CN113546408B - Game scene processing method, device, equipment, medium and program product - Google Patents

Game scene processing method, device, equipment, medium and program product Download PDF

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Publication number
CN113546408B
CN113546408B CN202110842940.5A CN202110842940A CN113546408B CN 113546408 B CN113546408 B CN 113546408B CN 202110842940 A CN202110842940 A CN 202110842940A CN 113546408 B CN113546408 B CN 113546408B
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game scene
game
scene
initial
information
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CN113546408A (en
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王然
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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
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • A63F13/493Resuming a game, e.g. after pausing, malfunction or power failure
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/46Multiprogramming arrangements
    • G06F9/54Interprogram communication
    • G06F9/547Remote procedure calls [RPC]; Web services

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Software Systems (AREA)
  • Theoretical Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Engineering & Computer Science (AREA)
  • General Physics & Mathematics (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The application provides a game scene processing method, a device, equipment, a medium and a program product, wherein the method comprises the following steps: the server acquires the progress information of the initial game scene, if the heartbeat information of the initial game scene is not acquired within the preset time, a target game scene is established according to the progress information and the game progress information of the initial game scene, and the virtual characters of the player are transmitted into the target game scene. According to the technical scheme, after the server detects that the initial game scene is abnormally destroyed, the target game scene is established according to the game progress of the initial game scene, and when a player enters the scene again, the player can continue to play on the basis of the previous game progress, so that disaster recovery processing of the game scene is realized, and the game experience of the player is improved.

Description

Game scene processing method, device, equipment, medium and program product
Technical Field
The present application relates to the field of games, and in particular, to a method, apparatus, device, medium, and program product for processing a game scene.
Background
A game scene is a very important part of a game, and characters in the game need to enter the game scene to perform various playing experiences, such as competing games or making monster upgrades, etc. The game scene is managed, so that the running stability of the game can be effectively improved, and the experience of a player on the game is ensured, so that the satisfaction degree of the player on the game is improved. Therefore, it is very important to manage a game scene.
At present, the management of game scenes is mainly to process all game scenes in a multi-process mode in a distributed server architecture. When one of the processes or a game scene in the process is abnormal, all the game scenes in the process are destroyed abnormally.
However, in the above method, after the abnormal destruction processing is performed on the game scene, when the player reenters the game scene, the game scene cannot be restored to the game progress before the abnormal destruction processing, and the game experience of the player is reduced.
Disclosure of Invention
The application provides a processing method, a device, equipment, a medium and a program product of a game scene, which are used for solving the problem that after abnormal destruction processing is carried out on the game scene, when a player reenters the scene, the game scene cannot be restored to a game progress before the abnormal destruction processing, and the game experience of the player is reduced.
In a first aspect, an embodiment of the present application provides a method for processing a game scenario, including:
Acquiring process information of an initial game scene, wherein the process information is used for indicating the process of the initial game scene, and the initial game scene is a game scene before the virtual characters of a player are abnormally destroyed;
If the heartbeat information of the initial game scene is not acquired within the preset duration, establishing a target game scene according to the progress information and the game progress information of the initial game scene, wherein the heartbeat information is used for indicating whether the initial game scene survives;
and transmitting the virtual roles of the players into the target game scene.
In one possible design of the first aspect, the acquiring the process information of the initial game scene includes:
And acquiring the process information of the initial game scene by using a single instance, wherein the single instance has a mapping relation with the initial game scene.
Optionally, the establishing a target game scene according to the process information and the game progress information of the initial game scene includes:
And establishing the target game scene corresponding to the initial game scene in the process of the initial game scene according to the game progress information of the initial game scene stored in a game progress database, wherein the game progress of the target game scene is consistent with that of the initial game scene.
In another possible design of the first aspect, the transferring the virtual character of the player into the target game scene includes:
And calling an objective function in the objective game scene through a remote procedure, and transmitting the virtual role of the player into the objective game scene.
