WO2018126885A1 - 一种游戏数据处理的方法 - Google Patents

一种游戏数据处理的方法 Download PDF

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Publication number
WO2018126885A1
WO2018126885A1 PCT/CN2017/117139 CN2017117139W WO2018126885A1 WO 2018126885 A1 WO2018126885 A1 WO 2018126885A1 CN 2017117139 W CN2017117139 W CN 2017117139W WO 2018126885 A1 WO2018126885 A1 WO 2018126885A1
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WIPO (PCT)
Prior art keywords
game
game object
object data
client
mobile client
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PCT/CN2017/117139
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English (en)
French (fr)
Inventor
冯梦罗
万茂武
杨鹏程
Original Assignee
腾讯科技(深圳)有限公司
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Publication of WO2018126885A1 publication Critical patent/WO2018126885A1/zh

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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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/31Communication aspects specific to video games, e.g. between several handheld game devices at close range
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding

Definitions

  • the present invention relates to the field of computers, and in particular, to a method for processing game data, a mobile client, a game client, and a game server.
  • the obvious drawback of manual recording is that the implementation cost is too high, only a small amount of game data of the player can be recorded, and the data of a certain user is not supported for directed query.
  • the obvious disadvantage of the way of the server data interface of the foreign server is that the service is unstable, because the machine is used to simulate the user's query behavior, and the interface may be suspended from time to time.
  • the user needs to refer to the game data of the master player, and then input the corresponding reference data by himself, the whole process is cumbersome and wastes time.
  • the embodiment of the present invention provides a method for processing game data, a mobile client, a game client, and a game server.
  • the mobile client can obtain corresponding target game object data according to the selected instruction, thereby eliminating manual processing of the user.
  • the operation inputs the corresponding target game object data, thereby providing the user with great convenience in the selection of the game data.
  • a first aspect of the embodiments of the present invention provides a method for processing game data, which may include:
  • the mobile client generates a game data configuration request according to the operation instruction
  • the mobile client acquires and displays a game object data recommendation list from the game server according to the game data configuration request;
  • the mobile client receives a selected instruction, which is an instruction generated by selecting target game object data from the game object data recommendation list;
  • the mobile client acquires target game object data corresponding to the selected instruction.
  • a second aspect of the embodiments of the present invention provides a method for processing game data, which may include:
  • the game client performs statistics on the data of the game object to obtain a game object data set
  • the game client transmits the game object data set to the game server, and the game object data set is used by the game server to generate a game object data recommendation list.
  • a third aspect of the embodiments of the present invention provides a method for processing game data, which may include:
  • the game server receives the game object data set sent by the game client;
  • the game server generates a game object data recommendation list according to the game object data set
  • the game server sends the game object data recommendation list to the mobile client, and the game object data recommendation list is used for display on the mobile client.
  • a fourth aspect of the embodiments of the present invention provides a mobile client, which may include:
  • a generating module configured to generate a game data configuration request according to the operation instruction
  • a first obtaining module configured to acquire and display a game object data recommendation list from the game server according to the game data configuration request
  • a receiving module configured to receive a selected instruction, where the selected instruction is an instruction generated by selecting target game object data from the game object data recommendation list;
  • the second obtaining module is configured to acquire target game object data corresponding to the selected instruction.
  • a fifth aspect of the embodiments of the present invention provides a game client, which may include:
  • a statistics module configured to perform statistics on game object data to obtain a game object data set
  • a sending module configured to send the game object data set to the game server, wherein the game object data set is used by the game server to generate a game object data recommendation list.
  • a sixth aspect of the embodiments of the present invention provides a game server, which may include:
  • a receiving module configured to receive a game object data set sent by the game client
  • a generating module configured to generate a game object data recommendation list according to the game object data set
  • a sending module configured to send the game object data recommendation list to the mobile client, where the game object data recommendation list is used for display on the mobile client.
  • a seventh aspect of the embodiments of the present invention provides a mobile client, which may include: a memory, a transceiver, a processor, and a bus system;
  • the memory is used to store a program
  • the processor is configured to execute a program in the memory, including the following steps:
  • the selected instruction is an instruction generated by selecting target game object data from the game object data recommendation list;
  • the bus system is configured to connect the memory and the processor to cause the memory and the processor to communicate.
  • An eighth aspect of the embodiments of the present invention provides a game client, which may include: a memory, a transceiver, a processor, and a bus system;
  • the memory is used to store a program
  • the processor is configured to execute a program in the memory, including the following steps:
  • the bus system is configured to connect the memory and the processor to cause the memory and the processor to communicate.
  • a ninth aspect of the embodiments of the present invention provides a game server, which may include: a memory, a transceiver, a processor, and a bus system;
  • the memory is used to store a program
  • the processor is configured to execute a program in the memory, including the following steps:
  • the bus system is configured to connect the memory and the processor to cause the memory and the processor to communicate.
  • a tenth aspect of the embodiments of the present invention provides a computer readable storage medium comprising instructions, when executed on a computer, causing a computer to perform the method of the first aspect, or to perform the method of the second aspect, Or the method as described in the third aspect is performed.
  • An eleventh aspect of the present invention provides a computer program product comprising instructions which, when run on a computer, cause the computer to perform the method of the first aspect, or cause the computer to perform the method of the second aspect Or causing a computer to perform the method as described in the third aspect.
  • the mobile client generates a game data configuration request according to the operation instruction; the mobile client acquires the game object data recommendation list from the game server according to the game data configuration request; the mobile client receives the selected instruction, and the selection The command is an instruction generated by selecting target game object data from the game object data recommendation list; the mobile client acquires target game object data corresponding to the selected instruction.
  • the terminal receives the selected instruction generated by the operation of selecting the target game object data from the pre-acquired game object data recommendation list, and may acquire the corresponding target game object data according to the selected instruction, thereby eliminating the need for The user's manual operation inputs the corresponding target game object data, which provides great convenience for the user to select the game data.
  • FIG. 1 is a schematic structural diagram of a system applied in an embodiment of the present invention
  • FIG. 2 is a schematic structural diagram of another system applied in an embodiment of the present invention.
  • FIG. 3 is a schematic diagram of a system architecture diagram of an application system according to an embodiment of the present invention.
  • FIG. 4 is a schematic diagram of an embodiment of a method for processing game data in an embodiment of the present invention.
  • FIG. 5 is a schematic diagram of a mobile client displaying a game object data recommendation list according to an embodiment of the present invention
  • FIG. 6 is another schematic diagram of a mobile client displaying a game object data recommendation list according to an embodiment of the present invention.
  • FIG. 7 is another schematic diagram of a mobile client displaying a game object data recommendation list according to an embodiment of the present invention.
  • FIG. 8 is a schematic diagram of displaying a loaded view for a mobile client according to an embodiment of the present invention.
  • FIG. 9 is a schematic diagram of displaying a star screening for a mobile client according to an embodiment of the present invention.
  • FIG. 10 is a schematic diagram of synchronization information displayed by a mobile client according to an embodiment of the present invention.
  • FIG. 11 is a schematic diagram of an embodiment of a mobile client according to an embodiment of the present invention.
  • FIG. 12 is a schematic diagram of another embodiment of a mobile client according to an embodiment of the present invention.
  • FIG. 13 is a schematic diagram of another embodiment of a mobile client according to an embodiment of the present invention.
  • FIG. 14 is a schematic diagram of an embodiment of a game client according to an embodiment of the present invention.
  • FIG. 15 is a schematic diagram of an embodiment of a game server according to an embodiment of the present invention.
  • 16 is a schematic diagram of another embodiment of a mobile client according to an embodiment of the present invention.
  • FIG. 17 is a schematic diagram of another embodiment of a game client according to an embodiment of the present invention.
  • FIG. 18 is a schematic diagram of another embodiment of a game server according to an embodiment of the present invention.
  • the embodiment of the present invention provides a method for processing game data, a mobile client, a game client, and a game server.
  • the mobile client can obtain corresponding target game object data according to the selected instruction, thereby eliminating manual processing of the user.
  • the operation inputs the corresponding target game object data, which provides the user with great convenience in the selection of the game data.
  • FIG. 1 and FIG. 2 are schematic diagrams of an interactive application system architecture applied by the technical solution of the present invention.
  • FIG. 1 includes a server and a PC (personal computer) client
  • FIG. 2 includes Includes servers, PC clients, and handheld clients.
  • the main hardware environment is iOS/Android Android mobile client.
  • This program uses the TGP PC client to record. In theory, it can record and query any player who uses TGP to log in to the game, and provides multiple multi-dimensional screening capabilities by recording multiple fields, such as player segment and player common hero.
  • the solution supports the application of the information queried by the user directly into the game, and the user operation process forms a closed loop, which does not require the user to input by itself, and greatly provides convenience.
  • TGP Tencent Games Platform, the abbreviation of Tencent game platform, includes Tencent's all-platform games, support game management, speed up games, protect games, password-free one-click login and download and update games.
  • FIG. 3 is a specific schematic diagram of an application according to an embodiment of the present invention, including a TGP PC client, a palm TGP client, and a server.
  • the background of the server may be summarized as an access layer, a logic layer, and a data layer.
  • An exemplary overview of the technical solution of the present invention is given below with reference to FIG. 3, as follows:
  • the TGP PC client provides the user with access to the talented equipment of the handheld TGP king who is equipped with one-click synchronization, and the LOL (League of Legends) game client can be selected by the TGP client to select the synchronized talent equipment for the game.
  • a certain policy is regularly negotiated between the TGP PC client and the server to update the king's record production data.
  • the handheld TGP client provides access to the king's outfit, one-key synchronization of the king's talent, equipment to the TGP PC client, subscription to the king and other functions.
  • a certain protocol is negotiated between the handheld TGP client and the server to view, update, subscribe, and synchronize the king out.
  • the PC access layer is responsible for forwarding the data report from the TGP client to the logical server, and sending the return packet of the logical server to the TGP client.
  • the mobile access layer is mainly responsible for the authentication of the long link request of the handheld TGP client, establishing a long link and ensuring the stability and reliability of the long link between the client and the server, forwarding the service data request from the client to the server, and returning the packet from the server. Issued to the mobile client.
  • the crawling log service is responsible for identifying, separating, and storing data from the vast amount of data recorded by the PC access layer.
  • the record logic service is responsible for the preliminary calculation, integration, and processing of the king's record data of the data layer, and provides an abstract interface in the form of tdr protocol for other logical service calls.
  • the King's outfit service is responsible for pulling and synchronizing the king's outfit atomic interface data from the record logic service according to the TDR (TSF4G-DR), Tencent Software Formwork for Game-Data Representation, Tencent game software framework data.
  • TDR TDR
  • Tencent Software Formwork for Game-Data Representation Tencent game software framework data.
  • FIG. 4 it is a schematic diagram of an embodiment of a method for processing game data in an embodiment of the present invention, including:
  • the game client performs statistics on the data of the game object to obtain a game object data set.
  • the game client mentioned is the PC client mentioned above, and the mobile client is the above-mentioned palm client.
  • the interactive application of the game client a lot of game objects are involved. It is the so-called player, but because there are a lot of players, if the game client counts the game data of each player, it will be a lot of work. Therefore, the game client here counts the data of the game object, and the game object here is what we usually call the master player.
  • the game object may be a preset reference object obtained by external observation, user delivery, and official cooperation, and each game object may be indicated by an account number.
  • the data of the game object here may include equipment information.
  • Equipment information can include: use of heroes, summoner skills, cornerstone talent, match type, match time, talent selection, rune selection, equipment selection, order of loading, order of addition, lineup.
  • equipment selections we provide the player's equipment choices for three game periods: outfit (equipment a few minutes before the start), core pack (the first two advanced equipment), final pack (the list of equipment at the end of the game) ).
  • the talent selection information may include at least one of attack power, magic intensity, and attack speed. information.
  • the game client sends the game object data set to the game server.
  • step 402 may include step a and step b:
  • a game client sends the game object data set to the game server, and the game object data set is used by the game server to generate a game object data recommendation list;
  • the game server receives the game object data set sent by the game client.
  • the game client after the game client counts the data of the game object, the game client sends the data of the completed game object to the game server, and the game object data set is used by the game server to generate the game object data recommendation list.
  • it may include:
  • the game client counts the talent selection information of the game object to obtain a talent selection information set; the game client sends the talent selection information set to the game server.
  • the game client counts the equipment selection information of the game object to obtain a set of equipment selection information; the game client sends the equipment selection information set to the game server.
  • the game object here can be froggen single Verus, deft disciplinary arrow Verus, 2015 All-Star Game Aphromoo Verus AD, the game client will count their game data, after statistics Send to the game server.
