CN115120964A - Stand-alone cloud game player interaction method and system and electronic equipment - Google Patents
Stand-alone cloud game player interaction method and system and electronic equipment Download PDFInfo
- Publication number
- CN115120964A CN115120964A CN202210842455.2A CN202210842455A CN115120964A CN 115120964 A CN115120964 A CN 115120964A CN 202210842455 A CN202210842455 A CN 202210842455A CN 115120964 A CN115120964 A CN 115120964A
- Authority
- CN
- China
- Prior art keywords
- stand
- cloud game
- alone
- game client
- cloud
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Pending
Links
Images
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/85—Providing additional services to players
- A63F13/87—Communicating with other players during game play, e.g. by e-mail or chat
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/537—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for exchanging game data using a messaging service, e.g. e-mail, SMS, MMS
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/57—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
- A63F2300/572—Communication between players during game play of non game information, e.g. e-mail, chat, file transfer, streaming of audio and streaming of video
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Information Transfer Between Computers (AREA)
Abstract
The application relates to the technical field of stand-alone cloud games, in particular to a stand-alone cloud game player interaction method, a stand-alone cloud game player interaction system and electronic equipment. The stand-alone cloud game player interaction method comprises the step of presetting the connection relation between at least one stand-alone cloud game client and a cloud server. And acquiring a connection request of the at least one stand-alone cloud game client. And obtaining the information of the stand-alone cloud game client which is successfully connected, and receiving and storing the chat information data sent by the at least one stand-alone cloud game client. And sending the chat information data to other stand-alone cloud game clients which are successfully connected. The method and the device have the effect of solving the problem that the single game players cannot interact with each other.
Description
Technical Field
The application relates to the technical field of stand-alone cloud games, in particular to a stand-alone cloud game player interaction method, a stand-alone cloud game player interaction system and electronic equipment.
Background
The stand-alone game can experience the game only by one computer, does not need to be networked, does not need a highly-configured computer, and gets rid of a plurality of limitations. Many current stand-alone games are elaborately manufactured, and compared with network games, the stand-alone games can present better pictures and excellent game performances, and the types of the games are richer.
Because the online games are generally difficult to develop and require a large amount of manpower and material resources, the current online games are not similar to the standalone games in the aspects of variety, individuation and the like. However, network games focus on the player's interactive experience. Currently, a single-player game usually adopts a man-machine fight mode for a single player, and communication between the players are lacked, so that the favor of the players is gradually lost.
In view of the related art described above, the applicant has considered that there is a problem that standalone game players cannot interact with each other.
Disclosure of Invention
In order to solve the problem that the standalone game players cannot interact, the application provides a standalone cloud game player interaction method, a standalone cloud game player interaction system and electronic equipment.
In a first aspect of the application, a stand-alone cloud game player interaction method is provided
A stand-alone cloud game player interaction method is applied to a cloud server and comprises the following steps:
presetting a connection relation between at least one stand-alone cloud game client and a cloud server;
acquiring a connection request of at least one stand-alone cloud game client;
obtaining information of a single cloud game client which is successfully connected, and receiving and storing chat information data sent by at least one single cloud game client;
and sending the chat information data to other stand-alone cloud game clients which are successfully connected.
By adopting the technical scheme, the stand-alone cloud game client of the stand-alone game player is connected with the cloud server, and when the stand-alone player logs in through the stand-alone cloud game client, the stand-alone cloud game client sends a connection request to the cloud server. And after the cloud server agrees with the connection request of the stand-alone cloud game client, the cloud server acquires real-time game data of the stand-alone cloud game client. Meanwhile, when a stand-alone game player selects to send a chat message to other stand-alone players, the cloud server receives and stores chat information data sent from the stand-alone cloud game client of the player. And sending the received chat information data to other online single-player players to realize the real-time communication of the single-player online players, thereby being beneficial to improving the experience of the single-cloud game players.
Optionally, after the connection is successful, the step of obtaining the real-time game data of the at least one stand-alone cloud game client includes:
and the cloud server stores the real-time game data transmitted by the at least one stand-alone cloud game client.
By adopting the technical scheme, after the stand-alone cloud game client of the stand-alone game player is successfully connected with the cloud server in a communication protocol mode, the cloud server stores the real-time game data of the stand-alone cloud game client into the cloud server and transmits the game pictures to the stand-alone game client. The method is beneficial to the subsequent other operations of the single cloud game player according to the stored data.
Optionally, the method further includes:
receiving team data information sent by the stand-alone cloud game client;
and sending a team formation notification to the successfully connected stand-alone cloud game client according to the real-time game picture data.
By adopting the technical scheme, when at least one stand-alone cloud game player is successfully connected with the cloud server, the stand-alone cloud game player can send a team formation invitation to other online players. According to the real-time game progress embodied by the real-time game data of the stand-alone cloud game player, a team forming notification is selected to be sent to other stand-alone cloud game clients which are connected successfully at the same game progress, and online team forming interaction of the stand-alone cloud game player is facilitated.
