CN112121421A - Game data processing system, method, device, storage medium and electronic equipment - Google Patents

Game data processing system, method, device, storage medium and electronic equipment Download PDF

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Publication number
CN112121421A
CN112121421A CN202011049247.4A CN202011049247A CN112121421A CN 112121421 A CN112121421 A CN 112121421A CN 202011049247 A CN202011049247 A CN 202011049247A CN 112121421 A CN112121421 A CN 112121421A
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game
data
activity
game data
module
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CN112121421B (en
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曾珊
周鸿辉
肖剑峰
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • Human Computer Interaction (AREA)
  • Information Transfer Between Computers (AREA)
  • Information Retrieval, Db Structures And Fs Structures Therefor (AREA)

Abstract

The present disclosure provides a game data processing system, a game data processing method, a game data processing apparatus, a computer-readable storage medium, and an electronic device, and belongs to the technical field of computers. The system comprises: the data module is used for acquiring game data of the game client; the message intermediate module is used for sending the game data to the corresponding activity process according to the registration relation of each activity in the derivative system; the processing module is used for processing the game data through the activity process; and the generating module is used for generating a game picture of the game client according to the processing result of the game data. The method and the system can reduce the coupling degree of the functional modules in the game system and improve the game development efficiency.

Description

Game data processing system, method, device, storage medium and electronic equipment
Technical Field
The present disclosure relates to the field of computer technologies, and in particular, to a game data processing system, a game data processing method, a game data processing apparatus, a computer-readable storage medium, and an electronic device.
Background
With the development of internet technology, the functions of game applications become more and more abundant, for example, in some games, on the basis of the original game functions, players can select corresponding game functions through different derivative systems, such as an activity system, a reward system, a mall system and the like, so as to achieve better game performance.
At present, game manufacturers often develop corresponding derivative systems according to game play logic, in such a manner, functional modules in the derivative systems are deeply coupled with the game play logic, codes of the functional modules are difficult to reuse for other applications, and for developers, codes are often required to be written for each derivative system, so that the code repetition rate of a game application program is high, and the development and maintenance cost of a game is greatly increased.
It is to be noted that the information disclosed in the above background section is only for enhancement of understanding of the background of the present disclosure, and thus may include information that does not constitute prior art known to those of ordinary skill in the art.
Disclosure of Invention
The present disclosure provides a game data processing system, a game data processing method, a game data processing apparatus, a computer-readable storage medium, and an electronic device, thereby improving the problem of low game development efficiency in the prior art at least to a certain extent.
Additional features and advantages of the disclosure will be set forth in the detailed description which follows, or in part will be obvious from the description, or may be learned by practice of the disclosure.
According to a first aspect of the present disclosure, there is provided a game data processing system, the system comprising: the data module is used for acquiring game data of the game client; the message intermediate module is used for sending the game data to the corresponding activity process according to the registration relation of each activity in the derivative system; the processing module is used for processing the game data through the activity process; and the generating module is used for generating a game picture of the game client according to the processing result of the game data.
In an exemplary embodiment of the present disclosure, the message intermediate module includes an obtaining unit, a determining unit, and a sending unit, wherein: the acquisition unit is used for acquiring activity identification of each activity in the derivative system; the determining unit is used for determining the associated activity of the game data according to the activity identification; the sending unit is used for sending the game data to the activity progress corresponding to the associated activity.
In an exemplary embodiment of the present disclosure, the processing module includes a determining unit and a generating unit, wherein: the determining unit is configured to determine, through the activity process, whether the game data meets an activity execution condition in the activity process, where the activity execution condition includes an execution condition of any task in a task pool corresponding to the activity; the result generation unit is used for generating a processing result of the game data when the game data is determined to meet the execution condition of any task.
In an exemplary embodiment of the present disclosure, the generating module includes a query request receiving unit and a generating unit, wherein: the query request receiving unit may be configured to receive a query request of the game client; the generating unit is used for generating hypertext markup language data of the game picture according to the processing result of the game data.
In an exemplary embodiment of the disclosure, the system further includes a virtual resource module, configured to determine a virtual resource of the game client according to a processing result of the game data, so as to send the virtual resource to the game client.
In an exemplary embodiment of the present disclosure, the virtual resource module further includes a verification unit and an alarm unit, wherein: the verification unit is used for verifying the virtual resources of the game client at the current moment according to the processing result of the game data; and the alarm unit is used for generating alarm information of the game client when the virtual resource of the game client at the current moment is determined to be abnormal, and sending the alarm information to the game client.
