CN117732046A - Game state synchronization method, device, equipment and storage medium - Google Patents

Game state synchronization method, device, equipment and storage medium Download PDF

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Publication number
CN117732046A
CN117732046A CN202311754622.9A CN202311754622A CN117732046A CN 117732046 A CN117732046 A CN 117732046A CN 202311754622 A CN202311754622 A CN 202311754622A CN 117732046 A CN117732046 A CN 117732046A
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China
Prior art keywords
character
role
frame
target
state
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CN202311754622.9A
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Chinese (zh)
Inventor
陈星睿
郑彬戈
齐松
仝博
李伟
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China Mobile Communications Group Co Ltd
MIGU Culture Technology Co Ltd
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China Mobile Communications Group Co Ltd
MIGU Culture Technology Co Ltd
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Priority to CN202311754622.9A priority Critical patent/CN117732046A/en
Publication of CN117732046A publication Critical patent/CN117732046A/en
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Abstract

The invention discloses a game state synchronization method, a device, equipment and a storage medium, wherein character state data of a target character is obtained through analysis by acquiring a synchronization data packet sent by a client; when the current picture frame of the target role exceeds a preset frame threshold critical point, calculating the role state data by adopting an interpolation algorithm, and synchronizing the state of the target role; the frame threshold critical point and the frame number difference value of the frame where the target character is born are preset difference values; and when the current picture frame of the target role does not exceed a preset frame threshold critical point, directly assigning an operation to the role state data, and synchronizing the state of the target role. According to the embodiment of the invention, different game state synchronization modes are selected according to the comparison result of the current picture frame of the target character and the frame threshold critical point, so that the risks of frame dropping, blocking and buffering in the character synchronization process are reduced.

Description

Game state synchronization method, device, equipment and storage medium
Technical Field
The present invention relates to the field of computer technologies, and in particular, to a method, an apparatus, a device, and a storage medium for synchronizing game states.
Background
The network game is a multi-player electronic game which is conducted in a networking way, also called an online game, and when users conduct the network game, information interaction among the users needs to be ensured, so that the game state synchronization of the clients is realized. In the prior art, the state synchronization mode generally comprises frame synchronization, state synchronization and real-time broadcasting synchronization, wherein the frame synchronization and the state synchronization send a state to a server at certain intervals, and the real-time broadcasting is performed in real time; messages are typically broadcast during play by the three synchronization methods described above, either alone or in combination. However, for the situations of large data volume and more roles when multiple people are online, the problems of frame dropping, blocking and buffering easily occur in the role synchronization process in the scheme.
Disclosure of Invention
Based on the above, the invention provides a game state synchronization method, a device, equipment and a storage medium, which can select different game state synchronization modes according to the comparison result of the current picture frame of a target character and a frame threshold critical point, thereby reducing the risks of frame dropping, clamping and buffering in the character synchronization process.
In order to achieve the above object, an embodiment of the present invention provides a game state synchronization method, including:
acquiring a synchronous data packet sent by a client, and analyzing to obtain role state data of a target role;
when the current picture frame of the target role exceeds a preset frame threshold critical point, calculating the role state data by adopting an interpolation algorithm, and synchronizing the state of the target role; the frame threshold critical point and the frame number difference value of the frame where the target character is born are preset difference values;
and when the current picture frame of the target role does not exceed a preset frame threshold critical point, directly assigning an operation to the role state data, and synchronizing the state of the target role.
As an improvement of the above solution, when the current frame of the target character exceeds a preset frame threshold critical point, an interpolation algorithm is used to calculate the character status data, and the method further includes:
acquiring the sending frequency of the client to the synchronous data packet;
and when the current picture frame of the target role exceeds a preset frame threshold critical point, carrying out interpolation operation on the role state data according to the sending frequency, and synchronizing the state of the target role.
As an improvement of the above solution, the acquiring the synchronization packet sent by the client includes: and acquiring the synchronous data packet broadcast by the client through the server.
As an improvement of the above scheme, the method further comprises:
responding to user operation, processing the appointed role, and generating a synchronous data packet according to the processing result;
and broadcasting the generated synchronous data packet through a server and distributing the synchronous data packet to the client.