Optionally, the method further includes:
receiving help-printing application information of a first stand-alone cloud game client, wherein the help-printing application information comprises an ID of the first stand-alone cloud game client, an ID of a second stand-alone cloud game client and a real-time game progress of the first stand-alone cloud game client;
sending the help-printing application information of the first stand-alone cloud game client to the second stand-alone cloud game client according to the ID of the second stand-alone cloud game client and the real-time game progress of the first stand-alone cloud game client;
after the second stand-alone cloud game client side applies for the help-up, the second stand-alone cloud game client side is connected to a server of the first stand-alone cloud game client side, so that the second stand-alone cloud game client side can conduct help-up operation in the server of the first stand-alone cloud game client side;
and storing the game progress information of the first stand-alone cloud game client in real time.
By adopting the technical scheme, when the real-time game progress of the successfully connected first stand-alone cloud game client is stagnated, the first stand-alone cloud game client sends a help-beating application to the successfully connected second stand-alone cloud game client. And after the second stand-alone cloud game client receives and plays the application information through the help, the second stand-alone cloud game client is accessed to the server of the first cloud game client and the control information is input to the first cloud game client. At this time, the operation instruction of the first cloud game client is no longer valid, and the operation information input by the second cloud game client can be seen. After the help-fighting operation of the second stand-alone cloud game client is finished, the game progress data information updated on the first stand-alone cloud game client is updated synchronously, so that the online interaction and the cooperation of players are realized.
Optionally, the method further includes:
according to the real-time fighting data information of at least one successfully-connected stand-alone cloud game client, carrying out game progress sequencing on the successfully-connected stand-alone cloud game client;
and sending the real-time data information of the stand-alone cloud game client with the game progress sequenced at the front to the stand-alone cloud game client except the stand-alone cloud game client with the game progress sequenced at the front.
By adopting the technical scheme, when the single cloud game client side which is successfully connected carries out real-time fight, all the player fight data information which carries out real-time fight is sequenced. And sending the picture real-time data information in the stand-alone cloud game client with the game progress sequenced in the front to other stand-alone cloud game clients which are successfully connected so as to provide other stand-alone cloud game clients for fighting operations, and the technical communication among the stand-alone cloud game players is facilitated.
Optionally, the step of sending the real-time data information of the stand-alone cloud game client with the game progress sorted in the front to the stand-alone cloud game client except for the stand-alone cloud game client with the game progress sorted in the front includes:
and if the stand-alone cloud game client except the stand-alone cloud game client with the game progress sequenced in the front is updating the real-time game data, not sending the real-time data information of the stand-alone cloud game client with the game progress sequenced in the front to the stand-alone cloud game client.
By adopting the technical scheme, when the game picture real-time data information of the stand-alone cloud game client with the game progress sequenced in front is sent to other stand-alone cloud game clients successfully connected, the stand-alone cloud game clients successfully connected need to be judged whether to update the real-time game data, namely, whether to carry out the fighting operation. If yes, the real-time data information of the stand-alone cloud game client with the game progress sequenced at the front is not sent to other stand-alone cloud game clients which perform the fighting operation. The game experience of the player at the stand-alone cloud game client can be improved.
Optionally, the method further includes:
storing bullet screen data information sent by the successfully connected stand-alone cloud game client;
obtaining a stand-alone cloud game client with the same game progress as the bullet screen data information;
and sending the bullet screen data information to the stand-alone cloud game client with the same game progress, and displaying the bullet screen data information in a picture of the stand-alone cloud game client.
By adopting the technical scheme, when the stand-alone cloud game client is successfully connected, the barrage function is provided for improving the communication experience of the stand-alone cloud game player. When the game progress of the stand-alone cloud game client reaches the node with the bullet screen data information, the bullet screen information sent by other stand-alone cloud game clients is displayed on the picture of the stand-alone cloud game client, and the on-line communication between the on-line stand-alone cloud game player and the off-line stand-alone cloud game player is favorably realized.
Optionally, the step of displaying the bullet screen data information on the client interface of the stand-alone cloud game includes:
acquiring real-time game data of the stand-alone cloud game client;
calculating the positions of characters and characters in the game picture;
and setting the positions of the characters and the characters in the game picture as the positions of the bullet screens which are not displayed.
By adopting the technical scheme, when the corresponding node barrage information is sent to the stand-alone cloud game client, if characters and characters exist in the game picture of the stand-alone cloud game client, the positions of the characters and the characters in each picture data are calculated, and the positions are displayed to be the positions where the barrage is not displayed, so that the barrage reading experience of the stand-alone cloud game player is improved.
In a second aspect of the present application, a stand-alone cloud game player interaction system is provided.
A stand-alone cloud game player interaction system is disclosed, wherein a cloud server comprises an acquisition module, a processing module and a sending module;
the acquisition module is used for acquiring a connection request of the at least one stand-alone cloud game client and acquiring chat information data sent by the stand-alone cloud game client;
the processing module is used for presetting the connection relation between at least one stand-alone cloud game client and the cloud server and storing the chat information data;
the sending module is used for sending the chat information data to the stand-alone cloud game client side which is successfully connected.