In an exemplary embodiment of the disclosure, the data module is further configured to store game data of the game client, activity data of the derivative system, and a processing result of the game data.
According to a second aspect of the present disclosure, there is provided a game data processing method, the method including acquiring game data of a game client; calculating the hash value of each activity corresponding to the game data through a hash algorithm so as to send the game data to a corresponding game data processing system to obtain a game picture of the game client; and sending the game picture to the game client.
In an exemplary embodiment of the present disclosure, the method further comprises: receiving a query request of the game client; responding to the query request, and acquiring hypertext markup language data of the game picture; and sending the hypertext markup language data to the game client so that the game client displays the game picture according to the hypertext markup language data.
According to a third aspect of the present disclosure, there is provided a game data processing apparatus comprising: the acquisition module is used for acquiring game data of the game client; the computing module is used for computing the hash value of each activity corresponding to the game data through a hash algorithm so as to send the game data to a corresponding game data processing system and obtain a game picture of the game client; and the sending module is used for sending the game picture to the game client.
In an exemplary embodiment of the disclosure, the obtaining module is further configured to receive a query request of the game client, and in response to the query request, obtain the hypertext markup language data of the game screen; the sending module is further configured to send the hypertext markup language data to the game client, so that the game client displays the game screen according to the hypertext markup language data.
According to a fourth aspect of the present disclosure, there is provided a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements any of the above-described game data processing methods.
According to a fifth aspect of the present disclosure, there is provided an electronic device comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform any of the above-described game data processing methods via execution of the executable instructions.
The present disclosure has the following beneficial effects:
according to the game data processing system, the game data processing method, the game data processing apparatus, the computer-readable storage medium, and the electronic device in the present exemplary embodiment, the game data of the game client may be acquired through the data module, the registration relationship of each activity in the derivative system is determined through the message intermediate module, and the game data is sent to the corresponding activity process, so that the game data is processed through the activity process in the processing module, and after the processing result of the game data is generated, the game screen of the game client is generated through the generation module. On one hand, the exemplary embodiment can realize the processing of game data through the modules, and meet the functional requirements of game application programs; on the other hand, the decoupling of the derivative system and other functional modules in the game application program is realized through the modules, developers can realize the quick multiplexing of the derivative system through the modules, the development efficiency of the game is improved, the positioning speed and the positioning accuracy of the derivative system and the functional modules in the game can be improved when the game function is maintained, the whole game system does not need to be checked, and therefore the maintenance cost of the game is reduced.
It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the disclosure.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the present disclosure and together with the description, serve to explain the principles of the disclosure. It is apparent that the drawings in the following description are only some embodiments of the present disclosure, and that other drawings can be obtained from those drawings without inventive effort for a person skilled in the art.
FIG. 1 shows an architecture diagram of a gaming data processing system in this exemplary embodiment;
FIG. 2 shows an architecture diagram of another gaming data processing system in this exemplary embodiment;
FIG. 3 illustrates a component block diagram of an activity in the exemplary embodiment;
FIG. 4 shows an architecture diagram of yet another gaming data processing system in this exemplary embodiment;
FIG. 5 illustrates a flow chart of a verification method in the exemplary embodiment;
FIG. 6 is a flowchart showing a game data processing method in the present exemplary embodiment;
FIG. 7 is an interaction diagram showing a game data processing method in the present exemplary embodiment;
fig. 8 is a block diagram showing the configuration of a game data processing device in the present exemplary embodiment;
FIG. 9 illustrates a computer-readable storage medium for implementing the above-described method in the present exemplary embodiment;
fig. 10 shows an electronic device for implementing the above method in the present exemplary embodiment.
Detailed Description
Example embodiments will now be described more fully with reference to the accompanying drawings. Example embodiments may, however, be embodied in many different forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concept of example embodiments to those skilled in the art. The described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments.
Furthermore, the drawings are merely schematic illustrations of the present disclosure and are not necessarily drawn to scale. The same reference numerals in the drawings denote the same or similar parts, and thus their repetitive description will be omitted. Some of the block diagrams shown in the figures are functional entities and do not necessarily correspond to physically or logically separate entities. These functional entities may be implemented in the form of software, or in one or more hardware modules or integrated circuits, or in different networks and/or processor devices and/or microcontroller devices.
The exemplary embodiment of the present disclosure first provides a game data processing system, which can be applied to a server of a game application program, so that it can process received game data. Referring to fig. 1, which shows an architecture diagram of a game data processing system provided in the present exemplary embodiment, as shown, the system architecture 100 may include a data module 110, a message middle module 120, a processing module 130, and a generation module 140.
