CN116407850A - Information processing method and device in game, electronic equipment and storage medium - Google Patents

Information processing method and device in game, electronic equipment and storage medium Download PDF

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Publication number
CN116407850A
CN116407850A CN202310179578.7A CN202310179578A CN116407850A CN 116407850 A CN116407850 A CN 116407850A CN 202310179578 A CN202310179578 A CN 202310179578A CN 116407850 A CN116407850 A CN 116407850A
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CN
China
Prior art keywords
player
slave
virtual
master
game
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Pending
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CN202310179578.7A
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Chinese (zh)
Inventor
刘洋
付荣辉
平伟
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202310179578.7A priority Critical patent/CN116407850A/en
Publication of CN116407850A publication Critical patent/CN116407850A/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/847Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8088Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game involving concurrently several players in a non-networked game, e.g. on the same game console

Abstract

The application provides an information processing method, an information processing device, electronic equipment and a storage medium in a game, wherein the method comprises the following steps: receiving triggering operation of a target player aiming at a target virtual element in the virtual fight, wherein the target player is a player in an association team, and the association team comprises a master control player and at least one slave control player; responding to the triggering operation, and executing a confirmation link aiming at the target virtual element; when the target virtual element passes through the confirmation link, generating a data record aiming at the master player; the generated data records are synchronized to each player within the associated team. According to the method and the device, the original logic of each link in the game operation logic is not required to be modified in the game process, and extra codes are reduced.

Description

Information processing method and device in game, electronic equipment and storage medium
Technical Field
The present disclosure relates to the field of computer applications, and in particular, to a method and apparatus for processing information in a game, an electronic device, and a storage medium.
Background
A plurality of players can operate one game data at the same time to play the game, and according to the setting, the players can perform different operations, and the operations of the players are visible to each other in real time.
Taking a main city sharing playing method as an example: multiple players commonly use character data to compose a family potential, starting soldiers in the same main city. The players share the territory, building, in-city facilities, and administrative effects of the main city, to complete configuration of troops, land discharge, upgrade of facilities, construction of buildings, and the like.
Taking the confirmation link in the creation of the army as an example, when one player uses the character data each time, whether the used character data is all of the player needs to be confirmed, and taking the case that a plurality of players operate the game data simultaneously as an example, two players share the arms to build the army as an example: the armed forces belonging to player a, player B uses the armed forces to form army 1, and since the armed forces are not the armed forces owned by player B, additional processing of the validation process is required during the game, i.e., not only determining whether the character data used is owned by that player B, but also determining whether the character data is owned by player a, in order to validate the link.
In the above-described validation of game data for multiple players simultaneously, the original validation logic needs to be modified by additional coding. And the validation link is required to be performed each time the player uses the game data, which also increases the processing amount for code modification.
Disclosure of Invention
In view of this, embodiments of the present application provide at least a method, an apparatus, an electronic device, and a storage medium for processing information in a game, which avoid modification of existing links in game operation logic by a forward proxy, and reduce additional encoding.
In a first aspect, exemplary embodiments of the present application provide an information processing method in a game, the method including: receiving triggering operation of a target player aiming at a target virtual element in the virtual fight, wherein the target player is a player in an association team, and the association team comprises a master control player and at least one slave control player; responding to the triggering operation, and executing a confirmation link aiming at the target virtual element; when the target virtual element passes through the confirmation link, generating a data record aiming at the master player; the generated data records are synchronized to each player within the associated team.
In a possible implementation manner, the confirmation link is used for determining attribution of the target virtual element.
In one possible implementation, the step of executing the validation procedure for the target virtual element includes: a determination is made as to whether the target virtual element is owned by the master player.
In one possible implementation, the target virtual element includes that the target virtual element is owned by the master player through a validation link.
In a possible implementation manner, the virtual elements owned by the master player include all virtual elements in the virtual element set corresponding to the association team, the virtual element set includes all virtual elements owned by all players in the association team, and/or the virtual elements owned by each slave player include all virtual elements in the virtual element set corresponding to the association team.
In one possible embodiment, the method further includes: and each slave player in the association team is proxied into the master player, so that each slave player plays the game with the identity of the master player in the virtual fight.
In one possible implementation, the step of generating the data record for the master player when the target virtual element passes through the validation link includes: and when the target virtual element passes through the confirmation link, executing the game link aiming at the triggering operation according to the game running logic in the virtual fight at this time so as to generate a data record aiming at the master control player and corresponding to each link.
In one possible implementation, the game session includes at least one of the following: performing operation settlement for the triggering operation; issuing a task reward for the triggering operation; and determining whether the virtual match settlement condition of the virtual match is met.
In one possible implementation, the step of generating a data record for the master player in response to the triggering operation includes: responding to the triggering operation, inserting the data record into a main table, wherein the main table is used for recording the game operation of the master control player in the virtual fight; wherein synchronizing the generated data records to each virtual character within the associated team comprises: creating a slave table corresponding to each slave player for each slave player; and inserting a corresponding data record in each slave table while inserting the data record in the master table.
In one possible embodiment, the data record inserted in the master table is used for representing the record of the master player using the target virtual element, and the data record inserted in each slave table is used for representing the record of the slave player corresponding to the slave table using the target virtual element.
In one possible embodiment, the method further comprises: and sending the data record inserted in the master table to a first game terminal corresponding to the master player, so that the first game terminal directly adds the received data record into the role data table of the master player.
