CN108984293B - Game content display method and device, storage medium, processor and terminal - Google Patents

Game content display method and device, storage medium, processor and terminal Download PDF

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Publication number
CN108984293B
CN108984293B CN201710404900.6A CN201710404900A CN108984293B CN 108984293 B CN108984293 B CN 108984293B CN 201710404900 A CN201710404900 A CN 201710404900A CN 108984293 B CN108984293 B CN 108984293B
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logic
segments
image data
game
segment
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CN108984293A (en
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何友鑫
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/46Multiprogramming arrangements
    • G06F9/50Allocation of resources, e.g. of the central processing unit [CPU]
    • G06F9/5005Allocation of resources, e.g. of the central processing unit [CPU] to service a request
    • G06F9/5027Allocation of resources, e.g. of the central processing unit [CPU] to service a request the resource being a machine, e.g. CPUs, Servers, Terminals
    • G06F9/5038Allocation of resources, e.g. of the central processing unit [CPU] to service a request the resource being a machine, e.g. CPUs, Servers, Terminals considering the execution order of a plurality of tasks, e.g. taking priority or time dependency constraints into consideration
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • A63F13/95Storage media specially adapted for storing game information, e.g. video game cartridges
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/20Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
    • A63F2300/206Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F2209/00Indexing scheme relating to G06F9/00
    • G06F2209/50Indexing scheme relating to G06F9/50
    • G06F2209/5017Task decomposition

Abstract

The invention discloses a game content display method and device, a storage medium, a processor and a terminal. Wherein, the method comprises the following steps: dividing the arithmetic logic to be processed into a plurality of logic segments, wherein the arithmetic logic is used for processing the game content to be displayed in the game picture; and inserting part or all of the plurality of logical segments into the multi-frame image data which is continuously displayed according to the processing priority of each of the plurality of logical segments. The invention solves the technical problem that the operation logic processing mode adopted in the network game in the related technology can not meet the requirement of instantaneous calculation.

Description

Game content display method and device, storage medium, processor and terminal
Technical Field
The invention relates to the field of network games, in particular to a game content display method and device, a storage medium, a processor and a terminal.
Background
At present, the following scenes with a large amount of logic to be processed at the moment often occur in the running process of the network game:
in the first scenario, a large number of game characters exist in a currently displayed game screen, and if a specific task needs to be returned to the city to deliver the task after the game characters perform the specific task, other players in the city may perform the delivery task, repair equipment, purchase various types of liquid medicines, trade commodities, and the like, and continue to go out of the city to perform the task after the operation is performed, so that a large number of game characters enter and leave the visual field range of the game screen, and at this time, the logic for simultaneously handling the entering and leaving of the visual field of the large number of game characters is needed.
Scenario two, when opening a backpack filled with items, if the backpack is filled with items (including but not limited to, equipment, lotion, charms), the logic of handling a large number of backpack lattices at once is required.
And in the third scene, the game character is trained in a specific area, and the monsters in the specific area are refreshed regularly after being killed by the game character. When the refresh time of a monster within the particular region is reached, logic to handle a large number of refresh monsters is required.
And in the fourth scenario, when multiple game characters fight in the same game picture, a large amount of fighting logics and fighting effects need to be processed simultaneously.
In the above game scenes, in order to ensure smooth and fluent operation of the network game, it is usually necessary to use a frequency of more than 24 frames per second (for example, 30 frames per second, each frame of image data is a separate time slice), however, the time consumed by the logic required for processing the above scenes may be much longer than the time required for one frame. Therefore, if the processing is not proper, the frame dropping is likely to be serious, i.e. the frequency requirement of 24 frames per second can not be met, and the game is jammed, which seriously affects the game experience of the game player.
In view of the above problems, no effective solution has been proposed.
Disclosure of Invention
At least one embodiment of the present invention provides a game content display method and apparatus, a storage medium, a processor, and a terminal, so as to at least solve the technical problem that an arithmetic logic processing manner adopted in a network game in the related art cannot meet an instantaneous computing requirement.
According to an embodiment of the present invention, there is provided a game content display method including:
dividing the arithmetic logic to be processed into a plurality of logic segments, wherein the arithmetic logic is used for processing the game content to be displayed in the game picture; and inserting part or all of the plurality of logical segments into the multi-frame image data which is continuously displayed according to the processing priority of each of the plurality of logical segments.
Optionally, dividing the operation logic into a plurality of logic segments comprises: determining a plurality of detachable objects from the operational logic, wherein each detachable object is independently displayed within the game screen; the operational logic is divided into a plurality of logical segments according to a plurality of detachable objects.
