CN112206511A - Game action synchronization method, game action synchronization device, electronic device and storage medium - Google Patents

Game action synchronization method, game action synchronization device, electronic device and storage medium Download PDF

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Publication number
CN112206511A
CN112206511A CN202011103347.0A CN202011103347A CN112206511A CN 112206511 A CN112206511 A CN 112206511A CN 202011103347 A CN202011103347 A CN 202011103347A CN 112206511 A CN112206511 A CN 112206511A
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China
Prior art keywords
historical
rocker
information
virtual character
position information
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CN202011103347.0A
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Chinese (zh)
Inventor
蔡康
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202011103347.0A priority Critical patent/CN112206511A/en
Publication of CN112206511A publication Critical patent/CN112206511A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/358Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/53Features 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
    • A63F2300/534Features 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 for network load management, e.g. bandwidth optimization, latency reduction

Abstract

The application provides a method and a device for synchronizing actions in a game, electronic equipment and a storage medium, and relates to the technical field of games. The method can be applied to a game client, and comprises the following steps: acquiring target position data issued by a server; acquiring local position calibration parameters according to the target position data and the current position information of the virtual role, wherein the current position information of the virtual role is the position information predicted by the game client according to the current frame data; according to the method and the device for calibrating the virtual character, the current position information of the virtual character is calibrated according to the local position calibration parameters, and the position information after the virtual character is calibrated is obtained.

Description

Game action synchronization method, game action synchronization device, electronic device and storage medium
Technical Field
The present application relates to the field of game technologies, and in particular, to a method and an apparatus for synchronizing actions in a game, an electronic device, and a storage medium.
Background
The mobile Synchronization method of the network game generally includes two types, one is Lockstep (Lockstep), the other is State Synchronization (State Synchronization), and the two Synchronization methods have advantages and disadvantages respectively. For state synchronization, various states in the game are synchronized. The general flow is that the client uploads operation to the server, the server receives the result of the post-calculation game behavior and then issues various states in the game in a broadcasting mode, and the client displays content according to the states after receiving the states.
When the existing mobile synchronization of the network game is realized based on the state synchronization, for the action type network game, because the requirement of the player on the instant feedback of the operation of the game is very strict, the mobile position of the virtual character is generally updated in advance at the client in a client-side advance mode, and the client-side does not need to wait for the position information of the server to be issued.
However, in the existing synchronization method, because position calculation between the client and the server has errors, the positions of virtual roles in the client and the server are not synchronized.
Disclosure of Invention
An object of the present application is to provide a method, an apparatus, an electronic device, and a storage medium for synchronizing actions in a game, which can ensure synchronization of virtual character positions in a game client and a server, and improve game experience, in view of the above disadvantages in the prior art.
In order to achieve the above purpose, the technical solutions adopted in the embodiments of the present application are as follows:
in a first aspect, an embodiment of the present application provides a method for synchronizing actions in a game, which is applied to a game client, and the method includes:
acquiring target position data issued by a server, wherein the target position data comprises: issuing a timestamp, position information of the virtual role and a frame interval;
acquiring local position calibration parameters according to the target position data and the current position information of the virtual character, wherein the current position information of the virtual character is the position information predicted by the game client according to the current frame data;
and calibrating the current position information of the virtual role according to the local position calibration parameters to obtain the position information of the virtual role after calibration.
Optionally, the obtaining target location data sent by the server includes:
judging whether position data corresponding to the current frame data is received or not;
and if not, taking the position data issued by the server for the last time as the target position data.
Optionally, the obtaining a local location calibration parameter according to the target location data and the current location information of the virtual role includes:
obtaining a historical rocker operation queue, wherein the rocker operation queue comprises: presetting historical rocker information in historical duration, historical timestamps corresponding to the historical rocker information and frame intervals;
acquiring deduction position information according to the historical rocker operation queue and the target position data;
and acquiring the local position calibration parameter according to the current position information and the derived position information of the virtual role.
Optionally, the obtaining the local location calibration parameter according to the current location information of the virtual role and the derived location information includes:
calculating and acquiring a position difference value between the current position information and the deduction position information of the virtual role;
if the position difference value is determined to be larger than a preset first preset threshold value and smaller than a second preset threshold value, acquiring the local position calibration parameter according to a first preset calibration algorithm;
and if the position difference value is larger than a second preset threshold value, acquiring the local position calibration parameter according to a second preset calibration algorithm.
Optionally, the method further comprises:
and if the position data corresponding to the current frame data is received, updating a historical rocker operation queue according to the position data corresponding to the current frame data.
Optionally, the updating the historical rocker operation queue according to the position data corresponding to the current frame data includes:
acquiring historical rocker information and frame intervals stored in the historical rocker operation queue;
if the number of the historical rocker information is determined to be equal to 1, taking the frame interval as a first time difference; or if the number of the historical rocker information is determined to be greater than 1, calculating and acquiring the minimum time difference of the historical timestamps corresponding to two continuous historical rocker information in the historical rocker operation queue as a first time difference;
acquiring a historical time stamp corresponding to historical rocker information in the historical rocker operation queue, wherein the minimum time difference between the historical time stamp and the time stamp in the position data corresponding to the current frame data is used as a second time difference;
and updating the historical rocker operation queue according to the first time difference and the second time difference.
Optionally, the updating the historical rocker operation queue according to the first time difference and the second time difference includes:
acquiring historical rocker information corresponding to the second time difference, and marking a historical time stamp corresponding to the historical rocker information as a reference time stamp;
and deleting the historical rocker information of which the time stamp is less than or equal to the reference time stamp in the historical rocker operation queue, and acquiring the updated historical rocker operation queue.
