CN110639207A - Game data synchronization method, device, storage medium and processor - Google Patents
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- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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Abstract
The invention discloses a game data synchronization method, a game data synchronization device, a storage medium and a processor. The method comprises the following steps: the method comprises the steps of obtaining data attributes to be synchronized of at least one game component in a game entity, wherein the game entity is created based on a game object, the game entity comprises a plurality of game components, each game component corresponds to at least one game system, each game component is respectively used for storing different data attributes of the game object, and each game system is used for executing business logic corresponding to at least one data attribute on the game component; and synchronizing the data attribute to be synchronized to the client. The invention solves the technical problems that the game data synchronization mode between the server and the client side adopted in the related technology is easy to cause heavier operation load of the server and larger game data volume needing to be broadcasted to the client side.
Description
Technical Field
The invention relates to the field of games, in particular to a game data synchronization method, a game data synchronization device, a storage medium and a processor.
Background
At present, in the related art, the synchronization method adopted in the field of games mainly includes: the server is responsible for calculating all game logics and broadcasting execution results of the game logics to the client, and the client is responsible for sending various game operation data executed by a game player to the server and rendering the execution results received from the server. In a general situation, if a game player sends game operation data to a server, the server modifies a game world model in a memory according to game operations executed by the game player, obtains game data to be synchronized of game operations of the game world, and broadcasts the game data to be synchronized to a plurality of clients, so that each client is responsible for representing the game data to be synchronized to the game player.
The advantages of this synchronization method are: the entire game logic is run on the server, and the server need only receive game operations performed by legitimate game players. In addition, because the main game logic runs on the server, if the game version needs to be updated, the game developer only needs to complete the update on the server, and a plurality of clients do not need to download the update packages from the server respectively.
Although the above synchronization method has the above advantages, the synchronization method also has the following obvious technical defects:
(1) the gaming experience of a game player is highly dependent on network quality, which can cause a game to be stuck once the network delay of the client is high.
(2) Since the server is responsible for a large number of game logical operations (including logical operations in two-dimensional or three-dimensional space), the server has a significant computational load.
(3) Because each game performance requires the server to broadcast a large number of game data packets to a plurality of clients and generate a large number of protocol instructions, if the number of game players logging in the game at the same time is large, the total amount of the game data packets broadcast by the server is increased sharply.
In view of the above problems, no effective solution has been proposed.
Disclosure of Invention
At least some embodiments of the present invention provide a game data synchronization method, apparatus, storage medium, and processor, so as to solve at least the technical problems that a game data synchronization method between a server and a client in the related art is likely to cause a heavy computation load of the server and a large amount of game data to be broadcast to the client.
According to an embodiment of the present invention, there is provided a game data synchronization method including:
the method comprises the steps of obtaining data attributes to be synchronized of at least one game component in a game entity, wherein the game entity is created based on a game object, the game entity comprises a plurality of game components, each game component corresponds to at least one game system, each game component is respectively used for storing different data attributes of the game object, and each game system is used for executing business logic corresponding to at least one data attribute on the game component; and synchronizing the data attribute to be synchronized to the client.
Optionally, the method further includes: and triggering a game system corresponding to the data attribute to be synchronized in at least one game component to locally execute the service logic of the data attribute to be synchronized in the server, and updating the game entity where the data attribute to be synchronized is located.
Optionally, the method further includes: configuring a counting component in the game entity, wherein the counting component is used for recording the synchronous data volume of the data attribute to be synchronized; and sending the synchronous data volume recorded by the counting component to the counting component corresponding to the client locally.
Optionally, after sending the amount of the synchronization data recorded by the counting component to the client, the method further includes: under the condition that the connection state between the server and the client is recovered to the normal connection state from the abnormal interruption state, receiving a first count value from the client, wherein the first count value is used for indicating the data volume of the data attribute to be synchronized which is updated locally at the client before the connection state enters the abnormal interruption state; determining the data volume of the data attribute to be synchronized which is not updated locally at the client by using a second count value and the first count value, wherein the second count value is the synchronous data volume; and issuing the data attribute which is not updated to the component corresponding to the client according to the data volume which is not updated locally at the client.
According to an embodiment of the present invention, there is provided another game data synchronization method including:
receiving data attributes to be synchronized of at least one game component in a game entity from a server, wherein the game entity is created based on a game object, the game entity comprises a plurality of game components, each game component corresponds to at least one game system, each game component is respectively used for storing different data attributes of the game object, and each game system is used for executing business logic corresponding to at least one data attribute on the game component; and synchronizing the data attribute to be synchronized to a component locally corresponding to at least one game component at the client.
Optionally, synchronizing the data attribute to be synchronized to a component locally corresponding to the at least one game component at the client includes: searching a component corresponding to at least one game component locally at the client; and triggering the game system corresponding to the data attribute to be synchronized in the searched component to locally execute the service logic of the data attribute to be synchronized at the client, and updating the game entity where the data attribute to be synchronized is located.
Optionally, the method further includes: receiving a synchronous data volume of a data attribute to be synchronized recorded by a counting component from a server, wherein the counting component is a newly added component in a game entity of the server; and synchronizing the synchronous data volume to a counting component locally corresponding to the client.
