CN117258291A - Game scene switching method, system, equipment and storage medium - Google Patents

Game scene switching method, system, equipment and storage medium Download PDF

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Publication number
CN117258291A
CN117258291A CN202311483725.6A CN202311483725A CN117258291A CN 117258291 A CN117258291 A CN 117258291A CN 202311483725 A CN202311483725 A CN 202311483725A CN 117258291 A CN117258291 A CN 117258291A
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China
Prior art keywords
scene
instruction
data
user
scenes
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CN202311483725.6A
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Chinese (zh)
Inventor
王俊仁
陈珉
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Guangzhou Heisha Interactive Entertainment Technology Co ltd
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Guangzhou Heisha Interactive Entertainment Technology Co ltd
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Priority to CN202311483725.6A priority Critical patent/CN117258291A/en
Publication of CN117258291A publication Critical patent/CN117258291A/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
    • A63F13/50Controlling 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/807Role playing or strategy games

Abstract

The application relates to a game scene switching method, a game scene switching system, a game scene switching device and a game scene storage medium, wherein the game scene switching method comprises the following steps: when an operation instruction from a user side is received, identifying the instruction type of the operation instruction, if the instruction type is a switching instruction, identifying identity information of the user side, acquiring user portrait information currently corresponding to the identity information, and preloading scene data currently associated with the user portrait information based on the user portrait information; if the instruction type is the association instruction, identifying association data which is bound in advance by the association instruction, and preloading scene data associated with the association data. When a user sends an operation instruction, the method and the device correspondingly preload the scene data of the associated game scenes according to different instruction types, improve the accuracy of preloading the corresponding scenes in the game process, reduce the number of the game scenes preloaded at the same time, save the occupation of background memory, and improve the game experience effect of game players.

Description

Game scene switching method, system, equipment and storage medium
Technical Field
The present disclosure relates to the field of data loading technologies, and in particular, to a method, a system, an apparatus, and a storage medium for switching game scenarios.
Background
In the MMORPG (MassiveMultiplayer Online Role-Play-Game, massive multiplayer online role playing Game), in order to ensure playability and meet the needs of players, many different Game scenes or checkpoints are usually set for the players to explore, which results in a huge amount of resources of the Game scenes, and the scene switching loading speed of the MMORPG is always a challenge for Game developers due to the limitations of technology and engines.
For game players, the loading time of scene switching in the game process is too long, which can lead to discounted game experience and even loss of game users, so as to solve the problem of too long game scene switching time, a plurality of game scenes can be preloaded by a background in the game running process, and the waiting time of the players for scene switching is reduced.
However, in the process of preloading the game scenes in the background, it is difficult to estimate the travel route of the player, so that it is difficult to preload the game scenes that the player needs to enter next, and if a large number of even all scenes are preloaded at the same time, not only may the background memory be insufficient, but also the problems of clamping, game breakdown and the like of the client may occur, so that the game experience of the player is greatly discounted, and the development of the industry is not facilitated.
Disclosure of Invention
In order to improve the accuracy of preloading corresponding scenes in the game process, reduce the number of game scenes preloaded at the same time and save the occupation of background memory, thereby improving the game experience of game players and reducing the user loss rate of the games, the application provides a method, a system, equipment and a storage medium for switching game scenes.
The first object of the present invention is achieved by the following technical solutions:
a switching method of game scenes comprises the following steps:
when an operation instruction from a user side is received, identifying the instruction type of the operation instruction, wherein the instruction type comprises an associated instruction and a switching instruction for identifying a needed preloading scene;
if the instruction type is a switching instruction, identifying identity information of the user side, and acquiring user portrait information currently corresponding to the identity information, wherein the user portrait information comprises historical preference scene information of the user;
preloading scene data currently associated with the user portrait information based on the acquired user portrait information;
if the instruction type is the association instruction, identifying association data which are bound in advance by the association instruction, preloading scene data associated with the association data, wherein each association data corresponds to a scenario task, and the scenario task comprises a main line task and a branch line task.