Optionally, before obtaining the target location data sent by the server, the method further includes:
and if the current frame data is determined to include rocker information, adding the current rocker information corresponding to the current frame data into the historical rocker operation queue.
Optionally, the method further comprises:
if the current frame data is determined to include rocker information, acquiring orientation parameters of the virtual character according to the rocker information included in the current frame data;
and adjusting the orientation of the virtual role according to the orientation parameter.
Optionally, the adjusting the orientation of the virtual character according to the orientation parameter includes:
acquiring the direction of a rocker according to rocker information included in the current frame data;
and adjusting the orientation of the virtual character according to the current orientation of the virtual character, the direction of the rocker, the frame interval and the preset turning angular speed of the virtual character.
Optionally, the method further comprises:
if the current frame data is determined to include rocker information, setting the motion state of the virtual role as a moving state; or if the current frame data does not comprise rocker information, setting the motion state of the virtual character as a stop state.
In a second aspect, an embodiment of the present application provides an apparatus for synchronizing actions in a game, which is applied to a game client, and the apparatus includes: the device comprises a first acquisition module, a second acquisition module and a calibration module;
the first obtaining module is configured to obtain target location data sent by a server, where the target location data includes: issuing a timestamp, position information of the virtual role and a frame interval;
the second obtaining module is configured to obtain a local position calibration parameter according to the target position data and the current position information of the virtual character, where the current position information of the virtual character is position information predicted by the game client according to current frame data;
and the calibration module is used for calibrating the current position information of the virtual role according to the local position calibration parameter to obtain the position information of the virtual role after calibration.
Optionally, the first obtaining module is specifically configured to determine whether position data corresponding to the current frame data is received; and if not, taking the position data issued by the server for the last time as the target position data.
Optionally, the second obtaining module is specifically configured to obtain a historical rocker operation queue, where the rocker operation queue includes: presetting historical rocker information in historical duration, historical timestamps corresponding to the historical rocker information and frame intervals;
acquiring deduction position information according to the historical rocker operation queue and the target position data;
and acquiring the local position calibration parameter according to the current position information and the derived position information of the virtual role.
Optionally, the second obtaining module is specifically configured to calculate and obtain a position difference between the current position information of the virtual character and the derived position information;
if the position difference value is determined to be larger than a preset first preset threshold value and smaller than a second preset threshold value, acquiring the local position calibration parameter according to a first preset calibration algorithm;
and if the position difference value is larger than a second preset threshold value, acquiring the local position calibration parameter according to a second preset calibration algorithm.
Optionally, the apparatus further comprises: and the updating module is used for updating the historical rocker operation queue according to the position data corresponding to the current frame data if the position data corresponding to the current frame data is received.
Optionally, the update module is specifically configured to obtain historical rocker information and frame intervals stored in the historical rocker operation queue;
if the number of the historical rocker information is determined to be equal to 1, taking the frame interval as a first time difference; or if the number of the historical rocker information is determined to be greater than 1, calculating and acquiring the minimum time difference of the historical timestamps corresponding to two continuous historical rocker information in the historical rocker operation queue as a first time difference;
acquiring a historical time stamp corresponding to historical rocker information in the historical rocker operation queue, wherein the minimum time difference between the historical time stamp and the time stamp in the position data corresponding to the current frame data is used as a second time difference;
and updating the historical rocker operation queue according to the first time difference and the second time difference.
Optionally, the updating module is specifically configured to acquire historical joystick information corresponding to the second time difference, and mark a historical timestamp corresponding to the historical joystick information as a reference timestamp;
and deleting the historical rocker information of which the time stamp is less than or equal to the reference time stamp in the historical rocker operation queue, and acquiring the updated historical rocker operation queue.
Optionally, the apparatus further comprises: and the adding module is used for adding the current rocker information corresponding to the current frame data into the historical rocker operation queue if the current frame data is determined to comprise the rocker information.
Optionally, the apparatus further comprises: the adjusting module is used for acquiring orientation parameters of the virtual role according to the rocker information included by the current frame data if the current frame data is determined to include the rocker information; and adjusting the orientation of the virtual role according to the orientation parameter.
Optionally, the adjusting module is specifically configured to obtain a direction of a joystick according to the joystick information included in the current frame data;
and adjusting the orientation of the virtual character according to the current orientation of the virtual character, the direction of the rocker, the frame interval and the preset turning angular speed of the virtual character.
Optionally, the apparatus further includes a setting module, configured to set a motion state of the virtual character to a moving state if it is determined that the current frame data includes rocker information; or if the current frame data does not comprise rocker information, setting the motion state of the virtual character as a stop state.
In a third aspect, an embodiment of the present application provides an electronic device, including: the game system comprises a processor, a storage medium and a bus, wherein the storage medium stores machine-readable instructions executable by the processor, when the electronic device runs, the processor and the storage medium are communicated through the bus, and the processor executes the machine-readable instructions to execute the steps of the action synchronization method in the game of the first aspect.
In a fourth aspect, the present application provides a storage medium, on which a computer program is stored, where the computer program is executed by a processor to perform the steps of the method for synchronizing actions in a game according to the first aspect.
The beneficial effect of this application is:
the method, the device, the electronic device and the storage medium for synchronizing actions in the game, which are provided by the embodiment of the application, can be applied to a game client, and comprise the following steps: acquiring target position data issued by a server, wherein the target position data comprises: issuing a timestamp, position information of the virtual role and a frame interval; acquiring local position calibration parameters according to the target position data and the current position information of the virtual role, wherein the current position information of the virtual role is the position information predicted by the game client according to the current frame data; the method comprises the steps of calibrating current position information of the virtual character according to local position calibration parameters to obtain the position information of the virtual character after calibration, and when the method is applied, the synchronization of the virtual character position between a game client and a server can be guaranteed through calibration.
