CN110102047B - Game operation processing method and device, and game effect display method and device - Google Patents

Game operation processing method and device, and game effect display method and device Download PDF

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Publication number
CN110102047B
CN110102047B CN201810103254.4A CN201810103254A CN110102047B CN 110102047 B CN110102047 B CN 110102047B CN 201810103254 A CN201810103254 A CN 201810103254A CN 110102047 B CN110102047 B CN 110102047B
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game
account
sub
operations
area
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CN110102047A (en
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孙尚
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Tencent Technology Shanghai Co Ltd
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Tencent Technology Shanghai Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/358Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
    • 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
    • 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
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/534Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Information Transfer Between Computers (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The invention discloses a game operation processing method and device and a game effect display method and device. Wherein the method comprises the following steps: receiving a game instruction of a first account in a target game, wherein the game instruction is used for indicating to execute a specific operation; when the object identified by the first account is located in the common area, M execution results obtained by executing M specific operations are returned; and when the object identified by the first account is positioned in the hot spot area, N execution results obtained by executing M specific operations are returned, wherein the sending frequency of the game instructions of the accounts in the hot spot area is greater than that of the game instructions of the accounts in the ordinary area, M is an integer not less than 1, and the integer N is less than the integer M. The invention solves the technical problem of higher resource occupancy rate of the game server in the related technology.

Description

Game operation processing method and device, and game effect display method and device
Technical Field
The invention relates to the field of Internet, in particular to a game operation processing method and device and a game effect display method and device.
Background
With the development of multimedia technology and the popularization of wireless networks, entertainment activities of people are becoming more and more abundant, such as playing games through a handheld media device in a network, playing single games through a computer or playing games in a network, and various game types, such as barrage shooting games, adventure games, simulated games, role playing games, recreational chess and card games, and other games.
In most types of games, a player may choose to play with other players, for example, a 3D massively multiplayer online role playing game that is currently listless in the market, with up to millions of players or more at the same time, and tens of thousands or more at a single online player.
The combat experience of the part 3D large-scale multi-person online role playing game can be comparable to that of a single-machine game, and the play method of large-scale countermeasure game scenes (such as 'corollary city', 'world BOSS') is provided in the games, so that the fire burst of the game is maintained, the participation degree of players and the game experience are improved, and thousands of group combat play methods are adopted in the large-scale countermeasure game scenes (such as 'corollary city', 'world BOSS').
In a large-scale countermeasure game scene, a large number of players are often gathered in a small area, the skill release frequency of the players is greatly increased, information such as skill release, movement and the like of the players needs to be sent to a server for synchronization, the server needs to respond to various requests of the players in time, in the large-scale countermeasure game scene, the number of the requests is far greater than the number of the requests in other scenes, the resource occupancy rate of the server is extremely high, the server avalanche is possibly caused, the requests of the players cannot be processed in time, the delay of the players is up to a few seconds, the basic experience such as chatting, movement and the like cannot be guaranteed, and the player experience is extremely reduced.
Aiming at the technical problem of higher resource occupancy rate of a game server in the related technology, no effective solution is proposed at present.
Disclosure of Invention
The embodiment of the invention provides a game operation processing method and device and a game effect display method and device, which at least solve the technical problem of higher resource occupancy rate of a game server in the related technology.
According to an aspect of an embodiment of the present invention, there is provided a method of processing a game operation, the method including: receiving a game instruction of a first account in a target game, wherein the game instruction is used for indicating to execute a specific operation; when the object identified by the first account is located in the common area, M execution results obtained by executing M specific operations are returned; and when the object identified by the first account is positioned in the hot spot area, N execution results obtained by executing M specific operations are returned, wherein the sending frequency of the game instructions of the accounts in the hot spot area is greater than that of the game instructions of the accounts in the ordinary area, M is an integer not less than 1, and the integer N is less than the integer M.
According to an aspect of an embodiment of the present invention, there is provided a game effect display method, including: the client receives a game operation instruction of the first account, wherein the game operation instruction is used for indicating to execute a specific operation; when the object identified by the first account is located in a common area, displaying game pictures corresponding to M execution results obtained by executing specific operations in the client; when the object identified by the first account is located in the hot spot area, displaying game pictures corresponding to N execution results obtained by executing specific operations in the client, wherein the sending frequency of the game instructions of the accounts in the hot spot area is greater than that of the game instructions of the accounts in the common area, and the integer N is smaller than the integer M.
According to another aspect of the embodiment of the present invention, there is also provided a game operation processing apparatus including: the receiving unit is used for receiving a game instruction of a first account in the target game, wherein the game instruction is used for indicating to execute a specific operation; the first return unit is used for returning M execution results obtained by executing M specific operations when the object identified by the first account is located in the common area; and the second return unit is used for returning N execution results obtained by executing M specific operations when the object identified by the first account is positioned in the hot spot area, wherein the sending frequency of the game instruction of the account in the hot spot area is greater than that of the game instruction of the account in the common area, M is an integer not less than 1, and the integer N is less than the integer M.
According to another aspect of the embodiment of the present invention, there is also provided a game effect display device, including: the operation unit is used for receiving game operation instructions of the first account, wherein the game operation instructions are used for indicating to execute specific operations; a first display unit, configured to display, in the client, game frames corresponding to M execution results obtained by executing a specific operation when an object identified by the first account is located in a common area; and the second display unit is used for displaying game pictures corresponding to N execution results obtained by executing the specific operation in the client when the object identified by the first account is positioned in the hot spot area, wherein the sending frequency of the game instructions of the account in the hot spot area is greater than that of the game instructions of the account in the common area, and the integer N is smaller than the integer M.
According to another aspect of the embodiments of the present invention, there is also provided a storage medium including a stored program that executes the above-described method when running.
According to another aspect of the embodiments of the present invention, there is also provided an electronic device including a memory, a processor, and a computer program stored on the memory and executable on the processor, the processor executing the method described above by the computer program.
In the embodiment of the invention, when a game instruction of a first account in a target game is received, executing a specific operation indicated by the game instruction; when the area where the object of the first account identification is located is a common area, returning M execution results obtained by executing the specific operation; if the operation is performed in the hot spot area, N execution results obtained by executing the specific operation are returned, wherein the integer N is smaller than the integer M, namely when the first account participates in the game in the hot spot area, the server only needs to operate N times to obtain N execution results without executing M times, and along with the reduction of operation times, the technical problem that the resource occupancy rate of the game server is higher in the related art can be solved, and the technical effect of reducing the resource occupancy rate of the game server is achieved.