In one possible embodiment, the method further comprises: for each slave player, the data record inserted in the slave table corresponding to the slave player is transmitted to the second game terminal corresponding to the slave player, so that the second game terminal updates the character data table of the slave player according to the received data record.
In one possible implementation, the character data table corresponding to each slave player is updated by the second game terminal by: determining an offset value corresponding to the slave player; determining a resume key based on the key in the received data record and the determined offset value; and updating the key value in the received data record by using the determined recovery key value, and adding the updated data record to the role data table of the slave player.
In one possible embodiment, the offset values corresponding to different slave players are different, and the offset value corresponding to each slave player is determined based on a storage area preset for each slave player.
In a possible implementation manner, the master player is a player randomly selected from the association team, or the master player is a player determined based on a selection operation of each player in the association team; the at least one slave player is a player other than the master player in the associated team.
In a second aspect, embodiments of the present application further provide an information processing apparatus in a game, the apparatus including: the receiving module is used for receiving triggering operation of a target player aiming at a target virtual element in the virtual fight, wherein the target player is a player in an association team, and the association team comprises a master control player and at least one slave control player; the confirmation module is used for responding to the triggering operation and executing a confirmation link aiming at the target virtual element; the generation module is used for generating a data record aiming at the master control player when the target virtual element passes through the confirmation link; and the synchronization module synchronizes the generated data records to each player in the associated team.
In a third aspect, embodiments of the present application further provide an electronic device, a processor, a storage medium, and a bus, where the storage medium stores machine-readable instructions executable by the processor, and when the electronic device is running, the processor communicates with the storage medium through the bus, and the processor executes the machine-readable instructions to perform the steps of the method described above.
In a fourth aspect, embodiments of the present application also provide a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, performs the steps of the above-described method.
According to the information processing method, the device, the electronic equipment and the storage medium in the game, which are provided by the embodiment of the application, the logic of the original link is not required to be modified in the game process, and the extra codes are reduced.
In order to make the above objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present application, the drawings that are needed in the embodiments will be briefly described below, it being understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered limiting the scope, and that other related drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a flowchart showing an information processing method in a game provided in an exemplary embodiment of the present application;
FIG. 2 is a schematic diagram of a logic flow of a conventional validation procedure;
FIG. 3 illustrates a data interaction flow chart provided by an exemplary embodiment of the present application;
FIG. 4 is a flowchart illustrating steps provided by exemplary embodiments of the present application for updating a role data table corresponding to a slave player;
fig. 5 is a schematic diagram showing the structure of an information processing apparatus in a game provided in an exemplary embodiment of the present application;
fig. 6 shows a schematic structural diagram of an electronic device according to an exemplary embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present application more clear, the technical solutions of the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application, and it should be understood that the accompanying drawings in the present application are only for the purpose of illustration and description, and are not intended to limit the protection scope of the present application. In addition, it should be understood that the schematic drawings are not drawn to scale. A flowchart, as used in this application, illustrates operations implemented according to some embodiments of the present application. It should be appreciated that the operations of the flow diagrams may be implemented out of order and that steps without logical context may be performed in reverse order or concurrently. Moreover, one or more other operations may be added to the flow diagrams and one or more operations may be removed from the flow diagrams as directed by those skilled in the art.
The terms "a," "an," "the," and "said" are used in this specification to denote the presence of one or more elements/components/etc.; the terms "comprising" and "having" are intended to be inclusive and mean that there may be additional elements/components/etc. in addition to the listed elements/components/etc.; the terms "first" and "second" and the like are used merely as labels, and are not intended to limit the number of their objects.
It should be understood that in embodiments of the present application, "at least one" means one or more, and "a plurality" means two or more. "and/or" is merely an association relationship describing an association object, meaning that there may be three relationships, e.g., a and/or B, may represent: a exists alone, A and B exist together, and B exists alone. The character "/" generally indicates that the context-dependent object is an "or" relationship. "comprising A, B and/or C" means comprising any 1 or any 2 or 3 of A, B, C.
It should be understood that in the embodiments of the present application, "B corresponding to a", "a corresponding to B", or "B corresponding to a", means that B is associated with a, from which B may be determined. Determining B from a does not mean determining B from a alone, but may also determine B from a and/or other information.
In addition, the described embodiments are only some, but not all, of the embodiments of the present application. The components of the embodiments of the present application, which are generally described and illustrated in the figures herein, may be arranged and designed in a wide variety of different configurations. Thus, the following detailed description of the embodiments of the present application, as provided in the accompanying drawings, is not intended to limit the scope of the application, as claimed, but is merely representative of selected embodiments of the application. All other embodiments, which can be made by those skilled in the art based on the embodiments of the present application without making any inventive effort, are intended to be within the scope of the present application.
In the game, a plurality of players can operate one piece of game data at the same time to play the game, and the players can perform different operations according to the setting, and the operations of the players are visible to each other in real time.
The following description will be made by taking a main city sharing playing method as an example: multiple players commonly use the character data to form a family potential, the soldiers are in the same main city, and the multiple players share the territories, the buildings, the facilities in the city, the internal administrative effects and the like of the main city, so as to commonly complete the configuration of armies, the land discharge, the facility upgrading, the building and the like.
Taking as an example a validation link (Check link) for creating a army, each time a player uses character data, it is necessary to confirm whether the character data used is owned by the player.
For the case where multiple players are operating game data simultaneously, take two players sharing the arms to build the army as an example: the armed forces belong to player a, and player B composes army 1 using the armed forces. Since the armed forces are not owned by player B, additional processing of the validation process is required during the game, i.e., to determine not only whether the character data used is owned by that player B, but also whether the character data is owned by player a for purposes of Check link.
