CN111672105A - Visual field data packet sending method, device, equipment and medium based on virtual environment - Google Patents

Visual field data packet sending method, device, equipment and medium based on virtual environment Download PDF

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Publication number
CN111672105A
CN111672105A CN202010469730.1A CN202010469730A CN111672105A CN 111672105 A CN111672105 A CN 111672105A CN 202010469730 A CN202010469730 A CN 202010469730A CN 111672105 A CN111672105 A CN 111672105A
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China
Prior art keywords
spectator
fighting
scene
data packet
character
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Pending
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CN202010469730.1A
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Chinese (zh)
Inventor
向熠
刘源
肖扬
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Tencent Technology Shenzhen Co Ltd
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Tencent Technology Shenzhen Co Ltd
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Priority to CN202010469730.1A priority Critical patent/CN111672105A/en
Publication of CN111672105A publication Critical patent/CN111672105A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • 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
    • A63F13/85Providing additional services to players
    • A63F13/86Watching games played by other players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/69Involving elements of the real world in the game world, e.g. measurement in live races, real video

Abstract

The application discloses a visual field data packet sending method, device, equipment and medium based on a virtual environment, and relates to the field of virtual environments. The method comprises the following steps: a scene process generates a visual field data packet of a first fighting role, and the visual field data packet is synchronized to a world process; the first fighting role is a virtual role running on a scene process and participating in fighting in a virtual environment, and the view data packet is used for displaying a fighting interface for fighting the first fighting role on the client; responding to the first fighting object having the fighting authority of the first fighting role, and synchronizing the view data packet to the fighting process by the world process; the first spectator object is an object operating on a spectator progress to watch a battle in the virtual environment; responding to the first spectator object having the spectator authority of the first spectator character, and sending a visual field data packet to the client of the first spectator object by the spectator process; the client is used for displaying the fighting interface according to the visual field data packet. The method can improve the resource utilization rate of the server.

Description

Visual field data packet sending method, device, equipment and medium based on virtual environment
Technical Field
The embodiment of the application relates to the field of virtual environments, in particular to a visual field data packet sending method, device, equipment and medium based on a virtual environment.
Background
In applications based on three-dimensional virtual environments, for example: a Massively Multiplayer Online Role-playing game (MMORPG) is provided with a large-scale battlefield, which is commonly participated by hundreds or thousands of participants. In addition, players may also view the participants in a large battlefield. After the battlefield is opened, the player can enter the battlefield with the identity of the spectator, and the spectator can only obtain the battlefield picture and cannot participate in the battlefield.
In the related art, a server is provided with a scene process and a spectator process, the scene process is used for calculating the logical operation of a visitor in the process of fighting, and the spectator process is used for calculating the logical operation of the spectator in the process of spectator fighting. The visitors fight in the scene process, and the spectators fight in the spectator fighting process. The scene process synchronizes the battlefield data to the spectator battlefield process every time the battlefield data changes, so that a spectator can conduct spectator battle in the mirror image battlefield.
In the sightseeing method in the related technology, the sightseeing process needs battlefield data in the full-scale synchronous scene process, the data flow is overlarge, and the server resources are wasted.
Disclosure of Invention
The embodiment of the application provides a visual field data packet sending method, device, equipment and medium based on a virtual environment, which can reduce data flow in a fighting process and improve the resource utilization rate of a server. The technical scheme is as follows:
in one aspect, a visual field data packet sending method based on a virtual environment is provided, and the method is applied to a server, and the server operates as follows: the method comprises a scene process, a fighting process and a world process, and comprises the following steps:
the scene process generates a visual field data packet of a first fighting role, and the visual field data packet is synchronized to the world process; the first fighting role is a virtual role running on the scene process and participating in fighting in a virtual environment, and the view data packet is used for displaying a fighting interface for watching the first fighting role on a client;
the world process synchronizes the view data packet to the spectator process in response to a first spectator object having spectator rights for the first spectator character; the first spectator object is an object that operates on the spectator progress to view the battle in the virtual environment;
in response to the first spectator object possessing the spectator authority of the first spectator character, the spectator process sending the view data packet to a client of the first spectator object; and the client is used for displaying the fighting interface according to the view data packet.
In another aspect, a visual field packet transmitting apparatus based on a virtual environment is provided, the apparatus including:
the scene module is used for generating a visual field data packet of the first fighting role and synchronizing the visual field data packet to the world module; the first fighting role is a virtual role running on the scene module and participating in fighting in a virtual environment, and the view data packet is used for displaying a fighting interface for watching the first fighting role on a client;
the world module is used for responding to the situation that a first fighting object has the fighting permission of the first fighting role, and synchronizing the visual field data packet to the fighting module; the first spectator object is an object that operates on the spectator module to view the battle in the virtual environment;
the spectator module is used for responding to the situation that the first spectator object has the spectator authority of the first spectator role, and sending the view data packet to the client of the first spectator object; and the client is used for displaying the fighting interface according to the view data packet.
In another aspect, a computer device is provided, which includes a processor and a memory, wherein the memory stores at least one instruction, at least one program, code set, or instruction set, which is loaded and executed by the processor to implement the virtual environment based view data packet sending method as described above.
In another aspect, a computer-readable storage medium is provided, in which at least one instruction, at least one program, a set of codes, or a set of instructions is stored, which is loaded and executed by a processor to implement the virtual environment based View packet transmission method as described above.
In another aspect, a computer program product is provided, in which at least one instruction, at least one program, a set of codes, or a set of instructions is stored, and loaded and executed by a processor to implement the virtual environment based visibility data package transmitting method according to any one of claims 1 to 9.
The beneficial effects brought by the technical scheme provided by the embodiment of the application at least comprise:
the server is provided with a spectator process, a world process and a scene process, logic operations of spectators and visitors are respectively operated by two different processes, the world process is used as a transfer station for information communication between the spectator process and the scene process, when the visual field data of the visitors change, the scene process synchronizes the visual field data packet of the visitors to the world process, the world process inquires the spectators with the spectator authority of the visitors, synchronizes the visual field data packet to the spectator process where the spectators are located, and then sends the visual field data packet to the client of the spectators through the spectator process, so that the battlefield picture of the visual angle of the visitors is displayed on the client, and spectator is realized. The scene process, the world process and the fighting process only need to synchronize the visual field data packets of the fighters under the fighting, and all data in the battlefield do not need to be synchronized in full quantity, so that the flow of the server is reduced, and the resource utilization rate of the server is improved. In addition, according to the spectator fighting method, the server can infinitely expand the number of the contained spectators through a method for expanding the spectator fighting process, and the data flow between the plurality of spectator fighting processes and the plurality of scene processes is managed through the world process, so that a large-scale spectator fighting scene is realized.
Drawings
In order to more clearly illustrate the technical solutions in the embodiments of the present application, the drawings needed to be used in the description of the embodiments are briefly introduced below, and it is obvious that the drawings in the following description are only some embodiments of the present application, and it is obvious for those skilled in the art to obtain other drawings based on these drawings without creative efforts.
Fig. 1 is a schematic structural diagram of a terminal provided in an exemplary embodiment of the present application;
FIG. 2 is a block diagram of a computer system provided in an exemplary embodiment of the present application;
FIG. 3 is a block diagram of a server according to another exemplary embodiment of the present application;
FIG. 4 is a flowchart of a method for transmitting a visual field data packet based on a virtual environment according to an exemplary embodiment of the present application;
FIG. 5 is a flowchart of a method for transmitting a visual field data packet based on a virtual environment according to another exemplary embodiment of the present application;
FIG. 6 is a flowchart of a method for transmitting a visual field data packet based on a virtual environment according to another exemplary embodiment of the present application;
FIG. 7 is a schematic view of a spectator interface for a virtual-environment-based view-field data packet transmission method according to another exemplary embodiment of the present application;
FIG. 8 is a schematic diagram of a user interface for a virtual environment based visual field packet transmission method according to another exemplary embodiment of the present application;
FIG. 9 is a flowchart of a method for transmitting a visual field data packet based on a virtual environment according to another exemplary embodiment of the present application;
FIG. 10 is a flowchart of a method for transmitting a visual field data packet based on a virtual environment according to another exemplary embodiment of the present application;
FIG. 11 is a schematic diagram of a user interface for a virtual environment based visual field packet transmission method according to another exemplary embodiment of the present application;
FIG. 12 is a schematic diagram of a user interface for a virtual environment based visual field data packet transmission method according to another exemplary embodiment of the present application;
FIG. 13 is a flowchart of a method for transmitting a visual field data packet based on a virtual environment according to another exemplary embodiment of the present application;
fig. 14 is a block diagram of a visual field data packet transmitting apparatus based on a virtual environment according to another exemplary embodiment of the present application;
fig. 15 is a block diagram of a server provided in an exemplary embodiment of the present application.
Detailed Description
To make the objects, technical solutions and advantages of the present application more clear, embodiments of the present application will be described in further detail below with reference to the accompanying drawings.
