CN112090080A - Round combat data processing method, device and storage medium - Google Patents
Round combat data processing method, device and storage medium Download PDFInfo
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- A—HUMAN NECESSITIES
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- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
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- A63F13/843—Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
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- A—HUMAN NECESSITIES
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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
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Abstract
The invention provides a turn system battle data processing method, a device and a storage medium, wherein the method comprises the steps of setting different orientation surface identifications for different battles; packaging the resources of the battle of the times corresponding to the different position surface identifications into different types of objects, respectively mounting the different types of objects to the battle scene objects, wherein the types of objects corresponding to the different position surface identifications are mutually independent; and processing the battle data generated in each round system by each field battle, and feeding back the processing result to the client corresponding to the corresponding field battle. The embodiment of the invention ensures that players do not need to switch the fighting scenes, but logically distinguish the players, and can also realize that the players (namely fighting units) fighting in different fields are not visible, thereby reducing the data serialization process brought by switching the fighting scenes, reducing a large amount of server memory overhead and effectively reducing the memory recovery pressure of the server.
Description
Technical Field
The invention relates to the technical field of game data processing, in particular to a turn combat data processing method, a turn combat data processing device and a storage medium.
Background
In an MMO (Massive Multiplayer Online game) type game, a battle scene is generally created in the turn battle process, then battle units are cut into the battle scene, data synchronization is adopted, namely data processing is performed in a server calculation and client playing mode, in each large turn, the battle result of the server is calculated in one large cycle, and then the calculation result is sent to the client together.
Creating a battle scene, wherein one part of memory overhead is the memory overhead of the scene, the other part of memory overhead is the memory overhead of all players cut into the scene, serializing all player data, after the battle is finished, the players are cut back to the original scene, the battle scene is cut back to the original scene, the player data needs to be serialized twice, and the memory overhead is not small for a server. In addition, the result of each round of battle is calculated once in a large cycle, and for single-field battle, the processing is not problematic, but when a large amount of battles are carried out by the server at a certain moment, the calculation amount of the server is large, for example, in a boss battle, all players play a boss, the situation that the multi-field battle is concentrated in one frame of calculation of the server occurs, taking 5 players to 5 players as an example, assuming that one player spends 1-10ms in one hand, and the server 1s corresponds to 30 frames, namely 1 frame of calculation spends 33ms, when the multi-field battle calculation is concentrated in one frame of calculation, relatively high delay is generated, and in severe cases, the players are stuck.
Disclosure of Invention
In view of the above problems, the present invention is provided to provide a round combat data processing method, apparatus and storage medium that overcome the above problems or at least partially solve the above problems, so as to reduce the data serialization process caused by switching combat scenes, thereby reducing a large amount of memory overhead of a server, and effectively reducing the memory recovery pressure of the server, so that the server can support more online players and more combat sessions.
According to an aspect of the embodiments of the present invention, there is provided a turn battle data processing method, including:
setting different position surface identifications for different battles, wherein one battle corresponds to the only position surface identification;
packaging the resources of the battle of the times corresponding to the different position surface identifications into different types of objects, respectively mounting the different types of objects to the battle scene objects, wherein the types of objects corresponding to the different position surface identifications are mutually independent;
and processing the battle data generated in each round system by each field battle, and feeding back the processing result to the client corresponding to the corresponding field battle.
Optionally, different face identifiers are set for different times of battles, including:
and setting a bit surface identifier for the corresponding battle field according to the identifier ID pre-allocated to the battle field of different field.
Optionally, the first battle session includes a plurality of fighting units, and different orientation marks are set for different session battles, including:
different position marks are set for different times of battles, and the same position marks are set for a plurality of battle units contained in the same time of battle.
Optionally, the processing the combat data generated in each round of each field of combat, and feeding back the processing result to the client corresponding to the corresponding field of combat includes:
carrying out frame calculation on fighting data generated by the fighting units in any round system of each field of fighting, wherein the fighting data generated by one fighting unit is calculated in each frame;
and feeding back the framing calculation result to the client corresponding to the corresponding field battle by taking the calculation result of one battle unit as a unit.
