CN115634451A - Object operating system and method - Google Patents

Object operating system and method Download PDF

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Publication number
CN115634451A
CN115634451A CN202211412285.0A CN202211412285A CN115634451A CN 115634451 A CN115634451 A CN 115634451A CN 202211412285 A CN202211412285 A CN 202211412285A CN 115634451 A CN115634451 A CN 115634451A
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game
resource
information
state change
request
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CN202211412285.0A
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吴诗剑
李青峰
余清龙
林锴滨
王永衡
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Zhuhai Kingsoft Digital Network Technology Co Ltd
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Zhuhai Kingsoft Digital Network Technology Co Ltd
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Priority to CN202211412285.0A priority Critical patent/CN115634451A/en
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Abstract

The application provides an object operating system and a method, wherein the object operating system comprises a resource detection end and a game running end, and the resource detection end is in communication connection with the game running end; the game running end receives an object detection request submitted aiming at a game scene; reading full-scale object data related to the game scene according to the object detection request, and sending the full-scale object data to the resource detection end; the resource detection end converts the full-scale object data into an object information interface through an object operation program and displays the object information interface; receiving an object operation instruction submitted through the object information interface, generating a state change request based on the object operation instruction, and sending the state change request to the game running end; the game running end determines a target object corresponding to the state change request in the game scene; updating the resource usage state of the target object in response to the state change request.

Description

Object operating system and method
Technical Field
The present application relates to the field of data processing technologies, and in particular, to an object operating system and method.
Background
With the development of internet technology, games become a way for more and more users to spend time, and with the increase of audience users, the game quality gradually rises, and various game factories hope to provide users with better playing experience. The development of the game is a link which various games must pass through. In the game development process, due to different deployment environments of the service end, games with normal performance are often tested under the computer end, and after the games are deployed to a special server or a mobile phone end, the problem of obvious performance reduction is definitely caused during operation. Aiming at the problems, in the prior art, the performance bottleneck analysis needs to be carried out by adopting a command operation mode, a print log viewing stack or a performance data file capturing means, so that the efficiency is low, and the analysis process is complex; there is therefore a need for an effective solution to the above problems.
Disclosure of Invention
In view of this, the present application provides an object operating system to solve the technical defects in the prior art. The embodiment of the application also provides an object operation method, another object operation method, an object operation device, a computing device and a computer readable storage medium.
According to a first aspect of the embodiments of the present application, an object operating system is provided, which includes a resource detection end and a game execution end, where the resource detection end and the game execution end are in communication connection;
the game running end receives an object detection request submitted aiming at a game scene; reading full object data related to the game scene according to the object detection request, and sending the full object data to the resource detection end;
the resource detection end converts the full-scale object data into an object information interface through an object operation program and displays the object information interface; receiving an object operation instruction submitted through the object information interface, generating a state change request based on the object operation instruction, and sending the state change request to the game running end;
the game running end determines a target object corresponding to the state change request in the game scene; updating the resource usage state of the target object in response to the state change request.
Optionally, the resource detection end establishes a communication connection with the game running end through the object operating program when detecting that the game running end runs a target game to which the game scene belongs; and calling the object operation program according to a communication connection result, and sending the object detection request related to the game scene to the game running end.
Optionally, the game running end invokes an object operation plug-in having an operation relationship with the object operation program, and executes a detection code corresponding to the object detection request through the object operation plug-in; and reading object data corresponding to at least one object contained in the game scene according to an execution result, generating the full-scale object data according to the object data corresponding to each object, and sending the full-scale object data to the resource detection end.
Optionally, the resource detection end receives the full-scale object data, and obtains object information corresponding to the object description dimension by analyzing the full-scale object data; and generating an object information description list according to the object information corresponding to the object description dimension, updating an initial object information interface based on the object information description list, and determining and displaying the object information interface according to an updating result.
Optionally, the resource detection end receives the object operation instruction submitted through the object information interface, and determines object identification information and state change information based on the object operation instruction; and creating the state change request carrying an object protocol packet according to the object identification information and the state change information, and sending the state change request to the game running end.
Optionally, the game running end receives the state change request carrying the object protocol packet; analyzing the object protocol packet in response to the state change request to obtain the object identification information and the state change information; determining the target object in the game scene according to the object identification information; and calling a state change function associated with the target object to process the state change information, and updating the resource use state of the target object according to a processing result.
Optionally, in a case that the game running end is a game dedicated server, the game dedicated server determines an object logic function corresponding to the target object, and performs a call state change on the object logic function in response to the state change request as an update of a resource usage state of the target object;
and under the condition that the game running end is a mobile terminal, the mobile terminal determines the display state corresponding to the target object, and changes the display state in response to the state change request as the update of the resource use state of the target object.
Optionally, the resource detection end determines first resource usage information before the resource usage status is updated and second resource usage information after the resource usage status is updated; and determining resource occupation information corresponding to the target object based on the first resource usage information and the second resource usage information.
Optionally, the resource detection end sends optimization information associated with the target object to a game optimization end when determining that the target object meets the optimization condition according to the resource occupation information;
and the game running end updates the target object in the game scene based on the object update package under the condition of receiving the object update package associated with the optimization information.
According to a second aspect of the embodiments of the present application, there is provided an object operating method, applied to a server, where the server runs a resource detection end and a game running end, where the resource detection end and the game running end are in communication connection;
under the condition that the game running end receives an object detection request submitted aiming at a game scene, reading full object data related to the game scene according to the object detection request, and sending the full object data to the resource detection end;
converting the full amount of object data into an object information interface according to an object operation program configured by the resource detection end and displaying the object information interface, receiving an object operation instruction submitted through the object information interface, generating a state change request based on the object operation instruction, and sending the state change request to the game running end;
and determining a target object corresponding to the state change request in the game scene through the game running end, and updating the resource use state of the target object in response to the state change request.
According to a third aspect of the embodiments of the present application, there is provided another object operation method, applied to a resource detection end, including:
receiving full object data fed back by the game running end in response to the object detection request;
calling an object operation program to convert the full-scale object data into an object information interface and displaying the object information interface;
in response to an object operation instruction submitted through the object information interface, determining object identification information and state change information of a related target object;
and creating a state change request carrying an object protocol packet corresponding to the target object according to the object identification information and the state change information, and sending the state change request to the game running end.
According to a fourth aspect of the embodiments of the present application, there is provided an object operating apparatus, applied to a resource detection end, including:
the receiving module is configured to receive full-amount object data fed back by the game running end in response to the object detection request;
a display module configured to call an object operation program to convert the full-scale object data into an object information interface and display the object information interface
The determining module is configured to respond to an object operation instruction submitted through the object information interface and determine object identification information and state change information of a related target object;
and the creating module is configured to create a state change request carrying an object protocol packet corresponding to the target object according to the object identification information and the state change information, and send the state change request to the game running end.
According to a fifth aspect of embodiments herein, there is provided a computing device comprising:
a memory and a processor;
the memory is used for storing computer-executable instructions which, when executed by the processor, implement the steps of the object manipulation method.
According to a sixth aspect of embodiments herein, there is provided a computer-readable storage medium storing computer-executable instructions that, when executed by a processor, implement the steps of a method of operating an object.
According to a seventh aspect of embodiments herein, there is provided a chip storing a computer program which, when executed by the chip, implements the steps of the object handling method.
