CN111330284B - Archiving method, archiving device, electronic device and computer readable storage medium for game - Google Patents

Archiving method, archiving device, electronic device and computer readable storage medium for game Download PDF

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CN111330284B
CN111330284B CN202010105945.5A CN202010105945A CN111330284B CN 111330284 B CN111330284 B CN 111330284B CN 202010105945 A CN202010105945 A CN 202010105945A CN 111330284 B CN111330284 B CN 111330284B
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game
archiving
stand
archive
progress
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CN111330284A (en
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张良
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Guangzhou Huya Technology Co Ltd
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Guangzhou Huya 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
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F16/00Information retrieval; Database structures therefor; File system structures therefor
    • G06F16/20Information retrieval; Database structures therefor; File system structures therefor of structured data, e.g. relational data
    • G06F16/22Indexing; Data structures therefor; Storage structures

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Theoretical Computer Science (AREA)
  • Data Mining & Analysis (AREA)
  • General Business, Economics & Management (AREA)
  • Software Systems (AREA)
  • Business, Economics & Management (AREA)
  • Databases & Information Systems (AREA)
  • Physics & Mathematics (AREA)
  • General Engineering & Computer Science (AREA)
  • General Physics & Mathematics (AREA)
  • Computer Security & Cryptography (AREA)
  • Information Retrieval, Db Structures And Fs Structures Therefor (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The invention provides a method and a device for archiving games, electronic equipment and a computer readable storage medium, and relates to the field of data processing. The method is applied to the electronic equipment, a monitoring mark is operated in an operation memory of the electronic equipment, and the method comprises the following steps: judging whether the monitoring mark is matched with a preset archiving mark value or not; if so, storing the current data of the single-machine game into an operation memory; updating an archive file in a body storage of the electronic equipment according to the current data stored in the running memory; the archive file is used for indicating that when the stand-alone game is restarted, the current data is called, and the stand-alone game is loaded from the current progress. Setting a monitoring mark to detect the data change of the single-machine game running on the electronic equipment, and archiving the current progress of the single-machine game without manually saving the game progress when the user runs the single-machine game on the electronic equipment; in addition, the user can exit the stand-alone game at any time, and the progress loading is carried out according to the archived file when the game is restarted.

Description

Archiving method, archiving device, electronic device and computer readable storage medium for game
Technical Field
The present invention relates to the field of data processing of terminals, and in particular, to a method and apparatus for archiving a game, an electronic device, and a computer readable storage medium.
Background
With the progress of society and the rapid development of electronic technology, the game industry has entered a stage of rapid development, and games become an indispensable part of people's life.
Most of the games at present can be classified into network games and stand-alone games according to the demands of the games on the network. In the case of a stand-alone game, it is generally necessary to archive the progress of the stand-alone game so that the progress of the stand-alone game is still available for the next entry into the game. In one scheme, when a single-machine game is deployed on a user terminal, each single-machine game has a single installation folder, and after the single-machine game is finished, a user can manually select whether to save the game progress of the single-machine game or not; in another scheme, taking the example that the user terminal is a computer, the single-machine game is deployed in a system disk, a folder for storing the progress of the single-machine game is created in a my file of the system disk, and the progress of the single-machine game is stored by using the folder, in which case, the user is required to manually store the progress of the game; if the user terminal has an option of 'determining to exit' when exiting the game, wherein the 'determining to exit' comprises an instruction for archiving the stand-alone game, the user terminal archives the game progress of the stand-alone game when receiving the archiving instruction. It can be understood that when the terminal to which the stand-alone game belongs files the progress of the game, the user needs to manually select the terminal to file the stand-alone game.
Disclosure of Invention
In view of the above, it is an object of the present invention to provide a method, an apparatus, an electronic device, and a computer-readable storage medium for archiving a game.
In order to achieve the above object, the technical scheme adopted by the embodiment of the invention is as follows:
in a first aspect, the present invention provides a method for archiving a game, applied to an electronic device, where a listening tag is running in a running memory of the electronic device, where the listening tag is used to determine a data change condition of a stand-alone game running on the electronic device, and the method includes: and judging whether the monitoring mark is matched with a preset archiving mark value. If so, storing the current data of the single machine game into the running memory; the current data is used to indicate a current progress of the stand-alone game. Updating an archive file in a body storage of the electronic equipment according to the current data stored in the running memory; and the archive file is used for indicating that when the stand-alone game is restarted, the current data is called, and the stand-alone game is loaded from the current progress.
In an alternative embodiment, updating the archive file in the body storage of the electronic device according to the current data stored in the running memory includes: generating a first temporary file according to the current data stored in the running memory; the first temporary file is a file to be archived indicating the current progress. And updating the archive file in the body storage of the electronic equipment according to the first temporary file.
In an optional implementation manner, the generating a first temporary file according to the current data stored in the running memory includes: copying the current data in the running memory to obtain copy data of the current data; and storing the binary converted copy data to the first temporary file stored in the machine body.
In an optional embodiment, the updating the archive file in the body storage of the electronic device according to the first temporary file includes: judging whether the progress archiving of the stand-alone game exists in the machine body storage; the progress archive has a game archive identification for indicating that the progress archive is a valid archive of the stand-alone game. If yes, deleting the progress archive, and adding the game archive identification to the first temporary file. If not, the first temporary file is stored in the machine body, and the game archiving identification is added to the first temporary file.
In an optional embodiment, after the generating the first temporary file according to the current data stored in the running memory, the method further includes: setting the monitoring mark as a mark value to be archived; the flag value to be archived is used to indicate that the electronic device is not executing the archiving process of the stand-alone game.