  • the game server generates a game object data recommendation list according to the game object data set.
  • the game server after the game client sends the data of the statistically completed game object to the game server, the game server generates a game object data recommendation list according to the game object data set.
  • game data may be statistical game data in the most recent period of time, or game data of the current time, and the game server may also periodically update the game object of each game object. data.
  • the game object data recommendation list may include: a name of the game object, a number of subscribers, and game scene location information; and may further include: a list of the game data of the game object.
  • the game server sends the game object data recommendation list to the mobile client.
  • step 404 may include step c and step d as follows:
  • the game server sends the game object data recommendation list to the mobile client, and the game object data recommendation list is used for displaying on the mobile client;
  • the mobile client receives the game object data recommendation list sent by the game server.
  • the game server after the game server generates the game object data recommendation list according to the data of the game object, the game server sends the game object data recommendation list to the mobile client.
  • the steps 401-404 are optional steps. In an actual application, whether to perform according to actual needs may be determined.
  • the mobile client generates a game data configuration request according to the operation instruction.
  • the mobile client generates a game data configuration request according to the operation instruction; that is, the mobile client generates an operation instruction in response to the operation of the user, and generates a game data configuration request according to the operation instruction.
  • FIG. 5 a schematic diagram of displaying a game object data recommendation list for the mobile client.
  • the mobile client When the user clicks the talent operation option on the mobile client, the mobile client generates a talent operation instruction according to the talent operation, and the mobile client generates a talent data request according to the talent operation instruction; or, when the user is on the mobile client, When the operation option of the equipment is clicked, the mobile client generates an equipment operation instruction according to the equipment operation, and the mobile client generates an equipment data request according to the equipment operation instruction.
  • the mobile client acquires and displays a game object data recommendation list from the game server according to the game data configuration request.
  • the mobile client displays the game object data recommendation list acquired in advance from the game server according to the game data configuration request.
  • the mobile client when the game data configuration request is a talent data request, the mobile client requests to display the game object talent data recommendation list acquired in advance from the game server according to the talent data request; or, when the game data configuration request is an equipment data request, The mobile client requests to display a game object equipment data recommendation list acquired in advance from the game server according to the equipment data request.
  • the mobile client receives the selected instruction, and the selected instruction is an instruction generated by selecting target game object data from the game object data recommendation list.
  • the mobile client acquires from the game server according to the game data configuration request. After the game object data recommendation list, the mobile client receives the selected instruction, and the selected instruction is an instruction generated by selecting the target game object data from the game object data recommendation list.
  • the interface on the mobile client displays the signature of the one-click application and the one-click application.
  • the talent one-click application corresponds to the talent of the hero selected by the current player.
  • the identifier of the recommended talent is displayed on the page. If the user clicks on the logo, then the interface displayed on the terminal will be displayed.
  • the list of recommended talents (including the previous user's click on the talent of the one-click application). The user can select the talent he wants in the recommended talent list, and the user's selection generates a selected instruction on the mobile client, and the mobile client can obtain the corresponding target game object data according to the selected instruction.
  • FIG. 7 another schematic diagram of the game object data recommendation list is displayed for the terminal.
  • This equipment one-button application corresponds to the equipment of the hero selected by the current player.
  • the general recommended equipment information includes the outfit, core and final equipment. The equipment is a few minutes before the game starts, and the core equipment is the first two. The advanced equipment and final equipment are the equipment list at the end of the game.
  • the mobile client acquires target game object data corresponding to the selected instruction.
  • the mobile client receives the selected instruction, and after the selected instruction is an instruction generated by selecting the target game object data from the game object data recommendation list, the mobile client acquires the target game object data corresponding to the selected instruction.
  • the user can select the target game object data that he wants to use according to the game object data recommendation list displayed on the mobile client, and the mobile client responds to the user's selected operation to generate a selected instruction, and the terminal acquires the target corresponding to the selected instruction.
  • the game object data may be the talent target game object data or the equipment target game object data.
  • the mobile client synchronizes the target game object data to the game client, and the target game object data is used by the game client to run using the target game object data.
  • the mobile client synchronizes the target game object data to the game client, and the target game object data is used by the game client to run using the target game object data.
  • the target game object data needs to be synchronized to the game client, that is, On the PC client, the user can play the game with the target game object data synchronized by the mobile client on the PC client. Therefore, the user's manual operation is not required to input the corresponding target game object data, thereby providing the user with great convenience in selecting the game data.
  • the mobile client generates a game data configuration request according to the operation instruction; the mobile client acquires the game object data recommendation list from the game server according to the game data configuration request; the mobile client receives the selected instruction, and the selected instruction is the slave command.
  • the game object data recommendation list selects an instruction generated by the target game object data; the mobile client acquires the target game object data corresponding to the selected instruction.
  • the terminal receives the selected instruction generated by the operation of selecting the target game object data from the pre-acquired game object data recommendation list, and may acquire the corresponding target game object data according to the selected instruction, thereby eliminating the need for The user's manual operation inputs the corresponding target game object data, which provides great convenience for the user to select the game data.
  • the method may further include:
  • the mobile client receives a subscription instruction to the game object
  • the mobile client sends the subscription instruction to the game server
  • the game server receives a subscription instruction for the game object sent by the mobile client;
  • the game server sends an indication to the mobile client that the subscription of the game object is successful according to the subscription instruction.
  • the mobile client receives an indication that the game server has successfully subscribed to the game object.
  • the functions performed by the mobile client and the PC client may be separately executed by the mobile client or the PC client, and then interact with the game server to implement the technical solution of the present invention.
  • the user When the user enters the king's home page on the terminal, it will pull a list of recommended kings and a list of heroes sorted by location.
  • the list of recommended kings returned by the server will bring the current number of subscribers, nicknames and segment information of each king, as well as information about several heroes that are often played.
  • the heroes are also preferentially displayed in the list of heroes classified by location.
  • the "My Subscriptions" entry can also be displayed in the upper right corner of the king's home page.
  • a search portal is also set on the home page. Through this search portal, the terminal can ambiguously match the king or hero of interest to the user.
  • This homepage basically covers the basic functions of the king. Users can get from hero + king two Look at the record in a dimension, and then learn the outfit of the king.
  • the terminal will pull all the kings' lists in separate pages.
  • the information that each king needs to pull has avatars, nicknames, paragraphs, and often playing heroes. Information such as the number of subscribers.
  • Clicking on a king (whether from the list of recommended kings or from the list of all kings, or from the search results) will open the king's record list page, which shows some of the rankings or matches that the king has played recently.
  • the user can subscribe/unsubscribe to the king. Users can also filter their records based on the type of hero and match (MVP Bureau / Qualification Bureau / Matching Bureau).
  • MVP Bureau / Qualification Bureau / Matching Bureau Each time the screening terminal sends a request to the server, because the list of achievements is paginated, local filtering by the client is not possible.
  • the user can apply the talent distribution scheme with one click, and apply the equipment scheme with one click.
  • the client synchronizes the information through the server and the PC client.
  • the king outfit function is a data-type product that shows the game data of high-end players to the player, supplemented by synchronization and subscription functions, so that the user experience forms a closed loop.
  • the King's outfit mainly consists of three sub-functions: out-of-load viewing, subscription, and one-click synchronization.
  • outfit view we provide three dimensions for indexing: star, hero and search. As shown in Figure 8, a schematic view of the outfit is shown.
  • the list of stars consists of position players, popular anchors, and well-known high-end players in national costumes.
  • the mapping relationship between the star player name number and its game account number can be manually established, for example: RNG (SH Royal E-sports Club) Team ADC (ADC, Attack Damage Carry, physical damage output type hero)
  • the player Jane Pride is best known as Uzi, and his nickname in the game is called "the person who needs protection", and the nickname can be modified at any time, and the name of the star player we established between us and the game account
  • the mapping relationship no matter how he modifies the game nickname, the user sees Uzi. Therefore, for star players, the terminal presents the user with the most well-known name of the star player, which reduces the user's cognitive cost.
  • the hero can be divided according to the regular position in the game. Some of these heroes can be used in multiple positions.
  • the hero Anne can be either an order or a middle or an auxiliary.
  • players will continue to create new game strategies and develop new ones.
  • the tactics that certain heroes may appear in different positions.
  • This problem can be maintained by means of dynamic update.
  • the terminal analyzes the data of the high-end players captured and combines the existing position analysis algorithms of TGP to calculate the number of times each hero appears in each position in the last 7 days. When this number exceeds a threshold, the hero can be considered suitable for this position, because there are enough people in the game game, the hero appears in this position.
  • the terminal supports the player to subscribe to the star player or other passers-by players, and after the subscription, can view in the subscription list, providing the user with a way to quickly view the latest game information of the player of his or her concern.
  • the game information of the player in the game is provided, including: using a hero, Summoner skills, corner talent, match type, match time, talent selection, rune selection, equipment selection, order of loading, order of addition, lineup.
  • equipment selections we provide the player's equipment choices for three game periods: the outfit (3 minutes before the start of the game), the core pack (the first two advanced equipment), and the final pack (the list of equipment at the end of the game) ).
  • the palm client when clicking the talent one-click application, the palm client will synchronize the talent selection information of the player to the TGP client, and the user will directly add a page to the player's talent function after clicking the application.
  • the talent is written to the synchronized talent information, and the page jump is not performed at this time.
  • the interface shown in Figure 7 above is displayed.
  • the user can view the synchronized information when purchasing the equipment.
  • FIG. 10 the schematic diagram of the synchronization information displayed when purchasing the equipment is synchronized.
  • Information can include talent synchronization and equipment synchronization information.
  • the outfit is written to the starting equipment; the core is written to the core item; the final equipment is written into the offensive costume.
  • the player can directly use the synchronized information to select the equipment, which is very convenient, and the information is provided by high-level players. There is no spam situation, which allows the player to conveniently experience the latest gameplay.
  • FIG. 11 is a schematic diagram of an embodiment of a mobile client according to an embodiment of the present invention, including:
  • a generating module 1101, configured to generate a game data configuration request according to the operation instruction
  • a display module 1102 configured to acquire and display a game object data recommendation list from the game server according to the game data configuration request;
  • the receiving module 1103 is configured to receive a selected instruction, where the selected instruction is an instruction generated by selecting target game object data from the game object data recommendation list;
  • the obtaining module 1104 is configured to acquire target game object data corresponding to the selected instruction.
  • FIG. 12 is a schematic diagram of another embodiment of a mobile client according to an embodiment of the present invention, where the mobile client further includes:
  • the receiving module 1103 is further configured to receive a subscription instruction to the game object.
  • a sending module 1105 configured to send a subscription instruction to a game server
  • the receiving module 1103 is further configured to receive the indication information that the game server sends the subscription to the game object successfully.
  • the game object data recommendation list includes: the name of the game object, the number of subscribers, and the location information of the game scene.
  • the game object data recommendation list includes: a list of game performance data of the game object.
  • FIG. 13 is a schematic diagram of another embodiment of a mobile client according to an embodiment of the present invention, where the mobile client further includes:
  • the synchronization module 1106 is configured to synchronize the target game object data to the game client, and the target game object data is used by the game client to run using the target game object data.
  • FIG. 14 is a schematic diagram of an embodiment of a game client according to an embodiment of the present invention, including:
  • the statistics module 1401 is configured to perform statistics on the data of the game object to obtain a game object data set.
  • the sending module 1402 is configured to send the game object data set to the game server, and the game object data set is used by the game server to generate the game object data recommendation list.
  • the game object data includes talent selection information.
  • the statistics module 1401 is specifically configured to perform statistics on the talent selection information of the game object to obtain a talent selection information set;
  • the sending module 1402 is specifically configured to send the talent selection information set to the game server.
  • the game object data includes equipment selection information
  • the statistics module 1401 is specifically configured to perform statistics on equipment selection information of the game object, and obtain an equipment selection information set;
  • the sending module 1402 is specifically configured to send the equipment selection information set to the game server.
  • FIG. 15 is a schematic diagram of an embodiment of a game server according to an embodiment of the present invention, including:
  • the receiving module 1501 is configured to receive a game object data set sent by the game client.
  • a generating module 1502 configured to generate a game object data recommendation list according to the game object data set
  • the sending module 1503 is configured to send the game object data recommendation list to the mobile client, and the game object data recommendation list is used for displaying on the mobile client.
  • the receiving module 1501 is further configured to receive a subscription instruction for the game object sent by the mobile client;
  • the sending module 1503 is further configured to send, to the mobile client, indication information that the game object is successfully subscribed according to the subscription instruction.