The data module 110, the message intermediate module 120, the processing module 130 and the generating module 140 may be implemented by software programs, for example, they may be represented as game processes, that is, one-time operation activities related to a certain data set in a game application program, or they may be packaged as a certain specific hardware entity. Meanwhile, the modules can be used for processing different game logics, specifically, the data module 110 can be connected with a game client through a network or a corresponding data interface, and performs data interaction with the game client through the connection; the message intermediate module 120 may be configured as a data forwarding interface, and may forward the received data to a corresponding module according to the type of the received data; the processing module 130 may process the received game data by executing a corresponding game logic; the generation module 140 may generate display data of the game screen of the game client based on the received processing data.
The respective parts of the game data processing system described in the present exemplary embodiment are explained in detail below:
the data module 110 can be used for acquiring game data of the game client.
The data module 110 may be configured as a specific database or data platform, and may be configured to store player information and game data of each player; the game data may be result data or event data generated when the game client executes a game operation, may be other data such as basic information data of the player, and may include, for example, result data or event data generated when the player logs in the game, exits the game, plays a match or ends a match, and may include account data, result data, equipment data, and the like of the player.
When a player performs a game operation at a game client, the data module 110 may receive game data sent by the game client through a network or a data interface, for example, as shown in fig. 2, the data module 110 may simultaneously acquire game data of the same player or different players through the match data collecting interface 210 and the player information collecting interface 220.
Further, the game data processing system may also configure a corresponding event distribution module to detect the game operation of the game client, such as the event distribution module 230 shown in fig. 2, and when generating the game data, the event distribution module 230 may send the game data to the data module 110 through the message intermediate module 120.
In the exemplary embodiment, based on the connection between the data module 110 and the game client, the game client may transmit the game data to the data module 110 according to an event response mechanism, so that the data module 110 may receive each game data in turn according to the transmission sequence of the game client.
The message middle module 120 may be configured to send the game data to the corresponding activity process according to the registration relationship of each activity in the derivative system.
Wherein, the derivative system may be a system derived from the game basic play, for example, may include an activity system in the game, a daily task system, etc.; the activity refers to the sum of a series of actions for realizing game functions in the game, different function sets can be included according to the type of a derivative system, meanwhile, the activity can be divided into a plurality of sub-activities according to contents, and each sub-activity can also store one or more tasks, wherein the tasks are the minimum units of game operations required to be executed by a player at a game client. For example, for the activity system, the activity may be the content of an activity in a season or other period of time in a game, as shown in fig. 3, taking the activity system as an example, the activity system may include a plurality of activities, and each activity may include a plurality of sub-activities, as shown in the figure, activity 1 may include sub-activity 1 and sub-activity 2, sub-activity 1 includes task 1 and task 2 according to task type, sub-activity 1 may include an optional task 1, and the optional task 1 may include the number of game clients that need to be completed by a game operation, the number of game clients that are currently completed by a game operation, or the number of prizes that can be received by a game client; the registration relationship of each activity refers to the association relationship between the game event corresponding to the game data and each activity, that is, according to the registration relationship of each activity, whether each activity in the derivative system pays attention to the game event corresponding to the game data can be determined; the activity process may be game logic for processing any task or any sub-activity in the activity, and may be embodied as program code for processing any task or any sub-activity in an activity.
In the exemplary embodiment, in order to complete the task creation and follow-up of more tasks, the tasks may be established through a task pool. The task pool is a component for storing tasks in the business layer, namely a container of the tasks, and is created when the tasks are established, and is cleared when the tasks are finished, so that the task pool can be used as a cache mechanism of the tasks in the activities, and based on the mechanism, the resource consumption of the system caused by frequent creation and clearing of the tasks can be reduced.
After the data module 110 obtains the game data of the game client, the message intermediate module 120 may receive the game data through connection with the data module 110, and send the game data to the corresponding activity process according to the registration relationship of each activity in the derivative system.
In this exemplary embodiment, when each activity of the derivative system is created, the message intermediary module 120 may establish an association relationship between each activity and a corresponding game event, and therefore, in an alternative embodiment, the message intermediary module 120 may include an obtaining unit, a determining unit, and a sending unit. Wherein:
the obtaining unit may be configured to obtain an activity identifier of each activity in the derivative system, where the activity identifier may be any combination of numbers, letters, or other symbols, and may be used to uniquely identify the corresponding activity, or when the activity data is stored in the database, the activity identifier may also be key value information stored in the database by the activity, and the like, and this is not particularly limited in this exemplary embodiment.
