WO2019020006A1 - 游戏内容的同步显示方法、装置及存储介质 - Google Patents

游戏内容的同步显示方法、装置及存储介质 Download PDF

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Publication number
WO2019020006A1
WO2019020006A1 PCT/CN2018/096805 CN2018096805W WO2019020006A1 WO 2019020006 A1 WO2019020006 A1 WO 2019020006A1 CN 2018096805 W CN2018096805 W CN 2018096805W WO 2019020006 A1 WO2019020006 A1 WO 2019020006A1
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Prior art keywords
game
client
content
account
screen
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PCT/CN2018/096805
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English (en)
French (fr)
Inventor
孔荣华
刘长松
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腾讯科技(深圳)有限公司
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Priority to JP2020503008A priority Critical patent/JP7169338B2/ja
Priority to EP18838912.6A priority patent/EP3660656A4/en
Priority to KR1020207001126A priority patent/KR102325311B1/ko
Publication of WO2019020006A1 publication Critical patent/WO2019020006A1/zh
Priority to US16/749,877 priority patent/US11266913B2/en

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/352Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/14Digital output to display device ; Cooperation and interconnection of the display device with other functional units
    • G06F3/1454Digital output to display device ; Cooperation and interconnection of the display device with other functional units involving copying of the display data of a local workstation or window to a remote workstation or window so that an actual copy of the data is displayed simultaneously on two or more displays, e.g. teledisplay
    • 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
    • A63F13/25Output arrangements for video game devices
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/358Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
    • 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • A63F13/493Resuming a game, e.g. after pausing, malfunction or power failure
    • 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
    • A63F13/53Controlling 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
    • A63F13/537Controlling 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 using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling 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 using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/46Multiprogramming arrangements
    • G06F9/52Program synchronisation; Mutual exclusion, e.g. by means of semaphores
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F9/00Arrangements for program control, e.g. control units
    • G06F9/06Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
    • G06F9/46Multiprogramming arrangements
    • G06F9/54Interprogram communication
    • G06F9/546Message passing systems or structures, e.g. queues
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/2866Architectures; Arrangements
    • H04L67/30Profiles
    • H04L67/306User profiles
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L69/00Network arrangements, protocols or services independent of the application payload and not provided for in the other groups of this subclass
    • H04L69/16Implementation or adaptation of Internet protocol [IP], of transmission control protocol [TCP] or of user datagram protocol [UDP]
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M1/00Substation equipment, e.g. for use by subscribers
    • H04M1/72Mobile telephones; Cordless telephones, i.e. devices for establishing wireless links to base stations without route selection
    • H04M1/724User interfaces specially adapted for cordless or mobile telephones
    • H04M1/72403User interfaces specially adapted for cordless or mobile telephones with means for local support of applications that increase the functionality
    • H04M1/72427User interfaces specially adapted for cordless or mobile telephones with means for local support of applications that increase the functionality for supporting games or graphical animations

Definitions

  • the present application relates to the field of the Internet, and in particular to a synchronous display method, apparatus, and storage medium for game content.
  • the embodiment of the present application provides a synchronous display method, device, and storage medium for game content.
  • a method for synchronously displaying game content is provided, which is applied to a terminal device, and the display method includes:
  • the first operation instruction is detected on the first client, the first client is logged in by the first account, and the account participating in the game includes the first account. And a second account, the second account is used to log in to the second client of the game application; and determining, according to the first operation instruction, the execution of the first operation object corresponding to the first account in the game Determining a first operation corresponding to the first operation instruction; determining that the first operation object needs to display the first content on the first client when performing the first operation, and acquiring the second content that needs to be displayed simultaneously with the first content, The second content is that the second account needs to display the content on the second client when the corresponding second operation object performs the second operation in a game; the first content and the second content are simultaneously displayed in the first client.