In the above-described validation of game data for a plurality of players simultaneously, the logic of the original validation needs to be modified by additional encoding. And the validation link is required to be performed each time the player uses the game data, which also increases the processing amount for code modification.
Aiming at the problems, the application provides an information processing method, an information processing device, electronic equipment and a storage medium in a game, which can proxy a slave player into a master player through a forward proxy, thereby avoiding the change of the existing links in the game operation logic and reducing additional codes.
First, the names involved in the embodiments of the present application will be briefly described.
In the embodiment of the application, a graphical user interface may be provided through the terminal device, and a game scene is displayed in the graphical user interface, where:
terminal equipment:
the terminal device in the embodiment of the present application mainly refers to an intelligent device that is used for providing a game scene and capable of performing control operation on a virtual character, and the terminal device may include, but is not limited to, any one of the following devices: smart phones, tablet computers, portable computers, desktop computers, gaming machines, personal Digital Assistants (PDAs), electronic book readers, MP4 (Moving Picture Experts Group Audio Layer IV, dynamic image experts compression standard audio layer 4) players, and the like. The terminal device has installed and running therein an application program supporting a game scene, such as an application program supporting a three-dimensional game scene. The application may include, but is not limited to, any of a virtual reality application, a three-dimensional map application, a military simulation application, a MOBA game, a multiplayer gunfight survival game, a Third party shooting game (TPS, third-Personal Shooting Game). Alternatively, the application may be a stand-alone application, such as a stand-alone 3D game, or a network-on-line application.
Graphical user interface:
is an interface display format in which a person communicates with a computer, allowing a user to manipulate icons, marks, or menu options on a screen using an input device such as a mouse or a keyboard, and also allowing a user to manipulate icons or menu options on a screen by performing a touch operation on a touch screen of a touch terminal to select a command, start a program, or perform some other task, etc. The game scene is displayed in the graphical user interface herein.
Virtual scene:
is a virtual scene that an application displays (or provides) when running on a terminal or server. Optionally, the virtual scene is a simulation environment for the real world, or a semi-simulated semi-fictional virtual environment, or a purely fictional virtual environment. The virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene, and the virtual environment can be sky, land, ocean and the like, wherein the land comprises environmental elements such as deserts, cities and the like. The virtual scene is a scene of a complete game logic such as a user control virtual object.
Virtual roles:
refers to a virtual character in a virtual environment that may be a virtual character manipulated by a player, including but not limited to at least one of a virtual character, a virtual animal, a cartoon character, a virtual character (NPC) that may be manipulated by a non-player, and a virtual object, refers to a static character in a virtual scene, e.g., a virtual prop in a virtual scene, a virtual task, a location in a virtual environment, a terrain, a house, a bridge, vegetation, etc. Static characters are often not directly controlled by players, but can respond to the interactive behavior (e.g., attacks, teardown, etc.) of virtual characters in a scene to make corresponding performances, such as: the virtual character may be to demolish, pick up, drag, build, etc. the building. Alternatively, the virtual object may not be able to respond to the interaction of the virtual character, for example, the virtual object may be a building, a door, a window, a plant, etc. in the game scene as well, but the virtual character cannot interact with the virtual object, for example, the virtual character cannot destroy or remove the window, etc. Alternatively, when the virtual environment is a three-dimensional virtual environment, the virtual characters may be three-dimensional virtual models, each having its own shape and volume in the three-dimensional virtual environment, occupying a part of the space in the three-dimensional virtual environment. Optionally, the virtual character is a three-dimensional character constructed based on three-dimensional human skeleton technology, which implements different external figures by wearing different skins. In some implementations, the avatar may also be implemented using a 2.5-dimensional or 2-dimensional model, which is not limited by embodiments of the present application.
There may be multiple virtual characters in the virtual scene, which are virtual characters that the player manipulates (i.e., characters that the player controls through the input device), or artificial intelligence (Artificial Intelligence, AI) set in the virtual environment combat through training. Optionally, the avatar is a avatar that plays in the game scene. Optionally, the number of virtual characters in the game scene fight is preset, or is dynamically determined according to the number of terminal devices joining the virtual fight, which is not limited in the embodiment of the present application. In one possible implementation, a user can control a virtual character to move in the virtual scene, e.g., to run, jump, crawl, etc., and can also control the virtual character to fight other virtual characters using skills, virtual props, etc., provided by the application.
In an alternative embodiment, the terminal device may be a local terminal device. Taking a game as an example, the local terminal device stores a game program and is used to present a game screen. The local terminal device is used for interacting with the player through the graphical user interface, namely, conventionally downloading and installing the game program through the electronic device and running. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal device, or provided to the player by holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game scene screen and a processor for running the game, generating the graphical user interface, and controlling the display of the graphical user interface on the display screen.
Application scenarios applicable to the application are introduced. The method and the device can be applied to the technical field of games, and in the games, a plurality of players participating in the games join in the same virtual fight together.
Before entering into the virtual match, the player may select different character attributes, e.g., identity attributes, for the virtual characters in the virtual match by assigning different character attributes to determine different camps, so that the player wins the game play by performing the assigned tasks of the game at different stages of the virtual match, e.g., multiple virtual characters with a character attribute "cull" the virtual characters with B character attribute at the stages of the match to obtain the winning of the game play. Here, when entering the virtual fight, a character attribute may be randomly assigned to each virtual character participating in the virtual fight.