Drawings
The accompanying drawings, which are included to provide a further understanding of the application and are incorporated in and constitute a part of this specification, illustrate embodiments of the application and together with the description serve to explain the application and do not constitute a limitation on the application. In the drawings:
FIG. 1 is a schematic diagram of a hardware environment of a method according to an embodiment of the application;
FIG. 2 is a flow chart of an alternative method of processing a game play in accordance with an embodiment of the present application;
FIG. 3 is a schematic illustration of an alternative scene map according to an embodiment of the application;
FIG. 4 is a schematic diagram of an alternative processor occupancy in accordance with an embodiment of the application;
FIG. 5 is a schematic diagram of performance consumption of an alternative service according to an embodiment of the application;
FIG. 6 is a schematic diagram of an alternative business model according to an embodiment of the present application;
FIG. 7 is a schematic illustration of an alternative group warfare skills non-inductive clipping in accordance with an embodiment of the present application;
FIG. 8 is a schematic illustration of an alternative game scenario in accordance with an embodiment of the present application;
FIG. 9 is a schematic illustration of an alternative game scenario in accordance with an embodiment of the present application;
FIG. 10 is a schematic diagram of an alternative view management according to an embodiment of the application;
FIG. 11 is a schematic diagram of an alternative hotspot drift according to an embodiment of the present invention;
FIG. 12 is a schematic diagram of an alternative form in accordance with an embodiment of the present invention;
FIG. 13 is a schematic illustration of an alternative game scenario in accordance with an embodiment of the present invention;
FIG. 14 is a schematic diagram of an alternative processor occupancy in accordance with an embodiment of the invention;
FIG. 15 is a schematic diagram of an alternative gaming operation processing device in accordance with an embodiment of the present invention; and
fig. 16 is a block diagram of a structure of a terminal according to an embodiment of the present invention.
Detailed Description
In order that those skilled in the art will better understand the present invention, a technical solution in the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings in which it is apparent that the described embodiments are only some embodiments of the present invention, not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the present invention without making any inventive effort, shall fall within the scope of the present invention.
It should be noted that the terms "first," "second," and the like in the description and the claims of the present invention and the above figures are used for distinguishing between similar objects and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used may be interchanged where appropriate such that the embodiments of the invention described herein may be implemented in sequences other than those illustrated or otherwise 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.
First, partial terms or terminology appearing in the course of describing the embodiments of the invention are applicable to the following explanation:
group warfare (Wild War): group combat is a process in which a large number of players gather in a small area to fight, which can cause bottlenecks in server and client performance.
Avalanche (Avalanche): for delay sensitive services, when external requests exceed the processing capacity of the system, if the system is not protected correspondingly, the historical accumulated timeout requests can reach a certain scale, and a vicious circle is formed like a snowball. Since each request processed by the system is invalidated due to timeout, the service capability presented by the system to the outside is 0 and cannot be automatically restored in this case.
According to an aspect of the embodiment of the invention, a method embodiment of a game operation processing method is provided.
Alternatively, in the present embodiment, the above-described processing method of game operations may be applied to a hardware environment constituted by the server 101 and the terminal 103 as shown in fig. 1. As shown in fig. 1, the server 101 is connected to the terminal 103 via a network including, but not limited to, a database 105 that provides game data storage services for the server: the terminal 103 is not limited to a PC, a mobile phone, a tablet computer, or the like. The processing method of the game operation in the embodiment of the present invention may be executed by the server 101, may be executed by the terminal 103, or may be executed by both the server 101 and the terminal 103. The processing method of the terminal 103 for executing the game operation according to the embodiment of the present invention may be executed by a client installed thereon.
As shown in fig. 1, in the technical solution of the present application, one or more players may participate in the target game of the present application, and when there are a plurality (e.g., n) of players, the terminal 103 may include a user terminal 103_1, a user terminal 103_2 to a user terminal 103_n; the user terminal 103_1 is equipped with a client, and an embodiment of the present application is described in detail below in conjunction with the steps shown in fig. 1:
in step S11, when the client on the user terminal 103_1 detects a game operation (a game operation instruction corresponding to the player deck) of the first account in the client, a game instruction corresponding to the game operation (a game instruction of the game bottom deck corresponding to the game operation instruction of the player deck) is sent to the server.
In step S12, the server specifies a specific operation (i.e., a game operation such as an attack operation) corresponding to the game instruction. A specific implementation is shown in fig. 2.
Compared with the operation execution method in the related art, the method of the present application cuts out the representation (such as the picture element corresponding to the specific operation in the game picture displayed on the client) for representing the execution result of the operation to reduce the server pressure.
In step S13, the performance effect of the specific operation is synchronized with the user terminal 103_1, and may also be synchronized with each terminal (or client) located in the same hot spot area as the terminal.
In the embodiment of the present application, the improvement points mainly relate to step S12 and step S13, and are explained one by one below. FIG. 2 is a flow chart of an alternative method of processing a game play, the method running on the server side as shown in FIG. 2, according to an embodiment of the application, may include the steps of:
step S202, receiving a game instruction of a first account in the target game, wherein the game instruction is used for instructing to execute a specific operation, such as instructing to execute a specific operation on a second account in a target time period, and the first account and the second account are accounts participating in the target game in a scene map of the target game, such as virtual accounts of players.
The target game described above may be a networked game involving multiple accounts including, but not limited to, a barrage shooting game, a adventure game, a simulated game, a role playing game, a recreational game, a multiplayer online tactical game, and other games. The target game can provide one or more scene maps according to the needs of the player, the player can select according to the needs, the first account and the second account are the player accounts participating in the game in the same scene map, and for each scene map, the scene map can be divided into a plurality of areas, namely a hot area and a non-hot area (or called a common area) according to the heat degree (the sending frequency of the game instructions of all accounts in the area in unit time is determined).
The specific operation is an operation triggered by the game instruction on the client by the first account, such as an attack operation on the second account, and the specific operation is executed by the server after being synchronized to the server, and is expressed in the process of being executed by the client, such as that the client is expressed in stages (the stages or the total execution results of the specific operation are displayed through the game screen) in each sub-time period in the effective time (such as the target time period) of the specific operation, and the execution results are calculated by the server and are sent to the client, that is, how many execution results can be expressed in stages, such as M, on the client by the server. The server receives the game instruction, and can execute a specific operation within a target time period.
In step S204, when the object identified by the first account is located in the normal area, M execution results obtained by executing M specific operations are returned.
The specific operations may be collectively referred to as game operations in the target game, and may include one or more types of game operations, where the m specific operations may be 1 specific operation or multiple specific operations, when the specific operations are indicated as multiple game operations with different types or partially different types, or multiple game operations with the same type, the "specific operations" may be understood as "multiple specific operations", that is, multiple game operations with the same type are performed, such as game operations initiated by the first account to the second account (such as attack operations).
For any area of the scene map of the target game, the sending frequency of the game instructions of the account numbers in the area can be used for distinguishing whether the area is a common area or a hot spot area, and the sending frequency of the game instructions of the account numbers in the hot spot area is larger than that of the game instructions of the account numbers in the common area.
Alternatively, in the "M execution results obtained by performing M specific operations" the operation of "returning M execution results" and the operation of "performing M specific operations" may be performed on different servers, for example, one server performs M specific operations, sends the M execution results obtained by the M specific operations to another server, and the latter (another server) returns the M execution results to the terminal; the operation of "returning M execution results" and the operation of "executing M specific operations" may also be executed by the same server.
In step S206, when the object identified by the first account is located in the hotspot area, N execution results obtained by executing M specific operations are returned, where the integer N is smaller than the integer M.
The above-mentioned "the object identified by the first account is located in the normal area" can be understood that the area where the object identified by the first account (such as a game role) is located is the normal area; accordingly, the "the object identified by the first account is located in the hot spot area" may be understood as the area where the object identified by the first account (such as a game character) is located is the hot spot area.
In one embodiment, the settlement may be performed by the server, and the execution result may be returned to the terminal for display, where N execution results may be obtained by performing operations only N times during the specific operation performed by the server, without performing operations M times, and the operation pressure of the server may be reduced with the decrease of the number of computations. In other embodiments, the server may first determine whether the current area where the object identified by the first account is located is a hot spot area, then return the determination result to the terminal, and call the display policy set correspondingly through the terminal to display different execution results.
