CN111416748B - Attack and defense actual combat large screen drawing method based on intranet topology - Google Patents
Attack and defense actual combat large screen drawing method based on intranet topology Download PDFInfo
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Abstract
The invention provides an attack and defense actual combat large screen drawing method based on an intranet topology, which comprises the following steps of: s1: placing background, countdown and decorative elements on the large screen; s2: preparing images of different network devices, and placing the image of each network device in the intranet topology on a large screen according to the region to which the image belongs; s3: recording information of each network node of the match intranet topology in a configuration file; s4: making an attack path; s5: making attack, defense and attack effects; s6: switching the teams: s7: communication with the backend is established. The method provided by the invention can realize the close combination with the intranet topology, so that the competition is more ornamental.
Description
Technical Field
The invention relates to the technical field of intranet topology, in particular to an attack and defense actual combat large screen drawing method based on the intranet topology.
Background
The network attack and defense actual combat large screen is applied to various network security technology competitive games (such as CTF flag-robbing games), the scoring condition of the participants in the games is displayed through charts and animations, and the appreciation of the games can be greatly improved.
The existing large screen for attack and defense combat has the problems of monotonous display content and single expression technology. Network attack and defense competition is usually carried out in a set of internal networks with complex topological structures, competition teams attack and defend each other in a network space, network service loopholes are excavated, opponent services are attacked to score, and self service loopholes are repaired to defend so as to avoid losing scores. However, the existing large screen only describes the operation of players in text, displays the scoring condition of teams through a bar chart, and cannot display the fierce competition condition.
The patent application CN109816752A of chinese invention provides a method for drawing station yard graph. The method comprises the following steps: acquiring the arrangement direction of an original station yard graph to be displayed and display parameters of a display screen; the display parameters at least comprise the number of sub-screens of the display screen and the resolution parameter of each sub-screen; cutting the original station field diagram according to the number of the sub-screens and the arrangement direction to obtain sub-station field diagrams respectively corresponding to the sub-screens; presetting the substation field map according to the resolution parameters to obtain a target substation field map matched with the resolution parameters, wherein the target substation field map comprises preset field elements; and forming the target substation field map into a target station field map.
Chinese invention patent CN103455973A discloses a screen image drawing method and device. Firstly, establishing a memory buffer area object according to the size of a screen; judging factors such as signal density and updating frequency of a corresponding memory area in real time, dynamically sending signal density information to a screen segmentation controller according to the signal density condition, partitioning the memory according to the factors, and respectively drawing corresponding dynamic signal resources according to the partitions; and finally, copying the image in the partitioned memory to a screen. The problems of dynamic image drawing performance and resource occupation under the condition of high signal frequency under a large screen are solved, and dynamic drawing of mass signals is realized.
None of the above patent applications disclose how to better demonstrate the scoring of a contestant in a competitive game, such as a CTF marquee.
In view of the above, there is a need to design and implement a big screen rendering technique for attack and defense, which is closely combined with the intranet topology, to make the game more enjoyable.
Disclosure of Invention
In order to solve the technical problems in the prior art, the invention provides an attack and defense actual combat large screen drawing method based on an intranet topology, which can realize an attack and defense actual combat large screen drawing technology tightly combined with the intranet topology, so that a competition is more ornamental.
The specific technical scheme is as follows: the invention provides an attack and defense actual combat large screen drawing method based on an intranet topology, which comprises the following steps of:
s1: placing background, countdown and decorative elements on the large screen;
s2: preparing images of different network devices, and placing the image of each network device in the intranet topology on a large screen according to the region to which the image belongs;
s3: recording information of each network node of the match intranet topology in a configuration file;
s4: making an attack path, wherein the attack path is matched with an attack special effect display, so that the attack thinking of the competition team and the order of the attack nodes can be clearly restored;
s5: making an attack special effect, a defense special effect and a attack special effect, and when a certain node is attacked, defended or attacked, displaying the corresponding special effects on a large screen according to the information of the network node in the configuration file of the step S3;
s6: switching the teams: adopting a mode of switching teams, only displaying the match live condition of a certain team in the same time period, and repeating the steps;
s7: establishing communication with the backend: establishing connection with match data, and triggering the animation through unified scheduling of the back end.