Optionally, the framing calculation of the fighting data generated by the fighting unit in any round of each field of fighting includes:
analyzing the unit of fighting with the forthcoming hand aiming at any round of fighting of each field, and adding the information of the unit of fighting with the forthcoming hand to the list of the forthcoming hand;
the combat data generated after the forthcoming combat unit in the list of hands has been released is calculated in one frame.
Optionally, analyzing the forthcoming combat unit for any round of each course of combat, comprising:
sequencing a plurality of fighting units contained in each field of fighting according to the attribute information;
the forthcoming combat units are analyzed in a round of each round of combat according to their ranking.
Optionally, for each round of battle, a non-discharged unit and a discharged unit are preset, the non-discharged unit is listed before the discharging of the fighting unit, the discharged unit is listed after the discharging of the fighting unit, and the forthcoming fighting unit is analyzed according to the ranking of the fighting units in one round of battle of each field, including:
in one round system of each field battle, the highest-ranked fighting unit in the unoperated units is searched as the forthcoming fighting unit according to the ranking size of the fighting units.
Optionally, the attribute information of the fighting unit includes at least one of a speed attribute and an attack power attribute of the fighting unit.
Optionally, after calculating, in one frame, combat data generated after the forthcoming combat unit in the outgoing hand list is outgoing, the method further includes:
if the information of all fighting units finishing the same battle in the same field is added in the list of the released hands, emptying the content of the list of the released hands;
re-analyzing the unit of forthcoming fighting for the next round of the same battle, and resetting the list of forthcoming fighting by utilizing the information of the re-analyzed unit of forthcoming fighting;
and performing frame calculation on the fighting data generated by the forthcoming fighting unit in the reset outgoing hand list.
According to another aspect of the embodiments of the present invention, there is also provided a turn combat data processing apparatus, including:
the setting module is suitable for setting different position surface identifications for different battles, wherein one battle corresponds to the unique position surface identification;
the mounting module is suitable for packaging the resources of the battle of the times corresponding to the different position surface identifications into different types of objects, mounting the different types of objects to the battle scene objects respectively, and enabling the type objects corresponding to the different position surface identifications to be independent;
and the processing module is suitable for processing the battle data generated in each round system in each field battle and feeding back the processing result to the client corresponding to the corresponding field battle.
According to yet another aspect of embodiments of the present invention, there is also provided a computer storage medium having stored thereon computer program code which, when run on a computing device, causes the computing device to execute the turn-based combat data processing method of any of the above embodiments.
According to still another aspect of the embodiments of the present invention, there is also provided a computing device including: a processor; a memory storing computer program code; the computer program code, when executed by the processor, causes the computing device to perform the turn combat data processing method of any of the embodiments above.
In the embodiment of the invention, in round-system battles, if a new battle scene needs to be entered for fighting, different battles are logically distinguished by setting different face identifiers for the different battles, the resources of the battles of different fields corresponding to the different face identifiers are packaged into different types of objects, and the different types of objects are respectively mounted to the battle scene objects, so that the types of objects corresponding to the different face identifiers are independent from each other, and players (namely, battle units) of the different battles are invisible in the battle scene. According to the embodiment of the invention, a new battle scene object does not need to be created, and the players in the battle do not need to switch the battle scene, so that the data serialization process brought by switching the battle scene can be reduced, thereby reducing a large amount of server memory overhead, effectively reducing the memory recovery pressure of the server, and enabling the server to support more online players and more battles.
The foregoing description is only an overview of the technical solutions of the present invention, and the embodiments of the present invention are described below in order to make the technical means of the present invention more clearly understood and to make the above and other objects, features, and advantages of the present invention more clearly understandable.
The above and other objects, advantages and features of the present invention will become more apparent to those skilled in the art from the following detailed description of specific embodiments thereof, taken in conjunction with the accompanying drawings.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this specification, illustrate embodiments of the invention and together with the description serve to explain the invention and not to limit the invention. In the drawings:
FIG. 1 is a flow chart illustrating a method for turn combat data processing according to an embodiment of the present invention;
FIG. 2 is a schematic diagram illustrating different battlefield times corresponding to different planes in accordance with one embodiment of the present invention;
FIG. 3 is a diagram illustrating content changes of the hands-off unit and hands-off unit before and after the hands-off of the combat unit in turn combat according to an embodiment of the present invention;
FIG. 4 is a schematic diagram of a turn combat data processing apparatus according to an embodiment of the present invention;
fig. 5 is a schematic structural diagram of a turn combat data processing apparatus according to another embodiment of the present invention.