Through the steps S202 to S206, when a game instruction of the first account in the target game is received, a specific operation indicated by the game instruction is executed; when the area where the object of the first account identification is located is a common area, returning M execution results obtained by executing the specific operation; if the operation is performed in the hot spot area, N execution results obtained by executing the specific operation are returned, wherein the integer N is smaller than the integer M, namely when the first account participates in the game in the hot spot area, the server only needs to operate N times to obtain N execution results without executing M times, and along with the reduction of operation times, the technical problem that the resource occupancy rate of the game server is higher in the related art can be solved, and the technical effect of reducing the resource occupancy rate of the game server is achieved.
In the technical solution provided in step S202, the manner of receiving the game command of the first account in the target game includes, but is not limited to, the following manners:
(1) Game paddle
The game handle can be connected with the terminal where the client is located in a wired or wireless (such as Bluetooth, near field communication NFC and the like) mode, each button or knob on the game handle corresponds to a corresponding game instruction, or a plurality of buttons and knob combinations correspond to corresponding game instructions, and the acquired game instructions are instructions triggered by the buttons or the knobs on the game handle.
(2) Touch screen
The terminal where the client is located may include a touch screen, and the player may trigger a corresponding game instruction through an operation interface (such as a virtual key, a sliding operation on the touch screen, etc.) provided by the touch screen, where the obtained game instruction is an instruction triggered by an operation on the touch screen.
(3) Gesture recognition
The terminal where the client is located may include a gesture recognition module (e.g. a camera, which may exist independently of the terminal or be integrated on the terminal), and the player may send corresponding game instructions to the client through different gestures, where the obtained game instructions are instructions recognized by the gesture recognition module.
After receiving a game instruction of a first account in the target game, responding to the game instruction, and executing specific operation on a second account in a target time period.
The specific operation may be an operation capable of continuously injuring the account number in a certain range (which may be recorded as a target range) for a period of time, such as a certain attack skill (such as "no trace", "no brown" and the like) of the first account number or a certain attack prop used. The target range may be a circular area with a preset distance of radius (e.g. 5 meters and 10 meters) with the position of the first character in the scene, which is identified by the first account number, as the center, and may also be an area where the attack prop is located.
(1) Determination of Hot spot areas (including step S21-step S23)
For any one of the general areas in the scene map of the target game, the type switching can be performed as follows.
Step S21, monitoring the sending frequency of the game instructions of a plurality of accounts in the common area, for example, obtaining the sending frequency of the game instructions of the accounts in the common area in the scene map.
The game instructions of the account numbers in the common area counted above are various game instructions sent by all the account numbers in the area.
Alternatively, the total number of game instructions transmitted in the second time period by all accounts participating in the target game in the common area can be obtained; and taking the ratio of the calculated total times to the time length of the second time period as the sending frequency of the game instruction of the account in the common area.
Optionally, the number of accounts of all accounts participating in the target game in the common area may be considered in the calculation, for example, when the number of accounts (i.e. the number of players) of all accounts reaches a certain value (which may be recorded as a second threshold, such as 20, 40, 50, etc.), the execution of step S21 is triggered again. An alternative way is as follows: the number of accounts in the common area can be obtained; in other words, only after the number of accounts in the area reaches a certain value, the sending frequency of the game instructions of the plurality of accounts in the common area is monitored.
In step S22, when the transmission frequency reaches a first threshold (for example, 2000 times per minute, 800 times per minute, etc.), it is determined to change the normal area to the hot spot area.
In step S23, if the transmission frequency does not reach the first threshold, the area type of the normal area is maintained unchanged, for example, the area type of the hot spot area is represented by the first identifier, and the area type of the normal area is represented by the second identifier, in other words, the area is the hot spot area if the identifier of the area type of the certain area is the first identifier, the area is the normal area if the identifier of the area type of the certain area is the second identifier, and the area type of the normal area is maintained unchanged, that is, the identifier of the area is still the second identifier.
(2) Conversion of hot spot areas (including step S31-step S32)
Step S31, obtaining the sending frequency of the game instruction of the account number in the hot spot area in the first time period.
In step S32, when the transmission frequency of the game command in the first period is lower than the third threshold (e.g., 600 times per minute, etc.), the hot spot area is changed to the normal area.
Alternatively, the first period may include a plurality of consecutive periods, and the hot spot area is changed to the normal area when the transmission frequency of the game command is lower than the third threshold value in each of the plurality of consecutive periods.
For the hot spot area, the transmission frequency of the game instruction in each time period in the hot spot area can be counted, meanwhile, in order to avoid the problem that the user experience is poor (such as complete performance and partial performance) caused by frequent switching between the hot spot area and the common area, the transmission frequency of a plurality of time periods can be counted, and the hot spot area is degraded into the common area only when the transmission frequency of a plurality of continuous time periods (such as a fourth threshold value and a first time period) is lower than a third threshold value, namely when the transmission frequency of the game instruction in the plurality of first time periods is lower than the third threshold value and the number of the time periods of the plurality of first time periods reaches the fourth threshold value, the hot spot area is changed into the common area.
(3) For accounts in the hot spot area, the method can be used for representing
In the embodiment of step S206, the number of times of execution of the sub-operations included in the specific operation is reduced from M to N (herein, the reduction refers to, with respect to the normal area, that the object identified by the first account is located in the normal area, the number of times of execution is M, and that the object identified by the first account is located in the hot area, that the number of times of execution is N), and the sub-operations included in the specific operation are executed N times, so as to obtain N execution results, where each execution result corresponds to one execution result of the sub-operations included in each execution of the specific operation, and an alternative embodiment is as follows:
step S2061, merging the M first sub-operations included in the obtained specific operation according to the execution time to obtain N second sub-operations, where the second sub-operations are obtained by merging at least one first sub-operation, replacing the M first sub-operations included in the specific operation with the N second sub-operations obtained by merging, and the execution result of the specific operation is obtained by executing the first sub-operations or the second sub-operations included in the specific operation; and then replacing M first sub-operations included in the specific operation by the N second sub-operations obtained through combination, so that the sub-operations included in the specific operation are changed from the M first sub-operations to the N second sub-operations.
Alternatively, the above-described M first sub-operations are operations in which an execution time within a target period is set, for example, a period in which the target period is 10 seconds, M is 10, and the 10 first sub-operations are sequentially executed at 1 st to 10 th seconds.
It should be noted that, for the player, the specific operation triggered may be a skill that is valid for a period of time, and for the server, the specific operation may be decomposed into a plurality of first sub-operations, and the execution result of each first sub-operation is used to represent the staged attack effect of the specific operation. The type of the first sub-operation obtained by decomposition may be various, such as a sub-operation directly used for causing damage to the second (may be denoted as a first type), an operation used for setting off an attack effect (such as a rendering operation), and the like (may be denoted as a second type).