By adopting the technical scheme, the connection relation between the stand-alone cloud game client and the cloud server is preset through the processing module, and when the acquisition module acquires the application of the stand-alone cloud game client to connect the cloud server, the cloud server agrees to the connection request of the stand-alone cloud game client, namely the connection is successful. At the moment, the obtaining module obtains the chatting information data sent by the single cloud game client which is successfully connected, and the chatting information data is stored through the processing module. And sending the chat information data to the successfully connected stand-alone cloud game client through the sending module. The method is beneficial to realizing real-time online communication of different single cloud game players and information interaction so as to improve the game experience of the single cloud game players.
In a third aspect of the present application, an electronic device is provided.
An electronic device includes a memory;
a processor; and
a computer program;
the memory is to store instructions;
the processor is configured to execute instructions stored in the memory;
the computer program is stored in the memory and configured to be executed by the processor in a standalone cloud game player interaction method as described above.
In summary, the present application includes at least one of the following beneficial technical effects:
1. the successfully connected single cloud game client can send chat information in real time, and real-time online communication of single cloud game players is facilitated;
2. provides an online fighting function for the single cloud game player. The technique of the single cloud game player can be promoted;
3. the method provides a barrage function for the single cloud game player, and is beneficial to the communication of the players at different online time.
Drawings
Fig. 1 is a schematic flowchart of a standalone cloud game player interaction method according to an embodiment of the present application.
Fig. 2 is a block diagram of a standalone cloud game player interaction system according to an embodiment of the present disclosure.
Fig. 3 is a schematic diagram of an electronic device module according to an embodiment of the present application.
Description of reference numerals: 21. an acquisition module; 22. a processing module; 23. a sending module; 31. a processor; 32. a communication bus; 33. a computer program; 34. a user interface; 35. a network interface; 36. a memory.
Detailed Description
In order to make those skilled in the art better understand the technical solutions in the present specification, the technical solutions in the embodiments of the present specification will be clearly and completely described below with reference to the drawings in the embodiments of the present specification, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all of the embodiments.
In the description of the embodiments of the present application, the words "exemplary," "for example," or "for instance" are used to indicate instances, or illustrations. Any embodiment or design described herein as "exemplary," "e.g.," or "exemplary" is not necessarily to be construed as preferred or advantageous over other embodiments or designs. Rather, use of the words "exemplary," "such as," or "for example" are intended to present relevant concepts in a concrete fashion.
In the description of the embodiments of the present application, the term "and/or" is only one kind of association relationship describing an associated object, and means that three relationships may exist, for example, a and/or B may mean: a exists alone, B exists alone, and A and B exist at the same time. In addition, the term "plurality" means two or more unless otherwise specified. For example, the plurality of systems refers to two or more systems, and the plurality of screen terminals refers to two or more screen terminals. Furthermore, the terms "first", "second" and "first" are used for descriptive purposes only and are not to be construed as indicating or implying relative importance or to implicitly indicate the indicated technical feature. Thus, a feature defined as "first" or "second" may explicitly or implicitly include one or more of that feature. The terms "comprising," "including," "having," and variations thereof mean "including, but not limited to," unless expressly specified otherwise.
The term is to be interpreted: the stand-alone cloud game is a cloud computing-based game mode, all games run at a server side in a stand-alone cloud game running mode, and rendered game pictures are compressed and then transmitted to users through a network.
At the client, the user's gaming device does not require any high-end processor and graphics card, but only basic video decompression capability. Cloud Computing (Cloud Computing), an internet-based Computing approach by which shared software and hardware resources and information can be provided to computers and other devices on demand. The network that provides the resources is referred to as the "cloud".
Rendering in computer graphics refers to the process of generating images from a model with software. A model is a description of a three-dimensional object in a well-defined language or data structure that includes geometric, viewpoint, texture, and lighting information. And (4) the model in the three-dimensional scene is rendered according to the set environment, light, material and rendering parameters. The process of two-dimensional projection into a digital image.
The embodiment of the application discloses an interaction method for a stand-alone cloud game player.
Referring to fig. 1, the method for interacting with a stand-alone cloud game player includes steps S100 to S400.
Step S100: and connecting at least one stand-alone cloud game client with the cloud server.
Step S200: the cloud server receives a connection request of at least one stand-alone cloud game client.
Step S300: and after the cloud server is successfully connected with the stand-alone cloud game client, the cloud server receives and stores the chat information data sent by the stand-alone cloud game client.
Step S400: and sending the chat information data to other stand-alone cloud game clients which are successfully connected.