The determining unit may be configured to determine the associated activity of the game data according to the activity identifier. Specifically, the determining unit may determine, after receiving the game data, a related activity of the game data based on a relationship between a game event corresponding to the game data and each activity, in other words, the related activity may be all activities that focus on the game event corresponding to the game data among the activities.
The transmission unit may be configured to transmit the game data to an activity process corresponding to the associated activity after determining the associated activity of the game data. Specifically, in the message intermediate module 120, each activity may correspond to an activity process, that is, each activity process may be used for the game logic for processing a specific activity, and therefore, the game data may be sent to the activity process corresponding to the associated activity.
Through the above units of the message intermediate module 120, the message intermediate module 120 may receive game data sent by the game client, such as result data and event data shown in fig. 4, and send the game data to the corresponding activity process by determining the associated activity of the game data. In particular, when the game data has more than one associated activity, the message broker module 120 may send the game data to a plurality of activity processes, such as activity process 411, activity process 412, and activity process 413 shown in fig. 4, simultaneously.
Further, in order to improve the processing efficiency of the server, in an alternative embodiment, each activity in the message intermediate module 120 may correspond to multiple activity processes, that is, the activity logic of each activity may be processed by multiple activity processes at the same time, in this manner, the message intermediate module 120 may also record the number of game data sent to each activity process, so as to send the game data to the activity process with a smaller load amount corresponding to the associated activity.
The processing module 130 may be configured to process the game data through the activity process.
After receiving the game data, the processing module 130 may process the game data through a corresponding activity process. For example, in a game data processing system as shown in FIG. 4, the activity process 411 of the processing module 130 may process the game data by executing the game logic of the activities as shown in FIG. 1 or FIG. 2. Further, in the present exemplary embodiment, as shown in fig. 4, for different types of game data, such as game event data and game result data, the above-described game data may be collected using different data collection logics.
Since each activity may often include multiple tasks, in an alternative embodiment, the processing module 130 may include a determination unit and a result generation unit. Wherein:
the determining unit may be configured to determine, through the activity process, whether the game data meets an activity execution condition in the activity process, where the activity execution condition may include an execution condition of any task in a task pool corresponding to the activity, and may also include an execution condition of any sub-activity in the activity, that is, an execution condition of all tasks in the sub-activity. Specifically, the activity process may determine whether the game data matches an activity execution condition, that is, an execution condition of any task or an execution condition of a sub-activity in a task pool corresponding to the activity, so that when it is determined that the game data matches the execution condition of a certain task or the execution condition of a certain sub-activity, it is determined that the game data satisfies the activity execution condition of the activity process. Further, the event execution condition may be stored in a database, and the determination unit may determine whether the game data satisfies the event execution condition in the event progress by acquiring the event execution condition.
The result generation unit may be configured to generate a processing result of the game data, which may be a result of determination that the game data satisfies the execution condition, when it is determined that the game data satisfies the execution condition of any one of the tasks or sub-activities.
The generating module 140 may be configured to generate a game screen of the game client according to a processing result of the game data.
The generating module 140 may match the received game data processing result with the game screen generating condition stored in the module, so as to determine whether the processing result triggers the game screen update of the game client, and generate a corresponding game screen when it is determined that the processing result triggers the game screen update of the game client. It should be noted that the processing result of the generation module 140 receiving the game data may be implemented by the message middleware 120, or may be implemented by other data interfaces, and the present exemplary embodiment is not particularly limited to this.
Normally, a player can log in a game client to play a game through a game application, but this method requires a certain device environment support, that is, the terminal device where the player is located must install the game application. Therefore, in order to improve the flexibility of generating the game screen, in an alternative embodiment, the generating module 140 may include an inquiry request receiving unit and a generating unit, wherein:
the query request receiving unit may be configured to receive a query request of a game client, where the query request may be a request of the game client to obtain the game screen. It should be noted that, as shown in fig. 4, the query request received by the query request receiving unit may be forwarded to the generating module 140 by the message intermediate module 120, or may be directly obtained from the game client through a data interface by the query request receiving unit.
The generating unit may be configured to generate the hypertext markup language data of the game screen according to a processing result of the game data after receiving the query request sent by the game client. The hypertext Markup Language (HTML) is a Markup Language, and characters, icons and other information media in the game picture can be associated through a hyperlink method. Specifically, the generation unit may parse a game screen through the renderer, execute a front-end page code of the browser, generate hypertext markup language data of the game screen, and send the hypertext markup language data to the game client.
The hypertext markup language can improve the universality of game pictures, meet the game picture display of players in different access environments, and improve the access efficiency of game clients to a certain extent due to the simple data structure and small data volume of hypertext markup language data.