By adopting the technical scheme, when a user sends an operation instruction through a user side, the instruction type of the operation instruction is identified, if the instruction type is a switching instruction for switching scenes of the user, the identity information of the user side is identified so as to acquire corresponding user portrait information, and scene data currently associated with the user portrait information is preloaded based on historical preference scene information data in the user portrait information; when the instruction type is that the user receives the associated instruction of the scenario task, identifying associated data which is pre-bound by the associated instruction, and preloading related scenario task scene data associated with the associated data; when a user sends an operation instruction, the method and the device correspondingly preload the scene data of the associated game scenes according to different instruction types, improve the accuracy of preloading the scenes in the game process, reduce the number of the game scenes preloaded at the same time, save the occupation of background memory, and improve the game experience effect of game players.
The present application may be further configured in a preferred example to: the step of preloading the scene data currently associated with the user portrait information based on the acquired user portrait information comprises the steps of:
acquiring current scene data;
classifying scenes corresponding to scene data currently associated with the user portrait information based on the current scene data, and screening a first scene set and a second scene set;
preloading scene data of scenes with high priorities in the first scene set and the second scene set according to priority rules, wherein the priorities of the priority rules are high-level and low-level.
By adopting the technical scheme, scene data of a current scene, namely scene data of a game scene where a virtual character of a user is currently located, are obtained, scenes corresponding to the scene data associated with the user portrait information currently are classified based on the current scene data, a first scene set and a second scene set are screened out, and scene data of the scene with a high priority is preloaded; according to the method and the device, the user portrait is established, and the scene data of the scene with the higher priority in the user portrait information is preloaded, so that the loading time when a user enters the high-frequency scene recorded in the history preference scene data is shortened, the game experience is improved, and the occupation of the memory is reduced.
The present application may be further configured in a preferred example to: the step of classifying the scenes corresponding to the scene data currently associated with the user portrait information based on the current scene data and screening out the first scene set and the second scene set comprises the steps of:
identifying all scene data currently associated with the user portrait information, and generating a scene list;
screening the scene list by combining the current scene and a first screening condition to determine a first scene set, and setting all scenes contained in the first scene set as first scenes, wherein the first screening condition is whether a user can enter the scenes currently, and the first scene set comprises all scenes which the user can enter currently;
and screening the scene list by combining the current scene and a second screening condition to determine a second scene set, and setting all scenes contained in the second scene set as second scenes, wherein the second screening condition is whether the user enters the scene through the current scene, and the second scene set comprises all scenes which the user enters through the current scene.
By adopting the technical scheme, all scene data currently associated with the user portrait information are identified, a scene list is generated, the scene list is screened, the scene which can be accessed by the user at present is set as a first scene, the scene accessed by the user through the current scene in the history preference behavior is set as a second scene, all first scenes are correspondingly integrated to generate a first scene set, and all second scenes are integrated to generate a second scene set; according to the method and the device, the scene which can be entered by the user at present and the scene which can be entered by the user through the current scene in the user history preference behavior are distinguished, the scene set is correspondingly generated, and the high-frequency scene which can be entered by the user at present and the high-frequency scene which can be entered by the user through the current scene in the user history behavior are preloaded, so that the accuracy of judging and predicting the user behavior is improved, the number of game scenes preloaded at the same time is reduced, and the occupation of background memory is saved.
The present application may be further configured in a preferred example to: the step of preloading the scene data of the scene with the higher priority in the first scene set and the second scene set according to the priority rule, wherein the priority of the priority rule is divided into a higher level and a lower level, and the step comprises the following steps:
the method comprises the steps that priority judgment is conducted on a first scene and a second scene, and preset conditions of priority judgment comprise scene times and scene duration of a user;
setting the priorities of a first scene and a second scene with the scene times larger than a preset scene times value or a preset scene time length larger than a preset scene time length value as high-level, and setting the priorities of other first scenes and second scenes as low-level;
scene data of a scene with a higher priority is preloaded.
By adopting the technical scheme, the priority of the first scene and the second scene is judged, the priorities of the first scene and the second scene with the scene times larger than the scene times preset value or the scene time longer than the scene time duration preset value are set to be high, the priorities of the other scenes are set to be low, and the scene data of the scenes with the high priorities are preloaded; according to the method and the device, the first scene and the second scene are subjected to priority judgment by setting the scene times and the unit scene duration, and the high-frequency scene with the high priority is preloaded, so that the switching time of the high-frequency scene is shortened.