As an improvement of the above-described aspect, the processing of the designated character in response to the user operation includes at least one of:
responding to the role creation operation, and creating a designated role;
controlling the designated character to move in response to a character movement operation;
destroying the designated character in response to a character destroying operation;
and controlling the action state change of the designated character in response to the character action state change operation.
As an improvement of the above scheme, the method further comprises:
initiating a role checking request to a server; wherein the character checking request comprises a current scene ID and the current character information of the current scene;
receiving character correction information fed back by the server, and correcting the character of the current scene according to the character correction information;
wherein the character correction information is obtained by the server by:
analyzing the role checking request to obtain the current scene ID and the existing role information;
inquiring all role information maintained by a background according to the current scene ID, and comparing the information with the existing role information to obtain missing roles and redundant roles;
and generating role correction information according to the missing roles and the redundant roles.
As an improvement of the above solution, the role verification request further includes client heartbeat data, and the role correction information further includes server heartbeat data.
In order to achieve the above object, an embodiment of the present invention further provides a game status synchronization device, including:
the data acquisition module is used for acquiring the synchronous data packet sent by the client and analyzing and obtaining the role state data of the target role;
the first synchronization module is used for calculating the character state data by adopting an interpolation algorithm when the current picture frame of the target character exceeds a preset frame threshold critical point, and synchronizing the state of the target character; the frame threshold critical point and the frame number difference value of the frame where the target character is born are preset difference values;
and the second synchronization module is used for directly assigning and calculating the character state data and synchronizing the state of the target character when the current picture frame of the target character does not exceed the preset frame threshold critical point.
To achieve the above object, an embodiment of the present invention further provides a game state synchronization device, including a processor, a memory, and a computer program stored in the memory and configured to be executed by the processor, where the processor executes the computer program to implement the game state synchronization method according to any one of the embodiments.
To achieve the above object, an embodiment of the present invention further provides a computer readable storage medium, where the computer readable storage medium includes a stored computer program, where when the computer program runs, a device where the computer readable storage medium is controlled to execute the game state synchronization method according to any one of the embodiments.
Compared with the prior art, the game state synchronization method, the game state synchronization device, the game state synchronization equipment and the storage medium disclosed by the embodiment of the invention are used for analyzing and obtaining the role state data of the target role by acquiring the synchronization data packet sent by the client; when the current picture frame of the target role exceeds a preset frame threshold critical point, calculating the role state data by adopting an interpolation algorithm, and synchronizing the state of the target role; the frame threshold critical point and the frame number difference value of the frame where the target character is born are preset difference values; and when the current picture frame of the target role does not exceed a preset frame threshold critical point, directly assigning an operation to the role state data, and synchronizing the state of the target role. Therefore, according to the embodiment of the invention, different game state synchronization modes are selected according to the comparison result of the current picture frame of the target character and the frame threshold critical point, so that the risks of frame dropping, clamping and buffering in the character synchronization process are reduced.
Drawings
In order to more clearly illustrate the technical solutions of the present invention, the drawings that are needed in the embodiments will be briefly described below, and it is obvious that the drawings in the following description are only some embodiments of the present invention, and that other drawings can be obtained according to these drawings without inventive effort for a person skilled in the art.
FIG. 1 is a flow chart of a method for synchronizing game states according to an embodiment of the present invention;
FIG. 2 is a diagram of a game state synchronization architecture provided in one embodiment of the present invention;
fig. 3 is a schematic diagram of a server data processing flow according to an embodiment of the present invention.
Detailed Description
The following description of the embodiments of the present invention will be made clearly and completely with reference to the accompanying drawings, in which it is apparent that the embodiments described are only some embodiments of the present invention, but not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the invention without making any inventive effort, are intended to be within the scope of the invention.
Referring to fig. 1, a flow chart of a game status synchronization method according to an embodiment of the invention is shown.
Specifically, the game state synchronization method comprises the following steps S1 to S3:
s1, acquiring a synchronous data packet sent by a client, and analyzing to obtain character state data of a target character;
s2, when the current picture frame of the target role exceeds a preset frame threshold critical point, calculating the role state data by adopting an interpolation algorithm, and synchronizing the state of the target role; the frame threshold critical point and the frame number difference value of the frame where the target character is born are preset difference values;
and S3, directly assigning and calculating the character state data when the current picture frame of the target character does not exceed a preset frame threshold critical point, and synchronizing the state of the target character.