The method specifically comprises the following steps: different stand-alone cloud game clients and the cloud server are in communication connection in advance, and when a stand-alone cloud game player wants to play a stand-alone game, the stand-alone cloud game client is opened to log in. The login operation is account password login in this embodiment, and at this time, the stand-alone cloud game client sends a connection request to the cloud server. And when the stand-alone cloud game client is successfully connected with the cloud server, displaying that the stand-alone cloud game player successfully logs in, wherein the player is an online player. When the online player wants to communicate with other online players, the online player can choose to send chat information in a public hall or in a private chat window. When the player sends the chat information to other players, the cloud server receives the chat information data sent by the stand-alone cloud game client and stores the chat information data. The cloud server sends the stored chatting data information to other online stand-alone cloud game clients so as to realize the transmission of the chatting information and further realize the communication of online stand-alone cloud game players.
The method for the interaction of the stand-alone cloud game player further comprises the step S500.
Step S500: and storing the real-time game data of at least one stand-alone cloud game client.
The method comprises the following specific steps: and when the stand-alone cloud game client is successfully connected with the cloud server, the stand-alone cloud game player logs in a game interface to operate, and the real-time game data of the player is archived. When the stand-alone cloud game player logs out, the real-time game data of the player is paused to be updated and archived.
The interaction method for the stand-alone cloud game player further comprises the step S600.
Step S600: and receiving team formation data information sent by the online stand-alone cloud game client, and sending a team formation notice to the successfully connected stand-alone cloud game client according to the real-time game data.
The method comprises the following specific steps: the method comprises the steps that a plurality of stand-alone cloud game clients are successfully connected with a cloud server, and when a stand-alone cloud game player wants to form a team with other online stand-alone cloud game players, the stand-alone cloud game client of the online stand-alone cloud game player sends team forming data information to the cloud server. In this embodiment, it is specifically determined whether the real-time game of the standalone cloud game client is in a match state according to the real-time game data information of the standalone cloud game client. And if the client is in the fighting state, sending a team formation notification to other stand-alone cloud game clients.
The interaction method of the stand-alone cloud game player further comprises the steps S700-S1000.
Step S700: and receiving the help printing application information of the stand-alone cloud game client.
Step S800: and sending the help-printing application information of the help-printing stand-alone cloud game client to the help-printing stand-alone cloud game client according to the ID of the help-printing stand-alone cloud game client and the real-time game progress of the help-printing stand-alone cloud game client.
Step S900: and after the stand-alone cloud game client applied for the help-fighting applies for the help-fighting, the stand-alone cloud game client applied for the help-fighting is accessed to the server of the stand-alone cloud game client applied for the help-fighting, so that the stand-alone cloud game client applied for the help-fighting performs the help-fighting operation in the server of the stand-alone cloud game client applied for the help-fighting.
Step S1000: and storing the game progress information of the stand-alone cloud game client applied for help-typing in real time.
The method specifically comprises the following steps: and when the level of the stand-alone cloud game player can not pass through, sending an application for carrying out the help-fighting operation to other stand-alone cloud game players. The method comprises the steps of firstly obtaining game progress data information of stand-alone cloud game players who cannot pass level crossing and IDs of stand-alone cloud game players who are applied for help-seeking operation, addressing according to the IDs of the stand-alone cloud game players who are applied for help-seeking operation, and then finding out the client sides of the stand-alone cloud game players who are applied for help-seeking operation. And the server of the stand-alone cloud game client side applied for the help-up operation is accessed to the server of the stand-alone cloud game client side applying for the help-up operation, and at the moment, the operation instruction of the stand-alone cloud game client side applied for the help-up operation is not effective any more, and only the game picture can be watched.
Meanwhile, the stand-alone cloud game client applied for the help-typing operation carries out normal game process. And when the stand-alone cloud game player applied for the side-fighting operation helps the stand-alone cloud game player applied for the side-fighting to carry out strange upgrading operation, updating the game progress data information to the game progress data information of the stand-alone cloud game player applied for the side-fighting in real time to realize the side-fighting operation.
The interaction method of the stand-alone cloud game player further comprises steps S1100-S1200.
Step S1100: and sequencing the game progress of the successfully connected stand-alone cloud game client according to the real-time fighting data information.
Step S1200: and sending the real-time data information of the stand-alone cloud game client with the game progress sequenced in the front to the stand-alone cloud game client except the stand-alone cloud game client with the game progress sequenced in the front.
Step S1200 also includes step S1210.
Step S1210: and if the stand-alone cloud game client of the stand-alone cloud game client with the game progress sequencing in the front is updating the real-time game data, not sending the real-time data information of the stand-alone cloud game client with the game sequencing in the front to the stand-alone cloud game client.
The method specifically comprises the following steps: a spectator mode or a live mode is provided. When the progress of the online stand-alone cloud game player is ranked in the hour list, the real-time data information of the stand-alone cloud game player is sent to interfaces of other online stand-alone cloud game clients so that the other stand-alone cloud game players can enjoy the battle. When other online stand-alone cloud game clients are performing real-time fight, the real-time game pictures of the players with the progress in the front sequence are sent to the game pictures of the stand-alone cloud game clients after the fight of the stand-alone cloud game clients is finished.