The present application may be further configured in a preferred example to: if the instruction type is an association instruction, identifying association data which is bound in advance by the association instruction, preloading scene data associated with the association data, wherein each association data corresponds to a scenario task, the scenario task comprises a main line task and a branch line task, and the method comprises the following steps:
if the instruction type is an associated instruction, identifying an instruction level of the associated instruction, wherein the instruction level comprises a first associated instruction and a second associated instruction;
and preloading first secondary scene data associated with the first associated instruction or second secondary scene data associated with the second associated instruction based on the identified instruction level, wherein the first secondary scene data corresponds to the main line task scene data and the second secondary scene data corresponds to the branch line task scene data.
By adopting the technical scheme, if the instruction type is the associated instruction, the instruction grade is identified, and the scene data of the secondary scene associated with the associated instruction is preloaded; when a user receives a scenario task, the secondary scene data associated with the associated data corresponding to the associated instruction is preloaded, namely, the next scene in the scenario task is preloaded, the first secondary scene data corresponds to the main line task scene data, and the second secondary scene data corresponds to the branch line task scene data, so that scene switching loading time of the user when the user performs continuous scenario tasks is shortened, and game experience of the user is improved.
The present application may be further configured in a preferred example to: the step of preloading first secondary scene data associated with a first associated instruction or second secondary scene data associated with a second associated instruction based on the identified instruction level, wherein the first secondary scene data corresponds to main line task scene data, and the second secondary scene data corresponds to branch line task scene data is performed by the following steps:
when receiving a secondary switching instruction from a user side, closing a receiving function of the switching instruction;
preloading a first secondary scene or a second secondary scene corresponding to and associated with the secondary switching instruction;
after the preloading is completed, the receiving function of the switching instruction is restarted.
By adopting the technical scheme, when a user performs a scenario task and gradually switches the next scene corresponding to the scenario task, the receiving function of the switching instruction is closed, namely, the prediction and the preloading of the high-frequency scene of the user are stopped, but the preloading is only performed on the secondary scene related to the scenario task, and after the preloading is completed, the receiving function of the switching instruction is restarted, so that the effects of reducing the occupation of background system resources and improving the running stability of the game are achieved.
The present application may be further configured in a preferred example to: after the step of acquiring the current scene data, the following steps are executed:
acquiring front scene data;
based on the front scene data and the current scene data, the user portrait information is updated in real time.
By adopting the technical scheme, the scene data of the front scene is acquired, the user portrait information is updated in real time based on the scene data of the front scene and the scene data of the current scene, namely, the behaviors of the user are recorded in real time, and the historical preference scene information of the user is updated, so that the integrity of the user portrait information and the accuracy of predicting the user behaviors based on the user portrait information are improved.
The second object of the present invention is achieved by the following technical solutions:
a switching system for a game scene, comprising:
the instruction identification module is used for identifying the instruction type of the operation instruction and the instruction grade of the associated instruction;
the user portrait information processing module is used for acquiring user portrait information and updating data of the user portrait information;
the scene data processing module is used for identifying or acquiring corresponding scene data according to different instructions;
the preloading module is used for preloading corresponding scene data according to different instructions;
the classification screening module is used for classifying the scenes and screening the scene list according to the first screening condition and the second screening condition;
and the priority judging module is used for judging the priority of the first scene and the second scene.
By adopting the technical scheme, the instruction identification module identifies the instruction type of the operation instruction and the instruction grade of the associated instruction; the user portrait information processing module acquires user portrait information and updates the data of the user portrait information; the scene data processing module identifies or acquires corresponding scene data according to different instructions; the preloading module performs preloading on corresponding scene data according to different instructions; the classification screening module classifies the scenes and screens the scene list according to the first screening condition and the second screening condition; the priority judging module judges the priority of the first scene and the second scene.