  • a synchronous display device for game content comprising: a processor, a memory connected to the processor, and a machine readable instruction stored in the memory
  • the unit, the machine readable instruction unit includes:
  • a detecting unit configured to detect a first operation instruction on the first client when the first client of the game application runs a game of the game application, wherein the first client is first Account login, the account that participates in the game of the game includes the first account and the second account, and the second account is used to log in to the second client of the game application;
  • a response unit configured to determine, according to the first operation instruction, a first operation corresponding to the first operation instruction performed by the first operation object corresponding to the first account in the game
  • a first acquiring unit configured to determine a first content that needs to be displayed on the first client when the first operation object performs the first operation, and acquire a second content that needs to be displayed simultaneously with the first content Content, wherein the second content is content that the second account needs to display on the second client when the second operation object corresponding to the second operation object performs the second operation;
  • a display unit configured to simultaneously display the first content and the second content in the first client.
  • the present application also provides a storage medium including a stored program, wherein the program is executed to perform the method described above.
  • the present application also provides an electronic device including a memory, a processor, and a computer program stored on the memory and operable on the processor, wherein the processor executes the above by the computer program Said method.
  • FIG. 1 is a schematic diagram of a hardware environment of a method for synchronously displaying game content according to an embodiment of the present application
  • FIG. 2 is a flowchart of a method for synchronously displaying game content according to an embodiment of the present application
  • FIG. 3 is a schematic diagram of a game screen according to an embodiment of the present application.
  • FIG. 4 is a schematic diagram of a game screen according to an embodiment of the present application.
  • FIG. 5 is a schematic diagram of a game service architecture according to an embodiment of the present application.
  • FIG. 6 is a schematic diagram of a game screen according to an embodiment of the present application.
  • FIG. 7 is a schematic diagram of a game operation according to an embodiment of the present application.
  • FIG. 8 is a schematic diagram of a game operation according to an embodiment of the present application.
  • FIG. 9 is a schematic diagram of a synchronous display device for game content according to an embodiment of the present application.
  • FIG. 10 is a structural block diagram of a terminal according to an embodiment of the present application.
  • MMORPG is the abbreviation of Massive Multiplayer Online Role-PlayingGame, translated into Chinese multiplayer online tactical competitive game.
  • RTS is the abbreviation of Real-Time Strategy Game, translated into Chinese as a real-time strategy game. It is a kind of Strategy Game. The game is played in real time, not the turn-based system that is more common in strategy games. In addition, players often play the generals in the game and carry out this macro operation.
  • NPC is the abbreviation of Non-Player-Controlled Character, translated into Chinese as a non-player control character.
  • TCP is the abbreviation of Transmission Control Protocol, translated into Chinese as Transmission Control Protocol. It is a connection-oriented, reliable, byte stream-based transport layer communication protocol defined by IETF's RFC 793.
  • UDP short for User Datagram Protocol
  • Chinese name is User Datagram Protocol
  • OSI Open System Interconnection
  • Service, IETF RFC 768 is the official specification of UDP.
  • the protocol number of UDP in IP packets is 17.
  • a display synchronization scheme as follows is provided:
  • the main feature of the C/S synchronization mode is that the game logic runs on the server side, and the client is responsible for collecting the player's operation and sending it to the server.
  • the server broadcasts the game running result to each client according to a fixed frame rate or event trigger mode. , and then played by the client.
  • the client will perform some limited pre-performance on the player's movement, casting skills, etc., but the final result will be based on the server, so the pre-performance may bring additional pull.
  • Scheme 2 uses frame synchronization mode for RTS or MOBA games.
  • the above scheme is suitable for games with fewer clients, more in-game units, heavy strategies, and light-operating games, as shown in FIG. 4, including the character F and the character G, which can be operated by operating buttons.
  • the game logic runs on the server.
  • the pressure is relatively large.
  • the number of players that can be carried by a single game server in C/S mode is often in the number of thousands, and the carrying capacity is relatively low.
  • the barrage is complicated, the unit is numerous, and the amount of calculation is huge.
  • Scheme 1 generates high network traffic due to the need to synchronize various game events such as movement, skill, and drop of each unit. Especially for the opponents, many times, the game is played under the mobile network, and the cost of traffic consumption is higher for the player.
  • the barrage shooting game the barrage is complex, the enemy AI units are numerous, and the amount of data that needs to be synchronized will be huge.
  • the player's operation input is first sent to the server for calculation, and there is a certain delay, which is unacceptable for the barrage shooting game which must be accurately manipulated.
  • Option 2 has high requirements for game algorithm design
  • the present application also provides a third scheme.