Preferably, the method for creating an attack path in step S4 specifically includes the following steps:
s41: calculating the waypoints passing along the way by adopting a routing algorithm according to the attack initiating node and the target node;
s42: acquiring coordinates of the path points, and drawing the coordinates on a large screen;
s43: and triggering the attack special effect of the target node when the path animation is ended.
Preferably, the method for calculating waypoints passing along the way by using the way-finding algorithm in step S41 is as follows: traversing each adjacent node from the initiating node, if a certain adjacent node comprises a target node, ending the traversal of the adjacent node, and continuing the traversal of the next adjacent node; otherwise, the adjacent nodes of the adjacent nodes are continuously traversed.
Preferably, the method for displaying the attack path in step S4 specifically includes the following steps:
1) js is used as a 3D library, a scene, a renderer, a camera and illumination conditions are set, and an orthogonal projection camera is adopted;
2) converting the 2D coordinates of each node of the large screen into 3D coordinates according to the parameters of the orthogonal projection camera;
3) finding an attack path passing from an attack node to an attacked node by using an addressing algorithm, and drawing each path by using the THEE. Pasting an arrow pattern to the path with canvas texture;
4) setting clipping Planes for the attack path, changing the position of a section by tween.
5) And after the attack path animation is finished, triggering an attack special effect, and calling a remove method of the scene when the attack special effect disappears to make the attack path disappear together.
Preferably, the method for making the attack special effect in step S5 specifically includes the following steps:
s51: acquiring a 2D coordinate of an attacked node;
s52: positioning an attack special effect picture to a coordinate point, setting CSS attribute transition for the attack special effect picture, and changing the accessibility attribute of the attack special effect picture, wherein the attack special effect picture is opaque when the accessibility is 1, the attack special effect picture is completely transparent when the accessibility is 0, fade-out effect is obtained from 1- >0, and fade-in effect is obtained from 0- >1, so that fade-in and fade-out effect is realized;
s53: matching the html element of the attack special effect picture with CSS animation, and changing the transform and transform attributes of the element by setting a key frame to realize particle animation;
s54: the key frame is set to change the brightness attribute and the accessibility attribute of the luminous picture, so that the changed brightness effect is realized.
The brightness attribute is to apply a linear multiplication to the luminous picture to make it look brighter or darker. If the value is 0%, the image will be completely black. The value is 100%, the image is unchanged. The other values correspond to linear multiplier effects. Values above 100% are also possible and the image will be brighter than it was.
Therefore, the brightness value fluctuates in a certain range (for example, 0.7-1.2), so that the bright effect of brightness change can be realized, and the overall effect can be more random and natural by overlapping the opacity change.
Preferably, in step S6, when the data of the team being switched is received, all displayed breaking node elements on the large screen are traversed, the breaking node elements are removed from the html document, and the next team is started to be displayed in an animation mode.
Preferably, the large screen is sequentially divided into a background layer, a topology layer, a path animation layer and a topology animation layer from top to bottom;
the background layer is used for placing a large-screen background, a large-screen logo, countdown, team information and decorative elements;
topology layer: the system is used for placing each node in the topological network;
path animation layer: the path animation system is used for placing a path animation from an attack source to an attack target on a path animation layer when a topology node attack event occurs;
rubbing the animation layer: and when the attack, defense and attack events of the topology nodes occur, the node animation is placed at the corresponding node of the node animation layer.
Preferably, in step S3, the network nodes are a device node and a connection node, the information of the network node includes the coordinates of the node in the large screen and the neighboring nodes of the node, and the device node includes the IP address of the device.
Preferably, the websocket protocol is adopted to establish a connection with the game data in step S7, receive data pushed by the backend in real time, and trigger the large-screen animation.