Based on the above embodiment, it can be seen that, although the movement of the virtual character in the game client is advanced, the smooth rollback of the virtual character position is performed according to the target position data issued by the server, so that the synchronization between the virtual character positions between the game client and the server is ensured, and the game experience is improved; the action synchronization method in the game provided by the application can only optimize the performance of the game client without changing the operation logic of the game in the server, and has the characteristic of simple realization.
Based on the above embodiment, it can be seen that, although the movement of the virtual character in the game client is advanced, the smooth rollback of the virtual character position is performed according to the target position data issued by the server, so that the synchronization between the virtual character positions between the game client and the server is ensured, and the game experience is improved; the action synchronization method in the game provided by the application can only optimize the performance of the game client without changing the operation logic of the game in the server, and has the characteristic of simple realization.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are required to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained from the drawings without inventive effort.
Fig. 1 is a schematic flowchart of a method for synchronizing actions in a game according to an embodiment of the present disclosure;
FIG. 2 is a flow chart illustrating another method for synchronizing actions in a game according to an embodiment of the present disclosure;
FIG. 3 is a flow chart illustrating a method for synchronizing actions in a game according to an embodiment of the present disclosure;
FIG. 4 is a flow chart illustrating another method for synchronizing actions in a game according to an embodiment of the present disclosure;
FIG. 5 is a flow chart illustrating a method for synchronizing actions in a game according to an embodiment of the present application;
FIG. 6 is a flow chart illustrating another method for synchronizing actions in a game according to an embodiment of the present disclosure;
FIG. 7 is a flow chart illustrating a method for synchronizing actions in a game according to an embodiment of the present application;
FIG. 8 is a functional block diagram of an in-game action synchronizer according to an embodiment of the present disclosure;
FIG. 9 is a functional block diagram of another game motion synchronizer according to an embodiment of the present disclosure;
FIG. 10 is a functional block diagram of a motion synchronization apparatus in another game according to an embodiment of the present disclosure;
fig. 11 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are some embodiments of the present application, but not all embodiments. The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations.
Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined and explained in subsequent figures.
In the network game, for the action type network game, generally, the requirement of the player on the immediate feedback of the operation of the game is very strict, and an intuitive solution is to make client-side prediction (client-side prediction), that is, the client side precedes.
The client is divided into three types according to the state of the virtual role in advance: move first, execute first, settle first. The moving position of the virtual role is updated in advance at the client in advance without waiting for being issued by the server; the application method firstly judges and updates the feasibility and the expression effect of the virtual character application in advance at the client side without waiting for the state of the application method issued by the server side; the settlement is firstly the damage settlement caused by virtual character attack, and is predicted and simulated in advance at the client side without waiting for the damage settlement issue of the server side. It can be understood that, although the three precedent are all the client locally predicting in advance, the subsequent receiving of the state issued by the server still needs to mediate (reconcile) the local state and the server calibration state, so as to balance the client performance effect and the real logic state.
Generally, in game development, the mobile advance is more practically applied to a client side than the implementation advance and the settlement advance, because the implementation advance and the settlement advance have a difference between existence and nonexistence once prediction fails, and if state rollback is performed, experience is poor; even if the prediction fails in the prior movement, the movement is only the error of the virtual character position, so a reasonable balancing scheme is as follows: client moves ahead, and administration and settlement depend on the determination of the server. However, the conventional synchronization method has a problem that the positions of the virtual characters in the client and the server are not synchronized.
In view of this, the embodiment of the present application provides a method for synchronizing actions in a game, which can ensure synchronization of virtual character positions between a game client and a server, and improve game experience.
Fig. 1 is a flowchart of a method for synchronizing actions in a game according to an embodiment of the present application, where the method may be applied to a game client, where the game client may be installed on a game client device such as a mobile terminal, a computer, a handheld computer, and the like, and the game client device may store a game program and be used to present a graphical user interface, where the graphical user interface includes a game screen, and the game screen may present a virtual Character and a Non-Player Character (NPC), such as a virtual pet and a virtual sprite, controlled by a Player. As shown in fig. 1, the method may include:
s101, acquiring target position data issued by a server, wherein the target position data comprises: and issuing a timestamp, position information of the virtual role and a frame interval.
The game client and the server can perform data interaction through frame data, in the interaction process, the game client can acquire the frame data in the interaction process and send the frame data to the server according to the operation of a player in the game client, the server can issue corresponding target position data according to the frame data, and the target position data can comprise an issuing time stamp, position information of a virtual character and a frame interval. For the frame interval, different parameters, such as 1/30ms, 1/60ms, etc., may be corresponded according to different application scenarios, and the application is not limited herein.
In some embodiments, the target location data may be location information predicted by the server according to the current frame data, or may be location information predicted according to the historical frame data, which is not limited herein. The game client can correct the position information of the virtual character by acquiring the target position data, so that the synchronization of the positions of the virtual character in the game client and the virtual character in the server is realized.
And S102, acquiring local position calibration parameters according to the target position data and the current position information of the virtual character, wherein the current position information of the virtual character is the position information predicted by the game client according to the current frame data.
In some embodiments, the current frame data may include corresponding joystick information, the joystick information may be generated by a player manipulating a virtual joystick object, the virtual joystick object may be located in a graphical user interface, and the player may manipulate a virtual character in a game to turn, move, and the like by manipulating the virtual joystick object.
