CN110860086A - Data processing method, readable storage medium and electronic device - Google Patents

Data processing method, readable storage medium and electronic device Download PDF

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Publication number
CN110860086A
CN110860086A CN201911085275.9A CN201911085275A CN110860086A CN 110860086 A CN110860086 A CN 110860086A CN 201911085275 A CN201911085275 A CN 201911085275A CN 110860086 A CN110860086 A CN 110860086A
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data
game
frame
rendering
calculation
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CN110860086B (en
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曾蔚
方波
唐路遥
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Wuhan Micro Network Technology Co Ltd
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Wuhan Micro Network Technology 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
    • A63F13/50Controlling 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/44Arrangements for executing specific programs
    • G06F9/451Execution arrangements for user interfaces
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
    • Y02D10/00Energy efficient computing, e.g. low power processors, power management or thermal management

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  • Engineering & Computer Science (AREA)
  • Software Systems (AREA)
  • Theoretical Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • General Engineering & Computer Science (AREA)
  • General Physics & Mathematics (AREA)
  • Image Generation (AREA)

Abstract

The application relates to a data processing method, a readable storage medium and electronic equipment, belonging to the technical field of frame synchronization games, wherein the data processing method in the application is applied to a frame synchronization game client and comprises the following steps: receiving network frame data of a game; calling a game logic core thread to carry out game logic calculation on the network frame data frame by frame according to the game time sequence to obtain game state data of corresponding frames; calling a game rendering core thread to perform rendering calculation processing according to the game state data and the local resource data to obtain displayable rendering data of a corresponding frame; and calling a rendering engine of the platform to render the displayable rendering data. The technical scheme of the application helps to improve the game experience of the player.

