WO2007124672A1 - Procédé et appareil d'enregistrement et de lecture en différé de jeu en réseau - Google Patents
Procédé et appareil d'enregistrement et de lecture en différé de jeu en réseau Download PDFInfo
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- WO2007124672A1 WO2007124672A1 PCT/CN2007/001290 CN2007001290W WO2007124672A1 WO 2007124672 A1 WO2007124672 A1 WO 2007124672A1 CN 2007001290 W CN2007001290 W CN 2007001290W WO 2007124672 A1 WO2007124672 A1 WO 2007124672A1
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Classifications
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/131—Protocols for games, networked simulations or virtual reality
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/49—Saving the game status; Pausing or ending the game
- A63F13/497—Partially or entirely replaying previous game actions
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/533—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/77—Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/71—Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features 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
- A63F2300/308—Details of the user interface
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/401—Secure communication, e.g. using encryption or authentication
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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 details of game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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 details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/552—Details of game data or player data management for downloading to client devices, e.g. using OS version, hardware or software profile of the client device
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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 details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5526—Game data structure
- A63F2300/5533—Game data structure using program state or machine event data, e.g. server keeps track of the state of multiple players on in a multiple player game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/634—Methods for processing data by generating or executing the game program for controlling the execution of the game in time for replaying partially or entirely the game actions since the beginning of the game
Definitions
- the invention belongs to the technical field of network games, and in particular relates to a method and device for recording and playing online games. Background of the invention
- Online games are the online games that people refer to. They are computer games that allow multiple people to participate at the same time through the Internet. The interaction between people can achieve the purpose of communication, entertainment and leisure.
- the types of online games mainly include: chess games, puzzles, and skills.
- gamers can enjoy the joy of repeated games by reconstructing the game situation.
- players can improve their game skills by watching the performances of their masters.
- the recording and playback technology of online games came into being. Through game recording and playback technology, players can record their own gameplay and watch the video.
- the existing game recording and playback technology the basic principle is to record the events happening in the game in chronological order. For example, for a board game, an event occurring during the game refers to a drop; for a card game, it refers to a card and a card; for a game, a game refers to an action.
- the main purpose is to record the color of the chess piece and the coordinate value of the chess piece on the chessboard when playing the game.
- each record information is recorded.
- the color and position of the pointed piece are drawn on the board.
- the recording and playback method of the Go game is applied to the chess game, since the chessboard specification of the Go game is different from the chess game, the chess game cannot be used in the same recording and playback method as the Go game.
- the main purpose of the embodiments of the present invention is to provide a method for recording and playing online games, which aims to provide a recording and playback method common to online games.
- a method for recording and playing online games comprising the following steps:
- another main object of the present invention is to provide a device for recording and playing online games, which can be used in any online game to realize - recording and playback of online games.
- a device for recording and playing online games comprising: a message engine module, a play control module and a game client;
- the message engine module is configured to copy all game messages sent by the game server to the game client during the game;
- the play control module is configured to send a game message copied by the message engine module to the game client;
- the game client is configured to replay the game process by executing the game message.
- the invention provides a method for recording and placing a network game by copying all game messages sent by the game server to the game client during the game; and then replaying the game process according to the copied game message.
- the technical solution of the embodiment of the present invention can be commonly used for recording and playback of various network games, because the game process of the user terminal is dependent on the characteristics of the game message sent by the game server.
- FIG. 1 is an exemplary flowchart of a method according to an embodiment of the present invention.
- FIG. 2 is an exemplary structural diagram of an apparatus according to an embodiment of the present invention.
- FIG. 3 is a flow chart of a method according to a first preferred embodiment of the present invention.
- Figure 4 is a structural view of a device according to a first preferred embodiment of the present invention.
- Figure 5 is a flow chart of a method of a second preferred embodiment of the present invention.
- Figure 6 is a structural diagram of a device according to a second preferred embodiment of the present invention. Mode for carrying out the invention
- the game process presented to the game client in the process of the network game is determined by the game message sent by the game server to the game client. Therefore, in the technical solution of the embodiment of the present invention, only all the game messages sent by the game server to the game client during the game are copied; and then the purpose of the game process is replayed according to the copied game message.
- the technical solution of the embodiment of the present invention can be universally used in various network games since the technique of recording a game in the prior art is avoided depending on the characteristics of the game itself.
- FIG. 1 is an exemplary flowchart of a method according to an embodiment of the present invention.
- the specific process includes: in step 101, copying all the game messages sent by the game server to the game client during the game; in step 102, the game process is played back according to the copied game message.
- FIG. 2 is an exemplary structural diagram of an apparatus according to an embodiment of the present invention. Specifically, it includes: a message engine module 21, a play control module 22, and a game client 23.
- the message engine module 21 is mainly used to copy all the game messages sent by the game server 20 to the game client 23 during the game.
- the play control module 22 is mainly used to copy the message engine module 21
- the game message is sent to the game client 23.
- the game client 23 is mainly used to replay the game process by executing a game message.
- FIG. 3 is a flow chart of a method according to a first preferred embodiment of the present invention. The specific process is as follows:
- step 301 all game messages sent by the game server to the game client during the game are copied.
- the operation copied in this step may be performed when the game client starts the game; when the game client ends the game, the copy operation is also stopped.
- the copy operation can also be started and/or ended according to the instructions of the game client.
- the process of copying a game message here is the process of recording the game.
- the operation of copying all game messages sent by the game server during the game can be implemented by an interface provided by a dynamic link library (DLL) message engine.
- DLL dynamic link library
- the dynamic link library can be pre-programmed and placed in the entity that performs this operation for recall when it is copied.