Optionally, when the joystick information is generated by the player manipulating the virtual joystick object, the joystick information may include an offset value of the virtual joystick from a center of the joystick, which may be an arbitrary angle value between-180 ° and 180 °; or, when the joystick information is generated by operating a keyboard, a mouse, a joystick, etc., the joystick information may include a keyboard key value, a mouse signal, an input instruction of the joystick, etc., and the present application is not limited herein.
The current position information of the virtual character is the position information predicted by the game client according to the current frame data, so that the response speed of the movement of the virtual character in the game client to the operation of the rocker can be increased under a high-delay network environment, and the game experience is improved.
It can be understood that, when the game client acquires the target position data issued by the server, the local position calibration parameter can be acquired according to the target position data and the current position information of the virtual character, and the local position calibration parameter can be used for calibrating the position of the virtual character on the basis of the current position information of the virtual character, so as to achieve synchronization of the positions of the virtual character in the game client and the server.
S103, calibrating the current position information of the virtual character according to the local position calibration parameters, and acquiring the position information of the virtual character after calibration.
Optionally, the local position calibration parameter may correspond to a position calibration vector, and for the game client, the game client may calibrate the current position information of the virtual character according to the local position calibration parameter obtained by the calculation, that is, may calibrate based on the current position information of the virtual character predicted by the game client, so as to implement smooth rollback. In some optional embodiments, the current position of the virtual character may be added to the position calibration vector corresponding to the local position calibration parameter, so as to obtain the position of the virtual character after calibration, but not limited thereto.
For example, assume that the current location information of the virtual character is PAThe local position calibration parameter is PBIn some embodiments, the virtual character calibrated position information may be Pc=PA+PBHowever, the actual updating mode is not limited to this, and the virtual character updating method can be flexibly set according to the actual application scenario, so that the position information of the virtual character calibrated in the game client can be kept consistent with the position information of the virtual character calculated in the server, and the synchronization of the virtual character positions between the game client and the server is ensured. It can be understood that, because calibration can be performed based on the current position information of the virtual character predicted by the game client during calibration, for the game client, when the position of the virtual character in the game client is updated and expressed, a pulling feeling caused by synchronization can be reduced during the expression process, and player experience is improved.
In summary, an embodiment of the present application provides a method for synchronizing actions in a game, where the method may be applied to a game client, and the method includes: acquiring target position data issued by a server, wherein the target position data comprises: issuing a timestamp, position information of the virtual role and a frame interval; acquiring local position calibration parameters according to the target position data and the current position information of the virtual role, wherein the current position information of the virtual role is the position information predicted by the game client according to the current frame data; the method comprises the steps of calibrating current position information of the virtual character according to local position calibration parameters to obtain the position information of the virtual character after calibration, and when the method is applied, the synchronization of the virtual character position between a game client and a server can be guaranteed through calibration.
Based on the above embodiment, it can be seen that, although the movement of the virtual character in the game client is advanced, the smooth rollback of the virtual character position is performed according to the target position data issued by the server, so that the synchronization between the virtual character positions between the game client and the server is ensured, and the game experience is improved; the action synchronization method in the game provided by the application can only optimize the performance of the game client without changing the operation logic of the game in the server, and has the characteristic of simple realization.
Optionally, the obtaining of the target location data sent by the server includes:
judging whether position data corresponding to the current frame data is received or not; and if not, taking the position data issued by the server for the last time as the target position data.
The game client can determine the target position data by judging whether the position information corresponding to the current frame data is received, and if not, the position data issued by the server last time can be used as the target position data. Optionally, the position data sent by the server last time may be position data corresponding to last frame data of the current frame data, or position data corresponding to any historical frame data before the current frame data, and the present application is not limited herein.
Fig. 2 is a schematic flowchart of another method for synchronizing actions in a game according to an embodiment of the present disclosure. Optionally, as shown in fig. 2, the obtaining a local position calibration parameter according to the target position data and the current position information of the virtual role includes:
s201, obtaining a history rocker operation queue.
The rocker operation queue comprises: historical rocker information in the historical duration, historical timestamps corresponding to the historical rocker information and frame intervals are preset.
The history rocker operation queue in the game client may be configured to store related information of history rocker operation in a certain time period, for example, the history rocker operation queue may include history rocker information in a preset history time period, a history timestamp corresponding to the history rocker information, and a frame interval, and according to an actual application scenario, the preset history time period may be: 1 minute, 2 minutes, 5 minutes, etc., which are not limited herein, and certainly, the number of the historical joystick messages in the preset historical time period is not limited, and alternatively, the number of the historical joystick messages may be 5, 10, etc., which are not limited herein.
And S202, acquiring the deduction position information according to the historical rocker operation queue and the target position data.
Optionally, when the derived position information is obtained, position derivation may be performed sequentially according to the time sequence with the target position data as a starting point according to the historical rocker operation queue to obtain a new position, and the position information corresponding to the new position may be recorded as the derived position information.
For example, the history rocker operation queue includes history rocker information X1, history rocker information X2, and history rocker information X3, and the corresponding timestamps thereof are, respectively, T1, T2, and T3, and T3> T2> T1, that is, history rocker information X1 corresponding to T1 is stored first, history rocker information X3 corresponding to T3 is stored latest, and target position data P1 is position information corresponding to history rocker information X1, so that the game client may obtain the derived position P according to a local derived algorithm. Alternatively, the derived position P may be represented as P-P1 + X2 + X3, although the derived manner is not limited thereto according to the actual application scenario.
And S203, acquiring local position calibration parameters according to the current position information and the derived position information of the virtual role.
The current position information of the virtual character is the position information predicted by the game client according to the current frame data, the deduction position information is the position information acquired by the game client according to the historical rocker operation queue and the target position data, and the local position calibration parameters can be acquired according to the current position information of the virtual character and the deduction position information, so that the current position of the virtual character can be smoothly transited to the acquired deduction position based on the local position calibration parameters, the pulling feeling caused by the virtual character position synchronization of the game client is reduced, the smooth transition is realized, the virtual character position synchronization between the game client and the server is ensured, and the game experience is improved.