Detailed Description
Exemplary embodiments of the present invention will be described in more detail below with reference to the accompanying drawings. While exemplary embodiments of the invention are shown in the drawings, it should be understood that the invention can be embodied in various forms and should not be limited to the embodiments set forth herein. Rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the scope of the invention to those skilled in the art.
To solve the above technical problems, an embodiment of the present invention provides a turn combat data processing method, and fig. 1 is a flowchart illustrating the turn combat data processing method according to an embodiment of the present invention. Referring to fig. 1, the turn combat data processing method includes steps S102 to S106.
And S102, setting different plane identifiers for different battles, wherein one battle corresponds to the unique plane identifier.
Step S104, packaging the resources of the battle of the field corresponding to the different position surface identifications into different objects, respectively mounting the different objects to the battle scene objects, and enabling the objects corresponding to the different position surface identifications to be independent.
And step S106, processing the battle data generated in each round system of each field battle, and feeding back the processing result to the client corresponding to the corresponding field battle.
In the round combat, if the combat needs to be carried out in a new combat scene, different battles are logically distinguished by setting different face identifiers for the different battles, resources of the battles of different fields corresponding to the different face identifiers are packaged into different types of objects, and the different types of objects are respectively mounted on the objects of the battle scene, so that the objects corresponding to the different face identifiers are independent from each other, and players (namely combat units) of the different battles are invisible from each other. According to the embodiment of the invention, a new battle scene object does not need to be created, and the players in the battle do not need to switch the battle scene, so that the data serialization process brought by switching the battle scene can be reduced, thereby reducing a large amount of server memory overhead, effectively reducing the memory recovery pressure of the server, and enabling the server to support more online players and more battles.
A unique identification ID is typically pre-assigned to a battle field, with different times of battle corresponding to different identification IDs. Therefore, in an embodiment of the present invention, when the step S102 is executed to set different face identifiers for different times of battles, the face identifier is also set for the corresponding time of battle by directly using the identifier ID pre-allocated for different times of battles, and the default of the face identifier may be 0. In the embodiment of the invention, different level identifiers are set for different times of battles, and the different times of battles are logically distinguished actually, namely different times of battles with different level identifiers are equivalent to different floors, and players in the different floors are invisible.
In an embodiment of the present invention, a field of battles may include a plurality of battle units, and when different face identifiers are set for different fields of battles, the same face identifier needs to be set for a plurality of battle units included in the same field of battles. The Fighting Units (FU) of the embodiments of the present invention may include players, Player opponents, NPCs (Non-Player characters), etc., for example, a field of battles includes 20 fighting units, which are five players, five pets of the five players, and ten monsters, and the 20 fighting units have the same orientation mark, i.e., are located in the same orientation. The type of the fighting unit in the embodiment of the present invention is not particularly limited.
Setting a position mark for the fighting units in the same field of fighting, namely setting the same attribute information for a plurality of fighting units, wherein the fighting units with the same attribute information are visible mutually in the subsequent fighting process, and the fighting units with different attribute information are invisible mutually, namely the fighting units in the same field of fighting are visible mutually, and the fighting units in different fields of fighting are invisible mutually.
Referring to step S104, the resources of the battle in the field corresponding to the different position surface identifiers are packaged into different types of objects, the different types of objects are mounted to the battle scene objects, and the types of objects corresponding to the different position surface identifiers are independent of each other. Generally, a plurality of class objects can be mounted on one battle scene object, each class object can contain a plurality of battle units, so that a plurality of battle units can be mounted on one battle scene, and the battle scene object is equivalent to a manager and can logically manage the plurality of battle units.