- step 302 when the recorded game process needs to be played back, in this step, a corresponding virtual interface needs to be established on the game client according to the interface between the game server and the game client during the game.
- the virtual interface established on the game client is also the three types. Interface.
- the game client described in the embodiment of the present invention refers to a client corresponding to different games.
- a game client for chess a game client for Parker, and a game client for mahjong.
- the component identifier is the corresponding for each client. A logo. Therefore, in the process of copying the game message, the corresponding game client can be recorded.
- step 303 according to the order in which the game client receives the game message, the game messages are sequentially sent to the game client through the established virtual interface, and the communication process between the game server and the game client is simulated.
- the game client implements the playback game process by sequentially processing the game messages received from the virtual interface.
- step 302 when there are multiple interfaces between the game client and the game server, the game message needs to be analyzed before the game message is sent to the game client, and the interface corresponding to the game message is determined, and then Send to the game client through the corresponding virtual interface. If the game message is not recorded in the game message, the interface of the game message to the game client is not recorded in the game message, when the game message is copied, the interface used by the game message during the game may be recorded for determining the game here. The operation of the interface corresponding to the message.
- the game server can be smoothly stored in accordance with the game server when copying the game message.
- the stored game message is processed in order according to the principle of first in, first out.
- the playback process does not completely restore the original game process. For example, in the original process of the mahjong game, the family touched the card about half a minute after the game was played.
- time interval for processing the game message is 1 second according to the principle of first in, first out, it is reflected that the half minute pause as described above does not occur during the game being restored, and the game played back is the home.
- the card operation was performed 1 second after the card was played.
- a timer can be established. Loop, using the timer to process the game message according to the timestamp carried in the game message. At this time, when the time stamp is not included in the game message, the game message may be time stamped at the time of the copied game message. Although the game message is processed according to the time stamp carried in the game message, the original game process can be truly restored, but for some game users, these unnecessary waits are not needed, so at this time, it is possible to choose not to use the time stamp. Release mechanism.
- each game message can also be triggered by the game user.
- a trigger command of the game user is received, a game message is successfully processed in accordance with the received game message.
- different processing of the game message may have different effects, so that the game user who wants to watch the game process may provide an option before the game is played back, and the game user determines the playback mode to be used.
- the game message copied in step 301 can be saved as a game recording file, and a file type such as *.qrr can be set thereto.
- the operations performed in steps 302-304 are formed into a play control module, and the associated open mode of the .qqr file is registered in the registry of the user client where the game client is located: 'Opened by the play control module.
- the user client can be a personal computer (PC) used by the game user.
- PC personal computer
- Step 302 shown at 3, achieves the purpose of replaying the game process recorded by the file.
- the way to open the association of the *.qrr file registered in the registry may be performed when the game client is installed.
- the game user referred to initiates the game recording file on the PC, and double-clicks the file with the mouse.
- the CLSID can also be combined with the copied game message to form a *.qrr file.
- the playback control module is called, the corresponding game client can be directly found according to the CLSID contained in the file.
- the copied game message can also be encrypted.
- FIG 4 is a block diagram of the apparatus of the first preferred embodiment of the present invention.
- the apparatus includes: a message engine module 41, a play control module 42 and a game client 43.
- the play control module 42 includes: a control unit 421 and a play unit 422.
- the message engine module 41 is mainly used to copy all game messages sent by the game server 40 to the game client 43 during the game.
- the control unit 421 is mainly used to establish a corresponding virtual interface between the playing unit 422 and the game client 43 according to the interface between the game server 40 and the game client 43 during the game.
- the playing unit 422 is mainly used for the virtual interface established by the control unit 421, and sequentially transmits the game message copied by the message engine module 41 to the game client 43 according to the order in which the game client 43 receives the game message.
- the control unit 421 can establish a virtual interface between the playing unit 422 and the game client 43 through the COM connection between the playing unit 422 and the game client 43.
- a game logic messaging interface a generic game messaging interface, and a chat messaging interface.
- the apparatus may further include: a user interface module 44 and a registry module 45.
- the user interface module 44 is mainly used to receive an indication of the playback game process and send the indication to the registry module 45.
- the registry module 45 is mainly used to register the playback control module 42 that performs the playback operation; and, based on the received indication, triggers the playback control module 42 to perform the playback operation.
- the technical solution of the first preferred embodiment of the present invention reproduces the game process according to the game message sent to the game client by the game server. Therefore, the technical solution of the first preferred embodiment can reproduce the game process that the game user runs through the game client at the time, but does not completely disclose the entire game process. For example, in a four-person mahjong game, when a game user uses a game, it presents its own card information, and does not include the card information of the other three users. According to the technical solution of the first preferred embodiment, since the game message sent by the game server does not include the card information of other users, the game played during the game must be only its own card information, and other users are not disclosed. Board information. Therefore, according to the technical solution of the first preferred embodiment, although the entire game process can be played back, the entire game process cannot be disclosed.
- Figure 5 is a block diagram of a method in accordance with a second preferred embodiment of the present invention.
- the second preferred embodiment provides a method that not only reproduces the entire game process, but also exposes the entire game process to the game user.
- the game server only sends the ontology game message containing the implicit information to the ontology game client corresponding to the game message, and sends the implicit game information for other game clients.
- the four-person mahjong game is also taken as an example for explanation. Assume that there are currently four game clients: A, B, 0, and 0.
- the game server currently needs to send a game message that the game client A touches the card.
- the game information of the current card game can only be seen to the user A of the game client A, and is invisible to other game clients, so the game client A is the body game client of the card game message. end.
- the game server needs to send to the game client A a body game message containing the card information, that is, a game message containing the hidden information; and for other game clients, the message information is not included.