The merging modes of the sub-operations of different types may be different, that is, "the M first sub-operations included in the specific operation are merged according to the execution time, and N second sub-operations are obtained" in the above technical scheme may be implemented as follows:
for the first sub-operation of the first type, merging the first sub-operations with adjacent execution times in the M first sub-operations to obtain N second sub-operations, where the number of sub-operations of the first sub-operations with adjacent execution times for merging into the second sub-operation is a fifth threshold, for example, if N is 2, the first 5 first sub-operations are merged into one second sub-operation, and the second 5 first sub-operations are merged into one second sub-operation;
And merging the first sub-operations which are adjacent in execution time in the M first sub-operations to obtain N second sub-operations, wherein each first sub-operation is configured with a corresponding importance parameter and is used for merging the first sub-operations which are adjacent in execution time in at least one first sub-operation of the second sub-operation and are not smaller than a sixth threshold in the importance parameter in at least one first sub-operation.
The importance parameter of each first sub-operation may be preconfigured, for example, the greater the importance parameter of the first sub-operation related to the key performance, the smaller the importance parameter of the first sub-operation related to the key performance, that is, the smaller the importance parameter of the first sub-operation related to the key performance is filtered out, so that the key performance can be implemented on the client, for example, the importance parameter of the sub-operation a is 1, the importance parameter of the sub-operation b is 2, the importance parameter of the sub-operation c is 3, the importance parameter of the sub-operation d is 4, the importance parameter of the sub-operation e is 5, if the included sub-operation has the sub-operation b, the sub-operation d and the sub-operation e, and if only the most important two sub-operations are reserved, the sub-operation d and the sub-operation e are reserved, and if only the most important 1 is reserved, the sub-operation e is reserved.
Alternatively, the greater the degree parameter described above, the more likely the game is to be configured, facilitating the planning to remove some non-critical effects directly from a business perspective.
In step S2062, N second sub-operations included in the specific operation are performed on the second account in the target period.
(4) Execution of specific operations
Optionally, when the time reaches the execution time of a certain second sub-operation, the method is performed as follows:
step S2063, decrementing the target attribute value of the second account by a first value in accordance with the indication of the second sub-operation, and generating an execution result indicating that the target attribute value of the second account (the second account being the account of the target game for which the first account is indicated to execute the attack operation) is decremented by the first value, which is the sum of the decremented values of the target attribute value of the second account when the first account executes the second sub-operation on the second account, in other words, the first value is the sum of the decremented values of the target attribute value of the second account for a plurality of first sub-operations combined into the second sub-operation, i.e., the cumulative sum of the decremented values of the target attribute value of the second account for each of the plurality of first sub-operations (the first sub-operations combined into the second sub-operation);
In step S2064, the animation information (such as some key expressions) corresponding to the second sub-operation is searched and the execution result for representing the animation information is generated.
For the execution result of each second sub-operation, after each second sub-operation is executed, the execution result can be directly issued to the client (including the client where the first account is located, the client where the second account is located, etc.) for performing the performance without waiting for the execution result of the next second sub-operation.
When the object identified by the first account number is transferred from the area that is the hot spot area to the area that is the normal area to participate in the target game, if the account number (e.g., the first account number) in the hot spot area leaves the hot spot area for various reasons, the object enters other areas. If one party chases the other party winding, the hot spot area is likely to be switched, but due to the time urgency, the newly entered area may not be determined as the hot spot area according to the method described above, at this time, for the account coming out of the hot spot area (which may be recorded as the hot spot account), in the case that the game instruction of the first account is received in a specific time period (the length of the time period may be configured, for example, 10 seconds, 20 seconds, 1 minute, etc.), the performance is still performed according to the previous mechanism, and N execution results obtained by executing the specific operation are kept returned, that is, in the case that the game instruction of the first account is received in the specific time period, N execution results obtained by executing the specific operation are kept returned. The specific mechanism is the same as that of step S202 to step S206 in the previous embodiment, and will not be described here again.
It should be noted that, in the above embodiment, taking M as 1 as an example, when M is greater than 1, each of the M specific operations may be clipped to its display effect in the manner described above, or the M specific operations as a whole may be divided into several stages (i.e., M first sub-operations), and then clipped to its display effect in the manner described above.
According to an aspect of the embodiment of the invention, a method embodiment of a game effect display method is provided. The method can be operated at a terminal side, is suitable for terminal equipment provided with a client, and specifically comprises the following steps:
in step S51, the client receives a game operation instruction of the first account, where the game operation instruction is used to instruct to execute a specific operation, the client may be a client of the target game, the game operation instruction is a game instruction triggered by the first account on the client, and the client is used to send the game instruction triggered by the first account to the server and receive an execution result obtained by the server executing the specific operation instructed by the game instruction.
In step S52, when the object identified by the first account is located in the normal area, game frames corresponding to M execution results obtained by executing the specific operation are displayed in the client.
In step S53, when the object identified by the first account is located in the hot spot area, game frames corresponding to N execution results obtained by executing the specific operation are displayed in the client, where the sending frequency of the game command of the account in the hot spot area is greater than the sending frequency of the game command of the account in the normal area, and the integer N is less than the integer M.
The account density in the hot spot area and the sending frequency of the game command are both larger than those in the common area.
Through the steps, when the game operation instruction is detected in the client, the client sends the game operation instruction triggered by the first account to the server and receives the execution result obtained by the specific operation indicated by the game operation instruction executed by the server, under the condition that the object identified by the first account is located in a common area, game pictures corresponding to M execution results obtained by the specific operation executed by the server are displayed in the client, under the condition that the object identified by the first account is located in a hot spot area, game pictures corresponding to N execution results obtained by the specific operation executed by the server are displayed in the client, namely, when the first account participates in a game in the hot spot area, the server only needs to calculate N times to obtain N execution results without executing M times, and along with the reduction of the calculation times, the technical problem that the resource occupancy rate of the game server in the related technology is higher can be solved, and the technical effect of reducing the resource occupancy rate of the game server is achieved.
Optionally, in the embodiment of step S53, the step of displaying, in the client, a game screen corresponding to N execution results obtained by performing the specific operation, where the specific operation may be performed on the object identified by the first account, where the step of displaying, in the client, the game screen includes: aiming at the object identified by the first account, reducing the game special effect of the object identified by the first account and displaying the game special effect according to the executed specific operation; and aiming at the object identified by the second account, reducing the executed frequency of the second account and displaying the frequency value according to the executed specific operation.
In this embodiment, in the virtual scene of the target game, the object identified by the first account (denoted as a first character) is the attacked object (denoted as a second character), so that the attacked operation effect is displayed, for example, the frequency of dropping blood of the second character is 5 seconds once and 5 drops each time, instead of 1 second once and one drop each time when the second character is located in the normal area; or a partial effect for representing the second character being attacked (i.e., a more important effect among the plurality of effects played while being located in the normal area), or a play frequency for representing the second character being attacked.
In other embodiments, the corresponding game effect may also be displayed for the object identified by the first account. For example, for the object identified by the first account, a game screen is displayed with its game special effects reduced.
As an alternative embodiment, the following describes an embodiment of the present application by taking a massive multiplayer online game as an example:
as shown in FIG. 3, in most types of games, a player may choose to play with other players, for example, a 3D massively multiplayer online role playing game (e.g., a "sky knife") that is currently a martial arts subject in the popular market, and up to millions of players or more at the same time (i.e., group warriors in a scene map), with tens of thousands of players or more on-line per suit. In these games, some large-scale playing methods of countermeasure game scenes are provided, such as avalanche is faced at the beginning of online of the battle playing method of thousands of people, the CPU of the server is shown in fig. 4, the horizontal axis represents time, the vertical axis represents the CPU duty ratio (occupancy rate) of the processor, the occupancy rate of the CPU is nearly 100%, the delay of the player is more than 10000ms, the basic experience of chatting, moving and the like cannot be guaranteed, the feedback of the player is extremely strong, and the optimization forcing degree is high.