Optionally, after dividing the operation logic into a plurality of logic segments, the method further includes: classifying the plurality of logic segments according to the time sequence relation displayed by the plurality of logic segments in the game picture and the relevance between each logic segment and the game content; and acquiring the processing priority of each logic segment in the plurality of logic segments according to the attributive classification of each logic segment.
Optionally, the classifying the plurality of logical segments according to the time sequence relationship displayed by the plurality of logical segments in the game screen and the relevance of each logical segment to the game content includes at least one of: adding logic segments which belong to instant processing in time sequence relation and influence normal display of game content into a first type logic segment set; adding logic segments which belong to time delay processing in time sequence relation and influence normal display of game content into a second type logic segment set; and adding the logic segments which belong to the delayed processing in the time sequence relation and do not influence the normal display of the game content into the third type logic segment set.
Optionally, inserting some or all of the plurality of logical segments into the multi-frame continuously displayed image data according to the processing priority of each of the plurality of logical segments includes: if the first part of logic fragments to be processed exist in the first type of logic fragment set, sequentially inserting the first part of logic fragments into one or more frames of continuously displayed image data according to the remaining time length of each frame of image data; if the second part of logic fragments to be processed exist in the second type of logic fragment set, sequentially inserting the second part of logic fragments into one or more frames of continuously displayed image data according to the remaining duration of each frame of image data and the latest execution time of each logic fragment; and if the third part of logic fragments to be processed exist in the third type of logic fragment set, sequentially inserting the third part of logic fragments into one or more frames of continuously displayed image data or selectively discarding part of logic fragments from the third part of logic fragments according to the remaining duration of each frame of image data and the latest execution time of each logic fragment.
Optionally, after inserting some or all of the plurality of logical segments into the multi-frame image data that is continuously displayed according to the processing priority of each of the plurality of logical segments, the method further includes: and counting the execution duration of each logic segment in the plurality of logic segments, wherein in the process of processing the subsequent operation logic on the terminals with different hardware processing capabilities, if the plurality of logic segments which are the same as the currently processed operation logic exist in the subsequent operation logic, the counted execution duration of each logic segment and the hardware configuration information on the terminal are set as reference basis for inserting part or all of the same plurality of logic segments into the multi-frame continuously displayed image data.
According to an embodiment of the present invention, there is also provided a game content display apparatus including:
the dividing module is used for dividing the arithmetic logic to be processed into a plurality of logic segments, wherein the arithmetic logic is used for processing the game content to be displayed in the game picture; and the inserting module is used for inserting part or all of the plurality of logic segments into the multi-frame image data which is continuously displayed according to the processing priority of each logic segment in the plurality of logic segments.
Optionally, the dividing module includes: a determining unit for determining a plurality of detachable objects from the operation logic, wherein each detachable object is independently displayed within the game screen; and the dividing unit is used for dividing the operation logic into a plurality of logic segments according to a plurality of detachable objects.
Optionally, the apparatus further comprises: the classification module is used for classifying the plurality of logic segments according to the time sequence relation displayed by the plurality of logic segments in the game picture and the relevance between each logic segment and the game content; and the acquisition module is used for acquiring the processing priority of each logic segment in the plurality of logic segments according to the attributive classification of each logic segment.
Optionally, the classification module is configured to add a logic segment, which belongs to the real-time processing and affects normal display of the game content in the time sequence relationship, of the plurality of logic segments into the first-class logic segment set; and/or adding logic segments which belong to time delay processing in time sequence relation and influence normal display of game content into the second type logic segment set; and/or adding logic segments which belong to delayed processing in time sequence relation and do not influence normal display of game content into the third type logic segment set.
Optionally, the insertion module comprises: the first inserting unit is used for sequentially inserting the first part of logic fragments into one or more frames of continuously displayed image data according to the remaining time length of each frame of image data if the first part of logic fragments to be processed exist in the first class of logic fragment set; the second inserting unit is used for sequentially inserting the second part of logic fragments into one or more frames of continuously displayed image data according to the remaining duration of each frame of image data and the latest execution time of each logic fragment if the second part of logic fragments to be processed exist in the second type of logic fragment set; and the third inserting unit is used for sequentially inserting the third part of logic fragments into one or more frames of continuously displayed image data or selectively discarding part of logic fragments from the third part of logic fragments according to the remaining duration of each frame of image data and the latest execution time of each logic fragment if the third part of logic fragments to be processed exists in the third type of logic fragment set.
Optionally, the apparatus further comprises: and the counting module is used for counting the execution time length of each logic segment in the plurality of logic segments, wherein in the process of processing the subsequent operation logic on the terminal with different hardware processing capabilities, if the plurality of logic segments which are the same as the currently processed operation logic exist in the subsequent processed operation logic, the counted execution time length of each logic segment and the hardware configuration information on the terminal are set as reference basis for inserting part or all of the same plurality of logic segments into the multi-frame continuously displayed image data.