Optionally, after synchronizing the synchronized data amount to the counting component locally corresponding to the client, the method further includes: reporting a first count value to the server under the condition that the connection state between the server and the client is recovered to a normal connection state from an abnormal interruption state, wherein the first count value is used for indicating the data volume of the data attribute to be synchronized which is updated locally at the client before the connection state enters the abnormal interruption state; receiving the data attribute which is not updated and issued by the server, and synchronizing the data attribute which is not updated to a component which is locally corresponding to the client, wherein the data attribute which is not updated is determined according to the data volume which is not updated locally at the client by the data attribute to be synchronized, the data volume which is not updated locally at the client is determined by utilizing a second counting value and the first counting value, and the second counting value is the synchronous data volume.
According to an embodiment of the present invention, there is also provided a game data synchronization apparatus including:
the system comprises an acquisition module, a synchronization module and a synchronization module, wherein the acquisition module is used for acquiring data attributes to be synchronized of at least one game component in a game entity, the game entity is created based on a game object, the game entity comprises a plurality of game components, each game component corresponds to at least one game system, each game component is respectively used for storing different data attributes of the game object, and each game system is used for executing business logic corresponding to at least one data attribute on the game component; and the synchronization module is used for synchronizing the data attribute to be synchronized to the client.
Optionally, the apparatus further comprises: and the triggering module is used for triggering a game system corresponding to the data attribute to be synchronized in at least one game component to locally execute the service logic of the data attribute to be synchronized in the server and update the game entity where the data attribute to be synchronized is located.
Optionally, the apparatus further comprises: the game system comprises a configuration module, a counting module and a synchronization module, wherein the configuration module is used for configuring a counting assembly in a game entity, and the counting assembly is used for recording the synchronous data volume of the data attribute to be synchronized; and the first issuing module is used for issuing the synchronous data volume recorded by the counting assembly to the counting assembly corresponding to the client locally.
Optionally, the apparatus further comprises: the receiving module is used for receiving a first count value from the client under the condition that the connection state between the server and the client is recovered to a normal connection state from an abnormal interruption state, wherein the first count value is used for indicating the data volume of the data attribute to be synchronized which is updated locally at the client before the connection state enters the abnormal interruption state; the determining module is used for determining the data volume of the data attribute to be synchronized, which is not updated locally at the client, by using a second count value and the first count value, wherein the second count value is the synchronization data volume; and the second issuing module is used for issuing the data attribute which is not updated to the component which is locally corresponding to the client according to the data volume which is not updated locally at the client.
According to an embodiment of the present invention, there is provided another game data synchronization apparatus including:
the system comprises a receiving module, a synchronization module and a synchronization module, wherein the receiving module is used for receiving data attributes to be synchronized of at least one game component in a game entity from a server, the game entity is created based on a game object, the game entity comprises a plurality of game components, each game component corresponds to at least one game system, each game component is respectively used for storing different data attributes of the game object, and each game system is used for executing business logic corresponding to at least one data attribute on the game component; and the synchronization module is used for synchronizing the data attribute to be synchronized to a local component corresponding to at least one game component of the client.
Optionally, the synchronization module comprises: the searching unit is used for searching a component locally corresponding to at least one game component at the client; and the synchronization unit is used for triggering the game system corresponding to the data attribute to be synchronized in the searched component to locally execute the service logic of the data attribute to be synchronized at the client, and updating the game entity where the data attribute to be synchronized is located.
Optionally, the receiving module is further configured to receive a synchronized data amount of the data attribute to be synchronized, which is recorded by a counting component of the server, where the counting component is a newly added component in the game entity of the server; and the synchronization module is also used for synchronizing the synchronous data volume to the counting component locally corresponding to the client.
Optionally, the apparatus further comprises: the reporting module is used for reporting a first count value to the server under the condition that the connection state between the server and the client is recovered to a normal connection state from an abnormal interruption state, wherein the first count value is used for indicating the data volume of the data attribute to be synchronized which is updated locally at the client before the connection state enters the abnormal interruption state; and the processing module is used for receiving the data attribute which is not updated and is sent by the server, and synchronizing the data attribute which is not updated to the component which is locally corresponding to the client, wherein the data attribute which is not updated is determined according to the data volume which is to be synchronized and is not updated locally at the client, the data volume which is not updated locally at the client is determined by utilizing a second counting value and the first counting value, and the second counting value is the synchronous data volume.
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 any one of the game data synchronization methods described above.
According to an embodiment of the present invention, there is further provided a processor, configured to run a program, where the program executes a game data synchronization method according to any one of the above methods.
In at least some embodiments of the present invention, a method for acquiring a data attribute to be synchronized of at least one game component in a game entity is adopted, the game entity is created based on a game object, the game entity includes a plurality of game components, each game component corresponds to at least one game system, each game component is used for storing different data attributes of the game object, each game system is used for executing a business logic corresponding to at least one data attribute on the game component, and the data attribute to be synchronized is synchronized to a client, so as to achieve the purpose of adopting a game data synchronization method based on an entity-component-system to replace a game data synchronization method in which a server is responsible for simulating game logic and a client is responsible for presenting pictures, thereby achieving the technical effects of significantly reducing the game data synchronization amount between the server and the client and reducing the operation load of the server, further, the technical problems that the server is heavy in operation load and the amount of game data required to be broadcasted to the client is large due to a game data synchronization mode between the server and the client adopted in the related technology are 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 schematic diagram of a game data synchronization system according to an embodiment of the present invention;
FIG. 2 is a flow diagram of a method of game data synchronization according to one embodiment of the invention;
FIG. 3 is a schematic diagram of a configuration of a counting component in a gaming entity of a server in accordance with an alternative embodiment of the present invention;
FIG. 4 is a flow diagram of another game data synchronization method according to one embodiment of the invention;
FIG. 5 is a block diagram of a game data synchronization apparatus according to an embodiment of the present invention;
FIG. 6 is a block diagram of a game data synchronization apparatus according to an alternative embodiment of the present invention;
FIG. 7 is a block diagram of another game data synchronization apparatus according to an embodiment of the present invention;
fig. 8 is a block diagram of another game data synchronization apparatus according to an alternative 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 game data synchronization method, it should be noted that the steps illustrated in the flowchart of the accompanying drawings may be performed in a computer system such as a set of computer-executable instructions, and that while 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 presented herein.