Description

Data processing method, readable storage medium and electronic device
Technical Field
The application belongs to the technical field of frame synchronization games, and particularly relates to a data processing method applied to a frame synchronization game client, a readable storage medium and electronic equipment.
Background
At present, a frame synchronization implementation mode is usually adopted in a competitive game, each client sends game actions to a server, the server broadcasts and forwards the actions of all the clients (or the clients forward through P2P), and the clients perform game operation and display according to the received game actions.
For the client of the frame synchronization game, the existing solution is generally that after the client receives network frame data (including information of actions, states, etc.) of the game, the client executes game logic for the network frame data, calculates rendering data of a current frame, and invokes a rendering engine to render the data to an interface. The game logic and rendering data calculation share the same thread for serial processing, so that the data conflict problem caused by data concurrence is not considered; however, when the game data is more or the display data is more complex, or the accumulated network frames are processed due to network fluctuation, the time from receiving the network frame data to rendering the data to generate the drawing may be too long, and the interface is jammed, resulting in poor game experience.
Disclosure of Invention
To overcome at least some of the problems in the related art, the present application provides a data processing method, a readable storage medium, and an electronic device, which are helpful for improving the game experience of a player.
In order to achieve the purpose, the following technical scheme is adopted in the application:
in a first aspect,
the application provides a data processing method, which is applied to a frame synchronization game client and comprises the following steps:
receiving network frame data of a game;
calling a game logic core thread to carry out game logic calculation on the network frame data frame by frame according to a game time sequence to obtain game state data of corresponding frames;
calling a game rendering core thread to perform rendering calculation processing according to the game state data and the local resource data to obtain displayable rendering data of a corresponding frame;
and calling a rendering engine of the platform to render and display the displayable rendering data.
Optionally, the invoking a game rendering core thread to perform rendering calculation processing according to the game state data and the local resource data includes,
monitoring the game frame rate of the client and the hardware state parameters of the client running equipment;
based on a preset rule, adjusting the data to be rendered and calculated in the current frame according to the currently obtained game frame rate and/or hardware state parameters so as to reduce the calculation amount of subsequent rendering calculation;
and performing rendering calculation on the adjusted data to be rendered and calculated to obtain displayable rendering data.
Optionally, based on a preset rule, adjusting the data to be rendered and calculated in the current frame according to the currently obtained game frame rate, including,
when the game frame rate is lower than a first preset value, reducing the rendering fineness of the appearance of the game object in the data to be rendered and calculated,
or reducing decorative objects that do not affect game logic from the data of the calculations to be rendered.
Optionally, the first preset value is 30 frames per second.
Optionally, based on a preset rule, adjusting the data to be rendered and calculated in the current frame according to the currently obtained hardware state parameters, including,
when the available memory of the client running equipment is smaller than a second preset value, reducing textures and/or maps used by the game scene from the data to be rendered and calculated;
wherein the second preset value is determined based on the game category and the equipment specification parameter.
Optionally, the performing rendering calculation on the adjusted data to be subjected to rendering calculation includes,
and performing rendering calculation on the adjusted data to be rendered and calculated by adopting a concurrent calculation method.
Optionally, the invoking the game logic core thread performs game logic calculation on the network frame data frame by frame according to a game timing sequence to obtain game state data of a corresponding frame, and includes performing the following processing steps for each frame of network frame data respectively:
dividing the logic calculation of the frame of network frame data into a plurality of tasks which can be calculated simultaneously;
performing concurrent computing processing on the plurality of tasks by using a concurrent computing framework provided by a platform;
and after the plurality of tasks are completely executed, combining and assembling the obtained execution results to obtain the game state data corresponding to the frame.
Optionally, the concurrent computing framework comprises a RenderScript computing framework of an android platform.
In a second aspect of the present invention,
the present application provides a readable storage medium having stored thereon an executable program which, when executed by a processor, performs the steps of the method described above.
In a third aspect,
the application provides an electronic device, including:
a memory having an executable program stored thereon;
a processor for executing the executable program in the memory to implement the steps of the method described above.
This application adopts above technical scheme, possesses following beneficial effect at least:
the method and the device split game logic and render data calculation, adopt different threads to process the game logic and render data calculation, avoid the defect of serial processing of the same thread, and improve game experience of players to a certain extent through optimization. And concurrent computation is respectively carried out in the game logic and rendering data computation, and the computation amount is further reduced by adjusting the image quality and game parameters based on the actual condition during the rendering computation, so that the computation time of each frame is shortened, the occurrence of stutter is reduced, and the game experience of a user is ensured.
Additional advantages, objects, and features of the invention will be set forth in part in the description which follows and in part will become apparent to those having ordinary skill in the art upon examination of the following or may be learned from practice of the invention. The objectives and other advantages of the invention will be realized and attained by the structure particularly pointed out in the written description and claims hereof as well as the appended drawings.
Drawings
The accompanying drawings are included to provide a further understanding of the technology or prior art of the present application and are incorporated in and constitute a part of this specification. The drawings expressing the embodiments of the present application are used for explaining the technical solutions of the present application, and should not be construed as limiting the technical solutions of the present application.
Fig. 1 is a schematic flow chart of a data processing method according to an embodiment of the present application;
fig. 2 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the present application more apparent, the technical solutions of the present application will be described in detail below. It is to be understood that the embodiments described are only a few embodiments of the present application and not all embodiments. All other embodiments, which can be derived by a person skilled in the art from the examples given herein without making any creative effort, shall fall within the protection scope of the present application.
Generally, in the frame synchronization game, the better game experience needs to reach 60 frames per second, namely about 16ms, which means that the better game experience can be guaranteed at least below 16ms from the time when the network frame data is received to the time when the network frame data is rendered to the screen. When the time is up to 32ms, the game frame rate is lower than 30 frames per second, and the game experience is very poor. It is easy to understand that when the frame synchronization game has more players and the game size is larger, the amount of calculation required for each frame is very large.
