CN117101147A - Game editing method, game editing device, storage medium and electronic apparatus - Google Patents

Game editing method, game editing device, storage medium and electronic apparatus Download PDF

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Publication number
CN117101147A
CN117101147A CN202311220305.9A CN202311220305A CN117101147A CN 117101147 A CN117101147 A CN 117101147A CN 202311220305 A CN202311220305 A CN 202311220305A CN 117101147 A CN117101147 A CN 117101147A
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China
Prior art keywords
editing
game
client
edited
scene
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CN202311220305.9A
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Chinese (zh)
Inventor
贾若愚
李志轶
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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Priority to CN202311220305.9A priority Critical patent/CN117101147A/en
Publication of CN117101147A publication Critical patent/CN117101147A/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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The disclosure provides a game editing method, a game editing device, a storage medium and electronic equipment, and relates to the technical field of computer and man-machine interaction. The method comprises the following steps: creating a game scene to be edited through a first client of the main editing game account; responding to a synchronous editing invitation instruction aiming at a game scene to be edited through a first client, initiating synchronous editing invitation to a candidate game account, and controlling the first client to enter a common editing mode; controlling at least a second client for synchronously editing the game account to enter a common editing mode, and displaying a game scene to be edited; controlling a first client to update a game scene to be edited according to the received synchronous update information; and responding to a saving instruction aiming at the game scene to be edited through the first client, and saving a local map file corresponding to the game scene to be edited according to the game scene to be edited currently displayed by the first client. The method and the device improve the editing efficiency of the game scene and ensure the accuracy of the local map file.

Description

Game editing method, game editing device, storage medium and electronic apparatus
Technical Field
The present disclosure relates to the field of computer and human-computer interaction technologies, and in particular, to a game editing method, a game editing device, a computer readable storage medium, and an electronic apparatus.
Background
With the development of computer and man-machine interaction technology, games have become one of the important ways of people's daily leisure and recreation. In some games, editing of the game scene is allowed. For example, a user may add a scene component to a game scene and edit the position, size, etc. of the scene component to obtain a desired game scene layout.
In the related art, the editing efficiency of the game scene is generally low, and the time cost required by the user to edit the game scene is high.
Disclosure of Invention
The present disclosure provides a game editing method, a game editing device, a computer-readable storage medium, and an electronic apparatus to improve editing efficiency of a game scene at least to some extent.
According to a first aspect of the present disclosure, there is provided a game editing method, the method comprising: creating a game scene to be edited through a first client of the main editing game account; the game scene to be edited comprises a scene component, wherein the scene component is a component which is set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in a game running scene; initiating synchronous editing invitation to one or more candidate game account numbers through the first client in response to a synchronous editing invitation instruction aiming at the game scene to be edited, and controlling the first client to enter a common editing mode; controlling at least a second client for synchronously editing the game account to enter the common editing mode and displaying the game scene to be edited; the synchronous editing game account is a game account which accepts the synchronous editing invitation in the one or more candidate game accounts; controlling the first client to update the game scene to be edited according to the received synchronous update information; the synchronous update information comprises update information generated by the first client in response to the received editing operation and update information generated by the second client in response to the received editing operation in the common editing mode; and responding to a storage instruction aiming at the game scene to be edited through the first client, and storing a local map file corresponding to the game scene to be edited according to the game scene to be edited currently displayed by the first client.
According to a second aspect of the present disclosure, there is provided a game editing device, the device comprising: the game scene creation module is configured to create a game scene to be edited through a first client of the main editing game account; the game scene to be edited comprises a scene component, wherein the scene component is a component which is set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in a game running scene; the invitation processing module is configured to respond to a synchronous editing invitation instruction aiming at the game scene to be edited through the first client, initiate synchronous editing invitations to one or more candidate game account numbers and control the first client to enter a common editing mode; the second client control module is configured to control at least one second client for synchronously editing the game account to enter the common editing mode and display the game scene to be edited; the synchronous editing game account is a game account which accepts the synchronous editing invitation in the one or more candidate game accounts; the first client control module is configured to control the first client to update the game scene to be edited according to the received synchronous update information; the synchronous update information comprises update information generated by the first client in response to the received editing operation and update information generated by the second client in response to the received editing operation in the common editing mode; and responding to a storage instruction aiming at the game scene to be edited through the first client, and storing a local map file corresponding to the game scene to be edited according to the game scene to be edited currently displayed by the first client.
According to a third aspect of the present disclosure, there is provided a computer readable storage medium having stored thereon a computer program which, when executed by a processor, implements the game editing method of the first aspect described above and possible implementations thereof.
According to a fourth aspect of the present disclosure, there is provided an electronic device comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform the game editing method of the first aspect and possible implementations thereof via execution of the executable instructions.
The technical scheme of the present disclosure has the following beneficial effects:
on one hand, the method realizes that a plurality of game accounts edit the game scene together, improves the editing efficiency of the game scene, and reduces the time cost of editing the game scene by a single game account. On the other hand, different authorities are set for the main editing game account number for creating the game scene to be edited and other synchronous editing game account numbers for participating in common editing, for example, the main editing game account number can invite the synchronous editing game account number, a local map file is stored by taking the game scene to be edited on the first client side as a reference, and the main editing game account number is taken as a reference instead of the editing game scene on the server or the second client side, so that the synchronous editing process is ensured to take the main editing game account number as a main reference, the accuracy of the local map file is ensured, the requirement of game scene editing is met, the interaction times of the first client side and the server are reduced, and the processing efficiency is improved.
Drawings
Fig. 1 shows a system architecture diagram in the present exemplary embodiment;
fig. 2 shows a flowchart of a game editing method in the present exemplary embodiment;
fig. 3 shows a schematic diagram of a game scene to be edited in the present exemplary embodiment;
fig. 4A shows an interface diagram for setting a viewing angle in the present exemplary embodiment;
fig. 4B shows a schematic diagram of the observation angle in the present exemplary embodiment;
fig. 4C shows a schematic diagram of a game viewing angle in the present exemplary embodiment;
FIG. 5A illustrates a schematic diagram of a master edit game account initiating a synchronization edit invitation in the present exemplary embodiment;
FIG. 5B illustrates an interface diagram of selecting a candidate game account in the present exemplary embodiment;
FIG. 5C illustrates a synchronized edit invitation interface for a candidate game account in the present exemplary embodiment;
fig. 6 shows a flowchart of acquiring the latest game scene to be edited in the present exemplary embodiment;
fig. 7 shows a schematic diagram of synchronizing a game scene to be edited in the present exemplary embodiment;
FIG. 8A shows a schematic diagram of an edit overview interface in the present exemplary embodiment;
FIG. 8B shows a schematic diagram of another edit overview interface in the exemplary embodiment;
Fig. 9 is a schematic diagram showing the structure of a game editing device in the present exemplary embodiment;
fig. 10 shows a schematic structural diagram of an electronic device in the present exemplary embodiment.
Detailed Description
Exemplary embodiments of the present disclosure will be described more fully hereinafter with reference to the accompanying drawings.
The drawings are schematic illustrations of the present disclosure and are not necessarily drawn to scale. Some of the block diagrams shown in the figures may be functional entities and do not necessarily correspond to physically or logically separate entities. These functional entities may be implemented in software, or in hardware modules or integrated circuits, or in networks, processors or microcontrollers. Embodiments may be embodied in many forms and should not be construed as limited to the examples set forth herein. The described features, structures, or characteristics of the disclosure may be combined in any suitable manner in one or more embodiments. In the following description, numerous specific details are provided to give a thorough description of embodiments of the present disclosure. However, it will be recognized by one skilled in the art that one or more of the specific details may be omitted, or other methods, components, devices, steps, etc. may be used instead of one or more of the specific details in implementing the aspects of the present disclosure.