The implementation environment provided in one embodiment of the present application may include: the system comprises a first terminal device, a server and a second terminal device. The first terminal device and the second terminal device are respectively communicated with the server to realize data communication. In this embodiment, the first terminal device and the second terminal device are respectively installed with an application program for executing the in-game information processing method provided by the present application, and the server is a server side for executing the in-game information processing method provided by the present application. The first terminal device and the second terminal device can communicate with the server respectively through the application program.
Taking a first terminal device as an example, the first terminal device establishes communication with a server by running an application. In an alternative embodiment, the server establishes the virtual combat based on the game requests of the application. The parameters of the virtual combat may be determined according to parameters in the received game request, for example, the parameters of the virtual combat may include the number of persons participating in the virtual combat, the level of roles participating in the virtual combat, and so on. When the first terminal equipment receives a response of the game server, displaying a game scene corresponding to the virtual fight through a graphical user interface of the first terminal equipment, wherein the first terminal equipment is equipment controlled by a first user, the virtual character displayed in the graphical user interface of the first terminal equipment is a player character (namely a first virtual character) controlled by the first user, and the first user inputs an operation instruction through the graphical user interface so as to control the player character to execute corresponding operation in the game scene.
Taking a second terminal device as an example, the second terminal device establishes communication with the server by running an application. In an alternative embodiment, the server establishes the virtual combat based on the game requests of the application. The parameters of the virtual combat may be determined according to parameters in the received game request, for example, the parameters of the virtual combat may include the number of persons participating in the virtual combat, the level of roles participating in the virtual combat, and so on. And when the second terminal equipment receives the response of the server, displaying a game scene corresponding to the virtual fight through a graphical user interface of the second terminal equipment. The second terminal device is a device controlled by a second user, the virtual character displayed in the graphical user interface of the second terminal device is a player character controlled by the second user (namely, a second virtual character), and the second user inputs an operation instruction through the graphical user interface so as to control the player character to execute corresponding operation in the virtual scene.
The server calculates data by receiving game data reported by the first terminal equipment and the second terminal equipment, and synchronizes the calculated game data to the first terminal equipment and the second terminal equipment, so that the first terminal equipment and the second terminal equipment control the graphical user interface to render corresponding game scenes and/or virtual roles according to the synchronous data issued by the game server.
In this embodiment, the first virtual character controlled by the first terminal device and the second virtual character controlled by the second terminal device are virtual characters in the same virtual combat. The first virtual role controlled by the first terminal device and the second virtual role controlled by the second terminal device may have the same role attribute, may also have different role attributes, and the first virtual role controlled by the first terminal device and the second virtual role controlled by the second terminal device may belong to the same camping or may belong to different camps.
In the virtual fight, two or more virtual roles may be included, and different virtual roles may correspond to different terminal devices, that is, in the virtual fight, there are two or more terminal devices that perform transmission and synchronization of game data with the game server, respectively.
In order to facilitate understanding of the present application, the method, the device, the electronic device and the storage medium for processing information in a game provided in the embodiments of the present application are described in detail below.
Referring to fig. 1, a flowchart of an information processing method in a game according to an exemplary embodiment of the present application is provided, where the information processing method specifically includes:
step S101: and receiving triggering operation of the target player aiming at the target virtual element in the virtual fight.
In an exemplary embodiment of the present application, the target player is a player in an associated team that includes a master player and at least one slave player. That is, the target player may be a master player or a slave player.
The above-mentioned association team may be a camp formed based on character attributes of each virtual character participating in the present virtual match, or may be a team formed by active selection by the player before entering the present virtual match or during the present virtual match.
In addition, after the association team is formed, a master player may be determined first, and at least one slave player is a virtual character other than the master player in the association team, in which case, each slave player in the association team may be proxied into the master player, so that each slave player plays the game in the identity of the master player in the virtual match.
The manner in which the master player is determined from the team will be described below, but it should be understood that the present application is not limited thereto and that the master player may be determined from the team by other means.
In one case, the master player is a player randomly selected from the team.
For example, in each association team, the number of master players is 1, one player may be randomly selected from a plurality of players within the association team after the association team is formed, determined as a master player, and the other players of the plurality of players other than the randomly selected player are determined as slave players.
Similarly, for the above case, only one player may be allowed to select its identity within the associated team via the terminal device, for example, a player may be randomly selected from the associated team, the selected player may qualify for identity selection, or the player may refer to the first player to select the master player.
In the above way, the plurality of players in the association team are divided into a master player and at least one slave player, each player in the association team can operate one piece of game data to play at the same time, and the operations of the players are visible to each other in real time.
In another case, the master player is a player determined based on a selection operation of each player in the association team.
For example, after an association team is formed, each player belonging to the association team needs to select the identity within the association team via the terminal device.
In an alternative example, a master player may be a player that is elected by voting for multiple players within an associated team. Illustratively, the master player may be determined by: and determining the master control player according to voting results of all players in the associated team. Here, the master player is the player in the associated team who obtains the greatest number of votes.
For example, the process of counting voting results for each player may be as follows: for each player identifier corresponding to each player in the associated team, a voting control for the player indicated by the player identifier is displayed in the associated area of the player identifier. And responding to the voting operation of each player in the associated team on the voting control, executing a corresponding voting instruction, and counting the voting result for each player.
Here, the player identifier corresponding to each player may be displayed in a preset display interface, which may be a static display interface, for example, a configuration interface for setting/modifying the relevant attribute of the game parameter, or a dynamic display interface, for example, a game screen for presenting a real-time game scene.