The performance consumption of each service system is obtained through statistics by the applicant, as shown in fig. 5, the performance of which the skill consumption is approximately 60% can be seen, the performance consumption of buffer, player movement, game AI (such as some non-player control roles), player data synchronization, other and the like is less, the whole process of the skill system is extremely complex, the detail hot spot is obviously unsatisfied, and the cup and the car salary are apparent.
According to the technical scheme, the hot spot area scheme is adopted to ensure that the fight experience of the non-group fight players is not lost, the problems of performance shake during movement of the group fight field are solved by adopting delay degradation and a hot spot player mechanism, and smooth fight experience of the players is ensured during thousands of people fight.
Non-sense cutting of war skill
The player group fight time business model (group fight model) is mainly embodied in four aspects as shown in fig. 6:
(1) The release frequency is typically less frequent (e.g., about 1.2 seconds) for a player to play a single shot, but more frequent (e.g., about every 0.8 seconds) for a player's skill during a group battle because the player does not need to walk during the group battle and is more prone to pile output.
(2) The degree of aggregation, the group battles in a small range (e.g., 150 x 150 meters) aggregates numerous players (e.g., nearly thousands of players), the scene is very confusing, and the players are free of each skill.
(3) Combat strategies, single combat is focused on combat skills, enjoying the combat process, is very sensitive to the performance, however, players in the group combat are focused on skill results, do not focus on the process, hope to attack and destroy the other party as soon as possible.
(4) Skill preference: the consumption of each skill was counted and the results are shown in table 1.
TABLE 1
Occupation of Skill of Consumption duty cycle
Too white Traceless 10.82%
Zhenwu toy Guixuan tea 11.77%
Tianxiang (Chinese character) Wind wall 10.24%
Zhenwu toy Brillouin separation 6.94%
Totals to About 40%
The distribution accords with the two-eight principle, a small part Of skills consume most Of the performance, the performance hot spot is very concentrated, players very like to release high-frequency AOE (short for Area Of Effect) injuries, for example, no trace can cause 30 injuries in a certain range in 3 seconds, and no trace can cause 10 injuries in a certain range in 2 seconds.
Therefore, the optimization thinking of the application is to utilize the business characteristics that the group battle scene is chaotic, enemies are eliminated as soon as possible, and the fight performance is not very sensitive, and to conduct targeted cutting on a small part of AOE skills with prominent hot spots, so that players have no perception on cutting as much as possible.
(II) Main means for non-sense cutting of group warfare skills
As shown in fig. 7:
(1) The injury frequency is reduced, the single injury effect is improved, for example, the original injury is performed 10 times per second, the injury is performed 20 times per second, and the adjusted injury is changed into injury performed 1 time per second, and the single injury is performed 200 times.
(2) The non-critical performance is omitted, and the insensitive performance of some groups of wars, such as special effects of smoking, ignition and the like on the bodies during attack, can be removed.
(3) Autonomous optimization of the plan, which directly removes some non-critical effects from a business perspective.
If the skill normal version and the cut-out are switched based solely on the system pressure, that is, all players' released skills switch to cut-out when the system pressure is high, two problems may be encountered as shown in fig. 8 and 9:
(1) In case 1 shown in fig. 8, if the player picking the PK singly is also switched to the cut-down version, they can easily find out the abnormality of the skills, some of which are not performed correctly, and the fight experience of them can be affected.
(2) In the scenario 2 shown in fig. 9, there may be multiple maps in the same process, such as a group combat map and a duplicate map (e.g. a map entered at a specific time through a specific NPC), where a certain map burst group combat in the process causes a system pressure increase, and when players of other maps switch to a cut-down version, they can easily find out an abnormality in skills and affect their combat experience.
The combat experience is the core competitiveness of the game, and optimization for group combat cannot affect normal players according to player requirements, so that group combat behaviors need to be accurately identified, and therefore, the "spot area mechanism" of the present application (i.e., dividing a map into hot spot areas and non-hot spot areas, or referred to as a common area) is proposed.
(three) Point area mechanism
The area in which the group battle occurs is called the hot spot area, and has two characteristics:
(1) Player density, a certain number of players need to be aggregated.
(2) Skill release frequency, the player needs to apply skill at a certain frequency.
In an alternative embodiment, as shown in fig. 10, the field of view management of the scene may be based on classical nine boxes, each box has a linked list (skill number list) of skill release amounts recorded on the player list of the current box, and the player's density may be directly read from the box, so long as the player skill release frequency of the box is recorded, the scheme is as follows:
the step of determining the hot spot area (i.e., hot spot area configuration) is as follows:
(1) When the player in the grid (corresponding to an area) is greater than the threshold value A (namely, the second threshold value), a circular queue for recording the skill release amount (namely, the number of game instructions) of the player in the grid is started, and the queue represents the skill release amount counted in the corresponding time from top to bottom, such as 20 times 1 second, 43 times 2 second and 27 times 3 second currently.
(2) The current skill release number of the second is increased once when the player releases the skill when a cursor points to the current second in the circular queue, and if the skill release is currently detected, the skill release amount counted in the 3 rd second is added with 1 and is 28 times.
(3) And after one second, the cursor moves backwards, the skill release number pointed by the cursor is cleared, the sum of the skill release numbers of the previous N seconds is calculated, and if the sum is larger than the threshold value B, the grid is set as a hot spot area.
The reason that the skill number of the first N seconds is adopted instead of the skill number of the first second is that the randomness of the skill release amount per second is large, the last second is possibly satisfied, but the second is not satisfied, the skill is always switched between a cutting plate and a normal plate, burrs are caused in performance, and the stability of the system is improved after the time is prolonged.
Solution to the problem of (four) Point drift
The battlefield is continuously moved, one party chases the other party to twine, the situation that the grids are switched is likely to happen, and the problem of hot spot drift occurs when the grids are switched (as shown in fig. 11):
on one hand, old grids suddenly drop into non-hot spot areas due to the number of people, and on the other hand, new grids do not reach the hot spot areas, so that players collectively switch from a cut-out plate to a normal plate in the process of crossing grids, performance burrs are caused, and when a battlefield is in a marginal area, the burrs are frequent.
A scheme of delay degradation is adopted for the old trellis as shown in fig. 12.
The skill frequency of the grid is counted every second to calculate whether the grid is a hot spot area, and only if the calculation results of n continuous times (such as 6 times, 8 times and the like) are non-hot spot areas, the area is really degraded into the non-hot spot areas, the judging method is as above, the judgment of the 'hot spot area' is indicated as false by '0' in the table, and the judgment of the 'hot spot area' is indicated as true by '1' in the table.
As shown in FIG. 13, when a player moves from a hot spot area to a nearby grid, the player marks the hot spot player and gives a protection period, and the hot spot also uses a cut-down plate, in the protection period of the hot spot player, the new grid grows into the hot spot area along with the increase of the number of players and the increase of the skill release frequency. Finally, the two mechanisms ensure that the performance of the group warrior can be smoother when the grid is switched.
The skill switching flow is as follows:
step S61, the player first looks at whether the skill is in the hot spot area or not when releasing the skill, if yes, step S63 is executed, otherwise step S62 is executed.