In yet another possible design of the first aspect, after the establishing the target game scene, the method further includes:
and deleting the initial game scene if the heartbeat information of the initial game scene is acquired.
Optionally, before the target game scene is established according to the progress information and the game progress information of the initial game scene, the method further includes:
Updating the game progress information of the initial game scene in real time
In a second aspect, an embodiment of the present application provides a processing apparatus for a game scenario, which is applied to a server, where the server includes a plurality of processes, and the apparatus includes:
the acquisition module is used for acquiring process information of an initial game scene, wherein the process information is used for indicating the process of the initial game scene, and the initial game scene is a game scene before the virtual characters of a player are abnormally destroyed;
The processing module is used for establishing a target game scene according to the progress information and the game progress information of the initial game scene if the heartbeat information of the initial game scene is not acquired within the preset duration, wherein the heartbeat information is used for indicating whether the initial game scene survives;
the processing module is further configured to transfer the virtual character of the player into the target game scene.
In one possible design of the second aspect, the acquiring module is specifically configured to:
And acquiring the process information of the initial game scene by using a single instance, wherein the single instance has a mapping relation with the initial game scene.
Optionally, the processing module is specifically configured to:
And establishing the target game scene corresponding to the initial game scene in the process of the initial game scene according to the game progress information of the initial game scene stored in a game progress database, wherein the game progress of the target game scene is consistent with that of the initial game scene.
In another possible design of the second aspect, the processing module is specifically configured to:
And calling an objective function in the objective game scene through a remote procedure, and transmitting the virtual role of the player into the objective game scene.
In a further possible design of the second aspect, the processing module is further configured to:
and deleting the initial game scene if the heartbeat information of the initial game scene is acquired.
Optionally, the processing module is further configured to:
and updating the game progress information of the initial game scene in real time.
In a third aspect, an embodiment of the present application provides a server, including: a processor, a memory and computer program instructions stored on the memory and executable on the processor for implementing the method provided by the first aspect and each possible design when the processor executes the computer program instructions.
In a fourth aspect, embodiments of the present application may provide a computer-readable storage medium having stored therein computer-executable instructions which, when executed by a processor, are adapted to carry out the method provided by the first aspect and each possible design.
In a fifth aspect, embodiments of the present application provide a computer program product comprising a computer program for implementing the method provided by the first aspect and each possible design when executed by a processor.
The embodiment of the application provides a processing method, a device, equipment, a medium and a program product of a game scene, wherein the method comprises the following steps: the server acquires the progress information of the initial game scene, if the heartbeat information of the initial game scene is not acquired within the preset time, a target game scene is established according to the progress information and the game progress information of the initial game scene, and the virtual characters of the player are transmitted into the target game scene. According to the technical scheme, after the server detects that the initial game scene is abnormally destroyed, the target game scene is established according to the game progress of the initial game scene, and when a player enters the scene again, the player can continue to play on the basis of the previous game progress, so that disaster recovery processing of the game scene is realized, and the game experience of the player is improved.
Drawings
In order to more clearly illustrate the embodiments of the present application or the technical solutions of the prior art, the drawings that are needed in the embodiments or the description of the prior art will be briefly described below, it will be obvious that the drawings in the following description are some embodiments of the present application, and that other drawings can be obtained according to these drawings without inventive effort to a person skilled in the art.
FIG. 1 is a schematic diagram of a prior art game scenario;
Fig. 2 is a schematic diagram of an application scenario of a method for processing a game scenario according to an embodiment of the present application;
Fig. 3 is a flowchart of a first embodiment of a method for processing a game scenario according to an embodiment of the present application;
fig. 4 is a schematic diagram of another application scenario of the processing method of a game scenario provided in the embodiment of the present application;
fig. 5 is a schematic structural diagram of a processing device for a game scene according to an embodiment of the present application;
Fig. 6 is a schematic structural diagram of a server according to an embodiment of the present application.