In a second aspect, the present invention provides a game archiving apparatus, applied to an electronic device, where a listening tag is running in a running memory of the electronic device, where the listening tag is used to determine a data change condition of a stand-alone game running on the electronic device, and the apparatus includes: the device comprises a judging module and an executing module. The judging module is used for judging whether the monitoring mark is matched with a preset archiving mark value or not. The execution module is used for storing the current data of the stand-alone game into the running memory when the monitoring mark is matched with the preset archiving mark value; the current data is used to indicate a current progress of the stand-alone game. The execution module is also used for updating an archive file stored in a body of the electronic equipment according to the current data stored in the running memory; and the archive file is used for indicating that when the stand-alone game is restarted, the current data is called, and the stand-alone game is loaded from the current progress.
In an optional implementation manner, the execution module is further configured to generate a first temporary file according to the current data stored in the running memory; the first temporary file is a file to be archived indicating the current progress. The execution module is also used for updating the archive file in the body storage of the electronic equipment according to the first temporary file.
In an optional embodiment, the execution module is further configured to copy the current data in the running memory to obtain copy data of the current data; the execution module is also used for storing the binary converted copy data to the first temporary file stored by the machine body.
In an alternative embodiment, the judging module is further configured to judge whether a progress archive of the stand-alone game exists in the body storage; the progress archive has a game archive identification for indicating that the progress archive is a valid archive of the stand-alone game. The execution module is further configured to delete the progress archive if the progress archive of the stand-alone game exists in the body storage, and add the game archive identifier to the first temporary file. The execution module is further configured to store the first temporary file to the body storage and add the game archive identifier to the first temporary file if the progress archive of the stand-alone game does not exist in the body storage.
In an alternative embodiment, the execution module is further configured to set the snoop flag to a flag value to be archived; the flag value to be archived is used to indicate that the electronic device is not executing the archiving process of the stand-alone game.
In a third aspect, the invention provides an electronic device comprising a processor and a memory storing machine executable instructions executable by the processor to implement the method of any of the preceding embodiments.
In a fourth aspect, the present invention provides a computer readable storage medium having stored thereon a computer program which, when executed by a processor, implements a method according to any of the preceding embodiments.
Compared with the prior art, the invention provides a game archiving method, a game archiving device, an electronic device and a computer readable storage medium, and relates to the field of data processing. The archiving method of the game is applied to the electronic equipment, a monitoring mark is operated in an operation memory of the electronic equipment, and the monitoring mark is used for determining the data change condition of a single-machine game operated on the electronic equipment, and the method comprises the following steps: judging whether the monitoring mark is matched with a preset archiving mark value or not; if so, storing the current data of the single machine game into the running memory; the current data is used for indicating the current progress of the stand-alone game; updating an archive file in a body storage of the electronic equipment according to the current data stored in the running memory; and the archive file is used for indicating that when the stand-alone game is restarted, the current data is called, and the stand-alone game is loaded from the current progress. Setting a monitoring mark to detect the data change of the single-machine game running on the electronic equipment, and archiving the current progress of the single-machine game without manually saving the progress of the single-machine game in the process of running the single-machine game by the user; in addition, the user can exit the single-machine game at any time, and when restarting the single-machine game, progress loading can be carried out according to the archive files in the body storage of the electronic equipment.
In order to make the above objects, features and advantages of the present invention more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings that are needed in the embodiments will be briefly described below, it being understood that the following drawings only illustrate some embodiments of the present invention and therefore should not be considered as limiting the scope, and other related drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
Fig. 1 is a schematic structural diagram of an electronic device according to an embodiment of the present invention;
FIG. 2 is a schematic flow chart of a method for archiving games according to an embodiment of the present invention;
FIG. 3 is a flowchart of another method for archiving games according to an embodiment of the present invention;
FIG. 4 is a flowchart of another method for archiving games according to an embodiment of the present invention;
FIG. 5 is a flowchart of another method for archiving games according to an embodiment of the present invention;
FIG. 6 is a flowchart of another method for archiving games according to an embodiment of the present invention;
Fig. 7 is a block schematic diagram of a archiving apparatus for games according to an embodiment of the present invention.
Icon: 100-electronic equipment, 110-processor, 120-external memory interface, 121-internal memory, 130-USB interface, 140-charge management module, 141-power management module, 142-battery, 150-mobile communication module, 160-wireless communication module, 180-sensor module, 194-display screen, 40-archive device, 41-judgement module, 42-execution module.
Detailed Description
The following description of the embodiments of the present invention will be made clearly and completely with reference to the accompanying drawings, in which it is apparent that the embodiments described are only some embodiments of the present invention, but not all embodiments. The components of the embodiments of the present invention generally described and illustrated in the figures herein may be arranged and designed in a wide variety of different configurations.
Thus, the following detailed description of the embodiments of the invention, as presented in the figures, is not intended to limit the scope of the invention, as claimed, but is merely representative of selected embodiments of the invention. All other embodiments, which can be made by a person skilled in the art without making any inventive effort, are intended to be within the scope of the present invention.
It should be noted that the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising one … …" does not exclude the presence of other like elements in a process, method, article, or apparatus that comprises the element.
Most of the games at present can be classified into network games and stand-alone games according to the demands of the games on the network. In the case of a stand-alone game, it is generally necessary to archive the progress of the stand-alone game so that the progress of the stand-alone game is still available for the next entry into the game. A stand-alone archive game system is generally used at present, and the system comprises a client and a server, wherein the server receives a request for uploading or downloading a game progress archive from the client, stores the uploaded game progress archive in the game progress to the server, or transmits the game progress archive corresponding to the downloading request in the game progress server to the client.