Based on this, as described in the background art, in the conventional frame synchronization game client, when processing game network frame data, the game logic and rendering data calculation share the same thread for serial processing. When the game data is more or the display data is more complex, even the fluctuation of the network causes the processing of accumulated network frames, which results in too long time (substantially large amount of calculation) for generating and drawing rendering data, thereby causing the pause (too low frame rate) of the interface and causing a poor game experience.
Therefore, the data processing method applied to the frame synchronization game client is provided, and through method optimization, the blocking of the game is reduced under the same hardware condition, and the game experience of a player is guaranteed.
Fig. 1 is a schematic flow chart of the data processing method provided in an embodiment of the present application.
As shown in fig. 1, the data processing method, applied to a frame synchronization game client, includes the following steps:
first, step S110 is performed to receive network frame data of the game. For example, network frame data broadcast by the game server is accepted.
It should be noted that, in practice, due to network congestion, the received network frame data may be intermittent, that is, one frame may not be received temporarily, and many frames of network frame data may be received after a while. However, no matter how many frames of data are received, each frame of data needs to be processed subsequently according to the game time sequence.
As shown in fig. 1, after receiving the network frame data, step S120 is performed to invoke the game logic core thread to perform game logic calculation on the network frame data frame by frame according to the game timing, so as to obtain the game state data of the corresponding frame. In particular, the method comprises the following steps of,
in the game logic calculation of step S120, the following processing steps are respectively performed for each frame of network frame data,
a. dividing the logic calculation of the frame of network frame data into a plurality of tasks which can be calculated simultaneously;
b. and performing concurrent computing processing on the multiple tasks by using a concurrent computing framework provided by the platform, for example, the platform run by the client is an android platform, and the concurrent computing framework can use a RenderScript computing framework of the android platform.
c. And after all the tasks are executed, combining and assembling the obtained execution results to obtain the game state data corresponding to the frame.
After the game state data of the corresponding frame is obtained in step S120, as shown in fig. 1, step S130 is continued, and a game rendering core thread is invoked to perform rendering calculation processing according to the game state data and local resource data (such as pictures, models, and the like) to obtain displayable rendering data of the corresponding frame; specifically, in this embodiment, the step S130 is implemented as follows:
(1) monitoring the game frame rate of the client and the hardware state parameters of the client operation equipment;
(2) based on a preset rule, adjusting the data to be rendered and calculated in the current frame according to the currently obtained game frame rate and/or hardware state parameters so as to reduce the calculation amount of subsequent rendering calculation; wherein the content of the first and second substances,
in order to reduce the calculation amount of the subsequent rendering calculation, in a specific application scenario, when the monitored game frame rate is lower than a first preset value, for example, lower than 30 frames per second, the rendering fineness of the appearance of the game object in the data to be rendered and calculated is reduced, or a decoration object which does not affect the game logic is reduced from the data to be rendered and calculated, so as to reduce the calculation amount of the subsequent rendering.
In order to reduce the calculation amount of subsequent rendering calculation, in a specific application scene, when the available memory of the client running device is smaller than a second preset value, reducing textures and/or maps used by a game scene from data to be rendered and calculated so as to reduce the calculation amount of subsequent rendering. The second preset value is determined based on the game type and the device specification parameters, for example, when the game is a greedy snake fight game, and the device operated by the client is a 2G android mobile phone, the second preset value can be preset to 500MB according to actual optimization experience.
(3) And after the data to be rendered and calculated of the current frame is adjusted, rendering and calculating the adjusted data to be rendered and calculated to obtain displayable rendering data. And in order to further optimize the processing performance, the adjusted data to be rendered and calculated can be rendered and calculated by adopting a concurrent calculation method.
Finally, as shown in fig. 1, after the displayable rendering data is obtained in step S130, step S140 is continued, and the rendering engine of the platform is called to render and display the displayable rendering data. The method of implementation in this step is the same as in the prior art and will not be described in detail here.
In addition, it should be noted that, in the above embodiments, the concurrent processing game logic calculation or the rendering calculation is involved in steps S120 and S130, and the number of concurrent threads may be set according to the number of processor cores of the device, so that the parallel computing performance of the processors may be better utilized. And concurrent locking may be used in the implementation to avoid collision that may be caused by concurrent processing of data, and the related art of concurrent locking can be found in the prior disclosure and will not be described in detail herein.
According to the technical scheme, the game logic and the rendering data are calculated and split, different threads are adopted to process the game logic and the rendering data, the defect that the existing same thread is processed in series is avoided, and the game experience of a player is improved to a certain extent through the optimization. By analyzing the calculated amount of each step, the game logic calculation and the rendering data calculation are reasonably distributed to a plurality of threads for concurrent calculation, so that the calculation speed is increased by multiple times; meanwhile, parameters such as game image quality and the like are reasonably and effectively adjusted to optimize the calculated amount of rendering data. The calculation time of each frame is optimized and minimized to achieve ideal and smooth game experience.
In one embodiment, the present application provides a readable storage medium having stored thereon an executable program, which when executed by a processor, performs the steps of the above-described method.
With regard to the readable storage medium in the above-mentioned embodiments, the specific manner of executing the operation by the stored program has been described in detail in the embodiments related to the method, and will not be elaborated herein.
Fig. 2 is a schematic structural diagram of an electronic device according to an embodiment of the present application, and as shown in fig. 2, the electronic device 200 includes:
a memory 201 on which an executable program is stored;
a processor 202 for executing the executable program in the memory 201 to implement the steps of the above method.
With respect to the electronic device 200 in the above embodiment, the specific manner of executing the program in the memory 201 by the processor 202 thereof has been described in detail in the embodiment related to the method, and will not be elaborated herein.
The above description is only a preferred embodiment of the present invention, but the scope of the present invention is not limited thereto, and any changes or substitutions that can be easily conceived by those skilled in the art within the technical scope of the present invention are included in the scope of the present invention. Therefore, the protection scope of the present invention shall be subject to the protection scope of the claims.