The method embodiment may be performed in a game data synchronization system. The game data synchronization system includes: a game server and a terminal running a game client. Fig. 1 is a schematic structural diagram of a game data synchronization system according to an embodiment of the present invention. As shown in fig. 1, the game server and the terminal both adopt an Entity-component-system (ECS) architecture. An entity is a basic building block in a network game and may contain a plurality of components. Each component is a collection of data attributes. While the system is a business logic process for a particular set of attributes. Taking a game character played by a game player as an example, an entity can be created for the game character. The entity may include a number of components, such as: a move component (movecomponent) and a render component (rendercomponent). The movement assembly may further include data attributes such as speed, orientation, and the like. The rendering component may further include data attributes such as rotate, zoom, pan, and the like. Each component may correspond to at least one system. The system then functions as: for the functional implementation of each component, for example: a movement system (MoveSystem) is provided for the movement component to control movement of the game character within the game scene, and a rendering system (render System) is provided for the rendering component to control rendering of the game screen. The data attribute and the business logic are separated from each other by adopting an ECS framework, so that the change of the business logic is driven by the change of the data attribute. Only data attributes need to be stored in the components, and only business logic processing needs to be carried out on the associated components in the system.
The game server may include one or more processors (which may include, but are not limited to, a Central Processing Unit (CPU), a Graphics Processing Unit (GPU), a processing device such as a Digital Signal Processing (DSP) chip, a Microprocessor (MCU), or a programmable logic device (FPGA)), and memory for storing data. Optionally, the game server may further include a transmission device for a communication function and an input/output device. It will be understood by those skilled in the art that the foregoing structural description is illustrative only and is not intended to limit the structure of the game server. For example, the game server may also include more or fewer components than described above, or have a different configuration than described above.
The memory may be used to store a computer program, for example, a software program and a module of application software, such as a computer program corresponding to the game data synchronization method in the embodiment of the present invention, and the processor executes various functional applications and data processing by running the computer program stored in the memory, so as to implement the game data synchronization method described above. The memory 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, the memory may further include memory remotely located from the processor, and these remote memories may be connected to the game server via 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 is used to receive or transmit data via a network. Specific examples of the network described above may include a wireless network provided by a communication provider of the game server. In one example, the transmission device includes a Network adapter (NIC) that can be connected to other Network devices through a base station to communicate with the internet. In one example, the transmission device may be a Radio Frequency (RF) module, which is used for communicating with the internet in a wireless manner.
In the present embodiment, a game data synchronization method operating in the game server is provided. Fig. 2 is a flowchart of a game data synchronization method according to an embodiment of the present invention, as shown in fig. 2, the method including the steps of:
step S20, acquiring data attribute to be synchronized of at least one game component in a game entity, wherein the game entity is created based on a game object, the game entity comprises a plurality of game components, each game component corresponds to at least one game system, each game component is respectively used for storing different data attributes of the game object, and each game system is used for executing business logic corresponding to at least one data attribute on the game component;
step S22, synchronize the data attribute to be synchronized to the client.
Through the steps, the data attribute to be synchronized of at least one game component in the game entity can be acquired, the game entity is created based on a game object, the game entity comprises a plurality of game components, each game component corresponds to at least one game system, each game component is respectively used for storing different data attributes of the game object, each game system is used for executing the business logic of the at least one data attribute on the corresponding game component, the aim of replacing the game data synchronization mode of simulating the game logic by using the game data synchronization mode based on the entity-component-system and displaying the picture by using the server and the client is achieved by synchronizing the data attribute to be synchronized to the client, thereby realizing the technical effects of remarkably reducing the game data synchronization quantity between the server and the client and reducing the operation load of the server, further, the technical problems that the server is heavy in operation load and the amount of game data required to be broadcasted to the client is large due to a game data synchronization mode between the server and the client adopted in the related technology are solved.
The aforementioned gaming entities may include, but are not limited to: game characters (including my game character, enemy game character and non-player character) in the game scene, game props (such as weapons, liquid medicine and carriers) and scene resources (such as trees, hills and houses). Taking a game entity as a game character as an example, the game components may include, but are not limited to: a moving component, a rendering component, a shape component, a skeleton component. Taking the profile component as an example, the data attributes may include, but are not limited to: height attribute, weight attribute, and appearance attribute. For the game system, the height attribute can be used for controlling height change of the game role in the game scene through the height system, the weight attribute can be used for controlling weight change of the game role in the game scene through the weight system, and the appearance attribute can be used for controlling appearance change of the game role in the game scene through the appearance system.