Compared with the prior art, the invention has the following beneficial effects:
(1) the large screen provided by the invention is closely combined with the intranet topological structure, so that the competition conditions can be visually displayed;
(2) the large-screen animation elements are rich, the description is not limited to text description, different actions of the participants in the competition are expressed through different animation effects, the competition condition is displayed more vividly, and the appreciation of the competition is improved.
(3) The attack path obtained by the invention is matched with the attack special effect display, so that the attack thought of the competition team and the order of the attack nodes can be clearly restored (after an attacker attacks a certain node, the attacker often uses the node as a springboard to attack the next step).
(4) According to an attack initiating node and a target node, a proper routing algorithm is used for calculating a waypoint passing along the way, wherein, from a source node (initiating node), each adjacent node of the node is traversed, if a certain adjacent node contains the target node, the traversal of the adjacent node is ended, and the traversal of the next adjacent node is continued; otherwise, the nodes adjacent to the adjacent node (excluding the nodes existing in the path) are traversed. In this recursive loop, all possible paths from the source node to the target node can be found.
(5) When a plurality of teams participate in the game, because the large screen has limited content, in order to avoid overlarge information amount, a team switching mode is adopted, only the live game of a certain team is displayed in the same time period, and the process is repeated. When the team is switched, the large screen makes a corresponding prompt and clears all the breaking special effects of the previous team. It may take a short period of time to play back the team's actions and breaches of the node from the start of the game to the present.
Drawings
FIG. 1 is a flow chart of a method for drawing an attack and defense actual combat large screen of an intranet topology according to the present invention;
FIG. 2 is a schematic diagram of a layer of a large screen provided by the present invention;
FIG. 3 is a diagram of a network topology provided by the present invention;
FIG. 4 is topology graph data provided by the present invention (containing only neighbor node information);
FIG. 5 is a routing process from a starting point A to an end point F on FIG. 3;
figure 6 is the way finding result of figure 5.
Detailed Description
The following detailed description of embodiments of the invention refers to the accompanying drawings.
As shown in fig. 1, the invention provides a method for drawing an attack and defense actual combat large screen based on an intranet topology, which comprises the following steps:
s1: placing background, countdown and decorative elements on the large screen;
s2: preparing images of different network devices, and placing the image of each network device in the intranet topology on a large screen according to the region to which the image belongs;
s3: recording information of each network node of the match intranet topology in a configuration file;
s4: making an attack path, wherein the attack path is matched with an attack special effect display, so that the attack thinking of the competition team and the order of the attack nodes can be clearly restored;
s5: making an attack special effect, a defense special effect and a attack special effect, and when a certain node is attacked, defended or attacked, displaying the corresponding special effects on a large screen according to the information of the network node in the configuration file of the step S3;
s6: switching the teams: adopting a mode of switching teams, only displaying the match live condition of a certain team in the same time period, and repeating the steps;
s7: establishing communication with the backend: establishing connection with match data, and triggering the animation through unified scheduling of the back end.
As a preferred embodiment, the method for creating an attack path in step S4 provided by the present invention specifically includes the following steps:
s41: calculating the waypoints passing along the way by adopting a routing algorithm according to the attack initiating node and the target node;
s42: acquiring coordinates of the path points, and drawing the coordinates on a large screen;
s43: and triggering the attack special effect of the target node when the path animation is ended.
As a preferred embodiment, the method for calculating waypoints passing along the way by using the way-finding algorithm in step S41 provided by the present invention is: traversing each adjacent node from the initiating node, if a certain adjacent node comprises a target node, ending the traversal of the adjacent node, and continuing the traversal of the next adjacent node; otherwise, the adjacent nodes of the adjacent nodes are continuously traversed.