In some cases, after generating the processing result of the game data, the server may send a certain amount of virtual resources to the game client, for example, in the daily task system, when the server obtains the processing result of the game data through the data module 110, the message middle module 120, and the processing module 130, for example, when a player completes a certain task in the system, a certain amount of virtual money needs to be sent to the game client. Therefore, in an optional implementation manner, the game data processing system may further include a virtual resource module, configured to determine a virtual resource of the game client according to a processing result of the game data, so as to send the virtual resource to the game client.
In this exemplary embodiment, the virtual resource may include virtual currency, virtual equipment, game effect, and the like, and this exemplary embodiment is not particularly limited thereto.
Further, in order to prevent the game client from maliciously obtaining the virtual resource, in an optional implementation manner, the virtual resource module may further include a verification unit and an alarm unit, where:
the verification unit may be configured to verify the virtual resource of the game client at the current time according to a processing result of the game data. For example, after obtaining the processing result of the game data, the verification unit may determine the virtual resource of the game client at the current time according to the processing result, and determine whether the game client has a condition of illegally obtaining or using the virtual resource.
The warning unit may be configured to generate warning information of the game client when it is determined that the virtual resource of the game client at the current time is abnormal, and send the warning information to the game client. The alarm information can be any one or combination of text information, sound information, picture information and the like, and can be used for reminding the game client to prevent the game client from continuing illegal operation, so that the fairness of the game is ensured to a certain extent, and the benefit loss of a game manufacturer is reduced.
Fig. 5 is a flowchart illustrating that a virtual resource module verifies the processing result in the exemplary embodiment, and as shown in the figure, when the virtual resource module receives the processing result of the game data in step S510, the virtual resource module may perform step S520 to verify the virtual resource of the game client at the current time through the verification unit, and when it is determined that the verification is passed, perform step S530 to send the virtual resource generated according to the processing result to the game client; when the verification is determined not to pass, executing step S540 by the above-mentioned warning unit, generating warning information of the game client, and sending the warning information to the game client.
In addition, in the present exemplary embodiment, in order to implement unified storage and management of data, in an alternative embodiment, the data module 110 may be further configured to store the game data, activity data of each activity, and a processing result of the game data. Meanwhile, the data module 110 may provide a unified data interface to the outside, through which data may be transmitted to other modules.
In summary, according to the game data processing system in the exemplary embodiment, the data module may obtain the game data of the game client, the message intermediate module may determine the registration relationship of each activity in the derivative system, and send the game data to the corresponding activity process, so that the game data is processed by the activity process in the processing module, and after the processing result of the game data is generated, the generation module generates the game screen of the game client. On one hand, the exemplary embodiment can realize the processing of game data through the modules, and meet the functional requirements of game application programs; on the other hand, the decoupling of the derivative system and other functional modules in the game application program is realized through the modules, developers can realize the quick multiplexing of the derivative system through the modules, the development efficiency of the game is improved, the positioning speed and the positioning accuracy of the derivative system and the functional modules in the game can be improved when the game function is maintained, the whole game system does not need to be checked, and therefore the maintenance cost of the game is reduced.
The exemplary embodiment of the present disclosure also provides a game data processing method, which may send game data acquired by a server to a corresponding game data processing system, so that the game data processing system may generate a game screen of a game client, and send the game screen to the game client.
Fig. 6 shows a flow of a game data processing method in the present exemplary embodiment, which may include the following steps S610 to S630:
and S610, obtaining game data of the game client.
The game data may include result data or event data generated by the game client executing the game operation.
In the exemplary embodiment, the game data may be sent to the server by the game client in an event response manner, that is, when the game client executes a game operation, the game client sends the number of games generated by the game operation to the server.
Step S610, calculating the hash value of each activity corresponding to the game data through a hash algorithm, so as to send the game data to a corresponding game data processing system, and obtain the game picture of the game client.
The hash algorithm may also be referred to as a hash function, and is a method for converting a search keyword of data into an index of an array through the hash function and quickly searching a position of the keyword according to the index.
Generally, in order to improve the processing efficiency of game data, a server may simultaneously operate a plurality of game data processing systems, and therefore, after receiving game data of a game client, the server may calculate a hash value of each activity corresponding to the game data by a hash algorithm, and transmit the game data to the game data processing system corresponding to the hash value, so that the game data processing system may generate a game screen of the game client.