In order to improve performance analysis efficiency, the object operating system provided in this specification has a resource detection end and a game execution end that are in a communication connection relationship, and after receiving an object detection request, the game execution end can read full-amount object data of an associated game scene according to the request and send the full-amount object data to the resource detection end; the resource detection end can convert the full-scale object data into an object information interface through an object operation program and display the object information interface, so that developers can conveniently know the full-scale object information contained in the game scene; after receiving the object operation instruction, a state change request can be created based on the instruction and sent to the game running end. The game running end can determine the target object in the game scene according to the state change request, change the resource using state based on the request and realize the control of the target object. The game optimization method has the advantages that the resource detection end is adopted to be connected with the game running end, the object control in the game scene in the game running end is completed through the resource detection end, the object resource consumption condition is determined by controlling the resource use state of the target object, the game optimization is conveniently carried out by developers according to the resource consumption condition of each object, the performance analysis is conveniently carried out by the developers, the optimization efficiency in the game development process can be improved, and high-quality games can be provided for players.
Drawings
Fig. 1 is a schematic structural diagram of an object operating system according to an embodiment of the present application;
FIG. 2 is a diagram illustrating an object information interface in an object operating system according to an embodiment of the present application;
FIG. 3 is a diagram illustrating resource usage information in an object operating system according to an embodiment of the present application;
FIG. 4 is a flowchart illustrating a process of an object operating system according to an embodiment of the present application;
FIG. 5 is a flowchart of a method for operating an object according to an embodiment of the present application;
FIG. 6 is a flow chart of another method for operating an object according to an embodiment of the present application;
fig. 7 is a schematic structural diagram of an object operating apparatus according to an embodiment of the present application;
fig. 8 is a block diagram of a computing device according to an embodiment of the present application.
Detailed Description
In the following description, numerous specific details are set forth in order to provide a thorough understanding of the present application. This application is capable of implementation in many different ways than those herein set forth and of similar import by those skilled in the art without departing from the spirit and scope of this application, and thus this application is not limited to the specific implementations disclosed below.
The terminology used in the one or more embodiments of the present application is for the purpose of describing particular embodiments only and is not intended to be limiting of the one or more embodiments of the present application. As used in one or more embodiments of the present application and the appended claims, the singular forms "a," "an," and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise. It should also be understood that the term "and/or" as used in one or more embodiments of the present application refers to and encompasses any and all possible combinations of one or more of the associated listed items.
It will be understood that, although the terms first, second, etc. may be used herein in one or more embodiments of the present application to describe various information, these information should not be limited by these terms. These terms are only used to distinguish one type of information from another. For example, a first aspect may be termed a second aspect, and, similarly, a second aspect may be termed a first aspect, without departing from the scope of one or more embodiments of the present application.
In the present application, an object operating system is provided. The present application also relates to an object operating method, another object operating method, an object operating apparatus, a computing device, and a computer-readable storage medium, which are described in detail one by one in the following embodiments.
In practical applications, with the increasing number of project applications of the universal Engine 4 (UE 4) in the field of games, in recent years, many multiplayer online games based on a Dedicated Server (DS Server) provided by the UE4 Engine have appeared. However, in the process of game development, due to different deployment environments of the service end, the test performance is often normal in the PC mode, and the performance is obviously reduced when the service end is deployed to the DS server for operation, and the DS server is only operated in the console command line mode, and thus an intuitive real-time remote debugging method cannot be provided. Similarly, a good game is often embodied on a PC editor, the smoothness is not good enough when the game is run on a mobile phone, and the expected requirement cannot be met, and the reason for the smoothness is probably too complicated logic calculation and also probably caused by the need of rendering too many game objects.
In order to improve performance analysis efficiency, in the resource detection end and the game running end having a communication connection relationship, after receiving an object detection request, the game running end may read full object data of an associated game scene according to the request and send the full object data to the resource detection end; the resource detection end can convert the full-scale object data into an object information interface through an object operation program and display the object information interface, so that developers can conveniently know the full-scale object information contained in the game scene; after receiving the object operation instruction, the state change request can be created based on the instruction and sent to the game running end. The game running end can determine the target object in the game scene according to the state change request, change the resource using state based on the request and realize the control of the target object. The game optimization method has the advantages that the resource detection end is adopted to be connected with the game running end, the object control in the game scene in the game running end is completed through the resource detection end, the object resource consumption condition is determined by controlling the resource use state of the target object, the game optimization is conveniently carried out by developers according to the resource consumption condition of each object, the performance analysis is conveniently carried out by the developers, the optimization efficiency in the game development process can be improved, and high-quality games can be provided for players.
Fig. 1 is a schematic structural diagram of an object operating system according to an embodiment of the present application, and as shown in fig. 1, the object operating system 100 includes a resource detection end 110 and a game execution end 120, where the resource detection end and the game execution end are communicatively connected.
The game running end 120 receives an object detection request submitted for a game scene; reading full-scale object data related to the game scene according to the object detection request, and sending the full-scale object data to the resource detection end;
the resource detection terminal 110 converts the full-scale object data into an object information interface through an object operation program and displays the object information interface; receiving an object operation instruction submitted through the object information interface, generating a state change request based on the object operation instruction, and sending the state change request to the game running end;
the game execution terminal 120, which determines a target object corresponding to the state change request in the game scene; updating the resource usage status of the target object in response to the status change request.
Specifically, the resource detection end is a Control end capable of performing resource use state Control on objects in a game scene in the game operation end, and is wirelessly connected with the game operation end through a TCP (Transmission Control Protocol) Protocol, so that when the game operation end operates a game, the use state of the object resource can be changed, and the resource use condition of each object can be analyzed according to a change result, thereby facilitating game optimization by developers, i.e., optimizing the call of logic functions in the game, or optimizing the number of rendering surfaces of game objects, and the like. Correspondingly, the game running end specifically refers to a server end for running the game, including but not limited to a mobile phone end or a DS server end, that is, a real server end that needs to run the game.
Correspondingly, the object operation program specifically refers to a program installed in the resource detection end, and the program is connected to the UE4 engine and is used for controlling the resource use state of the object in the game scene. The object operation program carries the scoket library of the UE4 engine itself, and codes of other related modules. Therefore, the object operation program carrying the scoket library and the code can be butted with the game running end and directly connected through the TCP protocol, and the data reading and the object resource use state control can be realized through the object operation program and the game running end.
When interfacing with the game execution side by the object operation program, it is necessary to independently open the object operation program in an environment independent of the engine of the UE4 in the standby program mode (mode in which the written py file can be executed by the command prompt) of the UE 4. The FSocket class (host plus port number, which is the convention or mode of communication between computers) provided by the UE4 engine is used for realizing TCP wireless connection, and remote communication is established between an object operating program (debugging tool) and a DS server or a mobile phone. And depending on the universal support of the UE4 bottom layer to the cross-platform, the FStoken can carry out seamless TCP connection between different platforms without secondary development aiming at the platforms, thereby realizing cross-platform debugging of different platforms by once compiling and docking.
In order to support that an object operating program can convert full object data into an object information interface, the UE4 engine can traverse to a DS server or all types to be searched in a mobile game project through a tactiterator of an Actor, and can obtain all objects of a game scene, that is, all displayed and undisplayed objects of an editor worldonliner, through a tactiterator < AActor > type iterator, so as to facilitate subsequent use. In order to ensure that the object operating program is interfaced with the UE4 engine, all component information in the Actor object may be acquired through a GetComponents interface (an interface for directly acquiring a script object) provided by the Actor class. The object operating program is developed by combining the StandAlone Programs mode of the UE4, and the object operating program can be independently opened under the environment independent of the UE4 engine. And the FSocket class provided by the UE4 engine is utilized to realize TCP wireless connection, and remote communication is established between the object operation program and the game running end.
