CN113694536A - Scene management method, device, equipment and medium for cloud game - Google Patents

Scene management method, device, equipment and medium for cloud game Download PDF

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Publication number
CN113694536A
CN113694536A CN202111041688.4A CN202111041688A CN113694536A CN 113694536 A CN113694536 A CN 113694536A CN 202111041688 A CN202111041688 A CN 202111041688A CN 113694536 A CN113694536 A CN 113694536A
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China
Prior art keywords
game
information
user
client
generating
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CN202111041688.4A
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李曌
孙华庆
郭建君
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Beijing Weiling Times Technology Co Ltd
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Beijing Weiling Times Technology Co Ltd
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Priority to CN202111041688.4A priority Critical patent/CN113694536A/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
    • A63F13/70Game security or game management aspects
    • A63F13/71Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L63/00Network architectures or network communication protocols for network security
    • H04L63/08Network architectures or network communication protocols for network security for authentication of entities
    • H04L63/083Network architectures or network communication protocols for network security for authentication of entities using passwords
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality

Abstract

The application relates to the field of computers, in particular to a scene management method, a device, equipment and a medium for a cloud game, wherein the method comprises the following steps: when a game triggering instruction is detected, user game information uploaded by a current client side is acquired; generating a game task linked list based on the user game information, wherein the game task linked list corresponds to at least one queue thread driving information and at least one game node information corresponding to the at least one queue thread driving information; performing logic processing on the at least one game node information to obtain user game data information corresponding to each game node information; and rendering and generating game image information based on at least one piece of user game data information, and sending the game image information generated by rendering to a client for displaying. The method and the device have the effect of improving the game experience of the user in the game playing process.

Description

Scene management method, device, equipment and medium for cloud game
Technical Field
The present application relates to the field of computers, and in particular, to a method, an apparatus, a device, and a medium for managing a scene for a cloud game.
Background
Cloud computing is an internet-based computing approach by which shared software and hardware resources and information can be provided to computers and other devices on demand, where the network providing the resources is referred to as the "cloud". The Cloud Gaming (Cloud Gaming) is a game based on Cloud Computing (Cloud Computing). In the running mode of the cloud game, a plurality of game clients can be simultaneously connected with the same cloud server, a user controls a Virtual Machine (VM) on the cloud server through the game clients to run the game, and the cloud server transmits rendered game pictures to the game clients through a network. Therefore, in the cloud game mode, the game client does not need to be configured with a high-end processor and a display card, and only needs to have relatively basic capabilities of video decompression, video display and the like.
Common organizational structures of traditional cloud game software include a stand-alone game, a Browser and Server (Browser/Server, B/S), a Client Server (Client Server, C/S), and a Peer-To-Peer network (Peer To Peer, P2P), wherein the organizational structures of the game logic scenes of B/S and C/S are similar, and the management of the game logic scenes is respectively placed at a front end (Client) and a Server; management of the same game logic scenario typically involves more complex data synchronization issues; the single-machine game is often output on the same screen for 1-2 people to play; and P2P is that each end needs to maintain a game logic scene, and all game logics are processed by using single-thread processing, so that the complexity of data synchronization is increased, and the game experience of a user in the game playing process is influenced.
Disclosure of Invention
In order to improve game experience of a user in a game playing process, the application provides a scene management method, a device, equipment and a medium for a cloud game.
In a first aspect, the present application provides a scene management method for a cloud game, which adopts the following technical scheme:
when a game triggering instruction is detected, user game information uploaded by a current client side is acquired;
generating a game task linked list based on the user game information, wherein the game task linked list corresponds to at least one queue thread driving information and at least one game node information corresponding to the at least one queue thread driving information;
performing logic processing on the at least one game node information to obtain user game data information corresponding to each game node information;
and rendering and generating game image information based on at least one piece of user game data information, and sending the game image information generated by rendering to a client for displaying.
By adopting the technical scheme, when the scene of the cloud game is managed, a game trigger instruction when a user logs in a game client is detected, a game task chain table is determined and generated according to the game information of the user, at least one queue thread driving information is bound with the task chain table according to game logic, at least one game node information is bound with at least one queue thread driving information, a server carries out logic processing on the game node information to obtain user game data information corresponding to each different game node information, the server generates game image information according to at least one user game data information rendering mode and sends the rendered image information to the client, and the client receives the rendered image information and then displays the image information. When the cloud game is managed, a plurality of queue thread driving information are set, and each queue thread driving information processes corresponding game logic, so that the complexity of data synchronization is reduced, and the effect of improving the game experience of a user in the game playing process is achieved.
In another possible implementation manner, the obtaining user game information of the current user includes:
obtaining game login information uploaded by a current client, wherein the game login information comprises user name information and password information;
checking the game login information, and determining whether the game login information is matched with user registration data information stored in a created game database;
and if so, determining the user game information of the current user according to the game login information.
According to the technical scheme, when a user logs in a game client by using a game account password, the server acquires game login information input by the current user, acquires user registration data information stored in a created game database, determines whether the game login information is matched with the user registration data information, and acquires user game information based on the determined game login information, so that the effect of verifying the game login information filled by the current client is achieved, and the game account of the user is protected.
In another possible implementation manner, the determining whether the game login information matches user registration data information stored in a preset game database further includes:
and if not, generating error alarm information of the game login information, and sending the error alarm information to a client for display.
By adopting the technical scheme, when the game login information is not verified, the error warning information of the login information is generated, the server sends the error warning information to the client, and the client displays the error warning information and informs the user that the currently filled and input game login information is wrong.
In another possible implementation manner, the determining whether the game login information matches with user registration data information stored in a created game database further includes:
and establishing a game database, wherein user registration data information corresponding to each user is stored in the game database.