  • FIG. 16 is a schematic diagram of an embodiment of a mobile client, for the convenience of description, only parts related to the embodiment of the present invention are shown. If the specific technical details are not disclosed, please refer to the method part of the embodiment of the present invention.
  • the mobile client can be any mobile device, a tablet computer, a PDA (Personal Digital Assistant), a POS (Point of Sales), a car computer, and the like, and the mobile client is used as a mobile phone as an example:
  • FIG. 16 is a block diagram showing a partial structure of a mobile phone related to a mobile client provided by an embodiment of the present invention.
  • the mobile phone includes: a radio frequency (RF) circuit 1610, a memory 1620, an input unit 1630, a display unit 1640, a sensor 1650, an audio circuit 1660, a wireless fidelity (WiFi) module 1670, and a processor 1680. And power supply 1690 and other components.
  • RF radio frequency
  • the RF circuit 1610 can be used for receiving and transmitting signals during the transmission or reception of information or during a call. Specifically, after receiving the downlink information of the base station, the processor 1680 processes the data. In addition, the uplink data is designed to be sent to the base station. Generally, RF circuit 1610 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a Low Noise Amplifier (LNA), a duplexer, and the like. In addition, RF circuitry 1610 can also communicate with the network and other devices via wireless communication. The above wireless communication may use any communication standard or protocol, including but not limited to Global System of Mobile communication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (Code Division). Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), E-mail, Short Messaging Service (SMS), and the like.
  • GSM Global System of Mobile communication
  • GPRS General Packet Radio Service
  • the memory 1620 can be used to store software programs and modules, and the processor 1680 is stored by running The software program and modules of the memory 1620 perform various functional applications and data processing of the mobile phone.
  • the memory 1620 may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, an application required for at least one function (such as a sound playing function, an image playing function, etc.), and the like; the storage data area may be stored according to Data created by the use of the mobile phone (such as audio data, phone book, etc.).
  • memory 1620 can include high speed random access memory, and can also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other volatile solid state storage device.
  • the input unit 1630 can be configured to receive input numeric or character information and to generate key signal inputs related to user settings and function controls of the handset.
  • the input unit 1630 may include a touch panel 1631 and other input devices 1632.
  • the touch panel 1631 also referred to as a touch screen, can collect touch operations on or near the user (such as the user using a finger, a stylus, or the like on the touch panel 1631 or near the touch panel 1631. Operation), and drive the corresponding connecting device according to a preset program.
  • the touch panel 1631 may include two parts: a touch detection device and a touch controller.
  • the touch detection device detects the touch orientation of the user, and detects a signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts the touch information into contact coordinates, and sends the touch information.
  • the processor 1680 is provided and can receive commands from the processor 1680 and execute them.
  • the touch panel 1631 can be implemented in various types such as resistive, capacitive, infrared, and surface acoustic waves.
  • the input unit 1630 may also include other input devices 1632.
  • other input devices 1632 may include, but are not limited to, one or more of a physical keyboard, function keys (such as volume control buttons, switch buttons, etc.), trackballs, mice, joysticks, and the like.
  • the display unit 1640 can be used to display information input by the user or information provided to the user as well as various menus of the mobile phone.
  • the display unit 1640 can include a display panel 1641.
  • the display panel 1641 can be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like.
  • the touch panel 1631 can cover the display panel 1641. When the touch panel 1631 detects a touch operation thereon or nearby, the touch panel 1631 transmits to the processor 1680 to determine the type of the touch event, and then the processor 1680 according to the touch event. The type provides a corresponding visual output on display panel 1641.
  • the touch panel 1631 and the display panel 1641 function as two separate components to implement input and input functions of the mobile phone, In some embodiments, the touch panel 1631 and the display panel 1641 can be integrated to implement input and output functions of the mobile phone.
  • the handset may also include at least one type of sensor 1650, such as a light sensor, motion sensor, and other sensors.
  • the light sensor may include an ambient light sensor and a proximity sensor, wherein the ambient light sensor may adjust the brightness of the display panel 1641 according to the brightness of the ambient light, and the proximity sensor may close the display panel 1641 and/or when the mobile phone moves to the ear. Or backlight.
  • the accelerometer sensor can detect the magnitude of acceleration in all directions (usually three axes). When it is stationary, it can detect the magnitude and direction of gravity.
  • the mobile phone can be used to identify the gesture of the mobile phone (such as horizontal and vertical screen switching, related Game, magnetometer attitude calibration), vibration recognition related functions (such as pedometer, tapping), etc.; as for the mobile phone can also be configured with gyroscopes, barometers, hygrometers, thermometers, infrared sensors and other sensors, no longer Narration.
  • the gesture of the mobile phone such as horizontal and vertical screen switching, related Game, magnetometer attitude calibration
  • vibration recognition related functions such as pedometer, tapping
  • the mobile phone can also be configured with gyroscopes, barometers, hygrometers, thermometers, infrared sensors and other sensors, no longer Narration.
  • An audio circuit 1660, a speaker 1661, and a microphone 1662 can provide an audio interface between the user and the handset.
  • the audio circuit 1660 can transmit the converted electrical data of the received audio data to the speaker 1661, and convert it into a sound signal output by the speaker 1661; on the other hand, the microphone 1662 converts the collected sound signal into an electrical signal, by the audio circuit 1660. After receiving, it is converted into audio data, and then processed by the audio data output processor 1680, sent to the other mobile phone via the RF circuit 1610, or outputted to the memory 1620 for further processing.
  • WiFi is a short-range wireless transmission technology.
  • the mobile phone can help users to send and receive emails, browse web pages and access streaming media through the WiFi module 1670. It provides users with wireless broadband Internet access.
  • FIG. 16 shows the WiFi module 1670, it can be understood that it does not belong to the essential configuration of the mobile phone, and may be omitted as needed within the scope of not changing the essence of the invention.
  • the processor 1680 is a control center for the handset that connects various portions of the entire handset using various interfaces and lines, by executing or executing software programs and/or modules stored in the memory 1620, and invoking data stored in the memory 1620, The phone's various functions and processing data, so that the overall monitoring of the phone.
  • the processor 1680 may include one or more processing units; preferably, the processor 1680 may integrate an application processor and a modem processor, where the application processor mainly processes an operating system, a user interface, an application, and the like.
  • the modem processor primarily handles wireless communications. It will be appreciated that the above described modem processor may also not be integrated into the processor 1680.
  • the mobile phone also includes a power supply 1690 (such as a battery) that supplies power to various components.
  • a power supply 1690 (such as a battery) that supplies power to various components.
  • the power supply can It is logically connected to the processor 1680 through a power management system to manage functions such as charging, discharging, and power management through a power management system.
  • the mobile phone may further include a camera, a Bluetooth module, and the like, and details are not described herein again.
  • the processor 1680 included in the mobile client further has the following functions: generating a game data configuration request according to the operation instruction; acquiring and displaying the game object data recommendation list from the game server according to the game data configuration request; The target game object data corresponding to the instruction.
  • the input unit 1630 also has a function of receiving a selected instruction, which is an instruction generated by selecting target game object data from the game object data recommendation list.
  • the input unit 1630 also has the function of receiving a subscription instruction to the game object, transmitting the subscription instruction to the game server, and receiving the instruction information sent by the game server for the success of the subscription of the game object.
  • the game object data recommendation list includes: the name of the game object, the number of subscribers, and the location information of the game scene.
  • the game object data recommendation list includes: a list of game performance data of the game object.
  • the processor 1680 also has the function of synchronizing the target game object data to the game client, the target game object data being used by the game client to run using the target game object data.
  • the game client can be any terminal device including a mobile phone, a tablet computer, a PDA (Personal Digital Assistant), a POS (Point of Sales), a car computer, and the like, and the game client is a personal notebook computer. :
  • FIG. 17 is a block diagram showing a portion of the structure associated with a personal notebook computer provided by an embodiment of the present invention.
  • the personal notebook computer includes: a radio frequency (RF) circuit 1710, a memory 1720, an input unit 1730, a display unit 1740, a sensor 1750, an audio circuit 1760, a wireless fidelity (WiFi) module 1770, and processing. 1780, and power supply 1790 and other components.
  • RF radio frequency
  • the personal notebook computer structure shown in FIG. 17 does not constitute a limitation to a personal notebook computer, and may include more or less components than those illustrated, or may combine certain components or different components. Arrangement.
  • the RF circuit 1710 can be used for receiving and transmitting signals during the transmission or reception of information or during a call. Specifically, after receiving the downlink information of the base station, the processor 1780 processes the data. In addition, the uplink data is designed to be sent to the base station. Generally, RF circuit 1710 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a Low Noise Amplifier (LNA), a duplexer, and the like. In addition, RF circuitry 1710 can also communicate with the network and other devices via wireless communication. The above wireless communication may use any communication standard or protocol, including but not limited to Global System of Mobile communication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (Code Division). Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), E-mail, Short Messaging Service (SMS), and the like.
  • GSM Global System of Mobile communication
  • GPRS General Packet Radio Service
  • the memory 1720 can be used to store software programs and modules, and the processor 1780 executes various functional applications and data processing of the personal notebook computer by running software programs and modules stored in the memory 1720.
  • the memory 1720 may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, an application required for at least one function (such as a sound playing function, an image playing function, etc.), and the like; the storage data area may be stored according to Data created by the use of personal laptops (such as audio data, phone books, etc.).
  • memory 1720 can include high speed random access memory, and can also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other volatile solid state storage device.
  • the input unit 1730 can be configured to receive input numeric or character information and to generate key signal inputs related to user settings and function controls of the personal notebook.
  • the input unit 1730 may include a touch panel 1731 and other input devices 1732.
  • the touch panel 1731 also referred to as a touch screen, can collect touch operations on or near the user (such as the user using a finger, a stylus, or the like on the touch panel 1731 or near the touch panel 1731. Operation), and drive the corresponding connecting device according to a preset program.
  • the touch panel 1731 can include a touch detection device. Set and touch the controller two parts.
  • the touch detection device detects the touch orientation of the user, and detects a signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts the touch information into contact coordinates, and sends the touch information.
  • the processor 1780 is provided and can receive commands from the processor 1780 and execute them.
  • the touch panel 1731 can be implemented in various types such as resistive, capacitive, infrared, and surface acoustic waves.
  • the input unit 1730 may also include other input devices 1732.
  • other input devices 1732 may include, but are not limited to, one or more of a physical keyboard, function keys (such as volume control buttons, switch buttons, etc.), trackballs, mice, joysticks, and the like.
  • Display unit 1740 can be used to display information entered by the user or information provided to the user as well as various menus of the personal laptop.
  • the display unit 1740 can include a display panel 1741.
  • the display panel 1741 can be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like.
  • the touch panel 1731 can cover the display panel 1741. After the touch panel 1731 detects a touch operation thereon or nearby, the touch panel 1731 transmits to the processor 1780 to determine the type of the touch event, and then the processor 1780 according to the touch event. The type provides a corresponding visual output on display panel 1741.
  • the touch panel 1731 and the display panel 1741 are two independent components to implement the input and input functions of the personal notebook computer, in some embodiments, the touch panel 1731 and the display panel 1741 may be Integration for personal computer input and output functions.
  • the personal notebook computer can also include at least one type of sensor 1750, such as a light sensor, motion sensor, and other sensors.
  • the light sensor may include an ambient light sensor and a proximity sensor, wherein the ambient light sensor may adjust the brightness of the display panel 1741 according to the brightness of the ambient light, and the proximity sensor may close the display panel 1741 when the personal laptop moves to the ear. And / or backlight.
  • the accelerometer sensor can detect the magnitude of acceleration in all directions (usually three axes). When it is stationary, it can detect the magnitude and direction of gravity. It can be used to identify the attitude of a personal laptop (such as horizontal and vertical screen switching).
  • An audio circuit 1760, a speaker 1761, and a microphone 1762 can provide an audio interface between the user and the personal laptop.
  • the audio circuit 1760 can transmit the converted electrical signal of the received audio data.
  • the speaker 1761 is converted into a sound signal output by the speaker 1761; on the other hand, the microphone 1762 converts the collected sound signal into an electrical signal, which is received by the audio circuit 1760, converted into audio data, and then processed by the audio data output processor 1780. Thereafter, it is sent via RF circuit 1710 to, for example, another person's laptop, or audio data is output to memory 1720 for further processing.
  • WiFi is a short-range wireless transmission technology.
  • Personal laptops can help users send and receive e-mail, browse web pages and access streaming media through the WiFi module 1770. It provides users with wireless broadband Internet access.