In another embodiment, the popularity of the stand-alone cloud game players with the top progress in the hour chart is ranked, and the real-time game data with the highest popularity ranking every day is stored and sent to the game interface of the stand-alone cloud game client which just successfully logs in the next day.
The interaction method of the stand-alone cloud game player further comprises the steps S1300-S1500.
Step S1300: and acquiring bullet screen data information sent by the successfully connected stand-alone cloud game client, and storing the bullet screen data information.
Step S1400: and the stand-alone cloud game client side with the same progress as the bullet screen data information sent by the stand-alone cloud game client side which is successfully connected is obtained.
Step S1500: and sending the bullet screen data information to the stand-alone cloud game client side with the same progress, and displaying the bullet screen data information on the stand-alone cloud game client side interface.
Step S1500 also includes steps S1510 to S1520.
Step S1510: and calculating the positions of characters and characters in the game picture according to the real-time game data of the stand-alone cloud game client.
Step S1520: and setting the positions of characters and characters in the game picture as the positions where the bullet screen is not displayed.
The method specifically comprises the following steps: and providing a barrage function for the stand-alone cloud game player. And the successfully connected stand-alone cloud game player sends characters or emoticons to the picture, and the cloud server receives and stores the bullet screen data information of the sent characters or emoticons. And when other stand-alone cloud game players reach the same game progress, sending the stored bullet screen data information of the characters or the emoticons to the client sides of the stand-alone cloud game players and displaying the bullet screen data information in the game pictures.
However, since the bullet screen may block characters and characters in the screen, the characters and characters in the live game screen are calculated, and the positions of the characters and characters in the live game screen are set to positions at which the bullet screen is not displayed.
In another embodiment, the screen is prevented from being blocked by changing the transparency and the size of the text of the bullet screen, so that the experience of the single cloud game player is improved.
In another embodiment, the stand-alone cloud game player can avoid the barrage from shielding the game picture by selecting not to display the barrage, which is beneficial to improving the experience of the stand-alone cloud game player.
It should be noted that, in this embodiment, on the premise of a stand-alone game, functions similar to network games and mobile phone games, such as fighting, help playing, live broadcasting, and the like, are implemented, but when the stand-alone game is played, the game can be experienced only by one computer without networking and highly configured computers.
The embodiment of the application discloses an interactive system for a stand-alone cloud game player.
Referring to fig. 2, the cloud server includes an acquisition module 21, a processing module 22, and a transmission module 23.
In this embodiment, the obtaining module 21 is configured to obtain connection requests of multiple standalone cloud game clients, obtain game data of the multiple standalone cloud game clients that are successfully connected, and obtain chat information data sent by the standalone cloud game clients. The processing module 22 is configured to preset a connection relationship between at least one standalone cloud game client and the cloud server, and is configured to store the chat information data. The sending module 23 is configured to send the chat information data to the successfully connected standalone cloud game client.
In one embodiment, the obtaining module 21 is configured to obtain real-time game screen data of a plurality of stand-alone cloud game clients. The processing module 22 is used for archiving the real-time game picture data.
In one embodiment, the obtaining module 21 is configured to receive team data information sent by a standalone cloud game client. The sending module 23 is configured to send a team formation notification to other stand-alone cloud game clients that are successfully connected according to the real-time game picture data.
In an embodiment, the obtaining module 21 is configured to obtain game progress data of the successfully connected stand-alone cloud game client, receive the help-printing application information of other stand-alone cloud game clients, and obtain game progress data updated after help-printing by other stand-alone cloud game clients. The processing module 22 is configured to send the game progress data information of the standalone cloud game client to the game pictures of other standalone cloud game clients applying for banning, and update the game progress data of the standalone cloud game clients according to the updated game progress data information after banning.
In one embodiment, the obtaining module 21 is configured to obtain real-time match-up data information of a plurality of successfully connected standalone cloud game clients. The processing module 22 is used for sequencing the progress of the plurality of successfully connected stand-alone cloud game clients according to the real-time fight data information. The sending module 23 is configured to send the real-time data information of the stand-alone cloud game client with the top-ranked progress to the stand-alone cloud game client except the stand-alone cloud game client with the top-ranked progress.
In one embodiment, the processing module 22 is configured to not send the real-time data information of the top-ranked stand-alone cloud game client to the stand-alone cloud game client except for the top-ranked stand-alone cloud game client when the real-time game data update is being performed.
In an embodiment, the obtaining module 21 is configured to obtain the bullet screen data information sent by the single cloud game client that is successfully connected, and is configured to obtain the single cloud game client that has the same progress as the single cloud game client that is successfully connected and sends the bullet screen data information. The processing module 22 is used for storing bullet screen data information. The sending module 23 is configured to send barrage data information to the stand-alone cloud game clients with the same progress.
In one embodiment, the obtaining module 21 is configured to obtain real-time game data of a stand-alone cloud game client. The processing module 22 is configured to calculate positions of characters and characters in the game screen, and set the positions as positions where the bullet screens are not displayed.