In one scheme, when a single-machine game is deployed on a user terminal, each single-machine game has a single installation folder, and after the single-machine game is finished, a user can manually select whether to save the game progress of the single-machine game or not; in another scheme, taking the example that the user terminal is a computer, the single-machine game is deployed in a system disk, a folder for storing the progress of the single-machine game is created in a my file of the system disk, and the progress of the single-machine game is stored by using the folder, in which case, the user is required to manually store the progress of the game; if the user terminal has an option of 'determining to exit' when exiting the game, wherein the 'determining to exit' comprises an instruction for archiving the stand-alone game, the user terminal archives the game progress of the stand-alone game when receiving the archiving instruction. It can be understood that when the terminal to which the stand-alone game belongs files the progress of the game, the user needs to manually select the terminal to file the stand-alone game.
At present, a single-machine game of a personal computer (Personal Computer, PC) is realized, and a folder is created in a hard disk for storing the progress of the game; it can be understood that when the terminal to which the stand-alone game belongs archives the game progress, data interaction with the server is needed, and the archiving of the stand-alone game cannot be effectively performed under the condition that the user terminal has no network.
In order to solve the above-mentioned problems and the shortcomings of the background art, an embodiment of the present invention provides a method for archiving a game, which is applied to an electronic device, please refer to fig. 1, fig. 1 is a schematic structural diagram of an electronic device according to an embodiment of the present invention. The electronic device 100 may include a processor 110, an external memory interface 120, an internal memory 121, a universal serial bus (Universal Serial Bus, USB) interface 130, a charge management module 140, a power management module 141, a battery 142, an antenna 1, an antenna 2, a mobile communication module 150, a wireless communication module 160, a sensor module 180, a display 194, and a subscriber identity module (Subscriber Identification Module, SIM) card interface, among others. Wherein the sensor module 180 may include, but is not limited to, a pressure sensor, a gyroscope sensor, a barometric pressure sensor, a magnetic sensor, an acceleration sensor, a distance sensor, a proximity sensor, a fingerprint sensor, a temperature sensor, a touch sensor, an ambient light sensor, a bone conduction sensor, etc.
The card segment optimization method provided by the embodiment of the invention can be applied to electronic equipment such as mobile phones, tablet computers, wearable equipment, vehicle-mounted equipment, augmented Reality (Augmented Reality, AR)/Virtual Reality (VR) equipment, notebook computers, ultra-Mobile Personal Computer (UMPC), netbooks, personal digital assistants (Personal Digital Assistant, PDA) and the like, and the embodiment of the invention does not limit the specific types of the electronic equipment.
It should be understood that the illustrated structure of the embodiment of the present invention does not constitute a specific limitation on the electronic device 100. In other embodiments of the invention, electronic device 100 may include more or fewer components than shown, or certain components may be combined, or certain components may be split, or different arrangements of components. The illustrated components may be implemented in hardware, software, or a combination of software and hardware.
The processor 110 may include one or more processing units, such as: the processor 110 may include an application processor (Application Processor, AP), a modem processor, a graphics processor (Graphics Processing Unit, GPU), an image signal processor (Image Signal Processor, ISP), a controller, a memory, a video codec, a digital signal processor (Digital Signal Processor, DSP), a baseband processor, and/or a Neural network processor (Neural-Network Processing Unit, NPU), etc. Wherein the different processing units may be separate devices or may be integrated in one or more processors. The controller may be a neural hub and a command center of the electronic device 100, among others. The controller can generate operation control signals according to the instruction operation codes and the time sequence signals to finish the control of instruction fetching and instruction execution.
A memory may also be provided in the processor 110 for storing instructions and data. In some embodiments, the memory in the processor 110 is a cache memory. The memory may hold instructions or data that the processor 110 has just used or recycled. If the processor 110 needs to reuse the instruction or data, it can be called directly from the memory. Repeated accesses are avoided and the latency of the processor 110 is reduced, thereby improving the efficiency of the system.
In some embodiments, the processor 110 may include one or more interfaces. The interfaces may include an integrated circuit (Inter-Integrated Circuit, I2C) interface, an integrated circuit built-in audio (Inter-Integrated Circuit Sound, I2S) interface, a pulse code modulation (Pulse Code Modulation, PCM) interface, a universal asynchronous receiver Transmitter (Universal Asynchronous Receiver/Transmitter, UART) interface, a mobile industry processor interface (Mobile Industry Processor Interface, MIPI), a General-purpose input/Output (GPIO) interface, a subscriber identity module (Subscriber Identity Module, SIM) interface, and/or a universal serial bus (Universal Serial Bus, USB) interface, among others.
The USB interface 130 is an interface conforming to the USB standard specification, and may specifically be a Mini USB interface, a Micro USB interface, a USB Type C interface, or the like. The USB interface 130 may be used to connect a charger to charge the electronic device 100, and may also be used to transfer data between the electronic device 100 and a peripheral device. And can also be used for connecting with a headset, and playing audio through the headset. The interface may also be used to connect other electronic devices, such as AR devices, etc.
It should be understood that the interfacing relationship between the modules illustrated in the embodiments of the present invention is only illustrative, and is not meant to limit the structure of the electronic device 100. In other embodiments of the present invention, the electronic device 100 may also employ different interfacing manners in the above embodiments, or a combination of multiple interfacing manners.
The charge management module 140 is configured to receive a charge input from a charger. The charger can be a wireless charger or a wired charger. In some wired charging embodiments, the charge management module 140 may receive a charging input of a wired charger through the USB interface 130. In some wireless charging embodiments, the charge management module 140 may receive wireless charging input through a wireless charging coil of the electronic device 100. The charging management module 140 may also supply power to the electronic device through the power management module 141 while charging the battery 142.