- Mirror game messages are also taken as an example for explanation. Assume that there are currently four game clients: A, B, 0, and 0.
- the game server currently needs to send a game message that the game client A touches the card.
- the game information of the current card game can only be seen to the user A of the game client A, and is invisible to other game clients, so the game client A is the body game client
- the game client A processes the received ontology game message display as: It touches a card containing specific card information.
- the other game client processes the received mirror game message display as the game client A touches the card, but it is not known that the specific card letter is visible, and the mirror game message received by the game client has the corresponding ontology game message. Therefore, in the second preferred embodiment, the ontology game message including the implicit information is further sent to the game client, and then the game client sends the game message copied during the game and the game server.
- the ontology game message can realize the purpose of exposing the entire game process to the game user.
- the specific implementation flow chart is as follows:
- step 501 the operation is the same as step 301 in the first preferred embodiment, and will not be described in detail herein.
- step 502 when the operation of copying the game message during the game ends, the ontology message corresponding to the currently copied game message is acquired from the game server.
- the execution of this step may be triggered by sending a request to the game server after the process of copying the game message ends, which does not represent the end of the current game.
- the game server actively triggers execution.
- the ontology game message sent by the game server may be an ontology game message used from when the game starts to when the game server receives the request; or may be based on the time parameter carried in the request, that is, the start copy time and the end copy time. , send the ontology game message used during this time; also can be used to send all the used game game messages during the game.
- step 503 the same as the operation of step 302 in the first preferred embodiment, here No longer detailed.
- step 504 according to the order in which the game client receives the game message, and according to the body game message obtained from the game server in step 502, it is sequentially determined whether the currently processed game message has a corresponding ontology game message, and if so, the step is performed. 505; Otherwise, step 506 is performed.
- step 505 the currently processed game message is replaced with the corresponding ontology game message, sent to the game client process through the corresponding virtual interface, and the communication process between the game server and the game client is simulated. End the current processing flow.
- step 506 the currently processed game message is sent to the game client through the corresponding virtual interface to simulate the communication process between the game server and the game client.
- the game client implements a replay game process by sequentially processing game messages received from the virtual interface.
- step 505 and 506 the operation of the game message or the game message is sent to the game client.
- step 303 the introduction of step 303 in the first preferred embodiment, which will not be described in detail.
- the operation of saving the copied game message as a file and being opened by the playback control module introduced in the first preferred embodiment is also applicable to the preferred embodiment, and the detailed details are not described in detail herein.
- the copied game message can be saved as a game recording file; the copied game message and the subsequent obtained ontology game message can be saved as A game recording file.
- the specific manner of preservation does not affect the specific implementation of the preferred embodiment.
- FIG. 6 is a block diagram of a second preferred embodiment of the present invention.
- the apparatus includes: an ontology game message acquisition module 66, a message engine module 61, a play control module 62, and a game client 63.
- the play control module 62 includes: a control unit 621 and a play unit 622.
- the message engine module 61 is mainly used to copy all game messages sent by the game server 60 to the game client 63 during the game.
- the ontology game message obtaining module 66 is mainly used to acquire the ontology game message corresponding to the game process from the game server 60.
- the control unit 621 is configured to establish a corresponding virtual interface between the playing unit 622 and the game client 63 according to the interface between the game server 60 and the game client 63 during the game.
- the playing unit 622 is configured to sequentially send the game message to the game client 63 according to the order in which the game client 63 receives the game message through the established virtual interface.
- the control unit 621 can establish a virtual interface between the playing unit 622 and the game client 63 through the COM connection between the playing unit 622 and the game client 63. For example: game logic messaging interface, universal game messaging interface, and chat messaging interface.
- the apparatus of the preferred embodiment may further include: a user interface module 64 and a registry module 65.
- the user interface module 64 is mainly used to receive an indication of the playback game process and send the indication to the registry module 65.
- the registration table module 65 is mainly used to register the playback control module 62 that performs the playback operation; and in response to the received indication, the playback control module 62 is triggered to perform the playback operation.
- the message engine module, the play control module, the ontology game message acquisition module, the user interface module and the registry module that are promoted in the first preferred embodiment of the present invention may be located at a user client where the game client is located, or may be located in the game. Inside the server, it can also be used as a third-party server that provides game recording and playback functions. Of course, depending on the actual application, these modules can also be located in different network entities. For example, the message engine module is located in the tour On the server side, the playback control module is located on the user client where the game client is located.
- all events displayed by using the online game are characteristics obtained by message driving sent by the game server.
- the copied game message is re-sent to the game client for execution, thereby achieving the purpose of retransmission.
- the technical solution of the embodiment of the present invention can be universally used because it avoids the technology of recording a game in the prior art and relies on the game itself, and uses the general game message as the key information recorded, so that the recorded game process is independent of the logic of the game itself. In a variety of online games.