The inventor discovers that in the current game, a user can only edit a game scene created by the user, and the whole process of editing the game scene needs to be completed by one person of the user, so that the editing efficiency is low.
In view of the above, exemplary embodiments of the present disclosure provide a game editing method.
Fig. 1 shows a system architecture diagram of an operating environment of the present exemplary embodiment. The system architecture may include a first client 110, a second client 120, and a server 130. Wherein the first client 110, the second client 120 are terminal devices that install and run game client programs. The terminal device may be a mobile phone, a tablet computer, a personal computer, an intelligent wearable device, a game machine, or the like, which has a display function and is capable of displaying a graphical user interface, and the graphical user interface may include an interface of an operating system or an interface of an application program, or the like. The first client 110 and the second client 120 may be clients logging in different game accounts, for example, the first client 110 is a client for editing a game account, and the second client 120 is a client for editing a game account synchronously. The server 130 is generally referred to as a background system for providing the game service in the present exemplary embodiment, and may be one server or a cluster of multiple servers. The server 130 is deployed with a game server program for executing game data processing of the server. The first client 110, the second client 120, and the server 130 may form a connection through a wired or wireless communication link for data transmission.
In one embodiment, the game editing method may be implemented and executed based on a cloud interaction system. The cloud interaction system may be the system architecture described above. Various cloud applications can be run under the cloud interaction system, for example: and (5) cloud game. Taking cloud game as an example, cloud game refers to a game mode based on cloud computing. In the cloud game operation mode, the game program operation main body and the game picture presentation main body are separated, and the storage and operation of the control and interaction method in the game are completed on a cloud game server (such as the server 130), and the cloud game client (such as the first client 110 or the second client 120) is used for receiving and sending data and presenting the game picture. For example, the cloud game client may be a display device with a data transmission function near the user side, such as a mobile terminal, a television, a computer, a palm computer, etc.; and the cloud game server for information processing is a cloud game server. When playing a game or editing a game scene, a user operates a cloud game client to send an operation instruction to a cloud game server, the cloud game server runs a game according to the operation instruction, codes and compresses data such as a game picture and the like, returns the data to the cloud game client through a network, and finally decodes the data through the cloud game client and outputs the game picture.
The game editing method in the present exemplary embodiment may be performed by any one or more of the first client 110 and the second client 120.
In one embodiment, referring to fig. 2, the game editing method may include the following steps S210 to S250:
step S210, creating a game scene to be edited through a first client of a main editing game account; the game scene to be edited comprises a scene component, wherein the scene component is a component set in the game scene to be edited in response to a scene component setting instruction, and is configured to generate a corresponding virtual scene model in a game running scene;
step S220, a synchronous editing invitation instruction for a game scene to be edited is responded through the first client, synchronous editing invitations are initiated to one or more candidate game account numbers, and the first client is controlled to enter a common editing mode;
step S230, controlling at least a second client side for synchronously editing the game account to enter a common editing mode, and displaying a game scene to be edited; the synchronous editing game account is a game account which accepts synchronous editing invitation in the one or more candidate game accounts;
step S240, the first client is controlled to update the game scene to be edited according to the received synchronous update information; the synchronous update information comprises update information generated by the first client side in response to the received editing operation and update information generated by the second client side in response to the received editing operation in a common editing mode;
Step S250, responding to a saving instruction for the game scene to be edited through the first client, and saving a local map file corresponding to the game scene to be edited according to the game scene to be edited currently displayed by the first client.
In the method shown in fig. 2, on one hand, the method realizes that a plurality of game accounts edit a game scene together, improves the editing efficiency of the game scene, and reduces the time cost of editing the game scene by a single game account. On the other hand, different authorities are set for the main editing game account number for creating the game scene to be edited and other synchronous editing game account numbers for participating in common editing, for example, the main editing game account number can invite the synchronous editing game account number, a local map file is stored by taking the game scene to be edited on the first client side as a reference, and the main editing game account number is taken as a reference instead of the editing game scene on the server or the second client side, so that the synchronous editing process is ensured to take the main editing game account number as a main reference, the accuracy of the local map file is ensured, the requirement of game scene editing is met, the interaction times of the first client side and the server are reduced, and the processing efficiency is improved.
Each step in fig. 2 is described in detail below.
Referring to fig. 2, in step S210, a game scene to be edited is created by a first client of a main editing game account; the game scene to be edited comprises a scene component, wherein the scene component is a component set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in a game running scene.
The game account creating method comprises the steps of creating a game account of a game scene to be edited as a main editing game account of the game scene to be edited, and having main editing authorities. In one embodiment, only one master editing game account number of a game scene to be edited may be limited to prevent instruction conflict caused by a plurality of master editing game account numbers.
The master editing game account may create a game scene as the game scene to be edited, or may select a created game scene (typically created earlier by the master editing game account) as the game scene to be edited. The game scene to be edited can comprise scene background and one or more generated scene components, wherein the scene components can be scene components of the game scene to be edited (such as a game program can provide a plurality of different types of preset game scenes, a user can select a certain preset game scene to edit, and the scene components are originally provided with the scene components), and can also be scene components generated by editing a main editing game account. The scene component may be a person, thing or a partial person, thing in the game, such as an NPC (Non-Player Character), etc. After the game scene editing is completed, when the game scene to be edited is loaded and operated as a game running scene, a scene component in the game scene to be edited can generate a corresponding virtual scene model in the game running scene.
The scene component may be set in the game scene to be edited by the scene component setting instruction. In one embodiment, where a game scene to be edited is displayed, one or more scene component selection controls may also be displayed in the graphical user interface, the scene component setting instructions being instructions implemented by the scene component selection controls. FIG. 3 is a schematic diagram illustrating a game scenario to be edited and a scenario component selection control, which may include controls of "block component," "cylindrical component," "semi-cylindrical component," etc., that may generate a corresponding scenario component in the game scenario to be edited, such as a user clicking on the "block component" control, in response to a user (e.g., a master editing game account number) operating the control, and may generate a block component in the game scenario to be edited.
In one embodiment, the game program may be self-contained with one or more scene components, such as scene components that may be preconfigured by an artist and stored in the game program, and may provide their corresponding scene component selection controls so that a player may conveniently use these scene components for game scene editing, such as may add a scene component in a game scene to be edited.
In one embodiment, the scene components may be preconfigured by the player, who may obtain scene components that were originally absent in the game program by modeling in the game scene to be edited or other editing interfaces, or may combine the original scene components in the game program to form a combined scene component. For a player pre-configured scene component, a corresponding scene component selection control may also be provided. When the scene component is preconfigured, one or more of the information of the size, position, direction, color, texture, shape, etc. of the scene component can be configured. Thus, when a user uses the scene components in a game scene to be edited, the configured information can be directly called, and the game scene editing method is very convenient and efficient. Of course, the user may also adjust the configured information in the scene component, such as adjusting one or more of the above information, so as to better meet the needs and preferences of the user.
In one embodiment, a virtual camera may be provided in the game scene to be edited. The virtual camera is a tool for simulating a real camera in a game program to shoot a game scene picture, can be arranged at any position in a game scene to be edited, shoots the game scene at any view angle, namely the virtual camera can have any pose in the game scene, and the pose can be fixed or dynamically changed. In addition, any number of virtual cameras can be arranged in the game scene to be edited, and different virtual cameras can shoot different game scene pictures.