The implementation principle of the interactive system of the stand-alone cloud game player in the embodiment of the application is as follows: the connection relationship between a plurality of stand-alone cloud game clients and the cloud server is preset through the processing module 22. After the connection is successful, the connection login state and the real-time game data information of the stand-alone cloud game client are obtained through the obtaining module 21. When the stand-alone cloud game player sends chat messages to other players, the chat message data information of the stand-alone cloud game player is received through the obtaining module 21. And the chat data information is sent to the chat areas of other online stand-alone cloud game clients through the sending module 23, so as to realize online communication of online stand-alone cloud game players.
Meanwhile, the functions of fighting, fighting and live broadcasting are set, the real-time game data information of the player A is sent to the client interface of the stand-alone cloud game of the player B, and the player B can operate and update the real-time game data information of the player A. The player B can also learn the game operation of the player A so as to improve the experience of the player of the single cloud game.
The synchronous progress communication function of the single cloud game player is realized by setting the bullet screen function. The obtaining module 21 obtains the game progress of the online game player and the game progress of the bullet screen sent by the player, and the processing module 22 obtains the game player in the same stand-alone cloud with the progress of the bullet screen sent. And a barrage is sent by the sending module 23 to these standalone cloud game players. In addition, in order to avoid the barrage blocking the game picture, the positions of characters and characters in the real-time game picture can be calculated by the processing module 22. The positions are set to be the positions which do not display the bullet screen, so that the bullet screen is prevented from shielding the game picture. Or the bullet screen is prevented from shielding the game picture by setting the bullet screen or reducing the transparency of the bullet screen. The game experience of the single cloud game player can be improved, and the interaction with other players can be enhanced.
It should be noted that: in the system provided in the above embodiment, when the functions of the system are implemented, only the division of the functional modules is illustrated, and in practical application, the functions may be distributed by different functional modules according to needs, that is, the internal structure of the device is divided into different functional modules to implement all or part of the functions described above. In addition, the system and method embodiments provided by the above embodiments belong to the same concept, and specific implementation processes thereof are described in the method embodiments for details, which are not described herein again.
Referring to fig. 3, a schematic structural diagram of an electronic device is provided for an embodiment of the present application. As shown in fig. 3, the electronic device may include: at least one processor 31, at least one network interface 35, a user interface 34, a memory 36, at least one communication bus 32.
Wherein the communication bus 32 is used to enable the connection communication between these components.
The network interface 35 may optionally include a standard wired interface, a wireless interface (such as a WI-FI interface).
The processor 31 may include one or more processing cores, among others. The processor 31 connects various parts within the overall server using various interfaces and lines to perform various functions of the server and to process data by executing or executing instructions, programs, code sets or instruction sets stored in the memory 36 and invoking data stored in the memory 36. Alternatively, the processor 31 may be implemented in at least one hardware form of Digital Signal Processing (DSP), Field-Programmable Gate Array (FPGA), and Programmable Logic Array (PLA). The processor 31 may integrate one or more of a Central Processing Unit (CPU), a Graphics Processing Unit (GPU), a modem, and the like. Wherein, the CPU mainly processes an operating system, a user interface, an application program and the like; the GPU is used for rendering and drawing the content required to be displayed by the display screen; the modem is used to handle wireless communications. It is understood that the modem may not be integrated into the processor 31, but may be implemented by a single chip.
The Memory 36 may include a Random Access Memory (RAM) or a Read-Only Memory (Read-Only Memory). Optionally, the memory 36 includes a non-transitory computer-readable medium. The memory 36 may be used to store instructions, programs, code sets or instruction sets. The memory 36 may include a program storage area and a data storage area, wherein the program storage area may store instructions for implementing an operating system, instructions for at least one function (such as a touch function, a sound playing function, an image playing function, etc.), instructions for implementing the various method embodiments described above, and the like; the storage data area may store data and the like referred to in the above respective method embodiments. The memory 36 may optionally be at least one memory device located remotely from the processor 31. As shown in fig. 3, the memory 36, which is a computer storage medium, may include therein an operating system, a network communication module, a user interface module, and an application program of a stand-alone cloud game player interaction method.
It should be noted that: in the above embodiment, when the device implements the functions thereof, only the division of the functional modules is illustrated, and in practical applications, the functions may be distributed by different functional modules according to needs, that is, the internal structure of the device may be divided into different functional modules to implement all or part of the functions described above. In addition, the apparatus and method embodiments provided by the above embodiments belong to the same concept, and specific implementation processes thereof are described in the method embodiments for details, which are not described herein again.
In the electronic device shown in fig. 3, the user interface 34 is mainly used as an interface for providing input for a user, and acquiring data input by the user; and processor 31 may be configured to invoke an application program in memory 36 that stores a stand-alone cloud game player interaction method, which when executed by one or more processors 31, causes the electronic device to perform the method as described in one or more of the above embodiments.
