicited message, then in the realization logic that the role executes the task, increases
The locking logic of " pop-up solicited message ";When a certain role is discharging technical ability in role module, player is not allowed to interact
Operation increases the locking logic etc. of " interactive operation " then in the realization logic that the role discharges technical ability.
Specifically, locking in logic includes current business module id and goal behavior mark to be locked, namely current
The goal behavior mark that the business module of operation identifies and conflicts with currently running business module, based on to locking logic
Analysis, obtain business module mark and conflict with business module goal behavior mark.
S604 calls state setting interface, and the goal behavior mark and business module of conflict are identified associated storage to lock
Determine behavior state table.
State setting interface refers to API by game developer setting, being configured to the current state of behavior
(Application Programming Interface, application programming interface), the interface is independent of former business module
Logical code, have preferable reusability, therefore, by calling state be arranged interface can realize the shape to either objective behavior
State setting.Wherein, state setting includes locking setting and unlock setting.Locking setting refers to be allowed to not permit by goal behavior locking
Permitted to be performed, unlock setting, which refers to, unlocks locked goal behavior, is allowed to allow to be performed.When goal behavior and current industry
When business module mutually conflicts, then the goal behavior is locked, when locked goal behavior is not present with the business module for locking it
When conflict, then the goal behavior is unlocked.
It, will by calling state that interface is arranged after goal behavior mark and business module mark to be locked has been determined
To be locked, conflict goal behavior mark is associated with business module mark, and is stored to locking behavior state table.Wherein, it locks
As long as current locked goal behavior mark can effectively be indicated and hold line-locked business module mark by determining behavior state table
Between incidence relation.For example, storage format as shown in Figure 5 can be used.
Interface is arranged by calling state to lock goal behavior, and the information cache of locking is extremely locked into behavior shape
State table, when the behavior that receives executes request, by searching for locking behavior state table can current state to goal behavior into
Row detection, to determine whether performance objective behavior according to testing result.By to the target line for not allowing currently to execute
To be locked, avoids and still carry out locked goal behavior in the case where not allowing to execute a certain goal behavior, and
Lead to game failure, improves the stability and fluency of game running.
Interface is arranged by calling state in the present embodiment, is locked by the way of non-intrusion type programming to behavior, nothing
It need to carry out complicated modification to former game identification code, and the logical code due to the interface independent of former business module, it can
Maintainability and scalability are strong.
Further, behavior state processing method further includes in game:According to preset locking logic, obtains and store lock
Determine prompt information.Prompt information is locked by setting, when detecting that goal behavior is locked by corresponding business module, returns to lock
Determine prompt information and show, to prompt player target behavior locked, can not currently execute.For example, in one embodiment,
Behavior can be jumped by module locking map of forming a team, locking prompt information, which can be, " is currently forming a team, cannot be transmitted to
Other maps ".
In one embodiment, as shown in fig. 7, behavior state processing method further includes the step of goal behavior unlock in game
Suddenly, it specifically includes:
S702 obtains the business module mark for meeting behavior unlocking condition when meeting behavior unlocking condition.
Wherein, behavior unlocking condition refers to the condition that locked behavior allows to be performed, the demand based on game running
It is determined in advance.For example, being determined according to specific traffic border.By taking business module of fighting as an example, in fight business module fortune
When row, do not allow role's more replacing equipment, then when operation to fight business module boundary, then executes the solution of " role's more replacing equipment "
Lock operation.It is simply that unlocking " role's more replacing equipment " this behavior at the end of fight.
Specifically, it is embedded in corresponding unlock logic in advance in business module, when operation to preset unlock logic, i.e.,
To meet behavior unlocking condition, the business module mark for meeting behavior unlocking condition is obtained.It is appreciated that in the present embodiment,
Business module mark refers to the current business module mark for executing unlock logic.
S704 obtains the goal behavior to conflict with business module mark and identifies according to preset unlock logic.
Unlock logic in include with business module mark conflict goal behavior mark, by preset unlock logic into
Row analysis obtains the goal behavior to conflict with business module mark and identifies, namely goal behavior mark currently to be unlocked.
S706 calls state that interface is arranged, and releases business module mark and identifies the target line to conflict with business module
For the locking relation between mark.
Wherein, locking relation refers to that the goal behavior mark of locking and the business module of locking behavior mark identify it
Between incidence relation.
Specifically, when getting, the business module for meeting behavior unlocking condition is identified and its corresponding goal behavior identifies
Afterwards, interface is arranged by state, releases business module mark and is identified with business module between the goal behavior mark to conflict
Locking relation.When all locking relations of a certain goal behavior mark release, then the goal behavior identifies corresponding mesh
Mark behavior allows to be performed.
Interface is arranged by calling state in the present embodiment, is unlocked by the way of non-intrusion type programming to behavior, nothing
Complicated modification need to be carried out to former game identification code, maintainable and scalability is strong.
In one embodiment, as shown in figure 8, goal behavior specifically includes the step of unlock:
S802 obtains the business module mark for meeting behavior unlocking condition when meeting behavior unlocking condition.
Specifically, it is embedded in corresponding unlock logic in advance in business module, when operation to preset unlock logic, i.e.,
To meet behavior unlocking condition, the business module mark for meeting behavior unlocking condition is obtained.It is appreciated that in the present embodiment,
Business module mark refers to the current business module mark for executing unlock logic.
S804 obtains the goal behavior to conflict with business module mark and identifies according to preset unlock logic.