And through calling the setactor hiddeningame interface (an interface providing a hidden object function) provided by the AActor class, the Actor object can be set to be rendered or hidden, so that the resource use state change of the object can be realized at the game running end after the resource detection end submits the state change request through the object operation program, and the influence on the performance of the game running end during object rendering can be conveniently observed in real time. Or, the Tick function of the Actor object or the Actor component object can be terminated or started by calling the setactor Tick enabled interface (interface providing function control) provided by the AActor class and the setComponentTickenabled interface (interface providing function control) provided by the UActorComponents class, so that the real-time observation of the logical operation efficiency of the Actor object on the DS is realized, and the performance use conditions of the CPU and the memory are compared.
Further, the object detection request specifically refers to a request submitted by the resource detection end when the resource detection end needs to detect an object in a game scene in the game running end, and the request is used for triggering the resource use state change processing operation of the object. Correspondingly, the full object data specifically refers to a data set corresponding to all objects contained in the game scene, and is used for realizing that all game objects in the game scene can be viewed at the resource detection end, so that control and resource use analysis are performed, and developers can perform game optimization conveniently. Correspondingly, the object information interface specifically refers to an interface for displaying information of each object in a game scene, and includes information such as a name, an identifier, and a current state of the object.
Correspondingly, the object operation instruction specifically refers to an instruction submitted by a developer when the state of one or more objects is changed. Correspondingly, the state change request is specifically a request for sending the resource use state change of the object to the game running end, and the request carries the object information, the change operation information and the like of the operated object. Correspondingly, the target object specifically refers to an object to be operated in a game scene. Correspondingly, the resource usage state specifically refers to a state in which the target object uses the computing resource or does not use the computing resource, and is used for assisting a developer to count the resource usage condition of each target object, and further analyzing the proportion of the computing resource occupied by each target object to determine whether optimization and other operations are needed.
Therefore, after the game running end receives the object detection request submitted aiming at the game scene, the detection before the game optimization is needed, and in order to simulate the real scene, the game needs to be run through the game running end, and the resource detection end provides the object detection request to the game running end. After the game running end receives the object detection request, in order to facilitate the control of developers, the game running end can read the full amount of object data in the game scene of the running game according to the object detection request and feed the full amount of object data back to the resource detection end.
After the resource detection end receives the full object data, in order to control the object in the game running end, the full object data can be converted into an object information interface through an object operation program and displayed, so that developers can conveniently know the information of each object in a game scene. When an object operation instruction submitted by a developer is received, which indicates that object control needs to be started at this time, a state change request can be generated based on the object operation instruction and sent to the game running end.
After receiving the object change request, the game running end can analyze the object change request, acquire object information of a related object and change information for changing the resource use state from the object change request, determine a target object needing to be processed in a game scene according to the object information, and then change the resource use state of the target object by using the change information, so that developers can conveniently analyze the resource consumption information of the target object based on the resource use conditions before and after the change so as to use the resource consumption information in the game optimization stage.
In this embodiment, the resource detection end is a PC end, and the game execution end is a DS server end, for example, to explain the above contents. Specifically, after the DS server starts a game and enters a game scene, the DS server will automatically run a socket-based server, and then the PC starts a debugging tool (object operation program) and is connected to the DS server through the TCP. After the PC terminal remotely calls the debugging tool to send an object detection request to the DS server terminal, the DS server terminal acquires object data corresponding to all objects in the game scene and feeds the object data back to the PC terminal.
Further, after receiving the full amount of object data, the PC end displays the generated object information interface to developers. In this case, the developer needs to perform object control. And after receiving the object operation instruction, creating a state change request carrying object information and change information according to the object operation instruction, and sending the state change request to the DS server.
Furthermore, after the DS server receives the state change request, the DS server analyzes the state change request to obtain object information and change information, and then finds a target object according to the object information by traversing all objects in the game scene, and invokes the setacthiddengangme function and the setactetickenabled function in the target object pointer to execute the change information, thereby changing the resource usage state of the target object, that is, opening the target object or closing the target object in the game scene.
After that, a developer can analyze the resource consumption condition of the target object by analyzing the change of the resource use state before and after the change, so as to analyze whether the target object consumes excessive computing resources on the DS server, and if the target object consumes excessive computing resources, the developer can choose to reduce the polling frequency of the logic function corresponding to the object, so as to achieve the purpose of reducing the use of CPU resources or memory resources.
In this embodiment, the resource detection end is taken as a PC end, and the game running end is taken as a mobile phone end, which are described above. Specifically, after the mobile phone end starts a game and enters a game scene, the mobile phone end can automatically run a socket-based server, and then the PC end starts a debugging tool (object operating program) and is connected to the IP of the mobile phone end through the TCP. After the PC terminal remotely calls the debugging tool to send an object detection request to the mobile phone terminal, the mobile phone terminal acquires object data corresponding to all objects in the game scene and feeds the object data back to the PC terminal.
Further, after receiving the full amount of object data, the PC end displays the generated object information interface to developers. At this time, if the developer needs to perform object control. And after receiving the object operation instruction, creating a state change request carrying object information and change information according to the object operation instruction, and sending the state change request to the mobile phone terminal.
Furthermore, after receiving the state change request, the mobile phone end analyzes the state change request to obtain object information and change information, and then finds a target object according to the object information by traversing all objects in the game scene and calls a setacorthiddenname function in a target object pointer to execute the change information, so that the resource use state of the target object can be changed, namely the target object is opened or closed in the game scene.
After that, the developer can analyze the resource consumption condition of the target object by analyzing the change before and after the change of the resource use state, so as to analyze whether the target object consumes excessive computing resources on the mobile phone terminal, and if the consumption is excessive, the number of rendering surfaces of the target object can be reduced, so that the purpose of reducing the use of rendering resources is achieved.
In order to improve performance analysis efficiency, the object operating system provided in this specification has a resource detection end and a game execution end that are in a communication connection relationship, and after receiving an object detection request, the game execution end can read full-amount object data of an associated game scene according to the request and send the full-amount object data to the resource detection end; the resource detection end can convert the full-scale object data into an object information interface through an object operation program and display the object information interface, so that developers can conveniently know the full-scale object information contained in the game scene; after receiving the object operation instruction, a state change request can be created based on the instruction and sent to the game running end. The game running end can determine the target object in the game scene according to the state change request, change the resource using state based on the request and realize the control of the target object. The method and the device have the advantages that the resource detection end is adopted to be connected with the game running end, the object control in the game scene in the game running end is completed through the resource detection end, the object resource consumption condition is determined through the resource use state of the control target object, the game optimization is conveniently carried out by developers according to the resource consumption condition of each object, the performance analysis is conveniently carried out by the developers, the optimization efficiency in the game development process can be improved, and the game with higher quality can be provided for players.
Further, when an object detection request is sent to a game running end, the object detection request is actually triggered by a resource detection end, and before the object detection request is sent, communication connection between the resource detection end and the game running end needs to be established to ensure that wireless debugging can be achieved; and calling the object operation program according to a communication connection result, and sending the object detection request associated with the game scene to the game running end.