Different bit plane marks are respectively set for different times of battles, namely, battle units contained in different times of battles are respectively cut into different bit planes, for example, referring to fig. 2, a battle scene object is mounted with a class object of n times of battles, where n can be any positive integer greater than 2. The battle field level 1 is provided with a level identifier id1, and the battle unit corresponding to the level identifier id1 is player 1. Battle field level 2 is provided with a level identifier id2, and the battle unit corresponding to the level identifier id2 is player 2. The battle field level n is provided with a position face identification idn, and the battle unit corresponding to the position face identification idn is a player n. In addition, the non-battle field of the battle scene also has a unique bit plane identification id0, which belongs to an independent non-battle bit plane, and the battle unit corresponding to the non-battle bit plane identification id0 is player 0. Players in different planes are not visible to each other and do not affect each other.
Referring to step S106, in an embodiment of the present invention, when the fighting data generated in each round system during each field of fighting is processed, the fighting data generated by the fighting units in any round system during each field of fighting may be first subjected to frame division calculation, where the frame division calculation refers to that the server calculates the fighting data generated by one fighting unit per frame. And then, feeding back the framing calculation result to the client corresponding to the corresponding field battle by taking the calculation result of one battle unit as a unit.
The combat data generated by the combat units of each round are calculated in frames, namely the out-of-hand result of only one combat unit is calculated in one frame, so that the instantaneous calculation pressure of a CPU in the server can be reduced, the instantaneous surge of the utilization rate of the CPU is avoided, and the server can support more battles to be carried out simultaneously. By adopting the scheme of the invention, through the actual pressure measurement on the server, for the server with the linux operating system with 40 cores and 256 memories, a single dress can fight 6000 times at the same time, and the server has no large pressure.
Because the fighting units in the same battle field have the same position marks and are visible mutually, the calculation result of the fighting units in the same battle field can be broadcasted to the fighting units (players) in the battle field, and the fighting units in other battle fields can not receive the calculation result.
The server of the embodiment of the invention feeds back the processing result to the client corresponding to the corresponding battle session, and can feed back the calculation result of one skill generated by the battle unit to the client corresponding to the corresponding battle session. For example, player A plays monster B with skill S, the server calculates the injury result of player A 'S skill S to monster B, and packages the combat result of player A with a message issued to player A' S client in units of single skill S. And then, the client of the player A uniformly puts the received messages into a play queue to be processed one by one, and plays the processing result.
In an alternative embodiment of the present invention, the process of framing the combat data generated by the combat units in any one round of each field of combat includes a first step and a second step.
Step one, analyzing the unit of forthcoming fighting for any round of each field of fighting, and adding the information of the unit of forthcoming fighting to the list of the forthcoming fighting. For example, if the analyzed unit of forthcoming fighting is fighting unit a, the information of fighting unit a is added to the list of outgoing hands, for example, if the unique identification information of fighting unit a is added to the list of outgoing hands, different fighting units in the same battle field may have unique identification information.
And step two, calculating the fighting data generated after the fighting unit going out hands in the going-out list goes out hands in one frame.
The server finds a unit of fighting to be out of hand in the calculation process of each frame and adds the unit of fighting to the list of the out-of-hand, and the calculation is skipped after the calculation of the fighting data generated by the unit of fighting in one frame is finished. According to the embodiment of the invention, the hands are added to the issued hand list before the fighting units are issued, and then the hand issuing results are calculated for the fighting units, so that even if the fighting units are abnormal in hand issuing, the fighting units can be counted as the issued-hand fighting units, and the fact that each fighting unit issues a hand once is ensured, and the calculation of the whole round of fighting data is effectively completed.
Referring to step one, in an optional embodiment, when the forthcoming fighting unit is analyzed for any round of each field of fighting, the plurality of fighting units included in each field of fighting may be sorted according to the attribute information. The forthcoming combat units are then analyzed in accordance with their ranking in one round of each round of combat. Each round of the round-based combat is preceded by a preparation stage, and after a player performs skill operation in the preparation stage, attribute information of the corresponding player (combat unit) can be stored. Thus, the combat units may be ordered according to their attribute information. In this embodiment, the attribute information of the fighting unit may include a speed attribute, an attack power attribute, and the like of the fighting unit, and the attribute information of the fighting unit is not specifically limited in the embodiment of the present invention.