  • FIG. 17 shows the WiFi module 1770, it can be understood that it does not belong to the essential configuration of the personal notebook computer, and can be omitted as needed within the scope of not changing the essence of the invention.
  • the processor 1780 is a control center for a personal notebook computer that connects various portions of the entire personal notebook computer using various interfaces and lines, by running or executing software programs and/or modules stored in the memory 1720, and by calling them stored in the memory 1720.
  • the processor 1780 may include one or more processing units; preferably, the processor 1780 may integrate an application processor and a modem processor, where the application processor mainly processes an operating system, a user interface, an application, and the like.
  • the modem processor primarily handles wireless communications. It will be appreciated that the above described modem processor may also not be integrated into the processor 1780.
  • the personal notebook also includes a power supply 1790 (such as a battery) for powering various components.
  • a power supply 1790 (such as a battery) for powering various components.
  • the power supply can be logically coupled to the processor 1780 through a power management system to manage functions such as charging, discharging, and power management through the power management system. .
  • the personal notebook computer may also include a camera, a Bluetooth module, etc., and will not be described herein.
  • the processor 1780 included in the game client further has the following functions: performing statistics on the data of the game object to obtain a game object data set;
  • the input unit 1730 also has a function of transmitting a game object data set to the game server, and the game object data set is used by the game server to generate a game object data recommendation list.
  • the game object data includes talent selection information.
  • the processor 1780 is specifically configured to perform statistics on the talent selection information of the game object to obtain a talent selection information set.
  • the input unit 1730 is specifically configured to send the talent selection information set to the game server.
  • the game object data includes equipment selection information
  • the processor 1780 is configured to perform statistics on equipment selection information of the game object to obtain an equipment selection information set.
  • the input unit 1730 is specifically configured to send the equipment selection information set to the game server.
  • FIG. 18 is a schematic diagram of an embodiment of a game server according to an embodiment of the present invention, including:
  • the game server may vary considerably depending on configuration or performance, and may include a transceiver 1801, one or more central processing units (CPU) 1802 (eg, one or more processors), and a memory 1803.
  • CPU central processing units
  • One or more storage media 1804 that store application 18041 or data 18042 eg, one or one storage device in Shanghai.
  • the memory 1803 and the storage medium 1804 may be short-term storage or persistent storage.
  • the program stored on storage medium 1804 may include one or more modules (not shown in Figure 18), each of which may include a series of instruction operations on the game server.
  • central processor 1802 can be configured to communicate with storage medium 1804, executing a series of instruction operations in storage medium 1804 on the game server.
  • the transceiver 1801 may further perform the following functions: receiving a game object data set sent by the game client; sending the game object data recommendation list to the mobile client, where the game object data recommendation list is used in the mobile client Displayed on.
  • the central processing unit 1802 can perform the function of generating a game object data recommendation list based on the game object data set.
  • the transceiver 1801 can also perform the following functions: receiving a subscription instruction sent to the game object by the mobile client; and transmitting, to the mobile client, indication information that the game object is successfully subscribed according to the subscription instruction.
  • the disclosed system, apparatus, and method may be implemented in other manners.
  • the device embodiments described above are merely illustrative.
  • the division of the unit is only a logical function division, and the actual implementation may have another
  • the manner of division, such as multiple units or components, may be combined or integrated into another system, or some features may be omitted or not performed.
  • the mutual coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection through some interface, device or unit, and may be in an electrical, mechanical or other form.
  • the units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, may be located in one place, or may be distributed to multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of the embodiment.
  • each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
  • the above integrated unit can be implemented in the form of hardware or in the form of a software functional unit.
  • the integrated unit if implemented in the form of a software functional unit and sold or used as a standalone product, may be stored in a computer readable storage medium.
  • the technical solution of the present invention which is essential or contributes to the prior art, or all or part of the technical solution, may be embodied in the form of a software product stored in a storage medium.
  • a number of instructions are included to cause a computer device (which may be a personal computer, server, or network device, etc.) to perform all or part of the steps of the methods described in various embodiments of the present invention.
  • the foregoing storage medium includes: a U disk, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk, and the like. .

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Abstract