The power management module 141 is used for connecting the battery 142, and the charge management module 140 and the processor 110. The power management module 141 receives input from the battery 142 and/or the charge management module 140 and provides power to the processor 110, the internal memory 121, the external memory, the display 194, the wireless communication module 160, and the like. The power management module 141 may also be configured to monitor battery capacity, battery cycle number, battery health (leakage, impedance) and other parameters. In other embodiments, the power management module 141 may also be provided in the processor 110. In other embodiments, the power management module 141 and the charge management module 140 may be disposed in the same device.
The wireless communication function of the electronic device 100 may be implemented by the antenna 1, the antenna 2, the mobile communication module 150, the wireless communication module 160, a modem processor, a baseband processor, and the like.
The antennas 1 and 2 are used for transmitting and receiving electromagnetic wave signals. Each antenna in the electronic device 100 may be used to cover a single or multiple communication bands. Different antennas may also be multiplexed to improve the utilization of the antennas. For example: the antenna 1 may be multiplexed into a diversity antenna of a wireless local area network. In other embodiments, the antenna may be used in conjunction with a tuning switch.
The mobile communication module 150 may provide a solution for wireless communication including 2G/3G/4G/5G, etc., applied to the electronic device 100. The mobile communication module 150 may include at least one filter, switch, power amplifier, low noise amplifier (Low Noise Amplifier, LNA), etc. The mobile communication module 150 may receive electromagnetic waves from the antenna 1, perform processes such as filtering, amplifying, and the like on the received electromagnetic waves, and transmit the processed electromagnetic waves to the modem processor for demodulation. The mobile communication module 150 can amplify the signal modulated by the modem processor, and convert the signal into electromagnetic waves through the antenna 1 to radiate. In some embodiments, at least some of the functional modules of the mobile communication module 150 may be disposed in the processor 110. In some embodiments, at least some of the functional modules of the mobile communication module 150 may be provided in the same device as at least some of the modules of the processor 110. The modem processor may include a modulator and a demodulator. The modulator is used for modulating the low-frequency baseband signal to be transmitted into a medium-high frequency signal. The demodulator is used for demodulating the received electromagnetic wave signal into a low-frequency baseband signal. The demodulator then transmits the demodulated low frequency baseband signal to the baseband processor for processing. The low frequency baseband signal is processed by the baseband processor and then transferred to the application processor. The application processor outputs sound signals through an audio device (not limited to speakers, receivers, etc.), or displays images or video through a display screen 194. In some embodiments, the modem processor may be a stand-alone device. In other embodiments, the modem processor may be provided in the same device as the mobile communication module 150 or other functional module, independent of the processor 110.
The wireless communication module 160 may provide solutions for wireless communication including wireless local area network (Wireless Local Area Networks, WLAN) (e.g., wireless fidelity (Wireless Fidelity, wi-Fi) network), bluetooth (BT), global navigation satellite system (Global Navigation Satellite System, GNSS), frequency modulation (Frequency Modulation, FM), near field wireless communication technology (Near Field Communication, NFC), infrared technology (IR), etc., as applied to the electronic device 100. The wireless communication module 160 may be one or more devices that integrate at least one communication processing module. The wireless communication module 160 receives electromagnetic waves via the antenna 2, modulates the electromagnetic wave signals, filters the electromagnetic wave signals, and transmits the processed signals to the processor 110. The wireless communication module 160 may also receive a signal to be transmitted from the processor 110, frequency modulate it, amplify it, and convert it to electromagnetic waves for radiation via the antenna 2.
In some embodiments, antenna 1 and mobile communication module 150 of electronic device 100 are coupled, and antenna 2 and wireless communication module 160 are coupled, such that electronic device 100 may communicate with a network and other devices through wireless communication techniques. The wireless communication techniques may include the Global System for Mobile communications (Global System for Mobile Communications, GSM), general packet radio service (General Packet Radio Service, GPRS), code division multiple access (Code Division Multiple Access, CDMA), wideband code division multiple access (Wideband Code Division Multiple Access, WCDMA), time division code division multiple access (Time-Division Code Division Multiple Access, TDSCDMA), long term evolution (Long Term Evolution, LTE), BT, GNSS, WLAN, NFC, FM, and/or IR techniques, among others. The GNSS may include a global satellite positioning system (Global Positioning System, GPS), a global navigation satellite system (Global Navigation Satellite System, GLONASS), a beidou satellite navigation system (Beidou Navigation Satellite System, BDS), a Quasi zenith satellite system (Quasi-Zenith Satellite System, QZSS) and/or a satellite based augmentation system (Satellite Based Augmentation Systems, SBAS).
The electronic device 100 implements display functions through a GPU, a display screen 194, an application processor, and the like. The GPU is a microprocessor for image processing, and is connected to the display 194 and the application processor. The GPU is used to perform mathematical and geometric calculations for graphics rendering. Processor 110 may include one or more GPUs that execute program instructions to generate or change display information.
The display screen 194 is used to display images, videos, and the like. The display 194 includes a display panel. The display panel may employ a liquid crystal display (Liquid Crystal Display, LCD), an Organic Light-Emitting Diode (OLED), an Active-matrix Organic Light-Emitting Diode (AMOLED) or an Active-matrix Organic Light-Emitting Diode (Matrix Organic Light Emitting Diode), a flexible Light-Emitting Diode (Flex), a Mini Led, a Micro-OLED, a quantum dot Light-Emitting Diode (Quantum Dot Light Emitting Diodes, QLED), or the like. In some embodiments, the electronic device 100 may include 1 or N display screens 194, N being a positive integer greater than 1.