As a preferred embodiment, the method for displaying an attack path in step S4 provided by the present invention specifically includes the following steps:
1) js is used as a 3D library, a scene, a renderer, a camera and illumination conditions are set, and an orthogonal projection camera is adopted;
2) converting the 2D coordinates of each node of the large screen into 3D coordinates according to the parameters of the orthogonal projection camera;
3) finding an attack path passing from an attack node to an attacked node by using an addressing algorithm, and drawing each path by using the THEE. Pasting an arrow pattern to the path with canvas texture;
4) setting clipping Planes for the attack path, changing the position of a section by tween.
5) And after the attack path animation is finished, triggering an attack special effect, and calling a remove method of the scene when the attack special effect disappears to make the attack path disappear together.
As a preferred embodiment, the method for creating an attack special effect in step S5 provided by the present invention specifically includes the following steps:
s51: acquiring a 2D coordinate of an attacked node;
s52: positioning an attack special effect picture to a coordinate point, setting CSS attribute transition for the attack special effect picture, and changing the accessibility attribute of the attack special effect picture, wherein the attack special effect picture is opaque when the accessibility is 1, the attack special effect picture is completely transparent when the accessibility is 0, fade-out effect is obtained from 1- >0, and fade-in effect is obtained from 0- >1, so that fade-in and fade-out effect is realized;
s53: matching the html element of the attack special effect picture with CSS animation, and changing the transform and transform attributes of the element by setting a key frame to realize particle animation;
s54: the key frame is set to change the brightness attribute and the accessibility attribute of the luminous picture, so that the changed brightness effect is realized.
The brightness attribute is to apply a linear multiplication to the luminous picture to make it look brighter or darker. If the value is 0%, the image will be completely black. The value is 100%, the image is unchanged. The other values correspond to linear multiplier effects. Values above 100% are also possible and the image will be brighter than it was.
Therefore, the brightness value fluctuates in a certain range (for example, 0.7-1.2), so that the bright effect of brightness change can be realized, and the overall effect can be more random and natural by overlapping the opacity change.
In a preferred embodiment, in step S6, after receiving the data of the team being switched, the present invention traverses all displayed broken node elements on the large screen, removes the broken node elements from the html document, and starts the animation display of the next team.
As a preferred embodiment, the large screen provided by the invention is sequentially divided into a background layer, a topology layer, a path animation layer and a topology animation layer from top to bottom;
the background layer is used for placing a large-screen background, a large-screen logo, countdown, team information and decorative elements;
topology layer: the system is used for placing each node in the topological network;
path animation layer: the path animation system is used for placing a path animation from an attack source to an attack target on a path animation layer when a topology node attack event occurs;
rubbing the animation layer: and when the attack, defense and attack events of the topology nodes occur, the node animation is placed at the corresponding node of the node animation layer.
As a preferred embodiment, the network nodes in step S3 provided by the present invention are a device node and a connection node, the information of the network node includes the coordinates of the node in the large screen and the neighboring nodes of the node, and the device node includes the IP address of the device.
As a preferred embodiment, the websocket protocol is adopted to establish a link with the game data in step S7, and the data pushed by the back end is received in real time, and the large-screen animation is triggered.
Example 1
The embodiment provides an attack and defense actual combat large screen drawing method based on an intranet topology.
As shown in fig. 2, the large screen provided in this embodiment is divided into 4 layers, which are sequentially from bottom to top:
background layer: placing basic large-screen information and decorative elements such as a large-screen background, a large-screen logo, countdown and team information;
topology layer: the nodes in the topology network are placed depending on the specific topology in the race. In general, nodes in a topology layer can be divided into two categories: a device node and a connection node. The device nodes correspond to physical devices in a real network environment, and the connection nodes are only line junction points in a network topology map displayed on a large screen.
Path animation layer: when a topology node attack event occurs, placing a path animation from an attack source to an attack target on a path animation layer;
rubbing the animation layer: when the attack, defense and attack events of the topology nodes occur, the node animation is placed at the corresponding node of the node animation layer.