First, terms referred to in the embodiments of the present application are briefly described:
virtual environment: is a virtual environment that is displayed (or provided) when an application is run on the terminal. The virtual environment may be a simulated world of a real world, a semi-simulated semi-fictional world, or a purely fictional world. The virtual environment may be any one of a two-dimensional virtual environment, a 2.5-dimensional virtual environment, and a three-dimensional virtual environment, which is not limited in this application. The following embodiments are illustrated with the virtual environment being a three-dimensional virtual environment.
Virtual roles: refers to an object that a virtual environment can move autonomously. The object capable of autonomous activity may be a virtual character, a virtual animal, an animation character, etc., such as: characters, animals, plants, oil drums, walls, stones, etc. displayed in a three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional volumetric model created based on animated skeletal techniques. Each virtual character has its own shape and volume in the three-dimensional virtual environment, occupying a portion of the space in the three-dimensional virtual environment. For example, the virtual character may be a virtual character controlled by a user, or may be a virtual character automatically controlled by a server or an AI (artificial intelligence).
The method provided by the application can be applied to the application program with the virtual environment and the virtual role. Illustratively, an application that supports a virtual environment is one in which a user can control the movement of a virtual character within the virtual environment. By way of example, the methods provided herein may be applied to: a Massively Multiplayer Online Role Playing Game (MMORPG), a Virtual Reality (VR) application, an Augmented Reality (AR) program, a three-dimensional map program, a military Simulation program, a Virtual Reality Game, an Augmented Reality Game, a First-Person shooter Game (FPS), a Third-Person shooter Game (TPS), a multiplayer Online tactical Game (MOBA), or a strategy Game (SLG).
Illustratively, a game in the virtual environment is composed of one or more maps of game worlds, the virtual environment in the game simulates a scene of a real world, and a user can control virtual characters in the game to perform actions such as walking, running, jumping, shooting, fighting, driving, skill releasing, and attacking other virtual characters by using virtual weapons in the virtual environment, so that the interactivity is strong. For example, multiple users may be grouped online for an athletic game.
In some embodiments, the application may be a shooting game, a racing game, a role playing game, an adventure game, a sandbox game, a tactical competition game, a military simulation program, or the like. The client can support at least one operating system of a Windows operating system, an apple operating system, an android operating system, an IOS operating system and a LINUX operating system, and the clients of different operating systems can be interconnected and intercommunicated. In some embodiments, the client is a program adapted to a mobile terminal having a touch screen.
In some embodiments, the client is an application developed based on a three-dimensional engine, such as the three-dimensional engine being a Unity engine.
The terminal in the present application may be a desktop computer, a laptop computer, a mobile phone, a tablet computer, an e-book reader, an MP3(Moving Picture Experts Group Audio Layer III, mpeg compression standard Audio Layer 3) player, an MP4(Moving Picture Experts Group Audio Layer IV, mpeg compression standard Audio Layer 4) player, and so on. The terminal is installed and operated with a client supporting a virtual environment, such as a client of an application supporting a three-dimensional virtual environment. The application program may be any one of a Battle Royal (BR) game, a virtual reality application program, an augmented reality program, a three-dimensional map program, a military simulation program, a third person shooter game, a first person shooter game, a multiplayer online tactical competition game, and a massively multiplayer online role-playing game. Alternatively, the application may be a stand-alone application, such as a stand-alone 3D game program, or may be a network online application.
Fig. 1 is a schematic structural diagram of a terminal according to an exemplary embodiment of the present application. As shown in fig. 1, the terminal includes a processor 11, a touch screen 12, and a memory 13.
The processor 11 may be at least one of a single-core processor, a multi-core processor, an embedded chip, and a processor having instruction execution capability.
The touch screen 12 includes a general touch screen or a pressure sensitive touch screen. The ordinary touch screen can measure a pressing operation or a sliding operation applied to the touch screen 12; a pressure sensitive touch screen can measure the degree of pressure applied to the touch screen 12. Illustratively, the touch screen 12 may be replaced by a display screen for displaying the virtual environment picture.
The memory 13 stores an executable program of the processor 11. Illustratively, the memory 13 stores a virtual environment program a, an application program B, an application program C, a touch pressure sensing module 18, and a kernel layer 19 of an operating system. The virtual environment program a is an application program developed based on the three-dimensional virtual environment module 17. Optionally, the virtual environment program a includes, but is not limited to, at least one of a game program, a virtual reality program, a three-dimensional map program, and a three-dimensional presentation program developed by a three-dimensional virtual environment module (also referred to as a virtual environment module) 17. For example, when the operating system of the terminal adopts an android operating system, the virtual environment program a is developed by adopting Java programming language and C # language; for another example, when the operating system of the terminal is the IOS operating system, the virtual environment program a is developed using the Object-C programming language and the C # language.
The three-dimensional Virtual environment module 17 is a module supporting multiple operating system platforms, and schematically, the three-dimensional Virtual environment module may be used for program development in multiple fields, such as a game development field, a Virtual Reality (VR) field, and a three-dimensional map field, and the specific type of the three-dimensional Virtual environment module 17 is not limited in the embodiment of the present application, and in the following embodiment, the three-dimensional Virtual environment module 17 is a module developed by using a Unity engine as an example.
The touch (and pressure) sensing module 18 is a module for receiving a touch event (and a pressure touch event) reported by the touch screen driver 191, and optionally, the touch sensing module may not have a pressure sensing function and does not receive a pressure touch event. The touch event includes: the type of touch event and the coordinate values, the type of touch event including but not limited to: a touch start event, a touch move event, and a touch down event. The pressure touch event comprises the following steps: a pressure value and a coordinate value of the pressure touch event. The coordinate value is used for indicating a touch position of the pressure touch operation on the display screen. Optionally, an abscissa axis is established in the horizontal direction of the display screen, and an ordinate axis is established in the vertical direction of the display screen to obtain a two-dimensional coordinate system.
Illustratively, the kernel layer 19 includes a touch screen driver 191 and other drivers 192. The touch screen driver 191 is a module for detecting a pressure touch event, and when the touch screen driver 191 detects the pressure touch event, the pressure touch event is transmitted to the pressure sensing module 18.
The other drivers 192 may be drivers associated with the processor 11, drivers associated with the memory 13, drivers associated with network components, drivers associated with sound components, and the like.
Those skilled in the art will appreciate that the foregoing is merely a general illustration of the structure of the terminal. A terminal may have more or fewer components in different embodiments. For example, the terminal may further include a gravitational acceleration sensor, a gyro sensor, a power supply, and the like.
Fig. 2 shows a block diagram of a computer system provided in an exemplary embodiment of the present application. The computer system includes: a first terminal 210, a server cluster 220, and a second terminal 230.
The first terminal 210 has a first client 211 supporting a virtual environment installed and running thereon, and the first client 211 may be an application supporting a virtual environment. When the first terminal 210 runs the first client 211, a user interface of the first client 211 is displayed on a screen of the first terminal 210. The first client may be any one of a MMORPG, a FPS game, a TPS game, a military simulation program, a MOBA game, a tactical sports game, and an SLG game. In this embodiment, the first client is an MMORPG for example. The first terminal 210 is a terminal used by a first user, and a participating user account is registered on the first client 211. Illustratively, the first user uses the first terminal 210 to control a first virtual character located in the virtual environment for activity, and the first virtual character may be referred to as a master virtual character of the first user. The activities of the first avatar include, but are not limited to: adjusting at least one of body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, throwing. Illustratively, the first avatar is an avatar, such as a simulated persona or an animated persona.
The second terminal 230 is installed and operated with a second client 231 supporting a virtual environment, and the second client 231 may be an application supporting a virtual environment. When the second terminal 230 runs the second client 231, a user interface of the second client 231 is displayed on the screen of the second terminal 230. The second client may be any one of a MMORPG, an FPS game, a TPS game, a military simulation program, a large fleeing and killing shooting game, a VR application program, an AR program, a three-dimensional map program, a virtual reality game, an augmented reality game, a MOBA, and an SLG, and in this embodiment, the client is the MMORPG for example. The second terminal 230 is a terminal used by the second user, and the second client 231 has a visiting user account registered thereon. The second user uses the second terminal 230 to control a second virtual character located in the virtual environment to perform an activity, and the second virtual character may be referred to as a master virtual character of the second user. Illustratively, the second avatar is an avatar, such as a simulated persona or an animated persona.
Illustratively, the participating user account is a user account of a spectator, and the spectator user account is a user account of a spectator. That is, a virtual environment screen obtained by observing the virtual environment from the perspective of the second virtual character is displayed on the first client.
Optionally, the clients installed on the first terminal 210 and the second terminal 230 are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (android or IOS). The first terminal 210 may generally refer to one of a plurality of terminals, and the second terminal 230 may generally refer to another of the plurality of terminals, and this embodiment is only illustrated by the first terminal 210 and the second terminal 230. The first terminal 210 and the second terminal 230 have the same or different device types, and the device types include: at least one of a smartphone, a tablet, an e-book reader, an MP3 player, an MP4 player, a laptop portable computer, and a desktop computer.