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Description
一种网络游戏录放的方法以及装置
技术领域
本发明属于网络游戏技术领域, 尤其涉及一种网络游戏录放的方法 以及装置。 发明背景
网络游戏就是人们所指的在线游戏, 是通过互联网进行的、 允许多 人同时参与的电脑游戏, 通过人与人之间的互动达到交流、 娱乐和休闲 的目的。 网络游戏的种类主要包括: 棋牌类游戏、 益智趣味、 竟技类等。 在网络游戏中, 可以通过重构游戏局面让游戏玩家享受反复游戏的乐 趣。 特别是在竟技类游戏中, 玩家可以通过观摩高手的表演用来提高自 身的游戏技巧。 由此, 网络游戏的录放技术应运而生。 通过游戏录放技 术, 玩家可以对自己的游戏过程进行录像并观看录像内容。
现有的游戏录放技术, 其基本原理是将游戏过程中发生的事件按照 时间顺序记录下来。 例如, 对于棋类游戏而言, 游戏过程中发生的事件 指的是落子; 对于牌类游戏指的是摸牌以及出牌; 对于竟技类游戏指的 是动作。
以现有围棋游戏的录放方法为例, 主要是记录玩家每一次落子时棋 子的颜色以及棋子落在棋盘上的坐标值; 在播放录像时, 按照记录信息 保存的先后顺序, 将每条记录信息所指棋子的颜色以及位置, 在棋盘上 ——绘制出来。 但是, 当将围棋游戏的录放方法应用在象棋游戏上, 由 于围棋游戏的棋盘规格不同于象棋游戏, 因此象棋游戏就不能采用于围 棋游戏相同的录放方法。
因此, 通过以上现有录放技术的介绍可知, 由于现有的录放技术主
要依赖于游戏本身的特性, 因此造成了不同游戏的录放技术不能通用。 发明内容
有鉴于此, 本发明实施例的主要目的在于提供一种网络游戏录放的 方法, 旨在提供一种网络游戏通用的录放方法。
为达到上述目的, 本发明的技术方案是这样实现的:
一种网络游戏录放的方法, 该方法包括以下步骤:
A、 复制游戏过程中游戏服务器发送给游戏客户端的所有游戏消息;
B、 根据所述复制的游戏消息, 重放所述游戏过程。
另外, 本发明的又一主要目的在于提供一种网络游戏录放的装置, 该装置能够通用于任何网络游戏, 实现 -网络游戏的录放。
为达到上述目的, 本发明的技术方案是这样实现的:
一种网络游戏录放的装置, 该装置包括: 消息引擎模块、 播放控制 模块和游戏客户端;
所述消息引擎模块, 用于复制游戏过程中游戏服务器发送给游戏客 户端的所有游戏消息;
所述播放控制模块, 用于将消息引擎模块复制的游戏消息发送至所 述游戏客户端;
所述游戏客户端, 用于通过执行所述游戏消息重放所述游戏过程。 本发明所提供的一种网络游戏录放的方法 , 通过复制游戏过程中游 戏服务器发送给游戏客户端的所有游戏消息; 然后根据复制的游戏消息 即可实现重放游戏过程的目的。 在本发明实施例的技术方案中, 由于避 户端呈现游戏过程均依赖于游戏服务器发送的游戏消息的特性 , 使本发 明实施例的技术方案能够通用于各种网络游戏的录放。
附图简要说明
下面将通过参照附图详细描述本发明的示例性实施例, 使本领域的 普通技术人员更清楚本发明的上述及其它特征和优点, 附图中:
图 1为本发明实施例方法的示例性流程图;
图 2为本发明实施例装置的示例性结构图;
图 3为本发明第一较佳实施例方法的流程图;
图 4为本发明第一较佳实施例装置的结构图;
图 5为本发明第二较佳实施例方法的流程图;
图 6为本发明第二较佳实施例装置的结构图。 实施本发明的方式
在本发明实施例的技术方案中, 考虑到在网络游戏的过程中呈现给 游戏客户端的游戏过程, 均是游戏服务器发送给游戏客户端的游戏消息 所驱动确定的。 因此在本发明实施例的技术方案, 只需复制游戏过程中 游戏服务器发送给游戏客户端的所有游戏消息; 然后根据复制的游戏消 息即可实现重放游戏过程的目的。 本发明实施例技术方案由于避免了现 有技术中录制游戏的技术依赖于游戏本身的特征, 因此能够通用于各种 网络游戏中。
参见图 1 , 图 1为本发明实施例方法的示例性流程图。 具体流程包 括: 在步骤 101中, 复制游戏过程中游戏服务器发送给游戏客户端的所 有游戏消息; 在步骤 102中, 根据复制的游戏消息, 重放游戏过程。
参见图 2, 图 2为本发明实施例装置的示例性结构图。 具体包括: 消息引擎模块 21、 播放控制模块 22和游戏客户端 23。 其中, 消息引擎 模块 21主要用于复制游戏过程中游戏服务器 20发送给游戏客户端 23 的所有游戏消息。 播放控制模块 22主要用于将消息引擎模块 21复制的
游戏消息发送至游戏客户端 23。 游戏客户端 23主要用于通过执行游戏 消息重放游戏过程。
以下分别列举两个较佳实施例对本发明的技术方案, 进行详细描 述。
参见图 3 , 图 3为本发明第一较佳实施例方法的流程图。 具体流程 如下:
在步骤 301中, 复制游戏过程中游戏服务器发送给游戏客户端的所 有游戏消息。
本步骤中复制的操作可以是在游戏客户端启动游戏时, 就开始执 行; 在游戏客户端结束游戏时, 也随即停止复制的操作。 当然, 为了节 省存储游戏消息的存储空间, 仅录制有价值的游戏过程。 复制的操作也 可以是根据游戏客户端的指令, 开始执行和 /或结束执行。 这里复制游戏 消息的过程即为录制游戏的过程。
这里, 复制游戏过程中游戏服务器发送的所有游戏消息的操作可以 由封装在动态链接库 (DLL ) 消息引擎所提供的接口实现。 该动态链接 库可以预先编制完成并殳置在执行此项操作的实体, 以供复制时调用。