The digital signal processor is used for processing digital signals, and can process other digital signals besides digital image signals. For example, when the electronic device 100 selects a frequency bin, the digital signal processor is used to fourier transform the frequency bin energy, or the like.
Video codecs are used to compress or decompress digital video. The electronic device 100 may support one or more video codecs. In this way, the electronic device 100 may play or record video in a variety of encoding formats, such as: dynamic picture experts group (moving picture experts group, MPEG) 1, MPEG2, MPEG3, MPEG4, etc.
The NPU is a neural-network (NN) computing processor, and can rapidly process input information by referencing a biological neural network structure, for example, referencing a transmission mode between human brain neurons, and can also continuously perform self-learning. Applications such as intelligent awareness of the electronic device 100 may be implemented through the NPU, for example: image recognition, face recognition, speech recognition, text understanding, etc.
The external memory interface 120 may be used to connect an external memory card, such as a Micro SD card, to enable expansion of the memory capabilities of the electronic device 100. The external memory card communicates with the processor 110 through an external memory interface 120 to implement data storage functions. For example, files such as music, video, etc. are stored in an external memory card.
The internal memory 121 may be used to store computer executable program code including instructions. The processor 110 executes various functional applications of the electronic device 100 and data processing by executing instructions stored in the internal memory 121. The internal memory 121 may include a storage program area and a storage data area. The storage program area may store an application program (such as a sound playing function, an image playing function, etc.) required for at least one function of the operating system, etc. The storage data area may store data created during use of the electronic device 100 (e.g., audio data, phonebook, etc.), and so on. In addition, the internal memory 121 may include a high-speed random access memory, and may further include a nonvolatile memory such as at least one magnetic disk storage device, a flash memory device, a universal flash memory (universal flash storage, UFS), and the like.
The pressure sensor is used for sensing a pressure signal and can convert the pressure signal into an electric signal. In some embodiments, the pressure sensor may be provided on the display screen 194. Pressure sensors are of many kinds, such as resistive pressure sensors, inductive pressure sensors, capacitive pressure sensors, etc. The capacitive pressure sensor may be a capacitive pressure sensor comprising at least two parallel plates with conductive material. When a force is applied to the pressure sensor, the capacitance between the electrodes changes. The electronic device 100 determines the strength of the pressure from the change in capacitance. When a touch operation is applied to the display screen 194, the electronic apparatus 100 detects the intensity of the touch operation according to the pressure sensor. The electronic device 100 may also calculate the location of the touch based on the detection signal of the pressure sensor. In some embodiments, touch operations that act on the same touch location, but at different touch operation strengths, may correspond to different operation instructions. For example: and executing an instruction for checking the short message when the touch operation with the touch operation intensity smaller than the first pressure threshold acts on the short message application icon. And executing an instruction for newly creating the short message when the touch operation with the touch operation intensity being greater than or equal to the first pressure threshold acts on the short message application icon.
The ambient light sensor is used for sensing ambient light brightness. The electronic device 100 may adaptively adjust the brightness of the display 194 based on the perceived ambient light level. The ambient light sensor may also be used to automatically adjust white balance when taking a photograph. The ambient light sensor may also cooperate with the proximity light sensor to detect whether the electronic device 100 is in a pocket to prevent false touches.
The fingerprint sensor is used for collecting fingerprints. The electronic device 100 may utilize the collected fingerprint feature to unlock the fingerprint, access the application lock, photograph the fingerprint, answer the incoming call, etc.
Touch sensors, also known as "touch panels". The touch sensor may be disposed on the display screen 194, and the touch sensor and the display screen 194 form a touch screen, which is also referred to as a "touch screen". The touch sensor is used to detect a touch operation acting on or near it. The touch sensor may communicate the detected touch operation to the application processor to determine the touch event type. Visual output related to touch operations may be provided through the display 194. In other embodiments, the touch sensor may also be disposed on a surface of the electronic device 100 at a different location than the display 194.
The software system of the electronic device 100 may employ a layered architecture, an event driven architecture, a microkernel architecture, a microservice architecture, a cloud architecture, or the like, which is not limited by the present invention.
In the following, taking the electronic device 100 as an example with the running memory (e.g. RAM) and the body memory (e.g. ROM) as the electronic device 100 shown in fig. 1 as the base, an embodiment of the present invention provides a method for archiving a game, and referring to fig. 2, fig. 2 is a flow chart of a method for archiving a game provided in the embodiment of the present invention. A snoop tag is operated in an operation memory of the electronic device, the snoop tag is used for determining the data change condition of a stand-alone game operated on the electronic device, and the archiving method comprises the following steps:
s31, judging whether the monitoring mark is matched with a preset archiving mark value.
If not, the process returns to S31. For example, a timer process may be started when a stand-alone game starts, a preset period is set to detect whether the monitor tag is matched with a preset archive tag value, and when the monitor tag is not matched with the preset archive tag value, the next monitor tag matching process is waited; the preset period set to be increased or decreased in a trapezoid may be a fixed archive node set at the game logic layer of the stand-alone game, and when the fixed archive node is reached, the above-described S31 is executed.
Aiming at the monitoring mark, the monitoring mark can be a process deployed on an operation memory when a single-machine game is deployed on the electronic equipment; for example, the snoop tag may be a "while" statement in the program of the stand-alone game, and the process corresponding to the "while" statement is run on the running memory; the snoop may also be marked as a "variable" which may be used to determine whether the data of the stand-alone game has changed. For example, taking the above-described preset archive flag value as "TRUE" as an example, when the snoop flag is "TRUE", it is determined that the snoop flag matches the preset archive flag value.