Optionally, the method may further include the following steps:
step S23, triggering the game system corresponding to the data attribute to be synchronized in the at least one game component to execute the service logic of the data attribute to be synchronized locally on the server, and updating the game entity where the data attribute to be synchronized is located.
Alternatively, the execution order of step S23 and step S22 may be interchanged, i.e., step S22 may be executed first and then step S23 is executed, or step S23 may be executed first and then step S22 is executed. Of course, step S23 and step S22 may also be performed simultaneously.
In the process that the server issues the data attribute to be synchronized to the client, the server can trigger a game system corresponding to the data attribute to be synchronized in at least one game component of the game entity on the server to execute the service logic of the data attribute to be synchronized locally on the server, and then the game entity where the data attribute to be synchronized is located on the server is updated, so that the aim of synchronously updating the data attribute to be synchronized by the server and the client is fulfilled.
For example: the game entity of the game role on the server changes on the height attribute of the appearance component (namely, the height is increased by 1 cm), and the height attribute is the data attribute to be synchronized. Therefore, in the process of sending the height attribute to the client, the server can trigger a height system corresponding to the height attribute in the profile component of the game character on the server to execute the service logic of the height attribute locally on the server (namely, the height of the game character in the game scene is updated from the original 160 cm to 161 cm), and then the game character is updated on the server.
Optionally, the method may further include the following steps:
step S24, configuring a counting component in the game entity, wherein the counting component is used for recording the synchronous data volume of the data attribute to be synchronized;
and step S25, sending the synchronous data volume recorded by the counting component to the counting component corresponding to the client locally.
In order to ensure that the server can completely synchronize the data attributes to be synchronized to the client, and avoid missing, a counting component may be configured in the game entity of the server. The counting component is used for recording the synchronous data volume of the data attribute to be synchronized.
FIG. 3 is a schematic diagram of a configuration of a counting component in a gaming entity of a server according to an alternative embodiment of the present invention, as shown in FIG. 3, assuming that the data attributes to be synchronized include: the server can respectively number each height attribute, weight attribute, appearance attribute, skin color attribute, speed attribute and orientation attribute by configuring a counting component. That is, the height attribute is recorded as 1, the weight attribute is recorded as 2, the appearance attribute is recorded as 3, the skin color attribute is recorded as 4, the velocity attribute is recorded as 5, and the orientation attribute is recorded as 6, so that the synchronized data amount is 6 data attributes to be synchronized. And then, the server issues the synchronous data volume recorded by the counting assembly to the counting assembly corresponding to the client locally.
It should be noted that the server may issue the synchronized data volume recorded by the counting assembly and the data attribute to be synchronized to the client at the same time, or issue the synchronized data volume recorded by the counting assembly and the data attribute to be synchronized to the client respectively.
Optionally, in step S25, after the synchronous data amount recorded by the counting component is sent to the client, the method may further include the following steps:
step S26, receiving a first count value from the client when it is determined that the connection state between the server and the client is restored from the abnormal interrupt state to the normal connection state, where the first count value is used to indicate a data amount of the data attribute to be synchronized that has been updated locally at the client before the connection state enters the abnormal interrupt state;
step S27, determining, by using a second count value and the first count value, a data size of the data attribute to be synchronized, which has not been updated locally at the client, where the second count value is a synchronization data size;
step S28, sending the data attribute not yet updated to the component locally corresponding to the client according to the data amount not yet updated locally at the client.
Considering that the connection state between the server and the client may enter the abnormal interruption state from the normal connection state with the transition of the network quality, the game data synchronization process between the server and the client may not be completed yet. The client will constantly attempt to re-initiate connection requests to the server. The server receives a first count value from the client under the condition that the connection state between the server and the client is recovered to a normal connection state from an abnormal interruption state. The first count value is used for representing the data volume of the data attribute to be synchronized which is updated locally at the client before the connection state enters the abnormal interruption state. The server may then determine, using the second count value and the first count value, an amount of data for which the data attribute to be synchronized has not completed updating locally at the client. The second count value is the amount of synchronization data. And finally, the server issues the data attribute which is not updated to the component which is locally corresponding to the client according to the data volume which is not updated locally at the client.
For example: the synchronous data amount (i.e. the second count value) sent by the server to the client is 6 data attributes to be synchronized. And before the connection state enters the abnormal interruption state, the client completes the synchronous updating of the height attribute, the weight attribute and the appearance attribute. At this time, the first count value reported to the server by the client is 3. The server determines that the data volume of the data attribute to be synchronized, which is not updated locally at the client, is the skin color attribute, the speed attribute and the orientation attribute by using the second count value and the first count value, so that the server issues the skin color attribute, the speed attribute and the orientation attribute to the locally corresponding component of the client.
There is also provided, in accordance with an embodiment of the present invention, another embodiment of a method for game data synchronization, 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 herein.
The method embodiment may also be performed in the game data synchronization system described above. The terminal may include one or more processors (which may include, but are not limited to, a Central Processing Unit (CPU), a Graphics Processing Unit (GPU), a processing device such as a Digital Signal Processing (DSP) chip, a Microprocessor (MCU), or a programmable logic device (FPGA)), and memory for storing data. Optionally, the terminal may further include a transmission device, an input/output device, and a display device for the communication function. It will be understood by those skilled in the art that the above description is only illustrative and not restrictive of the structure of the terminal. For example, the terminal may also include more or fewer components than described above, or may have a different configuration than described above.