Fig. 3 is a schematic flowchart of a method for synchronizing actions in a game according to an embodiment of the present application. Optionally, as shown in fig. 3, the obtaining a local location calibration parameter according to the current location information and the derived location information of the virtual role includes:
s301, calculating and acquiring a position difference value between the current position information and the deduction position information of the virtual character.
S302, if the position difference value is determined to be larger than a preset first preset threshold value and smaller than a second preset threshold value, local position calibration parameters are obtained according to a first preset calibration algorithm.
And S303, if the position difference value is larger than a second preset threshold value, acquiring local position calibration parameters according to a second preset calibration algorithm.
When calculating the local position calibration parameter, the calibration may be performed according to a position difference between the current position information and the derived position information of the virtual character, optionally, the position difference may be compared with a first preset threshold and a second preset threshold, whether to perform the position calibration is determined according to a comparison result, and how to obtain the local position calibration parameter when performing the position calibration.
Optionally, the local position calibration parameter may be represented by a position calibration vector, and if the position difference is smaller than a first preset threshold, the position calibration vector may be made to be a zero vector, which indicates that position calibration is not required; if the position difference is greater than a preset first preset threshold and smaller than a second preset threshold, a position calibration vector may be obtained according to a first preset calibration algorithm, for example, the position calibration vector is equal to a preset moving speed v of the virtual character x frame interval dt x a fixed coefficient r 1; if the position difference is greater than the second preset threshold, a position calibration vector may be obtained according to a second preset calibration algorithm, for example, the position calibration vector is the position difference D × the fixed coefficient r 2. The value of the fixed coefficient r2 may be greater than the fixed coefficient r1, and in some embodiments, r1 may be any value between 0 and 0.2, so that the local position calibration parameter calculated according to the first preset calibration algorithm may be used for fine tuning of the virtual character position; r2 can take a larger value (for example, any value between 1 and 2), so that the local position calibration parameter calculated according to the second preset calibration algorithm can cope with special conditions, and the forced rollback of the virtual role position is realized, and the values of r1 and r2 are not limited in the application, and can be flexibly set according to the actual application scene; for the preset moving speed v of the virtual character, it may be different according to different game scenes, for example, according to the game level of the player, when the game level is higher, the preset moving speed v of the virtual character may be larger, and when the game level is lower, the preset moving speed v of the virtual character may be smaller, but not limited thereto; for the frame interval, it may also be different according to different game scenes, for example, the 30 frame rate game frame interval is 1/30ms, i.e. about 33.3 ms; the game frame interval for the 60 frame rate is 1/60ms, i.e., approximately 16.7 ms.
Optionally, the method further includes:
and if the position data corresponding to the current frame data is received, updating the historical rocker operation queue according to the position data corresponding to the current frame data.
If the game client receives the position data corresponding to the current frame data sent by the server, the historical rocker operation queue can be updated according to the position data corresponding to the current frame data, so that the historical rocker information with an earlier historical timestamp in the historical rocker operation queue can be deleted, and the historical rocker operation queue can be used for storing when a subsequent game client generates new rocker information.
Fig. 4 is a flowchart illustrating another method for synchronizing actions in a game according to an embodiment of the present application. Optionally, as shown in fig. 4, the updating the historical rocker operation queue according to the position data corresponding to the current frame data includes:
s501, historical rocker information and frame intervals stored in a historical rocker operation queue are obtained.
S502, if the number of the historical rocker information is determined to be equal to 1, taking the frame interval as a first time difference; or if the number of the historical rocker information is larger than 1, calculating and acquiring the minimum time difference of the historical timestamps corresponding to two continuous historical rocker information in the historical rocker operation queue as a first time difference.
The historical rocker information and the frame interval stored in the historical rocker operation queue can be obtained, and the first time difference can be calculated in different modes according to different quantities of the historical rocker information. Optionally, if the number of the historical rocker information is equal to 1, that is, the historical rocker information only includes current rocker information corresponding to current frame data, the frame interval may be used as a first time difference (that is, a time difference between the current frame data and previous frame data); and if the number of the historical rocker information is greater than 1, the historical rocker operation queue also comprises other historical rocker information besides the current rocker information corresponding to the current frame data, the time difference between the historical time stamps corresponding to two continuous historical rocker information in the historical rocker operation queue can be calculated, and the minimum time difference is taken as the first time difference.
S503, acquiring historical time stamps corresponding to the historical rocker information in the historical rocker operation queue, and taking the minimum time difference between the time stamps in the position data corresponding to the current frame data as a second time difference.
And S504, updating the historical rocker operation queue according to the first time difference and the second time difference.
The historical time difference between the historical time stamp corresponding to each piece of historical rocker information in the historical rocker operation queue and the time stamp in the position data corresponding to the current frame data can be calculated, the minimum time difference is used as a second time difference, and the historical rocker operation queue is updated according to the first time difference and the second time difference.
Fig. 5 is a flowchart illustrating a method for synchronizing actions in a game according to an embodiment of the present application. Optionally, as shown in fig. 5, the updating the historical rocker operation queue according to the first time difference and the second time difference includes:
s601, obtaining historical rocker information corresponding to the second time difference, and marking a historical time stamp corresponding to the historical rocker information as a reference time stamp.
S602, deleting the historical rocker information of which the time stamp is less than or equal to the reference time stamp in the historical rocker operation queue, and acquiring the updated historical rocker operation queue.