Based on unlock logic, obtains the goal behavior to conflict with business module mark and identify, namely mesh currently to be unlocked
Mark behavior mark.
Further, further include calling state setting interface, release business module mark and identified with business module and rushed
The step of locking relation between prominent goal behavior mark, which specifically includes:
S806 calls state that interface is arranged, and obtains locking behavior state table.
Wherein, locking associated storage in behavior state table has the goal behavior being in the lock state mark, and to target
Line-locked business module mark is held in behavior.When meeting behavior unlocking condition, it is based on preset unlock logic, calling state is set
Interface is set, and obtains the locking behavior state table of caching.
S808 deletes the business module mark of associated storage and identifies with business module from locking behavior state table
The goal behavior of conflict identifies.
When meeting behavior unlocking condition, be based on preset unlock logic, obtain meet behavior unlocking condition wait unlock
Goal behavior mark and business module mark, further call state be arranged interface, obtain locking behavior state table, from locking
In behavior state table, the goal behavior mark and business module mark to be unlocked of associated storage is deleted.
Specifically, it in locking behavior state table, is identified when identifying associated business module with goal behavior to be unlocked
When being multiple, then from locking behavior state table, deletes and be associated with goal behavior to be unlocked mark and meet unlocking condition
Business module mark.When being identified as one with the associated business module of goal behavior mark wait unlock, then from locking behavior
In state table, goal behavior mark and associated business module mark to be unlocked are deleted.
In one embodiment, as shown in figure 9, behavior state processing method further includes in game:
S902 obtains the behavior received in current business module operational process in game and executes request.
In gaming in current business module operational process, when the behavior that receives executes request, behavior execution is obtained
Request, executes request to respond the behavior.Specifically, behavior executes request and can be sent out by game player or other business modules
It rises.For example, going game is in combat situation, scene hop is initiated by the touch screen of terminal by game player at this time and is asked
It asks, server can receive the scene hop request of initiation, to execute subsequent response operation.
S904, parsing behavior execute request, obtain goal behavior mark.
When the behavior that receives executes request, the acquisition behavior executes request, and parses to the request, to be somebody's turn to do
Corresponding goal behavior is requested to identify.Further, it is identified based on obtained goal behavior, obtains and execute the goal behavior
Logic is realized, to execute subsequent operation.Wherein, realize that logic is a concrete implementation code.
S906, when calling state detection interfaces, when determining that goal behavior is in non-locking state according to goal behavior mark,
It executes and requests corresponding goal behavior.
Specifically, the current state for calling state detection interfaces to identify goal behavior detects, when according to target line
When determining that goal behavior is in non-locking state to identify, process performing, which executes, requests corresponding goal behavior.
Further, insertion is provided with state-detection logic in the realization logic of game behavior, to pass through status checkout
Logic carries out state-detection to the behavior currently needed to be implemented.Specifically, goal behavior mark is obtained according to parsing and obtains correspondence
Realization logic, and execute the realization logic, based on the state-detection logic in the realization logic, call state detection interfaces,
The current state of goal behavior is detected, when detecting that goal behavior is in non-locking state, then shows not deposit currently
The case where conflicting with goal behavior, goal behavior allows to be performed, and then according to the realization logic performance objective of goal behavior
Behavior.
For not allowing scene hop when below with reference to fight, behavior state processing method in the game of the application is carried out
Explanation.Wherein, scene hop locking logic and scene hop unlock logic, the jump of scene module are previously provided in module of fighting
Turn to be previously provided with state-detection logic in logic.As shown in Figure 10, include the following steps:
S1001, when operation is to preset locking logic, obtain the business module in locking logic identify and with business mould
The goal behavior of block identification conflict identifies.
Specifically, locking in logic includes current business module id and goal behavior mark to be locked, namely current
The goal behavior mark that the business module of operation identifies and conflicts with currently running business module, based on to locking logic
Analysis, obtain the goal behavior that conflicts with business module and identify.In the present embodiment, goal behavior is identified as " scene jump
Turn ".
S1002 calls state setting interface, and the goal behavior mark and business module of conflict are identified associated storage to lock
Determine behavior state table.
After getting behavior mark " scene hop " and business module mark " fight module " to be locked, pass through state
Interface is set, " scene hop " is associated with " fight module ", and stores to locking behavior state table.Wherein, behavior shape is locked
As long as state table can effectively indicate current locked goal behavior mark and hold the pass between line-locked business module mark
Connection relationship.For example, storage format as shown in Figure 5 can be used.
S1003 obtains the behavior received in current business module operational process in game and executes request.
In this embodiment, current business module can be currently running fight module, or with fight the same luck of module
Other capable business modules, it is that " scene hop " executes request that the behavior received, which executes request,.
S1004, parsing behavior execute request, obtain goal behavior mark.
When receiving " scene hop " execution request, the acquisition behavior executes request, and parses to the request, with
Obtain the corresponding goal behavior mark " scene hop " of the request.Further, the logic that jumps of mapping module is obtained, and is based on
The testing result for jumping state-detection logic in logic decides whether that executing map jumps.
S1005 calls state detection interfaces, obtains locking behavior state table.
Wherein, locking behavior state table refers to the data for having recorded currently locked goal behavior and its relevant information
Table.For example, tables of data record has the goal behavior mark for being currently at lock state.In this embodiment, behavior state is locked
Table has recorded " scene hop " behavior mark, and " fight module " mark of locking " scene hop ".