Only one terminal is shown in fig. 2, but there are a plurality of other terminals that may access the server cluster 220 in different embodiments. In some embodiments, there is also at least one terminal corresponding to the developer, and a development and editing platform for a client in a virtual environment is installed on the terminal, where the developer may edit and update the client on the terminal, and transmit an updated client installation package to the server cluster 220 through a wired or wireless network, and the first terminal 210 or the second terminal 230 may download the client installation package from the server cluster 220 to update the client.
The first terminal 210 and the second terminal 230 are connected to the server cluster 220 through a wireless network or a wired network.
The server cluster 220 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. Server cluster 220 is used to provide background services for clients that support a three-dimensional virtual environment. Optionally, the server cluster 220 undertakes primary computing work and the terminals undertake secondary computing work; or, the server cluster 220 undertakes the secondary computing work, and the terminal undertakes the primary computing work; or, the server cluster 220 and the terminal perform cooperative computing by using a distributed computing architecture.
Optionally, the terminal and the server are both computer devices.
In an illustrative example, a connectivity layer 227, a scene process, a spectator process, and a world process 228 run on the server cluster 220.
The connection layer 227 is used to connect the server and the client, and provide data transfer and communication protocol switching between the client and the server.
The scene process is used for processing the activities of the participating characters in the virtual environment and the logical operation of the battle time. The spectator process is used for processing the logic operation of spectator objects during spectator.
The world process 228 is used for connecting the viewing process and the scene process, performing online management of user accounts, management of viewing and fighting and viewed and fighting relations, and performing data transfer between the viewing and fighting process and the scene process.
Illustratively, the number of spectator processes running in server cluster 220 may be arbitrary, as may the number of scenario processes running. For example, the spectator processes include a first spectator process 225, an nth spectator process 226. The scenario process includes a first scenario process 222, a second scenario process 223, and an nth scenario process 224, where n is a positive integer. For another example, the scenario process includes a first scenario process 222, a second scenario process 223, and an mth scenario process 224, where m is a positive integer.
For example, the server provides a plurality of logical areas for the user, and after the user registers the user account, the user may select one logical area to create a participating character. Illustratively, each logical zone corresponds to a scene process, and the scene process is used for providing logical operation services in game scenes for participating characters in the logical zone. For example, the logical zones may be different countries, and the server provides the user with three countries, one of which the user may select to create a participating character. Illustratively, the first scenario process corresponds to the first logical zone, and the second scenario process corresponds to the second logical zone. Illustratively, the first participating character is a participating character created by the participating user account in the first logical area, and the first scene process is responsible for the logical operation of the first participating character on wartime. The second fighting role is a fighting role created by the visiting user account in the second logic area, and the second scene process is responsible for the logic operation of the second fighting role in fighting.
For example, the connection layer, the spectator process, the scene process, and the world process may be located on the same physical server, with multiple processes running on the physical server.
Illustratively, the connection layer, the spectator process and the scene process may be respectively disposed on different physical servers. For example, as shown in fig. 3, the server cluster 220 includes a connection layer server 201, a first scene server 202, a second scene server 203, an m-th scene server 204, a first spectator server 205, an n-th spectator server 206, and a world server 207. Wherein, the connection layer server 201 is used for running the process of the connection layer; the first scenario server 202 is configured to run a first scenario process; the second scenario server 203 is configured to run a second scenario process; the mth scene server 204 is configured to run the mth scene process; the first spectator server 205 is configured to run a first spectator process; the nth spectator server 206 is used for running the nth spectator process; the world server 207 is used to run world processes.
Illustratively, the server cluster 220 may also be a cloud server, which runs a connection layer, a scene process, a spectator process, and a world process.
With reference to the above description of the virtual environment and the description of the implementation environment, the visual field packet transmission method based on the virtual environment according to the embodiment of the present application is described, and an execution subject of the method is exemplified by the server shown in fig. 2.
In an application that supports a virtual environment, a user may engage a large battlefield. The embodiment provides a spectator fighting method, which can be applied to the server cluster in fig. 2. The server carries out the logic operation of the spectator and the participant in two processes, wherein the spectator is positioned in the scene process, and the spectator is positioned in the spectator process. For example, taking the case where the participant is a participant user account on the first client and the spectator is a spectator user account on the second client, the spectator user account spectators a first participant character controlled by the participant user account, and a virtual environment picture obtained by observing the virtual environment from the perspective of the first participant character is displayed on the second client.
Illustratively, a first participating character runs in a first scene process, a second participating character runs in a second scene process, the first scene process performs the logical operation of the first participating character in the battlefield, and the second scene process performs the logical operation of the second participating character in the battlefield.
Illustratively, as shown in fig. 4, the method is a flowchart of a method for sending a visual field data packet based on a virtual environment according to the present application. When the visiting user account wants to visit the first battlefield, the second client sends a visiting request to the server, the server synchronizes the visiting request to the second scene process where the second visiting role is located for processing, and the second scene process performs step 301 to initiate a request to the world process for visiting after receiving the visiting request. Step 302, the world process selects a spectator process for the spectator user account according to the policy. Step 303, the world process sends an occupation request to the selected fighting process. And step 304, the fighting process occupies a fighting object position for the fighting user account. Step 305, the spectator process returns the successful result of the occupancy to the world process. At step 306, the world process prompts the second scene process that a spectator may be entered. And 307, switching the route of the first client by the second scene process, and switching the docking process of the first client from the second scene process to the fighting process. And 308, the second scene process writes back the account data of the watching user account to the world process and the watching process. Step 309, the second scene process synchronizes account data to the world process and enters into the battle. And step 310, synchronizing account data to the watching process by the world process and entering the watching process. Step 311, the spectator process requests a default spectator player from the first scene process where the first battlefield is located, illustratively, each battlefield server sets a default spectator character, the spectator object visits the spectator character after entering the spectator, and the spectator object can modify the spectator character after entering the spectator. Illustratively, the spectator process obtains from the first scene process the default spectator for the first battlefield. At step 312, the first scene process returns the default spectator (the first character of engagement) on the first battlefield to the world process. Step 313, when the view data of the first character is changed, the first scene process synchronizes the view data of the first character to the world process. In step 314, the first scene process sends a view data packet of the first character to the world process. Step 315, the world process informs the first spectator on the spectator user account to start spectator.
Illustratively, as shown in fig. 5, the method is a flowchart of a method for sending a visual field data packet based on a virtual environment according to the present application. When the spectator user account wants to stop watching the war, step 401, the spectator process requests the world process to return to the original scene process (the second scene process) of the spectator user account. And step 402, the world process agrees to return the spectator user account to the second scene process. In step 403, the spectator fighting process requests the second scene process to occupy the position of the character participating in the fighting. And step 404, carrying out occupation by the second scene process, and returning occupation success to the watching process. And 405, the first spectator combat object of the spectator combat user account is cancelled in the spectator combat process, and the process in butt joint with the first client is switched from the spectator combat process to a second scene process. Step 406, the spectator process synchronizes the information that the spectator object is destroyed to the world process. Step 407, the world process synchronizes the information that the spectator object is destroyed to the second scene process, and enables the second scene process to construct a second participant role of the spectator user account, so that the second client controls the second participant role to fight in the virtual environment.
Fig. 6 is a flowchart of a method for transmitting a view data packet based on a virtual environment according to an exemplary embodiment of the present application. The execution subject of the method is exemplified by the server shown in fig. 2, and the server operates as follows: the method at least comprises the following steps.
Step 501, a scene process generates a visual field data packet of a first fighting character, wherein the first fighting character is a virtual character running on the scene process and participating in fighting in a virtual environment.
Illustratively, the participating role is a logical unit in a scene process, and the scene process can perform logical operations in the game on the logical unit. Illustratively, a participant character is an operand in a scene process. Illustratively, a participant character is a virtual character that is capable of moving within a virtual environment. The participating characters can be virtual characters controlled by the client or virtual characters controlled by the server. When the participating characters are virtual characters controlled by the client, one user account may correspond to at least one participating character.
Illustratively, the server includes a plurality of logical zones, and a user account can create a plurality of fighting characters in the plurality of logical zones. For example, only one participating character can be run on one client at a time. When the participating Character is a virtual Character controlled by a server, the participating Character may be a monster in the battlefield, an NPC (Non-Player Character), or the like. Illustratively, the scene process takes the participating characters as the minimum logic unit, and performs logic operation on the activities of the participating characters in the battlefield to obtain a logic operation result, so that the battlefield operates according to logic rules. For example, when the first client controls the first participating character to use the first skill to the third participating character, the scene process calculates the damage value of the first skill to the third participating character, so as to correspondingly reduce the life value of the third participating character according to the damage value. For another example, when the first client reports the moving direction, the moving time, the start point coordinate and the end point coordinate of the first participating character, the scene process judges whether the moving speed of the first participating character is greater than the maximum moving speed according to the maximum moving speed of the first participating character, and then determines whether the moving of the first participating character is legal.