Step S62, judging whether the player is a hot spot player (i.e. a player located in the hot spot area), if so, executing step S63, otherwise, executing step S64.
Step S63, running the expression mode of 'special cutting edition for group warfare' to express skills.
In step S64, the expression of the integer divide is run to express skills.
In step S65, if the sending frequency of the game command of the player in the area is reduced, the area is downgraded to a normal area (non-hot area).
If neither is the normal version is used, if one is the cut version is used.
(fifth) optimization Effect
The consumption statistics of the single skills are shown in Table 2, the single skill hot spots are eliminated, and the skill consumption distribution is more reasonable and uniform.
TABLE 2
Occupation of Skill of Consumption duty cycle
Too white Traceless 2.64%
Zhenwu toy Guixuan tea 3.23%
Tianxiang (Chinese character) Wind wall 2.77%
Zhenwu toy Brillouin separation 1.90%
Totals to About 10.5%
The CPU consumption of the whole system is shown in fig. 14, so that the CPU is successfully controlled to be about 60%, the fight experience is smooth, and the feedback of a player is good. Fluently supporting group combat of 1000 people or even more, the effect is top in the same class of games.
By utilizing the technical scheme of the application, specific service characteristics of player group warfare are utilized for targeted tailoring, so that users have no perception; the scheme of the hot spot area is utilized to solve the problem that the combat experience of non-group combat players is affected by the group combat cutting; the problem of performance burrs of the group battlefield in the moving process is solved by using the mechanisms of delay degradation and hot spot players.
It should be noted that, for simplicity of description, the foregoing method embodiments are all described as a series of acts, but it should be understood by those skilled in the art that the present invention is not limited by the order of acts described, as some steps may be performed in other orders or concurrently in accordance with the present invention. Further, those skilled in the art will also appreciate that the embodiments described in the specification are all preferred embodiments, and that the acts and modules referred to are not necessarily required for the present invention.
From the description of the above embodiments, it will be clear to a person skilled in the art that the method according to the above embodiments may be implemented by means of software plus the necessary general hardware platform, but of course also by means of hardware, but in many cases the former is a preferred embodiment. Based on such understanding, the technical solution of the present invention may be embodied essentially or in a part contributing to the prior art in the form of a software product stored in a storage medium (e.g. ROM/RAM, magnetic disk, optical disk) comprising instructions for causing a terminal device (which may be a mobile phone, a computer, a server, or a network device, etc.) to perform the method according to the embodiments of the present invention.
According to another aspect of the embodiment of the present application, there is also provided a game operation processing apparatus for implementing the above game operation processing method. FIG. 15 is a schematic view of an alternative game play processing device, as shown in FIG. 15, in accordance with an embodiment of the application, which may include: a receiving unit 1501, a first return unit 1503, and a second return unit 1505.
A receiving unit 1501 for receiving a game instruction of a first account in a target game, wherein the game instruction is used for instructing to execute a specific operation;
a first return unit 1503, configured to return M execution results obtained by executing M specific operations when the object identified by the first account is located in the common area;
the second returning unit 1505 is configured to return N execution results obtained by executing M specific operations when the object identified by the first account is located in the hot spot area, where the sending frequency of the game instruction of the account in the hot spot area is greater than the sending frequency of the game instruction of the account in the common area, M is an integer not less than 1, and N is less than M.
It should be noted that, the receiving unit 1501 in this embodiment may be used to perform step S202 in the embodiment of the present application, the first returning unit 1503 in this embodiment may be used to perform step S204 in the embodiment of the present application, and the second returning unit 1505 in this embodiment may be used to perform step S206 in the embodiment of the present application.
It should be noted that the above modules are the same as examples and application scenarios implemented by the corresponding steps, but are not limited to what is disclosed in the above embodiments. It should be noted that the above modules may be implemented in software or hardware as a part of the apparatus in the hardware environment shown in fig. 1.
Through the module, when a game instruction of a first account in the target game is received, executing a specific operation indicated by the game instruction; when the area where the object of the first account identification is located is a common area, returning M execution results obtained by executing the specific operation; if the operation is performed in the hot spot area, N execution results obtained by executing the specific operation are returned, wherein the integer N is smaller than the integer M, namely when the first account participates in the game in the hot spot area, the server only needs to operate N times to obtain N execution results without executing M times, and along with the reduction of operation times, the technical problem that the resource occupancy rate of the game server is higher in the related art can be solved, and the technical effect of reducing the resource occupancy rate of the game server is achieved.
The device of the application may further comprise: the monitoring module is used for monitoring the sending frequency of game instructions of a plurality of accounts in a common area; the switching module is used for switching the common area into a hot spot area under the condition that the sending frequency reaches a first threshold value; and the maintaining module is used for maintaining the area type of the common area unchanged under the condition that the transmission frequency does not reach the first threshold value.
Optionally, the monitoring module is further configured to: acquiring the number of accounts in a common area; and under the condition that the number of the accounts in the common area reaches a second threshold value, monitoring the sending frequency of game instructions of a plurality of accounts in the common area.
The device of the application may further comprise: the acquisition module is used for acquiring the sending frequency of the game instruction of the account in the hot spot area in the first time period; and the changing module is used for changing the hot spot area into the common area when the sending frequency of the game command in the first time period is lower than the third threshold value.
Optionally, the first period includes a plurality of continuous periods, when the sending frequency of the game command is lower than the third threshold value in the plurality of continuous periods, the hot spot area is changed to the normal area, that is, the changing module may be further configured to change the hot spot area to the normal area when the sending frequency of the game command in the plurality of first periods reaches the third threshold value and the number of the periods in the plurality of first periods reaches the fourth threshold value.
The device of the application may further comprise: and the third return unit is used for keeping returning N execution results obtained by executing the specific operation under the condition that the game instruction of the first account is received in the specific time period when the object identified by the first account is transferred from the hot spot area to the common area to participate in the target game.
The device of the application may further comprise: the execution unit is configured to execute N execution results obtained by the specific operation, specifically reduce the execution times of the sub-operations included in the specific operation from M to N, and execute the sub-operations included in the specific operation to obtain N execution results.
The specific operation includes M first sub-operations, wherein the execution unit may include: the merging module is used for merging M first sub-operations included in the specific operation according to the execution time to obtain N second sub-operations, wherein the second sub-operations are obtained by merging at least one first sub-operation; and the replacing module is used for replacing M first sub-operations included in the specific operation with N second sub-operations obtained by combining.
Optionally, the merging module is further operable to: merging the first sub-operations with adjacent execution time in the M first sub-operations to obtain N second sub-operations, wherein the number of sub-operations of the first sub-operations with adjacent execution time for merging into the second sub-operations is a fifth threshold; and/or merging the first sub-operations with adjacent execution times in the M first sub-operations to obtain N second sub-operations, wherein each first sub-operation is configured with a corresponding importance parameter, and the first sub-operations are used for merging the first sub-operations with adjacent execution times of at least one first sub-operation of the second sub-operations, and the importance parameter in the second sub-operation is not smaller than a sixth threshold value.
Optionally, the execution unit may include an execution module for: reducing the target attribute value of the second account by a first value according to the indication of the second sub-operation, and generating an execution result for representing the reduction of the target attribute value of the second account by the first value, wherein the first value is the sum of the values of the target attribute value of the second account, which are used for merging a plurality of first sub-operations which are the second sub-operation, and the second account is the account of the target game; and/or searching the animation information corresponding to the second sub-operation and generating an execution result for representing the animation information.