Specifically, the target game specifically refers to a game which needs to be detected or optimized. Based on this, after the game running end runs the target game to which the game scene belongs, in order to realize the object control in the game scene through the resource detection end, the communication connection with the game running end can be established through the object operation program, and after the communication connection is established, the resource detection end is described to have access to the target game in the game running end at this time, so that the wireless control can be realized, and then the object operation program can be called at this time to send the object detection request corresponding to the game scene to the game running end.
In summary, by using the object operation program to perform communication connection and send the object detection request, it is possible to implement access to the game running end based on the object operation program, so as to implement resource usage state change on the target object in the game scene of the game running end through the object operation program of the resource detection end, which is more convenient for developers to perform resource monitoring and game optimization.
Furthermore, considering that the game running end needs to be installed in a plug-in associated with the object operation program if the game running end needs to be wirelessly connected with the resource detection end, so as to respond to the object detection request sent by the object operation program and complete subsequent processing, in this embodiment, the game running end calls an object operation plug-in having an operation relationship with the object operation program, and executes a detection code corresponding to the object detection request through the object operation plug-in; and reading object data corresponding to at least one object contained in the game scene according to an execution result, generating the full-scale object data according to the object data corresponding to each object, and sending the full-scale object data to the resource detection end.
Specifically, the object operation plug-in is a plug-in installed in the game running end and associated with the object operation program, and can enable the game running end to connect with the resource detection end, so as to complete transmission of a request, an instruction, a resource packet or a protocol packet, and enable the game running end to execute corresponding operations such as request, instruction, analysis of the resource packet or the protocol packet, and the like. Accordingly, the detection code specifically refers to a code that traverses all objects in the game scene, and is used for reading object data of each object. Correspondingly, the object data specifically refers to attribute data corresponding to each object in the game scene, including but not limited to an identification, a name, a resource usage state, and the like of the object.
Based on this, after the game detection end receives the object detection request, in order to respond to the object detection request and perform subsequent processing, the game running end may first call an object operation plug-in having an operation relationship with the object operation program, so as to execute the detection code corresponding to the object detection request through the plug-in, and achieve reading of object data corresponding to each object in the game scene according to the execution result. Namely, all objects in a game scene are traversed by executing detection codes, so that object data of each object are read to form full object data, and the full object data is sent to a resource detection end for monitoring.
It should be noted that, after receiving the object detection request, the game runtime analyzes the object detection request to determine that the current request is from the object operating program of the resource runtime, so that the object operating plug-in associated with the object operating program can be called after determining the information to interface the object operating program, so as to implement subsequent processing in response to the object detection request, thereby ensuring that the resource detection terminal and the game runtime can be in communication connection, and facilitating the developer to control the resource usage status of the object in the game scene through the resource detection terminal.
In summary, by calling the object operation plug-in viewed by the object operation program and executing the detection code corresponding to the object detection request, traversal of the full amount of game objects in the game scene can be rapidly completed, so that the full amount of object data is formed and fed back to the resource detection end after the object data is obtained, and the resource detection end can conveniently perform subsequent processing.
Furthermore, after the resource detection end receives the full amount of object data, considering that the transmission between the resource detection end and the object detection end is completed through the object operation program and the object operation plug-in, the resource detection end also needs to call the object operation program to complete the conversion of the data to the interface; and generating an object information description list according to the object information corresponding to the object description dimension, updating an initial object information interface based on the object information description list, and determining and displaying the object information interface according to an updating result.
Specifically, the object description dimension specifically refers to a dimension associated with the object data, and is used to represent information corresponding to the object data in each dimension, and correspondingly, the object information specifically refers to information corresponding to an object in a game scene, and the information is visual information and can be used to be displayed in an object information interface. Correspondingly, the object information description list specifically refers to a list for visualizing the object information of all the objects, and the object information of each object in the list is displayed one by one. Correspondingly, the initial object information interface specifically refers to an interface into which object information is not inserted, and is an interface template.
Based on the method, after the resource detection end receives the full-scale object data, the full-scale object data can be analyzed through the object operation program, so that the object information of each object in the object description dimension is obtained, and then an object information description list containing all the objects is created according to the object information of each object description dimension. It may be determined that a list of object information for the visualization was generated. And then adding the object information description list to the initial object information interface to obtain and display an interface containing all object information, so that developers can conveniently determine each object in the game scene and relevant information of each object, and resource detection processing is conveniently carried out subsequently.
In the above example, after receiving the object detection request sent by the PC, the DS server may call a plug-in having an operation relationship with the debugging tool to execute a detection code corresponding to the object detection request, so as to obtain object data corresponding to all objects in a game scene according to an execution result, and then send the object data to the PC; after receiving the data corresponding to all the objects, the PC may analyze information corresponding to each object through a debugging tool, create a list based on the object information, update the created list to an object information interface, and display the object information interface to a developer, so as to facilitate the subsequent developer to control the object.
In summary, the object information description list is generated by combining the full amount of object data and is updated to the object information interface for display, so that developers can know the specific information of each object more conveniently, and the specific information can be processed one by one or in batches according to requirements during subsequent control of the resource use state, thereby improving the game optimization efficiency.
Furthermore, after a developer sees the information of each object in a game scene through a resource detection end, the change of the resource use state can be completed at the resource detection end, and when the change is performed, the selection and the change state of the changed object need to be monitored by the developer, so that the determination of the resource use information can be achieved; and creating the state change request carrying an object protocol packet according to the object identification information and the state change information, and sending the state change request to the game running end.
Specifically, the object operation instruction refers to an instruction submitted by a developer for a selected object through an object information interface, and the instruction is used for determining a target object and triggering change processing operation of a resource use state. Correspondingly, the object identification information specifically refers to information corresponding to the selected object, including but not limited to an object name, an ID, and the like; accordingly, the state change information is specifically information for changing the resource use state of the selected object. Accordingly, the object protocol packet specifically refers to a protocol packet encapsulating the object identification information and the state change information.
Based on the method, under the condition that the resource detection end receives the object operation instruction submitted by the developer through the object information interface, the detection mechanism of the object resource consumption condition is started, and the object identification information and the state change information can be determined based on the object operation instruction; and then, according to the object identification information and the state change information, creating a state change request carrying an object protocol packet, and sending the state change request to a game running end, so that the change processing of the resource use state of the object in the wireless control game scene can be realized.
On this basis, after receiving a state change request carrying a protocol packet, a game running end needs to analyze object identification information and state change information to realize resource use state change of a target object, and in this embodiment, the game running end receives the state change request carrying the object protocol packet; analyzing the object protocol packet in response to the state change request to obtain the object identification information and the state change information; determining the target object in the game scene according to the object identification information; and calling a state change function associated with the target object to process the state change information, and updating the resource use state of the target object according to a processing result.
Specifically, the target object specifically refers to an object that a developer needs to control. Accordingly, the state change function is specifically a function mapped in a pointer of the target object, and the function processes the state change information, thereby enabling the resource usage state of the target object to be changed.
Based on the method, after the game running end receives the state change request carrying the object protocol packet, the object protocol packet can be analyzed through the object operation plug-in of the associated object operation program, so that object identification information and state change information are obtained according to the analysis result; then, a target object can be determined in the game scene according to the object identification information; and then calling a state change function associated with the target object to process the state change information so as to update the resource use state of the target object according to the processing result and change the resource use state of the target object into a resource use state according with the setting of a developer, so that resource consumption information before and after the resource use state can be conveniently compared in the follow-up process, the resource occupation condition corresponding to the target object can be obtained, and the game optimization processing by the developer can be conveniently carried out.