Illustratively, the first participating character is a participating character corresponding to a participating user account logged on the first client. Illustratively, the first participating character is the participating character created by the participating user account on the scene progress. The scene process stores the role information of the first fighting role, and the scene process is responsible for the logic operation of the first fighting role in the battlefield. For example, the virtual environment screen displayed on the first client is a screen obtained by observing the virtual environment from the perspective of the first character participating in the battle, and the perspective may be a first person perspective or a third person perspective. Illustratively, the first participating character is a virtual character controlled by the first client.
Illustratively, the first participating character may also be a virtual character controlled by the server.
Illustratively, the spectator object is a logical unit in the spectator process, and the spectator process performs the logical operation of spectator on the logical unit. Illustratively, the spectator object is an operand in the spectator progress. Illustratively, in order to enable the fighting process to carry more user accounts and carry out fighting at the same time, the fighting process can simplify the user accounts, extract necessary account information of the user accounts to form a fighting object, and enable the user accounts to carry out fighting in the fighting process in the form of the fighting object. Compared with the scene process, the data amount stored in each user account in the fighting process is less, so that the fighting process can accommodate more user accounts. Illustratively, the spectator object is an object controlled by the client. Illustratively, the spectator object is a temporary object created in a spectator process when a user needs to watch the battle, and when the user finishes watching the battle, the spectator process can log off the object, so that only the spectator object in the spectator process is stored, and the resource utilization rate of the spectator process is improved. Illustratively, the scene process takes the spectator object as the minimum logic unit, and performs logic operation on the instruction of the user for controlling the spectator object to obtain a logic operation result. For example, when the second client controls the first spectator object to spectator the first character, the second client requests to spectator the third character, the spectator process determines whether the first spectator object can spectator the third character, and if so, switches the character of the first spectator object spectator from the first character to the third character.
The view data is data used by the client to display a user interface corresponding to the first engagement character. Illustratively, the user interface includes a virtual environment screen; alternatively, the user interface includes a virtual environment screen and a user interface control. Illustratively, the view data may be a logical operation result, and the client displays the user interface content corresponding to the logical operation result according to the logical operation result. For example, the first character of engagement uses the first skill, the server calculates the result of use of the first skill, and then transmits the result of use (visual field data) to the client, and the client displays the special effect of use of the first skill, the value of damage to the third character of engagement, the cooling down time of the first skill, and the like on the user interface based on the result of use. Illustratively, the view data may also be screen data of a user interface, and the client displays the user interface directly according to the screen data. For example, a first character of engagement uses a first skill, the server generates screen data (picture or video) of the user interface according to the use result after calculating the use result of the first skill, sends the screen data to the client, and the client displays the user interface according to the screen data.
Illustratively, when the first character of engagement moves in the virtual environment, the view data of the first character of engagement changes, and the scene process generates a view data packet, sends the view data packet to the first client, and causes the first client to display the corresponding user interface. Or, the scene process periodically generates the view data packet of the first fighting role, and periodically synchronizes the view data packet to the world process. Exemplary activities include: at least one of moving, attacking, transferring, picking up an item, discarding an item, using an item, putting on equipment, taking off equipment, using an action.
Illustratively, when a first participant character is observed, the scene process synchronizes the horizon data packet to the world process while sending the horizon data packet to the first client. For example, when a first spectator object spectators a first spectator character, the scene process synchronizes a view data packet to the world process, the world process synchronizes the view data packet to the spectator process where the first spectator object is located, and the spectator process sends the view data packet to a second client corresponding to the first spectator object, so that the second client also displays a user interface which is the same as or similar to that of the first client, and a second user of the second client uses the first user of the first client for spectator fighting.
Step 502, synchronizing a visual field data packet to the world process by the scene process, wherein the visual field data packet is used for displaying a fighting interface for fighting the first fighting role on the client.
Illustratively, the scene process synchronizes the view data packet of the first character to the world process when the first character is being viewed by the first spectator.
Illustratively, the client in step 502 refers to a second client logged in with a watching and fighting user account. And the second client displays the fighting interface of the first fighting role according to the visual field data packet, and the fighting interface displayed on the second client is the same as or similar to the user interface displayed on the first client.
Illustratively, the virtual environment pictures in the spectator interface and the user interface are the same, and the user interface controls are different. For example, as shown in fig. 7, the virtual environment screen of the viewing interface 601 is a viewing interface 601 for a first character of a participant displayed on a second client, and the first character of the participant 602 is positioned at the center of the virtual environment screen, the third character of the participant 603 is positioned on the left side of the first character of the participant 602, and the fourth character of the participant 604 is positioned on the right side of the first character of the participant 602. Also displayed on the viewing interface 601 are viewing-related user interface controls, such as a battle performance control 605, a battlefield information control 606, and a skill control 607. Among them, the skill control 607 is in a locked state and cannot receive the trigger operation of the user. As shown in fig. 8, the user interface 701 is a first character of engagement displayed on the first client, and in the virtual environment screen of the user interface 701, the first character of engagement 602 is positioned at the center of the virtual environment screen, the third character of engagement 603 is positioned on the left side of the first character of engagement 602, and the fourth character of engagement 604 is positioned on the right side of the first character of engagement 602. Also displayed on the user interface 701 are engagement-related user interface controls, such as task controls 705, activity controls 706, skill controls 607. The skill control 607 is in an activated state, and can receive a trigger operation of a user, so as to control the first engagement role to use the skill according to the trigger operation.
Step 503, responding to that the first fighting object has the fighting authority of the first fighting role, and synchronizing a view data packet from the world process to the fighting process; the first spectator object is an object that operates on a spectator progress to watch the play in the virtual environment.
And after receiving the visual field data packet sent by the scene process, the world process inquires the spectator object with the spectator authority of the first spectator role, and when the first spectator object has the spectator authority of the first spectator role, the world process synchronizes the visual field data packet of the first spectator role to the spectator process where the first spectator object is located.
The sightseeing authority is used for determining the sightseeing object which is visiting the role of the battle. When the spectator object is allowed to play the character, the spectator object obtains the spectator authority of the character. When the spectator object stops watching the battle, the spectator right is terminated.
Illustratively, a spectator-fighting relationship table is stored in the world process, and the spectator-fighting relationship table is used for storing the corresponding relationship between the spectator-fighting roles and the spectator-fighting objects, and the spectator-fighting objects have the spectator-fighting authority of the spectator-fighting roles. As shown in fig. 9, step 503 further includes step 5031 and step 5032.
Step 5031, in response to receiving the visual field data packet of the first fighting role, the world process queries the fighting object corresponding to the first fighting role according to the fighting relationship table.
Illustratively, a spectator-fighting relationship table is stored in the world process, and the spectator-fighting relationship table is used for recording the corresponding relationship between spectator-fighting objects and participant roles in real time. When a new spectator object fights a certain character, the world process correspondingly stores the spectator object and the character in the spectator relationship table, so as to record that the spectator object is spectator the character. For example, one spectator object may be spectator one character for a visit, and one character for a visit may be spectator by a plurality of spectator objects.
Illustratively, when the world process receives the view data packet of the first character, the world process queries the spectator object, who is watching the first character, from the spectator relationship table. Illustratively, the world process finds that a first spectator object is watching a first character for engagement.
Step 5032, in response to that the spectator object corresponding to the first spectator character comprises the first spectator object, the world process synchronizes the view data packet to the spectator process corresponding to the first spectator object.
Illustratively, while the first spectator object is spectator the first spectator character, the world process acquires the spectator process where the first spectator object is located, and synchronizes the view data packet of the first spectator character to the spectator process.
Step 504, in response to the first spectator object having the spectator authority of the first spectator character, the spectator process sends a view data packet to the first client of the first spectator object; the first client is used for displaying a fighting interface according to the visual field data packet.
After the field of view data packet sent by the world process is received by the field of view process, inquiring the field of view object with the field of view authority of the first fighting role, and when the first field of view object has the field of view authority of the first fighting role, sending the field of view data packet of the first fighting role to the client (second client) corresponding to the first field of view object by the field of view process, so that the client displays the field of view interface corresponding to the first fighting role according to the field of view data packet.
Illustratively, a spectator-fighting relationship table is stored in the spectator-fighting process, and the spectator-fighting relationship table is used for storing the corresponding relationship between the spectator-fighting roles and the spectator-fighting objects, and the spectator-fighting objects have the spectator-fighting authority of the spectator-fighting roles. As shown in fig. 9, step 504 also includes step 5041 and step 5042.
In response to receiving the view data packet of the first engagement character, the spectator fighting process queries the spectator object corresponding to the first engagement character according to the spectator fighting relationship table, step 5041.
Illustratively, a spectator-fighting relationship table is stored in the spectator-fighting process, and the spectator-fighting relationship table is used for recording the corresponding relationship between spectator-fighting objects and the participant roles in real time. When a new spectator object fights a certain visiting role, the spectator process correspondingly stores the spectator object and the visiting role in the spectator relationship table, so as to record that the spectator object is watching the visiting role.
Illustratively, the spectator relationship table in the spectator stage may be the same as or different from the spectator relationship table in the world stage. Illustratively, the spectator relationship table in the world process is used for storing the corresponding relationship between all spectator objects and the participant characters in the server. Illustratively, the spectator relationship table in the spectator fighting process is used for storing the corresponding relationship between the spectator fighting object and the participant character in the spectator fighting process. That is, the fighting relationship table in the world course includes the fighting relationship table in the fighting course.