Referring to fig. 4A, a game scene to be edited may present two different viewing angles, namely, an observation viewing angle and a game viewing angle, and a user may select which viewing angle to use in a relevant setting interface of the game scene to be edited. The viewing angle means that the game scene to be edited is viewed at a third person's viewing angle, and as shown in fig. 4B, under the viewing angle, the user may not manipulate the game character in the game scene to be edited, but directly manipulate the virtual camera to move the viewing angle (the virtual camera is not displayed). The game view angle refers to a view angle of a first person to observe a game scene to be edited, and referring to fig. 4C, under the game view angle, a user may control a certain game character in the game scene to be edited, the game character may be bound to the virtual camera, that is, the position relationship between the game character and the virtual camera is fixed, for example, the game character may be located at a focus of the virtual camera, and when the user controls the game character to move, the virtual camera moves synchronously, thereby moving the view angle. Of course, under the observation view angle, an invisible game character can be set in the game scene to be edited, which is equivalent to hiding the game character in fig. 4C, and the user can move the virtual camera by moving the game character when moving the view angle. Under the observation view angle or the game view angle, a virtual rocker, an up-shift or down-shift control and the like can be arranged in the game scene to be edited, and a user can move the virtual camera or move the game character by operating the control.
In an embodiment, the creating the game scene to be edited by the first client of the main editing game account may include the following steps:
and running a local map file corresponding to the game scene to be edited through the first client of the main editing game account to generate the game scene to be edited.
Wherein, the game scene can be stored in the form of a map file. The local map file may be stored in a cache or in a nonvolatile memory. When the first client creates a game scene to be edited, a corresponding local map file can be generated. The first client generates and displays a game scene to be edited by running and loading a local map file.
With continued reference to fig. 2, in step S220, a synchronization editing invitation is initiated to one or more candidate game account numbers by the first client in response to a synchronization editing invitation instruction for a game scene to be edited, and the first client is controlled to enter a common editing mode.
The synchronous editing means that a plurality of clients edit one game scene at the same time, and in the editing process, the game scenes displayed on different clients are the same, that is, each client can display the editing conditions of other clients. The master editing game account number may input a synchronization editing invitation instruction for the game scene to be edited to invite other game accounts to participate in common editing of the game scene to be edited. The candidate game account number may be selected by the master edit game account number or may be automatically determined by the game program. For example, the master edit game account may select one or more invited objects, i.e., candidate game accounts, in the buddy list upon input of the synchronization edit invitation instruction. Or when the main editing game account number inputs the synchronous editing invitation instruction, the game program can take the game account numbers meeting the conditions in the friend list as candidate game account numbers. The first client responds to the synchronous editing invitation instruction and initiates synchronous editing invitation to the candidate game account, the synchronous editing invitation can reach the client of the candidate game account through the server, the candidate game account can select whether to accept the invitation, if yes, the synchronous editing game account of the game scene to be edited is obtained, and the synchronous editing authority of the game scene to be edited is obtained.
The present disclosure does not limit the timing of the first client entering the common editing mode of the game scene to be edited. For example, the master editing game account may first perform a common editing trigger operation to trigger the first client to enter the common editing mode before the synchronization invitation instruction is input. Or after initiating the synchronous editing invitation to the candidate game account, the first client enters a common editing mode. Or after the first client initiates the synchronous editing invitation to the candidate game account, if the candidate game account accepts the invitation, the first client enters a common editing mode, and the candidate game account accepting the invitation (i.e. the synchronous editing game account) also enters the common editing mode.
In one embodiment, the step of initiating, by the first client, a synchronous editing invitation to one or more candidate game accounts in response to a synchronous editing invitation instruction for a game scene to be edited, and controlling the first client to enter a common editing mode may include the following steps:
and responding to a synchronous editing invitation instruction aiming at the game scene to be edited in the single editing mode through the first client, initiating synchronous editing invitation to one or more candidate game accounts, and controlling the first client to switch from the single editing mode to the common editing mode.
The single person editing mode is a mode in which only one game account is allowed to edit a game scene, and is generally a mode in which only a creator of the game scene is allowed to edit. For example, if the main editing game account performs conventional editing on the game scene to be edited, a single person editing mode is entered, in which the main editing game account can operate to generate a synchronous editing invitation instruction, and in the case of initiating a synchronous editing invitation to the candidate game account, the main editing game account can switch from the single person editing mode to the common editing mode. The switching process may be embodied in a visual manner, such as by presenting a switching interface, and displaying related text information, such as "entering a common edit mode". Therefore, the master editing game account can conveniently initiate synchronous editing invitation and flexibly switch between a single editing mode and a common editing mode.
The server may generate a process corresponding to a common editing mode of the game scene to be edited, by which the relevant data processing in the common editing mode is processed. The process may be isolated from other processes to ensure data security and accuracy.
With continued reference to fig. 2, in step S230, controlling at least a second client terminal for synchronously editing the game account to enter a common editing mode, and displaying a game scene to be edited; the synchronous editing game account is a game account which accepts synchronous editing invitation in the one or more candidate game accounts.
Fig. 5A shows a schematic diagram of a master editing game account initiating a synchronous editing invitation, where the master editing game account may select a member management option in a setting interface of a game scene to be edited, trigger to display a member management interface, where member information of the game scene to be edited is displayed, and only an avatar of the master editing game account is displayed since only the master editing game account is editing the game scene to be edited. The main edit game account may click on the "+" sign in the member management interface to trigger inviting other users to participate in the common edit, such as may trigger displaying the interface shown in fig. 5B. FIG. 5B illustrates an interface diagram for selecting candidate game accounts from which a master edit game account may be selected and determined, whereby candidate game accounts are determined and a synchronized edit invitation is initiated thereto, displaying invited friends. FIG. 5C illustrates a synchronized edit invitation interface diagram for a candidate game account. After the main editing game account initiates the synchronous editing invitation to the candidate game account, the candidate game account can see the information of the synchronous editing invitation, the candidate game account can select to accept the invitation (namely 'determination' shown in fig. 5C) or reject the invitation (namely 'cancellation' shown in fig. 5C), if the invitation is accepted, the candidate game account becomes the synchronous editing game account of the game scene to be edited, and the candidate game account is triggered to jump to the game scene to be edited, and the common editing mode is entered.
In one embodiment, when the second client controlling at least one of the game account numbers to be edited simultaneously enters the common editing mode and displays the game scene to be edited, the game editing method may further include the steps of:
if the synchronous editing game account adopts a game view angle, taking the current position of the main editing game account in the game scene to be edited as the initial position of the synchronous editing game account in the game scene to be edited; and if the synchronous editing game account adopts an observation view angle, taking the preset position as the initial position of the synchronous editing game account in the game scene to be edited.
The current position of the main editing game account in the game scene to be edited is the position of the virtual camera or the controllable game character under the view angle of the game scene to be edited displayed on the first client, for example, the position of the game character in fig. 4C may be the position of the game character. The preset position may be any specified position in the game scene to be edited, for example, may be an origin position of a world coordinate system of the game scene to be edited. When the second client enters the common editing mode, if the viewing angle set by the synchronous editing game account is the game viewing angle, the current position of the main editing game account is used as the initial position in the game scene to be edited, namely, when the synchronous editing game account starts to see the game scene to be edited, the current position and the viewing angle of the main editing game account are consistent, so that the synchronous editing game account can observe the game scene to be edited at the viewing angle of the main editing game account, and the current editing condition is easier to see. If the viewing angle set by the synchronously edited game account is the viewing angle, the preset position is used as the initial position in the game scene to be edited, so that the overall situation of the game scene to be edited is easier to see.
In one embodiment, when the second client enters the common editing mode, in addition to limiting the initial position of the synchronous editing game account in the game scene to be edited, the subsequent movement of the synchronous editing game account can be unrestricted, and the synchronous editing game account can freely move in the game scene to be edited without keeping consistent with the position or viewing angle of the main editing game account. Of course, an option of viewing angle following may also be set in the common editing mode, by which the master editing game account or the synchronous editing game account can determine the viewing angle of any game account in the following common editing mode.