S1006 determines that goal behavior is in and current business when locking in behavior state table includes goal behavior mark
The corresponding lock state of module conflict.
Specifically, goal behavior is identified and is compared with the data recorded in locking behavior state table, work as behavior state
When including goal behavior mark in table, determine that goal behavior is in the lock state.As long as that is, in locking behavior state table
Record has goal behavior mark, then shows that the goal behavior has been locked, do not allow currently to execute.
For example, the data recorded in " scene hop " behavior mark and locking behavior state table are compared, work as locking
When including " scene hop " behavior mark in behavior state table, " scene hop " behavior of determination is in the lock state.
S1007 terminates process performing and executes the corresponding goal behavior of request.
For example, in the present embodiment, detecting that the current state of " scene hop " behavior is lock state, at this point, then eventually
Only execute " scene hop " behavior.
S1008 obtains business module mark corresponding with goal behavior mark in locking behavior state table.
In the present embodiment, when the current state of goal behavior is lock state, based on target in locking behavior state table
Corresponding relationship between behavior mark and business module mark obtains business module mark corresponding with goal behavior mark.It changes
For it, i.e., acquisition lock onto target behavior business module mark.
Wherein, acquired business module mark is either one of business module of lock onto target behavior identifies,
It is also possible to multiple business module marks, can be specifically set in advance according to demand.At the same time it can also set specific acquisition
Which business module mark.Such as, it is only necessary to obtain first business module mark of lock onto target behavior.Assuming that locking behavior
In state table, first business module of locking " scene hop " behavior is " fight module ", can get " fight module " at this time
Mark.
S1009 is identified according to business module, obtains locking prompt information corresponding with business module mark.
Wherein, corresponding locking prompt information is identified with business module refers to that the locking of business module lock onto target behavior is said
It is bright.The explanation to this lock operation can be arranged when locking a behavior in business module, and locking explanation can be used as locking
Determine prompt information, is ejected display when detecting that the behavior is locked.As shown in figure 11, it is previously provided with fight module locking
The prompt information of scene hop behavior specially " is currently being fought, can not jump scene ".
S1010 generates the display information for carrying the locking prompt information based on default display rule.
Display information is sent to requesting terminal by S1011.
When the current state for determining goal behavior is lock state, the business mould for locking the goal behavior is further obtained
Block identification, and identify to obtain the locking prompt information of the business module lock onto target behavior based on business module, according to based on pre-
If display rule generates the display information for carrying the locking prompt information, and is sent to requesting terminal.Requesting terminal according to
The locking prompt information is shown in display interface by display rule, to remind game player that goal behavior has been locked, can not be held
Row.As shown in figure 11, the locking prompt information " currently fought, can not jump scene " is shown in display interface.
S1012 obtains the business module mark for meeting behavior unlocking condition when meeting behavior unlocking condition.
Specifically, it is embedded in corresponding unlock logic in advance in business module, when operation to preset unlock logic, i.e.,
To meet behavior unlocking condition, the business module mark for meeting behavior unlocking condition is obtained.It is appreciated that in the present embodiment,
Business module mark refers to the current business module mark for executing unlock logic.Still by taking module of fighting as an example, when operation to war
When bucket module alignment, meet behavior unlocking condition, obtains " fight module " mark for meeting behavior unlocking condition at this time.
S1013 obtains the goal behavior to conflict with business module mark and identifies according to preset unlock logic.
Based on unlock logic, obtains the goal behavior to conflict with business module mark and identify, namely mesh currently to be unlocked
Mark behavior mark.It is appreciated that in the present embodiment, when operation to fight module alignment, the mesh that conflicts with " fight module "
Mark behavior mark includes that " scene hop " behavior identifies.
S1014 calls state that interface is arranged, and obtains locking behavior state table.
Wherein, locking associated storage in behavior state table has the goal behavior being in the lock state mark, and to target
Behavior is identified into line-locked business module.When meeting behavior unlocking condition, it is based on preset unlock logic, calling state is set
Interface is set, locking behavior state table is obtained.
S1015 deletes the business module mark of associated storage and identifies with business module from locking behavior state table
The goal behavior of conflict identifies.
When meeting behavior unlocking condition, be based on preset unlock logic, obtain meet behavior unlocking condition wait unlock
Goal behavior mark and business module mark, a step state of going forward side by side be arranged interface, obtain locking behavior state table, from lock
Determine in behavior state table, deletes the goal behavior mark and business module mark to be unlocked of associated storage.
Specifically, when the business module of Current lock " scene hop " behavior only includes " fight module ", then row is deleted
For " scene hop " the behavior mark and associated " fight module " mark in state table;When Current lock " scene hop "
When the business module of behavior further includes other business modules other than " fight module ", then delete in locking behavior state table, with
Associated " fight module " mark of " scene hop " behavior mark.
Further, behavior state processing method further includes in game:
S1016 determines that goal behavior is in non-locking shape when locking in behavior state table does not include goal behavior mark
State.
In the present embodiment, it is based on preset state-detection logic, when needing to carry out behavior state detection, calls state inspection
It surveys interface and obtains behavior state table, the data recorded in goal behavior mark and locking behavior state table are compared, row is worked as
When not include goal behavior mark in state table, determine that goal behavior is in non-locking state.As long as that is, lock line
Not recorded goal behavior mark in state table, then shows that the goal behavior is not locked out, currently allow to execute.
S1017 is executed and is requested corresponding goal behavior.