Specifically, referring to fig. 2, fig. 2 is a diagram of a game status synchronization architecture provided in an embodiment of the present application, as shown in fig. 1, the game status synchronization architecture is composed of a service cluster 10 and a plurality of clients 20, and the present application is implemented by a local client, and performs game data synchronization between the local client and other clients. The client may be a computer, or may be a terminal device such as a mobile phone, which is not limited herein, and the data before the client and the client are broadcast through a server in a service cluster, so as to realize data synchronization.
For example, suppose user A, B, C, D, E five users are simultaneously online (each user represents a client) and moving arbitrarily within the same scene, at which time, if user a walks or runs in the scene, own state data, such as spatial coordinates/orientation, etc., is sent every T seconds. After the other four users receive the data sent by the user A, the state of the user A needs to be synchronized. Firstly, a user B needs to judge whether the image A is in a first frame image (namely, the image of the birth of the role A) in the image B, if so, the user A is directly assigned with the received data so as to avoid frame skipping or an erroneous interpolation process; if the frame is not the first frame, the interpolation motion is performed for the same T seconds to perform state synchronization, and similarly, the users C, D and E update the state of a in the respective frames to realize data synchronization of the respective users.
It should be noted that the preset difference is a positive integer greater than or equal to 0, and may be set according to practical situations.
Compared with the prior art, the embodiment of the invention reduces the risks of frame dropping, blocking and buffering in the character synchronization process by selecting different game state synchronization modes according to the comparison result of the current picture frame of the target character and the frame threshold critical point.
In a preferred embodiment, when the current frame of the target character exceeds a preset frame threshold critical point, an interpolation algorithm is adopted to calculate the character status data, so as to synchronize the status of the target character, and the method further includes:
acquiring the sending frequency of the client to the synchronous data packet;
and when the current picture frame of the target role exceeds a preset frame threshold critical point, carrying out interpolation operation on the role state data according to the sending frequency, and synchronizing the state of the target role.
For example, when a client receives data broadcast by a server, corresponding role synchronization is performed according to different data types, and it is assumed that other clients transmit data to the server at a transmission frequency of transmitting their own state data every T seconds, and the data is broadcast by the server. In the local client, when the character is larger than T, the character is reduced slowly and drifts when stopped; when the time is smaller than T, the role is locked in synchronization. In order to ensure that abnormal phenomena such as flash, jitter and delay can not occur to the character, frame accumulation calculation is started after a character birth instruction is received, the front M frames carry out direct assignment operation on data, so that the phenomenon of the character flash can be avoided, interpolation operation is carried out on the later data in the same T seconds, namely, the internal assignment is carried out on the data in the M frames, interpolation movement is carried out outside the M frames, and the smooth movement of the character without jitter and delay can be ensured.
It should be noted that, typically, M is set to a value that is not perceived by human eyes, for example, 10 frames, and may be set by the user according to the requirement, and is typically set to be within 15 frames, because the human eyes cannot perceive within 15 frames, and typically, the value of M may be set to be in the range of 1 to 15.
In a preferred embodiment, the acquiring the synchronization data packet sent by the client includes: and acquiring the synchronous data packet broadcast by the client through the server.
In a preferred embodiment, further comprising:
responding to user operation, processing the appointed role, and generating a synchronous data packet according to the processing result;
and broadcasting the generated synchronous data packet through a server and distributing the synchronous data packet to the client.
In a preferred embodiment, the processing of the designated character in response to a user operation includes at least one of:
responding to the role creation operation, and creating a designated role;
controlling the designated character to move in response to a character movement operation;
destroying the designated character in response to a character destroying operation;
and controlling the action state change of the designated character in response to the character action state change operation.
Specifically, the character creation operation, the character movement operation, the character destruction operation, and the character action state change operation are user operations, and the user can interact with the client through the electronic device such as a mouse, a keyboard, or a touch screen.
Specifically, different logic processes are respectively performed on the client and the server (server), and the client reports behavior data and analyzes synchronization behavior, and the server clusters process and pass-through behavior data, and the detailed flow is as follows:
first, the client needs to agree on a network synchronization data protocol with the server, which commonly includes, but is not limited to, role ID, message type, spatial location, spatial orientation, action instruction, and data corresponding to the action instruction, etc. After the protocol is defined, the client and the server respectively perform network synchronization logic development.