In one example, the voting operation may be completed by operating on a voting control that corresponds to the player.
In another example, voting may also be completed based on the invitation request.
For example, a voting operation of a player corresponding to the receiving terminal device on the voting control of the player, executing a corresponding voting instruction according to the voting operation on the voting control of the player, generating an invitation request, and sending the invitation request to other terminal devices corresponding to other players in the associated team, so that the other terminal devices vote based on feedback for the invitation request.
It should be appreciated that in the above embodiment, the voting operation is performed based on the voting control, but the present application is not limited thereto, and the voting operation may be performed by directly clicking on the player's player identification.
In an embodiment of the present application, the target virtual element may be a virtual element in a virtual element set corresponding to the association team, and the virtual element may be a virtual resource in the game. For example, the virtual element may include, but is not limited to, at least one of: virtual roles, virtual items, teams built, task rewards obtained, virtual models.
For example, the virtual characters may include virtual characters used by each player in the present virtual combat, or virtual characters owned by each player in a game in which the same type or different types of virtual characters may be organized into a formation to perform game combat tasks. Virtual items may refer to virtual items used to enhance the combat capabilities of virtual characters, e.g., virtual props, virtual weapons in games. As an example, the virtual article may include, but is not limited to, at least one of: virtual weapons held by the virtual character, virtual accessories attached to or on the virtual character. By way of example, a virtual accessory may refer to an accessory such as a gemstone, stock, or the like that may be attached to a weapon. The virtual model can be used for various virtual buildings in the game, such as virtual pools, and players compete for control rights of the various virtual pools in the game through combat.
In an embodiment of the present application, the triggering operation may be a control operation of the target player on the target virtual element, for example, formation of the virtual character, use/allocation of the virtual article, management of the virtual building, and the like. The type of the triggering operation can be various, and the triggering operation can be a touch operation executed in a touch display screen or a non-touch operation executed by an external device such as a mouse, a handle and the like.
Step S102: and responding to the triggering operation, and executing the confirmation link aiming at the target virtual element.
In the embodiment of the application, the confirmation link may be used for determining the attribution of the target virtual element, that is, determining whether the target virtual element is a virtual element shared by the association team. For example, it may be determined whether the target virtual element is owned by the master player.
Here, the virtual elements possessed by the master player include all virtual elements in the virtual element set corresponding to the association team, and the virtual element set includes virtual elements possessed by all players in the association team. In addition, the virtual elements owned by each slave player also include all virtual elements in the virtual element set corresponding to the association team. That is, virtual elements owned by each player within the association team may be shared for use by each player.
Differences in the coordination of a plurality of players to operate one piece of game data between the present application and the prior art are described below in connection with fig. 2.
Fig. 2 is a logic flow diagram of a conventional validation procedure.
In this example, assuming that the player B does not compose the association team and the armed forces are all of the player B, when the player B creates the army using the armed forces in the virtual match, as shown in fig. 2, a Check link needs to be performed, that is, whether the armed forces are all of the player B, and if the armed forces are virtual characters owned by the player B in the game (or in the virtual match), a data record is generated, wherein a key value (army_id) in the data record is 1, a user (user) is the player B, and a virtual character (hereo) used is the armed forces.
If the player B and the player A start the sharing playing method in the virtual fight, the two players can share the game data of the other party. For example, assuming player A has a armed forces, player B uses player A's armed forces to create army one, since the armed forces are not the armed forces possessed by player B, additional processing of the validation process described above is required during the game, i.e., not only to determine whether the character data used is owned by that player B, but also whether the character data is owned by player A, in order to pass the Check link.
In the embodiment of the application, the operations of all players in the association team are proxy to the master player, in this case, the confirmation link only needs to confirm whether the target virtual element used is all of the master player, so that the code is prevented from being changed.
Step S103: and when the target virtual element passes through the confirmation link, generating a data record for the master player.
For example, a target virtual element passing through a validation link may refer to the target virtual element being owned by the master player, and a target virtual element failing through a validation link may refer to the target virtual element not being owned by the master player.
Here, the above-described trigger operation may be performed by any player in the associated team, i.e., the trigger operation may be performed for the target virtual element by the master player or the slave player in the associated team, but the generated data record is directed only to the master player.
That is, the slave players in the team operate in this virtual battle by acting as master players through the forward proxy. In the embodiment of the application, the forward proxy of the slave player reduces the Check link under the condition that a plurality of players operate the game data simultaneously in the prior art, and also avoids the change of the code of the Check link.
And when the target virtual element passes through the confirmation link, executing the game link aiming at the triggering operation according to the game running logic in the virtual fight at this time so as to generate a data record aiming at the master control player and corresponding to each link.
By way of example, a game session may include, but is not limited to, at least one of: performing operation settlement (e.g., settlement virtual character virtual combat force, blood volume value, injury value after the triggering operation) for the triggering operation; issuing a task reward for the triggering operation; and determining whether the virtual match settlement condition of the virtual match is met. That is, the data record of the corresponding one may be generated for the confirmation link, the at least one game link, respectively.
Returning to fig. 1, step S104: the generated data records are synchronized to each player within the associated team.
In the prior art, taking the example of the two players sharing the armed forces as set forth above, after player B uses the armed forces to set up army 1, a data record for player B is generated directly, as shown in fig. 2. However, since the warrior A is the warrior owned by Player A, it is also necessary to synchronize the data records to Player A via an additional protocol.