When the current state of goal behavior is non-locking state, then show that there is currently no the feelings to conflict with goal behavior
Condition, goal behavior allow to be performed, and then according to the realization logic performance objective behavior of goal behavior.
Behavior state processing method in above-mentioned game, by calling state be arranged interface to goal behavior carry out locking and/
Or unlock calls state detection interfaces to carry out the current state of goal behavior further when the behavior that receives executes request
Detection terminates when the current state for detecting the goal behavior is lock state and executes the goal behavior.By calling state
Detection interface detects goal behavior state, when goal behavior is lock state, illustrates goal behavior and current industry
Business module conflict executes the goal behavior by terminating, avoids because continuing to execute goal behavior, and leads to game event occur
Barrier, improves the stability and fluency of game running.Also, it by calling state detection interfaces and state that interface is arranged, adopts
Detection and setting to behavior state are realized with the mode that non-intrusion type programs, and are repaired without carrying out complexity to former game identification code
Change, independent of the logical code of former business module, therefore also further improves the maintainability and scalability of game.
Figure 10 is the flow diagram of behavior state processing method in game in one embodiment.Though should be understood that
Each step in the flow chart of right Figure 10 is successively shown according to the instruction of arrow, but these steps are not inevitable according to arrow
The sequence of head instruction successively executes.Unless expressly stating otherwise herein, there is no stringent sequences to limit for the execution of these steps
System, these steps can execute in other order.Moreover, at least part step in Figure 10 may include multiple sub-steps
Perhaps these sub-steps of multiple stages or stage are not necessarily to execute completion in synchronization, but can be different
Moment executes, and the execution in these sub-steps or stage sequence, which is also not necessarily, successively to be carried out, but can with other steps or
The sub-step or at least part in stage of the other steps of person execute in turn or alternately.
In one embodiment, as shown in figure 12, behavior state processing unit in a kind of game is provided, which includes:Please
Modulus block 1202, parsing module 1204 and execution module 1206.
Request module 1202 is asked for obtaining the behavior received in current business module operational process in game execution
It asks.
In gaming in current business module operational process, when the behavior that receives executes request, request module 1202 is obtained
It takes the behavior to execute request, executes request to respond the behavior.Specifically, behavior execute request can by game player or its
He initiates at business module.For example, going game is in combat situation, initiated at this time by game player by the touch screen of terminal
Scene hop request, server can receive the scene hop request of initiation, to execute subsequent response operation, response operation tool
Body may include obtaining scene hop logic, judge whether to execute scene hop;For another example, certain role is carrying out setting task
When, stage property module initiates whether buy the prompt request of new stage property, and server can receive prompt request, and respond the request,
Response operation, which can specifically include, obtains prompt realization logic, judges whether to be prompted.
Parsing module 1204 executes request for parsing behavior, obtains goal behavior mark.
When the behavior that receives executes request, the acquisition behavior executes request, and by parsing module 1204 to the request
It is parsed, to obtain the corresponding goal behavior mark of the request.Further, it is identified, is obtained based on obtained goal behavior
The realization logic for executing the goal behavior is taken, to execute subsequent operation.Wherein, realize that logic is concrete implementation code.
Execution module 1206, for being identified according to goal behavior and determining that goal behavior is in when calling state detection interfaces
Conflict with current business module corresponding lock state when, terminate process performing and execute and request corresponding goal behavior.
Specifically, the current state that execution module 1206 calls state detection interfaces to identify goal behavior detects,
When determining that goal behavior is in the lock state corresponding to conflicting with current business module according to goal behavior mark, termination is held
Every trade is to execute to request corresponding goal behavior.For example, do not allow to carry out scene hop when game is in combat situation, when
When receiving the scene hop request of initiation, the current state of scene hop behavior is detected, when scene hop behavior
Current state is lock state, then terminates execution scene hop.
Further, insertion is provided with state-detection logic in the realization logic of game behavior, to pass through status checkout
Logic carries out state-detection to the behavior currently needed to be implemented.Specifically, execution module 1206 obtains goal behavior according to parsing
Mark obtains realization logic corresponding with the goal behavior, and executes the realization logic, based on the state inspection in the realization logic
Survey logic, call state detection interfaces, the current state of goal behavior is detected, with detect goal behavior currently whether by
Locking, and then determine whether to execute the goal behavior according to testing result.When detect goal behavior be currently at for lock shape
When state, refusal, which executes, requests corresponding goal behavior.
Behavior state processing unit in above-mentioned game, in gaming in current business module operational process, when receiving row
When to execute request, request being executed by parsing behavior and obtains goal behavior mark, when calling state detection interfaces, according to target
When behavior mark determines that goal behavior is in the lock state corresponding to conflicting with current business module, process performing execution is terminated
Request corresponding goal behavior.By calling state detection interfaces to detect goal behavior state, when goal behavior is lock
When determining state, illustrate that goal behavior conflicts with current business module, executes the goal behavior by terminating, avoid because continuing
Performance objective behavior, and lead to game failure occur, improve the stability and fluency of game running.
In one embodiment, execution module 1206 is also used to be identified according to goal behavior true when calling state detection interfaces
When the behavior that sets the goal is in non-locking state, executes and request corresponding goal behavior.
Specifically, execution module 1206 obtains goal behavior mark according to parsing and obtains corresponding realization logic, and executes
The realization logic calls state detection interfaces, to the current shape of goal behavior based on the state-detection logic in the realization logic
State is detected, and when detecting that goal behavior is in non-locking state, then shows that there is currently no conflict with goal behavior
Situation, goal behavior allow to be performed, and then according to the realization logic performance objective behavior of goal behavior.