According to an embodiment of the present invention, there is further provided a storage medium including a stored program, wherein when the program runs, a device on which the storage medium is located is controlled to execute the method for displaying the game content.
According to an embodiment of the present invention, there is further provided a processor for executing a program, where the program executes the display method of the game content.
According to an embodiment of the present invention, there is also provided a terminal, including: one or more processors, a memory, a display device, and one or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs including a display method for executing the game content.
In the embodiment of the invention, the operation logic for representing the game content to be displayed in the game picture is divided into a plurality of logic segments, and part or all of the logic segments are inserted into the multi-frame image data which is continuously displayed according to the processing priority of each logic segment in the plurality of logic segments, so that the aim of splitting the instantaneous calculation requirement into different time slices (frames) for execution to stably process the operation logic in the game is fulfilled, the technical effects of improving the game operation smoothness and avoiding the game pause are achieved, and the technical problem that the operation logic processing mode adopted in the network game in the related technology cannot meet the instantaneous calculation requirement is solved.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the invention and together with the description serve to explain the invention without limiting the invention. In the drawings:
fig. 1 is a flowchart of a display method of game contents according to one embodiment of the present invention;
fig. 2 is a block diagram of a display device of game contents according to an embodiment of the present invention;
fig. 3 is a block diagram of a display device of game contents according to a preferred embodiment of the present invention.
Detailed Description
In order to make the technical solutions of the present invention better understood, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
It should be noted that the terms "first," "second," and the like in the description and claims of the present invention and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the invention described herein are capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
In accordance with one embodiment of the present invention, there is provided an embodiment of a method for displaying game content, where the steps illustrated in the flowchart of the figure may be performed in a computer system such as a set of computer-executable instructions, and where a logical order is illustrated in the flowchart, in some cases the steps illustrated or described may be performed in an order different than that illustrated or described herein.
Fig. 1 is a flowchart of a display method of game contents according to an embodiment of the present invention, as shown in fig. 1, the method including the steps of:
step S12, dividing the operation logic to be processed into a plurality of logic segments, wherein the operation logic is used for processing the game content to be displayed in the game picture;
step S14 is to insert some or all of the plurality of logical segments into the image data of the multi-frame continuous display according to the processing priority of each of the plurality of logical segments.
Through the steps, the method of dividing the operation logic for representing the game content to be displayed in the game picture into a plurality of logic segments can be adopted, and partial or all logic segments in the plurality of logic segments are inserted into the image data which is continuously displayed in a plurality of frames according to the processing priority of each logic segment in the plurality of logic segments, so that the aim of splitting the instant calculation requirement into different time slices (frames) for execution to stably process the operation logic in the game is fulfilled, the technical effects of improving the game operation smoothness and avoiding the game stutter are achieved, and the technical problem that the operation logic processing mode adopted in the network game in the related technology cannot meet the instant calculation requirement is solved.
Alternatively, in step S12, dividing the arithmetic logic into a plurality of logical segments may include the processing steps of:
step S121, determining a plurality of detachable objects from the operation logic, wherein each detachable object is independently displayed in the game picture;
and step S122, dividing the operation logic into a plurality of logic segments according to a plurality of detachable objects.
The partitioning of the logic segments (hereinafter also referred to as task units) is a key for implementing the technical solution provided by the present invention, and for the task units partitioned from the to-be-processed arithmetic logic, not only the separability of the logic level, but also the time consumed by each task unit itself need to be considered, and at the same time, the difference in the time consumed by the task units due to the hardware difference also needs to be considered.
For example: logic a needs to be executed for a long time, and if the logic is executed once, the time taken by a specific frame of image data is too long, so that the game picture is jammed. At this time, it can be considered to decompose it into N task units, such as a1+ a2+ A3+ a4+ … + An, which can be executed in different time slices, thereby avoiding the problem of excessively long occupation time of a specific frame of image data due to the need to execute complicated logic.
Specifically, suppose that it takes 300ms to open a backpack interface in a game, and this backpack interface is composed of 60 backpack grids, so that the opening time of each backpack grid needs only 5 ms. If the entire backpack interface is opened at one time, it is easy to cause momentary stuttering of the game, but if the backpack grids are split into 30 frames of image data, only a logical fragment of 2 backpack grids needs to be executed per frame of image data, and thus, game stuttering is not caused.
Optionally, in step S12, after dividing the operation logic into a plurality of logic segments, the following steps may be further included:
step S15, classifying the plurality of logic segments according to the time sequence relation displayed by the plurality of logic segments in the game picture and the relevance between each logic segment and the game content;
step S16, the processing priority of each logical segment in the plurality of logical segments is acquired according to the category to which each logical segment belongs.