The memory may be used to store a computer program, for example, a software program and a module of application software, such as a computer program corresponding to the game data synchronization method in the embodiment of the present invention, and the processor executes various functional applications and data processing by running the computer program stored in the memory, so as to implement the game data synchronization method described above. The memory 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, the memory may further include memory located remotely from the processor, and these remote memories 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 is used to receive or transmit data via a network. Specific examples of the network described above may include a wireless network provided by a communication provider of the terminal. In one example, the transmission device includes a network adapter (NIC) that can be connected to other network devices through a base station to communicate with the internet. In one example, the transmission device may be a Radio Frequency (RF) module, which is used for communicating with the internet in a wireless manner.
The display device may be, for example, a touch screen type Liquid Crystal Display (LCD) and a touch display (also referred to as a "touch screen" or "touch display screen"). The liquid crystal display may enable a user to interact with a user interface of the terminal. In some embodiments, the display device has a Graphical User Interface (GUI) with which a user can interact by touching finger contacts and/or gestures on a touch-sensitive surface, where the human interaction functionality optionally includes the following interactions: executable instructions for creating web pages, drawing, word processing, making electronic documents, games, video conferencing, instant messaging, emailing, call interfacing, playing digital video, playing digital music, and/or web browsing, etc., for performing the above-described human-computer interaction functions, are configured/stored in one or more processor-executable computer program products or readable storage media.
In the present embodiment, a game data synchronization method operating in the terminal is provided. Fig. 4 is a flowchart of another game data synchronization method according to an embodiment of the present invention, as shown in fig. 4, the method including the steps of:
step S40, receiving data attribute to be synchronized of at least one game component in a game entity from a server, wherein the game entity is created based on a game object, the game entity comprises a plurality of game components, each game component corresponds to at least one game system, each game component is respectively used for storing different data attribute of the game object, and each game system is used for executing business logic corresponding to at least one data attribute on the game component;
and step S42, synchronizing the data attribute to be synchronized to a component locally corresponding to at least one game component on the client.
Through the steps, the data attribute to be synchronized of at least one game component in the game entity received from the server can be adopted, the game entity is created based on the game object, the game entity comprises a plurality of game components, each game component corresponds to at least one game system, each game component is respectively used for storing different data attributes of the game object, each game system is used for executing the business logic of at least one data attribute on the corresponding game component, and the data attribute to be synchronized is synchronized into the component corresponding to at least one game component locally at the client, so that the aim of adopting the game data synchronization mode based on the entity-component-system to replace the game data synchronization mode of simulating the game logic by the server and presenting the picture by the client is achieved, and the game data synchronization quantity between the server and the client is remarkably reduced, The technical effect of reducing the operation load of the server is achieved, and the technical problems that the operation load of the server is heavy and the amount of game data required to be broadcasted to the client is large due to a game data synchronization mode between the server and the client adopted in the related technology are solved.
The aforementioned gaming entities may include, but are not limited to: game characters (including my game character, enemy game character and non-player character) in the game scene, game props (such as weapons, liquid medicine and carriers) and scene resources (such as trees, hills and houses). Taking a game entity as a game character as an example, the game components may include, but are not limited to: a moving component, a rendering component, a shape component, a skeleton component. Taking the profile component as an example, the data attributes may include, but are not limited to: height attribute, weight attribute, and appearance attribute. For the game system, the height attribute can be used for controlling height change of the game role in the game scene through the height system, the weight attribute can be used for controlling weight change of the game role in the game scene through the weight system, and the appearance attribute can be used for controlling appearance change of the game role in the game scene through the appearance system.
Optionally, in step S42, synchronizing the data attribute to be synchronized to a component locally corresponding to the at least one game component at the client may include performing the following steps:
step S421, finding the local component corresponding to at least one game component at the client;
step S422, the game system corresponding to the data attribute to be synchronized in the searched component is triggered to locally execute the service logic of the data attribute to be synchronized at the client, and the game entity where the data attribute to be synchronized is located is updated.
After receiving the data attribute to be synchronized issued by the server, the client needs to search a component corresponding to at least one game component locally at the client, and then triggers a game system corresponding to the data attribute to be synchronized in the searched component to execute the service logic of the data attribute to be synchronized locally at the client, so as to update the game entity where the data attribute to be synchronized is located locally at the client.
For example: the game entity of the game role on the server changes on the height attribute of the appearance component (namely, the height is increased by 1 cm), and the height attribute is the data attribute to be synchronized. Therefore, after the server issues the height attribute to the client, the client needs to search a component locally corresponding to the appearance component of the game character on the server at the client, and then trigger a height system corresponding to the height attribute in the searched component to execute the service logic of the height attribute locally at the client (namely, the height of the game character in the game scene is updated from the original 160 cm to 161 cm), so as to update the game character on the client.
Optionally, the method may further include the following steps:
step S43, receiving the synchronous data volume of the data attribute to be synchronized recorded by the counting component of the server, wherein the counting component is a newly added component in the game entity of the server;
and step S44, synchronizing the synchronous data volume to the counting component locally corresponding to the client.