Illustratively, when the spectator process receives the view data packet for the first character, the spectator process queries the spectator object, who is spectatoring the first character, from the spectator relationship table. Illustratively, the spectator process finds that the first spectator object is spectator a first character of engagement.
At step 5042, the first spectator object is included in response to the spectator object corresponding to the first participant character. And the spectator process sends a view data packet to a first client of the first spectator object.
Illustratively, when the first spectator object is spectator the first spectator character, the spectator process acquires the client (second client) corresponding to the first spectator object, and sends the view data packet of the first spectator character to the client.
In summary, in the method provided in this embodiment, a spectator fighting process, a world process, and a scene process are set in a server, logical operations of spectators and visitors are respectively operated by two different processes, the world process is used as a transfer station for information communication between the spectator fighting process and the scene process, when the view field data of the visitors changes, the scene process synchronizes the view field data packet of the visitors to the world process, the world process queries the spectators having the spectator fighting authority of the visitors, synchronizes the view field data packet to the spectator fighting process where the spectators are located, and then the spectator fighting process sends the view field data packet to the client of the spectators, so that battlefield pictures of the view field of the visitors are displayed on the client, and spectators are achieved. The scene process, the world process and the fighting process only need to synchronize the visual field data packets of the fighters under the fighting, and all data in the battlefield do not need to be synchronized in full quantity, so that the flow of the server is reduced, and the resource utilization rate of the server is improved. In addition, according to the spectator fighting method, the server can infinitely expand the number of the contained spectators through a method for expanding the spectator fighting process, and the data flow between the plurality of spectator fighting processes and the plurality of scene processes is managed through the world process, so that a large-scale spectator fighting scene is realized.
In the method provided by the embodiment, the spectator can designate the visual angle of a certain participant to carry out spectator fighting by maintaining the spectator fighting relationship table in the world process. When the visual field data of the visitors change, the scene process synchronizes the visual field data to the world process, the world process determines the fighting process where the visitors are located according to the fighting relationship table, and then synchronizes the visual field data to the visitors, so that the visitors can observe the battlefield at the first person perspective of the visitors, and provide various fighting perspectives for the visitors, and the visitors can choose the fighting roles optionally.
In the method provided by the embodiment, the spectator can designate the visual angle of a certain participant for spectator fighting by maintaining the spectator fighting relationship table in the spectator fighting process. When the visual field data of the visitors change, the world process synchronizes the visual field data to the spectator process, the spectator process determines the client corresponding to the spectators according to the spectator relationship table, and then synchronizes the visual field data to the spectators, so that the spectators can observe the battlefield with the first person visual angle of the visitors, and provide various spectator visual angles for the spectators, and the spectators can optionally view the spectators.
Illustratively, an exemplary embodiment of a spectator user account requesting spectator of a first battlefield in which a first participant character is located is presented.
Fig. 10 is a flowchart of a method for transmitting a view data packet based on a virtual environment according to an exemplary embodiment of the present application. The execution of the method is illustrated by the server shown in fig. 2. Illustratively, the server runs at least two spectator processes. The server runs at least two scene processes, a first fighting role located in a first battlefield runs on the first scene process, and a second fighting role located in a fighting user account runs on the second scene process. Before step 501, the method further comprises the following steps.
Responding to a second scene process to receive a fighting request sent by a client, and establishing a first fighting object of a fighting user account by the fighting process; the fighting request is used for requesting to fight the first battlefield.
And after logging in the server by using the fighting user account, the second client defaults to enter a second scene process and uses a second fighting role to act in the virtual environment. At this time, the information sent by the second client to the server is processed by the second scene process in the server. When the user wants to visit the first battlefield, the second client sends a visiting request to the server, and the server synchronizes the visiting request to the second scene process where the second participating role is located for processing.
For example, the server divides the participating character into a plurality of logical zones, each logical zone corresponds to one scene process, and when a user selects one of the logical zones when creating the participating character, the data of the participating character is stored in the logical zone, and the scene process corresponding to the logical zone is responsible for the logical operation of the participating character. For example, the server divides the participating characters into a plurality of countries, each country corresponding to a scene progress, and the user can select one of the countries when creating the participating characters. For example, as shown in fig. 11, in the character information control 1002 of the second participating character, it is displayed that the second participating character belongs to the "month" country.
Illustratively, when the server receives the fighting request, a first fighting object for visiting the user account is created in the fighting process, so that the fighting user account is transferred from the second scene process to the fighting process, and the first fighting object is used for fighting.
The spectator request is used for requesting the server to allow the spectator user account to spectator the first battlefield. The sightseeing request comprises a sightseeing user account and a first battlefield. Illustratively, the first battlefield is a battlefield that the user selects to watch. The first battle field comprises a first fighting role.
For example, as shown in FIG. 11, a schematic view of a user interface for a spectator user account to be active in a virtual environment using a second participant character is presented. After logging in the spectator user account, the second client defaults to use the second participant character to move in the virtual environment, and a character information control 1002 of the second participant character 1001 and the second participant character in the virtual environment is displayed in a user interface displayed on the second client. When the user controls the second participating character 1001 to approach the NPC1003, a battlefield selection interface pops up. As shown in fig. 12, a battlefield selection interface pops up on the user interface, and the user can click to go to the fighting watch control 1101, and control the second client to send a fighting request for fighting the "tie-up" battlefield to the server.
Illustratively, the method of creating the first viewing object by the viewing process includes steps 901 through 909 as follows.
Step 901, in response to receiving a request for war of the first client, the second scene process sends a request for war of the world process synchronously.
Illustratively, at least two fighting processes run in the server, and after the second scene process receives the fighting request, the second scene process synchronizes the fighting request to the world process, and requests the world process to allocate the fighting process to the fighting user account.
And step 902, the world process determines the first fighting process as the fighting process of the fighting user account.
Illustratively, the world process allocates the spectator and war processes for the spectator and war user accounts according to the spectator and war process allocation strategy. For example, the allocation strategy of the fighting progress can be that one battlefield corresponds to one fighting progress, and the resource saving principle can be adhered to, so that the fighting object can occupy the fighting position in one fighting progress preferentially. That is, a plurality of spectator objects in one spectator fighting process can respectively play different battlefields. For example, the server comprises two fighting procedures, namely a first fighting procedure and a second fighting procedure, each fighting procedure can accommodate ten thousand fighting objects, at the moment, 500 fighting objects are accommodated in the first fighting procedure, the second fighting procedure is in an idle state, the server can inherit the resource saving principle, preferentially distributes the user accounts to the first fighting procedure, and when the first fighting procedure is fully loaded, the user accounts to be attended to fighting are distributed to the second fighting procedure.
Illustratively, the world process selects the first viewing process as the viewing process for viewing the user account.
Step 903, the world process synchronizes a first occupation request to the first fighting process; the first occupancy request is for occupying a position of the spectator object in the first spectator stage.
Illustratively, each spectator fighting process is provided with a certain number of spectator fighting object positions, and the number of spectator fighting object positions is less than or equal to the maximum number of spectator fighting objects which can be accommodated by the spectator fighting process. Illustratively, the world process inquires whether an idle position of the spectator object exists in the first spectator process, and if so, the spectator process determines the position of the spectator object as the position of the spectator user account. If the first spectator fighting process does not have an idle spectator fighting object position, the world process can continue to send an occupation request to the next spectator fighting process to inquire whether the next spectator fighting process has an idle spectator fighting object position.
In response to the successful engagement, the first spectator process creates a first spectator object for the spectator user account.
When the first fighting progress has an idle fighting object position, the first fighting progress creates a first fighting object for the fighting user account, so that the fighting user account uses the first fighting object to fight the first battlefield.
In response to the successful engagement, the first spectator process synchronizes a first engagement success instruction to the world process, step 904.
And when the idle position of the object to be observed exists in the first observing process, the first observing process occupies the position of the object to be observed for the observing user account, and sends a first occupation success instruction to the world process.
Step 905, the world process synchronizes the first placeholder success instruction to the second scenario process.
Step 906, the second scene process switches the process of interfacing with the first client from the second scene process to the first spectator process.
And when the second scene process receives the first occupation success instruction, the second scene process switches the route of the second client, so that the second client is in butt joint with the first fighting process, and the first fighting process processes the information sent to the server by the second client.
Step 907, the second scene process synchronizes the account information of the spectator user account to the world process.
The account information is used to create a first spectator object in a first spectator process. Illustratively, the account information includes information necessary for a battle. For example, the spectator information includes: and the ID (Identity Document) of the fighting user account, the nickname, the head portrait, the gender, the grade and the logic area.
Step 908, the world process synchronizes account information to the first spectator process.
And the world process synchronizes the received account information of the fighting user account to the first fighting process.
The first spectator process creates a first spectator object for the spectator user account based on the account information, step 909.