Specifically, the to-be-processed arithmetic logic may be divided into a plurality of task units, and then the task units are placed in a task processing queue (which corresponds to the category to which each logical segment belongs), and at the same time, the remaining time of each frame of image data is calculated, and the tasks are processed in order according to the priorities of the tasks themselves and the positions of the tasks in the processing queue, so as to avoid the occurrence of game jamming due to the need of instantaneously processing a large amount of logic.
Optionally, in step S15, classifying the plurality of logical segments according to the time sequence relationship displayed by the plurality of logical segments in the game screen and the association of each logical segment with the game content may include, but is not limited to, performing at least one of the following steps:
step S151, adding logic segments which belong to instant processing in time sequence relation and influence normal display of game content into a first-class logic segment set;
step S152, adding logic segments which belong to time delay processing in time sequence relation and influence normal display of game content into a second type logic segment set;
step S153, adding logic segments which belong to time delay processing in time sequence relation and do not influence normal display of game content into the third type logic segment set.
Considering that not all the task units obtained by abstraction need to be processed and not all tasks can be delayed, the task units can be divided into three types and classified into three different queues, which are specifically as follows:
queue 1: containing task units that have to be processed at once, the smaller the number of task units of this type, the better. Moreover, this type of task unit, if not executed in a timely manner, can interfere with the proper operation of the game.
Queue 2: task units are included that can delay processing, and task units of this type need to be processed in order within a certain period of time. Moreover, if not all task units of this type are executed, the normal operation of the game will be affected.
Queue 3: containing task units that are treated as much as possible, this type of task unit may be discarded after a certain period of time has elapsed. Moreover, this type of mission unit, if some units are not executed, does not affect the normal operation of the game and the game experience of the game player.
Alternatively, in step S14, the inserting of some or all of the plurality of logical segments into the multi-frame continuously displayed image data according to the processing priority of each of the plurality of logical segments may include performing the steps of:
step S141, if it is determined that the first part of logic fragments to be processed exist in the first type of logic fragment set, sequentially inserting the first part of logic fragments into one or more frames of continuously displayed image data according to the remaining duration of each frame of image data;
step S142, if the second part of logic fragments to be processed exist in the second type of logic fragment set, sequentially inserting the second part of logic fragments into one or more frames of continuously displayed image data according to the remaining duration of each frame of image data and the latest execution time of each logic fragment;
Step S143, if it is determined that there is a third part of logic segment to be processed in the third type of logic segment set, sequentially inserting the third part of logic segment into one or more frames of continuously displayed image data or selectively discarding part of logic segment from the third part of logic segment according to the remaining duration of each frame of image data and the latest execution time of each logic segment.
Factors to be considered in the specific scheduling of task units may include, but are not limited to, at least one of:
factor one, remaining time of current frame: calculating the processing time of the current frame when the task unit starts to be executed, and calculating the remaining time of the current frame image data according to the frame rate when each frame image data is ready to start to be displayed, for example: the current frame rate is 25, the total duration of the current frame image data is 40ms, and if the processing logic that cannot be split (not all processing logic is needed in the game and can be divided into a plurality of task units, and such processing logic also occupies the execution time of the frame) has been executed for 10ms, the remaining time of the current frame image data is 30 ms. Therefore, after each task unit is completely executed, the remaining time of the current frame image data needs to be subtracted by the time consumed by the task unit that has been completely executed.
Factor two, the task queue currently needing to be processed: and respectively putting all the divided task units into three queues according to the business rules, and dynamically adjusting the task units contained in each queue during the running period.
Factor three, the processing time each task unit needs to consume: initial values may be preset and then dynamically modified during a particular execution according to actual execution.
Factor four, the latest processing time of each task unit: the initial value may be set in advance.
In a preferred implementation process, the specific scheduling process for inserting some or all of the plurality of logical segments into the multi-frame image data that is continuously displayed is as follows:
firstly, in the process of task execution, abstracted tasks can be put into the queue 1, the queue 2 and the queue 3 according to predefined business rules. The queue 1 will be prioritized by the order in which the task units are placed. The queue 2 is sorted according to the latest execution time, and the task units with the smaller latest execution time are arranged in the front for waiting for processing. In the case where the execution time is the same at the latest, the task unit itself needs to wait for processing in the line with a shorter execution time. The queue 3 is also sorted according to the latest execution time, and the task unit with the smaller latest execution time is arranged in the front to wait for processing. In the case where the execution time is the same at the latest, the task unit itself needs to wait for processing in the line with a shorter execution time.