In summary, the present application includes at least one of the following beneficial technical effects:
1. when a user sends an operation instruction, the method and the device correspondingly preload the scene data of the associated game scenes according to different instruction types, so that the accuracy of preloading the scenes in the game process is improved, the number of the game scenes preloaded at the same time is reduced, occupation of background memory is saved, and the game experience effect of a game player is improved;
2. according to the method and the device, the user portrait is established, and the scene data of the scene with the higher priority in the user portrait information is preloaded, so that the loading time when a user enters a high-frequency scene recorded in the history preference scene data is shortened, the game experience is improved, and the occupation of a memory is reduced;
3. the method and the device distinguish the scenes which can be accessed by the user currently and the scenes which are accessed by the user through the current scenes in the historical preference behaviors of the user, correspondingly generate scene sets, judge the priority of the first scene and the second scene by setting the scene times and the unit scene duration, preload the high-frequency scenes with the priority in high level, shorten the switching time of the high-frequency scenes, improve the accuracy of judging and predicting the behaviors of the user, reduce the number of game scenes preloaded simultaneously and save the occupation of a background memory;
4. in the process that the user performs the scenario task and gradually switches the next scene corresponding to the scenario task, the next scene in the scenario task is preloaded, so that the scene switching loading time of the user when the user performs the continuous scenario task is shortened, and the game experience of the user is improved; meanwhile, the prediction and preloading of the high-frequency scene of the user are stopped, so that the occupation of background system resources is reduced, and the running stability of the game is improved;
5. the method and the device update the user portrait information in real time based on the scene data of the front scene and the scene data of the current scene, namely record the behavior of the user in real time and update the historical preference scene information of the user so as to improve the integrity of the user portrait information and the accuracy of predicting the user behavior based on the user portrait information.
Drawings
FIG. 1 is a flow chart of an embodiment of a method for switching game scenarios according to the present application;
FIG. 2 is a flowchart showing an implementation of step S30 in an embodiment of a method for switching game scenes;
FIG. 3 is a flowchart showing an implementation of step S32 in an embodiment of a method for switching game scenes;
FIG. 4 is a flowchart showing an implementation of step S33 in an embodiment of a method for switching game scenes;
FIG. 5 is a flowchart of an implementation after step S42 in an embodiment of a method for switching game scenes;
fig. 6 is a schematic block diagram of a computer device of the present application.
Detailed Description
The present application is described in further detail below in conjunction with figures 1-6.
In an embodiment, as shown in fig. 1, the application discloses a method for switching game scenes, which specifically includes the following steps:
s10: when an operation instruction from a user side is received, identifying the instruction type of the operation instruction, wherein the instruction type comprises an associated instruction and a switching instruction for identifying a needed preloading scene;
in this embodiment, the user terminal is a mobile terminal or a PC terminal used by a user to play a game, the associated instruction is an operation instruction sent by the user when the user receives a scenario task through an operation role sent by the user terminal, and the switching instruction is an operation instruction sent by the user when the user switches the scenario when the user operates the role;
specifically, when the virtual character of the user operating user side sends out an operation instruction, the instruction type of the operation instruction is identified, and the instruction type comprises an associated instruction sent out when the user operating character receives a scenario task and a switching instruction sent out when the user operating character switches scenes.
S20: if the instruction type is a switching instruction, identifying identity information of the user side, and acquiring user portrait information currently corresponding to the identity information, wherein the user portrait information comprises historical preference scene information of the user;
in this embodiment, the identity information is preset identification information corresponding to each user, specifically may be information of a login account, the user portrait information is data information formed based on preference behaviors of the user, the user portrait information in the present application specifically records historical preference scene information of the user, and the historical preference scene information is information data generated by recording the frequency of entering different scenes and the duration of being retained in the current scene;
specifically, if the instruction type is a switching instruction sent when a user operates a role switching scene, the account information of the user is identified, and the user portrait information corresponding to the account information currently, namely the historical preference scene information of the user, is obtained.
S30: preloading scene data currently associated with the user portrait information based on the acquired user portrait information;
in this embodiment, the scene data currently associated with the user portrait information is the scene data currently associated with the user's historical preference scene information, that is, the user preference scene recorded in the historical preference scene information;
specifically, scene data of a game scene currently associated with the user history preference scene information is preloaded based on the acquired user portrait information.
S40: if the instruction type is the association instruction, identifying association data which are bound in advance by the association instruction, preloading scene data associated with the association data, wherein each association data corresponds to a scenario task, and the scenario task comprises a main line task and a branch line task.
In this embodiment, the associated data is data pre-bound to the associated instruction, specifically, data corresponding to scenario tasks, where the scenario tasks include a main line task and a branch line task, and the scenario data associated with the associated data is scenario data corresponding to the task scenario data;
specifically, if the instruction type is an associated instruction sent by a user operation role when receiving a scenario task, identifying scenario task data pre-bound by the associated instruction, and preloading associated scene data corresponding to the task scenario data.