在步驟 302中, 当需要重放录制的游戏过程时, 在本步骤中需要根 据游戏过程中游戏服务器与游戏客户端之间的接口, 在游戏客户端上建 立对应的虛拟接口。
当游戏服务器与游戏客户端之间进行通信的接口为: 游戏逻辑消息 传递接口、 通用游戏消息传递接口以及聊天消息传递接口时, 相应的, 在游戏客户端上建立的虚拟接口也是这三种类型的接口。
在本发明实施例中所描述的游戏客户端指的是, 不同游戏对应的客 户端。 例如, 针对象棋的游戏客户端, 针对朴克牌的游戏客户端, 以及 针对麻将的游戏客户端等。 組件标识(CLSID )是每个客户端对应的唯
一标识。 因此, 在复制游戏消息的过程中, 可以记录对应游戏客户端的
CLSID。 在本步骤中, 当需要重放录制的游戏过程时, 则可以 居该 CLSID找到对应的游戏客户端。
在步骤 303中, 根据游戏客户端接收游戏消息的顺序, 将这些游戏 消息依次通过建立的虚拟接口发送至游戏客户端 , 模拟游戏服务器与游 戏客户端之间通信过程。 游戏客户端通过依次处理从虛拟接口收到的游 戏消息实现重放游戏过程。
这里如步骤 302中所述的情况, 当游戏客户端与游戏服务器存在多 个接口时, 则游戏消息在发送至游戏客户端之前, 需要对游戏消息进行 分析, 确定游戏消息对应的接口, 然后再通过对应的虚拟接口发送至游 戏客户端。 如果步骤 301中复制游戏消息时, 游戏消息中未记录该游戏 消息与游戏客户端的接口, 则可以在复制该游戏消息时, 记录该游戏过 程中该游戏消息使用的接口, 以供此处确定游戏消息对应的接口的操 作。
其中为了保证能够重放之前录制的游戏过程, 这里需要按照游戏客 户端接收游戏消息的顺序进行处理。 此处可以在复制游戏消息时按照游 戏服务器发送游戏消息的顺利存储, 在本步骤中则按照先进先出的原则 依次处理存储的游戏消息。 按照先进先出的原则, 虽然可以实现游戏过 程的重放, 但由于不是根据接收游戏消息的时间来处理游戏消息, 因此 重放过程并没有完全还原原始的游戏过程。 例如在麻将游戏的原始过程 中, 本家是在上家出牌之后大约半分钟之后才摸牌。 如果按照先进先出 的原则, 当处理游戏消息的时间间隔为 1秒时, 则反映在还原的游戏过 程中就不会出现如上所述的半分钟的停顿, 重放的游戏则是本家在上家 出牌之后 1秒之后就执行了摸牌的操作。
这里为了从时间的角度真实还原原始的游戏过程, 可以建立计时器
循环, 利用计时器按照游戏消息中携带的时间戳处理游戏消息。 此时, 当游戏消息内未包含时间戳时, 可以在复制的游戏消息时为该游戏消息 标记时间戳。 虽然, 按照游戏消息中所携带的时间戳处理游戏消息, 能 够真实的还原原始游戏过程, 但是对于某些游戏用户来说, 不需要这些 多余的等待, 因此此时可以选择不采用时间戳的重放机制。
同时, 考虑到录制游戏过程的目的在于从以往的游戏过程中汲取经 验。 因此, 在本步骤中, 对每条游戏消息的处理还可以是由游戏用户来 触发。 在重放过程中, 每当收到游戏用户的一条触发命令时, 则按照接 收游戏消息的顺利处理一条游戏消息。
通过以上的介绍可知, 对游戏消息不同的处理会产生不同的效果, 因此可以在重放游戏时之前, 想观看游戏过程的游戏用户提供选项, 由 游戏用户来确定具体使用的重放方式。 当然, 也可以通过播放录像时控 制消息流的速度以及位置, 可以随意以 n倍速度播放录像, 或直接定位 到某一段。
另外, 在本发明的第一较佳实施例中, 可以将步骤 301中复制的游 戏消息保存为游戏录制文件, 并为其设置文件类型例如 *.qrr。 将步骤 302 ~ 304执行的操作形成播放控制模块,并在游戏客户端所在的用户客 户端内注册表中注册 .qqr文件的关联打开方式为:'由播放控制模块打开。 该用户客户端可以是游戏用户使用的个人电脑(PC )。 此时, 当游戏用 户启动该类型的文件时, 即步骤 302中所描述的当需要重放录制的游戏 过程时, 根据注册表内注册的关联打开方式会自动调用播放控制模块, 触发执行如图 3所示的步骤 302 304, 实现重放该文件所记录的游戏过 程的目的。 这里, 想注册表内注册 *.qrr文件的关联打开方式, 可以是在 安装该游戏客户端的时候执行。 这里, 所指的游戏用户启动游戏录制文 件体现在 PC上为, 用鼠标双击该文件。
其中, 当需要根据 CLSID 找到对应的游戏客户端时, 还可以将 CLSID连同复制的游戏消息一起共同組成 *.qrr文件。 此时, 在调用播放 控制模块时,则可以直接根据文件中包含的 CLSID找到对应的游戏客户 端。
这里, 为了保证录制的游戏过程的安全性, 还可以对复制的游戏消 息进行加密。 同时, 为了节省存储文件的磁盘空间, 也可以对复制的游 戏消息进行压缩。
参见图 4, 图 4为本发明第一较佳实施例装置的结构图。 该装置包 括: 消息引擎模块 41、 播放控制模块 42和游戏客户端 43。 这里, 播放 控制模块 42包括: 控制单元 421和播放单元 422。
这里, 消息引擎模块 41主要用于复制游戏过程中游戏服务器 40发 送给游戏客户端 43 的所有游戏消息。 控制单元 421主要用于根据游戏 过程中游戏服务器 40与游戏客户端 43之间的接口, 在播放单元 422与 游戏客户端 43之间建立对应的虚拟接口。 播放单元 422主要用于通过 控制单元 421建立的虚拟接口, 根据游戏客户端 43接收游戏消息的顺 序, 将消息引擎模块 41复制的游戏消息依次发送至游戏客户端 43。 其 中, 控制单元 421可以在播放单元 422与游戏客户端 43之间通过 COM 连接, 建立播放单元 422和游戏客户端 43之间的虚拟接口。 例如: 游 戏逻辑消息传递接口、 通用游戏消息传递接口以及聊天消息传递接口。