Specific embodiments of the present disclosure have been shown by way of the above drawings and will be described in more detail below. These drawings and the written description are not intended to limit the scope of the disclosed concepts in any way, but rather to illustrate the disclosed concepts to those skilled in the art by reference to specific embodiments.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present application more apparent, the technical solutions of the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application, and it is apparent that the described embodiments are some embodiments of the present application, but not all embodiments of the present application. All other embodiments, which can be made by those skilled in the art based on the embodiments of the application without making any inventive effort, are intended to be within the scope of the application.
Before describing the embodiments of the present application, an application background of the embodiments of the present application will be explained first:
Game scenes are very important parts in a game, and different game playing methods correspond to different kinds of game scenes, and one game copy corresponds to the same kind of game scenes. After the player logs in the game, the virtual roles of the player can enter different types of game scenes, so that different game playing methods are experienced. In a large-scale game, in order to ensure the stability of game running, when a plurality of players experience the same game play method at the same time, a number of game scenes corresponding to the number of player batches needs to be established for the game scenes. For example, the virtual characters of all players in the same batch of players may enter the same game scene for a counter match or for a monster upgrade, etc. The virtual roles of the players in the same game scene can interact, and the virtual roles in different game scenes in the same category cannot interact. After the player experiences the entire game play in the game scenario, the server will reclaim the game scenario.
Fig. 1 is a schematic diagram illustrating a game scenario in the prior art. As shown in fig. 1, the game scene includes scene information (english: space) and Entity information (english: entity). For example, when setting up a game scene for a game copy, scene information needs to be created first, and then corresponding entity information is loaded according to the scene information. The scene information is used for realizing background space and other parts in the game scene, and rendering the game scene on a client used by a player; the entity information is responsible for the landscape of the game scene and provides the play logic for the player to experience the game play.
According to the content, the game scene can directly influence the experience of the player on the game, and the management of the game scene can effectively improve the running stability of the game, so that the satisfaction degree of the player on the game is improved. Therefore, it is very important to manage a game scene.
Currently, since most of the servers for managing games are distributed server architectures, all game scenes are processed in a multi-process manner. When a game scene is abnormally destroyed, virtual characters that are entering or are in the game scene need to be processed, so that the entity information of each game scene needs to be subjected to survival detection so as to know whether the scene has been abnormally destroyed. When one of the processes or a game scene in the process is abnormal (such as abnormal exit), all the game scenes in the process are destroyed abnormally.
However, in the above method, after the abnormal destruction process of the game scene, a new game scene needs to be established so that the subsequent player continues to play in the new game scene. When a player reenters a new game scene, the player needs to experience the playing logic of the new game scene, such as playing a copy again, or playing a counter match again, and the new game scene cannot be restored to the game progress of the game scene before the abnormal destruction processing, so that the disaster tolerance requirement of the game cannot be met, and the game experience of the player is poor.
In view of the above problems, the inventive concept of the present application is as follows: when the game scene is abnormally destroyed, entity information providing playing logic and game progress is required to be destroyed, so that the game scene which is re-established subsequently cannot be consistent with the game progress of the game scene before the abnormal destruction processing, and the game experience of a player is poor. Based on the above, the inventor finds that if the game progress of the game scene before the abnormal destruction processing can be obtained after the abnormal destruction processing of the game scene is detected, a new game scene is established according to the game progress before the abnormal destruction processing, so that the game progress of the new game scene is consistent with the game progress of the game scene before the abnormal destruction processing, the problem of poor game experience of a player in the prior art can be solved, and the operation and maintenance accidents of the game are reduced.