The attack and defense actual combat large screen drawing method based on the intranet topology provided by the invention comprises the following steps:
s1: firstly, realizing a background layer, and placing a background, a countdown, a decorative element and the like on the background layer according to a design drawing;
s2: preparing images of different network devices, and placing the image of each network device in the intranet topology on a topology layer according to the region to which the image belongs;
s3: the information of each node (equipment node and connecting node) of the competition intranet topology is recorded in the configuration file, and the information comprises the coordinates of the node in the large screen and the adjacent nodes of the node. Wherein the device node also needs to record the IP address of the device.
S4: and making an attack path of the path animation layer. The attack path is displayed in cooperation with the attack special effect, so that the attack thought of the competition team and the order of the attack nodes can be clearly restored (after an attacker attacks a certain node, the attacker often uses the node as a springboard to attack the next step).
(1) And calculating the waypoints passing along the way by using a proper routing algorithm according to the initiating node and the target node of the attack.
For example, each neighboring node is traversed from the source node, if a neighboring node contains the target node, the traversal of the neighboring node is ended, and the traversal of the next neighboring node is continued; otherwise, the nodes adjacent to the adjacent node (excluding the nodes existing in the path) are traversed. In this recursive loop, all possible paths from the source node to the target node can be found.
3-6, the process of finding a path in an example topology is illustrated:
(2) acquiring coordinates of the path points, and drawing the coordinates on a large screen;
(3) and triggering the attack special effect of the target node when the path animation is ended.
S5: making attack, defense and attack effects of the topology animation layer. When a certain node is attacked, defended or broken, the corresponding special effect is displayed on a large screen according to the coordinates in the configuration file. The attack effect and the defense effect disappear after being displayed for a period of time, and the attack effect is kept on the network node all the time. The attack and defense special effects caused by different operations can be different, so that the audience can understand the match live condition more intuitively.
S6: and switching the teams. And a plurality of teams participate in the game, because the large screen has limited content, in order to avoid overlarge information amount, the team switching mode is adopted, only the live game of a certain team is displayed in the same time period, and the process is repeated. When the team is switched, the large screen makes a corresponding prompt and clears all the breaking special effects of the previous team. It may take a short period of time to play back the team's actions and breaches of the node from the start of the game to the present.
S7: communication with the backend is established. All the special effects need to reflect the actual conditions of the competition, so that the special effects need to be linked with competition data, and the animation is triggered through unified scheduling of the rear end.
The above description is only a preferred embodiment of the present invention and is not intended to limit the present invention, and various modifications and changes may be made by those skilled in the art. Any modification, equivalent replacement, or improvement made within the spirit and principle of the present invention shall fall within the protection scope of the present invention.
Claims (6)
1. An attack and defense actual combat large screen drawing method based on an intranet topology is characterized by comprising the following steps:
s1: placing background, countdown and decorative elements on the large screen;
s2: preparing images of different network devices, and placing the image of each network device in the intranet topology on a large screen according to the region to which the image belongs;
s3: recording information of each network node of the match intranet topology in a configuration file;
s4: making an attack path, displaying the attack path by matching with an attack special effect, and restoring an attack thought of the competition team and the sequence of the attack nodes;
s5: making an attack special effect, a defense special effect and a attack special effect, and when a certain node is attacked, defended or attacked, displaying the corresponding special effects on a large screen according to the information of the network node in the configuration file of the step S3;
s6: switching the teams: adopting a mode of switching teams, only displaying the match live condition of a certain team in the same time period, and repeating the steps;
s7: establishing communication with the backend: establishing a connection with match data, and triggering the animation through unified scheduling of a rear end;
the method for creating the attack path in the step S4 specifically includes the following steps:
s41: calculating the waypoints passing along the way by adopting a routing algorithm according to the attack initiating node and the target node;
s42: acquiring coordinates of the path points, and drawing the coordinates on a large screen;
s43: triggering the attack special effect of the target node when the path animation is ended;
the method for displaying the attack path in the step S4 specifically includes the following steps:
1) js is used as a 3D library, a scene, a renderer, a camera and illumination conditions are set, and an orthogonal projection camera is adopted;
2) converting the 2D coordinates of each node of the large screen into 3D coordinates according to the parameters of the orthogonal projection camera;
3) finding an attack path passing from an attack node to an attacked node by using an addressing algorithm, and drawing each path by using the THEE. Pasting an arrow pattern to the path with canvas texture;
4) setting clipping Planes for the attack path, changing the position of a section by tween.