In one embodiment, as shown in fig. 2, step S30 includes the steps of:
s31: acquiring current scene data;
s32: classifying scenes corresponding to scene data currently associated with the user portrait information based on the current scene data, and screening a first scene set and a second scene set;
s33: preloading scene data of scenes with high priorities in the first scene set and the second scene set according to priority rules, wherein the priorities of the priority rules are high-level and low-level;
in this embodiment, the current scene data is scene data of a scene in which a virtual character is currently located after a user operates the virtual character to switch the scene, the first scene set is a set including all first scenes, the first scene is a scene in which the virtual character operated by the user has permission to enter when the virtual character operated by the user is located in the current scene, the second scene set is a set including all second scenes, the second scene is a scene in which the virtual character operated by the user enters through the located current scene, and the priority rule is a rule for evaluating the priority of the first scene or the second scene based on priority judgment;
specifically, scene data of a scene where a virtual character operated by a user is currently located is obtained, scenes corresponding to game scene data associated with the current user history preference scene information are classified based on the scene data of the current scene, all first scenes are screened out to serve as a first scene set, all second scenes serve as a second scene set, and scene data of scenes with priority being in high levels in the first scene set and the second scene set are preloaded according to priority rules.
In one embodiment, as shown in fig. 3, step S32 includes the steps of:
s321: identifying all scene data currently associated with the user portrait information, and generating a scene list;
s322: screening the scene list by combining the current scene and a first screening condition to determine a first scene set, and setting all scenes contained in the first scene set as first scenes, wherein the first screening condition is whether a user can enter the scenes currently, and the first scene set comprises all scenes which the user can enter currently;
s323: screening the scene list by combining the current scene and a second screening condition to determine a second scene set, and setting all scenes contained in the second scene set as second scenes, wherein the second screening condition is whether a user enters the scene through the current scene, and the second scene set comprises all scenes which the user enters through the current scene;
in this embodiment, the scene list is a list generated based on scenes corresponding to all scene data currently associated with the user portrait information, the first filtering condition is whether the virtual character operated by the user has permission to enter the scene currently, the first scene is a scene which has permission to enter when the virtual character operated by the user is located in the current scene, the second filtering condition is a scene which has entered through the current scene by the virtual character operated by the user, and the second scene is a scene which has entered through the current scene by the virtual character operated by the user;
specifically, a scene list is generated based on scenes corresponding to all scene data currently associated with the user portrait information, and the scene list is screened based on scene data of the scene where the virtual character operated by the user is currently located: screening the scene list by combining a current scene and a first screening condition, wherein the first screening condition is whether a virtual character operated by a user has authority to enter the scene currently, and the first scene is a scene in which the virtual character operated by the user has authority to enter currently; screening the scene list by combining the current scene and a second screening condition, wherein the second screening condition is whether the virtual character operated by the user enters the scene through the current scene or not, and the second scene is the scene in which the virtual character operated by the user enters through the current scene;
for example, there are A, B, C, D, E, F, G, X eight scenes in a certain game, the user is present in the initial scene X after logging in the game, when the user operates the virtual character to enter the scene a, the first scene is B, C, D, E, F, G, X under the condition that the virtual character is not limited by the scenario, and if the scenario of a certain node limits that the virtual character of the user can not go to C, D two scenes, the first scene at this time is B, E, F, G, X; in the history behavior of the user recorded in the user portrait information, the user entered scene B, C, D, E, X through scene a after operating the virtual character to enter scene a, and the second scene was B, C, D, E, X when the user operated the virtual character to enter scene a.
In one embodiment, as shown in fig. 4, step S33 includes the steps of:
s331: the method comprises the steps that priority judgment is conducted on a first scene and a second scene, and preset conditions of priority judgment comprise scene times and scene duration of a user;
s332: setting the priorities of a first scene and a second scene with the scene times larger than a preset scene times value or a preset scene time length larger than a preset scene time length value as high-level, and setting the priorities of other first scenes and second scenes as low-level;
s333: preloading scene data of a scene with a high priority;
in this embodiment, the priority is determined as an evaluation rule for determining the priorities of the first scene and the second scene, the number of scenes is the total number of times that the user operates the virtual character to enter any scene in a preset time, and the scene duration is the total duration that the user operates the virtual character to enter any scene in the preset time;
specifically, priority judgment is performed on the first scene and the second scene, the first scene and the second scene with the scene times larger than a preset scene times value or the scene time longer than a preset scene time length value are set to be high-level, other first scenes and other second scenes are set to be low-level, and scene data of the scenes with the high priority are preloaded.