By adopting the technical scheme, the game database is created in advance, the registration data information during user registration is stored in the storage table appointed by the game database, and the storage fields used by the user name information and the password information in the storage table of the game database are determined to be consistent with the user name information and the password information used by the login information, so that the subsequent verification of the game login information is facilitated.
In another possible implementation manner, if the log information is not matched, generating error warning information of the log information, and sending the error warning information to a client for display, where the error warning information includes:
if the game login information is not matched with the user registration data information, verifying the game login information;
judging whether the user name information is matched with the user name information in the user registration data information;
if not, generating user name error alarm information, and sending the user name error alarm information to a client for display;
and if so, generating password error warning information, and sending the password error warning information to the client for display.
By adopting the technical scheme, when the user name information and the password information are verified, firstly, the game login information input by the current user is determined to be not matched with the user registration data information, then, the user name information is verified, whether the user name information corresponding to the current game login information is matched with the user name information in the user registration database information is determined, if not, user name error alarm information is generated, and the user name error alarm information is sent to the client, for example: if the user name does not exist, the user name is input again after being confirmed; if the user name information is matched with the user name information in the user registration database information, generating password error warning information, and sending the password error warning information to the client, for example: the current input password information is wrong and is input again after being confirmed, so that the user can quickly obtain specific wrong information, and the subsequent game login information can be modified conveniently.
In another possible implementation manner, the sending the game image information generated by rendering to a client for display further includes:
performing streaming compression processing on the game image information;
the step of sending the game image information generated by rendering to a client for display includes:
and sending the game image information subjected to the streaming compression processing to a client for display.
By adopting the technical scheme, when the game image information generated by rendering is sent to the client for display, the server performs streaming compression processing on the game image information, so that the disk storage amount occupied by the game image information is reduced, the network space is saved, and the spatial redundancy caused by the correlation between adjacent pixels in the game image information is reduced.
In another possible implementation manner, the generating game image information based on at least one user game data information rendering includes:
based on the type information corresponding to the at least one user game data information;
determining a first preset type of user game data information from at least one user game data information based on the type information;
and rendering and generating the game image information based on the first preset type of user game data information.
By adopting the technical scheme, when the user data information is rendered, whether the current user data information is the user data information of the first preset type or not is determined, if the current user data information is the first preset type, the current user data information is rendered to generate game image information, and the game image information generated by rendering is sent to the client side to be displayed, so that the effect of improving the efficiency of generating the game image information by rendering is achieved.
In another possible implementation manner, the method further includes, after the step of obtaining the type information corresponding to the at least one user game data information:
determining a second preset type of user game data information from at least one user game data information based on the type information;
and sending the user game data information of the second preset type to the client for displaying.
By adopting the technical scheme, if the current user game data information belongs to the second preset type, the current user game data information is defaulted as non-rendering generation information, so that the user game data information is directly sent to the client side to be displayed, and the information transmission efficiency is improved.
In another possible implementation manner, obtaining the user game information uploaded by the current client, and then further includes:
serializing the user game information;
generating a game task linked list based on the user game information, comprising:
generating a game task linked list based on serialized user game information
By adopting the technical scheme, after the user game information is received, serialization processing is carried out on the user game information, the user game information is serialized, the server converts the serialized user game information into a form which can be stored in a hard disk file from object data, and a game task linked list is generated according to the user game information, so that the effect of conveniently processing the user game information is achieved.
In another possible implementation manner, when the game node information is at least two and at least two game node information respectively correspond to the at least two queue thread driving information, performing logic processing on the at least two game node information includes:
determining game node information corresponding to each queue thread driving information from the at least two game node information;
and performing logic processing on the game node information corresponding to the driving information of each queue thread respectively in a parallelization processing mode.
By adopting the technical scheme, after the game task linked list is generated, the game node information bound with the drive information in each team is determined, the user game information is parallelized, so that the user game information is deserialized, the server loads the serialized user game information into the memory from the hard disk file, the user game information is changed into object data again, and finally the object data is logically processed, so that the effect of logically processing the user game information is achieved.
In a second aspect, the present application provides a scene management device for a cloud game, which adopts the following technical solution:
a scene management device facing a cloud game comprises:
the first acquisition module is used for acquiring user game information uploaded by a current client when a game trigger instruction is detected;
the generating module is used for generating a game task linked list based on the user game information, wherein the game task linked list corresponds to at least one queue thread driving information, and the at least one queue thread driving information corresponds to at least one game node information;
the logic processing module is used for performing logic processing on the at least one game node information to obtain user game data information corresponding to each game node information;
the first control display module is used for generating game image information based on at least one user game data information in a rendering mode and sending the game image information generated in the rendering mode to the client side for displaying.
By adopting the technical scheme, when the scene of the cloud game is managed, a game trigger instruction when a user logs in a game client is detected, a game task chain table is determined and generated according to the game information of the user, at least one queue thread driving information is bound with the task chain table according to game logic, at least one game node information is bound with at least one queue thread driving information, a server carries out logic processing on the game node information to obtain user game data information corresponding to each different game node information, the server generates game image information according to the rendering of at least one user game data information and sends the rendered image information to the client, the client displays the image information after receiving the rendered image information, and a plurality of queue thread driving information is set when the cloud game is managed, each queue thread drives the game logic corresponding to the information processing, so that the complexity of data synchronization is reduced, and the effect of improving the game experience of a user in the game playing process is achieved.
In a possible implementation manner, when acquiring the user game information of the current user, the first acquiring module is specifically configured to:
obtaining game login information uploaded by a current client, wherein the game login information comprises user name information and password information;
checking the game login information, and determining whether the game login information is matched with user registration data information stored in a created game database;
if so, determining the user game information of the current user according to the game login information;
and if not, generating error alarm information of the game login information, and sending the error alarm information to a client for display.