The method for processing a game scene provided by the embodiment of the application can be applied to an application scene schematic diagram shown in fig. 2. Fig. 2 is a schematic view of an application scenario of a processing method of a game scenario provided in an embodiment of the present application, so as to solve the above technical problems. As shown in fig. 2, the application scenario may include: a plurality of terminal devices (e.g., terminal devices 11, 12 in fig. 2), and a server 13, the plurality of terminal devices being communicatively connected to the server 13, respectively. Optionally, the application scenario shown in fig. 2 may further include a game progress database 14 connected to the server 13.
Wherein each terminal device corresponds to a virtual character, for example, terminal device 11 corresponds to virtual character a and terminal device 12 corresponds to virtual character B. Illustratively, the virtual character a and the virtual character B play in the same team in the same game scene, which is distributed in one process in the server 13.
The server 13 may obtain the progress of the game scene, and may also obtain the heartbeat information of the game scene according to a certain frequency.
Alternatively, when the occurrence of an anomaly in a game scene is destroyed, the server 13 cannot acquire heartbeat information of the game scene. Meanwhile, the virtual character a and the virtual character B cannot continue the game in the game scene, and the server 13 needs to transfer the virtual character a and the virtual character B out of the game scene.
In this embodiment, the game progress database 14 may store game progress information of a game scene. The server 13 may execute program codes of a processing method of a game scene based on heartbeat information and game progress information of the game scene, thereby obtaining a target game scene corresponding to the game scene in a process where the game scene is located, and re-transmitting the virtual character a and the virtual character B into the obtained target game scene, so that the virtual character a and the virtual character B continue to play.
It should be noted that fig. 2 is only a schematic diagram of an application scenario provided by the embodiment of the present application, and the embodiment of the present application does not limit the devices included in fig. 2 or limit the positional relationship between the devices in fig. 2, for example, in fig. 2, the game progress database 14 may be an external memory with respect to the server 13, and in other cases, the game progress database 14 may also be disposed in the server 13.
The technical scheme of the application is described in detail through specific embodiments.
It should be noted that the following embodiments may be combined with each other, and the same or similar concepts or processes may not be described in detail in some embodiments.
Fig. 3 is a flowchart of a first embodiment of a method for processing a game scenario according to an embodiment of the present application. As shown in fig. 3, the processing method of the game scene may include the following steps:
S101, acquiring process information of an initial game scene.
Because the execution body of the embodiment of the application is a server, a plurality of processes are arranged in the server, and the processes of different initial game scenes may be different. When the initial game scene is destroyed, a new initial game scene, that is, the target game scene in the embodiment, needs to be established in the process where the initial game scene is located, so that the server can better manage the game scene. Therefore, the server needs to acquire the progress information of the initial game scene.
For example, the process information is used to indicate the process where the initial game scenario is located, for example, the process information may be process 1, process 2, process 3, etc., and then the initial game scenario is represented in process 1, process 2, or process 3.
The initial game scene is a game scene before the virtual characters of the player are abnormally destroyed.
S102, if heartbeat information of the initial game scene is not acquired within a preset time, establishing a target game scene according to the progress information and the game progress information of the initial game scene.
The server needs to determine whether the initial game scene is abnormally destroyed, and if the initial game scene is abnormally destroyed, a corresponding new game scene needs to be reestablished, namely the target game scene in the embodiment of the application.
The server may obtain heartbeat information of the initial game scene according to a preset frequency, where the heartbeat information is used to indicate whether the initial game scene survives. The server can acquire the heartbeat information of the initial game scene, prove that the initial game scene survives, and if the heartbeat information of the initial game scene cannot be acquired, prove that the initial game scene is destroyed.
The preset frequency may be 1 second, 1 time, 1 second, 2 times, or 1 second, 3 times, etc. and may be set according to practical situations, which is not particularly limited in the embodiment of the present application.
Optionally, after the virtual character of the player is transferred into the initial game scene, the server executes playing logic in the game scene, records the game progress in the initial game scene, generates game progress information, and updates the game progress information of the initial game scene in real time.
Optionally, the game progress information may be stored in a game progress database, or may be stored in a storage space corresponding to the game in the server.