And secondly, when each frame of image data is ready to start displaying, the remaining time of the current frame of image data needs to be recorded.
And thirdly, selecting the task unit to be executed, judging whether the task unit to be executed exists in the queue 1, and if so, immediately executing the task unit until all the task units in the queue 1 are completely executed.
And fourthly, if the task unit to be executed does not exist in the queue 1 or the task units in the queue 1 are completely executed, further judging whether the task unit to be executed exists in the queue 2. If the current time is longer than the latest processing time of the task unit, the current task unit is executed immediately, and the execution time of the current task unit is counted after the execution is finished so as to be used as the required processing time of the subsequent task unit.
Fifthly, if no task unit with the latest processing time less than the current time exists in the queue 2, further judging whether a task unit needing to be continuously executed exists in the queue 2; if the task unit which needs to be executed continuously exists, judging whether the remaining time of the current frame is greater than the execution time of the task unit, if the remaining time of the image data of the current frame is greater than the execution time of the task unit, executing the task unit, and counting the execution time of the current task unit after the execution is finished so as to be used as the required processing time of the subsequent task unit, and exiting the task scheduling and starting the execution of the next frame of image data until the remaining time of the image data of the current frame is less than the execution time of the next task unit to be executed.
And sixthly, after all the task units in the queue 2 are executed, further judging whether the task units to be executed exist in the queue 3 and need to be executed continuously, and if so, judging whether the current time is longer than the latest processing time of the task units to be executed. If the current time is larger than the latest processing time of the task unit to be executed, discarding the current task unit and continuing to search the next task unit to be executed until the current time is smaller than the latest processing time of the next task unit to be executed, and then judging whether the remaining time of the current frame is larger than the execution time of the task unit. And if the residual time of the current frame is greater than the execution time of the task unit, executing the task unit, and counting the execution time of the current task unit after the execution is finished so as to be used as the required processing time of the subsequent task unit, and exiting the task scheduling and starting the execution of the next frame of image data until the residual time of the current frame is less than the execution time of the next task unit to be executed.
And seventhly, after all the task units to be executed in the three queues are executed or are selectively discarded, quitting the task scheduling and starting the execution of the next frame of image data.
Optionally, in step S14, after inserting some or all of the plurality of logical segments into the multi-frame image data that is continuously displayed according to the processing priority of each of the plurality of logical segments, the method may further include the following steps:
step S17, counting the execution duration of each of the plurality of logic segments, wherein in the process of processing the subsequent operation logic on the terminal with different hardware processing capabilities, if there are a plurality of logic segments in the subsequent operation logic that are the same as the currently processed operation logic, the counted execution duration of each logic segment and the hardware configuration information on the terminal are set as reference for inserting part or all of the same plurality of logic segments into the multi-frame image data that is continuously displayed.
In order to ensure that the network game can run smoothly, a stable frame rate needs to be set, for example: 25 frames, the maximum time that each frame of image data can be processed is 40ms, so to ensure that the processing time of each frame of image data does not exceed 40ms, a time measurement tool is required to record how much time has been currently consumed to process a task unit in the task queue and how much time remains to execute other unprocessed task units in the task queue.
For a task unit that has never been executed, the initial value of the execution time of the task unit may be given a preset value in advance, and the time consumed for executing one task unit each time needs to be stored, which is used as the execution time for executing the same kind of task unit next time, so that a suitable task schedule is selected in the subsequent execution process.
The time metric is the basis for precisely scheduling task unit execution, thereby ensuring that the time of each frame of image data is fully utilized without causing the image data to execute excessive task units beyond the self load to cause seizure.
In addition, in order to better ensure that various game display effects can be displayed on various types of terminals with different hardware processing capabilities, better game experience is achieved. The execution time length of each task unit is calculated in the process of processing the above arithmetic logic. Therefore, the hardware processing capacity of different types of terminals can be fully utilized, more task units can be processed on the terminal with strong computing capacity, and a better game effect is achieved. For example: on the premise of satisfying smooth running of the game, 10 game characters can be displayed on the iphone6 in a same screen mode, and only 5 game characters can be displayed on the iphone5 in a same screen mode.
How to improve the game jamming caused by the four scenes mentioned in the background art will be further elaborated in conjunction with the technical solutions provided by the preferred embodiments of the present invention.
For scenario one above, a large number of game characters in the main city enter and leave the field of view simultaneously, which may cause a stuck.
Since the processes of entering and leaving the visual field of different game characters in the main city are relatively independent, the process of entering each game character can be used as a task unit, and the process of leaving each game character can also be used as a task unit. In addition, there is a relationship between the entering process and the leaving process of the same game character, that is, each game character needs to enter the visual field first and then leave the visual field, so the latest processing time can be adopted to ensure the execution sequence of the above processes, and for this reason, the latest processing time of the same game character needs to be added with the same time based on the current time, for example: 500ms to ensure that the sequence of the entering process and the leaving process executed by each game character is not disordered.