Specifically, the server side may calculate the hash value of each activity corresponding to the game data through a hash algorithm in the following manner:
and determining an activity identifier corresponding to the game data according to the pre-configured configuration information, and calculating a hash value corresponding to the activity identifier through a hash algorithm to be used as the hash value corresponding to the activity. The configuration information may be configured in advance by a developer, and the configuration information may include the type of game data, event information, and the like, and may also include an activity identifier, description information, a type, and the like of each activity; the activity identifier may be any combination of numbers, letters, or other symbols.
The server side can determine the activity identification corresponding to the game data sent by the game client side by acquiring the configuration information, reading the event information, the activity identification and the like of the game data in the configuration information, and then calculate the hash value of the activity identification so as to send the game data to the game data processing system corresponding to the hash value. Meanwhile, when the hash value of the active identifier is calculated, different hash functions can be selected to calculate the hash value of the active identifier, and taking a random number method as an example, a specific random function can be selected to calculate the keyword of the active identifier, so that the keyword is used as the seed of the random function to generate a random value, and the random value is used as the hash value of the active identifier. In addition, the above method for calculating the hash value of the active flag by using the hash algorithm may also use a direct addressing method, a numerical analysis method, a square-based centering method, a random number method, and the like, which is not particularly limited in this exemplary embodiment.
And S610, sending the game picture to the game client.
After generating the game screen of the game client, the server may send the game screen to the game client, so that the game client displays the game screen.
Further, in order to meet the requirement of the player to view the game pictures in different environments, in an alternative embodiment, step S610 may also be implemented by:
receiving a query request of a game client;
responding to the query request, and acquiring hypertext markup language data of the game picture;
and sending the hypertext markup language data to a game client so that the game client displays the game picture according to the hypertext markup language data.
The query request may be a request sent by the player through a browser, an applet, or the like, to view the game screen.
When receiving a query request sent by a game client, the game client can send a request to a game data processing system to acquire hypertext markup language data generated by the corresponding game data processing system, so that the hypertext markup language data is sent to the game client, and the game client can display the game picture according to the hypertext markup language data.
In the present exemplary embodiment, when generating the hypertext markup language data of the game screen, the renderer in the game data processing system may parse the game screen to generate the hypertext markup language data, and specifically, as shown in fig. 7, the method may include:
step S710, the server 720 receives the query request sent by the game client.
When the server 720 receives the query request sent by the game client, the hypertext markup language data of the game screen can be acquired by sending the request to the game data processing system.
Step s720, the game data processing system 730 generates the hypertext markup language of the game screen by parsing the game screen.
Specifically, the game data processing system 730 may parse the game screen through an external renderer, and execute a front-end page code of the browser, thereby encapsulating the parsed game screen data into the hypertext markup language data.
Step s730, the game data processing system 730 sends the hypertext markup language data to the server 720.
Step s740, the server 720 sends the html data to the game client 710, so that the game screen is displayed according to the html data.
By the aid of the hypertext markup language, universality of game pictures generated and displayed can be improved, requirements of players for viewing the game pictures in different equipment environments are met, flexibility of game picture generation and display is improved, and access efficiency of the players to the game pictures can be improved due to the fact that hypertext markup language data have the advantages of being simple in structure and small in data size.
In summary, according to the game data processing method in the exemplary embodiment, the game data of the game client may be acquired, and the hash value of each activity corresponding to the game data may be calculated by a hash algorithm, so as to send the game data to the corresponding game data processing system, obtain the game screen of the game client, and send the game screen to the game client. The hash value of each activity corresponding to the game data is calculated through the hash algorithm, and the game data are sent to the corresponding game data processing systems, so that the balance of the load of the game data in each game data processing system can be realized, and the processing efficiency of the game data is improved.
An exemplary embodiment of the present disclosure also provides a game data processing apparatus, as shown in fig. 8, the game data processing apparatus 800 may include an obtaining module 810, which may be configured to obtain game data of a game client; the calculating module 820 may be configured to calculate a hash value of each activity corresponding to the game data through a hash algorithm, so as to send the game data to a corresponding game data processing system, so as to obtain a game picture of the game client; the sending module 830 may be configured to send the game screen to the game client.
In an exemplary embodiment of the disclosure, the obtaining module 810 may be further configured to receive a query request of the game client, and in response to the query request, obtain the hypertext markup language data of the game screen; the sending module 830 may be further configured to send the hypertext markup language data to the game client, so that the game client displays the game screen according to the hypertext markup language data.
The specific details of each module in the above apparatus have been described in detail in the method section, and details of an undisclosed scheme may refer to the method section, and thus are not described again.
As will be appreciated by one skilled in the art, aspects of the present disclosure may be embodied as a system, method or program product. Accordingly, various aspects of the present disclosure may be embodied in the form of: an entirely hardware embodiment, an entirely software embodiment (including firmware, microcode, etc.) or an embodiment combining hardware and software aspects that may all generally be referred to herein as a "circuit," module "or" system.