In one embodiment, the game editing method may further include the steps of:
responding to the operation of removing any synchronous editing game account through the first client, and requesting the server to remove the synchronous editing game account;
and under the condition that the synchronous editing game account is removed, controlling a second client of the synchronous editing game account to exit the common editing mode.
The master editing game account can invite the synchronous editing game account, and remove the synchronous editing game account, for example, any one or more synchronous editing game accounts can be removed in the member management interface shown in fig. 5A. Any synchronously edited game account is referred to herein as synchronously edited game account i. The first client transmits a removal request to the server in response to the operation of removing the synchronous editing game account i. The server may verify the removal request, such as verifying whether the game account from which the removal request was sent is a master edit game account. And after verification, the server sends a removal instruction to a second client for synchronously editing the game account i, and the second client exits the common editing mode in response to the instruction. After exiting the common editing mode, the display of the game scene to be edited can be canceled, for example, the interface on which the synchronous editing game account i is positioned before receiving the synchronous editing invitation can be jumped back. The scheme enables the master editing game account to flexibly manage the synchronous editing game account so as to protect the game scene to be edited. For example, a malicious synchronous editing game account may exist, malicious editing is performed on the game scene to be edited (for example, a scene component of which the main editing game account has completed editing is deleted), and the main editing game account is removed in time, so that the game scene to be edited can be protected.
With continued reference to fig. 2, in step S240, the first client is controlled to update the game scene to be edited according to the received synchronization update information; the synchronous update information includes update information generated by the first client in response to the received editing operation and update information generated by the second client in response to the received editing operation in the common editing mode.
In one embodiment, the synchronization update information may be synchronization status information, including status information of individual scene components in the game scene to be edited, and the like. For example, the server may aggregate the update information of the first client and the update information of the second client, determine the latest state of each scene component in the game scene to be edited, generate synchronization status information, and send the synchronization status information to the first client. After receiving the synchronization status information, the first client can cover the original status information in the saved game scene to be edited, thereby realizing the update of the game scene to be edited.
In one embodiment, the synchronization update information may be a synchronization editing instruction, including an instruction generated by the first client in response to a received editing operation and an instruction generated by the second client in response to a received editing operation in a common editing mode; controlling the first client to update the game scene to be edited according to the received synchronous update information, including:
And controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction, and updating the local map file.
The synchronous editing instruction received by the first client is an instruction generated by editing operations of all game accounts in a common editing mode. The synchronous editing instruction can be concentrated on the first client to be executed so as to edit the game scene to be edited displayed on the first client, so that the master editing game account number can see the editing summarization condition of all game account numbers. Therefore, the common editing process is ensured to be based on the game scene to be edited on the first client side, the dominant position of the main editing game account is ensured, the server is not required to execute the editing process, and the server pressure is reduced.
When editing a game scene to be edited, the first client can store the latest data of the game scene to be edited into the local map file so as to update the local map file to enable the local map file to correspond to the latest game scene to be edited.
In one embodiment, the first client may load the local map file stored in the nonvolatile storage into a cache (or other volatile storage) for ease of distinction, where the local map file in the nonvolatile storage is referred to as a first local map file, and the local map file in the cache is referred to as a second local map file. And the first client generates and displays the game scene to be edited by running the second local map file. In the case that the first client is in the common editing mode, the data of the game scene to be edited may be saved to the second local map file in real time or periodically, so as to update the second local map file, for example, the second local map file may be updated after each execution of the synchronous editing instruction. If the main editing game account number performs an instruction of saving the game scene to be edited in the common editing mode, the first client may write back the second local map file to the nonvolatile storage to cover the first local map file, thereby completing updating of the first local map file.
In an embodiment, the controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction may include the following steps:
and controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction in each unit editing time.
The unit editing time is a periodic time for collecting and executing a synchronous editing instruction, for example, the periodic time can be 1 second, 5 seconds and other time periods, and the time period of the unit editing time can be determined according to one or more factors of experience, complexity of a game scene to be edited, number of synchronous editing game accounts, network conditions among a first client, a second client and a server, performance of the first client and the like. The first client may execute the synchronous editing instruction with the unit editing time as a period, for example, may collect the synchronous editing instruction in each unit editing time, execute the synchronous editing instruction at the end time of the unit editing time, and may combine and execute the synchronous editing instruction received in the unit editing time, for example, there are multiple movement instructions for the same scene component, and may only execute the last movement instruction after combining. Alternatively, the first client may sequentially execute the respective synchronous editing instructions according to the receiving time or the generating time sequence of the synchronous editing instructions. In one embodiment, the server may aggregate the synchronized editing instructions in each unit editing time and send the aggregated synchronized editing instructions to the first client, and the synchronized editing instructions are executed by the first client. By executing the synchronous editing instruction with the unit editing time as a period, the pressure of one or more of the first client, the second client and the server can be reduced, and the efficiency can be improved.
In one embodiment, the synchronization editing instruction received by the first client may include two parts: the first client generates a synchronous editing instruction, namely a synchronous editing instruction for editing operation by a main editing game account; and the second is a synchronous editing instruction received by the first client from the outside (such as a server), namely a synchronous editing instruction for editing operation by synchronously editing the game account.
In one embodiment, after controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction, the game editing method may further include the steps of:
controlling the second client to receive a missing editing instruction of the second client, and editing a game scene to be edited according to the missing editing instruction and an instruction generated by the second client in response to the received editing operation in a common editing mode; the missing edit instruction includes an instruction generated by the first client in response to the received edit operation and/or an instruction generated by the other second client in response to the received edit operation in the common edit mode.
The deletion editing instruction refers to an operation instruction which is not locally generated by the second client and is from the first client and other second clients. After the first client executes the summarized synchronous editing instruction, each second client may obtain the missing editing instruction from the server or the first client. For example, after the first client executes the summarized synchronous editing instruction successfully, feedback may be sent to the server, and after the server receives the feedback, the server sends a missing editing instruction to each second client. It should be appreciated that the exact editing instructions for each second client may be different. Each second client combines the received deletion editing instruction and the locally generated instruction, and is equivalent to the summarized synchronous editing instruction. The second client can edit the game scene to be edited according to the game scene to be edited, so that the game scenes to be edited on the first client and the second client are kept consistent, and the requirement of synchronous editing is met.
In one embodiment, the first client and the second client can be set to use only the existing scene components in the editing process. Or, the first client, the second client and the shared use scene component can be set in the editing process. For example, the main editing game account is preconfigured with a custom scene component (e.g., may be a scene component combination), and during editing, the main editing game account may use a corresponding scene component selection control to generate the scene component in the game scene to be edited. If the scene component is not preconfigured in the synchronous editing game account, the corresponding scene component selection control cannot be used for generating the scene component in the game scene to be edited.
With continued reference to fig. 2, in step S250, a local map file corresponding to the game scene to be edited is saved according to the game scene to be edited currently displayed by the first client in response to the save instruction for the game scene to be edited.
In the common editing mode, only the main editing game account number can be set to store the game scene to be edited, and the main editing game account number and the synchronous editing game account number can both be set to store the game scene to be edited. The first client responds to a saving instruction for saving the game scene to be edited, and saves the local map file according to the game scene to be edited (namely the latest game scene to be edited) currently displayed by the first client.