In one implementation manner, if the heartbeat information of the initial game scene is not acquired within the preset time, the server establishes a target game scene corresponding to the initial game scene in the process of the initial game scene according to the game progress information of the initial game scene stored in the game progress database, wherein the game progress of the target game scene is consistent with that of the initial game scene. The server can acquire the game progress information of the initial game scene in the game progress database according to the identification number (Identity Document, ID) of the initial game scene, can also acquire configuration information for configuring the initial game scene, and establishes a target game scene in the process of the initial game scene according to the configuration information and the game progress information, so that the game progress of the target game scene is consistent with that of the initial game scene.
In another implementation manner, if the heartbeat information of the initial game scene is not acquired within the preset duration, the server may further establish a target game scene corresponding to the initial game scene in a process where the initial game scene is located according to the game progress information of the initial game scene stored in the storage space corresponding to the game in the server, where the game progress of the target game scene is smaller than the game progress of the initial game scene, so as to provide sufficient reaction time for the virtual character of the player to enter the target game scene.
The preset duration may be preset duration, such as 1 second, 2 seconds, 3 seconds, etc., or may be set according to a preset frequency, for example, when the preset frequency is 1 second and 1 time, the preset duration may be 1.5 times of 1 second, that is, 1.5 seconds, or may be set according to the running performance of the server, which is not specifically limited in the embodiment of the present application.
The game progress information may be represented in the form of 10%, 20%, 30%, etc., or may be represented in the form of progress a, progress B, progress C, etc., or may be represented by virtual character information in the initial game scene and information of elements in the initial game scene, such as coordinates where the virtual character is located, tasks performed by the virtual character, placement positions of elements in the initial game scene, etc., and the representation form of the game progress information may be selected according to the actual situation, which is not particularly limited in the embodiment of the present application.
In addition, after the server establishes the target game scene, if the heartbeat information of the initial game scene is acquired at this time, the initial game scene generating the heartbeat information can be acquired, and the initial game scene needs to be deleted. The heartbeat information may be generated when the initial game scene is not completely destroyed, so that it can be ensured that two identical game scenes do not exist in the server.
S103, transmitting the virtual roles of the players into the target game scene.
After the server establishes the target game scene, virtual characters of the player existing in the initial game scene are required to be transferred into the target game scene, so that the player can continue to play.
In one particular embodiment, after the server obtains the target game scene, the virtual character of the player may be imported into the target game scene by remote procedure call (Remote Procedure Call, RPC) of an objective function in the target game scene.
According to the game scene processing method provided by the embodiment of the application, the server acquires the progress information of the initial game scene, if the heartbeat information of the initial game scene is not acquired within the preset time length, a target game scene is established according to the progress information and the game progress information of the initial game scene, and the virtual characters of the player are transmitted into the target game scene. In the method, after the server detects that the initial game scene is abnormally destroyed, a target game scene is established according to the game progress of the initial game scene, and when a player enters the scene again, the player can continue to play on the basis of the previous game progress, so that disaster recovery processing of the game scene is realized, and the game experience of the player is improved.
In the prior art, when the number of game scenes is large, repeated survival detection is performed for entity information of each game scene in each game scene, a large amount of detection time is required, and the detection efficiency is low.
In view of the above problems, the embodiments of the present application manage each game scenario by using a single instance, where each single instance can manage each game scenario in one game scenario, and each game scenario has only one corresponding entity information.
Alternatively, in some embodiments, S101 may be implemented by:
And acquiring the process information of the initial game scene by using a single instance. Wherein, the single instance has mapping relation with the initial game scene.
Wherein, the single instance has two functions: function 1, establishing a mapping relation for entity information and scene information of a game scene, and establishing a corresponding relation between the game scene and a single instance, wherein virtual characters in the game scene can be migrated to a target game scene when the game scene is destroyed; and 2, acquiring process information and heartbeat information of the game scene, and performing survival detection on the game scene so as to manage entity information of the game scene.