In one embodiment, step S40 includes the steps of:
s41: if the instruction type is an associated instruction, identifying an instruction level of the associated instruction, wherein the instruction level comprises a first associated instruction and a second associated instruction;
s42: preloading first secondary scene data associated with the first associated instruction or second secondary scene data associated with the second associated instruction based on the identified instruction level, wherein the first secondary scene data corresponds to main line task scene data and the second secondary scene data corresponds to branch line task scene data;
in this embodiment, the first association instruction is an operation instruction sent when the user operates the virtual character to perform the main line scenario task, the second association instruction is an operation instruction sent when the user operates the virtual character to perform the branch line scenario task, the first secondary scene associated with the first association instruction is a next scene to which the user operates the virtual character to direct the virtual character to perform the main line scenario task, and the second secondary scene associated with the second association instruction is a next scene to which the user operates the virtual character to direct the virtual character to perform the branch line scenario task;
specifically, if the instruction type is an associated instruction sent when the user operation role receives the scenario task, identifying an associated level of the associated instruction, namely identifying whether the scenario task received by the user operation virtual role is specifically a main line scenario task or a branch scenario task, and preloading a next scene guided by the main line scenario task guided by the user operation virtual role or a next scene guided by the branch scenario task guided by the user operation virtual role based on the identified instruction level;
for example, if the flow scenes required for the main scenario task or the branch scenario task performed by the user are A, C, E, F, G in sequence, when the user operates the virtual character in the a scene to complete the task of the scene and enter the C scene, the first secondary scene or the second secondary scene is E, F, G in sequence.
In one embodiment, as shown in fig. 5, after step S42, the following steps are performed:
s43: when receiving a secondary switching instruction from a user side, closing a receiving function of the switching instruction;
s44: preloading a first secondary scene or a second secondary scene corresponding to and associated with the secondary switching instruction;
s45: after the preloading is completed, the receiving function of the switching instruction is restarted.
In this embodiment, the secondary switching instruction is an instruction sent when the user operates the virtual character to enter the first secondary scene or the second secondary scene;
specifically, when the user operates the virtual character to enter the first secondary scene or the second secondary scene, the receiving function of the switching instruction is closed, namely, the condition of the switching instruction is not triggered, the first secondary scene or the second secondary scene corresponding to the secondary switching instruction is preloaded, and after the preloading is completed, the receiving function of the switching instruction is restarted, namely, the condition of the switching instruction can be triggered at the moment;
for example, if the flow scenes required by the main scenario task or the branch scenario task performed by the user are A, C, E, F, G in sequence, when the user operates the virtual character in the a scene to complete the task of the scene and enter the C scene, the switching instruction condition when the virtual character enters the C scene will not be triggered at this time, and the first secondary scene or the second secondary scene is still E, F, G in sequence.
In one embodiment, after step S31, the following steps are performed:
s311: acquiring front scene data;
s312: based on the front scene data and the current scene data, updating the user portrait information in real time;
in this embodiment, the front scene data is scene data of a game scene in which the virtual character is located before the user operates the virtual character to switch the scene;
specifically, scene data of a game scene before a user operates the virtual character switching scene is obtained, and based on the front scene data and the current scene data, the data of scene times and scene duration in the user portrait information are updated in real time.
In an embodiment, a game scene switching system is provided, where the game scene switching system corresponds to one of the game scene switching methods in the above embodiment. The switching system of the game scene comprises:
the instruction identification module is used for identifying the instruction type of the operation instruction and the instruction grade of the associated instruction;
the user portrait information processing module is used for acquiring user portrait information and updating data of the user portrait information;
the scene data processing module is used for identifying or acquiring corresponding scene data according to different instructions;
the preloading module is used for preloading corresponding scene data according to different instructions;
the classification screening module is used for classifying the scenes and screening the scene list according to the first screening condition and the second screening condition;
and the priority judging module is used for judging the priority of the first scene and the second scene.
For a specific limitation of the switching system of a game scene, reference may be made to the limitation of the switching method of a game scene hereinabove, and the description thereof will not be repeated here. The above-mentioned various modules in the switching system of a game scene may be implemented in whole or in part by software, hardware, and combinations thereof. The above modules may be embedded in hardware or may be independent of a processor in the computer device, or may be stored in software in a memory in the computer device, so that the processor may call and execute operations corresponding to the above modules.