The embodiment of the invention can preset a hands-off unit and a hands-on unit for each round of battle, wherein the hands-off unit is listed before the battle unit hands off, and the hands-on unit is listed after the battle unit hands off. By providing both hands-off and hands-on units for each round of combat, it is possible to effectively record which combat units have passed and which have not passed in a round.
In the process of analyzing the forthcoming fighting units according to the ranking of the fighting units in one round of each field of fighting, the embodiment can search the highest ranking fighting unit in the untethered units according to the ranking of the fighting units as the forthcoming fighting unit.
For example, for one-round battle, the first ranked fighting unit a is traversed according to the ranking of the fighting units, and if the first ranked fighting unit a is not handed in combination with the unproofed unit and/or the unproofed unit in fig. 3, the fighting unit a is taken as the forthcoming fighting unit. When the hands-off result of the fighting unit A is calculated, the fighting unit A is added to the hands-off unit, and the fighting unit A is removed from the hands-off unit. After the server completes the calculation, when the first ranked fighting unit A is traversed according to the ranking of the fighting units, the first ranked fighting unit A is analyzed and ranked to have hands gone by combining the unit without hands and/or the unit with hands in FIG. 3, then the second ranked fighting unit B is traversed, the second ranked fighting unit B is analyzed and ranked to have no hands, and the fighting unit B is used as the unit to be fighting with hands going out. Subsequent analysis will proceed in the same manner as the manner in which the fighting unit is about to be discharged. Since the found out forthcoming fighting units are the highest ranked fighting units among the unopened units, the highest ranked fighting unit among the unopened units can be used as the forthcoming fighting unit.
In the second step, the server calculates that one frame of the combat data is equivalent to one heartbeat of the server, namely, the one heartbeat of the server processes the hand-out result of one combat unit. In turn-based combat, all combat units make one large turn at a time, and typically a combat may have 20 or more turns. For example, a battle session includes 10 combat units, each combat unit calculates one big round of hands at a time, the server calculates only one unit hands-off result at a time, and the 10 heartbeats can finish calculating the hands-off results of the combat units in the whole round.
In an embodiment of the present invention, after calculating the fighting data generated after the fighting unit going out of hand in the going-out list goes out of hand in one frame, if the information of all the fighting units added in the going-out list for completing the same battle session is analyzed, the contents of the going-out list are emptied. Therefore, the unit of the forthcoming battle is analyzed again for the next round of the same field of battle, the reanalyzed information of the unit of the forthcoming battle is used for resetting the list of the forthcoming battle, and the frame calculation is carried out on the battle data generated by the unit of the forthcoming battle in the reset list of the forthcoming battle. That is, for the issued list, the server is emptied and reset before each round of operation starts, so that the problem that the server is wrongly calculated and reported due to abnormal conditions such as repeated hands-on and unsuccessful hands-on of the combat unit can be effectively avoided.
Based on the same inventive concept, an embodiment of the present invention further provides a turn combat data processing apparatus, and fig. 4 shows a schematic structural diagram of the turn combat data processing apparatus according to an embodiment of the present invention. Referring to fig. 4, the turn-based combat data processing apparatus includes a setting module 410, a mounting module 420, and a processing module 430.
The setting module 410 is adapted to set different level identifiers for different battles, wherein one battle corresponds to a unique level identifier.
The mounting module 420 is adapted to package the resources of the battle of the session corresponding to the different position surface identifiers into different types of objects, mount the different types of objects to the battle scene objects respectively, and make the different position surface identifiers correspond to the different types of objects independent from each other.
The processing module 430 is adapted to process the combat data generated in each round of each field of combat, and feed back the processing result to the client corresponding to the corresponding field of combat.
In an embodiment of the present invention, the setting module 410 is further adapted to: and setting a bit-plane identifier for the corresponding battle in the field according to the identifier ID pre-allocated to the battle in different fields.
In an embodiment of the present invention, a battle session includes a plurality of fighting units, and the setting module 410 is further adapted to: different position marks are set for different times of battles, and the same position marks are set for a plurality of battle units contained in the same time of battle.