Step 910, in response to the first spectator object of the spectator user account being created in the spectator process, synchronizing spectator instructions to a first scene process of the first battlefield in the spectator process; the fighting command comprises a first fighting object for fighting a first battlefield.
And after the first fighting object is created for the fighting user account by the fighting process according to the account information, the fighting process sends a fighting command to a first scene process where the first fighting field of the first fighting object is selected to be visited. The fighting command is used for informing the fighting progress that the first fighting object visits the first battlefield and requesting the first scene progress to acquire the default fighting role of the first battlefield. Illustratively, the spectator instructions include a first spectator object and a first battlefield.
The default engagement character is the engaged character designated by the server for the first battlefield. And after the visiting user account enters the visiting process, defaulting the default visiting role of the battlefield, and if the user wants to visit other visiting roles of the battlefield, modifying the visiting role to be visited after starting the visiting.
And 911, synchronizing the default fighting roles of the first battlefield to the world process by the first scene process, wherein the default fighting roles comprise the first fighting role.
Illustratively, the default participating character of the first battlefield is the first participating character. And after receiving the fighting command sent by the first fighting progress, the first scene progress marks that the first fighting role is visited and sends a default fighting role of the first battlefield to the world progress. For example, after the first scene process marks the first participant character as being watched, the first scene process synchronizes the view data packet of the first participant character to the world process each time the view data of the first participant character changes. If the first character of engagement is not marked as being attended, the first scene process does not synchronize the view data packet of the first character of engagement with the world process when the view data of the first character of engagement changes.
In step 912, the world process adds the first corresponding relationship between the first spectator object and the first character to the spectator relationship table.
After receiving the default participation role sent by the first scene process, the world process adds the corresponding relation between the first participation role and the first spectator object to the spectator relationship table, and when receiving the view field data packet synchronized with the first scene process, the world process can forward the view field data packet to the spectator process where the first spectator object is located according to the corresponding relation.
Step 913, the world process synchronizes the first correspondence to the spectator process.
Illustratively, the world process also sends the first correspondence to the first spectator process, causing the spectator process to store the first correspondence.
In step 914, the spectator process adds the first correspondence to the spectator relationship table.
In summary, according to the method provided by this embodiment, after receiving a spectator request sent by a client, a spectator object is created for a spectator in a spectator process, so that the spectator can obtain the view data of a spectator through the spectator object, and because the data amount of the spectator object is less than that of a spectator character, the spectator object is created for the spectator in the spectator process, the resource waste of the spectator process can be reduced, the flow rate is reduced, and the number of spectators that can be accommodated in the spectator process is increased.
In the method provided by the embodiment, after the client sends the fighting request, the scene process where the spectator originally is located requests to occupy a position of the fighting object in the fighting process, and after the occupancy succeeds, the scene process synchronizes account information necessary for fighting to the fighting process, so that the fighting process can create a fighting object according to the account information, and a user account can acquire the view data packet of the first fighting role through the first fighting object.
According to the method provided by the embodiment, the server can expand the sightseeing processes by setting a plurality of sightseeing processes, so that the number of the sightseeing persons which can be accommodated by the server is expanded, and a large-scale sightseeing scene is realized.
Illustratively, an exemplary embodiment is presented in which the spectator user account ends the spectator of the first character of engagement.
Fig. 13 is a flowchart of a method for transmitting a view data packet based on a virtual environment according to an exemplary embodiment of the present application. The execution of the method is illustrated by the server shown in fig. 2. After step 504, the method further includes the following steps.
Step 1201, in response to receiving a fighting ending request sent by the client, the fighting process switches the process of docking with the client from the fighting process to a second scene process.
In response to receiving a fighting ending request sent by the client, the fighting process sends a second occupying request to a second scene process; the second occupation request occupies the position of the character participating in the battle in the second scene process;
and responding to successful occupation, and switching the process of docking with the client from the spectator process to a second scene process by the spectator process.
When the second client sends a fighting ending request to the server, the fighting process requests the world process to end fighting after receiving the fighting ending request, and after the world process agrees with the request, the fighting process sends a second occupying request to a second scene process where the fighting user account is originally located. And when the occupation succeeds, the sightseeing process switches the route of the second client to enable the second scene process to be in butt joint with the second client, and the second scene process processes the information sent to the server by the second client.
Illustratively, each scene process is provided with a certain number of participating character positions, and the number of participating character positions is less than or equal to the maximum number of participating characters which can be accommodated by the scene process.
Step 1202, the first spectator object is cancelled in the spectator fighting process, and the first corresponding relation in the spectator fighting relation table is deleted.
Illustratively, when the account of the fighting user is occupied successfully in the second scene process, the fighting process logs out the first fighting object and deletes the first corresponding relation from the fighting relation table.
And step 1203, synchronizing the fighting ending result from the fighting process to the world process.
The result of ending the fighting comprises an instruction of ending the fighting by the account of the fighting user and the relevant information of the fighting by the account of the fighting user. The relevant information of the user account for the fighting comprises the following information: at least one of a battlefield for sightseeing, a character for visiting, a duration for sightseeing, a barrage transmitted during sightseeing, and screen recording data during sightseeing.
In step 1204, the world process deletes the first corresponding relationship in the fighting relationship table.
And after receiving the result of ending the fighting, the world process determines that the fighting user accounts end the fighting, and deletes the first corresponding relation from the fighting relation table.
Illustratively, the world process sends an instruction of ending the fighting by the fighting user account to the first scene process, so that the first scene process determines that the fighting authority of the fighting user account on the first fighting role is ended, and if no other fighting object is in fighting with the first fighting role, the first scene process does not synchronize the view field data packet of the first fighting role with the world process.
And step 1205, the world process synchronously views the war-ending result to the second scene process.
And the second scene process receives the result of the ending of the fighting and stores the relevant information of the fighting into the fighting user account so that the fighting user account can inquire the relevant information of the fighting.
In step 1206, the second scene process runs a second engagement role for viewing the user account.
And the second scene process operates the second fighting character again, so that a virtual environment picture obtained by observing the virtual environment at the visual angle of the second fighting character is displayed on the second client, and the second client can control the second fighting character to move in the virtual environment.
In summary, in the method provided in this embodiment, when a fighting ending request sent by a client is received, a fighting progress in which a spectator is located sends an occupation request to a scene progress, the request returns to the scene progress, and after occupation succeeds, the fighting progress deletes a spectator object of the spectator and deletes a corresponding relationship from a fighting relationship table, so that identity switching of a user account from the spectator object to a participant role is realized, the user account returns to an original scene progress again, and the participant role is controlled to move in a virtual environment.
The above embodiments describe the above method based on the application scenario of the game, and the following describes the above method by way of example in the application scenario of military simulation.
The simulation technology is a model technology which reflects system behaviors or processes by simulating real world experiments by using software and hardware.
The military simulation program is a program specially constructed for military application by using a simulation technology, and is used for carrying out quantitative analysis on sea, land, air and other operational elements, weapon equipment performance, operational actions and the like, further accurately simulating a battlefield environment, presenting a battlefield situation and realizing the evaluation of an operational system and the assistance of decision making.
In one example, soldiers establish a virtual battlefield at a terminal where military simulation programs are located and fight in a team. The soldier controls a virtual object in the virtual battlefield environment to perform at least one operation of standing, squatting, sitting, lying on the back, lying on the stomach, lying on the side, walking, running, climbing, driving, shooting, throwing, attacking, injuring, reconnaissance, close combat and other actions in the virtual battlefield environment. The battlefield virtual environment comprises: at least one natural form of flat ground, mountains, plateaus, basins, deserts, rivers, lakes, oceans and vegetation, and site forms of buildings, vehicles, ruins, training fields and the like. The virtual object includes: virtual characters, virtual animals, cartoon characters, etc., each virtual object having its own shape and volume in the three-dimensional virtual environment occupies a part of the space in the three-dimensional virtual environment.
Based on the above, in one example, soldier a controls the first engagement character to engage in a battle in the virtual environment, and soldier B can engage in a battle to the first engagement character by engaging in the battle with the first object. The first fighting role runs in a scene process on the server, and the fighting object runs in a fighting process on the server. The scene process can periodically synchronize a visual field data packet of a first fighting role with the world process, the world process inquires a visiting object with visiting right of the first fighting role after receiving the visual field data packet of the first fighting role, when the first visiting object has visiting right of the first fighting role, the world process synchronizes the visual field data packet of the first fighting role with the visiting process where the first visiting object is located, the visiting process sends the visual field data packet to a client of a soldier B, and a visiting interface of the first visiting role is displayed on the client.
In summary, in this embodiment, the virtual environment-based view data packet sending method is applied to a military simulation program, a scene process, a world process and a spectator process are run on a server, the view data packet is synchronized from the scene process to the world process, the spectator authority is queried by the world process, and the view data packet is synchronized to the spectator process where the spectator object with the spectator authority is located, so that the client of the spectator receives the view data packet of the first participant character, and a spectator interface is displayed. The server can expand the number of the containable spectators and fighters by increasing the number of spectator and fighter processes, thereby realizing that a large number of soldiers watch and battle simultaneously, and expanding the scale of military drill and spectator study of military organization.