5) After the attack path animation is finished, triggering an attack special effect, and calling a remove method of a scene when the attack special effect disappears to make the attack path disappear together;
the method for making the attack special effect in the step S5 specifically comprises the following steps:
s51: acquiring a 2D coordinate of an attacked node;
s52: positioning an attack special effect picture to a coordinate point, setting CSS attribute transition for the attack special effect picture, and changing the accessibility attribute of the attack special effect picture, wherein the attack special effect picture is opaque when the accessibility is 1, the attack special effect picture is completely transparent when the accessibility is 0, fade-out effect is obtained from 1- >0, and fade-in effect is obtained from 0- >1, so that fade-in and fade-out effect is realized;
s53: matching the html element of the attack special effect picture with CSS animation, and changing the transform and transform attributes of the element by setting a key frame to realize particle animation;
s54: the key frame is set to change the brightness attribute and the accessibility attribute of the luminous picture, so that the changed brightness effect is realized.
2. The method for drawing an attack and defense actual combat large screen based on the intranet topology as claimed in claim 1, wherein the method for calculating the waypoints passing along the way by adopting the routing algorithm in the step S41 comprises the following steps: traversing each adjacent node from the initiating node, if a certain adjacent node comprises a target node, ending the traversal of the adjacent node, and continuing the traversal of the next adjacent node; otherwise, the adjacent nodes of the adjacent nodes are continuously traversed.
3. The method for drawing an attack-defense actual combat large screen based on an intranet topology according to claim 1, wherein in step S6, after receiving data of a team being switched, all displayed attack node elements on the large screen are traversed, the attack node elements are removed from the html document, and animation display of the next team is started.
4. The method for drawing an attack and defense actual combat large screen based on the intranet topology according to claim 1, wherein the large screen is sequentially divided into a background layer, a topology layer, a path animation layer and a topology animation layer from top to bottom;
the background layer is used for placing a large-screen background, a large-screen logo, countdown, team information and decorative elements;
topology layer: the system is used for placing each node in the topological network;
path animation layer: the path animation system is used for placing a path animation from an attack source to an attack target on a path animation layer when a topology node attack event occurs;
rubbing the animation layer: and when the attack, defense and attack events of the topology nodes occur, the node animation is placed at the corresponding node of the node animation layer.
5. The method for mapping the attack and defense actual combat large screen based on the intranet topology as claimed in claim 1, wherein the network nodes in step S3 are device nodes and connection nodes, the information of the network nodes includes coordinates of the nodes in the large screen, and neighboring nodes of the nodes, and the device nodes include IP addresses of the devices.
6. The method for drawing an attack and defense actual combat large screen based on the intranet topology as claimed in claim 1, wherein the step S7 is performed by establishing a link with the match data by using a websocket protocol, receiving data pushed by a back end in real time, and triggering large screen animation.
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CN107241613A (en) * | 2017-07-24 | 2017-10-10 | 哈尔滨市舍科技有限公司 | Stadiums game situation multi-angle live broadcast system |
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CN110152291A (en) * | 2018-12-13 | 2019-08-23 | 腾讯科技(深圳)有限公司 | Rendering method, device, terminal and the storage medium of game picture |
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Denomination of invention: A Large Screen Rendering Method for Attack and Defense Operations Based on Intranet Topology Effective date of registration: 20230515 Granted publication date: 20201027 Pledgee: Bank of China Limited by Share Ltd. Guangzhou Tianhe branch Pledgor: GUANGZHOU JEESEEN NETWORK TECHNOLOGIES Co.,Ltd. Registration number: Y2023980040584 |