In a possible implementation manner, when the first error warning module is not matched, the first error warning module generates error warning information of the login information, and sends the error warning information to a client for display, where the error warning information is specifically used for:
if the game login information is not matched with the user registration data information, verifying the game login information;
judging whether the user name information is matched with the user name information in the user registration data information;
if not, generating user name error alarm information, and sending the user name error alarm information to a client for display;
and if so, generating password error warning information, and sending the password error warning information to the client for display.
In one possible implementation, the apparatus further includes: a stream compression processing module, wherein,
the streaming compression processing module is used for performing streaming compression processing on the game image information;
when the first control display module sends the game image information generated by rendering to a client for control display, the first control display module is specifically configured to:
and sending the game image information subjected to the streaming compression processing to a client for controlling and displaying.
In a possible implementation manner, when rendering and generating game image information based on at least one piece of user game data information, the first control display module is specifically configured to:
based on the type information corresponding to the at least one user game data information;
determining a first preset type of user game data information from at least one user game data information based on the type information;
and rendering and generating the game image information based on the first preset type of user game data information.
In one possible implementation, the apparatus further includes: a determining module and a second control display module, wherein,
the determining module is used for determining a second preset type of user game data information from at least one user game data information based on the type information;
and the second control display module is used for sending the second preset type of user game data information to the client for display.
In one possible implementation, the apparatus further includes: serializing the processing module, wherein,
the serialization processing module is used for carrying out serialization processing on the user game information;
wherein, when the generating module generates the game task linked list based on the user game information, the generating module is specifically configured to:
and generating a game task linked list based on the user game information after the serialization processing.
In a third aspect, the present application provides an electronic device, which adopts the following technical solutions:
an electronic device, comprising:
one or more processors;
a memory;
one or more application programs, wherein the one or more application programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs configured to: executing the cloud-oriented game scene management method according to any one of the possible implementation manners of the first aspect.
By adopting the technical scheme, when the scene of the cloud game is managed, a game trigger instruction when a user logs in a game client is detected, a game task chain table is determined and generated according to the game information of the user, at least one queue thread driving information is bound with the task chain table according to game logic, at least one game node information is bound with at least one queue thread driving information, a server carries out logic processing on the game node information to obtain user game data information corresponding to each different game node information, the server generates game image information according to the rendering of at least one user game data information and sends the rendered image information to the client, the client displays the image information after receiving the rendered image information, and a plurality of queue thread driving information is set when the cloud game is managed, each queue thread drives the game logic corresponding to the information processing, so that the complexity of data synchronization is reduced, and the effect of improving the game experience of a user in the game playing process is achieved.
In a fourth aspect, the present application provides a computer-readable storage medium, which adopts the following technical solutions:
a computer-readable storage medium, comprising: a computer program capable of being loaded by a processor and executing the cloud-oriented game scene management method according to any one of the possible implementation manners of the first aspect is stored.
By adopting the technical scheme, when the scene of the cloud game is managed, a game trigger instruction when a user logs in a game client is detected, a game task chain table is determined and generated according to the game information of the user, at least one queue thread driving information is bound with the task chain table according to game logic, at least one game node information is bound with at least one queue thread driving information, a server carries out logic processing on the game node information to obtain user game data information corresponding to each different game node information, the server generates game image information according to the rendering of at least one user game data information and sends the rendered image information to the client, the client displays the image information after receiving the rendered image information, and a plurality of queue thread driving information is set when the cloud game is managed, each queue thread drives the game logic corresponding to the information processing, so that the complexity of data synchronization is reduced, and the effect of improving the game experience of a user in the game playing process is achieved.
In summary, the present application includes at least one of the following beneficial technical effects:
1. when managing the scene of the cloud game, detecting a game trigger instruction when a user logs in a game client, determining and generating a game task chain table according to game information of the user, binding at least one queue thread drive information with the task chain table according to game logic, binding at least one game node information with at least one queue thread drive information, carrying out logic processing on the game node information by a server, acquiring user game data information corresponding to each different game node information, rendering and generating game image information by the server according to at least one user game data information, sending the rendered image information to the client, displaying the image information after the client receives the rendered image information, setting a plurality of queue thread drive information when managing the cloud game, and processing the corresponding game logic by each queue thread drive information, therefore, the complexity of data synchronization is reduced, and the effect of improving the game experience of the user in the game playing process is achieved;
2. when the user name information and the password information are verified, firstly, it is determined that the game login information input by the current user is not matched with the user registration data information, then, the user name information is verified, it is determined whether the user name information corresponding to the current game login information is matched with the user name information in the user registration database information, if not, user name error warning information is generated, and the user name error warning information is sent to the client, for example: if the user name does not exist, the user name is input again after being confirmed; if the user name information is matched with the user name information in the user registration database information, generating password error warning information, and sending the password error warning information to the client, for example: the current input password information is wrong and is input again after being confirmed, so that the user can quickly obtain specific wrong information, and the subsequent game login information can be modified conveniently.
Drawings
Fig. 1 is a schematic flowchart of a scene management method for a cloud game according to an embodiment of the present application;
fig. 2 is a schematic structural diagram of a scene management device for a cloud game according to an embodiment of the present application;
fig. 3 is a schematic structural diagram of an electronic device according to an embodiment of the present application;
fig. 4 is a logic flow diagram of a scene management method for a cloud game according to an embodiment of the present application.
Detailed Description
The present application is described in further detail below with reference to figures 1-3.
A person skilled in the art, after reading the present description, may make modifications to the embodiments as required, without any inventive contribution thereto, but shall be protected by the patent laws within the scope of the claims of the present application.
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. 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.
In addition, the term "and/or" herein is only one kind of association relationship describing an associated object, and means that there may be three kinds of relationships, for example, a and/or B, which may mean: a exists alone, A and B exist simultaneously, and B exists alone. In addition, the character "/" herein generally indicates that the former and latter related objects are in an "or" relationship, unless otherwise specified.