If the snoop flag matches the preset archive flag value, S32 is performed.
S32, storing the current data of the single-machine game into an operation memory.
The current data is used to indicate the current progress of the stand-alone game. For example, the current data may be data in which the game logic layer stores data changed in the game logic layer into a MAP of the RAM in the form of a Key-Value (K-V) structure; it should be appreciated that when the snoop tag changes in the data in RAM, the value of the snoop tag may change to TRUE, which represents the change in the data in RAM.
S33, updating the archive file in the body storage of the electronic equipment according to the current data stored in the running memory.
The archive file is used for indicating that when the stand-alone game is restarted, the current data is called, and the stand-alone game is loaded from the current progress. It should be appreciated that when a stand-alone game exits, the archive file is stored separately on the body and is not destroyed as is the case with data on the running memory.
Firstly, setting a monitoring mark to detect the data change of a single machine game running on the electronic equipment, further archiving the game when the monitoring mark is matched with a preset archiving mark value, and enabling a user to not need to manually save the progress of the single machine game or interact with a server side in the process of running the single machine game on the electronic equipment.
In addition, the user can exit the single-machine game at any time under the condition of no network, and can load progress according to the archive file stored in the machine body storage of the electronic equipment when restarting the single-machine game.
In order to facilitate understanding of the archiving method described above, the embodiment of the present invention provides a possible embodiment, and assuming that a stand-alone game is running in a game logic layer of an electronic device, when the electronic device determines that the listening flag matches a preset archiving flag value, an archiving thread may be newly created, where the archiving thread and the game logic layer are not in the same process: therefore, if the single game exits due to abnormal exit or other reasons, the process of the archiving thread to save the archived file is not affected by the logic layer of the single game exiting game; in other words, the user can log out of the stand-alone game at any time in the process of playing the stand-alone game at the electronic equipment end, and when the stand-alone game is opened again, the user can load the game from the game progress at the last log-out time (namely, the current progress) because the body of the electronic equipment is provided with the archive file of the stand-alone game.
For example, the above-described S31 may be executed using the above-described game logic layer, and the above-described S32 to S33 may be executed using the above-described archiving thread; when the electronic device exits the stand-alone game due to abnormal operation of a user or other reasons, and the game logic layer determines that the monitoring mark is matched with the preset archiving mark value, the archiving thread can execute a subsequent archiving process so as to save the game progress of the stand-alone game, and the situation that the archiving of the game progress fails due to closing of the game logic layer when the archiving process and the judging process of the monitoring mark are both arranged on the game logic layer is avoided.
The running memory of the electronic equipment generally adopts RAM and the machine body storage generally adopts ROM; however, the RAM can only temporarily store data, and if the RAM is powered down, the content stored thereon will be lost; when the ROM is adopted for the body storage, the ROM is a built-in memory of the electronic equipment, and the data stored on the ROM can be stored in a lasting manner; it should be understood that when a stand-alone game is run on an electronic device, data interaction mostly occurs on RAM in order to increase the running speed of the stand-alone game; when the archive file is stored on the RAM, the stand-alone game cannot be archived if the electronic device loses power and the game exits. In order to solve the above-mentioned problem, taking the electronic device 100 shown in fig. 1 as an example, a possible implementation manner is given on the basis of fig. 2, please refer to fig. 3, and fig. 3 is a flow chart of another method for archiving games according to an embodiment of the present invention. The S33 may include:
s331, generating a first temporary file according to current data stored in an operation memory.
The first temporary file is a file to be archived indicating a current progress.
And S332, updating the archive file in the body storage of the electronic equipment according to the first temporary file.
It can be understood that a first temporary file is generated on the basis of the current data stored in the running memory, so that the game logic layer of the stand-alone game is not influenced to read corresponding data; according to the first temporary file, the archive file in the machine body storage is updated, and the current data in the running memory is not required to be directly called when the archive file is updated, so that the fluency of the stand-alone game can be ensured.
In addition, if the electronic device loses power to cause the abnormal withdrawal of the stand-alone game, since the archive file is stored in the body storage (such as ROM), the archive file cannot lose the stored content of the electronic device due to the loss of the power of the electronic device, namely, when the electronic device resumes the power and restarts the stand-alone game, the archive file can be obtained from the body storage of the electronic device, and the stand-alone game is loaded from the game progress corresponding to the archive file.
In an alternative embodiment, the data is generally stored in the body memory or the running memory in a plurality of different forms, such as binary data, mechanical language, assembly language, etc., in order to improve the efficiency of game archiving and the data processing efficiency of loading the archived file, taking the electronic device 100 shown in fig. 1 as an example, taking the binary data as an example on the basis of fig. 3, please refer to fig. 4, and fig. 4 is a flow chart of another archiving method of a game provided by an embodiment of the present invention. The S331 may include:
S331a, copying the current data in the running memory to obtain copy data of the current data.
S331b, storing the binary converted copy data into a first temporary file stored in the machine body.
It can be understood that the copy of the current data is converted into a binary form, and then the binary form is stored in the first temporary file stored in the machine body, and if the stand-alone game is restarted, the progress of the stand-alone game can be rapidly loaded by reading the binary archive file, so that the running efficiency of the game is improved.
For example, a copy of the complete current data "D1" may be copied from a MAP of a running memory (e.g., RAM), the copy of the complete current data "D1" may be converted to binary data "B1", and the binary data "B1" may be saved to a first temporary file "X1" of a body memory (ROM) for subsequent archive updates.