According to another aspect of the embodiment of the present invention, there is also provided a game effect display device for implementing the above game effect display method. The apparatus may include:
the operation unit is used for receiving game operation instructions of the first account, wherein the game operation instructions are used for indicating to execute specific operations;
a first display unit, configured to display, in the client, game frames corresponding to M execution results obtained by executing a specific operation when an object identified by the first account is located in a common area;
and the second display unit is used for displaying game pictures corresponding to N execution results obtained by executing the specific operation in the client when the object identified by the first account is positioned in the hot spot area, wherein the sending frequency of the game instructions of the account in the hot spot area is greater than that of the game instructions of the account in the common area, and the integer N is smaller than the integer M.
Optionally, the account density in the hot spot area and the sending frequency of the game command are both greater than those in the common area.
Optionally, the object identified by the first account may perform a specific operation on the object identified by the second account, and the second display unit may be further configured to: aiming at the object identified by the first account, reducing the game special effect of the object identified by the first account and displaying the game special effect according to the executed specific operation; and aiming at the object identified by the second account, reducing the executed frequency of the second account and displaying the frequency value according to the executed specific operation.
Through the module, when the game operation instruction is detected in the client, the client sends the game operation instruction triggered by the first account to the server and receives the execution result obtained by the specific operation indicated by the game operation instruction executed by the server, when the object identified by the first account is located in a common area, game pictures corresponding to M execution results obtained by the specific operation executed by the server are displayed in the client, when the object identified by the first account is located in a hot spot area, game pictures corresponding to N execution results obtained by the specific operation executed by the server are displayed in the client, namely, when the first account participates in a game in the hot spot area, the server only needs to calculate N times to obtain N execution results without executing M times, and along with the reduction of the calculation times, the technical problem that the resource occupancy rate of the game server in the related technology is higher can be solved, and the technical effect of reducing the resource occupancy rate of the game server is achieved.
By utilizing the technical scheme of the application, specific service characteristics of player group warfare are utilized for targeted tailoring, so that users have no perception; the scheme of the hot spot area is utilized to solve the problem that the combat experience of non-group combat players is affected by the group combat cutting; the problem of performance burrs of the group battlefield in the moving process is solved by using the mechanisms of delay degradation and hot spot players.
It should be noted that the above modules are the same as examples and application scenarios implemented by the corresponding steps, but are not limited to what is disclosed in the above embodiments. It should be noted that the above modules may be implemented in software or in hardware as part of the apparatus shown in fig. 1, where the hardware environment includes a network environment.
According to another aspect of the embodiment of the present application, there is also provided a server or a terminal for implementing the processing method of game operations described above.
Fig. 16 is a block diagram of a terminal according to an embodiment of the present application, and as shown in fig. 16, the terminal may include: one or more (only one is shown in fig. 16) processors 1601, memory 1603, and transmission means 1605 (e.g., transmission means in the above-described embodiments), as shown in fig. 16, the terminal may further comprise input-output devices 1607.
The memory 1603 may be used to store software programs and modules, such as program instructions/modules corresponding to the processing methods and apparatuses for game operations in the embodiments of the present invention, and the processor 1601 executes the software programs and modules stored in the memory 1603 to perform various functional applications and data processing, i.e., to implement the processing methods for game operations described above. Memory 1603 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid state memory. In some examples, memory 1603 may further include memory located remotely from processor 1601, which may be connected to the terminal through a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof.
The transmission device 1605 is used for receiving or transmitting data via a network, and may also be used for data transmission between the processor and the memory. Specific examples of the network described above may include wired networks and wireless networks. In one example, the transmission device 1605 includes a network adapter (Network Interface Controller, NIC) that can connect to other network devices and routers via a network cable to communicate with the internet or a local area network. In one example, the transmission device 1605 is a Radio Frequency (RF) module for communicating wirelessly with the internet.
In particular, the memory 1603 is used to store applications.
The processor 1601 may call an application stored in the memory 1603 through the transmission device 1605 to perform the steps of:
receiving a game instruction of a first account in a target game, wherein the game instruction is used for indicating to execute a specific operation;
when the object identified by the first account is located in the common area, M execution results obtained by executing M specific operations are returned;
and when the object identified by the first account is positioned in the hot spot area, N execution results obtained by executing M specific operations are returned, wherein the sending frequency of the game instructions of the accounts in the hot spot area is greater than that of the game instructions of the accounts in the ordinary area, M is an integer not less than 1, and the integer N is less than the integer M.
The processor 1601 is further configured to perform the following steps:
the client receives a game operation instruction of the first account, wherein the game operation instruction is used for indicating to execute a specific operation;
when the object identified by the first account is located in a common area, displaying game pictures corresponding to M execution results obtained by executing specific operations in the client;
when the object identified by the first account is located in the hot spot area, displaying game pictures corresponding to N execution results obtained by executing specific operations in the client, wherein the sending frequency of the game instructions of the accounts in the hot spot area is greater than that of the game instructions of the accounts in the common area, and the integer N is smaller than the integer M.
By adopting the embodiment of the invention, when the first account participates in the game in the hot spot area, the server only needs to calculate N times to obtain N times of execution results without executing M times, and along with the reduction of the calculation times, the technical problem of higher resource occupancy rate of the game server in the related technology can be solved, thereby achieving the technical effect of reducing the resource occupancy rate of the game server.
Alternatively, specific examples in this embodiment may refer to examples described in the foregoing embodiments, and this embodiment is not described herein.
It will be appreciated by those skilled in the art that the structure shown in fig. 16 is only illustrative, and the terminal may be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a palmtop computer, a mobile internet device (Mobile Internet Devices, MID), a PAD, etc. Fig. 16 is not limited to the structure of the electronic device. For example, the terminal may also include more or fewer components (e.g., network interfaces, display devices, etc.) than shown in fig. 16, or have a different configuration than shown in fig. 16.
Those of ordinary skill in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be implemented by a program for instructing a terminal device to execute in association with hardware, the program may be stored in a computer readable storage medium, and the storage medium may include: flash disk, read-Only Memory (ROM), random-access Memory (Random Access Memory, RAM), magnetic or optical disk, and the like.
The embodiment of the invention also provides a storage medium. Alternatively, in the present embodiment, the above-described storage medium may be used for program codes of a processing method for executing a game operation.
Alternatively, in this embodiment, the storage medium may be located on at least one network device of the plurality of network devices in the network shown in the above embodiment.
Alternatively, in the present embodiment, the storage medium is configured to store program code for performing the steps of:
s71, receiving a game instruction of a first account in a target game, wherein the game instruction is used for indicating to execute a specific operation;
s72, when the object identified by the first account is located in a common area, M execution results obtained by executing M specific operations are returned;
and S73, returning N execution results obtained by executing M specific operations when the object identified by the first account is located in the hot spot area, wherein the sending frequency of the game instruction of the account in the hot spot area is greater than that of the game instruction of the account in the common area, M is an integer not less than 1, and the integer N is less than the integer M.