In one embodiment, as shown in figure 13, execution module 1206 further comprises:State detection interfaces calling module
1302, state determining module 1304 and implementation sub-module 1306.
State detection interfaces calling module 1302 obtains locking behavior state table for calling state detection interfaces.
Wherein, locking behavior state table refers to the tables of data for having recorded currently locked behavior and its relevant information.Than
Such as, tables of data record has the behavior mark for being currently at lock state.It is called by state detection interfaces calling module 1302
State detection interfaces, to obtain locking behavior state table.
State determining module 1304, for determining target line when locking in behavior state table includes goal behavior mark
For in the corresponding lock state that conflicts with current business module.
In the present embodiment, goal behavior is identified and locks the number recorded in behavior state table by state determining module 1304
According to being compared, when locking in behavior state table includes goal behavior mark, determine that goal behavior is in the lock state.Also
It is to say, as long as record has goal behavior mark in locking behavior state table, shows that the goal behavior has been locked, do not permit currently
Perhaps it executes.
Further, state determining module 1304, being also used to work as in locking behavior state table does not include that goal behavior identifies
When, determine that goal behavior is in non-locking state.
Implementation sub-module 1306 executes the corresponding goal behavior of request for terminating process performing.
When determining that goal behavior is in the lock state, then illustrate that goal behavior mutually conflicts with current business module, in this feelings
Under condition, goal behavior is not allowed to be performed.Therefore, implementation sub-module 1306 terminates process performing and executes the corresponding target line of request
To lead to game failure because executing the goal behavior to avoid in current business module operational process.
In one embodiment, behavior state processing unit further includes locking cue module, the locking cue module in game
Prompt information is locked for obtaining, based on preset display rule, generates the display information for carrying locking prompt information.Than
Such as, preset display rule is shows locking prompt information in prompting frame, when being determined that goal behavior is in the lock state,
By locking cue module according to preset display rule, the display information for carrying locking prompt information is generated, to request
The display interface of terminal pops up prompting frame, and locking prompt information is shown in prompting frame, to prompt game player's goal behavior
It has been be locked that, do not allow to execute.In one embodiment, locking prompt information can be warning prompt, such as in the aobvious of user
Show interface display " goal behavior (such as map transmission) is locked ".In another embodiment, locking prompt information can be with
For lock state and locking reason, i.e., prompt goal behavior it is locked and with the conflicting business module of goal behavior.
In one embodiment, locking cue module includes:State table searching module, prompt information obtain module and display letter
Generation module is ceased, wherein:
State table searching module, for obtaining business module mark corresponding with goal behavior mark in locking behavior state table
Know.
In the present embodiment, when the current state of goal behavior is lock state, state table searching module is based on lock line
For the corresponding relationship in state table between goal behavior mark and business module mark, industry corresponding with goal behavior mark is obtained
Business module id.In other words, that is, the business module mark of lock onto target behavior is obtained.
Wherein, acquired business module mark is either one of business module of lock onto target behavior identifies,
It is also possible to multiple business module marks, can be specifically set in advance according to demand.At the same time it can also set specific acquisition
Which business module mark.Such as, it is only necessary to obtain first business module mark of lock onto target behavior.
Prompt information obtains module, for being identified according to business module, obtains locking corresponding with business module mark and mentions
Show information.Wherein, corresponding locking prompt information is identified with business module refers to that the locking of business module lock onto target behavior is said
It is bright.
It in the present embodiment, is identified based on business module obtained, obtains locking prompt corresponding with business module mark
Information is responded with executing request to current behavior.Specifically, when the business module mark of acquisition is only lock onto target row
For first business module mark when, accordingly, also only need to obtain corresponding with first business module mark locking and prompt
Information.
Information generating module is shown, for generating and carrying the aobvious of the locking prompt information based on default display rule
Show information.
When the current state for determining goal behavior is lock state, the business mould for locking the goal behavior is further obtained
Block identification, and identify to obtain the locking prompt information of the business module lock onto target behavior based on business module, according to preset
Display rule generates the display information for carrying locking prompt information, to show locking prompt information.
Further, display information generating module is also used to show that information is sent to requesting terminal.By that will show letter
Breath is sent to corresponding requesting terminal, and the locking prompt information is shown in display interface according to display rule by requesting terminal,
To remind game player that goal behavior has been locked, can not execute.
In one embodiment, behavior state processing unit further includes in game:Lock identifier acquisition module and locking module.
Identifier acquisition module is locked, for when operation to preset locking logic, obtaining the business mould in locking logic
Block identification and the goal behavior to conflict with business module mark identify.
Based on the state conflict for needing to avoid between business module and goal behavior, correspondence is preset in business module
Locking logic, in the operation of business module, to execute preset locking logic.For example, being in combat situation in game
When do not allow carry out scene hop, then fight module in increase " scene hop " locking logic.
Specifically, locking in logic includes current business module id and goal behavior mark to be locked, namely current
The goal behavior mark that the business module of operation identifies and conflicts with currently running business module, locking mark obtain mould
Block is based on the analysis to locking logic, the goal behavior mark for obtaining business module mark and conflicting with business module.
The goal behavior mark of conflict is associated with by locking module for calling state that interface is arranged with business module mark
It stores to locking behavior state table.