In addition, when synchronizing the data records to the player a, the data records need to be modified, taking the example that the player B uses the armed forces of the player a to construct the army 1, after generating one data record as shown in fig. 2, when synchronizing the data records to the player a, the user (user) needs to be modified from B to a, that is, the data records of the player need to be spliced, which is not intuitive.
In the embodiment of the application, all the data records needing to be synchronized in the association team depend on the change of the Master player (Master), and the modification of the data records of each Master is synchronized to the Slave player (Slave), so that the correctness and timeliness of the data records of the Slave player are ensured. And the slave player's data record is only for client reading, the specific game logic part fully uses the Master's data record.
The following describes a specific data record synchronization procedure in the embodiment of the present application.
In the embodiment of the present application, a Master table may be created for the Master, and Slave tables may be created for each Slave, respectively, for example, in the step S103 described above, when the target virtual element passes through the validation link, a data record may be inserted into the Master table. Here, the master table is a data table for recording game operations of the master player in the present virtual fight.
In this case, for each slave player, a slave table corresponding to the slave player is created, and a corresponding one of the data records is inserted in each slave table while the data record is inserted in the master table.
The process of data record synchronization and the process of data record reading by the client are described below in conjunction with fig. 3.
Fig. 3 shows a data interaction flow chart provided by an exemplary embodiment of the present application.
In this example, take two players sharing the arms to build a army as an example: player a, player B, armed forces, army 1, wherein armed forces belong to player a, player a is selected as Master, player B is Slave, and player B uses armed forces to form army 1.
In this case, player B may be proxied to Master player A, who plays the game using the Master data.
Player B composes a army 1 belonging to player a (this army 1 also belongs to player B) using player a's armed forces, thus avoiding the additional handling of Check links in the prior art scheme. And all data operations are guaranteed to be carried out on the main table, so that the follow-up data synchronization is facilitated.
After Army 1 is composed, an Army_Slave (from the table) is generated for player B. As shown in FIG. 3, army is the master table and Army_Slave is the Slave table. All data operations of the association team are carried out on the master table, and then are synchronized to the slave table through the logic Hook. The logic Hook is used for shielding the data modification, so that the data synchronization is simplified.
The logical Hook is described below by taking the master table Army and the slave table army_salve as examples: after player B uses the armed forces to compose Army 1, taking the example of generating a data record corresponding to the validation link, a data record is inserted for player a in the Army table, the key value (army_id) in the data record is 1, the user (user) is player a, and the virtual character (hereo) used is armed forces. Through logical Hook, a data record is also inserted for player B in the slave table, the key value (army_id) in the data record is 1, the user (user) is player B, and the virtual character (hereo) used is the armed nail. In the synchronization process, the reason why the data record is inserted is not concerned, and only the data record is added and the id is modified for the corresponding player in the synchronization process.
As can be seen from the above examples, the data record inserted in the master table is used to characterize the master player's record of using the target virtual element, and the data record inserted in each slave table is used to characterize the slave player's record of using the target virtual element corresponding to that slave table.
In a preferred example, the forward proxy link, validation link (and other links related to game functions) and data synchronization processes performed as described above may be performed in the server of the game. In this case, in the exemplary embodiment of the present application, the data record inserted in the master table may also be transmitted to the first game terminal corresponding to the master player, so that the first game terminal directly adds the received data record to the character data table of the master player.
That is, the first game terminal corresponding to the master player can read the data record in the master table and directly add the data record to the role data table of the master player without conversion or modification.
In addition, for each slave player, the data record inserted in the slave table corresponding to the slave player may be transmitted to the second game terminal corresponding to the slave player, so that the second game terminal updates the character data table of the slave player according to the received data record. That is, when the second game terminal corresponding to the Slave player receives the data record in the Slave table army_slave, it needs to make a conversion to add to the character data table of the Slave player.
Fig. 4 is a flowchart illustrating steps for updating a role data table corresponding to a slave player according to an exemplary embodiment of the present application.
As shown in fig. 4, in step S201, an offset value corresponding to the slave player is determined.
Here, the offset values corresponding to different slave players are different, and the offset value corresponding to each slave player is determined based on a storage area set in advance for each slave player.
For example, the storage sections may be divided in advance, game data corresponding to each player is stored in the divided different storage areas, and then the offset value corresponding to the slave player is determined based on the address difference (e.g., the number difference) between the storage area corresponding to the slave player and the storage area corresponding to the master player.
In step S202, a resume key is determined based on the key in the received data record and the determined offset value.
Here, the army_id in the slave table of the slave player represents the key value of the data record, and the sum of the offset value corresponding to the key value and the slave player is determined as the resume key value.
In step S203, the key value in the received data record is updated using the determined resume key value, and the updated data record is added to the character data table of the slave player.
That is, by the above procedure, only the key value in the slave table is required to be shifted, and the splice processing of the data record of the player is avoided.
In the embodiment of the application, the protocol is not added to synchronize the player data through the logic Hook, and the problem that the player data is not visual is solved.
Based on the same application conception, the embodiment of the present application further provides an information processing device in a game corresponding to the method provided in the foregoing embodiment, and since the principle of solving the problem by the device in the embodiment of the present application is similar to that of the information processing method in the game in the foregoing embodiment of the present application, the implementation of the device may refer to the implementation of the method, and the repetition is omitted.
Fig. 5 is a schematic structural view of an information processing apparatus in a game provided in an exemplary embodiment of the present application. As shown in fig. 5, the information processing apparatus 300 in the game includes:
the receiving module 310 receives a trigger operation of a target player for a target virtual element in the virtual match, wherein the target player is a player in an association team, and the association team comprises a master control player and at least one slave control player;
a validation module 320, responsive to the triggering operation, executing a validation procedure for the target virtual element;
a generation module 330, configured to generate a data record for the master player when the target virtual element passes through the validation link;
a synchronization module 340 synchronizes the generated data records to each player within the associated team.