另外, 该装置还可以进一步包括: 用户接口模块 44 和注册表模块 45。 其中, 用户接口模块 44主要用于接收重放游戏过程的指示, 并将 指示发送至注册表模块 45。 注册表模块 45主要用于注册执行重放操作 的播放控制模块 42; 并根据接收到的指示, 触发播放控制模块 42执行 重放操作。
在第一较佳实施例中各模块或者单元具体执行的操作, 可参见第一
较佳实施例方法中的相关介绍, 在此不再详述。
本发明第一较佳实施例的技术方案, 由于是根据游戏服务器发送给 游戏客户端的游戏消息重现游戏过程。 因此, 第一较佳实施例的技术方 案虽然能够重放当时游戏用户通过游戏客户端运行的游戏过程, 但是并 未完全的公开整个游戏过程。 例如, 在四人麻将游戏中, 游戏用户在使 用游戏时, 呈现的是自身的牌面信息, 并不包含其他三家用户的牌面信 息。 按照第一较佳实施例的技术方案, 由于游戏服务器发送的游戏消息 并不包括其他用户的牌面信息, 因此重放的游戏过程中必定也仅是自身 的牌面信息, 并未公开其他用户的牌面信息。 因此, 按照第一较佳实施 例的技术方案, 虽然能够重放整个游戏过程, 但是不能公开整个游戏过 程。
参见图 5, 图 5为本发明第二较佳实施例方法的结构图。 第二较佳 实施例提供的方法不仅能够重放整个游戏过程, 还能向游戏用户公开整 个游戏过程。
在游戏过程中, 对于具有隐含信息的游戏消息, 游戏服务器仅对该 游戏消息对应的本体游戏客户端发送包含隐含信息的本体游戏消息, 而 对于其他游戏客户端则发送该不包含隐含信息的、 本体游戏消息对应的 镜像游戏消息。
这里, 同样以四人麻将游戏为例进行说明。 假设, 当前存在四个游 戏客户端分別为: A、 B、 0和0。 游戏服务器当前需要发送游戏客户端 A摸牌的游戏消息。 根据四人麻将的游戏规则, 当前摸牌的游戏信息仅 能对游戏客户端 A的用户 A可见,对于其他游戏客户端不可见, 因此游 戏客户端 A为本次摸牌游戏消息的本体游戏客户端。 此时, 游戏服务器 需要向游戏客户端 A发送的是包含牌面信息的本体游戏消息, 即包含隐 含信息的游戏消息; 而对于其他游戏客户端发送的是不包含牌面信息的
镜像游戏消息。 对应的, 游戏客户端 A对收到的本体游戏消息处理显示 为: 自身摸起了一张包含具体牌面信息的牌。 而其他游戏客户端对收到 的镜像游戏消息处理显示为游戏客户端 A摸牌, 但不知具体的牌面信 由此可见, 游戏客户端收到的镜像游戏消息均存在对应的本体游戏 消息, 因此相对于第一较佳实施例, 第二较佳实施例中进一步将包含隐 含信息的本体游戏消息发送给游戏客户端, 进而游戏客户端根据游戏过 程中复制的游戏消息以及游戏服务器发送的本体游戏消息, 即可实现向 游戏用户公开整个游戏过程的目的。 具体实现流程图如下所示:
在步骤 501中, 与第一较佳实施例中的步骤 301的操作相同, 在此 不再详述。
在步骤 502中, 待在游戏过程中复制游戏消息的操作结束时, 从游 戏服务器获取当前复制的游戏消息对应的本体消息。
本步骤的执行可以是在复制游戏消息的过程结束后, 向游戏服务器 发送请求而触发执行的, 此时并不代表当前的游戏结束。 同样, 也可以 是在游戏客户端结束本次游戏时, 由游戏服务器主动触发执行。
另外, 通过上述对本体游戏消息的介绍可知, 并不是所有的游戏消 息都是镜像游戏消息、 存在对应的本体游戏消息, 只有在游戏消息对应 着隐含信息时, 这样的游戏消息才存在对应的本体游戏消息, 如对家摸 牌的操作。 因此, 游戏服务器发送的本体游戏消息可以是从游戏开始时 至游戏服务器收到请求时, 所使用到的本体游戏消息; 也可以是根据请 求中携带的时间参数, 即开始复制时间和结束复制时间, 发送这段时间 内所使用到的本体游戏消息; 同样也可以是在游戏结束中, 发送游戏过 程中所有使用到的本体游戏消息。
在步驟 503中, 与第一较佳实施例中的步驟 302的操作相同, 在此
不再详述。
在步骤 504中, 根据游戏客户端接收游戏消息的顺序, 并依据步骤 502 中从游戏服务器中获得本体游戏消息, 依次判断当前处理的游戏消 息是否存在相应的本体游戏消息, 如果存在, 则执行步骤 505; 否则, 执行步骤 506。
在步骤 505中, 用对应的本体游戏消息代替当前处理的游戏消息, 通过对应的虛拟接口发送至游戏客户端处理, 模拟游戏服务器与游戏客 户端之间通信过程。 结束当前处理流程。
在步骤 506中, 将当前处理的游戏消息通过对应的虚拟接口发送至 游戏客户端处理, 模拟游戏服务器与游戏客户端之间通信过程。
游戏客户端通过依次处理从虛拟接口收到的游戏消息实现重放游 戏过程。
在步骤 505和 506中, 具体将本体游戏消息或是游戏消息发送至游 戏客户端的操作, 可参见第一较佳实施例中步骤 303的介绍, 在此不再 详述。
另外, 第一较佳实施例中介绍的将复制的游戏消息保存为一个文 件, 并由播放控制模块打开的操作, 同样适用于本较佳实施例, 具体细 节在此不再详述。 这里, 与第一较佳实施例中不同的是, 在本较佳实施 例中, 既可以将复制的游戏消息保存为一个游戏录制文件; 可以将复制 的游戏消息以及后续获得本体游戏消息保存为一个游戏录制文件。 具体 保存得方式, 并不影响本较佳实施例的具体执行情况。
参见图 6, 图 6为本发明第二较佳实施例装置的结构图。 该装置包 括: 本体游戏消息获取模块 66、 消息引擎模块 61、 播放控制模块 62和 游戏客户端 63。 其中, 播放控制模块 62包括: 控制单元 621和播放单 元 622。