The instruction for saving the game scene to be edited can be an instruction generated by the main editing game account to save, or can be an automatically triggered instruction. For example, in a common edit mode of a game scene to be edited, a save control may be provided that may be manually operated by the master editing game account number to trigger generation of save instructions. Alternatively, in the common editing mode of the game scene to be edited, the automatic generation of the save instruction may be triggered at regular intervals (e.g., at 1 minute intervals, or at the end of each unit editing time) to perform automatic save. Or after the first client edits the game scene to be edited each time to change the game scene to be edited, the first client can trigger automatic generation of the storage instruction. Or, allowing the synchronous editing game account in the common editing mode to perform a saving operation, wherein the saving operation triggers a saving request to be sent to a server, the server further sends a saving instruction for the game scene to be edited to a first client, and the first client responds to the receiving of the saving instruction to save a local map file corresponding to the game scene to be edited.
The first client can write the information of the currently displayed game scene to be edited into a local map file so as to realize the storage of the game scene to be edited. In one embodiment, the local map file in step S250 may be a first local map file stored in the nonvolatile storage of the first client. For example, the information of the game scene to be edited is stored in a second local map file in the cache, and the second local map file can be covered on the first local map file, so that the first local map file is saved and updated.
The current game scene to be edited displayed by the first client is the latest game scene to be edited at the current moment, so that the local map file stored at the current moment is ensured to be the latest game scene information to be edited. The method has the advantages that the game scene to be edited on the first client side is taken as a reference, the local map file is stored, and the editing game scene on the server or the second client side is taken as a reference, so that the synchronous editing process is ensured to take the main editing game account number as a leading factor, and the accuracy of the local map file is ensured. And the interaction times between the first client and the server are reduced, and the processing efficiency is improved.
In one embodiment, after saving the local map file corresponding to the game scene to be edited according to the game scene to be edited currently displayed by the first client, the game editing method may further include the steps of:
controlling a first client to synchronize a local map file to a server;
and responding and triggering synchronous update of the game scene to be edited through the second client, and acquiring the local map file from the server.
The local map file stored by the first client is synchronized to the server, so that the server can conveniently further synchronize the local map file to the second client or other clients. Storing a copy of the local map file on the server can increase the data security of the local map file, for example, when the local map file on the first client is deleted or damaged carelessly, recovery can be achieved based on the local map file stored on the server. In one embodiment, the server may store the local map files stored and synchronized by the first client at different time points, which is equivalent to backup of the game scene to be edited at different time points, so that the first client can rollback the game scene to be edited to a certain time point, thereby further improving the convenience of editing by the user.
The second client side responds to triggering synchronous update of the game scene to be edited, a local map file can be obtained from the server to be stored in the local of the second client side, and if the local map file corresponding to the scene to be edited is originally stored in the second client side, the local map file obtained from the server can be used for covering the original local map file, so that the game scene to be edited is ensured to be consistent with the first client side.
In one embodiment, the synchronized update of the game scene to be edited is triggered when one or more of the following conditions are met: (1) and closing the common editing mode, namely triggering the common editing mode to close when the main editing game account exits the common editing mode or the first client is disconnected with the server in the common editing mode, and triggering synchronous updating of the game scene to be edited when the second client exits the common editing mode, so that the second client acquires a local map file from the server, and the game scene to be edited stored when the first client and the second client exit the common editing mode is consistent. (2) The second client enters a common editing mode, if the candidate game account accepts the synchronous editing invitation, the second client enters the common editing mode, and synchronous updating of the game scene to be edited can be triggered at the moment, so that the second client obtains a local map file from the server, and the record and the displayed game scene to be edited of the second client are consistent with those of the first client in the common editing mode. (3) The second client receives an update instruction or a save instruction for the game scene to be edited, the update instruction or the save instruction can be generated by manual operation of the synchronous editing game account, the synchronous editing game account can be automatically generated by the second client or the server, the update instruction or the save instruction can be generated by operating an update control or a save control in a common editing mode, or the second client or the server can automatically generate the update instruction or the save instruction periodically or in response to a specific event (such as when network condition fluctuation is detected) so as to trigger the second client to acquire a local map file, and update or save of the game scene to be edited is realized. (4) When a predetermined update time is reached, for example, a fixed time interval (for example, every 3 minutes in the common editing mode) or a fixed time interval (for example, 22 points per day) is set, a local map file is obtained from the server, and data of the game scene to be edited local to the second client is updated.
In one embodiment, the controlling the at least one second client to synchronously edit the game account to enter the common editing mode and display the game scene to be edited may include the following steps:
controlling the second client to enter a common editing mode, acquiring the latest game scene to be edited and displaying the latest game scene; the latest game scene to be edited is the game scene to be edited currently displayed by the first client.
That is, when the second client enters the common editing mode, the game scene to be edited displayed on the second client is synchronized with the game scene to be edited displayed on the first client, that is, the game scene to be edited displayed on the second client is kept synchronous with the first client, so that the main editing game account number is ensured to be consistent with the game scene to be edited seen by the synchronous editing game account number.
In one embodiment, referring to fig. 6, the above-mentioned acquisition of the latest game scene to be edited may include the following steps S610 and S620:
step S610, obtaining the game scene to be edited stored at the latest storage time point and a synchronous editing instruction from the latest storage time point to the current time;
step S620, according to the synchronous editing instruction from the latest saving time point to the current time, editing the game scene to be edited saved at the latest saving time point to obtain the latest game scene to be edited.
The server or the first client can store the game scene to be edited periodically, and the time point of storing is the storage time point. If the server saves the game scene to be edited every 30 seconds or 1 minute, and can save the game scene in a snapshot mode, a saving time point exists every 30 seconds or 1 minute. In one embodiment, the save time point may be a time point when the first client saves the local map file in response to the save instruction in step S250. Uploading the local map file stored by the first client to a server, and when the synchronous editing game account number enters a common editing mode of the game scene to be edited, acquiring the latest local map file from the server by the second client to obtain the game scene to be edited stored at the latest storage time point.
The game scene to be edited saved at the latest saving time point is not necessarily the latest game scene to be edited. Considering that after the latest save time point, if the main editing game account or other synchronous editing game account performs editing operation in the common editing mode, the game scene to be edited is changed, so that the synchronous editing instruction from the latest save time point to the current time can also be obtained, wherein the synchronous editing instruction is generated by the main editing game account or other synchronous editing game account performing editing operation in the common editing mode within the period of time. The second client edits the acquired game scene to be edited at the latest preservation time point according to the synchronous editing instruction from the latest preservation time point to the current time, which is equivalent to reproducing the synchronous editing instruction of the main editing game account or other synchronous editing game accounts within the period of time, and obtaining the latest game scene to be edited after editing. The scheme can ensure that the second client side entering the common editing mode obtains the latest game scene to be edited, does not need to store the game scene to be edited in real time, and reduces storage pressure.
In one embodiment, in editing a game scene to be edited stored at a latest storage time point according to a synchronous editing instruction from the latest storage time point to a current time, the game editing method may further include the steps of:
and setting the game scene to be edited to not allow the synchronous editing of the game account number to be edited.
In one embodiment, after the second client enters the common editing mode, a certain time may be required to obtain the latest game scene to be edited, and the game scene to be edited may be locked in the time, that is, the synchronous editing of the game account is not allowed to be edited, so that the second client is prevented from editing the non-latest game scene to be edited. Further, in the process of editing the game scene to be edited stored at the latest storage time point according to the synchronous editing instruction from the latest storage time point to the current time, an editing animation can be displayed, for example, the editing animation is played at a higher speed than normal, so that the visual effects of the main editing game account and other synchronous editing game accounts are shown in the editing process. Referring to fig. 7, a mask may be added to a game scene to be edited in the process of playing an editing animation to represent a non-editable state.