In one possible implementation manner of the present application, the confirmation link is used for determining attribution of the target virtual element.
In one possible embodiment of the present application, the confirmation module 330 is further configured to: a determination is made as to whether the target virtual element is owned by the master player.
In one possible implementation of the present application, the target virtual element includes that the target virtual element is owned by the master player through a validation link.
In one possible implementation manner of the present application, the virtual elements owned by the master player include all virtual elements in a virtual element set corresponding to the association team, the virtual element set includes all virtual elements owned by all players in the association team, and/or the virtual elements owned by each slave player include all virtual elements in a virtual element set corresponding to the association team.
In one possible implementation of the present application, the receiving module 310 is further configured to: and each slave player in the association team is proxied into the master player, so that each slave player plays the game with the identity of the master player in the virtual fight.
In one possible embodiment of the present application, the generating module 330 is further configured to: and when the target virtual element passes through the confirmation link, executing the game link aiming at the triggering operation according to the game running logic in the virtual fight at this time so as to generate a data record aiming at the master control player and corresponding to each link.
In one possible embodiment of the present application, the game session includes at least one of the following: performing operation settlement for the triggering operation; issuing a task reward for the triggering operation; and determining whether the virtual match settlement condition of the virtual match is met.
In one possible embodiment of the present application, the generating module 320 is further configured to: responding to the triggering operation, inserting the data record into a main table, wherein the main table is used for recording the game operation of the master control player in the virtual fight; wherein the synchronization module 340 is further configured to: creating a slave table corresponding to each slave player for each slave player; and inserting a corresponding data record in each slave table while inserting the data record in the master table.
In one possible embodiment of the present application, the data record inserted in the master table is used to characterize the record of the master player using the target virtual element, and the data record inserted in each slave table is used to characterize the record of the slave player using the target virtual element corresponding to the slave table.
In one possible embodiment of the present application, further includes: and the sending module is used for sending the data record inserted in the main table to the first game terminal corresponding to the master player so that the first game terminal can directly add the received data record into the role data table of the master player.
In one possible implementation manner of the present application, the sending module is further configured to: for each slave player, the data record inserted in the slave table corresponding to the slave player is transmitted to the second game terminal corresponding to the slave player, so that the second game terminal updates the character data table of the slave player according to the received data record.
In one possible embodiment of the present application, the character data table corresponding to each slave player is updated by the second game terminal by: determining an offset value corresponding to the slave player; determining a resume key based on the key in the received data record and the determined offset value; and updating the key value in the received data record by using the determined recovery key value, and adding the updated data record to the role data table of the slave player.
In one possible embodiment of the present application, the offset values corresponding to different slave players are different, and each slave player's corresponding offset value is determined based on a storage area preset for each slave player.
In one possible implementation manner of the present application, the master player is a player randomly selected from the association team, or the master player is a player determined based on a selection operation of each player in the association team; the at least one slave player is a player other than the master player in the associated team.
By the information processing device, the logic of the original confirmation link is not required to be modified in the game process, and extra codes are reduced. In addition, through the logical Hook, synchronizing player data is accomplished without adding a new protocol.
Referring to fig. 6, fig. 6 is a schematic structural diagram of an electronic device according to an exemplary embodiment of the present application. As shown in fig. 6, the electronic device 400 includes a processor 410, a memory 420, and a bus 430.
The memory 420 stores machine readable instructions executable by the processor 410, and when the electronic device 400 is running, the processor 410 communicates with the memory 420 through the bus 430, and when the machine readable instructions are executed by the processor 410, the steps of the information processing method in the game in any of the embodiments described above can be executed, specifically as follows:
receiving triggering operation of a target player aiming at a target virtual element in the virtual fight, wherein the target player is a player in an association team, and the association team comprises a master control player and at least one slave control player; generating a data record for the master player in response to the triggering operation; executing a confirmation link aiming at the target virtual element; and if the target virtual element passes through the confirmation link, synchronizing the generated data record to each player in the associated team.
The embodiment of the present application further provides a computer readable storage medium, where a computer program is stored, where the computer program when executed by a processor may perform the steps of the information processing method in a game in any of the foregoing embodiments, specifically as follows:
Receiving triggering operation of a target player aiming at a target virtual element in the virtual fight, wherein the target player is a player in an association team, and the association team comprises a master control player and at least one slave control player; generating a data record for the master player in response to the triggering operation; executing a confirmation link aiming at the target virtual element; and if the target virtual element passes through the confirmation link, synchronizing the generated data record to each player in the associated team.
It will be clear to those skilled in the art that, for convenience and brevity of description, specific working procedures of the above-described system and apparatus may refer to corresponding procedures in the foregoing method embodiments, which are not described herein again. In the several embodiments provided in this application, it should be understood that the disclosed systems, devices, and methods may be implemented in other manners. The above-described apparatus embodiments are merely illustrative, for example, the division of the units is merely a logical function division, and there may be other manners of division in actual implementation, and for example, multiple units or components may be combined or integrated into another system, or some features may be omitted, or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be through some communication interface, device or unit indirect coupling or communication connection, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. The part or the part can be selected according to the actual requirement all the units achieve the purpose of the embodiment scheme.
In addition, each functional unit in each embodiment of the present application may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit.