An electronic device readable storage medium having instructions stored thereon. When executed by one or more processors 31, cause the electronic device to perform the methods as described in one or more of the above embodiments.
It is clear to a person skilled in the art that the solution of the present application can be implemented by means of software and/or hardware. The "unit" and "module" in this specification refer to software and/or hardware that can perform a specific function independently or in cooperation with other components, where the hardware may be, for example, a Field-ProgrammaBLE Gate Array (FPGA), an Integrated Circuit (IC), or the like.
It should be noted that, for simplicity of description, the above-mentioned method embodiments are described as a series of acts or combination of acts, but those skilled in the art will recognize that the present application is not limited by the order of acts described, as some steps may occur in other orders or concurrently depending on the application. Further, those skilled in the art should also appreciate that the embodiments described in the specification are preferred embodiments and that the acts and modules referred to are not necessarily required in this application.
In the foregoing embodiments, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
In the embodiments provided in the present application, it should be understood that the disclosed apparatus may be implemented in other manners. For example, the above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one type of division of logical functions, and there may be other divisions when actually implementing, for example, a plurality of units or components may be combined or may be integrated into another system, or some features may be omitted, or not implemented. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection of some service interfaces, devices or units, and may be an electrical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present application may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The integrated unit, if implemented in the form of a software functional unit and sold or used as a stand-alone product, may be stored in a computer readable memory. Based on such understanding, the technical solution of the present application may be substantially implemented or a part of or all or part of the technical solution contributing to the prior art may be embodied in the form of a software product stored in a memory 36, and including several instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method described in the embodiments of the present application. And the aforementioned memory 36 includes: a U-disk, a Read-Only Memory (ROM), a Random Access Memory (RAM) 36, a removable hard disk, a magnetic disk, or an optical disk, and various media capable of storing program codes.
Those skilled in the art will appreciate that all or part of the steps in the methods of the above embodiments may be implemented by associated hardware, and the program may be stored in a computer readable memory, and the memory 36 may include: flash disks, Read-Only memories (ROMs), Random Access Memories (RAMs), magnetic or optical disks, and the like.
The above description is only an exemplary embodiment of the present disclosure, and the scope of the present disclosure should not be limited thereby. That is, all equivalent changes and modifications made in accordance with the teachings of the present disclosure are intended to be included within the scope of the present disclosure. Other embodiments of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the disclosure herein. This application is intended to cover any variations, uses, or adaptations of the disclosure following, in general, the principles of the disclosure and including such departures from the present disclosure as come within known or customary practice within the art to which the disclosure pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.
Claims (10)
1. A stand-alone cloud game player interaction method is applied to a cloud server and comprises the following steps:
presetting a connection relation between at least one stand-alone cloud game client and a cloud server;
acquiring a connection request of at least one stand-alone cloud game client;
obtaining information of a single cloud game client which is successfully connected, and receiving and storing chat information data sent by at least one single cloud game client;
and sending the chat information data to other stand-alone cloud game clients which are successfully connected.
2. The standalone cloud game player interaction method of claim 1, further comprising:
the cloud server stores real-time stand-alone game data of the at least one stand-alone cloud game client.
3. The standalone cloud game player interaction method of claim 2, further comprising:
the cloud server receives team formation data information sent by the stand-alone cloud game client;
and sending a team formation notification to the successfully connected stand-alone cloud game client according to the real-time game picture data.
4. The standalone cloud game player interaction method of claim 1, further comprising:
the method comprises the steps that a cloud server receives help-printing application information of a first stand-alone cloud game client, wherein the help-printing application information comprises an ID of the first stand-alone cloud game client, an ID of a second stand-alone cloud game client and a real-time game progress of the first stand-alone cloud game client;
sending the help-printing application information of the first stand-alone cloud game client to the second stand-alone cloud game client according to the ID of the second stand-alone cloud game client and the real-time game progress of the first stand-alone cloud game client;
after the second stand-alone cloud game client side applies for the help-up, the second stand-alone cloud game client side is connected to a server of the first stand-alone cloud game client side, so that the second stand-alone cloud game client side can conduct help-up operation in the server of the first stand-alone cloud game client side;
and storing the game progress information of the first stand-alone cloud game client in real time.
5. The standalone cloud game player interaction method of claim 1, further comprising:
the cloud server sequences the game progress of the successfully connected stand-alone cloud game client according to the real-time fight data information of at least one successfully connected stand-alone cloud game client;
and sending the real-time data information of the stand-alone cloud game client with the game progress sorted in the front to the stand-alone cloud game client except the stand-alone cloud game client with the game progress sorted in the front.
6. The standalone cloud game player interaction method of claim 5, wherein the step of sending the real-time data information of the standalone cloud game client with the game progress ranked in the top to the standalone cloud game client except the standalone cloud game client with the game progress ranked in the top comprises:
and if the stand-alone cloud game client sides except the stand-alone cloud game client side with the game progress sequenced in the front are updating the real-time game data, the cloud server does not send the real-time data information of the stand-alone cloud game client side with the game progress sequenced in the front to the stand-alone cloud game client side.