Exemplary embodiments of the present disclosure also provide a computer-readable storage medium having stored thereon a program product capable of implementing the above-described method of the present specification. In some possible embodiments, various aspects of the disclosure may also be implemented in the form of a program product comprising program code for causing a terminal device to perform the steps according to various exemplary embodiments of the disclosure described in the above-mentioned "exemplary methods" section of this specification, when the program product is run on the terminal device.
Referring to fig. 9, a program product 900 for implementing the above method according to an exemplary embodiment of the present disclosure is described, which may employ a portable compact disc read only memory (CD-ROM) and include program code, and may be run on a terminal device, such as a personal computer. However, the program product of the present disclosure is not limited thereto, and in this document, a readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
Program product 900 may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. A readable storage medium may be, for example, but not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination of the foregoing. More specific examples (a non-exhaustive list) of the readable storage medium include: an electrical connection having one or more wires, a portable disk, a hard disk, a Random Access Memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or flash memory), an optical fiber, a portable compact disc read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
A computer readable signal medium may include a propagated data signal with readable program code embodied therein, for example, in baseband or as part of a carrier wave. Such a propagated data signal may take many forms, including, but not limited to, electro-magnetic, optical, or any suitable combination thereof. A readable signal medium may also be any readable medium that is not a readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
Program code for carrying out operations for the present disclosure may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, C + + or the like and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computing device, partly on the user's device, as a stand-alone software package, partly on the user's computing device and partly on a remote computing device, or entirely on the remote computing device or server. In the case of a remote computing device, the remote computing device may be connected to the user computing device through any kind of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or may be connected to an external computing device (e.g., through the internet using an internet service provider).
The exemplary embodiment of the present disclosure also provides an electronic device capable of implementing the above method. An electronic device 1000 according to such an exemplary embodiment of the present disclosure is described below with reference to fig. 10. The electronic device 1000 shown in fig. 10 is only an example and should not bring any limitation to the functions and the scope of use of the embodiments of the present disclosure.
As shown in fig. 10, the electronic device 1000 may be embodied in the form of a general purpose computing device. The components of the electronic device 1000 may include, but are not limited to: the at least one processing unit 1010, the at least one memory unit 1020, a bus 1030 connecting different system components (including the memory unit 1020 and the processing unit 1010), and a display unit 1040.
Wherein the storage unit 1020 stores program code that may be executed by the processing unit 1010 such that the processing unit 1010 performs the steps according to various exemplary embodiments of the present disclosure described in the above-mentioned "exemplary methods" section of this specification. For example, the processing unit 1010 may perform the method steps shown in fig. 5-6, and so on.
The memory unit 1020 may include readable media in the form of volatile memory units, such as a random access memory unit (RAM)1021 and/or a cache memory unit 1022, and may further include a read-only memory unit (ROM) 1023.
Storage unit 1020 may also include a program/utility 1024 having a set (at least one) of program modules 1025, such program modules 1025 including, but not limited to: an operating system, one or more application programs, other program modules, and program data, each of which, or some combination thereof, may comprise an implementation of a network environment.
Bus 1030 may be any one or more of several types of bus structures including a memory unit bus or memory unit controller, a peripheral bus, an accelerated graphics port, a processing unit, and a local bus using any of a variety of bus architectures.
The electronic device 1000 may also communicate with one or more external devices 1100 (e.g., keyboard, pointing device, bluetooth device, etc.), with one or more devices that enable a user to interact with the electronic device 1000, and/or with any devices (e.g., router, modem, etc.) that enable the electronic device 1000 to communicate with one or more other computing devices. Such communication may occur through input/output (I/O) interfaces 1050. Also, the electronic device 1000 may communicate with one or more networks (e.g., a Local Area Network (LAN), a Wide Area Network (WAN), and/or a public network such as the internet) via the network adapter 1060. As shown, the network adapter 1060 communicates with the other modules of the electronic device 1000 over the bus 1030. It should be appreciated that although not shown, other hardware and/or software modules may be used in conjunction with the electronic device 1000, including but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, and data backup storage systems, among others.
It should be noted that although in the above detailed description several modules or units of the device for action execution are mentioned, such a division is not mandatory. Indeed, the features and functions of two or more modules or units described above may be embodied in one module or unit, according to exemplary embodiments of the present disclosure. Conversely, the features and functions of one module or unit described above may be further divided into embodiments by a plurality of modules or units.