这里, 消息引擎模块 61主要用于复制游戏过程中游戏服务器 60发 送给游戏客户端 63的所有游戏消息。 本体游戏消息获取模块 66主要用 于从游戏服务器 60获取游戏过程对应的本体游戏消息。 控制单元 621, 用于根据游戏过程中游戏服务器 60与游戏客户端 63之间的接口, 在播 放单元 622与游戏客户端 63之间建立对应的虚拟接口。 播放单元 622, 用于通过建立的虛拟接口, 根据游戏客户端 63 接收游戏消息的顺序, 将游戏消息依次发送至游戏客户端 63。 当将游戏消息发送至游戏客户端 63时, 用于根据本体游戏消息获取模块 66获取的本体游戏消息, 当游 戏消息存在对应的本体游戏消息时, 将对应的本体游戏消息发送至游戏 客户端 63 , 将不存在本体游戏消息的游戏消息发送至游戏客户端 63。 其中 ,控制单元 621可以在播放单元 622与游戏客户端 63之间通过 COM 连接, 建立播放单元 622和游戏客户端 63之间的虚拟接口。 例如: 游 戏逻辑消息传递接口、 通用游戏消息传递接口以及聊天消息传递接口。
另外, 与第一较佳实施例装置相同, 本较佳实施例的装置还可以进 一步包括: 用户接口模块 64和注册表模块 65。 其中, 用户接口模块 64 主要用于接收重放游戏过程的指示, 并将指示发送至注册表模块 65。 注 册表模块 65主要用于注册执行重放操作的播放控制模块 62; 并根据接 收到的指示, 触发播放控制模块 62执行重放操作。
在第二较佳实施例中各模块或者单元具体执行的操作, 可参见第二 较佳实施例方法中的相关介绍, 在此不再详述。
在本发明第一较佳实施例中所提动的消息引擎模块、 播放控制模 块、 本体游戏消息获取模块、 用户接口模块和注册表模块可以位于游戏 客户端所在的用户客户端, 也可以位于游戏服务器内, 还可以作为提供 游戏录放功能的第三方服务器。 当然, 根据实际的应用场合, 还可以这 些模块还可以分别位于不同的网絡实体内。 例如, 消息引擎模块位于游
戏服务器侧, 播放控制模块位于游戏客户端所在的用户客户端。
本发明实施例的技术方案中, 利用网络游戏显示的所有事件都是由 游戏服务器发送的消息驱动得到的特性。 通过复制游戏过程中游戏服务 器发送给游戏客户端的所有游戏消息; 然后将该复制的游戏消息重新发 送给游戏客户端执行, 进而达到重发的目的。 由于其避免了现有技术中 录制游戏的技术依赖于游戏本身, 以通用的游戏消息为录制的关键信 息, 使录制的游戏过程与游戏本身的逻辑无关, 因此本发明实施例的技 术方案能够通用于各种网络游戏中。
以上所述仅为本发明的较佳实施例而已, 并不用以限制本发明, 凡 在本发明的精神和原则之内, 所做的任何修改、 等同替换、 改进等, 均 应包含在本发明的保护范围之内。
Claims
1、 一种网络游戏录放的方法, 其特征在于, 该方法包括以下步骤:
A、 复制游戏过程中游戏服务器发送给游戏客户端的所有游戏消息;
B、 根据所述复制的游戏消息, 重放所述游戏过程。
2、 根据权利要求 1所述的方法, 其特征在于, 步骤 B中, 所述重 放游戏过程为:
Bl、 根据所迷游戏过程中游戏服务器与游戏客户端之间的接口, 在 所述游戏客户端上建立对应的虚拟接口;
B2、 通过所迷建立的虛拟接口, 根据接收所述游戏消息的顺序, 将 所述游戏消息依次发送至游戏客户端, 游戏客户端通过执行所述游戏消 息重放所述游戏过程。
3、 根据权利要求 2所述的方法, 其特征在于, 在步骤 B之前, 该 方法进一步包括: 获得所述游戏过程对应的本体游戏消息; 相应的, 步 骤 B2中, 所述将游戏消息发送至游戏客户端的步骤包括:
根据所述获得的本体游戏消息, 判断当前待发送至游戏客户端的游 戏消息是否存在对应的本体游戏消息, 如果存在, 则将所述本体游戏消 息发送至游戏客户端; 否则, 将当前待发送的游戏消息发送至游戏客户 端。
4、 根据权利要求 2或 3所述的方法, 其特征在于, 步骤 B2中, 所 迷根据接收游戏消息的顺序, 将所述游戏消息依次发送至游戏客户端 为:
根据所述接收游戏消息的顺序,按照所述游戏消息之间 -的时间间隔, 将所述游戏消息依次发送至游戏客户端。
5、 根据权利要求 2或 3所述的方法, 其特征在于, 步驟 A中, 进
一步包括: 记录所述游戏过程对应游戏客户端的组件标识; 相应的, 步 驟 B1中, 所述在游戏客户端建立所述虚拟接口为:
根据所述记录的組件标识, 在对应的游戏客户端上建立所述虚拟接 π。
6、 根据权利要求 1、 2或 3所述的方法, 其特征在于, 预先在注册 表内注册游戏录制文件的重放操作; 步骤 A中进一步包括: 将复制的游 戏消息保存为游戏录制文件; 相应的,
当启动所述游戏录制文件时, 根据注册表内注册的重放操作触发执 行所述步骤 B。
7、 一种网络游戏录放的装置, 其特征在于, 该装置包括: 消息引擎 模块、 播放控制模块和游戏客户端;
所述消息引擎模块, 用于复制游戏过程中游戏服务器发送给游戏客 户端的所有游戏消息;
所述播放控制模块, 用于将消息 ^擎模块复制的游戏消息发送至所 述游戏客户端;
所述游戏客户端, 用于通过执行所述游戏消息重放所迷游戏过程。
8、根据权利要求 7所述的装置, 其特征在于, 所述播放控制模块包 括: 控制单元和播放单元;
所述控制单元, 用于根据所述游戏过程中游戏服务器与游戏客户端 之间的接口, 在播放单元与所述游戏客户端之间建立对应的虚拟接口; 所述播放单元, 用于通过所述建立的虛拟接口, 根据游戏客户端接 收所述游戏消息的顺序, 将消息引擎模块复制的所述游戏消息依次发送 至游戏客户端。