After goal behavior mark and business module mark to be locked has been determined, locking module 1306 calls state setting
Goal behavior mark to be locked, conflict is associated with business module mark, and stores to locking behavior state table by interface.
Wherein, as long as locking behavior state table can effectively indicate current locked goal behavior mark and hold line-locked business mould
Incidence relation between block identification.For example, storage format as shown in Figure 5 can be used.
In one embodiment, as shown in figure 14, behavior state processing unit further includes in game:Business module mark obtains
Module 1402, goal behavior identifier acquisition module 1404 and unlocked state 1406.
Business module identifier acquisition module 1402, for when meeting behavior unlocking condition, acquisition to meet behavior release bar
The business module of part identifies.
Specifically, corresponding unlock logic is preset in business module, when operation to preset unlock logic, i.e.,
To meet behavior unlocking condition, business module identifier acquisition module 1402 obtains the business module mark for meeting behavior unlocking condition
Know.It is appreciated that in the present embodiment, business module mark refers to the current business module mark for executing unlock logic.
Goal behavior identifier acquisition module 1404, for obtaining and being rushed with business module mark according to preset unlock logic
Prominent goal behavior mark.
It include that the goal behavior to conflict with business module mark identifies in unlock logic, goal behavior identifier acquisition module
1404 pairs of preset unlock logics are analyzed, obtain with business module mark conflict goal behavior mark, namely currently to
The goal behavior of unlock identifies.
Unlocked state 1406, for calling state that interface is arranged, releasing business module mark and being identified with business module
Locking relation between the goal behavior mark of conflict.
Specifically, when getting, the business module for meeting behavior unlocking condition is identified and its corresponding goal behavior identifies
Afterwards, interface is arranged by state in unlocked state 1406, releases business module mark and identifies the target to conflict with business module
Locking relation between behavior mark.When all locking relations of a certain goal behavior mark release, then the goal behavior
Identifying corresponding goal behavior allows to be performed.
Further, unlocked state 1406 further includes:Interface calling module and removing module is arranged in state.Wherein, it calls
Interface is arranged in state, for obtaining locking behavior state table;Removing module, for deleting association from locking behavior state table
The goal behavior that the business module of storage identifies and conflicts with business module mark identifies.
When meeting behavior unlocking condition, get the goal behavior mark to be unlocked for meeting behavior unlocking condition and
After business module mark, calls state that interface is set by state setting interface calling module, obtain locking behavior state table, delete
Module deletes the goal behavior mark and business module mark to be unlocked of associated storage from locking behavior state table.
Specifically, it in locking behavior state table, is identified when identifying associated business module with goal behavior to be unlocked
When being multiple, removing module is deleted from locking behavior state table and is associated with goal behavior to be unlocked mark and meets unlock
The business module of condition identifies.When being identified as one with the associated business module of goal behavior mark wait unlock, mould is deleted
Block deletes goal behavior mark and associated business module mark to be unlocked from locking behavior state table.
Behavior state processing unit in above-mentioned game, by calling state be arranged interface to goal behavior carry out locking and/
Or unlock calls state detection interfaces to carry out the current state of goal behavior further when the behavior that receives executes request
Detection terminates when the current state for detecting the goal behavior is lock state and executes the goal behavior.By calling state
Detection interface detects goal behavior state, when goal behavior is lock state, illustrates goal behavior and current industry
Business module conflict executes the goal behavior by terminating, avoids because continuing to execute goal behavior, and leads to game event occur
Barrier, improves the stability and fluency of game running.Also, it by calling state detection interfaces and state that interface is arranged, adopts
Detection and setting to behavior state are realized with the mode that non-intrusion type programs, and are repaired without carrying out complexity to former game identification code
Change, independent of the logical code of former business module, therefore also further improves the maintainability and scalability of game.
Figure 15 shows the internal structure chart of computer equipment in one embodiment.The computer equipment specifically can be figure
Server 120 in 1.As shown in figure 15, it includes being connected by system bus which, which includes the computer equipment,
Processor, memory, network interface and database.Wherein, processor is for providing calculating and control ability.Memory includes non-
Volatile storage medium and built-in storage.The non-volatile memory medium of the computer equipment is stored with operating system, can also deposit
Computer program is contained, when which is executed by processor, processor may make to realize behavior state processing in game
Method.Computer program can also be stored in the built-in storage, when which is executed by processor, may make processor
Execute behavior state processing method in game.The database of the computer equipment is for storing game data.The computer equipment
Network interface be used to communicate with external terminal by network connection.
It will be understood by those skilled in the art that structure shown in Figure 15, only part relevant to application scheme
The block diagram of structure, does not constitute the restriction for the computer equipment being applied thereon to application scheme, and specific computer is set
Standby may include perhaps combining certain components or with different component layouts than more or fewer components as shown in the figure.
In one embodiment, behavior state processing unit can be implemented as a kind of computer in game provided by the present application
The form of program, computer program can be run in computer equipment as shown in figure 15.It can in the memory of computer equipment
Storage forms each program module of behavior state processing unit in the game, for example, request module 1202 shown in Figure 12, solution
Analyse module 1204 and execution module 1206.The computer program that each program module is constituted executes processor in this specification
Step in the game of each embodiment of the application of description in behavior state processing method.
In one embodiment, a kind of computer equipment, including memory and processor are provided, is stored in memory
Computer program, the processor realize following steps when executing computer program:
It obtains the behavior received in current business module operational process in game and executes request;
Parsing behavior executes request, obtains goal behavior mark;
When calling state detection interfaces, determines that goal behavior is according to goal behavior mark and conflict with current business module
When corresponding lock state, terminates process performing and execute and request corresponding goal behavior.