In order to ensure that the server can completely synchronize the data attributes to be synchronized to the client, and avoid missing, a counting component may be configured in the game entity of the server. The counting component is used for recording the synchronous data volume of the data attribute to be synchronized. Assume that the data attributes to be synchronized include: the server can respectively number each height attribute, weight attribute, appearance attribute, skin color attribute, speed attribute and orientation attribute by configuring a counting component. That is, the height attribute is recorded as 1, the weight attribute is recorded as 2, the appearance attribute is recorded as 3, the skin color attribute is recorded as 4, the velocity attribute is recorded as 5, and the orientation attribute is recorded as 6, so that the synchronized data amount is 6 data attributes to be synchronized. And then, the server issues the synchronous data volume recorded by the counting assembly to the counting assembly corresponding to the client locally. Finally, the client synchronizes the synchronized data amount to the counting component locally corresponding to the client.
Optionally, after the step S44, synchronizing the synchronized data amount to the counting component locally corresponding to the client, the following steps may be further included:
step S45, reporting a first count value to the server under the condition that the connection state between the server and the client is recovered to the normal connection state from the abnormal interruption state, wherein the first count value is used for indicating the data volume of the data attribute to be synchronized which is updated locally at the client before the connection state enters the abnormal interruption state;
step S46, receiving the data attribute that is not updated and sent by the server, and synchronizing the data attribute that is not updated to the component corresponding to the client locally, where the data attribute that is not updated is determined according to the data amount that is not updated by the data attribute to be synchronized locally at the client, and the data amount that is not updated locally at the client is determined by using the second count value and the first count value, and the second count value is the synchronized data amount.
Considering that the connection state between the server and the client may enter the abnormal interruption state from the normal connection state with the transition of the network quality, the game data synchronization process between the server and the client may not be completed yet. The client will constantly attempt to re-initiate connection requests to the server. The server receives a first count value from the client under the condition that the connection state between the server and the client is recovered to a normal connection state from an abnormal interruption state. The first count value is used for representing the data volume of the data attribute to be synchronized which is updated locally at the client before the connection state enters the abnormal interruption state. The server may then determine, using the second count value and the first count value, an amount of data for which the data attribute to be synchronized has not completed updating locally at the client. The second count value is the amount of synchronization data. And finally, the server issues the data attribute which is not updated to the component which is locally corresponding to the client according to the data volume which is not updated locally at the client.
For example: the synchronous data amount (i.e. the second count value) sent by the server to the client is 6 data attributes to be synchronized. And before the connection state enters the abnormal interruption state, the client completes the synchronous updating of the height attribute, the weight attribute and the appearance attribute. At this time, the first count value reported to the server by the client is 3. The server determines that the data volume of the data attribute to be synchronized, which is not updated locally at the client, is the skin color attribute, the speed attribute and the orientation attribute by using the second count value and the first count value, so that the server issues the skin color attribute, the speed attribute and the orientation attribute to the locally corresponding component of the client.
Through the above description of the embodiments, those skilled in the art can clearly understand that the method according to the above embodiments can be implemented by software plus a necessary general hardware platform, and certainly can also be implemented by hardware, but the former is a better implementation mode in many cases. Based on such understanding, the technical solutions of the present invention may be embodied in the form of a software product, which is stored in a storage medium (e.g., ROM/RAM, magnetic disk, optical disk) and includes instructions for enabling a terminal device (e.g., a mobile phone, a computer, a server, or a network device) to execute the method according to the embodiments of the present invention.
In this embodiment, a game data synchronization device is further provided, and the device is used to implement the foregoing embodiments and preferred embodiments, and the description of the device is omitted. As used below, the term "module" may be a combination of software and/or hardware that implements a predetermined function. Although the means described in the embodiments below are preferably implemented in software, an implementation in hardware, or a combination of software and hardware is also possible and contemplated.
Fig. 5 is a block diagram of a game data synchronization apparatus according to an embodiment of the present invention, as shown in fig. 5, the apparatus including: an obtaining module 10, configured to obtain a data attribute to be synchronized of at least one game component in a game entity, where the game entity is created based on a game object, the game entity includes a plurality of game components, each game component corresponds to at least one game system, each game component is respectively configured to store different data attributes of the game object, and each game system is configured to execute a service logic corresponding to the at least one data attribute on the game component; and the synchronization module 11 is configured to synchronize the data attribute to be synchronized to the client.
Alternatively, fig. 6 is a block diagram of a game data synchronization apparatus according to an alternative embodiment of the present invention, and as shown in fig. 6, the apparatus includes, in addition to all modules shown in fig. 5: the triggering module 12 is configured to trigger a game system corresponding to the data attribute to be synchronized in the at least one game component to locally execute a service logic of the data attribute to be synchronized on the server, and update a game entity where the data attribute to be synchronized is located.
Optionally, as shown in fig. 6, the apparatus includes, in addition to all the modules shown in fig. 5: a configuration module 13, configured to configure a counting component in the game entity, where the counting component is used to record a synchronization data volume of a data attribute to be synchronized; and the first issuing module 14 is configured to issue the synchronous data volume recorded by the counting component to a counting component locally corresponding to the client.