In summary, by creating the state change request carrying the object protocol packet in combination with the object identification information and the state change information, accurate change information can be sent to the game running end, so that the game running end can accurately determine the target object in combination with the request, change the resource use state according to the state change information, and more conveniently monitor the resource consumption condition by developers.
In addition, considering that the game execution side may be a dedicated game server or a mobile terminal, and therefore, when the resource usage status of a different game execution side is changed, the objects to be processed are different, in this embodiment, in the case that the game execution side is a dedicated game server, the dedicated game server determines an object logic function corresponding to the target object, and makes a call status change to the object logic function in response to the status change request as an update to the resource usage status of the target object.
Specifically, the object logic function specifically refers to a logic function corresponding to a query or polling operation corresponding to a target object, and it needs to use certain CPU resources and/or memory resources to complete calculation. Correspondingly, the change of the calling state is to close or open the object logic function.
Based on this, in the case that the game running end is the game dedicated server, the game dedicated server may determine the object logic function corresponding to the target object according to the state change information, and then may perform a call state change on the object logic function in response to the state change request, so as to update the resource usage state of the target object, which is used for facilitating a developer to analyze the consumption condition of the computing resource of the target object.
In the above example, after receiving the state change request, the DS server analyzes the state change request to obtain object information { object a, ID _ a } and change information { close function }, and then finds the target object a according to the object information { object a, ID _ a } by traversing all objects in the game scene, and invokes the setacorthiddeningame function in the target object pointer to execute the change information { close function }, thereby closing the resource usage state of the target object, that is, closing the function call relationship corresponding to the target object in the game scene.
On the other hand, in the case where the game execution terminal is a mobile terminal, the mobile terminal determines a presentation state corresponding to the target object, and changes the presentation state in response to the state change request as an update of the resource usage state of the target object.
Specifically, the mobile terminal refers to a terminal held by a player, and includes, but is not limited to, a mobile phone, a tablet computer, and the like. Correspondingly, the display state specifically refers to a display state of the target object in the game, and the display state may be opened or hidden, so as to implement analysis on the rendering resource.
Based on this, in the case that the game running end is a mobile terminal, the mobile terminal may determine the display state of the target object in the game scene according to the state change information, and thereafter may change the display state in response to the state change request, so as to update the resource usage state of the target object. The method and the device are used for facilitating the developer to analyze the rendering resource consumption condition of the target object.
In the above example, after receiving the state change request, the mobile phone end analyzes the state change request to obtain object information { object a, ID _ a } and change information { close rendering }, and then finds the target object a according to the object information { object a, ID _ a } by traversing all objects in the game scene, and invokes the setacorrhiddeningame function in the target object pointer to execute the change information { close rendering }, so that the resource use state of the target object can be closed, that is, the target object is hidden in the game scene without rendering the target object.
In summary, the change of the resource use state is carried out by adopting different modes aiming at different game running ends, so that the monitoring of different resource consumption dimensions can be conveniently carried out by developers at the resource detection end, the resource use conditions of different objects can be accurately analyzed, and the developers can carry out the processing of game optimization and the like more conveniently.
Furthermore, after the resource detection end completes the resource usage state change of the target object, the purpose of the resource detection end is to monitor the resource usage condition of the target object, so as to facilitate subsequent processes such as game optimization, and therefore, the resource detection end needs to complete the resource usage information before and after the resource usage state change; and determining resource occupation information corresponding to the target object based on the first resource usage information and the second resource usage information.
Specifically, the first resource usage information is resource information consumed when the game running end runs the game before the resource usage state of the target object is changed; correspondingly, the second resource usage information specifically refers to resource information consumed when the game running end runs the game after the resource usage state of the target object is changed; it should be noted that, only the resource usage state of the target object changes before and after the resource usage state changes, and other contents are not changed, so that developers can monitor resource consumption information conveniently. Correspondingly, the resource occupation information specifically refers to resource information occupied by the target object.
Based on this, in order to accurately analyze the resource usage of the target object, the resource detection end may first determine first resource usage information before the resource usage state is updated and second resource usage information after the resource usage state is updated; and then, based on the first resource use information and the second resource use information, the resource occupation information corresponding to the target object can be determined. So that developers can conveniently carry out game optimization processing.
In summary, by combining the resource usage information before and after the resource usage status is changed, the resource usage information corresponding to the target object can be calculated, so that the developer can conveniently know the resource usage information of the target object and then optimize the target object, thereby achieving the purpose of optimizing the game.
Furthermore, in the optimization, the optimization needs to be implemented by combining optimization information, in this embodiment, the resource detection end sends optimization information associated with the target object to the game optimization end when determining that the target object meets the optimization condition according to the resource occupation information; and the game running end updates the target object in the game scene based on the object update package under the condition of receiving the object update package associated with the optimization information.
Specifically, the optimization condition specifically refers to information for detecting the target object according to the resource occupation information, and whether optimization is required for the target object can be determined through detection. Correspondingly, the optimization information is feedback information to developers, and due to the fact that the resource occupation of a certain dimension representing the target object is too high, relevant parameters can be adjusted according to the dimension. Correspondingly, the object update package specifically refers to a resource package for updating the target object, and the target object is updated based on the object update package, including but not limited to directly replacing the target object or updating a logical function and other relationships corresponding to the target object.
Based on the above, when the resource detection end determines that the target object meets the optimization condition according to the resource occupation information, if the target object needs to be optimized at the moment, the resource detection end can send optimization information of the associated target object to the game optimization end; and then, under the condition that the game running end receives the object update package of the associated optimization information, the target object in the game scene can be updated based on the object update package.
In a scene of the DS server, developers can determine the resource occupation condition corresponding to each object by shielding and starting the Tick function of each object in the DS server one by one. The Tick logic of the spherical object B in the game scene is compared and determined to occupy a larger amount of server CPU (the Tick occupancy is increased by 5% and the CPU utilization rate is reduced by 5% when the Tick occupancy is opened), and the operator object name displayed by a debugging tool finds that a large amount of circular query logic is performed in the Tick function of the spherical object, so that the CPU operation occupies too high performance, therefore, the circular logic can be optimized at the moment, and the optimization mode can select to reduce the times of the circular query logic.
In a scene of a mobile phone end, each object in the scene is shielded and opened one by one, and it is found that a sphere object B in a game scene has a large influence on FPS, see resource consumption conditions before and after closing and opening (shielding is 29.16FPS, and opening is 15.39 FPS) shown in fig. 3, and it is known through a debugging tool that the sphere particle special effect is placed too much, and the game visual effect is not influenced by actually reducing the particle special effect quantity. This can be optimized accordingly.
In order to improve performance analysis efficiency, the object operating system provided in this specification has a resource detection end and a game execution end that are in a communication connection relationship, and after receiving an object detection request, the game execution end can read full-amount object data of an associated game scene according to the request and send the full-amount object data to the resource detection end; the resource detection end can convert the full-scale object data into an object information interface through an object operation program and display the object information interface, so that developers can conveniently know the full-scale object information contained in the game scene; after receiving the object operation instruction, a state change request can be created based on the instruction and sent to the game running end. The game running end can determine the target object in the game scene according to the state change request, change the resource using state based on the request and realize the control of the target object. The method and the device have the advantages that the resource detection end is adopted to be connected with the game running end, the object control in the game scene in the game running end is completed through the resource detection end, the object resource consumption condition is determined through the resource use state of the control target object, the game optimization is conveniently carried out by developers according to the resource consumption condition of each object, the performance analysis is conveniently carried out by the developers, the optimization efficiency in the game development process can be improved, and the game with higher quality can be provided for players.