When a file is required to be updated, different modes such as covering (deleting an original file), directly storing (retaining an original file, invalidating original data by using a tag or label) are adopted, and a possible implementation manner is given on the basis of fig. 3 by taking the electronic device 100 shown in fig. 1 as an example, and fig. 5 is a flow chart of another archiving method of a game provided by the embodiment of the present invention.
The S332 may include:
s332a, judging whether progress archiving of the stand-alone game exists in the machine body storage.
The progress archive has a game archive identification for indicating that the progress archive is a valid archive of the stand-alone game. For example, the game archive identification may be a naming of the archive file, or a string of characters may be added to the archive file.
If yes, executing S332b; if not, S332c is performed.
S332b, deleting the progress archive, and adding the game archive identification to the first temporary file.
S332c, storing the first temporary file in the body and adding the game archive identifier to the first temporary file.
It can be understood that if the progress archiving of the game exists before the current archiving in the machine body storage, after deleting the progress archiving, adding the game archiving identification to the first temporary file, and using the first temporary file as a new archiving file, the space of the machine body storage can be effectively saved, and the storage resource occupation of the archiving file is reduced.
For example, when the first temporary file "X1" is received by the machine body storage, it is determined whether or not an old progress archive (assuming that the game archive flag is "F1") already exists before the machine body storage, and if so, the first temporary file is renamed to "F1" and is used as the progress archive of the stand-alone game, thereby completing the archive file update of the stand-alone game.
In an alternative embodiment, in order to implement real-time archiving of a stand-alone game, a possible implementation manner is given on the basis of fig. 3, and referring to fig. 6, fig. 6 is a schematic flow chart of another archiving method of a game provided by an embodiment of the present invention. After S331 described above, the archiving method may further include:
s34, setting the monitoring mark as a mark value to be archived.
The to-be-archived flag value is used to indicate that the electronic device is not performing an archiving process for stand-alone games. For example, the flag value to be archived may be "FALSE".
It should be understood that after the first temporary file is generated, the process of updating the archive file is stored in the machine body, and is irrelevant to the running memory, and the listening mark deployed on the running memory is set as a mark to be archived "FALSE" for archiving the next game progress, so that the data change of the single machine game of the next time can be effectively detected, so that the next archive file update can be performed, the archiving action of the user is reduced, the archiving accuracy of the game is improved, and the game experience of the user is improved.
It can be understood that the above-mentioned game is archived only in the running state (the case of not exiting the game), but in fact, the above-mentioned archiving method can also be used in the course of ending the stand-alone game, for example, when receiving the related instruction of the user to exit the stand-alone game, it can detect whether the listening flag is "TRUE", if not, it can exit the stand-alone game directly; if the listening flag is "TRUE", which means that the data of the stand-alone game has changed during the process (game ending process), the electronic device may start a new thread to execute the above steps S31 to S34 and possible sub-steps thereof, so as to realize the progress archiving of the stand-alone game. For example, a new thread "R1" is started to perform a subsequent archiving process; serializing the current data in RAM into binary data "B1"; a first temporary file "X1" that saves binary data "B1" to the ROM; it is judged whether or not an old progress archive "F1" has been previously present in the ROM, and if so, the progress archive "F1" is deleted first, and the first temporary file "X1" is renamed to "F1".
In order to implement the archiving method of any one of the games, the embodiment of the invention provides a archiving device of the game, which is applied to an electronic device, wherein a monitoring mark is arranged in an operation memory of the electronic device, the monitoring mark characterizes a data change condition of a single game operated on the electronic device, please refer to fig. 7, and fig. 7 is a block schematic diagram of the archiving device of the game provided by the embodiment of the invention. The archiving device 40 includes: a judgment module 41 and an execution module 42.
The judging module 41 is configured to judge whether the listening flag matches a preset archive flag value.
The execution module 42 is configured to store current data of the stand-alone game into the running memory when the snoop flag matches a preset archive flag value. The current data is used to indicate the current progress of the stand-alone game.
The execution module 42 is further configured to update the archive file stored in the body storage of the electronic device according to the current data stored in the running memory. The archive file is used for indicating that when the stand-alone game is restarted, the current data is called, and the stand-alone game is loaded from the current progress.
It should be understood that the judging module 41 and the executing module 42 may cooperatively implement S31 to S33 and possible sub-steps thereof described above.
In an alternative embodiment, the execution module 42 is further configured to generate the first temporary file according to current data stored in the running memory. The first temporary file is a file to be archived indicating a current progress. The execution module 42 is further configured to update an archive file in a body storage of the electronic device according to the first temporary file.
It should be understood that the execution module 42 may implement S331-S332 and possible sub-steps thereof as described above.
In an alternative embodiment, execution module 42 is further configured to copy the current data in the runtime memory to obtain copy data of the current data. The execution module 42 is further configured to store the binary-converted copy data to a first temporary file stored in the body.
It should be understood that the execution module 42 may implement S331 a-S331 b and possible sub-steps thereof as described above.
In an alternative embodiment, the determining module 41 is further configured to determine whether a progress archive of the stand-alone game exists in the body storage. The progress archive has a game archive identification for indicating that the progress archive is a valid archive of the stand-alone game. The execution module 42 is further configured to delete the progress archive if there is a progress archive of the stand-alone game in the body storage, and to add the game archive identification to the first temporary file. The execution module 42 is further configured to store the first temporary file to the body store and add the game archive identifier to the first temporary file if there is no progress archive of the stand-alone game in the body store.
It should be appreciated that the determination module 41 and the execution module 42 may cooperatively implement S332a, S332b, S332c and possible sub-steps thereof as described above.