In an embodiment of the present invention, the processing module 430 is further adapted to: carrying out frame calculation on fighting data generated by the fighting units in any round system of each field of fighting, wherein the fighting data generated by one fighting unit is calculated in each frame; and feeding back the framing calculation result to the client corresponding to the corresponding field battle by taking the calculation result of one battle unit as a unit.
In an embodiment of the present invention, the processing module 430 is further adapted to: analyzing the unit of fighting with the forthcoming hand aiming at any round of fighting of each field, and adding the information of the unit of fighting with the forthcoming hand to the list of the forthcoming hand; the combat data generated after the forthcoming combat unit in the list of hands has been released is calculated in one frame.
In an embodiment of the present invention, the processing module 430 is further adapted to: sequencing a plurality of fighting units contained in each field of fighting according to the attribute information; the forthcoming combat units are analyzed in a round of each round of combat according to their ranking.
In an embodiment of the present invention, for each round of battle, the hands-off unit and the hands-on unit are preset, the hands-off unit is listed before the fighting unit hands off, the hands-on unit is listed after the fighting unit hands off, and the processing module 430 is further adapted to: in one round system of each field battle, the highest-ranked fighting unit in the unoperated units is searched as the forthcoming fighting unit according to the ranking size of the fighting units.
In an embodiment of the invention, the attribute information of the fighting unit includes at least one of a speed attribute and an attack power attribute of the fighting unit.
Based on the same inventive concept, another turn-based combat data processing device is provided in the embodiment of the present invention, and fig. 5 is a schematic structural diagram of the turn-based combat data processing device according to the embodiment of the present invention. Referring to fig. 5, the turn combat data processing apparatus includes a reset module 440 in addition to the setting module 410, the mounting module 420, and the processing module 430.
The resetting module 440 is adapted to empty the contents of the released hand list if the information of all the fighting units completing the same battle is added to the released hand list; re-analyzing the unit of forthcoming fighting for the next round of the same battle, and resetting the list of forthcoming fighting by utilizing the information of the re-analyzed unit of forthcoming fighting; and performing frame calculation on the fighting data generated by the forthcoming fighting unit in the reset outgoing hand list.
Based on the same inventive concept, embodiments of the present invention also provide a computer storage medium storing computer program code, which, when run on a computing device, causes the computing device to execute the turn combat data processing method in any of the above embodiments.
Based on the same inventive concept, an embodiment of the present invention further provides a computing device, including: a processor; a memory storing computer program code; the computer program code, when executed by the processor, causes the computing device to perform the round combat data processing method of any of the embodiments above.
It is clear to those skilled in the art that the specific working processes of the above-described systems, devices, modules and units may refer to the corresponding processes in the foregoing method embodiments, and for the sake of brevity, further description is omitted here.
In addition, the functional units in the embodiments of the present invention may be physically independent of each other, two or more functional units may be integrated together, or all the functional units may be integrated in one processing unit. The integrated functional units may be implemented in the form of hardware, or in the form of software or firmware.
Those of ordinary skill in the art will understand that: the integrated functional units, if implemented in software and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, which is stored in a storage medium and includes instructions for causing a computing device (e.g., a personal computer, a server, or a network device) to execute all or part of the steps of the method according to the embodiments of the present invention when the instructions are executed. And the aforementioned storage medium includes: u disk, removable hard disk, Read Only Memory (ROM), Random Access Memory (RAM), magnetic or optical disk, and other various media capable of storing program code.
Alternatively, all or part of the steps of implementing the foregoing method embodiments may be implemented by hardware (such as a computing device, e.g., a personal computer, a server, or a network device) associated with program instructions, which may be stored in a computer-readable storage medium, and when the program instructions are executed by a processor of the computing device, the computing device executes all or part of the steps of the method according to the embodiments of the present invention.
Finally, it should be noted that: the above embodiments are only used to illustrate the technical solution of the present invention, and not to limit the same; while the invention has been described in detail and with reference to the foregoing embodiments, it will be understood by those skilled in the art that: the technical solutions described in the foregoing embodiments can be modified or some or all of the technical features can be equivalently replaced within the spirit and principle of the present invention; such modifications or substitutions do not depart from the scope of the present invention.