Furthermore, the above-described figures are merely schematic illustrations of processes included in methods according to exemplary embodiments of the present disclosure, and are not intended to be limiting. It will be readily understood that the processes shown in the above figures are not intended to indicate or limit the chronological order of the processes. In addition, it is also readily understood that these processes may be performed synchronously or asynchronously, e.g., in multiple modules.
Through the above description of the embodiments, those skilled in the art will readily understand that the exemplary embodiments described herein may be implemented by software, or by software in combination with necessary hardware. Therefore, the technical solution according to the exemplary embodiments of the present disclosure may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (which may be a CD-ROM, a usb disk, a removable hard disk, etc.) or on a network, and includes several instructions to make a computing device (which may be a personal computer, a server, a terminal device, or a network device, etc.) execute the method according to the exemplary embodiments of the present disclosure.
Other embodiments of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the disclosure disclosed herein. This application is intended to cover any variations, uses, or adaptations of the disclosure following, in general, the principles of the disclosure and including such departures from the present disclosure as come within known or customary practice within the art to which the disclosure pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.

Claims (12)

1. A gaming data processing system, the system comprising:
the data module is used for acquiring game data of the game client;
the message intermediate module is used for sending the game data to the corresponding activity process according to the registration relation of each activity in the derivative system;
the processing module is used for processing the game data through the activity process;
and the generating module is used for generating a game picture of the game client according to the processing result of the game data.
2. The system of claim 1, wherein the message intermediary module comprises an obtaining unit, a determining unit, and a sending unit, wherein:
the acquisition unit is used for acquiring activity identification of each activity in the derivative system;
the determining unit is used for determining the associated activity of the game data according to the activity identification;
the sending unit is used for sending the game data to the activity progress corresponding to the associated activity.
3. The system of claim 1, wherein the processing module comprises a determination unit and a result generation unit, wherein:
the determining unit is configured to determine, through the activity process, whether the game data meets an activity execution condition in the activity process, where the activity execution condition includes an execution condition of any task in a task pool corresponding to the activity;
the result generation unit is used for generating a processing result of the game data when the game data is determined to meet the execution condition of any task.
4. The system of claim 1, wherein the generating module comprises a query request receiving unit and a generating unit, wherein:
the query request receiving unit may be configured to receive a query request of the game client;
the generating unit is used for generating hypertext markup language data of the game picture according to the processing result of the game data.
5. The system of claim 1, further comprising a virtual resource module configured to determine a virtual resource of the game client according to a processing result of the game data, so as to send the virtual resource to the game client.
6. The system of claim 5, wherein the virtual resource module further comprises a validation unit and an alarm unit, wherein:
the verification unit is used for verifying the virtual resources of the game client at the current moment according to the processing result of the game data;
and the alarm unit is used for generating alarm information of the game client when the virtual resource of the game client at the current moment is determined to be abnormal, and sending the alarm information to the game client.
7. The system of claim 1, wherein the data module is further configured to store game data of the game client, activity data of the derivative system, and a processing result of the game data.
8. A game data processing method, characterized in that the method comprises:
acquiring game data of a game client;
calculating the hash value of each activity corresponding to the game data through a hash algorithm so as to send the game data to a corresponding game data processing system to obtain a game picture of the game client;
and sending the game picture to the game client.
9. The method of claim 8, further comprising:
receiving a query request of the game client;
responding to the query request, and acquiring hypertext markup language data of the game picture;
and sending the hypertext markup language data to the game client so that the game client displays the game picture according to the hypertext markup language data.
10. A game data processing apparatus, characterized in that the apparatus comprises:
the acquisition module is used for acquiring game data of the game client;
the computing module is used for computing the hash value of each activity corresponding to the game data through a hash algorithm so as to send the game data to a corresponding game data processing system and obtain a game picture of the game client;
and the sending module is used for sending the game picture to the game client.
11. A computer-readable storage medium, on which a computer program is stored, which, when being executed by a processor, carries out the method of any one of claims 8-9.
12. An electronic device, comprising:
a processor; and
a memory for storing executable instructions of the processor;
wherein the processor is configured to perform the method of any of claims 8-9 via execution of the executable instructions.
CN202011049247.4A 2020-09-29 2020-09-29 Game data processing system, method, device, storage medium and electronic equipment Active CN112121421B (en)

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CN111318023A (en) * 2020-02-17 2020-06-23 网易(杭州)网络有限公司 Game data processing method and device, storage medium and electronic equipment
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CN111013132A (en) * 2019-10-31 2020-04-17 咪咕互动娱乐有限公司 Game control method, device, computer equipment and storage medium
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