本发明实施例公开了一种游戏数据处理的方法、移动客户端、游戏客户端以及游戏服务器,用于移动客户端可以根据该选定指令获取对应的目标游戏对象数据,从而不需要用户的手动操作输入对应的目标游戏对象数据,从而为用户在游戏数据的选择上提供了很大的便利性。本发明实施例方法包括:移动客户端根据操作指令生成游戏数据配置请求;所述移动客户端根据所述游戏数据配置请求从游戏服务器获取游戏对象数据推荐列表;所述移动客户端接收选定指令,所述选定指令为从所述游戏对象数据推荐列表中选取目标游戏对象数据生成的指令;所述移动客户端获取所述选定指令对应的目标游戏对象数据。

Description

一种游戏数据处理的方法
本申请要求于2017年1月4日提交中国专利局、申请号为201710005796.3、发明名称为“一种游戏数据处理的方法”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本发明涉及计算机领域,尤其涉及一种游戏数据处理的方法、移动客户端、游戏客户端以及游戏服务器。
背景技术
用户一般在玩游戏时需要对天赋、购买装备、技能加点进行选择,但是往往缺少这些信息的参考,使得用户在玩游戏的过程中比较盲目,不知道选择哪些天赋、购买装备、技能加点会更好一些。现有技术的解决方案是通过人工记录或者破解境外服务器数据接口的方式来获取用户的天赋、购买装备、技能加点等数据。并且通过破解Hack境外服务器数据接口的方式来获取用户的天赋、购买装备、技能加点等数据只支持查看,不支持写入游戏。
但是,人工记录的明显缺陷是实现成本过高,只能记录少量玩家的游戏数据,且不支持定向查询某个用户的数据。Hack境外服务器数据接口的方式明显缺陷是服务不稳定,因为是利用机器在模拟用户的查询行为,接口可能会不定期被封停。另外,就算获取了其他高手玩家的游戏数据,也需要用户参考高手玩家的游戏数据,自己再输入相应的参考数据,整个流程比较繁琐,浪费时间。
发明内容
本发明实施例提供了一种游戏数据处理的方法、移动客户端、游戏客户端以及游戏服务器,用于移动客户端可以根据该选定指令获取对应的目标游戏对象数据,从而不需要用户的手动操作输入对应的目标游戏对象数据,从而为用户在游戏数据的选择上提供了很大的便利性。
本发明实施例第一方面提供一种游戏数据处理的方法,可以包括:
移动客户端根据操作指令生成游戏数据配置请求;
该移动客户端根据该游戏数据配置请求从游戏服务器获取并显示游戏对象数据推荐列表;
该移动客户端接收选定指令,该选定指令为从该游戏对象数据推荐列表中选取目标游戏对象数据生成的指令;
该移动客户端获取该选定指令对应的目标游戏对象数据。
本发明实施例第二方面提供一种游戏数据处理的方法,可以包括:
游戏客户端对游戏对象的数据进行统计,得到游戏对象数据集合;
该游戏客户端将该游戏对象数据集合向游戏服务器发送,该游戏对象数据集合用于该游戏服务器生成游戏对象数据推荐列表。
本发明实施例第三方面提供一种游戏数据处理的方法,可以包括:
游戏服务器接收该游戏客户端发送的游戏对象数据集合;
该游戏服务器根据该游戏对象数据集合,生成游戏对象数据推荐列表;
该游戏服务器将该游戏对象数据推荐列表向移动客户端发送,该游戏对象数据推荐列表用于在该移动客户端上进行显示。
本发明实施例第四方面提供一种移动客户端,可以包括:
生成模块,用于根据操作指令生成游戏数据配置请求;
第一获取模块,用于根据该游戏数据配置请求从游戏服务器获取并显示游戏对象数据推荐列表;
接收模块,用于接收选定指令,该选定指令为从该游戏对象数据推荐列表中选取目标游戏对象数据生成的指令;
第二获取模块,用于获取该选定指令对应的目标游戏对象数据。
本发明实施例第五方面提供一种游戏客户端,可以包括:
统计模块,用于对游戏对象的数据进行统计,得到游戏对象数据集合;
发送模块,用于将该游戏对象数据集合向游戏服务器发送,该游戏对象数据集合用于该游戏服务器生成游戏对象数据推荐列表。
本发明实施例第六方面提供一种游戏服务器,可以包括:
接收模块,用于接收该游戏客户端发送的游戏对象数据集合;
生成模块,用于根据该游戏对象数据集合,生成游戏对象数据推荐列表;
发送模块,用于将该游戏对象数据推荐列表向移动客户端发送,该游戏对象数据推荐列表用于在该移动客户端上进行显示。
本发明实施例第七方面提供一种移动客户端,可以包括:存储器、收发器、处理器以及总线系统;
其中,所述存储器用于存储程序;
所述处理器用于执行所述存储器中的程序,包括如下步骤:
根据操作指令生成游戏数据配置请求;
根据所述游戏数据配置请求从游戏服务器获取并显示游戏对象数据推荐列表;
接收选定指令,所述选定指令为从所述游戏对象数据推荐列表中选取目标游戏对象数据生成的指令;
获取所述选定指令对应的目标游戏对象数据;
所述总线系统用于连接所述存储器以及所述处理器,以使所述存储器以及所述处理器进行通信。
本发明实施例第八方面提供一种游戏客户端,可以包括:存储器、收发器、处理器以及总线系统;
其中,所述存储器用于存储程序;
所述处理器用于执行所述存储器中的程序,包括如下步骤:
对游戏对象的数据进行统计,得到游戏对象数据集合;
将所述游戏对象数据集合向游戏服务器发送,所述游戏对象数据集合用于所述游戏服务器生成游戏对象数据推荐列表;
所述总线系统用于连接所述存储器以及所述处理器,以使所述存储器以及所述处理器进行通信。
本发明实施例第九方面提供一种游戏服务器,可以包括:存储器、收发器、处理器以及总线系统;
其中,所述存储器用于存储程序;
所述处理器用于执行所述存储器中的程序,包括如下步骤:
接收所述游戏客户端发送的游戏对象数据集合;
根据所述游戏对象数据集合,生成游戏对象数据推荐列表;
将所述游戏对象数据推荐列表向移动客户端发送,所述游戏对象数据推荐列表用于在所述移动客户端上进行显示;
所述总线系统用于连接所述存储器以及所述处理器,以使所述存储器以及所述处理器进行通信。
本发明实施例第十方面提供一种计算机可读存储介质,包括指令,当其在计算机上运行时,使得计算机执行如第一方面所述的方法,或执行如第二方面所述的方法,或执行如第三方面所述的方法。
本发明实施例第十一方面提供一种包含指令的计算机程序产品,当其在计算机上运行时,使得计算机执行如第一方面所述的方法,或使得计算机执行如第二方面所述的方法,或使得计算机执行如第三方面所述的方法。
从以上技术方案可以看出,本发明实施例具有以下优点:
在本发明实施例中,移动客户端根据操作指令生成游戏数据配置请求;该移动客户端根据该游戏数据配置请求从游戏服务器获取游戏对象数据推荐列表;该移动客户端接收选定指令,该选定指令为从该游戏对象数据推荐列表中选取目标游戏对象数据生成的指令;该移动客户端获取该选定指令对应的目标游戏对象数据。终端接收游戏数据配置请求时,接收用户从预先获取的游戏对象数据推荐列表中选择目标游戏对象数据的操作生成的选定指令,可以根据该选定指令获取对应的目标游戏对象数据,从而不需要用户的手动操作输入对应的目标游戏对象数据,为用户在游戏数据的选择上提供了很大的便利性。
附图说明
为了更清楚地说明本发明实施例技术方案,下面将对实施例和现有技术描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本发明的一些实施例,还可以根据这些附图获得其它的附图。
图1为本发明实施例中所应用的一个系统架构示意图;
图2为本发明实施例中所应用的另一个系统架构示意图;
图3为本发明实施例中所应用系统架构图的具体示意图;
图4为本发明实施例中游戏数据处理的方法的一个实施例示意图;
图5为本发明实施例中移动客户端显示游戏对象数据推荐列表的一个示意图;
图6为本发明实施例中移动客户端显示游戏对象数据推荐列表的另一个示意图;
图7为本发明实施例中移动客户端显示游戏对象数据推荐列表的另一个示意图;
图8为本发明实施例中为移动客户端显示出装查看的一个示意图;
图9为本发明实施例中为移动客户端显示明星筛选的一个示意图;
图10为本发明实施例中移动客户端显示的同步信息一个示意图;
图11为本发明实施例中移动客户端的一个实施例示意图;
图12为本发明实施例中移动客户端的另一个实施例示意图;
图13为本发明实施例中移动客户端的另一个实施例示意图;
图14为本发明实施例中游戏客户端的一个实施例示意图;
图15为本发明实施例中游戏服务器的一个实施例示意图;
图16为本发明实施例中移动客户端的另一个实施例示意图;
图17为本发明实施例中游戏客户端的另一个实施例示意图;
图18为本发明实施例中游戏服务器的另一个实施例示意图。
具体实施方式
本发明实施例提供了一种游戏数据处理的方法、移动客户端、游戏客户端以及游戏服务器,用于移动客户端可以根据该选定指令获取对应的目标游戏对象数据,从而不需要用户的手动操作输入对应的目标游戏对象数据,为用户在游戏数据的选择上提供了很大的便利性。
为了使本技术领域的人员更好地理解本发明方案,下面将结合本发明实施例中的附图,对本发明实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本发明一部分的实施例,而不是全部的实施例。基于本发明中的实施例,都应当属于本发明保护的范围。
本发明技术方案所应用的交互式应用系统架构的示意图如图1和图2所示,图1包括服务器和PC(personal computer,个人计算机)客户端,图2包 括服务器、PC客户端和掌上客户端。主要的硬件环境为iOS/Android安卓移动客户端。本方案使用TGP PC客户端进行记录,理论上可以记录和查询任意使用TGP登录游戏的玩家,并且通过记录多个字段,例如玩家段位、玩家常用英雄,提供给了玩家多维度的筛选能力。另外,本方案支持将用户查询到的信息直接应用到自己的游戏中,用户操作流程形成了闭环,无需用户自行输入,极大的提供了便利。
其中,TGP:Tencent Games Platform,即腾讯游戏平台的缩写,囊括了腾讯全平台的游戏,支持游戏管理,加速游戏,保护游戏,免密码一键登录以及下载更新游戏等功能。
天赋:英雄联盟游戏内的一个系统,玩家可以自定义选择不同的天赋来改变游戏中角色的各种属性。
图3为本发明实施例所应用的一个具体示意图,包括TGP PC客户端、掌上TGP客户端和服务器,服务器的后台又可以概括为接入层、逻辑层和数据层。下面参考图3对本发明技术方案进行一个示例性的概述,如下所示:
1、TGP PC客户端
TGP PC客户端提供给用户查看掌上TGP王者出装一键同步的天赋装备的入口,并且通过TGP客户端启动LOL(英雄联盟)游戏客户端可以选择同步的天赋装备进行游戏。TGP PC客户端和服务器之间协商了一定的策略定时上报更新王者的战绩出装数据。
2、掌上TGP客户端
掌上TGP客户端提供了查看王者出装,一键同步王者天赋、装备到TGP PC客户端,订阅王者等功能的入口。掌上TGP客户端和服务器之间协商了一定的协议来查看、更新、订阅、同步王者出装。
3、PC接入层和手机接入层
PC接入层主要负责转发来自TGP客户端的战绩上报数据请求到逻辑服务器,将逻辑服务器的回包下发给TGP客户端。手机接入层主要负责掌上TGP客户端长链接请求的鉴权,建立长链接并保证客户端和服务器之间的长链接的稳定可靠,转发来自客户端的业务数据请求到服务器,将服务器的回包下发给移动客户端。
4、逻辑层
爬日志服务负责将PC接入层转发过来的王者战绩出装数据从海量日志中进行识别、分离、落地存储数据。
战绩逻辑服务负责将数据层的王者战绩数据做初步的计算、整合、加工,以tdr的协议方式提供抽象接口,给其他逻辑服务调用。
王者出装服务负责从战绩逻辑服务按照TDR((TSF4G-DR),Tencent Software Formwork for Game-Data Representation,腾讯游戏软件框架之数据表示)协议格式拉取、同步王者出装原子接口数据,在数据基础上通过复杂的逻辑计算,和掌上TGP客户端协定以protobuf(protobuf,全称Google Protocol Buffer协议)的协议格式传输数据,呈现王者出装的功能。
5、存储层
主要负责王者战绩数据的存储、用户订阅王者数据的存储。
下面以实施例的方式对本发明技术方案做进一步的描述,如图4所示,为本发明实施例中游戏数据处理的方法的一个实施例示意图,包括:
401、游戏客户端对游戏对象的数据进行统计,得到游戏对象数据集合;
在本发明实施例中,所提及的游戏客户端就是上述所说的PC客户端,移动客户端就是上述所说的掌上客户端,在游戏客户端的交互应用中,涉及到很多游戏对象,也就是通常所说的玩家,但是,因为玩家特别多,要是游戏客户端对每个玩家的游戏数据都进行统计,将会是一个不小的工作量。所以,这里游戏客户端统计游戏对象的数据,这里的游戏对象是我们通常所说的高手玩家。
游戏对象可以是通过外部观察、用户投递和官方合作等方式获取的预置参考对象,这里可以以账号来指示每个游戏对象。这里游戏对象的数据可以包括装备信息。
装备信息可以包括:使用英雄、召唤师技能、基石天赋、比赛类型、比赛时间、天赋选择、符文选择、装备选择、出装顺序、加点顺序、对线阵容。其中装备选择中,我们提供三个游戏时期该玩家的装备选择:出门装(开局前几分钟的装备)、核心装(最先合成的两个高级装备)、最终装(游戏结束时的装备列表)。天赋选择信息又可以包括:攻击力、魔法强度以及攻速等至少一项 信息。
402、游戏客户端将游戏对象数据集合发送至游戏服务器;
在本发明实施例中,步骤402可以包括步骤a和步骤b:
a、游戏客户端将游戏对象数据集合向游戏服务器发送,游戏对象数据集合用于游戏服务器生成游戏对象数据推荐列表;
b、游戏服务器接收游戏客户端发送的游戏对象数据集合。
在本发明实施例中,游戏客户端对游戏对象的数据进行统计之后,游戏客户端将统计完成的游戏对象的数据向游戏服务器发送,游戏对象数据集合用于游戏服务器生成游戏对象数据推荐列表。
具体的,可以包括:
(1)游戏客户端对游戏对象的天赋选择信息进行统计,得到天赋选择信息集合;游戏客户端将天赋选择信息集合向游戏服务器发送。
(2)游戏客户端对游戏对象的装备选择信息进行统计,得到装备选择信息集合;游戏客户端将装备选择信息集合向游戏服务器发送。
示例性的,这里的游戏对象可以是froggen中单韦鲁斯、deft惩戒之箭韦鲁斯、2015全明星赛Aphromoo韦鲁斯AD,游戏客户端会对他们的游戏数据进行统计,统计好之后向游戏服务器发送。
403、游戏服务器根据游戏对象数据集合,生成游戏对象数据推荐列表;