Claims (12)
1. A turn combat data processing method comprises the following steps:
setting different position surface identifications for different battles, wherein one battle corresponds to the only position surface identification;
packaging the resources of the battle of the times corresponding to the different position surface identifications into different types of objects, respectively mounting the different types of objects to the battle scene objects, wherein the types of objects corresponding to the different position surface identifications are mutually independent;
and processing the battle data generated in each round system by each field battle, and feeding back the processing result to the client corresponding to the corresponding field battle.
2. The method of claim 1, wherein setting different face designations for different times of combat comprises:
and setting a bit surface identifier for the corresponding battle field according to the identifier ID pre-allocated to the battle field of different field.
3. The method of claim 1, wherein a session of combat includes a plurality of combat units, different face identifiers being provided for different sessions of combat, including:
different position marks are set for different times of battles, and the same position marks are set for a plurality of battle units contained in the same time of battle.
4. The method as claimed in claim 3, wherein the processing of the combat data generated in each round of the battle of each field and the feedback of the processing result to the client corresponding to the corresponding battle of the corresponding field comprises:
carrying out frame calculation on fighting data generated by the fighting units in any round system of each field of fighting, wherein the fighting data generated by one fighting unit is calculated in each frame;
and feeding back the framing calculation result to the client corresponding to the corresponding field battle by taking the calculation result of one battle unit as a unit.
5. The method of claim 4, wherein framing the combat data generated by the combat units in any one round of each session of combat comprises:
analyzing the unit of fighting with the forthcoming hand aiming at any round of fighting of each field, and adding the information of the unit of fighting with the forthcoming hand to the list of the forthcoming hand;
the combat data generated after the forthcoming combat unit in the list of hands has been released is calculated in one frame.
6. The method of claim 5, wherein analyzing the forthcoming combat unit for any round of each course of combat comprises:
sequencing a plurality of fighting units contained in each field of fighting according to the attribute information;
the forthcoming combat units are analyzed in a round of each round of combat according to their ranking.
7. The method of claim 6, wherein a hands-off unit and hands-on unit are preset for each round of battle, the hands-off unit is listed before hands-on of the fighting unit, the hands-on unit is listed after hands-on of the fighting unit, the hands-on fighting unit is analyzed according to the ranking of the fighting units in one round of battle of each field, comprising:
in one round system of each field battle, the highest-ranked fighting unit in the unoperated units is searched as the forthcoming fighting unit according to the ranking size of the fighting units.
8. The method of claim 6, wherein the attribute information of the combat unit comprises at least one of a speed attribute, a force attribute of the combat unit.
9. The method of claim 5, wherein after computing, in a frame, combat data generated after the hands of the forthcoming combat units in the hands-off list, further comprising:
if the information of all fighting units finishing the same battle in the same field is added in the list of the released hands, emptying the content of the list of the released hands;
re-analyzing the unit of forthcoming fighting for the next round of the same battle, and resetting the list of forthcoming fighting by utilizing the information of the re-analyzed unit of forthcoming fighting;
and performing frame calculation on the fighting data generated by the forthcoming fighting unit in the reset outgoing hand list.
10. A turn combat data processing apparatus comprising:
the setting module is suitable for setting different position surface identifications for different battles, wherein one battle corresponds to the unique position surface identification;
the mounting module is suitable for packaging the resources of the battle of the times corresponding to the different position surface identifications into different types of objects, mounting the different types of objects to the battle scene objects respectively, and enabling the type objects corresponding to the different position surface identifications to be independent;
and the processing module is suitable for processing the battle data generated in each round system in each field battle and feeding back the processing result to the client corresponding to the corresponding field battle.
11. A computer storage medium storing computer program code which, when run on a computing device, causes the computing device to perform the turn combat data processing method of any of claims 1-9.
12. A computing device, comprising: a processor; a memory storing computer program code; the computer program code, when executed by the processor, causes the computing device to perform the round combat data processing method of any of claims 1-9.
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