In one embodiment, following steps are also realized when processor executes computer program:
State detection interfaces are called, locking behavior state table is obtained;
When locking in behavior state table includes goal behavior mark, determines that goal behavior is in and rushed with current business module
Lock state corresponding to dashing forward;
It terminates process performing and executes the corresponding goal behavior of request.
In one embodiment, following steps are also realized when processor executes computer program:
When locking in behavior state table does not include goal behavior mark, determine that goal behavior is in non-locking state.
In one embodiment, following steps are also realized when processor executes computer program:
Obtain locking prompt information;
Based on preset display rule, the display information for carrying locking prompt information is generated.
In one embodiment, following steps are also realized when processor executes computer program:
Obtain business module mark corresponding with goal behavior mark in locking behavior state table;
It is identified according to business module, obtains locking prompt information corresponding with business module mark.
In one embodiment, following steps are also realized when processor executes computer program:
When operation to preset locking logic, obtains the business module mark in locking logic and identified with business module
The goal behavior of conflict identifies;
Interface is arranged in calling state, and the goal behavior of conflict mark and business module are identified associated storage to locking behavior
State table.
In one embodiment, following steps are also realized when processor executes computer program:
When meeting behavior unlocking condition, the business module mark for meeting behavior unlocking condition is obtained;
According to preset unlock logic, obtains the goal behavior to conflict with business module mark and identify;
Interface is arranged in calling state, and the goal behavior for releasing business module mark and conflicting with business module mark identifies
Between locking relation.
In one embodiment, following steps are also realized when processor executes computer program:
Interface is arranged in calling state, obtains locking behavior state table;
From locking behavior state table, deletes the business module mark of associated storage and conflict with business module mark
Goal behavior mark.
In one embodiment, following steps are also realized when processor executes computer program:
When calling state detection interfaces, when determining that goal behavior is in non-locking state according to goal behavior mark, execute
Request corresponding goal behavior.
In one embodiment, a kind of computer readable storage medium is provided, computer program is stored thereon with, is calculated
Machine program realizes following steps when being executed by processor:
It obtains the behavior received in current business module operational process in game and executes request;
Parsing behavior executes request, obtains goal behavior mark;
When calling state detection interfaces, determines that goal behavior is according to goal behavior mark and conflict with current business module
When corresponding lock state, terminates process performing and execute and request corresponding goal behavior.
In one embodiment, following steps are also realized when computer program is executed by processor:
State detection interfaces are called, locking behavior state table is obtained;
When locking in behavior state table includes goal behavior mark, determines that goal behavior is in and rushed with current business module
Lock state corresponding to dashing forward;
It terminates process performing and executes the corresponding goal behavior of request.
In one embodiment, following steps are also realized when computer program is executed by processor:
When locking in behavior state table does not include goal behavior mark, determine that goal behavior is in non-locking state.
In one embodiment, following steps are also realized when computer program is executed by processor:
Obtain locking prompt information;
Based on preset display rule, the display information for carrying locking prompt information is generated.
In one embodiment, following steps are also realized when computer program is executed by processor:
Obtain business module mark corresponding with goal behavior mark in locking behavior state table;
It is identified according to business module, obtains locking prompt information corresponding with business module mark.
In one embodiment, following steps are also realized when computer program is executed by processor:
When operation to preset locking logic, obtains the business module mark in locking logic and identified with business module
The goal behavior of conflict identifies;
Interface is arranged in calling state, and the goal behavior of conflict mark and business module are identified associated storage to locking behavior
State table.
In one embodiment, following steps are also realized when computer program is executed by processor:
When meeting behavior unlocking condition, the business module mark for meeting behavior unlocking condition is obtained;
According to preset unlock logic, obtains the goal behavior to conflict with business module mark and identify;
Interface is arranged in calling state, and the goal behavior for releasing business module mark and conflicting with business module mark identifies
Between locking relation.
In one embodiment, following steps are also realized when computer program is executed by processor:
Interface is arranged in calling state, obtains locking behavior state table;
From locking behavior state table, deletes the business module mark of associated storage and conflict with business module mark
Goal behavior mark.
In one embodiment, following steps are also realized when computer program is executed by processor:
When calling state detection interfaces, when determining that goal behavior is in non-locking state according to goal behavior mark, execute
Request corresponding goal behavior.
Those of ordinary skill in the art will appreciate that realizing all or part of the process in above-described embodiment method, being can be with
Relevant hardware is instructed to complete by computer program, the program can be stored in a non-volatile computer and can be read
In storage medium, the program is when being executed, it may include such as the process of the embodiment of above-mentioned each method.Wherein, provided herein
Each embodiment used in any reference to memory, storage or other media, may each comprise non-volatile and/or easy
The property lost memory.Nonvolatile memory may include read-only memory (ROM), programming ROM (PROM), electrically programmable ROM
(EPROM), electrically erasable ROM (EEPROM) or flash memory.Volatile memory may include random access memory (RAM)
Or external cache.By way of illustration and not limitation, RAM is available in many forms, such as static state RAM (SRAM),
It is dynamic ram (DRAM), synchronous dram (SDRAM), double data rate sdram (DDRSDRAM), enhanced SDRAM (ESDRAM), same
Walk link (Synchlink) DRAM (SLDRAM), memory bus (Rambus) directly RAM (RDRAM), direct memory bus
Dynamic ram (DRDRAM) and memory bus dynamic ram (RDRAM) etc..