The historical rocker information corresponding to the second time difference, that is, the time difference between the historical timestamp corresponding to the historical rocker information and the issuing timestamp corresponding to the current frame data is the smallest, and for the historical rocker information, the historical timestamp corresponding to the historical rocker information can be marked as a reference timestamp.
For example, the historical rocker operation queue includes historical rocker information X1, historical rocker information X2, and historical rocker information X3, and the corresponding timestamps thereof are T1, T2, and T3, respectively, and T3> T2> T1, that is, historical rocker information X1 corresponding to T1 is stored first, historical rocker information X3 corresponding to T3 is stored latest, the issue timestamp corresponding to the current frame data is TX, if it is determined through calculation that the time difference between timestamp T2 and timestamp TX is minimum, then timestamp T2 may be recorded as a reference timestamp, and historical rocker information X2 is historical rocker information corresponding to the second time difference.
Based on the above embodiment, the historical rocker information with the timestamp less than or equal to the reference timestamp in the historical rocker operation queue can be deleted, so that the historical rocker information with the earlier historical timestamp in the historical rocker operation queue can be deleted, and the updated historical rocker operation queue can be obtained.
Optionally, before obtaining the target location data sent by the server, the method further includes:
and if the current frame data is determined to include the rocker information, adding the current rocker information corresponding to the current frame data into the historical rocker operation queue.
It can be understood that, for the game client, the game client generates current frame data, and if it is determined that the current frame data includes the rocker information, the current rocker information corresponding to the current frame data may be added to the historical rocker operation queue, so that when new rocker information is generated, the new rocker information may be stored through the historical rocker operation queue.
Fig. 6 is a flowchart illustrating another method for synchronizing actions in a game according to an embodiment of the present application. Optionally, as shown in fig. 6, the method further includes:
s801, if the current frame data is determined to include the rocker information, acquiring orientation parameters of the virtual character according to the rocker information included in the current frame data.
S802, adjusting the orientation of the virtual role according to the orientation parameter.
If the current frame data comprises rocker information, the orientation parameter of the virtual character can be obtained according to the rocker information, and then the orientation of the virtual character can be adjusted according to the orientation parameter, so that the advance of virtual character steering is realized, the response speed of the steering of the virtual character in the game client to the rocker can be improved under a high-delay network environment, the instant response is realized, and the game experience is improved.
Fig. 7 is a flowchart illustrating a method for synchronizing actions in a game according to an embodiment of the present application. Optionally, as shown in fig. 7, the adjusting the orientation of the virtual character according to the orientation parameter includes:
and S901, acquiring the direction of a rocker according to the rocker information included in the current frame data.
S902, adjusting the orientation of the virtual character according to the current orientation, the rocker direction, the frame interval and the preset turning angular speed of the virtual character.
The direction of the rocker corresponding to the rocker information can be obtained according to the rocker information included in the current frame data, the direction of the virtual character can be adjusted according to the direction of the rocker, the current direction of the virtual character, the frame interval and the preset turning angular velocity of the virtual character, and the direction of the adjusted virtual character is obtained, so that the response speed of the turning of the virtual character in the game client to the rocker can be improved under a high-delay network environment, and the instant response is realized. The preset turning angular velocity (i.e., turning speed) of the virtual character may be different according to different application scenarios.
Optionally, the adjustment may be performed by taking the direction of the joystick as OT, the current orientation of the avatar as OS, and the orientation of the adjusted avatar may be min (OT-OS, the preset turning angular velocity w of the avatar x the current frame time interval dt), that is, the minimum value between the two values; in addition, it should be noted that, if the current frame data does not include the rocker information, the value of OT may be the rocker direction corresponding to the last rocker information of the game client, and the orientation of the adjusted virtual character may be obtained by using the same calculation process.
Optionally, the method further includes:
if the current frame data is determined to include rocker information, setting the motion state of the virtual character as a moving state; or if the current frame data does not comprise the rocker information, setting the motion state of the virtual character as a stop state.
It can be understood that the current frame data includes the joystick information, which indicates that the player has manipulated the virtual joystick object, the keyboard, the mouse, the gamepad, and the like, and therefore, if it is determined that the current frame data includes the joystick information, the motion state of the virtual character can be set to be the moving state; if the current frame data does not include the joystick information, it indicates that the player does not control the virtual joystick object, the keyboard, the mouse, the joystick, or the like (for example, the movement has just stopped or has not started), and therefore, the motion state of the virtual character can be set to be the stop state at this time. Through the arrangement, the virtual character can move the animation in advance, the instant response is realized, the preparation is made for controlling the next movement of the virtual character, the response can be timely obtained through the rocker operation of the player under the high-delay network environment, and the game operation hand feeling of the player is improved.
In regard to the moving state and the stopping state, it should be noted that the moving state may correspond to a basic moving action, for example, an action of walking in place; the stop state may correspond to an action that does not move, for example, an action that is stationary in place, but not limited thereto.
Fig. 8 is a functional module schematic diagram of an in-game action synchronization device according to an embodiment of the present application, which can be applied to a game client, and the basic principle and the generated technical effect of the device are the same as those of the foregoing corresponding method embodiment, and for a brief description, the corresponding contents in the method embodiment may be referred to for parts not mentioned in this embodiment. As shown in fig. 8, the in-game motion synchronization device 100 includes: a first acquisition module 110, a second acquisition module 120, and a calibration module 130.
A first obtaining module 110, configured to obtain target location data sent by a server, where the target location data includes: issuing a timestamp, position information of the virtual role and a frame interval;
a second obtaining module 120, configured to obtain a local position calibration parameter according to the target position data and current position information of the virtual character, where the current position information of the virtual character is position information predicted by the game client according to the current frame data;
the calibration module 130 is configured to calibrate the current position information of the virtual character according to the local position calibration parameter, and obtain the position information after the virtual character calibration.