For clients, message types are classified into "character birth instructions" (birth instructions), "character movement timing update instructions" (timing update instructions), "character state change real-time update instructions" (state change instructions), and "character destroy instructions" (destroy instructions). When the character is initially created, the character birth data is required to be sent to a server; the method comprises the steps that when a character is in continuous movement, the character timing update data is required to be sent to a server every T seconds; when the role scene jumps or leaves and the like to be destroyed, a role destroy instruction needs to be sent to a server; when the action state of the character changes, new state data needs to be sent to the server in real time.
For the server, when receiving various types of data sent by the client, the sent data is directly transmitted and broadcast according to service requirements or broadcast after service processing, for example, when state change in a non-motion state of a role needs to be broadcast in real time, such as jumping, waving hands, sitting and other actions. Illustratively, as shown in fig. 3, the instruction data (synchronous data packet) sent by the client is parsed, and the effective scene ID and the instruction class (role state data) are identified, wherein the instruction class includes a birth instruction, a timing update instruction, a state change instruction and a destroy instruction; judging whether the birth place is required to be allocated for the birth instruction, if so, calculating the birth place, replacing data, performing data processing such as safety verification, behavior prediction and the like, and finally performing data broadcasting, and if not, directly performing data broadcasting; and carrying out data processing such as security verification, behavior prediction and the like on the timing update instruction, the state change instruction and the destroy instruction, and then carrying out data broadcasting.
And finally, when the client receives the data broadcast by the server, the corresponding role synchronization is still carried out according to different data types, and the game state synchronization method is adopted for synchronization.
In a preferred embodiment, further comprising:
initiating a role checking request to a server; wherein the character checking request comprises a current scene ID and the current character information of the current scene;
receiving character correction information fed back by the server, and correcting the character of the current scene according to the character correction information;
wherein the character correction information is obtained by the server by:
analyzing the role checking request to obtain the current scene ID and the existing role information;
inquiring all role information maintained by a background according to the current scene ID, and comparing the information with the existing role information to obtain missing roles and redundant roles;
and generating role correction information according to the missing roles and the redundant roles.
In a preferred embodiment, the character verification request further includes client heartbeat data, and the character modification information further includes server heartbeat data.
Specifically, frequent creation and removal of characters in a scene easily causes inconsistent numbers of characters, and in order to ensure consistent numbers of characters in the same scene, a client and a server correct by establishing a heartbeat mechanism. The client and the server judge whether the opposite side is offline or not by detecting the heartbeat information of the opposite side, and if the heartbeat is normally transmitted and received, the client and the server perform leak detection and defect repair through data. The specific process is as follows:
1. the client initiates a heartbeat format of { message type: heartbeat, data, scene ID, heartbeat information of all role information of the current scene. The message type is used for distinguishing the messages of other service layers, and the heartbeat data can be directly judged; the scene ID describes the unique identification of the scene where the client is currently located; all the role information of the current scene represents all the role information which the client can see in the current scene.
2. The heartbeat format initiated by the server is { message type: heartbeat, data: scene ID, to-be-added role list, to-be-deleted role list, after receiving the data sent by a certain client, the server can carry the data and make difference comparison with all the role information data of the scene maintained by the background to generate to-be-added role list and to-be-deleted role list, then form new heartbeat data and reply the new heartbeat data to the client.
3. After receiving the data sent by the server, the client creates missing roles and deletes redundant roles in the scene.
Therefore, in the game state synchronization method disclosed by the embodiment of the invention, the frame threshold critical point M is set, when the frame threshold critical point M is smaller than or equal to the threshold, direct assignment is adopted to carry out displacement synchronization, and when the frame threshold critical point M is larger than the threshold, an interpolation displacement mode is adopted to ensure that the character has no flash drift phenomenon; the method adopts a timing broadcast mechanism to reduce the data volume in the continuous displacement process of the roles without influencing the synchronization of the roles, and sends each piece of data to the service cluster in a timing way by T seconds during the continuous displacement, other clients perform interpolation displacement by the same T seconds, so that the roles can be ensured to have no jitter motion and no delay motion, and the problems of overlarge volume of the issued data, synchronous frame skip of the roles, stuck or slow behavior of the roles and the like are solved.