The embodiments of the present application will be described in further detail with reference to the drawings attached hereto.
The embodiment of the application provides a scene management method facing a cloud game, which is executed by an electronic device, wherein the electronic device is a server, the server can be an independent physical server, or a server cluster or a distributed system formed by a plurality of physical servers,
it may also be a cloud server providing cloud computing services. The server may be directly or indirectly connected through wired or wireless communication, and the embodiment of the present application is not limited herein, as shown in fig. 1, the method includes:
and step S10, when the game triggering instruction is detected, obtaining the user game information uploaded by the current client.
For the embodiment of the application, the game triggering instruction is a game login key clicked by a user when logging in the game client, that is, when the server detects a game triggering instruction event, the cloud game-oriented scene management method shown in the embodiment of the application is triggered and executed.
Specifically, a url address and a connection access port number of the server are obtained in a request. 127.0.0.1:8080, the client connects with the server through the connection url address and the port number, and the server receives and acquires the user game information input by the user through the game client, for example: login game account information, game character creation information, game voice information, game expression information, game manipulation information and the like.
And step S11, generating a game task linked list based on the user game information, wherein the game task linked list corresponds to at least one queue thread driving information and at least one game node information corresponding to the at least one queue thread driving information.
For the embodiment of the application, the game task chain table is used for combing game logic and recording different logic step nodes in the game information of the user, for example: the user game information comprises a login game account authentication node, a game role creation node, a game control information node and the like. And dividing a plurality of queue thread driving information according to different logic step nodes, and binding the queue thread driving information with the logic step nodes in the game linked list so as to drive different logic step nodes in the user game information.
Wherein, the logic step node corresponds to at least one game node information, for example: and logging in a game user name verification node and a game password verification node in the game account verification nodes. And because the queue thread driving information is bound with the logic step nodes in the game linked list, the queue thread driving information is bound with at least one game node.
Specifically, after the game client is successfully connected with the server, the game client sends the user game information to a front-end Controller (Dispatcherservlet), the front-end Controller (Dispatcherservlet) sends corresponding data to a processor (Handler), then the processor (Handler) sends the user game information to a processor mapper (HandlerMapping), the processor mapper (HandlerMapping) searches for corresponding Controller queue thread driving information (Controller) according to a specified URL, the Controller queue thread driving information (Controller) obtains a specified Service game node (Service) according to different logic step nodes executed by current user game information, and performs data operation on a data layer (Dao) of the game node.
Step S12, configured to perform logic processing on at least one game node information, to obtain user game data information corresponding to each game node information.
Specifically, after modifying data in the data layer (Dao) of one game node, sending data information of one game node to a Service game node (Service) for logic calculation processing, and returning the Service game node (Service) after logic processing to the Controller queue thread driving information (Controller), so as to obtain user game data information corresponding to the game node, for example: and releasing skills of the controlled game characters corresponding to the game control information nodes, and finally sending the obtained user game data information to a processor (Handler) for processing.
And step S13, generating game image information based on at least one user game data information, and sending the generated game image information to the client for display.
Specifically, the processor (Handler) sends the user game data information to the front-end controller (Dispatcherservlet), the front-end controller (Dispatcherservlet) sends the user game data information to the View rendering Module (Module And View), the View rendering Module (Module And View) performs View rendering on the user game data information to generate game image information, the View rendering Module (Module And View) returns the generated game image information to the front-end controller (Dispatcherservlet), And the front-end controller (Dispatcherservlet) sends the game image information to the client for display.
The embodiment of the application provides a cloud game scene management method, when a cloud game scene is managed, a game trigger instruction when a user logs in a game client is detected, a game task chain table is determined and generated according to user game information, at least one queue thread driving information is bound with the task chain table according to game logic, at least one game node information is bound with at least one queue thread driving information, a server carries out logic processing on the game node information to obtain user game data information corresponding to each different game node information, the server generates game image information according to at least one user game data information rendering mode and sends the rendered image information to the client, the client receives the rendered image information and displays the image information, when the cloud game is managed, the method has the advantages that the queue thread driving information is set, and each queue thread driving information processes corresponding game logic, so that the complexity of data synchronization is reduced, and the effect of improving game experience of a user in the game playing process is achieved.
In a possible implementation manner of the embodiment of the present application, step S10 specifically includes step Sa (not shown in the figure), step Sb (not shown in the figure), and step Sc (not shown in the figure), wherein,
and step Sa, obtaining the game login information uploaded by the current client, wherein the game login information comprises user name information and password information.
Specifically, after obtaining the game login information through an http session request, the server stores the game login information of the user into a session, and obtains the game login information http session = request. Analyzing the game login information, acquiring the logged-in user name information field and password information field from the session, and acquiring the user name information value and the password information value from the user name information field and the password information field.
And step Sb, checking the game login information, and determining whether the game login information is matched with the user registration data information stored in the created game database.
Specifically, the username information username and password information password obtained from the game login information are verified, the validity of the username information username is judged through the if statement, the verified username information is matched with the username information in the user registration data information, and the password information corresponding to the username information is matched with the password information in the user registration data information.
For example: when the legality of the user name information is judged, if (user name. len < 10) is used for determining that the byte length of the user name information cannot be larger than 10, then the first character of the user name information is checked in a regular expression mode, and the first character of the user name information cannot be a letter.
And step Sc, if the game information is matched with the game information, determining the user game information of the current user according to the game login information.
Specifically, Root authorization is performed on a user verified by game login information, and the user performs operation on a game client based on Root authority, for example: and recording the game operation of the user by the server so as to acquire the game information of the user.
In a possible implementation manner of the embodiment of the present application, step Sb further includes step Sb1 (not shown in the figure), wherein,
and step Sb1, if the game information is not matched with the game information, generating error warning information of the game login information, and sending the error warning information to the client for displaying.