Optionally, the storage medium is further arranged to store program code for performing the steps of:
S81, the client receives a game operation instruction of the first account, wherein the game operation instruction is used for indicating to execute a specific operation;
s82, when the object identified by the first account is located in the common area, displaying game pictures corresponding to M execution results obtained by executing specific operations in the client;
and S83, when the object identified by the first account is located in the hot spot area, displaying game pictures corresponding to N execution results obtained by executing the specific operation in the client, wherein the sending frequency of the game instructions of the account in the hot spot area is greater than that of the game instructions of the account in the common area, and the integer N is smaller than the integer M.
Alternatively, specific examples in this embodiment may refer to examples described in the foregoing embodiments, and this embodiment is not described herein.
Alternatively, in the present embodiment, the storage medium may include, but is not limited to: a U-disk, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), a removable hard disk, a magnetic disk, or an optical disk, or other various media capable of storing program codes.
The foregoing embodiment numbers of the present invention are merely for the purpose of description, and do not represent the advantages or disadvantages of the embodiments.
The integrated units in the above embodiments may be stored in the above-described computer-readable storage medium if implemented in the form of software functional units and sold or used as separate products. Based on such understanding, the technical solution of the present application may be embodied in essence or a part contributing to the prior art or all or part of the technical solution in the form of a software product stored in a storage medium, comprising several instructions for causing one or more computer devices (which may be personal computers, servers or network devices, etc.) to perform all or part of the steps of the method described in the embodiments of the present application.
In the foregoing embodiments of the present application, the descriptions of the embodiments are emphasized, and for a portion of this disclosure that is not described in detail in this embodiment, reference is made to the related descriptions of other embodiments.
In several embodiments provided by the present application, it should be understood that the disclosed client may be implemented in other manners. The above-described embodiments of the apparatus are merely exemplary, and the division of the units, such as the division of the units, is merely a logical function division, and may be implemented in another manner, for example, multiple units or components may be combined or may be integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be through some interfaces, units or modules, or may be in electrical or other forms.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments of the present invention may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit. The integrated units may be implemented in hardware or in software functional units.
The foregoing is merely a preferred embodiment of the present invention and it should be noted that modifications and adaptations to those skilled in the art may be made without departing from the principles of the present invention, which are intended to be comprehended within the scope of the present invention.

Claims (12)

1. A method of processing a game operation, comprising:
receiving a game instruction of a first account in a target game, wherein the game instruction is used for indicating to execute a specific operation;
When the object identified by the first account is located in a common area, returning M execution results obtained by executing M specific operations;
when the object identified by the first account is located in the hot spot area, merging M first sub-operations included in the M specific operations according to the execution time to obtain N second sub-operations; replacing the M first sub-operations included in the specific operation with the N second sub-operations obtained by combining; executing the m specific operations to obtain N execution results; and returning the N execution results, wherein the sending frequency of the game instruction of the account in the hot spot area is greater than the sending frequency of the game instruction of the account in the common area, M is an integer not less than 1, the integer N is less than the integer M, and the second sub-operation is obtained by combining at least one of the first sub-operations.
2. The method as recited in claim 1, further comprising:
monitoring the sending frequency of game instructions of a plurality of accounts in the common area;
under the condition that the sending frequency reaches a first threshold value, switching the common area into the hot spot area;
And under the condition that the transmission frequency does not reach the first threshold value, maintaining the area type of the common area unchanged.
3. The method of claim 2, further comprising, prior to switching the normal zone to the hot spot zone:
acquiring the number of accounts in the common area;
and monitoring the sending frequency of game instructions of a plurality of accounts in the common area under the condition that the number of the accounts in the common area reaches a second threshold value.
4. The method according to claim 1, wherein the method further comprises:
acquiring the sending frequency of a game instruction of an account in the hot spot area in a first time period;
and when the sending frequency of the game instructions in the first time period is lower than a third threshold value, changing the hot spot area into the common area.
5. The method according to claim 4, wherein the first period of time includes a plurality of consecutive periods of time, and the hot spot area is changed to the normal area when the transmission frequency of the game command is lower than a third threshold value for each of the plurality of consecutive periods of time.
6. The method of claim 5, wherein in the event that the first account identified object is transferred from the hot spot area to a normal area to participate in the target game, the method further comprises:
And under the condition that the game instruction of the first account is received in a specific time period, N execution results obtained by executing the specific operation are kept.
7. The method of claim 1, wherein merging the M first sub-operations included in the M specific operations according to an execution time, to obtain the N second sub-operations includes:
merging the first sub-operations with adjacent execution time in the M first sub-operations to obtain the N second sub-operations, wherein the number of sub-operations for merging the first sub-operations with adjacent execution time in the M second sub-operations is a fifth threshold; and/or the number of the groups of groups,
and merging the first sub-operations with adjacent execution time in the M first sub-operations to obtain the N second sub-operations, wherein each first sub-operation is configured with a corresponding importance parameter, and the first sub-operation is used for merging the first sub-operations with adjacent execution time of at least one first sub-operation of the second sub-operations, and the second sub-operation is the first sub-operation with the importance parameter not smaller than a sixth threshold in at least one first sub-operation.
8. The method of claim 1, wherein said performing said m of said particular operations comprises:
reducing a target attribute value of a second account by a first value according to an instruction of a second sub-operation, and generating an execution result, wherein the second account is an account of the target game and corresponds to the first account to be executed with the specific operation, and the first value is a sum of values of the reduction of the target attribute value of the second account when the first account executes the second sub-operation on the second account; and/or the number of the groups of groups,
and searching for the animation information corresponding to the second sub-operation, and generating the execution result for representing the animation information.
9. The game effect display method is suitable for the terminal equipment provided with the client, and is characterized by comprising the following steps:
the method comprises the steps that a client receives a game operation instruction of a first account, wherein the game operation instruction is used for indicating to execute a specific operation;
when the object identified by the first account is located in a common area, displaying game pictures corresponding to M execution results obtained by executing the specific operation in the client;
when the object identified by the first account is located in the hot spot area, aiming at the object identified by the first account, reducing and displaying the game special effect of the object identified by the first account according to the executed specific operation; and/or
And aiming at the object identified by the second account, reducing the executed frequency of the second account and displaying the frequency value according to the executed specific operation, wherein the object identified by the first account is the object for executing the specific operation, and the object identified by the second account is the object for executing the specific operation.
10. The method of claim 9, wherein the account density and the frequency of transmission of game instructions in the hot spot area are both greater than the account density and the frequency of transmission of accounts in the general area.
11. A game effect display device, comprising:
the operation unit is used for receiving game operation instructions of the first account, wherein the game operation instructions are used for indicating to execute specific operations;
a first display unit, configured to display, in the client, game frames corresponding to M execution results obtained by executing the specific operation when the object identified by the first account is located in a common area;
the second display unit is used for returning M execution results obtained by executing M specific operations when the object identified by the first account is located in a common area;
When the object identified by the first account is located in the hot spot area, merging M first sub-operations included in the M specific operations according to the execution time to obtain N second sub-operations; replacing the M first sub-operations included in the specific operation with the N second sub-operations obtained by combining; executing the m specific operations to obtain N execution results; and returning the N execution results, wherein the sending frequency of the game instruction of the account in the hot spot area is greater than the sending frequency of the game instruction of the account in the common area, M is an integer not less than 1, the integer N is less than the integer M, and the second sub-operation is obtained by combining at least one of the first sub-operations.
12. An electronic device comprising a memory, a processor and a computer program stored on the memory and executable on the processor, characterized in that the processor performs the method of any of the preceding claims 1 to 10 by means of the computer program.
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