The following description will further describe the object operating system with reference to fig. 4 by taking an application of the object operating system provided in the present application in a game scene as an example. Fig. 4 shows a processing flow chart of an object operating system according to an embodiment of the present application, which specifically includes the following steps:
step S402, the resource detection end establishes communication connection with the game running end through an object operation program under the condition that the resource detection end detects a target game to which the game running end runs a game scene; and calling an object operation program according to the communication connection result, and sending an object detection request related to the game scene to the game running end.
Step S404, the game running end receives an object detection request submitted aiming at a game scene; calling an object operation plug-in having an operation relation with an object operation program, and executing a detection code corresponding to the object detection request through the object operation plug-in; and reading object data corresponding to at least one object contained in the game scene according to the execution result, generating full object data according to the object data corresponding to each object, and sending the full object data to the resource detection end.
Step S406, the resource detection end receives the full-scale object data, and obtains object information corresponding to the object description dimension by analyzing the full-scale object data; and generating an object information description list according to the object information of the corresponding object description dimension, updating the initial object information interface based on the object information description list, and determining and displaying the object information interface according to the updating result.
Step S408, the resource detection end receives an object operation instruction submitted through the object information interface, and determines object identification information and state change information based on the object operation instruction; and creating a state change request carrying an object protocol packet according to the object identification information and the state change information, and sending the state change request to the game running end.
Step S410, the game running end receives the state change request carrying the object protocol packet; analyzing the object protocol packet in response to the state change request to obtain object identification information and state change information; determining a target object in a game scene according to the object identification information; and calling a state change function associated with the target object to process the state change information, and updating the resource use state of the target object according to a processing result.
In the first aspect, in the case that the game running end is a game dedicated server, the game dedicated server determines an object logic function corresponding to the target object, and makes a state change to the object logic function in response to a state change request as an update to the resource usage state of the target object;
in a second aspect, in a case where the game execution side is a mobile terminal, the mobile terminal determines a presentation state corresponding to the target object, and changes the presentation state in response to the state change request as an update of the resource usage state of the target object.
Step S412, the resource detection terminal determines first resource usage information before the resource usage state is updated and second resource usage information after the resource usage state is updated; and determining resource occupation information corresponding to the target object based on the first resource usage information and the second resource usage information.
In order to improve performance analysis efficiency, in the resource detection end and the game running end having a communication connection relationship, after receiving an object detection request, the game running end may read full object data of an associated game scene according to the request and send the full object data to the resource detection end; the resource detection end can convert the full-scale object data into an object information interface through an object operation program and display the object information interface, so that developers can conveniently know the full-scale object information contained in the game scene; after receiving the object operation instruction, a state change request can be created based on the instruction and sent to the game running end. The game running end can determine the target object in the game scene according to the state change request, change the resource using state based on the request and realize the control of the target object. The method and the device have the advantages that the resource detection end is adopted to be connected with the game running end, the object control in the game scene in the game running end is completed through the resource detection end, the object resource consumption condition is determined through the resource use state of the control target object, the game optimization is conveniently carried out by developers according to the resource consumption condition of each object, the performance analysis is conveniently carried out by the developers, the optimization efficiency in the game development process can be improved, and the game with higher quality can be provided for players.
Corresponding to the above method embodiment, the present application further provides an embodiment of an object operation method, and fig. 5 shows a flowchart of an object operation method provided in an embodiment of the present application. As shown in fig. 5, the method is applied to a server, where the server runs a resource detection end and a game running end, where the resource detection end and the game running end are in communication connection, and includes:
step S502, under the condition that the game running end receives an object detection request submitted aiming at a game scene, reading the full amount of object data related to the game scene according to the object detection request, and sending the full amount of object data to the resource detection end;
step S504, according to the object operation program configured by the resource detection terminal, the full-scale object data is converted into an object information interface and displayed, an object operation instruction submitted through the object information interface is received, a state change request is generated based on the object operation instruction, and the state change request is sent to the game running terminal;
step S506, determining, by the game running end, a target object corresponding to the state change request in the game scene, and updating the resource usage state of the target object in response to the state change request.
In an optional embodiment, the resource detection end establishes a communication connection with the game running end through the object operation program when detecting that the game running end runs a target game to which the game scene belongs; and calling the object operation program according to a communication connection result, and sending the object detection request related to the game scene to the game running end.
In an optional embodiment, the game running end calls an object operation plug-in having an operation relationship with the object operation program, and executes a detection code corresponding to the object detection request through the object operation plug-in; and reading object data corresponding to at least one object contained in the game scene according to an execution result, generating the full-scale object data according to the object data corresponding to each object, and sending the full-scale object data to the resource detection end.
In an optional embodiment, the resource detection end receives the full-scale object data, and obtains object information corresponding to object description dimensions by analyzing the full-scale object data; and generating an object information description list according to the object information corresponding to the object description dimension, updating an initial object information interface based on the object information description list, and determining and displaying the object information interface according to an updating result.
In an optional embodiment, the resource detection end receives the object operation instruction submitted through the object information interface, and determines object identification information and state change information based on the object operation instruction; and creating the state change request carrying an object protocol packet according to the object identification information and the state change information, and sending the state change request to the game running end.
In an optional embodiment, the game execution end receives the state change request carrying the object protocol packet; analyzing the object protocol packet in response to the state change request to obtain the object identification information and the state change information; determining the target object in the game scene according to the object identification information; and calling a state change function associated with the target object to process the state change information, and updating the resource use state of the target object according to a processing result.
In an optional embodiment, in a case that the game running end is a game dedicated server, the game dedicated server determines an object logic function corresponding to the target object, and performs a call state change on the object logic function in response to the state change request as an update of a resource usage state of the target object;
and under the condition that the game running end is a mobile terminal, the mobile terminal determines the display state corresponding to the target object, and responds to the state change request to change the display state as the update of the resource use state of the target object.
In an optional embodiment, the resource detecting end determines first resource usage information before the resource usage state is updated, and second resource usage information after the resource usage state is updated; and determining resource occupation information corresponding to the target object based on the first resource usage information and the second resource usage information.
In an optional embodiment, the resource detection end sends optimization information associated with the target object to the game optimization end when determining that the target object meets the optimization condition according to the resource occupation information;
and under the condition that the game running end receives an object updating package associated with the optimization information, updating the target object in the game scene based on the object updating package.
In summary, in order to improve the performance analysis efficiency, in the resource detection end and the game running end having a communication connection relationship, after receiving an object detection request, the game running end may read the full-amount object data of the associated game scene according to the request and send the full-amount object data to the resource detection end; the resource detection end can convert the full-scale object data into an object information interface through an object operation program and display the object information interface, so that developers can conveniently know the full-scale object information contained in the game scene; after receiving the object operation instruction, a state change request can be created based on the instruction and sent to the game running end. The game running end can determine the target object in the game scene according to the state change request, change the resource using state based on the request and realize the control of the target object. The game optimization method has the advantages that the resource detection end is adopted to be connected with the game running end, the object control in the game scene in the game running end is completed through the resource detection end, the object resource consumption condition is determined by controlling the resource use state of the target object, the game optimization is conveniently carried out by developers according to the resource consumption condition of each object, the performance analysis is conveniently carried out by the developers, the optimization efficiency in the game development process can be improved, and high-quality games can be provided for players.