Optionally, the first obtaining module 110 is specifically configured to determine whether position data corresponding to current frame data is received; if not, the position data issued by the server for the last time is taken as the target position data.
Optionally, the second obtaining module 120 is specifically configured to obtain a historical rocker operation queue, where the rocker operation queue includes: presetting historical rocker information in historical duration, historical timestamps corresponding to the historical rocker information and frame intervals;
acquiring derived position information according to the historical rocker operation queue and the target position data;
and acquiring local position calibration parameters according to the current position information and the derived position information of the virtual role.
Optionally, the second obtaining module 120 is specifically configured to calculate and obtain a position difference between the current position information of the virtual character and the derived position information;
if the position difference value is determined to be larger than a preset first preset threshold value and smaller than a second preset threshold value, acquiring the local position calibration parameter according to a first preset calibration algorithm;
and if the position difference value is larger than a second preset threshold value, acquiring the local position calibration parameter according to a second preset calibration algorithm.
Fig. 9 is a functional block diagram of another motion synchronization device in a game according to an embodiment of the present disclosure. Alternatively, as shown in fig. 9, the in-game motion synchronization apparatus 100 further includes: the updating module 140 is configured to update the historical rocker operation queue according to the position data corresponding to the current frame data if the position data corresponding to the current frame data is received.
Optionally, the updating module 140 is specifically configured to obtain historical rocker information and frame intervals stored in the historical rocker operation queue;
if the number of the historical rocker information is determined to be equal to 1, taking the frame interval as a first time difference; or if the number of the historical rocker information is determined to be greater than 1, calculating and acquiring the minimum time difference of the historical timestamps corresponding to two continuous historical rocker information in the historical rocker operation queue as a first time difference;
acquiring a historical time stamp corresponding to historical rocker information in the historical rocker operation queue, wherein the minimum time difference between the historical time stamp and the time stamp in the position data corresponding to the current frame data is used as a second time difference;
and updating the historical rocker operation queue according to the first time difference and the second time difference. Optionally, the updating module is specifically configured to acquire historical joystick information corresponding to the second time difference, and mark a historical timestamp corresponding to the historical joystick information as a reference timestamp;
and deleting the historical rocker information of which the time stamp is less than or equal to the reference time stamp in the historical rocker operation queue, and acquiring the updated historical rocker operation queue.
Fig. 10 is a functional block diagram of a motion synchronization apparatus in another game according to an embodiment of the present application. Alternatively, as shown in fig. 10, the in-game motion synchronization apparatus 100 further includes: and an adding module 160, configured to add, if it is determined that the current frame data includes rocker information, the current rocker information corresponding to the current frame data into the historical rocker operation queue.
Alternatively, as shown in fig. 10, the in-game motion synchronization apparatus 100 further includes: an adjusting module 180, configured to, if it is determined that the current frame data includes rocker information, obtain an orientation parameter of the virtual character according to the rocker information included in the current frame data; and adjusting the orientation of the virtual role according to the orientation parameter.
Optionally, the adjusting module is specifically configured to obtain a direction of a joystick according to the joystick information included in the current frame data;
and adjusting the orientation of the virtual character according to the current orientation of the virtual character, the direction of the rocker, the frame interval and the preset turning angular speed of the virtual character.
Optionally, the apparatus further includes a setting module, configured to set a motion state of the virtual character to a moving state if it is determined that the current frame data includes rocker information; or if the current frame data does not comprise rocker information, setting the motion state of the virtual character as a stop state.
The above-mentioned apparatus is used for executing the method provided by the foregoing embodiment, and the implementation principle and technical effect are similar, which are not described herein again.
These above modules may be one or more integrated circuits configured to implement the above methods, such as: one or more Application Specific Integrated Circuits (ASICs), or one or more microprocessors (DSPs), or one or more Field Programmable Gate Arrays (FPGAs), among others. For another example, when one of the above modules is implemented in the form of a Processing element scheduler code, the Processing element may be a general-purpose processor, such as a Central Processing Unit (CPU) or other processor capable of calling program code. For another example, these modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
Fig. 11 is a schematic structural diagram of an electronic device according to an embodiment of the present application. As shown in fig. 11, the electronic device may include: a processor 210, a storage medium 220, and a bus 230, wherein the storage medium 220 stores machine-readable instructions executable by the processor 210, and when the electronic device is operated, the processor 210 communicates with the storage medium 220 via the bus 230, and the processor 210 executes the machine-readable instructions to perform the steps of the above-mentioned method embodiments. The specific implementation and technical effects are similar, and are not described herein again.
Optionally, the present application further provides a storage medium, on which a computer program is stored, and when the computer program is executed by a processor, the computer program performs the steps of the above method embodiments. The specific implementation and technical effects are similar, and are not described herein again.
In the several embodiments provided in the present application, it should be understood that the disclosed apparatus and method may be implemented in other ways. For example, the above-described apparatus embodiments are merely illustrative, and for example, a division of a unit is merely a logical division, and an actual implementation may have another division, for example, a plurality of units or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, devices or units, and may be in an electrical, mechanical or other form.
Units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, or in a form of hardware plus a software functional unit.
The integrated unit implemented in the form of a software functional unit may be stored in a computer readable storage medium. The software functional unit is stored in a storage medium and includes several instructions to enable a computer device (which may be a personal computer, a server, or a network device) or a processor (processor) to execute some steps of the methods according to the embodiments of the present application. And the aforementioned storage medium includes: a U disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes.