Claims (10)

1. A data processing method is applied to a frame synchronization game client, and is characterized by comprising the following steps:
receiving network frame data of a game;
calling a game logic core thread to carry out game logic calculation on the network frame data frame by frame according to a game time sequence to obtain game state data of corresponding frames;
calling a game rendering core thread to perform rendering calculation processing according to the game state data and the local resource data to obtain displayable rendering data of a corresponding frame;
and calling a rendering engine of the platform to render and display the displayable rendering data.
2. The data processing method of claim 1, wherein the invoking of a game rendering core thread for rendering computational processing based on the game state data and local resource data comprises,
monitoring the game frame rate of the client and the hardware state parameters of the client running equipment;
based on a preset rule, adjusting the data to be rendered and calculated in the current frame according to the currently obtained game frame rate and/or hardware state parameters so as to reduce the calculation amount of subsequent rendering calculation;
and performing rendering calculation on the adjusted data to be rendered and calculated to obtain displayable rendering data.
3. The data processing method of claim 2, wherein the adjustment of the data to be rendered and calculated in the current frame according to the currently obtained game frame rate is performed based on a preset rule, comprising,
when the game frame rate is lower than a first preset value, reducing the rendering fineness of the appearance of the game object in the data to be rendered and calculated,
or reducing decorative objects that do not affect game logic from the data of the calculations to be rendered.
4. A data processing method according to claim 3, characterized in that said first preset value is 30 frames per second.
5. The data processing method according to claim 2, wherein the data to be rendered and calculated in the current frame is adjusted according to the currently obtained hardware state parameters based on a preset rule, including,
when the available memory of the client running equipment is smaller than a second preset value, reducing textures and/or maps used by the game scene from the data to be rendered and calculated;
wherein the second preset value is determined based on the game category and the equipment specification parameter.
6. The data processing method according to any one of claims 2 to 5, wherein the performing rendering calculation on the adjusted data to be subjected to rendering calculation includes,
and performing rendering calculation on the adjusted data to be rendered and calculated by adopting a concurrent calculation method.
7. The data processing method of claim 1, wherein the invoking of the game logic core thread performs game logic calculation on the network frame data frame by frame according to a game timing to obtain game state data of a corresponding frame, and the method comprises the following processing steps for each frame of network frame data respectively:
dividing the logic calculation of the frame of network frame data into a plurality of tasks which can be calculated simultaneously;
performing concurrent computing processing on the plurality of tasks by using a concurrent computing framework provided by a platform;
and after the plurality of tasks are completely executed, combining and assembling the obtained execution results to obtain the game state data corresponding to the frame.
8. The data processing method of claim 7, wherein the concurrent computing framework comprises a RenderScript computing framework of an android platform.
9. A readable storage medium having stored thereon an executable program, wherein the executable program, when executed by a processor, performs the steps of the method of any one of claims 1-8.
10. An electronic device, comprising:
a memory having an executable program stored thereon;
a processor for executing the executable program in the memory to implement the steps of the method of any one of claims 1-8.
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