The server can acquire the process information of the initial game scene by using a single instance, and can acquire the heartbeat information of the game scene by using the single instance according to a certain frequency, so that the server can manage all the game scenes corresponding to the single instance by using the single instance.
Fig. 4 is a schematic diagram of another application scenario of the processing method of a game scenario provided in the embodiment of the present application. As shown in fig. 4, the application scenario includes: a plurality of game scenes (for example, game scenes 1, 2, 3 … … N in fig. 4) and a single instance, wherein the game scene 1 has scene information 1 and entity information 1, the game scene 2 has scene information 2 and entity information 2, the game scene 3 has scene information 3 and entity information 3, … …, the game scene N has scene information N and entity information N, and the plurality of game scenes belong to the same game scene.
In the application scene, the server can acquire the process information of a plurality of game scenes by using a single instance, and can also acquire the heartbeat information of a plurality of game scenes by using a single instance according to a certain frequency.
Optionally, the server may store the acquired process information and heartbeat information of the plurality of game scenes in a single cache.
Because a large number of copy game scenes and helper game scenes exist in a large-scale game, if heartbeat information and progress information of each game scene are acquired by using a micro service, network consumption cost of a server can be increased, and a developer is required to carry out additional design on load balancing of the micro service.
In the embodiment of the application, the server manages a plurality of game scenes corresponding to the single instance by utilizing the single instance, so that the workload of a developer can be effectively reduced, the development difficulty of the bottom layer of the developer is reduced, and the developer can be more focused on the design work of the playing logic. Further, the complexity and operation cost of the system architecture can be effectively reduced, and the robustness of the server is increased.
Optionally, in some embodiments, before the process information of the initial game scene is acquired by using a single instance, the processing method of the game scene may further include:
the virtual character of the player is imported into the initial game scene.
In one implementation, if the entity information of the initial game scene is loaded in a single instance, the virtual character of the player may be directly transferred into the initial game scene.
In another implementation manner, if the entity information of the initial game scenario is not loaded in the single instance, and the entity information of the initial game scenario is stored in the buffer of the single instance, the server may utilize the process of acquiring the entity information of the initial game scenario in the single instance, and call the input function (which may be the objective function in the above embodiment) in the entity information through rpc to input the virtual character of the player into the initial game scenario.
In still another implementation manner, if the entity information of the initial game scene is not loaded in the single instance and the entity information of the initial game scene is not stored in the cache of the single instance, the server creates the scene information of the initial game scene and creates the entity information according to the scene information of the initial game scene. The server then stores the scene information and entity information of the initial game scene into a cache of the instance by using the instance, and transmits the virtual character of the player into the initial game scene.
The following are examples of the apparatus of the present application that may be used to perform the method embodiments of the present application. For details not disclosed in the embodiments of the apparatus of the present application, please refer to the embodiments of the method of the present application.
Fig. 5 is a schematic structural diagram of a processing device for a game scene according to an embodiment of the present application. As shown in fig. 5, the processing device of the game scene includes:
The acquiring module 51 is configured to acquire process information of an initial game scenario, where the process information is used to indicate a process where the initial game scenario is located, and the initial game scenario is a game scenario before the virtual character of the player is abnormally destroyed;
the processing module 52 is configured to, if heartbeat information of the initial game scene is not obtained within a preset duration, establish a target game scene according to the progress information and game progress information of the initial game scene, where the heartbeat information is used to indicate whether the initial game scene survives;
the processing module 52 is further configured to transfer the virtual character of the player into the target game scene.
In one possible design of the embodiment of the present application, the obtaining module 51 is specifically configured to:
and acquiring the process information of the initial game scene by using the single instance, wherein the single instance has a mapping relation with the initial game scene.