The functions, if implemented in the form of software functional units and sold or used as a stand-alone product, may be stored in a non-volatile computer readable storage medium executable by a processor. Based on such understanding, the technical solutions of the present application may be embodied in essence or a part contributing to the prior art or a part of the technical solutions, or in the form of a software product, which is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, a server, or a network device, etc.) to perform all or part of the steps of the methods described in the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a random access Memory (Random Access Memory, RAM), a magnetic disk, or an optical disk, or other various media capable of storing program codes.
The foregoing is merely a specific embodiment of the present application, but the protection scope of the present application is not limited thereto, and any person skilled in the art can easily think about changes or substitutions within the technical scope of the present application, and the changes or substitutions are covered in the protection scope of the present application. Therefore, the protection scope of the present application shall be subject to the protection scope of the claims.

Claims (17)

1. A method of processing information in a game, the method comprising:
receiving triggering operation of a target player aiming at a target virtual element in the virtual fight, wherein the target player is a player in an association team, and the association team comprises a master control player and at least one slave control player;
responding to the triggering operation, and executing a confirmation link aiming at the target virtual element;
when the target virtual element passes through the confirmation link, generating a data record aiming at the master player;
the generated data records are synchronized to each player within the associated team.
2. The method of claim 1, wherein the validation element is used to determine the attribution of the target virtual element.
3. The method of claim 2, wherein the step of performing an acknowledgement procedure for the target virtual element comprises: determining whether the target virtual element is owned by the master player;
And the target virtual element comprises all the target virtual elements for the master player through a confirmation link.
4. The method of claim 3, wherein the virtual elements owned by the master player comprise all virtual elements in a set of virtual elements corresponding to the association team, the set of virtual elements comprising virtual elements owned by all players in the association team,
and/or, the virtual elements owned by each slave player comprise all virtual elements in the virtual element set corresponding to the association team.
5. The method as recited in claim 1, further comprising:
and each slave player in the association team is proxied into the master player, so that each slave player plays the game with the identity of the master player in the virtual fight.
6. The method of claim 1, wherein the step of generating a data record for the master player when the target virtual element passes a validation link comprises:
and when the target virtual element passes through the confirmation link, executing the game link aiming at the triggering operation according to the game running logic in the virtual fight at this time so as to generate a data record aiming at the master control player and corresponding to each link.
7. The method of claim 6, wherein the game piece comprises at least one of:
performing operation settlement for the triggering operation;
issuing a task reward for the triggering operation;
and determining whether the virtual match settlement condition of the virtual match is met.
8. The method of claim 1, wherein the step of generating a data record for the master player comprises:
responding to the triggering operation, inserting the data record into a main table, wherein the main table is used for recording the game operation of the master control player in the virtual fight;
wherein synchronizing the generated data records to each player within the associated team comprises:
creating a slave table corresponding to each slave player for each slave player;
at the same time as the data record is inserted in the main table, a corresponding one of the data records is inserted in each slave table.
9. The method of claim 8, wherein the data record inserted in the master table is used to characterize a master player's use of the target virtual element, and the data record inserted in each slave table is used to characterize a slave player's use of the target virtual element corresponding to the slave table.
10. The method as recited in claim 8, further comprising:
and sending the data record inserted in the master table to a first game terminal corresponding to the master player, so that the first game terminal directly adds the received data record into the role data table of the master player.
11. The method as recited in claim 8, further comprising:
for each slave player, the data record inserted in the slave table corresponding to the slave player is transmitted to the second game terminal corresponding to the slave player, so that the second game terminal updates the character data table of the slave player according to the received data record.
12. The method of claim 11, wherein the character data table corresponding to each slave player is updated by the second game terminal by:
determining an offset value corresponding to the slave player;
determining a resume key based on the key in the received data record and the determined offset value;
and updating the key value in the received data record by using the determined recovery key value, and adding the updated data record to the role data table of the slave player.
13. The method of claim 12, wherein the offset values for different slave players are different, the offset value for each slave player being determined based on a storage area preset for each slave player.
14. The method of claim 1, wherein the master player is a player randomly selected from the association team or the master player is a player determined based on a selection operation of each player in the association team;
the at least one slave player is a player other than the master player in the associated team.
15. An information processing apparatus in a game, the apparatus comprising:
the receiving module is used for receiving triggering operation of a target player aiming at a target virtual element in the virtual fight, wherein the target player is a player in an association team, and the association team comprises a master control player and at least one slave control player;
the confirmation module is used for responding to the triggering operation and executing a confirmation link aiming at the target virtual element;
the generation module is used for generating a data record aiming at the master control player when the target virtual element passes through the confirmation link;
and the synchronization module synchronizes the generated data records to each player in the associated team.
16. An electronic device, comprising: a processor, a storage medium and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating over the bus when the electronic device is running, the processor executing the machine-readable instructions to perform the steps of the method of any one of claims 1 to 14.
17. A computer-readable storage medium, characterized in that it has stored thereon a computer program which, when executed by a processor, performs the steps of the method according to any of claims 1 to 14.
CN202310179578.7A 2023-02-22 2023-02-22 Information processing method and device in game, electronic equipment and storage medium Pending CN116407850A (en)

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CN202310179578.7A CN116407850A (en) 2023-02-22 2023-02-22 Information processing method and device in game, electronic equipment and storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202310179578.7A CN116407850A (en) 2023-02-22 2023-02-22 Information processing method and device in game, electronic equipment and storage medium

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CN116407850A true CN116407850A (en) 2023-07-11

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