  • the game display is performed directly on the client side according to the game operation.
  • This application uses a variety of innovative designs to arrive at a display synchronization scheme that satisfies this type of gameplay.
  • a method embodiment of a method for synchronously displaying game content is provided.
  • the above-described synchronous display method of the game content can be applied to a hardware environment constituted by the server 102 and the terminal 104 as shown in FIG. 1.
  • the server 102 is connected to the terminal 104 through a network.
  • the network includes but is not limited to a wide area network, a metropolitan area network, or a local area network.
  • the terminal 104 is not limited to a PC, a mobile phone, a tablet, or the like.
  • the synchronous display method of the game content of the embodiment of the present application can be collectively executed by the server 102 and the terminal 104.
  • the terminal 104 performs the synchronous display method of the game content in the embodiment of the present application, it may also be executed by the client installed thereon. The following is described in detail in conjunction with Figure 2:
  • FIG. 2 is a flowchart of a method for synchronously displaying game content according to an embodiment of the present application. As shown in FIG. 2, the method may include the following steps:
  • Step S202 when the first client of the game application runs a game of the game application, the first operation instruction is detected on the first client, the first client is logged in by the first account, and the account participating in the game is included.
  • the first account and the second account, the second account is used to log in to the second client of the game application.
  • the above game applications can be barrage shooters, adventure games, simulation games, role-playing games, casual games, and other games.
  • the implementation is basically the same when implemented by the method provided by the present application, and the following is an example of a barrage shooting game.
  • the first client is a game client formed by installing an installation package of the game application on the first terminal, and the first operation instruction is an operation of the first operator on the first terminal (such as a button operation, a touch operation, a gesture) Operation, etc.) generated instructions.
  • the first account and the second account are game accounts that are allowed to be used in the game application, such as an account applied in the game application, an instant messaging account, a microblog account, a social account, and the like.
  • the first account is an account used by the first operator on the first client
  • the second account is an account used by the second operator on the second client.
  • the first operator and the second operator are simultaneously participating in the same account.
  • a game participant of the game the first operator refers to a game participant local to the first terminal, and the second operator generally refers to a game participant other than the first operator, the number of the second operator is one or more .
  • a second client is installed on the second terminal of the second operator, and the above-mentioned game is synchronously run on the second client.
  • Step S204 in response to the first operation instruction, controlling the first operation object of the first account in one game to perform the first operation.
  • step S204 determining, according to the first operation instruction, a first operation corresponding to the first operation instruction performed by the first operation object corresponding to the first account in the game.
  • the first operation object mentioned above is the Player Character in the game application.
  • the player character refers to the character controlled by the player in the role-playing game, and most of the player characters are the key or protagonist of the game story.
  • the first operation instruction refers to an instruction generated by an operation on the first terminal, such as an instruction generated by a left and right sliding operation on the touch screen, and “left and right sliding” is used to instruct the first operation object to perform left and right movement (ie, An operation), then in response to the first operation instruction, controlling the first operation object to perform an operation of moving left and right.
  • step S206 the first content that needs to be displayed on the first client when the first operation is performed is locally acquired, and the second content that needs to be displayed simultaneously with the first content is acquired, and the second content is the second account.
  • the content displayed on the second client is required when the second operation object in one game performs the second operation.
  • determining that the first operation object performs the first operation is the first content that needs to be displayed on the first client.
  • the game screen displayed by the first client can be mainly divided into three parts, one of which is content related to the game scene, and the content is not affected by the operation of the operator; the second is the first operator (ie, the first account)
  • the operation-related content ie, the first content
  • the first content is changed along with the operation of the first operator;
  • the third is the content related to the operation of the second operator (ie, the second account) (ie, Second content), the second content changes with the operation of the second operator.
  • the first content corresponds to the first operation
  • the second content corresponds to the second operation.
  • the simultaneous display of the first content and the second content refers to the first operation and the second operation time coincide.
  • the above-described first content and second content merely refer to various changes in the game due to the operation of the operator in the game, and the first content and the second content themselves do not include the content used for these changed contents.
  • Render or display mode The first content includes attribute information of the first operation object in the game, for example, location information, information of whether it is hit, effect information after hitting, and the like.