In one embodiment, a computer device is provided, which may be a server, the internal structure of which may be as shown in fig. 6. The computer device includes a processor, a memory, a network interface, and a database connected by a system bus. Wherein the processor of the computer device is configured to provide computing and control capabilities. The memory of the computer device includes a non-volatile storage medium and an internal memory. The non-volatile storage medium stores an operating system, computer programs, and a database. The internal memory provides an environment for the operation of the operating system and computer programs in the non-volatile storage media. The database of the computer equipment is used for storing the identity information of the display terminal, the pre-stored intelligent mobile terminal information, the intelligent mobile terminal information corresponding to the corresponding binding of the identity information of the display terminal, the preset multimedia file, the preset grouping information, the preset distance value and the sensor terminal signal information. The network interface of the computer device is used for communicating with an external terminal through a network connection. The computer program, when executed by a processor, implements a method of switching game scenarios.
In one embodiment, a computer device is provided that includes a memory, a processor, and a computer program stored on the memory and executable on the processor, the processor implementing a method of switching game scenarios when executing the computer program;
in one embodiment, a computer-readable storage medium is provided having a computer program stored thereon, which when executed by a processor implements a method of switching game scenarios.
Those skilled in the art will appreciate that implementing all or part of the above described methods may be accomplished by way of a computer program stored on a non-transitory computer readable storage medium, which when executed, may comprise the steps of the embodiments of the methods described above. Any reference to memory, storage, database, or other medium used in the various embodiments provided herein may include non-volatile and/or volatile memory. The nonvolatile memory can include Read Only Memory (ROM), programmable ROM (PROM), electrically Programmable ROM (EPROM), electrically Erasable Programmable ROM (EEPROM), or flash memory. Volatile memory can include Random Access Memory (RAM) or external cache memory. By way of illustration and not limitation, RAM is available in a variety of forms such as Static RAM (SRAM), dynamic RAM (DRAM), synchronous DRAM (SDRAM), double Data Rate SDRAM (DDRSDRAM), enhanced SDRAM (ESDRAM), synchronous Link DRAM (SLDRAM), memory bus direct RAM (RDRAM), direct memory bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM), among others.
It will be apparent to those skilled in the art that, for convenience and brevity of description, only the above-described division of the functional units and modules is illustrated, and in practical application, the above-described functional distribution may be performed by different functional units and modules according to needs, i.e. the internal structure of the apparatus is divided into different functional units or modules to perform all or part of the above-described functions.
The above embodiments are only for illustrating the technical solution of the present application, and are not limiting; although the present application has been described in detail with reference to the foregoing embodiments, it should be understood by those of ordinary skill in the art that: the technical scheme described in the foregoing embodiments can be modified or some technical features thereof can be replaced by equivalents; such modifications and substitutions do not depart from the spirit and scope of the technical solutions of the embodiments of the present application, and are intended to be included in the scope of the present application.

Claims (10)

1. The game scene switching method is characterized by comprising the following steps:
when an operation instruction from a user side is received, identifying the instruction type of the operation instruction, wherein the instruction type comprises an associated instruction and a switching instruction for identifying a needed preloading scene;
if the instruction type is a switching instruction, identifying identity information of the user side, and acquiring user portrait information currently corresponding to the identity information, wherein the user portrait information comprises historical preference scene information of the user;
preloading scene data currently associated with the user portrait information based on the acquired user portrait information;
if the instruction type is the association instruction, identifying association data which are bound in advance by the association instruction, preloading scene data associated with the association data, wherein each association data corresponds to a scenario task, and the scenario task comprises a main line task and a branch line task.
2. The method for switching game scenes according to claim 1, wherein: the step of preloading the scene data currently associated with the user portrait information based on the acquired user portrait information comprises the steps of:
acquiring current scene data;
classifying scenes corresponding to scene data currently associated with the user portrait information based on the current scene data, and screening a first scene set and a second scene set;
preloading scene data of scenes with high priorities in the first scene set and the second scene set according to priority rules, wherein the priorities of the priority rules are high-level and low-level.