Optionally, the processing module 52 is specifically configured to:
And establishing a target game scene corresponding to the initial game scene in the process of the initial game scene according to the game progress information of the initial game scene stored in the game progress database, wherein the game progress of the target game scene is consistent with that of the initial game scene.
In another possible design of the embodiment of the present application, the processing module 52 is specifically configured to:
and calling an objective function in the objective game scene through a remote procedure, and transmitting the virtual role of the player into the objective game scene.
In yet another possible design of an embodiment of the present application, the processing module 52 is further configured to:
and if the heartbeat information of the initial game scene is acquired, deleting the initial game scene.
Optionally, the processing module 52 is further configured to:
And updating the game progress information of the initial game scene in real time.
The processing device for a game scene provided by the embodiment of the application can be used for executing the processing method for the game scene in any embodiment, and the implementation principle and the technical effect are similar, and are not repeated here.
It should be noted that, it should be understood that the division of the modules of the above apparatus is merely a division of a logic function, and may be fully or partially integrated into a physical entity or may be physically separated. And these modules may all be implemented in software in the form of calls by the processing element; or can be realized in hardware; the method can also be realized in a form of calling software by a processing element, and the method can be realized in a form of hardware by a part of modules. In addition, all or part of the modules may be integrated together or may be implemented independently. The processing element described herein may be an integrated circuit having signal processing capabilities. In implementation, each step of the above method or each module above may be implemented by an integrated logic circuit of hardware in a processor element or an instruction in a software form.
Fig. 6 is a schematic structural diagram of a server according to an embodiment of the present application. As shown in fig. 6, the server 13 may include: the processing method of the game scene provided by any one of the previous embodiments is implemented by the processor 61, the memory 62 and the computer program instructions stored in the memory 62 and capable of being executed on the processor 61 when the processor 61 executes the computer program instructions.
Optionally, the server 13 may also include interfaces to interact with other devices.
Alternatively, the above-mentioned respective devices of the server 13 may be connected by a system bus.
The memory 62 may be a separate memory unit or may be a memory unit integrated into the processor. The number of processors is one or more.
It should be appreciated that the Processor 61 may be a central processing unit (Central Processing Unit, CPU), but may also be other general purpose processors, digital signal processors (DIGITAL SIGNAL Processor, DSP), application SPECIFIC INTEGRATED Circuit (ASIC), etc. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like. The steps of a method disclosed in connection with the present application may be embodied directly in a hardware processor for execution, or in a combination of hardware and software modules in a processor for execution.
The system bus may be a peripheral component interconnect (PERIPHERAL COMPONENT INTERCONNECT, PCI) bus, or an extended industry standard architecture (extended industry standard architecture, EISA) bus, among others. The system bus may be classified into an address bus, a data bus, a control bus, and the like. For ease of illustration, the figures are shown with only one bold line, but not with only one bus or one type of bus. The memory may include random access memory (random access memory, RAM) and may also include non-volatile memory (NVM), such as at least one disk memory.
All or part of the steps for implementing the method embodiments described above may be performed by hardware associated with program instructions. The foregoing program may be stored in a readable memory. The program, when executed, performs steps including the method embodiments described above; and the aforementioned memory (storage medium) includes: read-only memory (ROM), RAM, flash memory, hard disk, solid state disk, magnetic tape (english: MAGNETIC TAPE), floppy disk (english: floppy disk), optical disk (english: optical disk), and any combination thereof.
The server provided by the embodiment of the application can be used for executing the processing method of the game scene provided by any method embodiment, and the implementation principle and the technical effect are similar, and are not repeated here.
An embodiment of the present application provides a computer-readable storage medium having stored therein computer instructions that, when executed on a computer, cause the computer to execute the above-described processing method of a game scene.
The computer readable storage medium described above may be implemented by any type of volatile or non-volatile memory device or combination thereof, such as static random access memory, electrically erasable programmable read-only memory, magnetic memory, flash memory, magnetic disk or optical disk. A readable storage medium can be any available medium that can be accessed by a general purpose or special purpose computer.