在本发明实施例中,游戏客户端将统计完成的游戏对象的数据发送至游戏服务器之后,游戏服务器根据游戏对象数据集合,生成游戏对象数据推荐列表。应理解,每个游戏对象都有对应的游戏数据,可以是统计的最近一段时间内的游戏数据,也可以是当前时间的游戏数据,而且,游戏服务器还可以定期的更新每个游戏对象的游戏数据。
游戏对象数据推荐列表,可以包括:游戏对象的名称、订阅人数、游戏场景位置信息;还可以包括:游戏对象的战绩数据列表。
404、游戏服务器将游戏对象数据推荐列表发送至移动客户端;
在本发明实施例中,步骤404可以包括步骤c和步骤d,如下所示:
c、游戏服务器将游戏对象数据推荐列表向移动客户端发送,游戏对象数据推荐列表用于在移动客户端上进行显示;
d、移动客户端接收游戏服务器发送的游戏对象数据推荐列表。
在本发明实施例中,游戏服务器根据游戏对象的数据,生成游戏对象数据推荐列表之后,游戏服务器将游戏对象数据推荐列表发送至移动客户端。
需要说明的是,在本发明实施例中,步骤401-404是可选的步骤,在实际应用中,可以根据实际需要确定是否执行。
405、移动客户端根据操作指令生成游戏数据配置请求;
在本发明实施例中,移动客户端根据操作指令生成游戏数据配置请求;即移动客户端响应用户的操作生成操作指令,根据该操作指令生成游戏数据配置请求。
示例性的,在移动客户端上,用户打算进行一个交互应用的游戏时,会登录并进入该游戏的游戏界面,在正式开始玩游戏时,用户需要进行天赋的选择和装备的选择等操作。如图5所示,为移动客户端显示游戏对象数据推荐列表的一个示意图。当用户在移动客户端上点击天赋的操作选项时,移动客户端会根据该天赋操作生成天赋操作指令,移动客户端再根据该天赋操作指令生成天赋数据请求;或者,当用户在移动客户端上点击装备的操作选项时,移动客户端会根据该装备操作生成装备操作指令,移动客户端再根据该装备操作指令生成装备数据请求。
406、移动客户端根据游戏数据配置请求从游戏服务器获取并显示游戏对象数据推荐列表;
在本发明实施例中,移动客户端根据操作指令生成游戏数据配置请求之后,移动客户端根据游戏数据配置请求,显示从游戏服务器预先获取的游戏对象数据推荐列表。
示例性的,当游戏数据配置请求为天赋数据请求时,移动客户端根据该天赋数据请求显示从游戏服务器预先获取的游戏对象天赋数据推荐列表;或者,当游戏数据配置请求为装备数据请求时,移动客户端根据该装备数据请求显示从游戏服务器预先获取的游戏对象装备数据推荐列表。
407、移动客户端接收选定指令,选定指令为从游戏对象数据推荐列表中选取目标游戏对象数据生成的指令;
在本发明实施例中,移动客户端根据游戏数据配置请求从游戏服务器获取 游戏对象数据推荐列表之后,移动客户端接收选定指令,选定指令为从游戏对象数据推荐列表中选取目标游戏对象数据生成的指令。
示例性的,在移动客户端显示游戏对象数据推荐列表之前,移动客户端上的界面会显示天赋一键应用和装备一键应用的标识。当用户点击天赋一键应用时,如图6所示,为移动客户端显示游戏对象数据推荐列表的一个示意图。这个天赋一键应用对应的是当前玩家选定的英雄的天赋,在进行英雄选择时,页面上会显示推荐天赋的标识,若用户点击该标识,那么,接下来终端显示的界面上就会显示推荐的天赋列表(包括之前用户点击天赋一键应用对应的天赋)。用户可以在推荐的天赋列表中选择自己想要的天赋,用户的选择在移动客户端上会生成一个选定指令,移动客户端可以根据该选定指令获取对应的目标游戏对象数据。
当用户点击装备一键应用时,如图7所示,为终端显示游戏对象数据推荐列表的另一个示意图。这个装备一键应用对应的是当前玩家选定的英雄的装备,一般推荐装备信息包括出门装、核心装和最终装,出门装是游戏开局前几分钟的装备、核心装是最先合成的两个高级装备、最终装是游戏结束时的装备列表。
408、移动客户端获取选定指令对应的目标游戏对象数据。
在本发明实施例中,移动客户端接收选定指令,选定指令为从游戏对象数据推荐列表中选取目标游戏对象数据生成的指令之后,移动客户端获取选定指令对应的目标游戏对象数据。
即用户可以根据移动客户端上显示的游戏对象数据推荐列表中选择自己想用的目标游戏对象数据,移动客户端响应用户的选定操作,生成选定指令,终端再获取选定指令对应的目标游戏对象数据,可以是天赋目标游戏对象数据,也可以是装备目标游戏对象数据。
409、移动客户端将目标游戏对象数据同步到游戏客户端,目标游戏对象数据用于游戏客户端使用目标游戏对象数据运行。
在本发明实施例中,移动客户端将目标游戏对象数据同步到游戏客户端,目标游戏对象数据用于游戏客户端使用目标游戏对象数据运行。移动客户端获取目标游戏对象数据之后,需要将目标游戏对象数据同步到游戏客户端,即 PC客户端,用户就可以在PC客户端上使用移动客户端同步的目标游戏对象数据进行游戏了。从而不需要用户的手动操作输入对应的目标游戏对象数据,进而为用户在游戏数据的选择上提供了很大的便利性。
在本发明实施例中,移动客户端根据操作指令生成游戏数据配置请求;移动客户端根据游戏数据配置请求从游戏服务器获取游戏对象数据推荐列表;移动客户端接收选定指令,选定指令为从游戏对象数据推荐列表中选取目标游戏对象数据生成的指令;移动客户端获取选定指令对应的目标游戏对象数据。终端接收游戏数据配置请求时,接收用户从预先获取的游戏对象数据推荐列表中选择目标游戏对象数据的操作生成的选定指令,可以根据该选定指令获取对应的目标游戏对象数据,从而不需要用户的手动操作输入对应的目标游戏对象数据,为用户在游戏数据的选择上提供了很大的便利性。
进一步的,可选的,在本发明实施例中,还可以包括:
移动客户端接收对游戏对象的订阅指令;
移动客户端将订阅指令向游戏服务器发送;
游戏服务器接收移动客户端发送的对游戏对象的订阅指令;
游戏服务器根据订阅指令,向移动客户端发送对游戏对象订阅成功的指示信息。
移动客户端接收游戏服务器发送的对游戏对象订阅成功的指示信息。
需要说明的是,上述移动客户端和PC客户端所执行的功能,也可以分别由移动客户端或者PC客户端单独来执行,进而与游戏服务器交互实现本发明技术方案。
下面对本发明技术方案做一个整体实现逻辑的示例说明:
当用户进入终端上的王者出装首页时,会拉取推荐王者列表,以及按照位置分类的英雄列表。服务器返回的推荐王者列表会带上各个王者当前的订阅人数、昵称还有段位信息,以及常玩的几个英雄等信息。
进一步的,在按位置分类的英雄列表中还会优先显示周免英雄。在王者出装首页的右上角还可以显示“我的订阅”入口。另外在首页还设置了搜索入口。通过这个搜索入口,终端可以模糊匹配出用户感兴趣的王者或者英雄。
这个首页基本将王者出装的基本功能囊括在内。用户可以从英雄+王者两 个维度来查看战绩,进而学习王者的出装。
用户点击推荐王者列表旁边的“更多按钮”,会跳转到全部王者列表页,终端会分页拉取全部王者列表,每一个王者需要拉取的信息有头像、昵称、段位、常玩英雄、订阅人数等信息。
点击某个王者(无论从推荐王者列表中还是从全部王者列表,又或者从搜索结果中)会打开王者的战绩列表页,该页面展示的是该王者近期所打过的一些排位或匹配局。在这里用户可以订阅/取消订阅该王者。用户还可以根据英雄和对局类型(MVP局/排位局/匹配局)来对战绩进行筛选。每一次筛选终端端都会向服务器发一次请求,因为战绩列表是分页的,无法进行客户端本地过滤。
在点击某个英雄(从英雄列表或者从搜索结果中)会打开英雄的战绩列表页,该页面展示的是最近玩过该英雄的王者的战绩列表。这个页面会拉取两个王者白名单用于运营:明星王者白名单和国服最强王者白名单。白名单拉取是不分页的,一次性拉取,因为这个白名单人数不多,数量有限。除了白名单剩下就是路人王者列表了,这个是分页拉取的。
点击一场战绩(无论从王者的战绩列表中,还是从英雄的战绩列表中)就进入到战绩流水页,用户真正要学的东西就在这里。这里有王者使用这个英雄打这局时的天赋点数分配方案,符文分配方案,分配之后的属性加成概况,出门装,核心装,最终装,鞋子选择,饰品选择,还有按照时间顺序列出每个时间点的出装小件流水,英雄的技能加点顺序,以及这场对局双方的对线阵容,内容非常全面。
用户在这个页面可以一键应用天赋分配方案,一键应用装备方案,客户端将这些信息通过服务器和PC客户端保持同步。
下面以实际应用场景对本发明实施例中数据处理的方法进行具体说明,如下所示:
在产品侧,王者出装功能是一个数据型产品,向玩家展示高端选手的游戏数据,并辅以同步和订阅功能,使用户体验形成闭环。王者出装主要包含三个子功能:出装查看、订阅、一键同步。
(1)出装查看
对于出装查看我们提供三个维度的索引方式:明星、英雄和搜索。如图8所示,为出装查看的一个示意图。
其中明星数据我们通过外部观察、用户投递、官方合作等方式获取明星的帐号,生成并维护一个明星列表。该明星列表由职位玩家、热门主播、国服知名高端玩家构成。在该明星列表中,可以通过人工方式建立了明星选手知名称号与其游戏帐号之间的映射关系,例如:RNG(SH皇族电子竞技俱乐部)战队ADC(ADC,Attack Damage Carry,物理伤害输出类型英雄)选手简自豪最被人所熟知的称呼为Uzi,而他在游戏中的昵称为“需要保护的人”,并且该昵称随时可以修改,而通过我们建立的明星选手知名称号与游戏帐号之间的映射关系,无论他如何修改游戏昵称,用户看到的都是Uzi。因此对于明星选手,终端给用户呈现的一直是明星选手最被人熟知的称呼,降低了用户的认知成本。
如图9所示,为明星筛选的一个示意图。对于英雄筛选维度,在本发明实施例中可以按照游戏中常规的位置对英雄进行划分。这其中有部分英雄可以适合多个位置,例如英雄安妮,既可以属于上单又可以属于中单还可以属于辅助,同时,随着游戏发展,玩家会不断创造出新的游戏策略,发展出新的战术,某些英雄可能出现在不同的位置上。针对这个问题可以采用动态更新的方式来维护,终端通过分析抓取到的高端玩家的数据,结合TGP已有的位置分析算法,计算出最近7天内每个英雄出现在每个位置的次数。当这个次数超过一个阈值,可以认为这个英雄是适合这个位置的,因为有足够多人次的游戏对局中,该英雄出现在了这个位置。
对于搜索可以支持搜索“玩家游戏昵称”、“明星玩家知名称呼”、“英雄名称”、“英雄称号”。
(2)订阅
在本发明实施例中,终端支持玩家对于明星选手或者其他路人玩家进行订阅,订阅后可以在订阅列表中进行查看,为用户提供了一个快速查看自己关注的玩家最新的游戏信息的方式。
(3)一键同步
在出装详情页终端提供了该玩家这场对局中的游戏信息,包括:使用英雄、 召唤师技能、基石天赋、比赛类型、比赛时间、天赋选择、符文选择、装备选择、出装顺序、加点顺序、对线阵容。其中装备选择中,我们提供三个游戏时期该玩家的装备选择:出门装(开局前3分钟的装备)、核心装(最先合成的两个高级装备)、最终装(游戏结束时的装备列表)。
参考上述图5所示,在点击天赋一键应用时,掌上客户端会将该玩家这场游戏的天赋选择信息同步至TGP客户端,用户点击应用后会直接在玩家的天赋功能里增加一页天赋并写入同步的天赋信息,此时并不进行页面的跳转。
若点击更多出装则展示上述图7所示的界面,用户在进入游戏后可以在购买装备时查看到同步的信息,如图10所示,为购买装备时显示的同步信息的示意图,同步信息可以包括天赋同步和装备同步信息。出门装写入到起始装备中;核心装写入到核心物品中;最终装备写入到进攻神装中。玩家在游戏中可以直接使用同步过来的信息进行装备选择,非常方便,并且这些信息均由高水平玩家提供,不存在垃圾信息情况,能够让玩家便捷的体验最新的游戏玩法。
上面对本发明实施例中游戏数据处理的方法进行了描述,下面对本发明实施例中的移动客户端进行说明,如图11所示,为本发明实施例中移动客户端的一个实施例示意图,包括:
生成模块1101,用于根据操作指令生成游戏数据配置请求;
显示模块1102,用于根据游戏数据配置请求从游戏服务器获取并显示游戏对象数据推荐列表;
接收模块1103,用于接收选定指令,选定指令为从游戏对象数据推荐列表中选取目标游戏对象数据生成的指令;
获取模块1104,用于获取选定指令对应的目标游戏对象数据。
可选的,在本发明的一些实施例中,在上述图11所示的基础上,如图12所示,为本发明实施例中移动客户端的另一个实施例示意图,移动客户端还包括:
接收模块1103,还用于接收对游戏对象的订阅指令;
发送模块1105,用于将订阅指令向游戏服务器发送;
接收模块1103,还用于接收游戏服务器发送的对游戏对象订阅成功的指示信息。
可选的,在本发明的一些实施例中,
游戏对象数据推荐列表,包括:游戏对象的名称、订阅人数、游戏场景位置信息。
可选的,在本发明的一些实施例中,
游戏对象数据推荐列表,包括:游戏对象的战绩数据列表。
可选的,在本发明的一些实施例中,在上述图12所示的基础上,如图13所示,为本发明实施例中移动客户端的另一个实施例示意图,移动客户端还包括:
同步模块1106,用于将目标游戏对象数据同步到游戏客户端,目标游戏对象数据用于游戏客户端使用目标游戏对象数据运行。
如图14所示,为本发明实施例中游戏客户端的一个实施例示意图,包括:
统计模块1401,用于对游戏对象的数据进行统计,得到游戏对象数据集合;
发送模块1402,用于将游戏对象数据集合向游戏服务器发送,游戏对象数据集合用于游戏服务器生成游戏对象数据推荐列表。
可选的,在本发明的一些实施例中,游戏对象数据包括天赋选择信息,
统计模块1401,具体用于对游戏对象的天赋选择信息进行统计,得到天赋选择信息集合;
发送模块1402,具体用于将天赋选择信息集合向游戏服务器发送。
可选的,在本发明的一些实施例中,游戏对象数据包括装备选择信息,
统计模块1401,具体用于对游戏对象的装备选择信息进行统计,得到装备选择信息集合;
发送模块1402,具体用于将装备选择信息集合向游戏服务器发送。
如图15所示,为本发明实施例中游戏服务器的一个实施例示意图,包括:
接收模块1501,用于接收游戏客户端发送的游戏对象数据集合;
生成模块1502,用于根据游戏对象数据集合,生成游戏对象数据推荐列表;
发送模块1503,用于将游戏对象数据推荐列表向移动客户端发送,游戏对象数据推荐列表用于在移动客户端上进行显示。
可选的,在本发明的一些实施例中,
接收模块1501,还用于接收移动客户端发送的对游戏对象的订阅指令;
发送模块1503,还用于根据订阅指令,向移动客户端发送对游戏对象订阅成功的指示信息。
如图16所示,为移动客户端的一个实施例示意图,为了便于说明,仅示出了与本发明实施例相关的部分,具体技术细节未揭示的,请参照本发明实施例方法部分。该移动客户端可以为包括手机、平板电脑、PDA(Personal Digital Assistant,个人数字助理)、POS(Point of Sales,销售终端)、车载电脑等任意终端设备,以移动客户端为手机为例:
图16示出的是与本发明实施例提供的移动客户端相关的手机的部分结构的框图。参考图16,手机包括:射频(Radio Frequency,RF)电路1610、存储器1620、输入单元1630、显示单元1640、传感器1650、音频电路1660、无线保真(wireless fidelity,WiFi)模块1670、处理器1680、以及电源1690等部件。本领域技术人员可以理解,图16中示出的手机结构并不构成对手机的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。
下面结合图16对手机的各个构成部件进行具体的介绍:
RF电路1610可用于收发信息或通话过程中,信号的接收和发送,特别地,将基站的下行信息接收后,给处理器1680处理;另外,将设计上行的数据发送给基站。通常,RF电路1610包括但不限于天线、至少一个放大器、收发信机、耦合器、低噪声放大器(Low Noise Amplifier,LNA)、双工器等。此外,RF电路1610还可以通过无线通信与网络和其他设备通信。上述无线通信可以使用任一通信标准或协议,包括但不限于全球移动通讯系统(Global System of Mobile communication,GSM)、通用分组无线服务(General Packet Radio Service,GPRS)、码分多址(Code Division Multiple Access,CDMA)、宽带码分多址(Wideband Code Division Multiple Access,WCDMA)、长期演进(Long Term Evolution,LTE)、电子邮件、短消息服务(Short Messaging Service,SMS)等。
存储器1620可用于存储软件程序以及模块,处理器1680通过运行存储在 存储器1620的软件程序以及模块,从而执行手机的各种功能应用以及数据处理。存储器1620可主要包括存储程序区和存储数据区,其中,存储程序区可存储操作系统、至少一个功能所需的应用程序(比如声音播放功能、图像播放功能等)等;存储数据区可存储根据手机的使用所创建的数据(比如音频数据、电话本等)等。此外,存储器1620可以包括高速随机存取存储器,还可以包括非易失性存储器,例如至少一个磁盘存储器件、闪存器件、或其他易失性固态存储器件。
输入单元1630可用于接收输入的数字或字符信息,以及产生与手机的用户设置以及功能控制有关的键信号输入。具体地,输入单元1630可包括触控面板1631以及其他输入设备1632。触控面板1631,也称为触摸屏,可收集用户在其上或附近的触摸操作(比如用户使用手指、触笔等任何适合的物体或附件在触控面板1631上或在触控面板1631附近的操作),并根据预先设定的程式驱动相应的连接装置。可选的,触控面板1631可包括触摸检测装置和触摸控制器两个部分。其中,触摸检测装置检测用户的触摸方位,并检测触摸操作带来的信号,将信号传送给触摸控制器;触摸控制器从触摸检测装置上接收触摸信息,并将它转换成触点坐标,再送给处理器1680,并能接收处理器1680发来的命令并加以执行。此外,可以采用电阻式、电容式、红外线以及表面声波等多种类型实现触控面板1631。除了触控面板1631,输入单元1630还可以包括其他输入设备1632。具体地,其他输入设备1632可以包括但不限于物理键盘、功能键(比如音量控制按键、开关按键等)、轨迹球、鼠标、操作杆等中的一种或多种。
显示单元1640可用于显示由用户输入的信息或提供给用户的信息以及手机的各种菜单。显示单元1640可包括显示面板1641,可选的,可以采用液晶显示器(Liquid Crystal Display,LCD)、有机发光二极管(Organic Light-Emitting Diode,OLED)等形式来配置显示面板1641。进一步的,触控面板1631可覆盖显示面板1641,当触控面板1631检测到在其上或附近的触摸操作后,传送给处理器1680以确定触摸事件的类型,随后处理器1680根据触摸事件的类型在显示面板1641上提供相应的视觉输出。虽然在图16中,触控面板1631与显示面板1641是作为两个独立的部件来实现手机的输入和输入功能,但是在 某些实施例中,可以将触控面板1631与显示面板1641集成而实现手机的输入和输出功能。
手机还可包括至少一种传感器1650,比如光传感器、运动传感器以及其他传感器。具体地,光传感器可包括环境光传感器及接近传感器,其中,环境光传感器可根据环境光线的明暗来调节显示面板1641的亮度,接近传感器可在手机移动到耳边时,关闭显示面板1641和/或背光。作为运动传感器的一种,加速计传感器可检测各个方向上(一般为三轴)加速度的大小,静止时可检测出重力的大小及方向,可用于识别手机姿态的应用(比如横竖屏切换、相关游戏、磁力计姿态校准)、振动识别相关功能(比如计步器、敲击)等;至于手机还可配置的陀螺仪、气压计、湿度计、温度计、红外线传感器等其他传感器,在此不再赘述。
音频电路1660、扬声器1661,传声器1662可提供用户与手机之间的音频接口。音频电路1660可将接收到的音频数据转换后的电信号,传输到扬声器1661,由扬声器1661转换为声音信号输出;另一方面,传声器1662将收集的声音信号转换为电信号,由音频电路1660接收后转换为音频数据,再将音频数据输出处理器1680处理后,经RF电路1610以发送给比如另一手机,或者将音频数据输出至存储器1620以便进一步处理。
WiFi属于短距离无线传输技术,手机通过WiFi模块1670可以帮助用户收发电子邮件、浏览网页和访问流式媒体等,它为用户提供了无线的宽带互联网访问。虽然图16示出了WiFi模块1670,但是可以理解的是,其并不属于手机的必须构成,完全可以根据需要在不改变发明的本质的范围内而省略。
处理器1680是手机的控制中心,利用各种接口和线路连接整个手机的各个部分,通过运行或执行存储在存储器1620内的软件程序和/或模块,以及调用存储在存储器1620内的数据,执行手机的各种功能和处理数据,从而对手机进行整体监控。可选的,处理器1680可包括一个或多个处理单元;优选的,处理器1680可集成应用处理器和调制解调处理器,其中,应用处理器主要处理操作系统、用户界面和应用程序等,调制解调处理器主要处理无线通信。可以理解的是,上述调制解调处理器也可以不集成到处理器1680中。
手机还包括给各个部件供电的电源1690(比如电池),优选的,电源可以 通过电源管理系统与处理器1680逻辑相连,从而通过电源管理系统实现管理充电、放电、以及功耗管理等功能。
尽管未示出,手机还可以包括摄像头、蓝牙模块等,在此不再赘述。
在本发明实施例中,该移动客户端所包括的处理器1680还具有以下功能:根据操作指令生成游戏数据配置请求;根据游戏数据配置请求从游戏服务器获取并显示游戏对象数据推荐列表;获取选定指令对应的目标游戏对象数据。
输入单元1630还具有以下功能:接收选定指令,选定指令为从游戏对象数据推荐列表中选取目标游戏对象数据生成的指令。
可选的,在本发明的一些实施例中,
输入单元1630还具有以下功能:接收对游戏对象的订阅指令;将订阅指令向游戏服务器发送;接收游戏服务器发送的对游戏对象订阅成功的指示信息。
可选的,在本发明的一些实施例中,
游戏对象数据推荐列表,包括:游戏对象的名称、订阅人数、游戏场景位置信息。
可选的,在本发明的一些实施例中,
游戏对象数据推荐列表,包括:游戏对象的战绩数据列表。
可选的,在本发明的一些实施例中,
处理器1680还具有以下功能:将目标游戏对象数据同步到游戏客户端,目标游戏对象数据用于游戏客户端使用目标游戏对象数据运行。
如图17所示,为游戏客户端的一个实施例示意图,为了便于说明,仅示出了与本发明实施例相关的部分,具体技术细节未揭示的,请参照本发明实施例方法部分。该游戏客户端可以为包括手机、平板电脑、PDA(Personal Digital Assistant,个人数字助理)、POS(Point of Sales,销售终端)、车载电脑等任意终端设备,以游戏客户端为个人笔记本电脑为例:
图17示出的是与本发明实施例提供的个人笔记本电脑相关的部分结构的框图。参考图17,个人笔记本电脑包括:射频(Radio Frequency,RF)电路1710、存储器1720、输入单元1730、显示单元1740、传感器1750、音频电路1760、无线保真(wireless fidelity,WiFi)模块1770、处理器1780、以及电源 1790等部件。本领域技术人员可以理解,图17中示出的个人笔记本电脑结构并不构成对个人笔记本电脑的限定,可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。
下面结合图17对个人笔记本电脑的各个构成部件进行具体的介绍:
RF电路1710可用于收发信息或通话过程中,信号的接收和发送,特别地,将基站的下行信息接收后,给处理器1780处理;另外,将设计上行的数据发送给基站。通常,RF电路1710包括但不限于天线、至少一个放大器、收发信机、耦合器、低噪声放大器(Low Noise Amplifier,LNA)、双工器等。此外,RF电路1710还可以通过无线通信与网络和其他设备通信。上述无线通信可以使用任一通信标准或协议,包括但不限于全球移动通讯系统(Global System of Mobile communication,GSM)、通用分组无线服务(General Packet Radio Service,GPRS)、码分多址(Code Division Multiple Access,CDMA)、宽带码分多址(Wideband Code Division Multiple Access,WCDMA)、长期演进(Long Term Evolution,LTE)、电子邮件、短消息服务(Short Messaging Service,SMS)等。
存储器1720可用于存储软件程序以及模块,处理器1780通过运行存储在存储器1720的软件程序以及模块,从而执行个人笔记本电脑的各种功能应用以及数据处理。存储器1720可主要包括存储程序区和存储数据区,其中,存储程序区可存储操作系统、至少一个功能所需的应用程序(比如声音播放功能、图像播放功能等)等;存储数据区可存储根据个人笔记本电脑的使用所创建的数据(比如音频数据、电话本等)等。此外,存储器1720可以包括高速随机存取存储器,还可以包括非易失性存储器,例如至少一个磁盘存储器件、闪存器件、或其他易失性固态存储器件。
输入单元1730可用于接收输入的数字或字符信息,以及产生与个人笔记本电脑的用户设置以及功能控制有关的键信号输入。具体地,输入单元1730可包括触控面板1731以及其他输入设备1732。触控面板1731,也称为触摸屏,可收集用户在其上或附近的触摸操作(比如用户使用手指、触笔等任何适合的物体或附件在触控面板1731上或在触控面板1731附近的操作),并根据预先设定的程式驱动相应的连接装置。可选的,触控面板1731可包括触摸检测装 置和触摸控制器两个部分。其中,触摸检测装置检测用户的触摸方位,并检测触摸操作带来的信号,将信号传送给触摸控制器;触摸控制器从触摸检测装置上接收触摸信息,并将它转换成触点坐标,再送给处理器1780,并能接收处理器1780发来的命令并加以执行。此外,可以采用电阻式、电容式、红外线以及表面声波等多种类型实现触控面板1731。除了触控面板1731,输入单元1730还可以包括其他输入设备1732。具体地,其他输入设备1732可以包括但不限于物理键盘、功能键(比如音量控制按键、开关按键等)、轨迹球、鼠标、操作杆等中的一种或多种。
显示单元1740可用于显示由用户输入的信息或提供给用户的信息以及个人笔记本电脑的各种菜单。显示单元1740可包括显示面板1741,可选的,可以采用液晶显示器(Liquid Crystal Display,LCD)、有机发光二极管(Organic Light-Emitting Diode,OLED)等形式来配置显示面板1741。进一步的,触控面板1731可覆盖显示面板1741,当触控面板1731检测到在其上或附近的触摸操作后,传送给处理器1780以确定触摸事件的类型,随后处理器1780根据触摸事件的类型在显示面板1741上提供相应的视觉输出。虽然在图17中,触控面板1731与显示面板1741是作为两个独立的部件来实现个人笔记本电脑的输入和输入功能,但是在某些实施例中,可以将触控面板1731与显示面板1741集成而实现个人笔记本电脑的输入和输出功能。
个人笔记本电脑还可包括至少一种传感器1750,比如光传感器、运动传感器以及其他传感器。具体地,光传感器可包括环境光传感器及接近传感器,其中,环境光传感器可根据环境光线的明暗来调节显示面板1741的亮度,接近传感器可在个人笔记本电脑移动到耳边时,关闭显示面板1741和/或背光。作为运动传感器的一种,加速计传感器可检测各个方向上(一般为三轴)加速度的大小,静止时可检测出重力的大小及方向,可用于识别个人笔记本电脑姿态的应用(比如横竖屏切换、相关游戏、磁力计姿态校准)、振动识别相关功能(比如计步器、敲击)等;至于个人笔记本电脑还可配置的陀螺仪、气压计、湿度计、温度计、红外线传感器等其他传感器,在此不再赘述。
音频电路1760、扬声器1761,传声器1762可提供用户与个人笔记本电脑之间的音频接口。音频电路1760可将接收到的音频数据转换后的电信号,传 输到扬声器1761,由扬声器1761转换为声音信号输出;另一方面,传声器1762将收集的声音信号转换为电信号,由音频电路1760接收后转换为音频数据,再将音频数据输出处理器1780处理后,经RF电路1710以发送给比如另一个人笔记本电脑,或者将音频数据输出至存储器1720以便进一步处理。
WiFi属于短距离无线传输技术,个人笔记本电脑通过WiFi模块1770可以帮助用户收发电子邮件、浏览网页和访问流式媒体等,它为用户提供了无线的宽带互联网访问。虽然图17示出了WiFi模块1770,但是可以理解的是,其并不属于个人笔记本电脑的必须构成,完全可以根据需要在不改变发明的本质的范围内而省略。