Specifically, the server determines the game login information, determines whether the game login information logged in by the current user is wrong, and generates error warning information when the game login information is wrong, for example: if the current login information is abnormal, the user asks for retrying input, and the generated error alarm information is sent to the client side through the front-end controller for display.
In a possible implementation manner of the embodiment of the present application, step Sb further includes step Sa1 (not shown in the figure), wherein,
step Sa1 is to create a game database in which user registration data information corresponding to each user is stored.
Specifically, a database table for storing user registration data information and a user registration data information acquisition interface ADCSubmitData () are created in advance for the user registration data information registered by the user, the user registration data information returned by the server is acquired, the user registration data is submitted to the preset database table, key value pairs are created according to field names and field contents for the data, and the field names and the field contents in the object measurement information are sequentially stored in the key value pairs.
For example: the method comprises the steps of creating a database table User _ registration, storing a User name information Key (Key) field User-name and a password information Key field User-password in User registration data information registered by a User, and storing the acquired User name information registered by the User and the password information corresponding to the User name information into Value field (Value) contents.
In a possible implementation manner of the embodiment of the present application, the step Sb1 specifically includes a step Sb11 (not shown in the figure), a step Sb12 (not shown in the figure), a step Sb13 (not shown in the figure), and a step Sb14 (not shown in the figure), wherein,
in step Sb11, if the game registration information does not match the user registration data information, the game registration information is verified.
Specifically, the game login information logged in by the user client is compared with the user registration data information pre-stored by the current user, and whether the user name information of the current user and the password information corresponding to the user name information are correct or not is determined.
Step Sb12, it is determined whether the user name information matches the user name information in the user registration data information.
Specifically, based on user registration data information pre-stored in a database, user name information in the user name registration information is acquired, user name information uploaded by a current user in a client is acquired, the user name information in the user name registration information is compared with the user name information uploaded by the current user, and whether the user name information is matched with the user name information in the user registration data information is determined.
For example: acquiring user name information in user registration data information in advance as '123456789', acquiring user name information from a client as X, creating IF... else statements, and filling in brackets in judgment conditions: x = =123456789, if X is equal to the user name information acquired in advance, the output print "current user name information is correct", and if X is not equal to the user name information acquired in advance, the output print "current user name information is wrong, please check in time", so as to inform the user that the user name input currently is wrong.
And step Sb13, if the user name is not matched with the user name, generating user name error alarm information, and sending the user name error alarm information to the client for display.
Specifically, the server determines the user name information, determines whether the user name information logged in by the current user is wrong, and generates user name error warning information when the user name information is wrong, for example: and if the current user name information is abnormal, the user name input is retried, and the generated user name error alarm information is sent to the client side through the front-end controller for display.
And step Sb14, if the password is matched with the password, generating password error warning information, and sending the password error warning information to the client for displaying.
Specifically, when it is determined that the game login information has an error and is abnormal, if the user name information of the current user is correct, the password information input by the current user is incorrect, a game password information error warning information logic code is added in a game control layer (controller), the password error warning information is generated, the game control layer is communicated with a front-end controller, and the password error warning information is sent to a client side for displaying.
In a possible implementation manner of the embodiment of the present application, step 13 further includes step S121 (not shown in the figure), wherein,
in step 121, streaming compression processing is performed on the game image information.
For the present embodiment, the stream compression processing is a computer programming paradigm, equivalent to data flow programming, event flow processing, and reactive programming, which allows some applications to more easily take advantage of a limited form of parallel processing. These applications may use multiple computing units, such as: floating point operators or Field Programmable Gate Arrays (FPGAs) on graphics processing without explicitly managing the allocation, synchronization or communication between these units.
Specifically, when a user plays a multiplayer game, after generated game image information is rendered, streaming compression processing is performed on the game image information, so that the game image information forms a series of compressed game image information and is transmitted to a client of the user through an international network.
In a possible implementation manner of the embodiment of the present application, step 13 specifically includes step S131 (not shown in the figure), step S132 (not shown in the figure), step S133 (not shown in the figure), and step S134 (not shown in the figure), wherein,
step S131, based on the type information corresponding to the at least one user game data information.
Specifically, the type information of the user data information generated by different game nodes is different, for example: the user moves, attacks, purchases accessories, and the like by operating characters in the game, information on which there is an actual game image change is referred to as rendering type information, and type information on some game message transmission is referred to as non-rendering type information, for example: push tower, collective, dragon, scatter, and so on.
Step S132, determining a first preset type of user game data information from the at least one user game data information based on the type information.
Specifically, the first preset type is rendering type information, the user game data information is judged, and rendering type information existing in the current user game data information is determined, for example: the game image information is rendered and generated based on the user game type information by detecting that the game character moves or the game character equipment changes in the user game data information.
Step S133, generating game image information based on the first preset type of user game data information rendering.
Specifically, when the type information of the user game data information is a first preset type, rendering is performed on the game image information, drawing of pictures is achieved through a mode that one piece of memory (picture) is transported to the other piece (display buffer area) in a traditional 2D game, and the rendering is accelerated by a multimedia instruction of a CPU. For example: a two-dimensional character animation can be realized by making a plurality of sequence frame pictures of the character animation to be played circularly. The rendering of the 3D game is to take out the data of all the points of the model in a space, to convert the data into a 2-dimensional screen through the space, and then to draw the data on the screen according to various parameters and data.
Step S134, the game image information after the stream compression processing is sent to the client for display.