In the alternative, a readable storage medium is coupled to the processor such that the processor can read information from, and write information to, the readable storage medium. In the alternative, the readable storage medium may be integral to the processor. The processor and the readable storage medium may reside in an Application SPECIFIC INTEGRATED Circuits (ASIC). The processor and the readable storage medium may reside as discrete components in a device.
Embodiments of the present application also provide a computer program product, where the computer program product includes a computer program, where the computer program is stored in a computer readable storage medium, and where at least one processor may read the computer program from the computer readable storage medium, where the at least one processor may implement the method for processing a game scenario described above when the computer program is executed.
It is to be understood that the present disclosure is not limited to the precise arrangements and instrumentalities shown in the drawings, and that various modifications and changes may be effected without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.

Claims (10)

1. A method for processing a game scene, the method being applied to a server, the server including a plurality of processes, the method comprising:
Acquiring process information of an initial game scene, wherein the process information is used for indicating the process of the initial game scene, and the initial game scene is a game scene before the virtual characters of a player are abnormally destroyed;
If the heartbeat information of the initial game scene is not acquired within the preset duration, establishing a target game scene according to the progress information and the game progress information of the initial game scene, wherein the heartbeat information is used for indicating whether the initial game scene survives;
transmitting the virtual roles of the players into the target game scene;
the game progress of the target game scene is consistent with the game progress of the initial game scene or the game progress of the target game scene is smaller than the game progress of the initial game scene.
2. The method of claim 1, wherein the obtaining process information for the initial game scene comprises:
And acquiring the process information of the initial game scene by using a single instance, wherein the single instance has a mapping relation with the initial game scene.
3. The method of claim 2, wherein the establishing a target game scene based on the progress information and game progress information of the initial game scene comprises:
And establishing the target game scene corresponding to the initial game scene in the process of the initial game scene according to the game progress information of the initial game scene stored in a game progress database, wherein the game progress of the target game scene is consistent with that of the initial game scene.
4. A method according to any one of claims 1 to 3, wherein said entering a player's avatar into said target game scene comprises:
And calling an objective function in the objective game scene through a remote procedure, and transmitting the virtual role of the player into the objective game scene.
5. A method according to any one of claims 1 to 3, wherein after the establishment of the target game scene, the method further comprises:
and deleting the initial game scene if the heartbeat information of the initial game scene is acquired.
6. The method of claim 3, wherein prior to establishing a target game scenario based on the progress information and game progress information of the initial game scenario, the method further comprises:
and updating the game progress information of the initial game scene in real time.
7. A processing apparatus for a game scene, applied to a server, the server comprising a plurality of processes, the apparatus comprising:
the acquisition module is used for acquiring process information of an initial game scene, wherein the process information is used for indicating the process of the initial game scene, and the initial game scene is a game scene before the virtual characters of a player are abnormally destroyed;
The processing module is used for establishing a target game scene according to the progress information and the game progress information of the initial game scene if the heartbeat information of the initial game scene is not acquired within the preset duration, wherein the heartbeat information is used for indicating whether the initial game scene survives;
The processing module is further used for transmitting the virtual roles of the player into the target game scene;
the game progress of the target game scene is consistent with the game progress of the initial game scene or the game progress of the target game scene is smaller than the game progress of the initial game scene.
8. A server, comprising: a processor, a memory and computer program instructions stored on the memory and executable on the processor, wherein the processor is adapted to implement a method of processing a game scene according to any one of claims 1 to6 when executing the computer program instructions.
9. A computer-readable storage medium, wherein computer-executable instructions are stored in the computer-readable storage medium, which when executed by a processor, are configured to implement the method for processing a game scenario according to any one of claims 1 to 6.
10. A computer program product comprising a computer program, which, when being executed by a processor, is adapted to carry out a method of processing a game scene according to any of claims 1 to 6.
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