Different game characters in the main city enter and leave the view belonging to the task units in the queue 3, but once the entering task of the same game character is processed, the leaving task of the game character needs to be put into the queue 2 to ensure that the leaving task can be processed in time.
The game character currently operated by the game player of the hand-held terminal and the game character operated by another game player present in the game screen are independent of each other. Therefore, when the processing load of the processor is high, the processing of the game character manipulated by some other game players can be abandoned. For example: in the main city, 10 game characters operated by other game players should appear around the game character currently operated by the game player of the hand-held terminal, however, in order to ensure smooth operation of the game, only 5 game characters operated by other game players are displayed. Even if the operation is carried out, the game experience of the game player is not influenced.
In view of the above situation two, when opening the backpack of the game character, in view of the need to open dozens of backpack grids at the same time, each grid stores corresponding articles and the article logic needs to be processed, which is easily cause a jam according to the existing arithmetic logic processing method.
Since the processing logic of each backpack grid is relatively independent, all backpack grids belong to task units that can be delayed but need to be processed, considering that although all backpack grids in a backpack need to be opened, not all backpack grids need to be opened instantaneously within one frame of image data. That is, the task units constituting the knapsack logic that opens the game character belong to the task units in the queue 2 described above, and the latest processing time of the task units can be set relatively long, for example: and adding 1000ms on the basis of the current time, and further putting the task unit corresponding to each knapsack grid into the queue 2 for processing.
For the third scenario, when the update time comes, multiple bosss and small monsters are simultaneously refreshed in the specific area, thereby possibly causing a stuck state.
The refresh process of different monsters belongs to completely independent task units, belongs to task units in the queue 2, and the latest processing time of each task unit can be set to be relatively long, for example: the reason for adding 1000ms to the current time is that: refreshed monsters in a game scene are objects that the game character needs to attack, and therefore, in order to avoid affecting game content, each refreshed monster should be seen and can attack the game character.
Aiming at the fourth scenario, in the scenario of multi-player on-screen battle, the actions and special effects of a large number of game characters need to be played, thereby possibly causing unsmooth playing.
Since the action logic of the game character at the current first view needs to be displayed immediately, the tasks abstracted by the logic belong to the task units in the queue 1.
Considering that the special effect logic of the game character in the current first view angle needs to be displayed, the task abstracted by the logic belongs to the task units in the queue 2, and the latest processing time of each task unit needs to be specifically set according to the game type, for example: and the current time is increased by 100 ms.
The actions and special effect logics of other game characters appearing in the game picture belong to display as much as possible, and can be divided into tasks in the queue 3, and the latest processing time of each task needs to be specifically set according to the game type, for example: and the current time is increased by 200 ms.
According to one embodiment of the invention, a display device of game content is also provided. Fig. 2 is a block diagram of a display apparatus of game contents according to an embodiment of the present invention, as shown in fig. 2, the apparatus including: the dividing module 10 is configured to divide an arithmetic logic to be processed into a plurality of logic segments, where the arithmetic logic is configured to process game content to be displayed in a game screen; and an inserting module 20, configured to insert some or all of the plurality of logical segments into the multi-frame image data that is continuously displayed according to the processing priority of each of the plurality of logical segments.
Optionally, the dividing module 10 may include: a determining unit (not shown in the figure) for determining a plurality of detachable objects from the arithmetic logic, wherein each detachable object is independently displayed within the game screen; and a dividing unit (not shown in the figure) for dividing the operation logic into a plurality of logical segments according to the plurality of detachable objects.
Alternatively, fig. 3 is a block diagram of a game content display device according to a preferred embodiment of the present invention, and as shown in fig. 3, the device may further include: the classification module 30 is configured to classify the plurality of logic segments according to a time sequence relationship displayed by the plurality of logic segments in the game screen and a relevance between each logic segment and the game content; an obtaining module 40, configured to obtain a processing priority of each logical segment in the multiple logical segments according to a category to which each logical segment belongs.
Optionally, the classifying module 30 is configured to add a logic segment, which belongs to the instant processing in time sequence relation and affects normal display of the game content, of the plurality of logic segments into the first-class logic segment set; and/or adding logic segments which belong to time delay processing in time sequence relation and influence normal display of game content into the second type logic segment set; and/or adding logic segments which belong to delayed processing in time sequence relation and do not influence normal display of game content into the third type logic segment set.