It is noted that, in this document, relational terms such as "first" and "second," and the like, may be used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Also, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other identical elements in a process, method, article, or apparatus that comprises the element.
The above description is only a preferred embodiment of the present application and is not intended to limit the present application, and various modifications and changes may be made by those skilled in the art. Any modification, equivalent replacement, improvement and the like made within the spirit and principle of the present application shall be included in the protection scope of the present application. It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined and explained in subsequent figures. The above description is only a preferred embodiment of the present application and is not intended to limit the present application, and various modifications and changes may be made by those skilled in the art. Any modification, equivalent replacement, improvement and the like made within the spirit and principle of the present application shall be included in the protection scope of the present application.

Claims (14)

1. An action synchronization method in a game, which is applied to a game client, and comprises the following steps:
acquiring target position data issued by a server, wherein the target position data comprises: issuing a timestamp, position information of the virtual role and a frame interval;
acquiring local position calibration parameters according to the target position data and the current position information of the virtual character, wherein the current position information of the virtual character is the position information predicted by the game client according to the current frame data;
and calibrating the current position information of the virtual role according to the local position calibration parameters to obtain the position information of the virtual role after calibration.
2. The method of claim 1, wherein the obtaining the target location data sent by the server comprises:
judging whether position data corresponding to the current frame data is received or not;
and if not, taking the position data issued by the server for the last time as the target position data.
3. The method of claim 2, wherein the obtaining local position calibration parameters according to the target position data and the current position information of the virtual character comprises:
obtaining a historical rocker operation queue, wherein the rocker operation queue comprises: presetting historical rocker information in historical duration, historical timestamps corresponding to the historical rocker information and frame intervals;
acquiring deduction position information according to the historical rocker operation queue and the target position data;
and acquiring the local position calibration parameter according to the current position information and the derived position information of the virtual role.
4. The method of claim 3, wherein the obtaining the local position calibration parameters according to the current position information and the derived position information of the virtual character comprises:
calculating and acquiring a position difference value between the current position information and the deduction position information of the virtual role;
if the position difference value is determined to be larger than a preset first preset threshold value and smaller than a second preset threshold value, acquiring the local position calibration parameter according to a first preset calibration algorithm;
and if the position difference value is larger than a second preset threshold value, acquiring the local position calibration parameter according to a second preset calibration algorithm.
5. The method of claim 2, further comprising:
and if the position data corresponding to the current frame data is received, updating a historical rocker operation queue according to the position data corresponding to the current frame data.
6. The method of claim 5, wherein updating the historical rocker operation queue according to the position data corresponding to the current frame data comprises:
acquiring historical rocker information and frame intervals stored in the historical rocker operation queue;
if the number of the historical rocker information is determined to be equal to 1, taking the frame interval as a first time difference; or if the number of the historical rocker information is determined to be greater than 1, calculating and acquiring the minimum time difference of the historical timestamps corresponding to two continuous historical rocker information in the historical rocker operation queue as a first time difference;
acquiring a historical time stamp corresponding to historical rocker information in the historical rocker operation queue, wherein the minimum time difference between the historical time stamp and the time stamp in the position data corresponding to the current frame data is used as a second time difference;
and updating the historical rocker operation queue according to the first time difference and the second time difference.
7. The method of claim 6, wherein updating the historical rocker operation queue based on the first time difference and the second time difference comprises:
acquiring historical rocker information corresponding to the second time difference, and marking a historical time stamp corresponding to the historical rocker information as a reference time stamp;
and deleting the historical rocker information of which the time stamp is less than or equal to the reference time stamp in the historical rocker operation queue, and acquiring the updated historical rocker operation queue.
8. The method according to any one of claims 3 to 7, wherein before the obtaining the target location data sent by the server, the method further comprises:
and if the current frame data is determined to include rocker information, adding the current rocker information corresponding to the current frame data into the historical rocker operation queue.
9. The method according to any one of claims 3-7, further comprising:
if the current frame data is determined to include rocker information, acquiring orientation parameters of the virtual character according to the rocker information included in the current frame data;
and adjusting the orientation of the virtual role according to the orientation parameter.
10. The method of claim 9, wherein the adjusting the orientation of the virtual character according to the orientation parameter comprises:
acquiring the direction of a rocker according to rocker information included in the current frame data;
and adjusting the orientation of the virtual character according to the current orientation of the virtual character, the direction of the rocker, the frame interval and the preset turning angular speed of the virtual character.
11. The method according to any one of claims 3-7, further comprising:
if the current frame data is determined to include rocker information, setting the motion state of the virtual role as a moving state; or if the current frame data does not comprise rocker information, setting the motion state of the virtual character as a stop state.
12. An in-game action synchronization apparatus applied to a game client, the apparatus comprising: the device comprises a first acquisition module, a second acquisition module and a calibration module;
the first obtaining module is configured to obtain target location data sent by a server, where the target location data includes: issuing a timestamp, position information of the virtual role and a frame interval;
the second obtaining module is configured to obtain a local position calibration parameter according to the target position data and the current position information of the virtual character, where the current position information of the virtual character is position information predicted by the game client according to current frame data;
and the calibration module is used for calibrating the current position information of the virtual role according to the local position calibration parameter to obtain the position information of the virtual role after calibration.
13. An electronic device, comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating via the bus when the electronic device is running, the processor executing the machine-readable instructions to perform the steps of the method for action synchronization in a game according to any one of claims 1 to 11.
14. A storage medium having stored thereon a computer program for performing the steps of the method for motion synchronization in a game according to any of claims 1-11 when executed by a processor.
CN202011103347.0A 2020-10-15 2020-10-15 Game action synchronization method, game action synchronization device, electronic device and storage medium Pending CN112206511A (en)

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