Optionally, as shown in fig. 6, the apparatus includes, in addition to all the modules shown in fig. 5: the receiving module 15 is configured to receive a first count value from the client when it is determined that the connection state between the server and the client is restored from the abnormal interrupt state to the normal connection state, where the first count value is used to indicate a data amount of the data attribute to be synchronized that has been updated locally at the client before the connection state enters the abnormal interrupt state; the determining module 16 is configured to determine, by using a second count value and the first count value, a data volume of the data attribute to be synchronized, which has not been updated locally at the client, where the second count value is a synchronization data volume; and the second issuing module 17 is configured to issue the data attribute that has not been updated to the component locally corresponding to the client according to the data amount that has not been updated locally at the client.
It should be noted that, the above modules may be implemented by software or hardware, and for the latter, the following may be implemented, but not limited to: the modules are all positioned in the same processor; alternatively, the modules are respectively located in different processors in any combination.
In this embodiment, another game data synchronization device is further provided, and the device is used to implement the foregoing embodiments and preferred embodiments, which have already been described and will not be described again. As used below, the term "module" may be a combination of software and/or hardware that implements a predetermined function. Although the means described in the embodiments below are preferably implemented in software, an implementation in hardware, or a combination of software and hardware is also possible and contemplated.
Fig. 7 is a block diagram of another game data synchronization apparatus according to an embodiment of the present invention, as shown in fig. 7, the apparatus including: a receiving module 20, configured to receive a data attribute to be synchronized of at least one game component in a game entity from a server, where the game entity is created based on a game object, the game entity includes a plurality of game components, each game component corresponds to at least one game system, each game component is respectively configured to store different data attributes of the game object, and each game system is configured to execute a business logic corresponding to at least one data attribute on the game component; and the synchronization module 21 is configured to synchronize the data attribute to be synchronized to a component locally corresponding to at least one game component at the client.
Optionally, the synchronization module 21 comprises: a search unit (not shown in the figure) for searching for a component locally corresponding to at least one game component at the client; and a synchronization unit (not shown in the figure), configured to trigger the game system corresponding to the data attribute to be synchronized in the searched component to locally execute the service logic of the data attribute to be synchronized at the client, and update the game entity where the data attribute to be synchronized is located.
Optionally, the receiving module 20 is further configured to receive a synchronous data amount of a data attribute to be synchronized, which is recorded by a counting component of the server, where the counting component is a newly added component in a game entity of the server; the synchronization module 21 is further configured to synchronize the synchronized data amount to a counting component locally corresponding to the client.
Alternatively, fig. 8 is a block diagram of another game data synchronization apparatus according to an alternative embodiment of the present invention, and as shown in fig. 8, the apparatus includes, in addition to all modules shown in fig. 7: the reporting module 22 is configured to report a first count value to the server when it is determined that the connection state between the server and the client is restored from the abnormal interrupt state to the normal connection state, where the first count value is used to indicate a data amount of the data attribute to be synchronized that has been updated locally at the client before the connection state enters the abnormal interrupt state; the processing module 23 is configured to receive the data attribute that is not updated and sent by the server, and synchronize the data attribute that is not updated to the component locally corresponding to the client, where the data attribute that is not updated is determined according to the data amount that is not updated locally at the client by the data attribute to be synchronized, the data amount that is not updated locally at the client is determined by using a second count value and the first count value, and the second count value is a synchronization data amount.
It should be noted that, the above modules may be implemented by software or hardware, and for the latter, the following may be implemented, but not limited to: the modules are all positioned in the same processor; alternatively, the modules are respectively located in different processors in any combination.
Embodiments of the present invention also provide a storage medium having a computer program stored therein, wherein the computer program is arranged to perform the steps of any of the above method embodiments when executed.
Alternatively, in the present embodiment, the storage medium may be configured to store a computer program for executing the steps of:
s1, acquiring data attribute to be synchronized of at least one game component in a game entity, wherein the game entity is created based on a game object, the game entity comprises a plurality of game components, each game component corresponds to at least one game system, each game component is respectively used for storing different data attribute of the game object, and each game system is used for executing business logic corresponding to at least one data attribute on the game component;
and S2, synchronizing the data attribute to be synchronized to the client.
Optionally, the storage medium is further arranged to store a computer program for performing the steps of:
s1, receiving data attribute to be synchronized of at least one game component in a game entity from a server, wherein the game entity is created based on a game object, the game entity comprises a plurality of game components, each game component corresponds to at least one game system, each game component is respectively used for storing different data attribute of the game object, and each game system is used for executing business logic corresponding to at least one data attribute on the game component;
and S2, synchronizing the data attribute to be synchronized to a component corresponding to at least one game component locally on the client.
Optionally, in this embodiment, the storage medium may include, but is not limited to: various media capable of storing computer programs, such as a usb disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic disk, or an optical disk.
Embodiments of the present invention also provide an electronic device comprising a memory having a computer program stored therein and a processor arranged to run the computer program to perform the steps of any of the above method embodiments.
Optionally, the electronic apparatus may further include a transmission device and an input/output device, wherein the transmission device is connected to the processor, and the input/output device is connected to the processor.
Optionally, in this embodiment, the processor may be configured to execute the following steps by a computer program:
s1, acquiring data attribute to be synchronized of at least one game component in a game entity, wherein the game entity is created based on a game object, the game entity comprises a plurality of game components, each game component corresponds to at least one game system, each game component is respectively used for storing different data attribute of the game object, and each game system is used for executing business logic corresponding to at least one data attribute on the game component;
and S2, synchronizing the data attribute to be synchronized to the client.