Alternatively, the insert module 20 may include: a first inserting unit (not shown in the figure) for sequentially inserting the first part of logic segments into one or more frames of continuously displayed image data according to the remaining time length of each frame of image data if it is determined that the first part of logic segments to be processed exists in the first type of logic segment set; a second inserting unit (not shown in the figure), configured to insert a second part of the logical segments into one or more frames of continuously displayed image data in sequence according to the remaining duration of each frame of image data and the latest execution time of each logical segment if it is determined that the second part of the logical segments to be processed exists in the second type of logical segment set; and a third inserting unit (not shown in the figure) configured to, if it is determined that a third partial logical segment to be processed exists in the third-class logical segment set, sequentially insert the third partial logical segment into one or more frames of continuously displayed image data or selectively discard partial logical segments from the third partial logical segment according to the remaining duration of each frame of image data and the latest execution time of each logical segment.
Optionally, as shown in fig. 3, the apparatus may further include: and a counting module 50, configured to count an execution duration of each logic segment in the multiple logic segments, where in a process of processing subsequent operation logics on terminals with different hardware processing capabilities, if multiple logic segments identical to the currently processed operation logic exist in the subsequent operation logics, the counted execution duration of each logic segment and hardware configuration information on the terminal are set as reference bases for inserting part or all of the same multiple logic segments into multiple frames of continuously displayed image data.
According to an embodiment of the present invention, there is further provided a storage medium including a stored program, wherein when the program runs, a device on which the storage medium is located is controlled to execute the method for displaying the game content. The storage medium may include, but is not limited to: various media capable of storing program codes, such as a U disk, a Read Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic disk, or an optical disk.
According to an embodiment of the present invention, there is further provided a processor configured to execute a program, where the program executes the method for displaying the game content. The processor may include, but is not limited to: a Microprocessor (MCU) or a programmable logic device (FPGA), etc.
According to an embodiment of the present invention, there is also provided a terminal, including: one or more processors, a memory, a display device, and one or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, the programs including display methods for executing the game content. In some embodiments, the terminal may be a terminal device such as a smart phone (e.g., an Android phone, an iOS phone, etc.), a tablet computer, a palmtop computer, and a Mobile Internet Device (MID), a PAD, and the like. The display device may be a touch screen type Liquid Crystal Display (LCD) that enables a user to interact with a user interface of the terminal. In addition, the terminal may further include: an input/output interface (I/O interface), a Universal Serial Bus (USB) port, a network interface, a power source, and/or a camera.
The above-mentioned serial numbers of the embodiments of the present invention are merely for description and do not represent the merits of the embodiments.
In the above embodiments of the present invention, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
In the embodiments provided in the present application, it should be understood that the disclosed technology can be implemented in other ways. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units may be a logical division, and in actual implementation, there may be another division, for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, units or modules, and may be in an electrical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present invention may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The integrated unit, if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, which is stored in a storage medium and includes instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a U-disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic or optical disk, and other various media capable of storing program codes.
The foregoing is only a preferred embodiment of the present invention, and it should be noted that, for those skilled in the art, various modifications and decorations can be made without departing from the principle of the present invention, and these modifications and decorations should also be regarded as the protection scope of the present invention.

Claims (9)

1. A method for displaying game content, comprising:
dividing the arithmetic logic to be processed into a plurality of logic segments, wherein the arithmetic logic is used for processing the game content to be displayed in the game picture;
inserting part or all of the plurality of logical segments into multi-frame image data which is continuously displayed according to the processing priority of each of the plurality of logical segments;
wherein after dividing the operation logic into the plurality of logic segments, further comprising: classifying the plurality of logic segments according to the time sequence relation displayed by the plurality of logic segments in the game picture and the relevance between each logic segment and the game content; acquiring the processing priority of each logic segment in the plurality of logic segments according to the attributive classification of each logic segment;
wherein dividing the operational logic into the plurality of logical segments comprises:
determining a plurality of detachable objects from the operation logic, wherein each detachable object is independently displayed within the game screen, wherein the plurality of detachable objects are determined according to detachability of the operation logic and a consumption time of the operation logic;
Dividing the operation logic into a plurality of logic segments according to the plurality of detachable objects;
wherein, after inserting some or all of the plurality of logical segments into the plurality of frames of image data to be continuously displayed according to the processing priority of each of the plurality of logical segments, the method further comprises:
and counting the execution duration of each logic segment in the plurality of logic segments, wherein in the process of processing the subsequent operation logic on the terminal with different hardware processing capabilities, if the plurality of logic segments which are the same as the currently processed operation logic exist in the subsequent operation logic, the counted execution duration of each logic segment and the hardware configuration information on the terminal are set as reference basis for inserting part or all of the same plurality of logic segments into the multi-frame continuously displayed image data.