In one embodiment, the game editing method may further include the steps of:
the first client responds to an instruction of exiting the common editing mode or is disconnected with the server in the common editing mode, and the common editing mode is triggered to be closed;
and controlling the second client to exit the common editing mode under the condition that the common editing mode is closed.
That is, if the first client exits the common editing mode or disconnects from the server in the common editing mode, the common editing mode is turned off, and the second client also exits the common editing mode. In practice, if the first client exits the common editing mode or disconnects from the server in the common editing mode, the end of the current common editing is indicated. Therefore, the main editing game account is always in the common editing mode, and editing errors are avoided. In one embodiment, if the server detects a disconnection from the first client, the common edit mode may be actively turned off, causing the second client to exit.
In one embodiment, the game editing method may further include the steps of:
and under the condition that the first client exits the common editing mode or the first client is disconnected with the server in the common editing mode, controlling the second client to acquire a local map file corresponding to the game scene to be edited on the first client so as to cover the local map file corresponding to the game scene to be edited on the second client.
That is, if the first client exits the common editing mode or disconnects from the server in the common editing mode, the common editing mode is closed, and the local map file on the second client is updated based on the local map file stored on the first client, so as to ensure that the editing of the game scene to be edited is always based on the main editing game account number and consistent with the local map files of the first client and the second client. In one embodiment, if the first client is disconnected from the server in the common editing mode, and the local map file cannot be synchronized at this time, the local map file of the first client may be synchronized to the second client by the server after the first client and the server are re-connected.
In one embodiment, the game editing method may further include the steps of:
and responding to an editing overview interface entering the main editing game account through the first client, and displaying information of the game scene to be edited in the editing overview interface of the main editing game account.
The editing overview interface of a certain game account is an interface for carrying out overview on game scenes created or participated in editing of the game account, and in the editing overview interface, the game scenes can be arranged and displayed in the form of marks, icons, thumbnails, cover images and the like, wherein some information of the game scenes, such as numbers, names, main editing game accounts, information of synchronously editing game accounts, editing time and the like of the game scenes can be displayed.
Because the game scene to be edited is the game scene created by the main editing game account, the information of the game scene to be edited can be displayed in the editing overview interface of the main editing game account. Further, the first client may also trigger to enter a single person editing mode or a common editing mode of the game scene to be edited in response to a preset operation for information of the game scene to be edited. For example, the main editing game account number may double-click on information such as an icon of the game scene to be edited, enter a single person editing mode of the game scene to be edited, or operate to initiate a synchronous editing invitation in the information of the game scene to be edited, and trigger entering a common editing mode of the game scene to be edited.
FIG. 8A shows a schematic diagram of an edit overview interface of a master edit game account, which triggers entry into the edit overview interface when the My map option is selected, is an overview interface of a game scene created by the master edit game account. Further, the overview interface may further include 3 sub-interfaces of a draft box, a published and a recycle bin, which are respectively used for overview displaying a game scene that is not published (the draft is not published), a game scene that is published and a game scene that is deleted. The right side of the overview interface is the information preview area. If the main editing game account selects the game scene to be edited "map P1", detailed information of "map P1" may be triggered to be displayed in the information preview area, for example, the detailed information may include information of map name, editing time, and co-creator (i.e. synchronous editing game account, etc.).
In one embodiment, the master edit game account may be invited in the edit overview interface to generate a synchronized edit invitation instruction. As shown in fig. 8A, an invitation control (i.e., the "+" sign control shown in fig. 8A) may be provided within the information preview area of the game scene to be edited, which the master editing game account number may click to initiate a synchronized editing invitation.
In one embodiment, the game editing method may further include the steps of:
responding to an editing overview interface entering the synchronous editing game account through the second client, and displaying information of a game scene created by the synchronous editing game account in the editing overview interface of the synchronous editing game account; and the information of the game scene to be edited is not displayed in the editing overview interface for synchronously editing the game account.
That is, in the edit overview interface of the synchronous editing game account, only information of the game scene created by the synchronous editing game account may be displayed. Because the game scene to be edited is not created by the synchronous editing game account, the information of the game scene to be edited can not be displayed in the editing overview interface. The attribution right of the game scene to be edited is definitely included in the main editing game account, and the synchronous editing game account can be prevented from entering a single editing mode or a synchronous editing mode of the game scene to be edited through the editing overview interface, so that the game scene to be edited is prevented from being independently edited under the condition that the main editing game account does not participate in editing.
Fig. 8B shows a schematic diagram of an edit overview interface of the synchronized editing game account, which is an overview interface of a game scene created by the synchronized editing game account, in which the game scenes "map P3" and "map P4" created by the synchronized editing game account are shown. Because the game scene to be edited "map P1" is not created by the synchronous editing game account, the information of the game scene to be edited is not displayed on the editing overview interface of the synchronous editing game account.
In one embodiment, the game editing method may further include the steps of:
and sending heartbeat information to the server through the second client, enabling the server to detect the connection state of the second client and the server according to the heartbeat information, and removing the synchronous editing game account corresponding to the second client from the common editing mode when any second client is disconnected with the server.
That is, when the synchronous editing game account is in the common editing mode, the server removes it from the common editing mode once it is dropped. Therefore, the cost of communication attempt between the server and the second client which is in the disconnection state is reduced, the influence on the common editing process caused by the fact that the second client which is in the disconnection state cannot execute the relevant synchronization mechanism in the common editing mode is avoided, for example, the condition that the second client cannot feed back the synchronization condition for a long time and the server waits is avoided, and the processing efficiency of the common editing is improved.
In one embodiment, the game editing method may further include the steps of:
and responding to an issuing instruction aiming at the game scene to be edited through the first client, and uploading a local map file corresponding to the game scene to be edited to a game map pool of the server so that other game accounts can play games by using the local map file.
The game map pool of the server may be a game map pool opened and downloaded for the player. If the main editing game account issues a game scene to be edited, uploading the corresponding local map file to a game map pool, and other game accounts can download the local map file from the local map file to play the game. Thereby enabling fast UGC (User Generated Content ) functionality. The method can set that only the main editing game account is allowed to release the game scene to be edited, and can set that both the main editing game account and the synchronous editing game account can release the game scene to be edited.
The exemplary embodiments of the present disclosure also provide a game editing device. Referring to fig. 9, the game editing device 900 may include the following program modules:
a game scene creation module 910 configured to create a game scene to be edited by a first client of a master editing game account; the game scene to be edited comprises a scene component, wherein the scene component is a component set in the game scene to be edited in response to a scene component setting instruction, and is configured to generate a corresponding virtual scene model in a game running scene;
The invitation processing module 920 is configured to initiate a synchronous editing invitation to one or more candidate game account numbers through the first client in response to a synchronous editing invitation instruction for the game scene to be edited, and control the first client to enter a common editing mode.
A second client control module 930 configured to control at least a second client for synchronously editing the game account to enter a common editing mode and display a game scene to be edited; the synchronous editing game account is a game account which accepts synchronous editing invitation in one or more candidate game accounts;
the first client control module 940 is configured to control the first client to update the game scene to be edited according to the received synchronous update information; the synchronous update information comprises update information generated by the first client side in response to the received editing operation and update information generated by the second client side in response to the received editing operation in a common editing mode; and responding to a saving instruction aiming at the game scene to be edited through the first client, and saving a local map file corresponding to the game scene to be edited according to the game scene to be edited currently displayed by the first client.
In one embodiment, the first client control module 940 is further configured to:
After a local map file corresponding to the game scene to be edited is stored according to the game scene to be edited currently displayed by the first client, the first client is controlled to synchronize the local map file to the server;
the second client control module 930 is further configured to:
and responding and triggering synchronous update of the game scene to be edited through the second client, and acquiring the local map file from the server.