In an alternative embodiment, execution module 42 is also configured to set the snoop flag to a value of the flag to be archived. The flag value to be archived is used to indicate that the electronic device is not performing the archiving process of the stand-alone game.
It should be appreciated that the execution module 42 may implement S34 and its possible sub-steps described above.
In the several embodiments provided in the present invention, it should be understood that the disclosed apparatus and method may be implemented in other manners. The apparatus embodiments described above are merely illustrative, for example, of the flowcharts and block diagrams in the figures that illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods and computer program products according to various embodiments of the present invention. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). It should also be noted that in some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
In addition, functional modules in the embodiments of the present invention may be integrated together to form a single part, or each module may exist alone, or two or more modules may be integrated to form a single part.
The functions, if implemented in the form of software functional modules and sold or used as a stand-alone product, may be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present invention may be embodied essentially or in a part contributing to the prior art or in a part of the technical solution, in the form of a software product stored in a storage medium, comprising several instructions for causing a computer device (which may be a personal computer, a server, a network device, etc.) to perform all or part of the steps of the method according to the embodiments of the present invention. And the aforementioned storage medium includes: a usb disk, a removable hard disk, a ROM, a RAM, a magnetic disk, or an optical disk, etc.
In summary, the present invention provides a method, an apparatus, an electronic device, and a computer readable storage medium for archiving a game, and relates to the field of data processing. The archiving method of the game is applied to the electronic equipment, a monitoring mark is arranged in an operation memory of the electronic equipment, the monitoring mark characterizes the data change condition of a single machine game operated on the electronic equipment, and the method comprises the following steps: judging whether the monitoring mark is matched with a preset archiving mark value or not; if so, storing the current data of the single-machine game into an operation memory; the current data is used for indicating the current progress of the single-machine game; updating an archive file in a body storage of the electronic equipment according to the current data stored in the running memory; the archive file is used for indicating that when the stand-alone game is restarted, the current data is called, and the stand-alone game is loaded from the current progress. Setting a monitoring mark to detect the data change of the single-machine game running on the electronic equipment, and archiving the current progress of the single-machine game without manually saving the progress of the single-machine game in the process of running the single-machine game by the user; in addition, the user can exit the single-machine game at any time, and when restarting the single-machine game, progress loading can be carried out according to the archive files in the body storage of the electronic equipment.
The above description is only of the preferred embodiments of the present invention and is not intended to limit the present invention, but various modifications and variations can be made to the present invention by those skilled in the art. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present invention should be included in the protection scope of the present invention.

Claims (8)

1. The archiving method of the game is characterized by being applied to the electronic equipment, wherein the electronic equipment is provided with a game logic layer and an archiving thread; a monitoring mark is operated in an operation memory of the electronic equipment, the monitoring mark is used for determining the data change condition of a single-machine game operated on the game logic layer, and the method comprises the following steps:
the game logic layer judges whether the monitoring mark is matched with a preset archiving mark value or not;
if the current data of the stand-alone game is matched with the current data of the stand-alone game, the archiving thread stores the current data of the stand-alone game into the running memory; the current data is used for indicating the current progress of the stand-alone game;
the archiving thread generates a first temporary file according to the current data stored in the running memory; the first temporary file is a file to be archived indicating the current progress;
The archiving thread updates the archiving file in the body storage of the electronic equipment according to the first temporary file; and the archive file is used for indicating that when the stand-alone game is restarted, the current data is called, and the stand-alone game is loaded from the current progress.
2. The method of claim 1, wherein the archiving thread generates a first temporary file from the current data stored in the running memory, comprising:
copying the current data in the running memory to obtain copy data of the current data;
and storing the binary converted copy data to the first temporary file stored in the machine body.
3. The method of claim 1, wherein the archiving thread updating the archive file in the body store of the electronic device based on the first temporary file comprises:
judging whether the progress archiving of the stand-alone game exists in the machine body storage; the progress archive has a game archive identification for indicating that the progress archive is a valid archive of the stand-alone game;
if yes, deleting the progress archive, and adding the game archive identification to the first temporary file;
If not, the first temporary file is stored in the machine body, and the game archiving identification is added to the first temporary file.
4. A method according to any one of claims 1-3, wherein after the archiving thread generates a first temporary file from the current data stored in the running memory, the method further comprises:
setting the monitoring mark as a mark value to be archived; the flag value to be archived is used to indicate that the electronic device is not executing the archiving process of the stand-alone game.
5. A game archiving apparatus for use with an electronic device, the electronic device having a listening tag running in a running memory of the electronic device, the listening tag being configured to determine a change in data of a stand-alone game running on the electronic device, the apparatus comprising: a game logic layer and an archiving thread;
the game logic layer is used for judging whether the monitoring mark is matched with a preset archiving mark value or not;
the archiving thread is used for generating a first temporary file according to the current data stored in the running memory; the first temporary file is a file to be archived indicating the current progress;
The archiving thread is further used for updating the archiving file in the body storage of the electronic equipment according to the first temporary file; and the archive file is used for indicating that when the stand-alone game is restarted, the current data is called, and the stand-alone game is loaded from the current progress.
6. The archive device of claim 5, wherein the archive thread is further configured to replicate the current data in the running memory to obtain duplicate data of the current data;
the archiving thread is further used for storing the duplicate data after binary conversion to the first temporary file stored by the machine body.
7. An electronic device comprising a processor and a memory, the memory storing machine executable instructions executable by the processor to implement the method of any one of claims 1-4.
8. A computer readable storage medium, on which a computer program is stored, characterized in that the computer program, when being executed by a processor, implements the method of any of claims 1-4.
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