Specifically, the image information in the television play is divided into a plurality of pictures with instantaneous movement by decomposing the expression, movement, change and the like of a character, and then the pictures are continuously shot by a camera to form a series of pictures, so that the continuously changed pictures are provided for vision. And extracting the game image information after the streaming compression processing, and sending the game image information to the client through the network for displaying. Similarly, the basic principle of the game image information displayed by the client is the persistence of vision principle like movies and televisions, and the game image pictures seen by the user form complete animation by utilizing the characteristic of the persistence of vision.
In a possible implementation manner of the embodiment of the present application, step 13 further includes step S14 (not shown in the figure) and step S15 (not shown in the figure), wherein,
in step S14, a second preset type of user game data information is determined from the at least one user game data information based on the type information.
Specifically, the second preset type is non-rendering type information, the user game data information is judged, and the non-rendering type information existing in the current user game data information is determined, for example: detecting the chat information manually input by the user in the user game data information, such as: and creating a constructor, acquiring the chatting information manually input by the user, and determining the user game data information entered by the constructor.
And step S15, sending the second preset type of user game data information to the client for display.
Specifically, when the type information of the user game data information is a second preset type, the user game data information is determined to be the chat message of the user. The chat message is composed of a unique message ID and a message body. The unique message ID is represented by an int value, a certain number of IDs are divided to each module according to requirements, and the interior of each module is managed independently; message body: the carrier of data information is generally a subclass, which facilitates the customization of data formats by different modules. Establishing a message center, storing the unique message IDs of all users in the local game, creating corresponding message receiving and sending functions according to the unique message IDs, calling the receiving and sending functions when one user sends a message, identifying the name of the user based on the unique message ID of the current user, binding the sent message with the name of the current user, and sending the message to a client of the used user for displaying.
In a possible implementation manner of the embodiment of the present application, step 10 further includes step S101 (not shown in the figure), wherein,
in step S101, the user game information is serialized.
For the purposes of the present embodiments, Serialization (Serialization) is a concept in computer science that refers to storing objects in a medium (e.g., a file, a memory buffer, etc.) or transmitting objects in a binary manner over a network. An object can then be reconstructed from these successive bytes (byte) data by deserialization, which has the same state as the original object.
Specifically, when a plurality of game information tasks are related in the user game information, the user game information is serialized so that different game tasks can be executed in a certain order, and the next game task can be executed after one game task is completed, for example: before starting a game, logging in a game client, and inputting and filling in a game account password; after entering the game, equipment selection is carried out according to the game rules.
In a possible implementation manner of the embodiment of the present application, step 11 specifically includes step S111 (not shown in the figure), wherein,
step S111, a game task linked list is generated based on the user game information after the serialization processing.
Specifically, a game task linked list is generated according to different operations in a certain sequence in the user game information after serialization processing, for example: when logging in a game client, the password of the input game account is set as the initial position of the task linked list, namely, when the game task linked list is executed again, the game login verification is performed firstly.
In a possible implementation manner of the embodiment of the present application, when the game node information is at least two game node information, and the at least two game node information respectively correspond to the at least two queue thread driving information, the logic processing on the at least two game node information specifically includes step 16 (not shown in the figure) and step S17 (not shown in the figure), where, as shown in fig. 4,
in step S16, the game node information corresponding to each queue thread drive information is determined from the at least two pieces of game node information.
Specifically, when the whole game task linked list includes at least two pieces of game node information, and the at least two pieces of game node information are respectively bound to different queue thread driving information, a node ID corresponding to the game node information is obtained, a queue driving ID bound to the different node ID is obtained based on the different node ID, and then game node information corresponding to the different queue thread driving information is obtained based on the different queue driving ID, so as to obtain all queue thread driving information in the game task linked list and game node information bound to the queue thread driving information, for example: the game task chain table comprises two game node information, the node IDs corresponding to the two game node information are '123' and '456', the game node information with the node ID of '123' corresponds to queue thread driving information A, the game node information with the node ID of '456' corresponds to queue thread driving information B, the queue driving IDs corresponding to the queue thread driving information A and the queue thread driving information B are '111' and '444', the queue thread driving information A inquires and acquires the game node information bound with the queue thread driving information A according to the queue driving ID '111', and the queue thread driving information B inquires and acquires the game node information bound with the queue thread driving information B according to the queue driving ID '444'.
In step S17, the game node information corresponding to each queue thread drive information is logically processed by means of parallelization.
For the embodiments of the present application, Parallel Processing (Parallel Processing) is a computing method capable of executing two or more processes simultaneously in a computer system, and the Parallel Processing can work on different aspects of the same program at the same time. The main purpose of parallel processing is to save the time for solving large and complex problems, and the algorithms used in the parallel processing technology mainly follow three strategies, namely a divide-and-conquer method: that is, decomposing a plurality of tasks into a plurality of processors or a plurality of computers, and then solving according to a certain topological structure; the reordering method comprises the following steps: respectively adopting a static or dynamic instruction word degree mode; explicit/implicit parallelism binding: explicit refers to a parallel program formed by compiling a parallel language, implicit refers to a parallel program formed by compiling a serial language, the key of the combination of explicit/implicit parallelism is parallel compiling, and parallel compiling relates to parallelism of statements, program segments, processes and programs at all levels.
Specifically, the program is parallelized, that is, the information of each game node is distributed to different processing processes (threads) and is processed with the information of each game node. Theoretically, n parallel processes may be executed at a speed n times faster than the speed of execution on a single processor.
The foregoing embodiments introduce a cloud game-oriented scene management method from the perspective of a method flow, and the following embodiments introduce a cloud game-oriented scene management apparatus from the perspective of a virtual module or a virtual unit, which are described in detail in the following embodiments.