The foregoing is a schematic scheme of an object operation method according to this embodiment. It should be noted that the technical solution of the object operating method belongs to the same concept as the technical solution of the object operating system, and details that are not described in detail in the technical solution of the object operating method can be referred to the description of the technical solution of the object operating system. Further, the components in the device embodiment should be understood as functional blocks that must be created to implement the steps of the program flow or the steps of the method, and each functional block is not actually divided or separately defined. The device claims defined by such a set of functional modules should be understood as a functional module framework that mainly implements the solution by means of a computer program described in the specification, and should not be understood as a physical device that mainly implements the solution by means of hardware.
Corresponding to the foregoing embodiments, the present disclosure further provides another object operation method, which is applied to a resource detection end, as shown in fig. 6, where fig. 6 is a flowchart of another object operation method provided in an embodiment of the present disclosure; the method comprises the following steps:
step S602, receiving the full amount of object data fed back by the game running end in response to the object detection request;
step S604, calling an object operation program to convert the full object data into an object information interface and displaying the object information interface;
step S606, responding to the object operation instruction submitted through the object information interface, determining the object identification information and the state change information of the associated target object;
step S608, creating a status change request carrying an object protocol packet corresponding to the target object according to the object identifier information and the status change information, and sending the status change request to the game running end.
It should be noted that, when an object operation instruction is submitted through the object information interface and the object identification information and the state change information of the target object are determined based on the object operation instruction, in order to facilitate use, a search interface may be provided in the object information interface, so that a user may directly search according to needs, and use by the user may be facilitated. Meanwhile, when the related object information is displayed on the object information interface, in order to facilitate the user to analyze the hierarchical relationship among the object information, the object information of different objects can be displayed according to the hierarchy and can be classified and expanded in the object information interface, so that the user can conveniently control and select the object information.
The contents that are not described in detail in this embodiment can be referred to the above embodiments, and this embodiment is not described herein in detail.
Corresponding to the foregoing embodiment, the present disclosure further provides an object operating device, which is applied to a resource detection end, as shown in fig. 7, where fig. 7 is a schematic structural diagram of an object operating device according to an embodiment of the present disclosure, and the object operating device includes:
a receiving module 702 configured to receive a full amount of object data fed back by the game execution side in response to the object detection request;
a presentation module 704 configured to invoke an object operation program to convert the full object data into an object information interface and present
A determining module 706 configured to determine object identification information and state change information of an associated target object in response to an object operation instruction submitted through the object information interface;
a creating module 708, configured to create a state change request carrying an object protocol packet corresponding to the target object according to the object identification information and the state change information, and send the state change request to the game running end.
A schematic configuration of an object operating apparatus of the present embodiment is described. It should be noted that the technical solution of the object operating device and the technical solution of the object operating system belong to the same concept, and details that are not described in detail in the technical solution of the object operating device can be referred to the description of the technical solution of the object operating system. Further, the components in the device embodiment should be understood as functional blocks that must be created to implement the steps of the program flow or the steps of the method, and each functional block is not actually divided or separately defined. The device claims defined by such a set of functional modules should be understood as a functional module framework that mainly implements the solution by means of a computer program described in the specification, and should not be understood as a physical device that mainly implements the solution by means of hardware.
Fig. 8 illustrates a block diagram of a computing device 800 provided according to an embodiment of the present application. The components of the computing device 800 include, but are not limited to, memory 810 and a processor 820. The processor 820 is coupled to the memory 810 via a bus 830, and the database 850 is used to store data.
Computing device 800 also includes access device 840, access device 840 enabling computing device 800 to communicate via one or more networks 860. Examples of such networks include a Public Switched Telephone Network (PSTN), a Local Area Network (LAN), a Wide Area Network (WAN), a Personal Area Network (PAN), or a combination of communication networks such as the internet. The Access device 840 may include one or more of any type of Network interface (e.g., a Network interface controller) that may be wired or Wireless, such as an IEEE802.11 Wireless Local Area Network (WLAN) Wireless interface, a Worldwide Interoperability for Microwave Access (Wi-MAX) interface, an ethernet interface, a Universal Serial Bus (USB) interface, a cellular Network interface, a bluetooth interface, a Near Field Communication (NFC) interface, and so forth.
In one embodiment of the application, the above-described components of the computing device 800 and other components not shown in fig. 8 may also be connected to each other, for example, by a bus. It should be understood that the block diagram of the computing device architecture shown in FIG. 8 is for purposes of example only and is not limiting as to the scope of the present application. Other components may be added or replaced as desired by those skilled in the art.
Computing device 800 may be any type of stationary or mobile computing device, including a mobile Computer or mobile computing device (e.g., tablet, personal digital assistant, laptop, notebook, netbook, etc.), a mobile phone (e.g., smartphone), a wearable computing device (e.g., smartwatch, smartglasses, etc.), or other type of mobile device, or a stationary computing device such as a desktop Computer or Personal Computer (PC). Computing device 800 may also be a mobile or stationary server.
Wherein, the processor 820 is configured to execute the following computer-executable instructions:
under the condition that the game running end receives an object detection request submitted aiming at a game scene, reading full object data related to the game scene according to the object detection request, and sending the full object data to the resource detection end;
converting the full-scale object data into an object information interface and displaying the object information interface according to an object operation program configured by the resource detection end, receiving an object operation instruction submitted through the object information interface, generating a state change request based on the object operation instruction, and sending the state change request to the game running end;
and determining a target object corresponding to the state change request in the game scene through the game running end, and updating the resource use state of the target object in response to the state change request. Alternatively, the first and second liquid crystal display panels may be,
receiving full-amount object data fed back by the game running end in response to the object detection request;
calling an object operation program to convert the full-scale object data into an object information interface and displaying the object information interface
In response to an object operation instruction submitted through the object information interface, determining object identification information and state change information of an associated target object;
and creating a state change request carrying an object protocol packet corresponding to the target object according to the object identification information and the state change information, and sending the state change request to the game running end.
The foregoing is a schematic diagram of a computing device of the present embodiment. It should be noted that the technical solution of the computing device and the technical solution of the object operation method described above belong to the same concept, and details that are not described in detail in the technical solution of the computing device can be referred to the description of the technical solution of the object operation method described above.
An embodiment of the present application further provides a computer-readable storage medium storing computer instructions that, when executed by a processor, implement the following:
under the condition that the game running end receives an object detection request submitted aiming at a game scene, reading full object data related to the game scene according to the object detection request, and sending the full object data to the resource detection end;
converting the full amount of object data into an object information interface according to an object operation program configured by the resource detection end and displaying the object information interface, receiving an object operation instruction submitted through the object information interface, generating a state change request based on the object operation instruction, and sending the state change request to the game running end;
and determining a target object corresponding to the state change request in the game scene through the game running end, and updating the resource use state of the target object in response to the state change request. Alternatively, the first and second electrodes may be,
receiving full object data fed back by the game running end in response to the object detection request;
calling an object operation program to convert the full-scale object data into an object information interface and displaying the object information interface
In response to an object operation instruction submitted through the object information interface, determining object identification information and state change information of a related target object;
and creating a state change request carrying an object protocol packet corresponding to the target object according to the object identification information and the state change information, and sending the state change request to the game running end.