Each technical characteristic of above embodiments can be combined arbitrarily, for simplicity of description, not to above-described embodiment
In each technical characteristic it is all possible combination be all described, as long as however, the combination of these technical characteristics be not present lance
Shield all should be considered as described in this specification.
The several embodiments of the application above described embodiment only expresses, the description thereof is more specific and detailed, but simultaneously
The limitation to the application the scope of the patents therefore cannot be interpreted as.It should be pointed out that for those of ordinary skill in the art
For, without departing from the concept of this application, various modifications and improvements can be made, these belong to the guarantor of the application
Protect range.Therefore, the scope of protection shall be subject to the appended claims for the application patent.
Claims (15)
1. behavior state processing method in a kind of game, which is characterized in that the method includes:
It obtains the behavior received in current business module operational process in game and executes request;
It parses the behavior and executes request, obtain goal behavior mark;
When calling state detection interfaces, is identified according to the goal behavior and determine that goal behavior is in and the current business module
When lock state corresponding to conflict, terminates the execution behavior execution and request corresponding goal behavior.
2. the method according to claim 1, wherein described work as calling state detection interfaces, according to the target
When behavior mark determines that goal behavior is in the lock state corresponding to conflicting with the current business module, terminate described in execution
Behavior, which executes, requests corresponding goal behavior, including:
State detection interfaces are called, locking behavior state table is obtained;
When in the locking behavior state table including goal behavior mark, determine that goal behavior is in and the current industry
The corresponding lock state of module of being engaged in conflict;
It terminates and executes the corresponding goal behavior of the behavior execution request.
3. according to the method described in claim 2, it is characterized in that, the method also includes:
When in the locking behavior state table not including goal behavior mark, determine that goal behavior is in non-locking shape
State.
4. the method according to claim 1, wherein the method also includes:
Obtain locking prompt information;
Based on preset display rule, the display information for carrying the locking prompt information is generated.
5. according to the method described in claim 4, it is characterized in that, the acquisition lock prompt information, including:
Obtain business module mark corresponding with goal behavior mark in locking behavior state table;
It is identified according to the business module, obtains locking prompt information corresponding with business module mark.
6. the method according to claim 1, wherein the method also includes:
When operation is to preset locking logic, obtain the business module in the locking logic identify and with the business module
The goal behavior mark of mark conflict;
Interface is arranged in calling state, and the goal behavior mark of conflict and business module mark associated storage are extremely locked
Behavior state table.
7. the method according to claim 1, wherein the method also includes:
When meeting behavior unlocking condition, the business module mark for meeting the behavior unlocking condition is obtained;
According to preset unlock logic, obtains the goal behavior to conflict with business module mark and identify;
Interface is arranged in calling state, releases the business module mark and identifies the goal behavior to conflict with the business module
Locking relation between mark.
8. releasing the business mould the method according to the description of claim 7 is characterized in that interface is arranged in the calling state
Locking relation between block identification and the goal behavior mark to conflict with business module mark, including:
Interface is arranged in calling state, obtains the locking behavior state table;
From the locking behavior state table, delete associated storage the business module mark and with the business module mark
Know the goal behavior mark of conflict.
9. method according to any one of claim 1 to 8, which is characterized in that the method also includes:
When calling state detection interfaces, when determining that goal behavior is in non-locking state according to goal behavior mark, execute
It is described to request corresponding goal behavior.
10. behavior state processing unit in a kind of game, which is characterized in that described device includes:
Request module executes request for obtaining the behavior received in current business module operational process in game;
Parsing module executes request for parsing the behavior, obtains goal behavior mark;
Execution module, for being identified according to the goal behavior and determining that goal behavior is in and institute when calling state detection interfaces
When stating lock state corresponding to the conflict of current business module, terminates the execution behavior execution and request corresponding goal behavior.
11. device according to claim 10, which is characterized in that the execution module includes:
State detection interfaces calling module obtains locking behavior state table for calling state detection interfaces;
State determining module, for determining target line when in the locking behavior state table including goal behavior mark
For in the corresponding lock state that conflicts with the current business module;
Implementation sub-module executes the corresponding goal behavior of the behavior execution request for terminating.
12. device according to claim 10, which is characterized in that described device further includes:
Identifier acquisition module is locked, for when operation to preset locking logic, obtaining the business mould in the locking logic
Block identification and the goal behavior to conflict with the business module mark;
Locking module identifies the goal behavior mark of conflict and the business module for calling state that interface is arranged
Associated storage extremely locking behavior state table.
13. device according to claim 10, which is characterized in that described device further includes:
Business module identifier acquisition module, for when meeting behavior unlocking condition, acquisition to meet the behavior unlocking condition
Business module mark;
Goal behavior identifier acquisition module, for according to preset unlock logic, acquisition to conflict with business module mark
Goal behavior mark;
Unlocked state, for calling state that interface is arranged, releasing the business module mark and being identified with the business module
Locking relation between the goal behavior mark of conflict.
14. a kind of computer equipment, including memory and processor, the memory are stored with computer program, feature exists
In the step of processor realizes any one of claims 1 to 9 the method when executing the computer program.
15. a kind of computer readable storage medium, is stored with computer program, which is characterized in that the computer program is located
The step of reason device realizes any one of claims 1 to 9 the method when executing.
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