As shown in the figure, the device 20 for managing a scene facing a cloud game may specifically include: a first obtaining module 21, a generating module 22, a logic processing module 23 and a first control display module 24,
the first obtaining module 21 is configured to obtain user game information uploaded by a current client when a game trigger instruction is detected;
a generating module 22, configured to generate a game task linked list based on the user game information, where the game task linked list corresponds to at least one queue thread driving information, and at least one game node information corresponding to the at least one queue thread driving information;
the logic processing module 23 is configured to perform logic processing on at least one game node information to obtain user game data information corresponding to each game node information;
and the first control display module 24 is configured to generate game image information based on at least one piece of user game data information through rendering, and send the game image information generated through rendering to the client for display.
In another possible implementation manner of this embodiment, when acquiring the user game information of the current user, the first acquiring module 21 is specifically configured to:
acquiring game login information uploaded by a current client, wherein the game login information comprises user name information and password information;
checking the game login information, and determining whether the game login information is matched with user registration data information stored in the created game database;
if so, determining user game information of the current user according to the game login information;
and if not, generating error alarm information of the game login information, and sending the error alarm information to the client for display.
In another possible implementation manner in the embodiment of the present application, the apparatus 20 further includes: a first error alert module, wherein,
and the first error warning module is used for generating error warning information of the login information when the login information is not matched with the first error warning module, and sending the error warning information to the client side for displaying.
In another possible implementation manner in this embodiment, when the first error warning module is not matched, the first error warning module generates error warning information of the login information, and sends the error warning information to the client for display, where the error warning information is specifically used for:
if the game login information is not matched with the user registration data information, verifying the game login information;
judging whether the user name information is matched with the user name information in the user registration data information;
if not, generating user name error alarm information, and sending the user name error alarm information to the client for display;
and if so, generating password error warning information, and sending the password error warning information to the client for display.
In another possible implementation manner in the embodiment of the present application, the apparatus 20 further includes: a stream compression processing module, wherein,
the streaming compression processing module is used for performing streaming compression processing on the game image information;
when the first control display module 24 sends the game image information generated by rendering to the client for control display, the first control display module is specifically configured to:
and sending the game image information subjected to the streaming compression processing to a client for controlling and displaying.
In another possible implementation manner of this embodiment, when the first control display module 24 generates the game image information based on at least one user game data information rendering, it is specifically configured to:
type information corresponding to the at least one user game data information;
determining a first preset type of user game data information from at least one user game data information based on the type information;
and rendering and generating game image information based on the first preset type of user game data information.
In another possible implementation manner in the embodiment of the present application, the apparatus 20 further includes: a determining module and a second control display module, wherein,
the determining module is used for determining user game data information of a second preset type from at least one piece of user game data information based on the type information;
and the second control display module is used for sending the second preset type of user game data information to the client for display.
In another possible implementation manner in the embodiment of the present application, the apparatus 20 further includes: serializing the processing module, wherein,
the serialization processing module is used for carrying out serialization processing on the game information of the user;
when the generation module 22 generates the game task linked list based on the user game information, it is specifically configured to:
and generating a game task linked list based on the user game information after the serialization processing.
Specifically, the first control display module and the second control display module may be the same module, or may be different modules, or may be partially different modules, which are not limited in this embodiment.
The embodiment of the application provides a device for managing scenes facing a cloud game, when the scenes of the cloud game are managed, a game trigger instruction when a user logs in a game client is detected, a game task chain table is determined and generated according to user game information, at least one queue thread driving information is bound with the task chain table according to game logic, at least one game node information is bound with at least one queue thread driving information, a server carries out logic processing on the game node information to obtain user game data information corresponding to each different game node information, the server renders and generates game image information according to the at least one user game data information and sends the rendered image information to the client, the client receives the rendered image information and displays the image information, when the cloud game is managed, the method has the advantages that the queue thread driving information is set, and each queue thread driving information processes corresponding game logic, so that the complexity of data synchronization is reduced, and the effect of improving game experience of a user in the game playing process is achieved.
The embodiment of the application provides a device for scene management for a cloud game, which is suitable for the method embodiment and is not described herein again.
In an embodiment of the present application, an electronic device is provided, and as shown in fig. 3, an electronic device 1000 shown in fig. 3 includes: a processor 1001 and a memory 1003. Processor 1001 and memory 1003 may be coupled together, such as by bus 5002. Optionally, the electronic device 1000 may also include a transceiver 1004. It should be noted that the transceiver 1004 is not limited to one in practical application, and the structure of the electronic device 1000 is not limited to the embodiment of the present application.
The Processor 1001 may be a CPU (Central Processing Unit), a general-purpose Processor, a DSP (Digital Signal Processor), an ASIC (Application Specific Integrated Circuit), an FPGA (Field Programmable Gate Array) or other Programmable logic device, a transistor logic device, a hardware component, or any combination thereof. Which may implement or perform the various illustrative logical blocks, modules, and circuits described in connection with the disclosure. The processor 1001 may also be a combination of computing functions, e.g., comprising one or more microprocessors, DSPs and microprocessors, and the like.
Bus 1002 may include a path that transfers information between the above components. The bus 1002 may be a PCI (Peripheral Component Interconnect) bus, an EISA (Extended Industry Standard Architecture) bus, or the like. The bus 1002 may be divided into an address bus, a data bus, a control bus, and the like. For ease of illustration, only one thick line is shown in FIG. 3, but this does not mean only one bus or one type of bus.
The Memory 1003 may be a ROM (Read Only Memory) or other type of static storage device that can store static information and instructions, a RAM (Random Access Memory) or other type of dynamic storage device that can store information and instructions, an EEPROM (Electrically Erasable Programmable Read Only Memory), a CD-ROM (Compact Disc Read Only Memory) or other optical Disc storage, optical Disc storage (including Compact Disc, laser Disc, optical Disc, digital versatile Disc, blu-ray Disc, etc.), a magnetic Disc storage medium or other magnetic storage device, or any other medium that can be used to carry or store desired program code in the form of instructions or data structures and that can be accessed by a computer, but is not limited to these.