7. The standalone cloud game player interaction method of claim 1, further comprising:
the cloud server stores the bullet screen data information sent by the successfully connected stand-alone cloud game client;
obtaining a stand-alone cloud game client with the same game progress as the bullet screen data information;
and sending the bullet screen data information to the stand-alone cloud game client side with the same game progress, and displaying the bullet screen data information in the picture of the stand-alone cloud game client side.
8. The stand-alone cloud game player interaction method according to claim 7, wherein the step of displaying the barrage data information in the screen of the stand-alone cloud game client comprises:
the cloud server acquires real-time game data of the stand-alone cloud game client;
calculating the positions of characters and characters in the game picture;
and setting the positions of the characters and the characters in the game picture as the positions of the bullet screens which are not displayed.
9. A stand-alone cloud game player interaction system, applied to the method according to any one of claims 1 to 8, characterized in that the cloud server comprises an acquisition module (21), a processing module (22) and a sending module (23);
the acquisition module (21) is used for acquiring the connection request of the at least one stand-alone cloud game client, acquiring the game data of the at least one stand-alone cloud game client which is successfully connected, and acquiring the chat information data sent by the stand-alone cloud game client;
the processing module (22) is used for presetting the connection relation between at least one stand-alone cloud game client and the cloud server and storing the chat information data;
the sending module (23) is used for sending the chat information data to the stand-alone cloud game client side which is successfully connected.
10. An electronic device, comprising:
a memory (36);
a processor (31); and
a computer program (33);
the memory (36) is for storing instructions;
the processor (31) is configured to execute instructions stored in the memory (36);
the computer program (33) is stored in the memory (36) and configured to be executed by the processor (31) for a method of interacting with a stand-alone cloud game player according to any one of claims 1 to 8.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN202210842455.2A CN115120964A (en) | 2022-07-18 | 2022-07-18 | Stand-alone cloud game player interaction method and system and electronic equipment |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN202210842455.2A CN115120964A (en) | 2022-07-18 | 2022-07-18 | Stand-alone cloud game player interaction method and system and electronic equipment |
Publications (1)
Publication Number | Publication Date |
---|---|
CN115120964A true CN115120964A (en) | 2022-09-30 |
Family
ID=83383865
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
CN202210842455.2A Pending CN115120964A (en) | 2022-07-18 | 2022-07-18 | Stand-alone cloud game player interaction method and system and electronic equipment |
Country Status (1)
Country | Link |
---|---|
CN (1) | CN115120964A (en) |
-
2022
- 2022-07-18 CN CN202210842455.2A patent/CN115120964A/en active Pending
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US11617947B2 (en) | Video game overlay | |
JP5987060B2 (en) | GAME SYSTEM, GAME DEVICE, CONTROL METHOD, PROGRAM, AND RECORDING MEDIUM | |
US9656160B2 (en) | Massive multi-player online (MMO) games server and methods for executing the same | |
US9937423B2 (en) | Voice overlay | |
US9658737B2 (en) | Cross platform sharing of user-generated content | |
CN113209632B (en) | Cloud game processing method, device, equipment and storage medium | |
CN112616061B (en) | Live interaction method and device, live server and storage medium | |
WO2023071586A1 (en) | Picture generation method and apparatus, device, and medium | |
US20220347565A1 (en) | Massive Multi-Player Online (MMO) Games Server and Methods for Executing the Same | |
WO2022267701A1 (en) | Method and apparatus for controlling virtual object, and device, system and readable storage medium | |
CN113365111A (en) | Interaction method and device based on live broadcast | |
CN111880845A (en) | Method, system and device for controlling target application | |
CN111672132B (en) | Game control method, game control device, server, and storage medium | |
CN113329236B (en) | Live broadcasting method, live broadcasting device, medium and electronic equipment | |
CN110446090A (en) | A kind of virtual auditorium spectators bus connection method, system, device and storage medium | |
CN113244609A (en) | Multi-picture display method and device, storage medium and electronic equipment | |
CN115120964A (en) | Stand-alone cloud game player interaction method and system and electronic equipment | |
CN113244615B (en) | Chat panel display control method and device, storage medium and electronic equipment | |
WO2024190569A1 (en) | Information processing device, information processing method, program, and content distribution system | |
CN118781242A (en) | Rendering processing method, device, equipment, storage medium and program product | |
CN116954787A (en) | Picture display method and device, storage medium and electronic equipment | |
CN118831328A (en) | Control transfer method, device, storage medium and program product for virtual object | |
CN118101976A (en) | System and method for implementing live sessions in a virtual environment | |
CN116112698A (en) | Interactive system, method, device and equipment among different teams in live broadcast | |
CN117753004A (en) | Message display method, device, equipment, medium and program product |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
PB01 | Publication | ||
PB01 | Publication | ||
SE01 | Entry into force of request for substantive examination | ||
SE01 | Entry into force of request for substantive examination |