In one embodiment, the synchronized update of the game scene to be edited is triggered when one or more of the following conditions are met:
the common edit mode is closed;
the second client enters a common editing mode;
the second client receives an update instruction or a save instruction for a game scene to be edited;
a predetermined update time is reached.
In one embodiment, the synchronous update information is a synchronous editing instruction, including an instruction generated by the first client in response to the received editing operation and an instruction generated by the second client in response to the received editing operation in the common editing mode; controlling the first client to update the game scene to be edited according to the received synchronous update information, including:
and controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction, and updating the local map file.
In one embodiment, controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction includes:
and controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction in each unit editing time.
In one embodiment, after the first client control module 940 controls the first client to edit the game scene to be edited according to the received synchronous editing instruction, the second client control module 930 is further configured to:
controlling the second client to receive a missing editing instruction of the second client, and editing a game scene to be edited according to the missing editing instruction and an instruction generated by the second client in response to the received editing operation in a common editing mode; the missing edit instruction includes an instruction generated by the first client in response to the received edit operation and/or an instruction generated by the other second client in response to the received edit operation in the common edit mode.
In one embodiment, controlling at least a second client for synchronously editing the game account to enter a common editing mode and displaying a game scene to be edited includes:
controlling the second client to enter a common editing mode, acquiring the latest game scene to be edited and displaying the latest game scene; the latest game scene to be edited is the game scene to be edited currently displayed by the first client.
In one embodiment, obtaining the latest game scene to be edited includes:
acquiring a game scene to be edited stored at the latest storage time point and a synchronous editing instruction from the latest storage time point to the current time;
and editing the game scene to be edited stored at the latest storage time point according to the synchronous editing instruction from the latest storage time point to the current time so as to obtain the latest game scene to be edited.
In one embodiment, in the process of editing the game scene to be edited stored at the latest storage time point according to the synchronous editing instruction from the latest storage time point to the current time, the method further includes:
and setting the game scene to be edited to not allow the synchronous editing of the game account number to be edited.
In one embodiment, the first client control module 940 is further configured to:
the first client responds to an instruction of exiting the common editing mode or is disconnected with the server in the common editing mode, and the common editing mode is triggered to be closed;
the second client control module 930 is further configured to:
and controlling the second client to exit the common editing mode under the condition that the common editing mode is closed.
In one embodiment, the second client control module 930 is further configured to:
and under the condition that the first client exits the common editing mode or the first client is disconnected with the server in the common editing mode, controlling the second client to acquire a local map file corresponding to the game scene to be edited on the first client so as to cover the local map file corresponding to the game scene to be edited on the second client.
In one embodiment, the first client control module 940 is further configured to:
responding to an editing overview interface entering a main editing game account through a first client, and displaying information of a game scene to be edited in the editing overview interface of the main editing game account;
in one embodiment, the second client control module 930 is further configured to:
responding to an editing overview interface entering the synchronous editing game account through the second client, and displaying information of a game scene created by the synchronous editing game account in the editing overview interface of the synchronous editing game account; and the information of the game scene to be edited is not displayed in the editing overview interface for synchronously editing the game account.
In one embodiment, the second client control module 930 is further configured to:
And sending heartbeat information to the server through the second client, enabling the server to detect the connection state of the second client and the server according to the heartbeat information, and removing the synchronous editing game account corresponding to the second client from the common editing mode when any second client is disconnected with the server.
The specific details of each part in the above apparatus are already described in the method part embodiments, and the details not disclosed can refer to the embodiment content of the method part, so that the details are not repeated.
Exemplary embodiments of the present disclosure also provide a computer readable storage medium, which may be implemented in the form of a program product comprising program code for causing an electronic device to carry out the steps according to the various exemplary embodiments of the disclosure as described in the above section of the "exemplary method" when the program product is run on the electronic device. In an alternative embodiment, the program product may be implemented as a portable compact disc read only memory (CD-ROM) and comprises program code and may run on an electronic device, such as a personal computer. However, the program product of the present disclosure is not limited thereto, and in this document, a readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
The program product may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium can be, for example, but is not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or a combination of any of the foregoing. More specific examples (a non-exhaustive list) of the readable storage medium would include the following: an electrical connection having one or more wires, a portable disk, a hard disk, random Access Memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
The computer readable signal medium may include a data signal propagated in baseband or as part of a carrier wave with readable program code embodied therein. Such a propagated data signal may take any of a variety of forms, including, but not limited to, electro-magnetic, optical, or any suitable combination of the foregoing. A readable signal medium may also be any readable medium that is not a readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
Program code for carrying out operations of the present disclosure may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, C++ or the like and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computing device, partly on the user's device, as a stand-alone software package, partly on the user's computing device, partly on a remote computing device, or entirely on the remote computing device or server. In the case of remote computing devices, the remote computing device may be connected to the user computing device through any kind of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or may be connected to an external computing device (e.g., connected via the Internet using an Internet service provider).
Exemplary embodiments of the present disclosure also provide an electronic device, such as may be the first client 110 or the second client 120 described above. The electronic device may include a processor and a memory. The memory stores executable instructions of the processor, such as program code. The processor performs the method of the present exemplary embodiment by executing the executable instructions. The electronic device may further comprise a display for displaying the graphical user interface.
An electronic device is illustrated in the form of a general purpose computing device with reference to fig. 10. It should be understood that the electronic device 1000 shown in fig. 10 is merely an example and should not be construed as limiting the functionality and scope of use of embodiments of the present disclosure.
As shown in fig. 10, the electronic device 1000 may include: processor 1010, memory 1020, bus 1030, I/O (input/output) interface 1040, network adapter 1050, and display 1060.
Memory 1020 may include volatile memory such as RAM 1021, cache unit 1022, and may also include nonvolatile memory such as ROM 1023. Memory 1020 may also include one or more program modules 1024, such program modules 1024 including, but not limited to: an operating system, one or more application programs, other program modules, and program data, each or some combination of which may include an implementation of a network environment. For example, program modules 1024 may include modules in the apparatus described above.
The processor 1010 may include one or more processing units, such as: the processor 1010 may include an AP (Application Processor ), modem processor, GPU (Graphics Processing Unit, graphics processor), ISP (Image Signal Processor ), controller, encoder, decoder, DSP (Digital Signal Processor ), baseband processor, and/or NPU (Neural-Network Processing Unit, neural network processor), and the like.
The processor 1010 may be used to execute executable instructions stored in the memory 1020, such as may perform any one or more of the method steps in the present exemplary embodiment.
The bus 1030 is used to enable connections between the various components of the electronic device 1000 and may include a data bus, an address bus, and a control bus.
The electronic device 1000 can communicate with one or more external devices 1100 (e.g., keyboard, mouse, external controller, etc.) through the I/O interface 1040.
Electronic device 1000 can communicate with one or more networks through network adapter 1050, e.g., network adapter 1050 can provide a mobile communication solution such as 3G/4G/5G, or a wireless communication solution such as wireless local area network, bluetooth, near field communication, etc. Network adapter 1050 can communicate with other modules of electronic device 1000 via bus 1030.
The electronic device 1000 may display a graphical user interface, such as displaying a game scene to be edited, an associated editing interface or settings interface, etc., via the display 1060.
Although not shown in fig. 10, other hardware and/or software modules may also be provided in the electronic device 1000, including, but not limited to: microcode, device drivers, redundant processors, external disk drive arrays, RAID systems, tape drives, data backup storage systems, and the like.