In the following, embodiments of the apparatus of the present application are referred to, and for details not described in detail in the embodiments of the apparatus, the above-described embodiments of the method can be referred to.
Fig. 14 is a block diagram of a visual field packet transmitting apparatus based on a virtual environment according to an exemplary embodiment of the present application. The device includes:
a scene module 1301, configured to generate a view data packet of the first engagement character, and synchronize the view data packet with the world module 1304; the first engagement character is a virtual character which runs on the scene module 1301 and participates in engagement in a virtual environment, and the view field data packet is used for displaying an engagement interface for engaging the first engagement character on a client;
a world module 1304 for synchronizing the view data packet to a spectator module 1305 in response to a first spectator object having the spectator authority over the first spectator character; the first spectator object is an object running on the spectator module 1305 to view the battle in the virtual environment;
a spectator module 1305, configured to send the view data packet to the client of the first spectator object in response to that the first spectator object has the spectator right of the first spectator character; and the client is used for displaying the fighting interface according to the view data packet.
In an optional embodiment, the world module 1304 is stored with a fighting relationship table, the fighting relationship table is used for storing the corresponding relationship between the visiting role and the visiting object, and the visiting object has the visiting right of the visiting role;
the world module 1304 is further configured to, in response to receiving the visual field data packet of the first engagement character, query the engagement object corresponding to the first engagement character according to the engagement relationship table;
the world module 1304 is further configured to synchronize the view data package with the spectator module 1305 corresponding to the first spectator object in response to the spectator object corresponding to the first spectator character including the first spectator object.
In an optional embodiment, the spectator module 1305 stores a spectator-fighting relationship table, where the spectator-fighting relationship table is used to store the corresponding relationship between the spectator character and the spectator object, and the spectator object has the spectator-fighting authority of the spectator character;
the spectator module 1305 is further configured to, in response to receiving the view data packet of the first spectator character, query the spectator object corresponding to the first spectator character according to the spectator relationship table;
the spectator module 1305 is further configured to send the view data packet to a client of the first spectator object in response to that the spectator object corresponding to the first spectator character includes the first spectator object.
In an alternative embodiment, the scene module 1301 includes at least two scene sub-modules, the first engagement character located in the first battlefield operates on the first scene sub-module 1302, and the second engagement character visiting the user account operates on the second scene sub-module 1303;
the spectator module 1305 is further configured to respond to the first spectator object creating the spectator user account in the spectator module 1305, and synchronize a spectator instruction to the first scene sub-module 1302 where the first battlefield is located; the fighting instruction comprises that the first fighting object fights the first battlefield;
the first scenario sub-module 1302, configured to synchronize default engagement characters of the first battlefield to the world module 1304, where the default engagement characters include the first engagement character;
the world module 1304 is further configured to add a first correspondence between the first spectator object and the first spectator character to the spectator relationship table, and synchronize the first correspondence with the spectator module 1305;
the spectator module 1305 adds the first correspondence to the spectator relationship table.
In an optional embodiment, the second scene sub-module 1303 is further configured to receive a fighting request sent by the client;
the spectator module 1305 is further configured to, in response to the second scene sub-module 1303 receiving a spectator request sent by the client, create the first spectator object of the spectator user account by the spectator module 1305; the fighting request is used for requesting to fight the first battlefield.
In an alternative embodiment, the spectator module 1305 includes at least two spectator sub-modules, and the apparatus further includes:
the second scene sub-module 1303, configured to respond to the request sent by the client to view the war, and synchronize the request to the world module 1304;
the world module 1304 is further configured to determine a first fighting submodule as the fighting module 1305 for watching the fighting user account, and synchronize a first place occupying request to the first fighting submodule; the first occupancy request is for occupying a spectator object position in the first spectator sub-module 13061305;
the first fighting submodule is further used for responding to successful occupation and creating the first fighting object of the fighting user account.
In an optional embodiment, the first spectator sub-module is further configured to synchronize a first placeholder success instruction to the world module 1304 in response to a successful placeholder;
the world module 1304 is further configured to synchronize the first placeholder success instruction with the second scenario module 1301;
the second scene submodule 1303 is further configured to switch a module docked with the client from the second scene submodule 1303 to the first fighting submodule, and synchronize account information of the fighting user account to the world module 1304;
the world module 1304 is further configured to synchronize the account information with the first spectator-fighting submodule;
the first fighting submodule is also used for establishing the first fighting object of the fighting user account according to the account information.
In an optional embodiment, the viewing module 1305 is further configured to, in response to receiving a viewing and fighting ending request sent by the client, switch a module docked with the client from the viewing and fighting module 1305 to the second scene sub-module 1303, logout the first viewing and fighting object, delete the first corresponding relationship in the viewing and fighting relationship table, and synchronize a viewing and fighting ending result to the world module 1304;
the world module 1304 is further configured to delete the first corresponding relationship in the fighting relationship table, and synchronize the fighting ending result with the second scene sub-module 1303;
the second scene sub-module 1303 is further configured to operate the second engagement role of the spectator user account.
In an optional embodiment, the spectator module 1305 is further configured to send a second place-occupying request to the second scene submodule 1303, in response to receiving a spectator ending request sent by the client; the second place occupying request occupies the position of the character participating in the battle in the second scene sub-module 1303;
the viewing module 1305 is further configured to, in response to successful occupation, switch the module interfacing with the client from the viewing module 1305 to the second scene sub-module 1303.
It should be noted that: the visual field packet transmitting device based on the virtual environment provided in the above embodiment is only illustrated by the division of the above functional modules, and in practical applications, the above functions may be distributed by different functional modules according to needs, that is, the internal structure of the device may be divided into different functional modules to complete all or part of the above described functions. In addition, the device for sending a view data packet based on a virtual environment provided by the above embodiment and the method for sending a view data packet based on a virtual environment belong to the same concept, and specific implementation processes thereof are detailed in the method embodiment and are not described herein again.
Fig. 15 is a schematic structural diagram of a server according to an embodiment of the present application. Specifically, the method comprises the following steps: the server 1400 includes a Central Processing Unit (CPU) 1401, a system Memory 1404 including a Random Access Memory (RAM) 1402 and a Read-Only Memory (ROM) 1403, and a system bus 1405 connecting the system Memory 1404 and the CPU 1401. The server 1400 also includes a basic Input/Output (I/O) system 1406 that facilitates transfer of information between devices within the computer, and a mass storage device 1407 for storing an operating system 1413, application programs 1414, and other program modules 1415.
The basic input/output system 1406 includes a display 1408 for displaying information and an input device 1409, such as a mouse, keyboard, etc., for user input of information. Wherein a display 1408 and an input device 1409 are both connected to the central processing unit 1401 via an input/output controller 1410 connected to the system bus 1405. The basic input/output system 1406 may also include an input/output controller 1410 for receiving and processing input from a number of other devices, such as a keyboard, mouse, or electronic stylus. Similarly, an input/output controller 1410 also provides output to a display screen, a printer, or other type of output device.
The mass storage device 1407 is connected to the central processing unit 1401 through a mass storage controller (not shown) connected to the system bus 1405. The mass storage device 1407 and its associated computer-readable media provide non-volatile storage for the server 1400. That is, the mass storage device 1407 may include a computer-readable medium (not shown) such as a hard disk or a Compact Disc-Only Memory (CD-ROM) drive.
Without loss of generality, computer readable media may comprise computer storage media and communication media. Computer storage media includes volatile and nonvolatile, removable and non-removable media implemented in any method or technology for storage of information such as computer readable instructions, data structures, program modules or other data. Computer storage media include RAM, ROM, Erasable Programmable Read-Only Memory (EPROM), Electrically Erasable Programmable Read-Only Memory (EEPROM), flash Memory or other solid state Memory technology, CD-ROM, Digital Versatile Disks (DVD), or other optical storage, magnetic cassettes, magnetic tape, magnetic disk storage, or other magnetic storage devices. Of course, those skilled in the art will appreciate that computer storage media is not limited to the foregoing. The system memory 1404 and mass storage device 1407 described above may collectively be referred to as memory.
According to various embodiments of the present application, the server 1400 may also operate as a remote computer connected to a network through a network, such as the Internet. That is, the server 1400 may be connected to the network 1412 through the network interface unit 1411 connected to the system bus 1405, or the network interface unit 1411 may be used to connect to other types of networks or remote computer systems (not shown).
The present application further provides a computer device, which includes a processor and a memory, where the memory stores at least one instruction, at least one program, a set of codes, or a set of instructions, and the at least one instruction, the at least one program, the set of codes, or the set of instructions is loaded and executed by the processor to implement the virtual environment-based visual field packet sending method provided in any of the above exemplary embodiments.
The present application further provides a computer-readable storage medium, in which at least one instruction, at least one program, a code set, or a set of instructions is stored, and the at least one instruction, the at least one program, the code set, or the set of instructions is loaded and executed by the processor to implement the virtual environment-based visual field data packet transmission method provided in any of the above exemplary embodiments.