The embodiment of the invention also provides a game state synchronization device, which comprises:
the data acquisition module is used for acquiring the synchronous data packet sent by the client and analyzing and obtaining the role state data of the target role;
the first synchronization module is used for calculating the character state data by adopting an interpolation algorithm when the current picture frame of the target character exceeds a preset frame threshold critical point, and synchronizing the state of the target character; the frame threshold critical point and the frame number difference value of the frame where the target character is born are preset difference values;
and the second synchronization module is used for directly assigning and calculating the character state data and synchronizing the state of the target character when the current picture frame of the target character does not exceed the preset frame threshold critical point.
It should be noted that, the working process of the game state synchronization device may refer to the working process of the game state synchronization method in the above embodiment, and will not be described herein.
Compared with the prior art, the game state synchronization device disclosed by the embodiment of the invention reduces the risks of frame dropping, blocking and buffering in the character synchronization process by selecting different game state synchronization modes according to the comparison result of the current picture frame of the target character and the frame threshold critical point.
The embodiment of the invention also provides a game state synchronization device, which comprises a processor, a memory and a computer program stored in the memory and configured to be executed by the processor, wherein the steps in the embodiment of the game state synchronization method are realized by the processor when the computer program is executed, for example, steps S1-S3 in FIG. 1; alternatively, the processor may implement the functions of the modules in the above-described device embodiments when executing the computer program.
The computer program may be divided into one or more modules, which are stored in the memory and executed by the processor to accomplish the present invention, for example. The one or more modules may be a series of computer program instruction segments capable of performing specific functions for describing the execution of the computer program in the game state synchronization device. For example, the computer program may be divided into a plurality of modules, each module having the following specific functions:
the data acquisition module is used for acquiring the synchronous data packet sent by the client and analyzing and obtaining the role state data of the target role;
the first synchronization module is used for calculating the character state data by adopting an interpolation algorithm when the current picture frame of the target character exceeds a preset frame threshold critical point, and synchronizing the state of the target character; the frame threshold critical point and the frame number difference value of the frame where the target character is born are preset difference values;
and the second synchronization module is used for directly assigning and calculating the character state data and synchronizing the state of the target character when the current picture frame of the target character does not exceed the preset frame threshold critical point.
The specific working process of each module may refer to the working process of the game state synchronization device described in the foregoing embodiment, and will not be described herein.
The game state synchronization device can be a computing device such as a desktop computer, a notebook computer, a palm computer, a cloud server and the like. The game state synchronization device may include, but is not limited to, a processor, a memory. Those skilled in the art will appreciate that the game state synchronization devices may also include input and output devices, network access devices, buses, and the like.
The processor may be a central processing unit (Central Processing Unit, CPU), but may also be other general purpose processors, digital signal processors (Digital Signal Processor, DSP), application specific integrated circuits (Application Specific Integrated Circuit, ASIC), field programmable gate arrays (Field-Programmable Gate Array, FPGA) or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, or the like. The general purpose processor may be a microprocessor or the processor may be any conventional processor or the like, which is the control center of the game state synchronization device, connecting the various parts of the overall game state synchronization device using various interfaces and lines.
The memory may be used to store the computer program and/or modules, and the processor may implement various functions of the game state synchronization device by running or executing the computer program and/or modules stored in the memory and invoking data stored in the memory. The memory may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, an application program (such as an image playing function, etc.) required for at least one function, etc.; the storage data area may store data created according to the use of the cellular phone, etc. In addition, the memory may include high-speed random access memory, and may also include non-volatile memory, such as a hard disk, memory, plug-in hard disk, smart Media Card (SMC), secure Digital (SD) Card, flash Card (Flash Card), at least one disk storage device, flash memory device, or other volatile solid-state storage device.
Wherein the modules integrated by the game state synchronization device may be stored in a computer readable storage medium if implemented in the form of software functional units and sold or used as a stand alone product. Based on such understanding, the present invention may implement all or part of the flow of the method of the above embodiment, or may be implemented by a computer program to instruct related hardware, where the computer program may be stored in a computer readable storage medium, and when the computer program is executed by a processor, the computer program may implement the steps of each of the method embodiments described above. Wherein the computer program comprises computer program code which may be in source code form, object code form, executable file or some intermediate form etc. The computer readable medium may include: any entity or device capable of carrying the computer program code, a recording medium, a U disk, a removable hard disk, a magnetic disk, an optical disk, a computer Memory, a Read-Only Memory (ROM), a random access Memory (RAM, random Access Memory), an electrical carrier signal, a telecommunications signal, a software distribution medium, and so forth.