处理器1780是个人笔记本电脑的控制中心,利用各种接口和线路连接整个个人笔记本电脑的各个部分,通过运行或执行存储在存储器1720内的软件程序和/或模块,以及调用存储在存储器1720内的数据,执行个人笔记本电脑的各种功能和处理数据,从而对个人笔记本电脑进行整体监控。可选的,处理器1780可包括一个或多个处理单元;优选的,处理器1780可集成应用处理器和调制解调处理器,其中,应用处理器主要处理操作系统、用户界面和应用程序等,调制解调处理器主要处理无线通信。可以理解的是,上述调制解调处理器也可以不集成到处理器1780中。
个人笔记本电脑还包括给各个部件供电的电源1790(比如电池),优选的,电源可以通过电源管理系统与处理器1780逻辑相连,从而通过电源管理系统实现管理充电、放电、以及功耗管理等功能。
尽管未示出,个人笔记本电脑还可以包括摄像头、蓝牙模块等,在此不再赘述。
在本发明实施例中,该游戏客户端所包括的处理器1780还具有以下功能:对游戏对象的数据进行统计,得到游戏对象数据集合;
输入单元1730还具有以下功能:将游戏对象数据集合向游戏服务器发送,游戏对象数据集合用于游戏服务器生成游戏对象数据推荐列表。
可选的,在本发明的一些实施例中,游戏对象数据包括天赋选择信息,
处理器1780,具体用于对游戏对象的天赋选择信息进行统计,得到天赋选择信息集合;
输入单元1730,具体用于将天赋选择信息集合向游戏服务器发送。
可选的,在本发明的一些实施例中,游戏对象数据包括装备选择信息,
处理器1780,具体用于对游戏对象的装备选择信息进行统计,得到装备选择信息集合;
输入单元1730,具体用于将装备选择信息集合向游戏服务器发送。
如图18所示,为本发明实施例中游戏服务器的一个实施例示意图,包括:
该游戏服务器可因配置或性能不同而产生比较大的差异,可以包括收发器1801,一个或一个以上中央处理器(central processing units,CPU)1802(例如,一个或一个以上处理器)和存储器1803,一个或一个以上存储应用程序18041或数据18042的存储介质1804(例如一个或一个以上海量存储设备)。其中,存储器1803和存储介质1804可以是短暂存储或持久存储。存储在存储介质1804的程序可以包括一个或一个以上模块(图18中没示出),每个模块可以包括对游戏服务器中的一系列指令操作。更进一步地,中央处理器1802可以设置为与存储介质1804通信,在游戏服务器上执行存储介质1804中的一系列指令操作。
在本发明实施例中,收发器1801还可以执行以下功能:接收游戏客户端发送的游戏对象数据集合;将游戏对象数据推荐列表向移动客户端发送,游戏对象数据推荐列表用于在移动客户端上进行显示。
中央处理器1802可以执行以下功能:根据游戏对象数据集合,生成游戏对象数据推荐列表。
可选的,在本发明的一些实施例中,
收发器1801还可以执行以下功能:接收移动客户端发送的对游戏对象的订阅指令;根据订阅指令,向移动客户端发送对游戏对象订阅成功的指示信息。
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的系统,装置和单元的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。
在本申请所提供的几个实施例中,应该理解到,所揭露的系统,装置和方法,可以通过其它的方式实现。例如,以上所描述的装置实施例仅仅是示意性的,例如,所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另 外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本发明各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。
所述集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在一个计算机可读取存储介质中。基于这样的理解,本发明的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本发明各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、磁碟或者光盘等各种可以存储程序代码的介质。
以上所述,以上实施例仅用以说明本发明的技术方案,而非对其限制;尽管参照前述实施例对本发明进行了详细的说明,本领域的普通技术人员应当理解:其依然可以对前述各实施例所记载的技术方案进行修改,或者对其中部分技术特征进行等同替换;而这些修改或者替换,并不使相应技术方案的本质脱离本发明各实施例技术方案的精神和范围。

Claims (30)

  1. 一种游戏数据处理的方法,其中,包括:
    移动客户端根据操作指令生成游戏数据配置请求;
    所述移动客户端根据所述游戏数据配置请求从游戏服务器获取并显示游戏对象数据推荐列表;
    所述移动客户端接收选定指令,所述选定指令为从所述游戏对象数据推荐列表中选取目标游戏对象数据生成的指令;
    所述移动客户端获取所述选定指令对应的目标游戏对象数据。
  2. 根据权利要求1所述的方法,其中,所述方法还包括:
    所述移动客户端接收对游戏对象的订阅指令;
    所述移动客户端向所述游戏服务器发送所述订阅指令;
    所述移动客户端接收所述游戏服务器发送的指示信息,所述指示信息用于指示对所述游戏对象订阅成功。
  3. 根据权利要求1或2所述的方法,其中,所述游戏对象数据推荐列表,包括:游戏对象的名称、订阅人数以及游戏场景位置信息中的至少一种。
  4. 根据权利要求1或2所述的方法,其中,所述游戏对象数据推荐列表,包括:游戏对象的战绩数据列表。
  5. 根据权利要求1或2所述的方法,其中,所述方法还包括:
    所述移动客户端将所述目标游戏对象数据同步到游戏客户端,所述目标游戏对象数据用于指示所述游戏客户端使用所述目标游戏对象数据运行。
  6. 一种游戏数据处理的方法,其中,包括:
    游戏客户端对游戏对象的数据进行统计,得到游戏对象数据集合;
    所述游戏客户端向游戏服务器发送所述游戏对象数据集合,所述游戏对象数据集合用于所述游戏服务器生成游戏对象数据推荐列表。
  7. 根据权利要求6所述的方法,其中,所述游戏对象数据包括天赋选择信息,
    所述游戏客户端对游戏对象的数据进行统计,得到游戏对象数据集合,包括:
    所述游戏客户端对所述游戏对象的天赋选择信息进行统计,得到天赋选择 信息集合;
    所述游戏客户端向游戏服务器发送所述游戏对象数据集合,包括:
    所述游戏客户端向所述游戏服务器发送所述天赋选择信息集合。
  8. 根据权利要求6所述的方法,其中,所述游戏对象数据包括装备选择信息,
    所述游戏客户端对游戏对象的数据进行统计,得到游戏对象数据集合,包括:
    所述游戏客户端对所述游戏对象的装备选择信息进行统计,得到装备选择信息集合;
    所述游戏客户端向游戏服务器发送所述游戏对象数据集合,包括:
    所述游戏客户端向所述游戏服务器发送所述装备选择信息集合。
  9. 一种游戏数据处理的方法,其中,包括:
    游戏服务器接收所述游戏客户端发送的游戏对象数据集合;
    所述游戏服务器根据所述游戏对象数据集合,生成游戏对象数据推荐列表;
    所述游戏服务器向移动客户端发送所述游戏对象数据推荐列表,所述游戏对象数据推荐列表用于在所述移动客户端上进行显示。
  10. 根据权利要求9所述的方法,其中,所述方法还包括:
    所述游戏服务器接收所述移动客户端发送的对所述游戏对象的订阅指令;
    所述游戏服务器根据所述订阅指令,向所述移动客户端发送对所述游戏对象订阅成功的指示信息。
  11. 一种移动客户端,其中,包括:
    生成模块,用于根据操作指令生成游戏数据配置请求;
    第一获取模块,用于根据所述游戏数据配置请求从游戏服务器获取并显示游戏对象数据推荐列表;
    接收模块,用于接收选定指令,所述选定指令为从所述游戏对象数据推荐列表中选取目标游戏对象数据生成的指令;
    第二获取模块,用于获取所述选定指令对应的目标游戏对象数据。
  12. 根据权利要求11所述的移动客户端,其中,所述移动客户端还包括:
    所述接收模块,还用于接收对游戏对象的订阅指令;
    发送模块,用于向所述游戏服务器发送所述订阅指令;
    所述接收模块,还用于接收所述游戏服务器发送的指示信息,所述指示信息用于指示对所述游戏对象订阅成功。
  13. 根据权利要求11或12所述的移动客户端,其中,
    所述游戏对象数据推荐列表,包括:游戏对象的名称、订阅人数以及游戏场景位置信息中的至少一种。
  14. 根据权利要求11或12所述的移动客户端,其中,
    所述游戏对象数据推荐列表,包括:游戏对象的战绩数据列表。
  15. 根据权利要求11或12所述的移动客户端,其中,所述移动客户端还包括:
    同步模块,用于将所述目标游戏对象数据同步到游戏客户端,所述目标游戏对象数据用于指示所述游戏客户端使用所述目标游戏对象数据运行。
  16. 一种游戏客户端,其中,包括:
    统计模块,用于对游戏对象的数据进行统计,得到游戏对象数据集合;
    发送模块,用于向游戏服务器发送所述游戏对象数据集合,所述游戏对象数据集合用于所述游戏服务器生成游戏对象数据推荐列表。
  17. 根据权利要求16所述的游戏客户端,其中,所述游戏对象数据包括天赋选择信息,
    所述统计模块,具体用于对所述游戏对象的天赋选择信息进行统计,得到天赋选择信息集合;
    所述发送模块,具体用于向所述游戏服务器发送所述天赋选择信息集合。
  18. 根据权利要求16所述的游戏客户端,其中,所述游戏对象数据包括装备选择信息,
    所述统计模块,具体用于对所述游戏对象的装备选择信息进行统计,得到装备选择信息集合;
    所述发送模块,具体用于向所述游戏服务器发送所述装备选择信息集合。
  19. 一种游戏服务器,其中,包括:
    接收模块,用于接收所述游戏客户端发送的游戏对象数据集合;
    生成模块,用于根据所述游戏对象数据集合,生成游戏对象数据推荐列表;
    发送模块,用于向移动客户端发送所述游戏对象数据推荐列表,所述游戏对象数据推荐列表用于在所述移动客户端上进行显示。
  20. 根据权利要求19的游戏服务器,其中,
    所述接收模块,还用于接收所述移动客户端发送的对所述游戏对象的订阅指令;
    所述发送模块,还用于根据所述订阅指令,向所述移动客户端发送对所述游戏对象订阅成功的指示信息。
  21. 一种移动客户端,其中,所述移动客户端包括:存储器、收发器、处理器以及总线系统;
    其中,所述存储器用于存储程序;
    所述处理器用于执行所述存储器中的程序,包括如下步骤:
    根据操作指令生成游戏数据配置请求;
    根据所述游戏数据配置请求从游戏服务器获取并显示游戏对象数据推荐列表;
    接收选定指令,所述选定指令为从所述游戏对象数据推荐列表中选取目标游戏对象数据生成的指令;
    获取所述选定指令对应的目标游戏对象数据;
    所述总线系统用于连接所述存储器以及所述处理器,以使所述存储器以及所述处理器进行通信。
  22. 根据权利要求21所述的移动客户端,其中,所述处理器还用于执行如下步骤:
    接收对游戏对象的订阅指令;
    向所述游戏服务器发送所述订阅指令;
    接收所述游戏服务器发送的指示信息,所述指示信息用于指示对所述游戏对象订阅成功。
  23. 根据权利要求21或22所述的移动客户端,其中,所述处理器还用于执行如下步骤:
    将所述目标游戏对象数据同步到游戏客户端,所述目标游戏对象数据用于 指示所述游戏客户端使用所述目标游戏对象数据运行。
  24. 一种游戏客户端,其中,所述游戏客户端包括:存储器、收发器、处理器以及总线系统;
    其中,所述存储器用于存储程序;
    所述处理器用于执行所述存储器中的程序,包括如下步骤:
    对游戏对象的数据进行统计,得到游戏对象数据集合;
    向游戏服务器发送所述游戏对象数据集合,所述游戏对象数据集合用于所述游戏服务器生成游戏对象数据推荐列表;
    所述总线系统用于连接所述存储器以及所述处理器,以使所述存储器以及所述处理器进行通信。
  25. 根据权利要求24所述的游戏客户端,其中,所述游戏对象数据包括天赋选择信息,所述处理器具体用于执行如下步骤:
    对所述游戏对象的天赋选择信息进行统计,得到天赋选择信息集合;
    将所述游戏对象数据集合向所述游戏服务器发送,包括:
    向所述游戏服务器发送所述天赋选择信息集合。
  26. 根据权利要求24所述的游戏客户端,其中,所述游戏对象数据包括装备选择信息,所述处理器具体用于执行如下步骤:
    对所述游戏对象的装备选择信息进行统计,得到装备选择信息集合;
    将所述游戏对象数据集合向所述游戏服务器发送,包括:
    向所述游戏服务器发送所述装备选择信息集合。
  27. 一种游戏服务器,其中,所述游戏服务器包括:存储器、收发器、处理器以及总线系统;
    其中,所述存储器用于存储程序;
    所述处理器用于执行所述存储器中的程序,包括如下步骤:
    接收所述游戏客户端发送的游戏对象数据集合;
    根据所述游戏对象数据集合,生成游戏对象数据推荐列表;
    向移动客户端发送所述游戏对象数据推荐列表,所述游戏对象数据推荐列表用于在所述移动客户端上进行显示;
    所述总线系统用于连接所述存储器以及所述处理器,以使所述存储器以及 所述处理器进行通信。
  28. 根据权利要求27所述的游戏服务器,其中,所述处理器还用于执行如下步骤:
    接收所述移动客户端发送的对所述游戏对象的订阅指令;
    根据所述订阅指令,向所述移动客户端发送对所述游戏对象订阅成功的指示信息。
  29. 一种计算机可读存储介质,包括指令,当其在计算机上运行时,使得计算机执行如权利要求1至5中任一项所述的方法,或执行如权利要求6至8中任一项所述的方法,或执行如权利要求9至10中任一项所述的方法。
  30. 一种包含指令的计算机程序产品,当其在计算机上运行时,使得计算机执行如权利要求1至5任一项所述的方法,或使得计算机执行如权利要求6至8任一项所述的方法,或使得计算机执行如权利要求9至10任一项所述的方法。
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