The present application further provides a computer program product, wherein at least one instruction, at least one program, a set of codes, or a set of instructions is stored in the computer program product, and the at least one instruction, the at least one program, the set of codes, or the set of instructions is loaded and executed by a processor to implement the virtual environment based visibility data package transmission method according to any one of claims 1 to 9.
It will be understood by those skilled in the art that all or part of the steps for implementing the above embodiments may be implemented by hardware, or may be implemented by a program instructing relevant hardware, where the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a magnetic disk or an optical disk, etc.
The above description is only exemplary of the present application and should not be taken as limiting, as any modification, equivalent replacement, or improvement made within the spirit and principle of the present application should be included in the protection scope of the present application.

Claims (15)

1. A visual field data packet sending method based on a virtual environment, wherein the method is applied in a server, and the server runs: the method comprises a scene process, a fighting process and a world process, and comprises the following steps:
the scene process generates a visual field data packet of a first fighting role, and the visual field data packet is synchronized to the world process; the first fighting role is a virtual role running on the scene process and participating in fighting in a virtual environment, and the view data packet is used for displaying a fighting interface for watching the first fighting role on a client;
the world process synchronizes the view data packet to the spectator process in response to a first spectator object having spectator rights for the first spectator character; the first spectator object is an object that operates on the spectator progress to view the battle in the virtual environment;
in response to the first spectator object possessing the spectator authority of the first spectator character, the spectator process sending the view data packet to a client of the first spectator object; and the client is used for displaying the fighting interface according to the view data packet.
2. The method according to claim 1, wherein a fighting relationship table is stored in the world process, the fighting relationship table is used for storing the corresponding relationship between the fighting roles and the fighting objects, and the fighting objects have the fighting authority of the fighting roles;
the responding to that the first spectator object has the spectator right of the first spectator character, the world process synchronizing the view data packet to the spectator process, including:
in response to receiving the visual field data packet of the first fighting role, the world process inquires the fighting object corresponding to the first fighting role according to the fighting relationship table;
in response to the spectator object corresponding to the first spectator character comprising the first spectator object, the world process synchronizes the view data packet to the spectator process corresponding to the first spectator object.
3. The method according to claim 1, wherein a spectator-fighting relationship table is stored in the spectator-fighting process, the spectator-fighting relationship table is used for storing the corresponding relationship between the spectator-fighting character and the spectator-fighting object, and the spectator-fighting object has the spectator-fighting authority of the spectator-fighting character;
the responding to the first spectator object possessing the spectator authority of the first spectator character, the spectator process sending the view data packet to the client of the first spectator object, including:
in response to receiving the visual field data packet of the first fighting role, the fighting visiting process inquires the fighting object corresponding to the first fighting role according to the fighting visiting relation table;
in response to the spectator object corresponding to the first spectator character comprising the first spectator object, the spectator process sending the view data packet to a client of the first spectator object.
4. The method of claim 2 or 3, wherein the server runs at least two of the scene processes, the first character in the first battlefield runs on the first scene process, and the second character in the second battlefield who visits the user account runs on the second scene process; the method further comprises the following steps:
responding to the first spectator object for creating the spectator user account in the spectator fighting process, and synchronizing spectator fighting instructions to the first scene process in which the first battlefield is located by the spectator fighting process; the fighting instruction comprises that the first fighting object fights the first battlefield;
the first scene process synchronizes default participating characters of the first battlefield to the world process, wherein the default participating characters comprise the first participating characters;
the world process adds a first corresponding relation between the first spectator object and the first spectator character to the spectator relationship table, and synchronizes the first corresponding relation to the spectator process;
and the viewing and fighting process adds the first corresponding relation to the viewing and fighting relation table.
5. The method of claim 4, further comprising:
responding to a spectator fighting request sent by the client received by the second scene process, and creating the first spectator fighting object of the spectator fighting user account by the spectator fighting process; the fighting request is used for requesting to fight the first battlefield.
6. The method of claim 5, wherein said server runs at least two of said spectator processes;
the response to the second scene process receiving a fighting request sent by the client, the fighting process creating the first fighting object of the fighting user account, including:
in response to receiving the spectator request sent by the client, the second scene process synchronizes the spectator request to the world process;
the world process determines a first fighting process as the fighting process of the fighting user account, and synchronizes a first occupation request to the first fighting process; the first occupation request is used for occupying the position of the spectator object in the first spectator process;
and responding to successful occupation, and creating the first spectator object of the spectator user account by the first spectator process.
7. The method of claim 6, wherein said first spectator process creating the first spectator object for the spectator user account in response to the successful engagement, comprises:
in response to successful occupation, the first spectator process synchronizes a first occupation success instruction to the world process;
the world process synchronizes the first place-occupying success instruction to the second scene process;
the second scene process switches the process of the client interface from the second scene process to the first fighting process; the second scene process synchronizes account information of the spectator and fighting user account to the world process;
the world process synchronizes the account information to the first fighting process;
and the first fighting process establishes the first fighting object of the fighting user account according to the account information.
8. The method of claim 5, further comprising:
in response to receiving a fighting ending request sent by the client, the fighting progress switches the progress in butt joint with the client from the fighting progress to the second scene progress; the viewing process cancels the first viewing object, deletes the first corresponding relation in the viewing relation table, and synchronizes a viewing ending result to the world process;
the world process deletes the first corresponding relation in the fighting relationship table and synchronizes the fighting ending result to the second scene process;
and the second scene process operates the second engagement role of the visiting user account.
9. The method of claim 7, wherein the switching the process of interfacing with the client from the spectator process to the second scene process in response to receiving the spectator fighting end request sent by the client comprises:
in response to receiving a fighting ending request sent by the client, the fighting process sends a second occupying request to the second scene process; the second occupation request occupies the position of the character participating in the war in the second scene process;
in response to successful engagement, the spectator process switching the process of interfacing with the client from the spectator process to the second scene process.
10. A visual field data packet transmission apparatus based on a virtual environment, the apparatus comprising:
the scene module is used for generating a visual field data packet of the first fighting role and synchronizing the visual field data packet to the world module; the first fighting role is a virtual role running on the scene module and participating in fighting in a virtual environment, and the view data packet is used for displaying a fighting interface for watching the first fighting role on a client;
the world module is used for responding to the situation that a first fighting object has the fighting permission of the first fighting role, and synchronizing the visual field data packet to the fighting module; the first spectator object is an object that operates on the spectator module to view the battle in the virtual environment;
the spectator module is used for responding to the situation that the first spectator object has the spectator authority of the first spectator role, and sending the view data packet to the client of the first spectator object; and the client is used for displaying the fighting interface according to the view data packet.
11. The device according to claim 10, wherein the world module is stored with a fighting relationship table for storing the corresponding relationship between the fighting character and the fighting object, and the fighting object has the fighting authority of the fighting character;
the world module is further used for responding to the received visual field data packet of the first fighting role, and inquiring the fighting object corresponding to the first fighting role according to the fighting relationship table;
the world module is further used for responding to the spectator object corresponding to the first spectator character and the spectator object comprising the first spectator object, and synchronizing the view field data packet with the spectator module corresponding to the first spectator object.
12. The device according to claim 10, wherein the spectator module stores a spectator relationship table for storing the corresponding relationship between the spectator character and the spectator object, and the spectator object has the spectator authority of the spectator character;
the spectator module is further used for responding to the received visual field data packet of the first participant role and inquiring the spectator object corresponding to the first participant role according to the spectator relationship table;
the spectator module is further used for responding that the spectator object corresponding to the first spectator character comprises the first spectator object, and sending the view data packet to a client of the first spectator object.
13. The apparatus of claim 11 or 12, wherein the scene module comprises at least two scene sub-modules, wherein the first engagement character located in a first battlefield operates on a first scene sub-module, and the second engagement character for visiting a user account operates on a second scene sub-module;
the spectator module is also used for responding to the first spectator object which creates the spectator user account in the spectator module and synchronously spectator a command to the first scene submodule where the first battlefield is located; the fighting instruction comprises that the first fighting object fights the first battlefield;
the first scene submodule is used for synchronizing default fighting roles of the first battlefield to the world module, wherein the default fighting roles comprise the first fighting role;
the world module is further used for adding a first corresponding relation between the first spectator object and the first spectator character to the spectator relation table, and synchronizing the first corresponding relation with the spectator module;
and the spectator fighting module adds the first corresponding relation to the spectator fighting relation table.
14. A computer device comprising a processor and a memory, the memory having stored therein at least one instruction, at least one program, a set of codes, or a set of instructions, the at least one instruction, the at least one program, the set of codes, or the set of instructions being loaded and executed by the processor to implement the virtual environment based View data packet transmission method according to any one of claims 1 to 9.
15. A computer-readable storage medium having stored therein at least one instruction, at least one program, a set of codes, or a set of instructions, which is loaded and executed by a processor to implement the virtual environment based View packet Transmission method according to any one of claims 1 to 9.
CN202010469730.1A 2020-05-28 2020-05-28 Visual field data packet sending method, device, equipment and medium based on virtual environment Pending CN111672105A (en)

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