While the foregoing is directed to the preferred embodiments of the present invention, it will be appreciated by those skilled in the art that changes and modifications may be made without departing from the principles of the invention, such changes and modifications are also intended to be within the scope of the invention.

Claims (10)

1. A method for synchronizing game states, comprising:
acquiring a synchronous data packet sent by a client, and analyzing to obtain role state data of a target role;
when the current picture frame of the target role exceeds a preset frame threshold critical point, calculating the role state data by adopting an interpolation algorithm, and synchronizing the state of the target role; the frame threshold critical point and the frame number difference value of the frame where the target character is born are preset difference values;
and when the current picture frame of the target role does not exceed a preset frame threshold critical point, directly assigning an operation to the role state data, and synchronizing the state of the target role.
2. The game state synchronization method of claim 1, wherein when the current frame of the target character exceeds a preset frame threshold critical point, an interpolation algorithm is used to calculate the character state data, and synchronizing the state of the target character further comprises:
acquiring the sending frequency of the client to the synchronous data packet;
and when the current picture frame of the target role exceeds a preset frame threshold critical point, carrying out interpolation operation on the role state data according to the sending frequency, and synchronizing the state of the target role.
3. The game state synchronization method of claim 2, wherein the obtaining the synchronization packet sent by the client includes: and acquiring the synchronous data packet broadcast by the client through the server.
4. The game state synchronization method of claim 1, further comprising:
responding to user operation, processing the appointed role, and generating a synchronous data packet according to the processing result;
and broadcasting the generated synchronous data packet through a server and distributing the synchronous data packet to the client.
5. The game state synchronization method of claim 4, wherein the processing the designated character in response to the user operation comprises at least one of:
responding to the role creation operation, and creating a designated role;
controlling the designated character to move in response to a character movement operation;
destroying the designated character in response to a character destroying operation;
and controlling the action state change of the designated character in response to the character action state change operation.
6. The game state synchronization method according to any one of claims 1 to 5, further comprising:
initiating a role checking request to a server; wherein the character checking request comprises a current scene ID and the current character information of the current scene;
receiving character correction information fed back by the server, and correcting the character of the current scene according to the character correction information;
wherein the character correction information is obtained by the server by:
analyzing the role checking request to obtain the current scene ID and the existing role information;
inquiring all role information maintained by a background according to the current scene ID, and comparing the information with the existing role information to obtain missing roles and redundant roles;
and generating role correction information according to the missing roles and the redundant roles.
7. The game state synchronization method of claim 6, wherein the character inspection request further includes client heartbeat data, and the character modification information further includes server heartbeat data.
8. A game state synchronization device, comprising:
the data acquisition module is used for acquiring the synchronous data packet sent by the client and analyzing and obtaining the role state data of the target role;
the first synchronization module is used for calculating the character state data by adopting an interpolation algorithm when the current picture frame of the target character exceeds a preset frame threshold critical point, and synchronizing the state of the target character; the frame threshold critical point and the frame number difference value of the frame where the target character is born are preset difference values;
and the second synchronization module is used for directly assigning and calculating the character state data and synchronizing the state of the target character when the current picture frame of the target character does not exceed the preset frame threshold critical point.
9. A game state synchronization device comprising a processor, a memory and a computer program stored in the memory and configured to be executed by the processor, the processor implementing the game state synchronization method according to any one of claims 1 to 7 when executing the computer program.
10. A computer readable storage medium, characterized in that the computer readable storage medium comprises a stored computer program, wherein the computer program, when run, controls a device in which the computer readable storage medium is located to perform the game state synchronization method according to any one of claims 1 to 7.
CN202311754622.9A 2023-12-19 2023-12-19 Game state synchronization method, device, equipment and storage medium Pending CN117732046A (en)

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Application Number Priority Date Filing Date Title
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Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202311754622.9A CN117732046A (en) 2023-12-19 2023-12-19 Game state synchronization method, device, equipment and storage medium

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