Optionally, in this embodiment, the processor may be further configured to execute, by the computer program, the following steps:
s1, receiving data attribute to be synchronized of at least one game component in a game entity from a server, wherein the game entity is created based on a game object, the game entity comprises a plurality of game components, each game component corresponds to at least one game system, each game component is respectively used for storing different data attribute of the game object, and each game system is used for executing business logic corresponding to at least one data attribute on the game component;
and S2, synchronizing the data attribute to be synchronized to a component corresponding to at least one game component locally on the client.
Optionally, the specific examples in this embodiment may refer to the examples described in the above embodiments and optional implementation manners, and this embodiment is not described herein again.
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 (12)
1. A game data synchronization method, comprising:
the method comprises the steps of obtaining data attributes to be synchronized of at least one game component in a game entity, wherein the game entity is created based on a game object, the game entity comprises a plurality of game components, each game component corresponds to at least one game system, each game component is respectively used for storing different data attributes of the game object, and each game system is used for executing business logic corresponding to at least one data attribute on the game component;
and synchronizing the data attribute to be synchronized to the client.
2. The method of claim 1, further comprising:
and triggering a game system corresponding to the data attribute to be synchronized in the at least one game component to execute the service logic of the data attribute to be synchronized locally in a server, and updating the game entity where the data attribute to be synchronized is located.
3. The method of claim 1, further comprising:
configuring a counting component in the game entity, wherein the counting component is used for recording the synchronous data volume of the data attribute to be synchronized;
and sending the synchronous data volume recorded by the counting component to a counting component locally corresponding to the client.
4. The method of claim 3, further comprising, after sending the amount of synchronization data recorded by the counting component to the client:
under the condition that the connection state between the server and the client is determined to be recovered from an abnormal interruption state to a normal connection state, receiving a first count value from the client, wherein the first count value is used for representing the data volume of the data attribute to be synchronized which is updated locally at the client before the connection state enters the abnormal interruption state;
determining the data volume of the data attribute to be synchronized which is not updated locally at the client by using a second count value and the first count value, wherein the second count value is the synchronization data volume;
and issuing the data attribute which is not updated to the component corresponding to the client locally according to the data volume which is not updated locally at the client.
5. A game data synchronization method, comprising:
receiving data attributes to be synchronized of at least one game component in a game entity from a server, wherein the game entity is created based on a game object, the game entity comprises a plurality of game components, each game component corresponds to at least one game system, each game component is respectively used for storing different data attributes of the game object, and each game system is used for executing business logic corresponding to at least one data attribute on the game component;
and synchronizing the data attribute to be synchronized to a local component corresponding to the at least one game component of the client.
6. The method of claim 5, wherein synchronizing the data attribute to be synchronized to a component local to the client that corresponds to the at least one gaming component comprises:
searching for a component corresponding to the at least one game component locally at the client;
and triggering the game system corresponding to the data attribute to be synchronized in the searched component to locally execute the service logic of the data attribute to be synchronized at the client, and updating the game entity where the data attribute to be synchronized is located.
7. The method of claim 5, further comprising:
receiving the synchronous data volume of the data attribute to be synchronized recorded by a counting component of the server, wherein the counting component is a newly added component in a game entity of the server;
and synchronizing the synchronous data volume to a counting component locally corresponding to the client.
8. The method of claim 7, after synchronizing the synchronized data volume to a corresponding counting component local to the client, further comprising:
reporting a first count value to the server under the condition that the connection state between the server and the client is recovered to a normal connection state from an abnormal interruption state, wherein the first count value is used for indicating the data volume of the data attribute to be synchronized which is updated locally at the client before the connection state enters the abnormal interruption state;
receiving the data attribute which is not updated and issued by the server, and synchronizing the data attribute which is not updated to the component which is locally corresponding to the client, wherein the data attribute which is not updated is determined according to the data volume which is not updated locally at the client by the data attribute to be synchronized, the data volume which is not updated locally at the client is determined by using a second count value and the first count value, and the second count value is the synchronous data volume.
9. A game data synchronization apparatus, comprising:
the system comprises an acquisition module, a synchronization module and a synchronization module, wherein the acquisition module is used for acquiring data attributes to be synchronized of at least one game component in a game entity, the game entity is created based on a game object, the game entity comprises a plurality of game components, each game component corresponds to at least one game system, each game component is respectively used for storing different data attributes of the game object, and each game system is used for executing business logic corresponding to at least one data attribute on the game component;
and the synchronization module is used for synchronizing the data attribute to be synchronized to the client.
10. A game data synchronization apparatus, comprising:
the system comprises a receiving module, a synchronization module and a synchronization module, wherein the receiving module is used for receiving data attributes to be synchronized of at least one game component in a game entity from a server, the game entity is created based on a game object, the game entity comprises a plurality of game components, each game component corresponds to at least one game system, each game component is respectively used for storing different data attributes of the game object, and each game system is used for executing business logic corresponding to at least one data attribute on the game component;
and the synchronization module is used for synchronizing the data attribute to be synchronized to a local component corresponding to the at least one game component at the client.
11. A storage medium comprising a stored program, wherein the program, when executed, controls a device on which the storage medium is located to execute a game data synchronization method according to any one of claims 1 to 4 or a game data synchronization method according to any one of claims 5 to 8.
12. A processor for running a program, wherein the program is run to perform the game data synchronization method of any one of claims 1 to 4 or the game data synchronization method of any one of claims 5 to 8.
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