It should be noted that although in the above detailed description several modules or units of a device for action execution are mentioned, such a division is not mandatory. Indeed, the features and functionality of two or more modules or units described above may be embodied in one module or unit in accordance with exemplary embodiments of the present disclosure. Conversely, the features and functions of one module or unit described above may be further divided into a plurality of modules or units to be embodied.
Those skilled in the art will appreciate that the various aspects of the present disclosure may be implemented as a system, method, or program product. Accordingly, various aspects of the disclosure may be embodied in the following forms, namely: an entirely hardware embodiment, an entirely software embodiment (including firmware, micro-code, etc.) or an embodiment combining hardware and software aspects may be referred to herein as a "circuit," module "or" system. Other embodiments of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the disclosure disclosed herein. This application is intended to cover any adaptations, uses, or adaptations of the disclosure following, in general, the principles of the disclosure and including such departures from the present disclosure as come within known or customary practice within the art to which the disclosure pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.
It is to be understood that the present disclosure is not limited to the precise arrangements and instrumentalities shown in the drawings, and that various modifications and changes may be effected without departing from the scope thereof. The scope of the present disclosure is limited only by the appended claims.

Claims (17)

1. A game editing method, the method comprising:
creating a game scene to be edited through a first client of the main editing game account; the game scene to be edited comprises a scene component, wherein the scene component is a component which is set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in a game running scene;
initiating synchronous editing invitation to one or more candidate game account numbers through the first client in response to a synchronous editing invitation instruction aiming at the game scene to be edited, and controlling the first client to enter a common editing mode;
controlling at least a second client for synchronously editing the game account to enter the common editing mode and displaying the game scene to be edited; the synchronous editing game account is a game account which accepts the synchronous editing invitation in the one or more candidate game accounts;
Controlling the first client to update the game scene to be edited according to the received synchronous update information; the synchronous update information comprises update information generated by the first client in response to the received editing operation and update information generated by the second client in response to the received editing operation in the common editing mode;
and responding to a storage instruction aiming at the game scene to be edited through the first client, and storing a local map file corresponding to the game scene to be edited according to the game scene to be edited currently displayed by the first client.
2. The method of claim 1, wherein after saving a local map file corresponding to the game scene to be edited according to the game scene to be edited currently displayed by the first client, the method further comprises:
controlling the first client to synchronize the local map file to a server;
and responding and triggering the synchronous update of the game scene to be edited through the second client, and acquiring the local map file from the server.
3. The method according to claim 2, characterized in that the synchronized updating of the game scene to be edited is triggered when one or more of the following conditions are fulfilled:
The common edit mode is closed;
the second client enters the common editing mode;
the second client receives an update instruction or a save instruction for the game scene to be edited;
a predetermined update time is reached.
4. The method of claim 1, wherein the synchronization update information is a synchronization editing instruction, including an instruction generated by the first client in response to a received editing operation and an instruction generated by the second client in response to a received editing operation in the common editing mode; the controlling the first client to update the game scene to be edited according to the received synchronous update information comprises the following steps:
and controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction, and updating the local map file.
5. The method according to claim 4, wherein controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction includes:
and controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction in each unit editing time.
6. The method according to claim 4, wherein after controlling the first client to edit the game scene to be edited according to the received synchronous editing instruction, the method further comprises:
controlling the second client to receive a missing editing instruction of the second client, and editing the game scene to be edited according to the missing editing instruction and an instruction generated by the second client in response to the received editing operation in the common editing mode; the deletion editing instruction comprises an instruction generated by the first client in response to the received editing operation and/or an instruction generated by other second clients in the common editing mode in response to the received editing operation.
7. The method of claim 1, wherein the controlling the at least one second client to synchronously edit the game account to enter the common edit mode and display the game scene to be edited comprises:
controlling the second client to enter the common editing mode, and acquiring and displaying the latest game scene to be edited; the latest game scene to be edited is the game scene to be edited currently displayed by the first client.
8. The method of claim 7, wherein the obtaining the latest game scene to be edited comprises:
acquiring the game scene to be edited stored at the latest storage time point and a synchronous editing instruction from the latest storage time point to the current time;
and editing the game scene to be edited stored at the latest storage time point according to the synchronous editing instruction from the latest storage time point to the current time so as to obtain the latest game scene to be edited.
9. The method according to claim 8, wherein in editing the game scene to be edited stored at the latest save time point in accordance with a synchronous editing instruction from the latest save time point to a current time, the method further comprises:
and setting the game scene to be edited to not allow the synchronous editing game account to be edited.
10. The method according to claim 1, wherein the method further comprises:
triggering to close the common editing mode through the first client responding to an instruction of exiting the common editing mode or the first client being disconnected with a server in the common editing mode;
And controlling the second client to exit the common editing mode under the condition that the common editing mode is closed.
11. The method according to claim 1, wherein the method further comprises:
and controlling the second client to acquire a local map file corresponding to the game scene to be edited on the first client so as to cover the local map file corresponding to the game scene to be edited on the second client under the condition that the first client exits the common editing mode or the first client is disconnected with a server in the common editing mode.
12. The method according to claim 1, wherein the method further comprises:
and responding to an editing overview interface entering the main editing game account through the first client, and displaying the information of the game scene to be edited in the editing overview interface of the main editing game account.
13. The method according to claim 1, wherein the method further comprises:
responding to an editing overview interface entering the synchronous editing game account through the second client, and displaying information of a game scene created by the synchronous editing game account in the editing overview interface of the synchronous editing game account; and the information of the game scene to be edited is not displayed in the editing overview interface of the synchronous editing game account.
14. The method according to claim 1, wherein the method further comprises:
and sending heartbeat information to a server through the second client, enabling the server to detect the connection state of the second client and the server according to the heartbeat information, and removing the synchronous editing game account corresponding to any second client from the common editing mode when any second client is disconnected with the server.
15. A game editing device, the device comprising:
the game scene creation module is configured to create a game scene to be edited through a first client of the main editing game account; the game scene to be edited comprises a scene component, wherein the scene component is a component which is set in the game scene to be edited in response to a scene component setting instruction, and the scene component is configured to generate a corresponding virtual scene model in a game running scene;
the invitation processing module is configured to respond to a synchronous editing invitation instruction aiming at the game scene to be edited through the first client, initiate synchronous editing invitations to one or more candidate game account numbers and control the first client to enter a common editing mode;
The second client control module is configured to control at least one second client for synchronously editing the game account to enter the common editing mode and display the game scene to be edited; the synchronous editing game account is a game account which accepts the synchronous editing invitation in the one or more candidate game accounts;
the first client control module is configured to control the first client to update the game scene to be edited according to the received synchronous update information; the synchronous update information comprises update information generated by the first client in response to the received editing operation and update information generated by the second client in response to the received editing operation in the common editing mode; and responding to a storage instruction aiming at the game scene to be edited through the first client, and storing a local map file corresponding to the game scene to be edited according to the game scene to be edited currently displayed by the first client.
16. A computer readable storage medium, on which a computer program is stored, characterized in that the computer program, when being executed by a processor, implements the method of any one of claims 1 to 14.
17. An electronic device, comprising:
a processor;
a memory for storing executable instructions of the processor;
wherein the processor is configured to perform the method of any one of claims 1 to 14 via execution of the executable instructions.
CN202311220305.9A 2023-09-20 2023-09-20 Game editing method, game editing device, storage medium and electronic apparatus Pending CN117101147A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202311220305.9A CN117101147A (en) 2023-09-20 2023-09-20 Game editing method, game editing device, storage medium and electronic apparatus

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202311220305.9A CN117101147A (en) 2023-09-20 2023-09-20 Game editing method, game editing device, storage medium and electronic apparatus

Publications (1)

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CN117101147A true CN117101147A (en) 2023-11-24

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Country Link
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