The above is an illustrative scheme of a computer-readable storage medium of the present embodiment. It should be noted that the technical solution of the storage medium belongs to the same concept as the technical solution of the object operation method, and details that are not described in detail in the technical solution of the storage medium can be referred to the description of the technical solution of the object operation method.
The computer instructions comprise computer program code which may be in the form of source code, object code, an executable file or some intermediate form, or the like. The computer-readable medium may include: any entity or device capable of carrying the computer program code, recording medium, usb disk, removable hard disk, magnetic disk, optical disk, computer Memory, read-Only Memory (ROM), random Access Memory (RAM), electrical carrier wave signals, telecommunications signals, software distribution medium, and the like. It should be noted that the computer readable medium may contain content that is subject to appropriate increase or decrease as required by legislation and patent practice in jurisdictions, for example, in some jurisdictions, computer readable media does not include electrical carrier signals and telecommunications signals as is required by legislation and patent practice.
An embodiment of the present application further provides a chip, which stores a computer program, and when the computer program is executed by the chip, the following steps are implemented:
under the condition that the game running end receives an object detection request submitted aiming at a game scene, reading full object data related to the game scene according to the object detection request, and sending the full object data to the resource detection end;
converting the full-scale object data into an object information interface and displaying the object information interface according to an object operation program configured by the resource detection end, receiving an object operation instruction submitted through the object information interface, generating a state change request based on the object operation instruction, and sending the state change request to the game running end;
and determining a target object corresponding to the state change request in the game scene through the game running end, and updating the resource use state of the target object in response to the state change request.
It should be noted that for simplicity and convenience of description, the above-described method embodiments are described as a series of combinations of acts, but those skilled in the art will appreciate that the present application is not limited by the order of acts, as some steps may, in accordance with the present application, occur in other orders and/or concurrently. 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 the related descriptions of other embodiments.
The preferred embodiments of the present application disclosed above are intended only to aid in the explanation of the application. Alternative embodiments are not exhaustive and do not limit the invention to the precise embodiments described. Obviously, many modifications and variations are possible in light of the above teaching. The embodiments were chosen and described in order to best explain the principles of the application and its practical application, to thereby enable others skilled in the art to best understand the application and its practical application. The application is limited only by the claims and their full scope and equivalents.

Claims (13)

1. An object operating system is characterized by comprising a resource detection end and a game running end, wherein the resource detection end is in communication connection with the game running end;
the game running end receives an object detection request submitted aiming at a game scene; reading full-scale object data related to the game scene according to the object detection request, and sending the full-scale object data to the resource detection end;
the resource detection end converts the full-scale object data into an object information interface through an object operation program and displays the object information interface; receiving an object operation instruction submitted through the object information interface, generating a state change request based on the object operation instruction, and sending the state change request to the game running end;
the game running end determines a target object corresponding to the state change request in the game scene; updating the resource usage state of the target object in response to the state change request.
2. The system according to claim 1, wherein the resource detection terminal establishes a communication connection with the game execution terminal through the object operation program when detecting that the game execution terminal executes a target game to which the game scene belongs; and calling the object operation program according to a communication connection result, and sending the object detection request associated with the game scene to the game running end.
3. The system according to claim 1, wherein the game running end calls an object operation plug-in having an operation relationship with the object operation program, and executes a detection code corresponding to the object detection request through the object operation plug-in; and reading object data corresponding to at least one object contained in the game scene according to an execution result, generating the full-scale object data according to the object data corresponding to each object, and sending the full-scale object data to the resource detection end.
4. The system according to claim 1, wherein the resource detecting end receives the full-scale object data, and obtains object information corresponding to object description dimensions by analyzing the full-scale object data; and generating an object information description list according to the object information corresponding to the object description dimension, updating an initial object information interface based on the object information description list, and determining and displaying the object information interface according to an updating result.
5. The system according to claim 1, wherein the resource detecting terminal receives the object operation command submitted through the object information interface, and determines object identification information and state change information based on the object operation command; and creating the state change request carrying an object protocol packet according to the object identification information and the state change information, and sending the state change request to the game running end.
6. The system of claim 5, wherein the game execution side receives the status change request carrying the object protocol packet; analyzing the object protocol packet in response to the state change request to obtain the object identification information and the state change information; determining the target object in the game scene according to the object identification information; and calling a state change function associated with the target object to process the state change information, and updating the resource use state of the target object according to a processing result.
7. The system according to claim 1, wherein, in a case where the game execution side is a game dedicated server side, the game dedicated server side determines an object logic function corresponding to the target object, and makes a call state change to the object logic function in response to the state change request as an update to the resource usage state of the target object;
and under the condition that the game running end is a mobile terminal, the mobile terminal determines the display state corresponding to the target object, and changes the display state in response to the state change request as the update of the resource use state of the target object.
8. The system according to any one of claims 1 to 7, wherein the resource detecting end determines first resource usage information before the resource usage status is updated and second resource usage information after the resource usage status is updated; and determining resource occupation information corresponding to the target object based on the first resource usage information and the second resource usage information.
9. The system according to claim 8, wherein the resource detection end sends optimization information associated with the target object to a game optimization end when determining that the target object meets the optimization condition according to the resource occupation information;
and the game running end updates the target object in the game scene based on the object update package under the condition of receiving the object update package associated with the optimization information.
10. An object operation method is applied to a server, the server runs a resource detection end and a game running end, and the resource detection end is in communication connection with the game running end;
under the condition that the game running end receives an object detection request submitted aiming at a game scene, reading full object data related to the game scene according to the object detection request, and sending the full object data to the resource detection end;
converting the full-scale object data into an object information interface and displaying the object information interface according to an object operation program configured by the resource detection end, receiving an object operation instruction submitted through the object information interface, generating a state change request based on the object operation instruction, and sending the state change request to the game running end;
and determining a target object corresponding to the state change request in the game scene through the game running end, and updating the resource use state of the target object in response to the state change request.
11. An object operation method is applied to a resource detection end and comprises the following steps:
receiving full object data fed back by the game running end in response to the object detection request;
calling an object operation program to convert the full-scale object data into an object information interface and displaying the object information interface;
in response to an object operation instruction submitted through the object information interface, determining object identification information and state change information of a related target object;
and creating a state change request carrying an object protocol packet corresponding to the target object according to the object identification information and the state change information, and sending the state change request to the game running end.
12. A computing device, comprising:
a memory and a processor;
the memory is configured to store computer-executable instructions and the processor is configured to execute the computer-executable instructions to implement the steps of the method of claim 10 or 11.
13. A computer-readable storage medium storing computer instructions, which when executed by a processor, perform the steps of the method of claim 10 or 11.
CN202211412285.0A 2022-11-11 2022-11-11 Object operating system and method Pending CN115634451A (en)

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Application Number Priority Date Filing Date Title
CN202211412285.0A CN115634451A (en) 2022-11-11 2022-11-11 Object operating system and method

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202211412285.0A CN115634451A (en) 2022-11-11 2022-11-11 Object operating system and method

Publications (1)

Publication Number Publication Date
CN115634451A true CN115634451A (en) 2023-01-24

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Country Link
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