3. The method for switching game scenes according to claim 2, wherein: the step of classifying the scenes corresponding to the scene data currently associated with the user portrait information based on the current scene data and screening out the first scene set and the second scene set comprises the steps of:
identifying all scene data currently associated with the user portrait information, and generating a scene list;
screening the scene list by combining the current scene and a first screening condition to determine a first scene set, and setting all scenes contained in the first scene set as first scenes, wherein the first screening condition is whether a user can enter the scenes currently, and the first scene set comprises all scenes which the user can enter currently;
and screening the scene list by combining the current scene and a second screening condition to determine a second scene set, and setting all scenes contained in the second scene set as second scenes, wherein the second screening condition is whether the user enters the scene through the current scene, and the second scene set comprises all scenes which the user enters through the current scene.
4. The method for switching game scenes according to claim 2, wherein: the step of preloading the scene data of the scene with the higher priority in the first scene set and the second scene set according to the priority rule, wherein the priority of the priority rule is divided into a higher level and a lower level, and the step comprises the following steps:
the method comprises the steps that priority judgment is conducted on a first scene and a second scene, and preset conditions of priority judgment comprise scene times and scene duration of a user;
setting the priorities of a first scene and a second scene with the scene times larger than a preset scene times value or a preset scene time length larger than a preset scene time length value as high-level, and setting the priorities of other first scenes and second scenes as low-level;
scene data of a scene with a higher priority is preloaded.
5. The method for switching game scenes according to claim 1, wherein: if the instruction type is an association instruction, identifying association data which is bound in advance by the association instruction, preloading scene data associated with the association data, wherein each association data corresponds to a scenario task, the scenario task comprises a main line task and a branch line task, and the method comprises the following steps:
if the instruction type is an associated instruction, identifying an instruction level of the associated instruction, wherein the instruction level comprises a first associated instruction and a second associated instruction;
and preloading first secondary scene data associated with the first associated instruction or second secondary scene data associated with the second associated instruction based on the identified instruction level, wherein the first secondary scene data corresponds to the main line task scene data and the second secondary scene data corresponds to the branch line task scene data.
6. The method for switching game scenes according to claim 5, wherein: the step of preloading first secondary scene data associated with a first associated instruction or second secondary scene data associated with a second associated instruction based on the identified instruction level, wherein the first secondary scene data corresponds to main line task scene data, and the second secondary scene data corresponds to branch line task scene data is performed by the following steps:
when receiving a secondary switching instruction from a user side, closing a receiving function of the switching instruction;
preloading a first secondary scene or a second secondary scene corresponding to and associated with the secondary switching instruction;
after the preloading is completed, the receiving function of the switching instruction is restarted.
7. The method for switching game scenes according to claim 2, wherein: after the step of acquiring the current scene data, the following steps are executed:
acquiring front scene data;
based on the front scene data and the current scene data, the user portrait information is updated in real time.
8. A game scene switching system, comprising:
the instruction identification module is used for identifying the instruction type of the operation instruction and the instruction grade of the associated instruction;
the user portrait information processing module is used for acquiring user portrait information and updating data of the user portrait information;
the scene data processing module is used for identifying or acquiring corresponding scene data according to different instructions; the preloading module is used for preloading corresponding scene data according to different instructions;
the classification screening module is used for classifying the scenes and screening the scene list according to the first screening condition and the second screening condition;
and the priority judging module is used for judging the priority of the first scene and the second scene.
9. A computer device comprising a memory, a processor, and a computer program stored in the memory and executable on the processor, characterized by: the processor, when executing the computer program, implements the steps of a method for switching a game scenario according to any one of claims 1-7.
10. A computer-readable storage medium storing a computer program, characterized in that: the computer program, when executed by a processor, implements the steps of a method for switching a game scenario according to any one of claims 1-7.
CN202311483725.6A 2023-11-08 2023-11-08 Game scene switching method, system, equipment and storage medium Pending CN117258291A (en)

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CN115599478A (en) * 2022-08-31 2023-01-13 网易(杭州)网络有限公司(Cn) Method and device for preloading data and electronic equipment
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CN111729305A (en) * 2020-06-23 2020-10-02 网易(杭州)网络有限公司 Map scene preloading method, model training method, device and storage medium
CN112138371A (en) * 2020-09-15 2020-12-29 北京智明星通科技股份有限公司 Game scene loading method, system and server based on associated access times
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