2. The method of claim 1, wherein classifying the plurality of logical segments according to the time sequence relationship of the plurality of logical segments displayed in the game screen and the association of each logical segment with the game content comprises at least one of:
Adding logic segments which belong to the instant processing in the time sequence relation and influence the normal display of the game content into a first type logic segment set;
adding logic segments which belong to time delay processing in the time sequence relation and influence the normal display of the game content into a second type logic segment set;
and adding the logic segments which belong to the time delay processing in the time sequence relation and do not influence the normal display of the game content into a third type logic segment set.
3. The method of claim 2, wherein inserting some or all of the plurality of logical segments into the plurality of frames of continuously displayed image data according to the processing priority of each of the plurality of logical segments comprises:
if the first part of logic fragments to be processed exist in the first type of logic fragment set, sequentially inserting the first part of logic fragments into one or more frames of continuously displayed image data according to the remaining time length of each frame of image data;
if the second part of logic fragments to be processed exist in the second type of logic fragment set, sequentially inserting the second part of logic fragments into one or more frames of continuously displayed image data according to the remaining duration of each frame of image data and the latest execution time of each logic fragment;
And if the third part of logic fragments to be processed exist in the third type of logic fragment set, sequentially inserting the third part of logic fragments into one or more frames of continuously displayed image data or selectively discarding part of logic fragments from the third part of logic fragments according to the remaining duration of each frame of image data and the latest execution time of each logic fragment.
4. A display device of game contents, comprising:
the dividing module is used for dividing the arithmetic logic to be processed into a plurality of logic segments, wherein the arithmetic logic is used for processing the game content to be displayed in the game picture;
the inserting module is used for inserting part or all of the plurality of logic segments into multi-frame image data which are continuously displayed according to the processing priority of each logic segment in the plurality of logic segments;
wherein the apparatus further comprises: the classification module is used for classifying the plurality of logic segments according to the time sequence relation displayed by the plurality of logic segments in the game picture and the relevance between each logic segment and the game content; an obtaining module, configured to obtain a processing priority of each logical segment in the multiple logical segments according to a category to which each logical segment belongs;
Wherein the dividing module comprises:
a determination unit for determining a plurality of detachable objects from the arithmetic logic, wherein each detachable object is independently displayed within the game screen;
a dividing unit, configured to divide the operation logic into the plurality of logic fragments according to the plurality of detachable objects, where the plurality of detachable objects are determined according to detachability of the operation logic and consumption time of the operation logic;
wherein the apparatus further comprises:
and the counting module is used for counting the execution time length of each logic segment in the plurality of logic segments, wherein in the process of processing the subsequent operation logic on the terminal with different hardware processing capabilities, if the plurality of logic segments which are the same as the currently processed operation logic exist in the subsequent processed operation logic, the counted execution time length of each logic segment and the hardware configuration information on the terminal are set as reference basis for inserting part or all of the same plurality of logic segments into the multi-frame continuously displayed image data.
5. The apparatus according to claim 4, wherein the classifying module is configured to add a logical segment, which belongs to the instant processing in the time sequence relationship and affects normal display of the game content, of the plurality of logical segments into a first-class logical segment set; and/or adding logic segments which belong to delay processing in the time sequence relation and influence the normal display of the game content into a second type logic segment set; and/or adding logic segments which belong to delay processing in the time sequence relation and do not influence the normal display of the game content into a third type logic segment set.
6. The apparatus of claim 5, wherein the insertion module comprises:
the first inserting unit is used for sequentially inserting the first part of logic fragments into one or more frames of continuously displayed image data according to the remaining time length of each frame of image data if the first part of logic fragments to be processed exist in the first class of logic fragment set;
the second insertion unit is used for sequentially inserting a second part of logic fragments into one or more frames of continuously displayed image data according to the remaining duration of each frame of image data and the latest execution time of each logic fragment if the second part of logic fragments to be processed exist in the second type of logic fragment set;
and the third inserting unit is used for sequentially inserting the third part of logic fragments into one or more frames of continuously displayed image data or selectively discarding part of logic fragments from the third part of logic fragments according to the remaining duration of each frame of image data and the latest execution time of each logic fragment if the third part of logic fragments to be processed exists in the third type of logic fragment set.
7. A storage medium characterized by comprising a stored program, wherein a device on which the storage medium is located is controlled to execute the game content display method according to any one of claims 1 to 3 when the program is executed.
8. A processor, characterized in that the processor is configured to run a program, wherein the program is configured to execute the method of displaying a game content according to any one of claims 1 to 3 when running.
9. A terminal, comprising: one or more processors, a memory, a display device, and one or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs comprising instructions for performing the method of displaying game content of any of claims 1-3.
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