9、 ^^据权利要求 8所述的装置, 其特征在于, 该装置进一步包括: 本体游戏消息获取模块; 所述本体游戏消息获取模块, 用于从游戏服务
器获取所述游戏过程对应的本体游戏消息;
相应的, 所述播放单元, 用于根据本体游戏消息获取模块获取的本 体游戏消息, 当所述游戏消息存在对应的本体游戏消息时, 将所述对应 的本体游戏消息发送至游戏客户端, 将不存在本体游戏消息的游戏消息 发送至游戏客户端。
10、 根据权利要求 7、 8或 9所述的装置, 其特征在于, 该装置进一 步包括: 用户接口模块和注册表模块;
所述用户接口模块, 用于接收重放所述游戏过程的指示, 并将所述 指示发送至注册表模块;
所述注册表模块, 用于注册执行重放操作的播放控制模块; 并根据 所述接收到的指示, 触发播放控制模块执行重放操作。
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| US12/254,522 US8862658B2 (en) | 2006-04-19 | 2008-10-20 | Method and apparatus for recording and replaying network game |
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| CN200610035154.X | 2006-04-19 | ||
| CNB200610035154XA CN100565537C (zh) | 2006-04-19 | 2006-04-19 | 网络休闲游戏录放方法 |
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| WO2007124672A1 true WO2007124672A1 (fr) | 2007-11-08 |
| WO2007124672A8 WO2007124672A8 (fr) | 2008-02-21 |
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| WO (1) | WO2007124672A1 (zh) |
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| CN104683726A (zh) * | 2013-11-26 | 2015-06-03 | 北京畅游天下网络技术有限公司 | 一种网络游戏录像录制及播放方法 |
| CN104796448B (zh) * | 2014-01-22 | 2019-02-12 | 腾讯科技(深圳)有限公司 | 网络系统的数据处理方法和装置 |
| TWI537035B (zh) | 2014-10-31 | 2016-06-11 | 宏正自動科技股份有限公司 | 遊戲歷程記錄裝置、遊戲歷程記錄方法及遊戲歷程互動方法 |
| CN104941182B (zh) * | 2015-06-17 | 2018-09-11 | 北京乐动卓越科技有限公司 | 一种游戏录像播放方法及系统 |
| US10016689B2 (en) * | 2016-03-21 | 2018-07-10 | Electronic Arts Inc. | Synchronized video with in game telemetry |
| CN105999702B (zh) * | 2016-05-23 | 2019-07-05 | 浙江工业大学 | 一种基于数据重演机制的网页游戏存档还原方法 |
| US10226708B2 (en) | 2016-06-30 | 2019-03-12 | Electronic Arts Inc. | Interactive gameplay playback system |
| US11000771B1 (en) | 2017-03-30 | 2021-05-11 | Electronic Arts Inc. | Gameplay telemetry and video acquisition system |
| CN109821235B (zh) * | 2019-03-12 | 2022-08-19 | 深圳市腾讯信息技术有限公司 | 游戏录像方法、装置及服务器 |
| CN113784205B (zh) * | 2020-06-10 | 2023-07-18 | 腾讯科技(上海)有限公司 | 审核文件的生成方法、装置以及计算机存储介质 |
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| Publication number | Publication date |
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| US8862658B2 (en) | 2014-10-14 |
| CN101059823A (zh) | 2007-10-24 |
| US20090048023A1 (en) | 2009-02-19 |
| CN100565537C (zh) | 2009-12-02 |
| WO2007124672A8 (fr) | 2008-02-21 |
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