The memory 1003 is used for storing application program codes for executing the present application, and the processor 1001 controls the execution. The processor 1001 is configured to execute application program codes stored in the memory 1003 to implement the contents shown in the foregoing method embodiments.
Among them, electronic devices include but are not limited to: mobile terminals such as mobile phones, notebook computers, digital broadcast receivers, PDAs (personal digital assistants), PADs (tablet computers), PMPs (portable multimedia players), in-vehicle terminals (e.g., in-vehicle navigation terminals), and the like, and fixed terminals such as digital TVs, desktop computers, and the like. But also a server, etc. The electronic device shown in fig. 3 is only an example, and should not bring any limitation to the functions and the scope of use of the embodiments of the present disclosure.
The present application provides a computer-readable storage medium, on which a computer program is stored, which, when running on a computer, enables the computer to execute the corresponding content in the foregoing method embodiments. Compared with the prior art, in the application embodiment, when the scene of the cloud game is managed, the game trigger instruction when the user logs in the game client is detected, the game task chain table is determined and generated according to the game information of the user, at least one queue thread driving information is bound with the task chain table according to the game logic, at least one game node information is bound with at least one queue thread driving information, the server carries out logic processing on the game node information to obtain user game data information corresponding to each different game node information, the server generates game image information according to the rendering of the at least one user game data information and sends the rendered image information to the client, the client displays the image information after receiving the rendered image information, and when the cloud game is managed, a plurality of queue thread driving information are set, each queue thread drives the game logic corresponding to the information processing, so that the complexity of data synchronization is reduced, and the effect of improving the game experience of a user in the game playing process is achieved.
It should be understood that, although the steps in the flowcharts of the figures are shown in order as indicated by the arrows, the steps are not necessarily performed in order as indicated by the arrows. The steps are not performed in the exact order shown and may be performed in other orders unless explicitly stated herein. Moreover, at least a portion of the steps in the flow chart of the figure may include multiple sub-steps or multiple stages, which are not necessarily performed at the same time, but may be performed at different times, which are not necessarily performed in sequence, but may be performed alternately or alternately with other steps or at least a portion of the sub-steps or stages of other steps.
The foregoing is only a partial embodiment of the present application, and it should be noted that, for those skilled in the art, several modifications and decorations can be made without departing from the principle of the present application, and these modifications and decorations should also be regarded as the protection scope of the present application.

Claims (10)

1. A scene management method facing a cloud game is characterized by comprising the following steps:
when a game triggering instruction is detected, user game information uploaded by a current client side is acquired;
generating a game task linked list based on the user game information, wherein the game task linked list corresponds to at least one queue thread driving information and at least one game node information corresponding to the at least one queue thread driving information;
performing logic processing on the at least one game node information to obtain user game data information corresponding to each game node information;
and rendering and generating game image information based on at least one piece of user game data information, and sending the game image information generated by rendering to a client for displaying.
2. The method of claim 1, wherein the obtaining user game information of the current user comprises:
obtaining game login information uploaded by a current client, wherein the game login information comprises user name information and password information;
checking the game login information, and determining whether the game login information is matched with user registration data information stored in a created game database;
if so, determining the user game information of the current user according to the game login information;
and if not, generating error alarm information of the game login information, and sending the error alarm information to a client for display.
3. The method according to claim 2, wherein if the log-in information is not matched with the log-in information, generating error warning information of the log-in information, and sending the error warning information to a client for display, the method comprises:
if the game login information is not matched with the user registration data information, verifying the game login information;
judging whether the user name information is matched with the user name information in the user registration data information;
if not, generating user name error alarm information, and sending the user name error alarm information to a client for display;
and if so, generating password error warning information, and sending the password error warning information to the client for display.
4. The method of claim 1, wherein the sending the game image information generated by rendering to a client for display further comprises:
performing streaming compression processing on the game image information;
the step of sending the game image information generated by rendering to a client for display includes:
and sending the game image information subjected to the streaming compression processing to a client for display.
5. The method of claim 1, wherein said rendering game image information based on at least one user game data information comprises:
based on the type information corresponding to the at least one user game data information;
determining a first preset type of user game data information from at least one user game data information based on the type information;
and rendering and generating the game image information based on the first preset type of user game data information.
6. The method of claim 5, wherein the step of playing the game based on the type information corresponding to the at least one user game data information further comprises the steps of:
determining a second preset type of user game data information from at least one user game data information based on the type information;
and sending the user game data information of the second preset type to the client for displaying.
7. The method of claim 1, wherein obtaining the user game information uploaded by the current client further comprises:
serializing the user game information;
generating a game task linked list based on the user game information, comprising:
and generating a game task linked list based on the user game information after the serialization processing.
8. A scene management device for a cloud game, comprising:
the first acquisition module is used for acquiring user game information uploaded by a current client when a game trigger instruction is detected;
the generating module is used for generating a game task linked list based on the user game information, wherein the game task linked list corresponds to at least one queue thread driving information, and the at least one queue thread driving information corresponds to at least one game node information;
the logic processing module is used for performing logic processing on the at least one game node information to obtain user game data information corresponding to each game node information;
the first control display module is used for generating game image information based on at least one user game data information in a rendering mode and sending the game image information generated in the rendering mode to the client side for displaying.
9. An electronic device, comprising:
one or more processors;
a memory;
one or more applications, wherein the one or more applications are stored in the memory and configured to be executed by the one or more processors, the one or more programs configured to: executing the cloud game oriented scene management method according to any one of claims 1 to 7.
10. A computer-readable storage medium on which a computer program is stored, wherein the program, when executed by a processor, implements the cloud game-oriented scene management method according to any one of claims 1 to 7.
CN202111041688.4A 2021-09-07 2021-09-07 Scene management method, device, equipment and medium for cloud game Pending CN113694536A (en)

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