  • the first client on the terminal device sends the attribute change information related to the first operation to the second client on the other terminal device, and the second client on the other terminal device determines the First content.
  • the attribute change information may include: a moving direction, a moving distance, and the like.
  • the second content includes attribute information of the second operation object in the game, such as location information, information of whether it is hit, effect information after hitting, and the like.
  • the obtaining the first content locally in the first client means that the first terminal determines, according to the first operation instruction, that the first operation object needs to perform the first operation, and calculates the process of performing the first operation in units of the game screen frame.
  • the first terminal calculates the position of the first operation object in each game picture frame, the external operation form of the first operation object, and the like.
  • the first terminal calculates the position of each bullet in each game picture frame, the rendering effect of the bullet, whether to hit the game AI, or The effect of hitting the game AI, etc.
  • the reason why the calculation is performed locally in the first terminal is that in the future, the shooting game has a fast rhythm, a complicated barrage, and a large number of enemy AI units. If it is calculated on the server side, then it is required.
  • the operation related information of the first terminal is transmitted to the server, and is calculated by the server (the display content of all the terminals is calculated by the server, then the computing load of the server is very large, the operation efficiency is also low), and then the receiving server delivers The display content, the time cost required in the transmission process, the high computation time of the server, the large display delay, and the shooting game requires high immediacy of the display, and the local operation is performed in the first terminal.
  • the first content that needs to be displayed can solve the above problem.
  • the second content When acquiring the second content that needs to be displayed simultaneously with the first content, it may be acquired from the synchronization server or the second terminal, although there may be a partial delay, but the generation of the first operator on the local first terminal is not generated. A large impact, at the same time, the first operator can see the relevant game situation of the companion (second operator), facilitating the game with the second operator.
  • the manner of acquiring the first content may be adopted, so that the consistency of the game screen content on each terminal can be ensured, and the game experience of the game participants is improved.
  • Step S208 displaying the first content and the second content simultaneously in the first client.
  • the first operation instruction is detected on the first client, and the first account is controlled to be the first in the game.
  • the operation object performs a first operation; the first content that needs to be displayed on the first client when the first operation is performed is locally acquired by the first client, and the second content that needs to be displayed simultaneously with the first content is acquired, to
  • the first content of the first account in the first game and the second content of the second account in the first client can simultaneously solve the technical problem that the game content of other operators in the same game cannot be displayed locally in the related art. In order to achieve the technical effect of synchronous display of game content.
  • the feature of the synchronization scheme is that the local calculation of the movement and the fate of the barrage can be performed to satisfy the host's operation feeling similar to the single-player gameplay, and the teammate's mobile operation and hitting effect are synchronized to the local area for simulation display through the server.
  • the flow is controlled by a series of means such as cropping of the communication message, combining compression, and the like.
  • Multi-channel communication is used to ensure that the synchronization message has both low latency and reliability.
  • the consistency algorithm is used to ensure that the levels of the clients on both sides, the behavior of the AI objects, and the drop are kept exactly the same.
  • the players who are located at different points on the Internet can enjoy the smoothness of the single-player operation in the double-play mode of the barrage shooting game, and can experience the fun of cooperating with the teammates.
  • the game architecture of the present application is shown in FIG. 5, and the clients are respectively connected to their own game servers for playing games in a TCP manner, when performing doubles (ie, when playing a networked game), through server cooperation (server interaction) (or Invite friends and other methods) to find teammates.
  • the game server allocates a synchronization server and a game room for the doubles of the game.
  • the two clients connect to the synchronization server at the same time in UDP mode for the game.
  • the game logic is mainly run on the client, and the synchronization message is mostly transmitted through the synchronization server, and some of them are important.
  • the message (such as the revival deduction fee) is processed and transferred by the TCP connected game server and stored in the database DB.
  • both parties report the result to the game server, and the game server performs the final game for the game. Settlement.
  • step S202 when the first client of the game application runs a game of the game application, the first operation instruction is detected on the first client.
  • the first client of the game application runs the game of the game application
  • the first client receives the instruction information sent by the game server
  • the first client runs a game according to the indication of the instruction information
  • the second client the same game is also run on the second client according to the received indication information.
  • the indication information is used to indicate that the first client and the second client run a game at the same time, and the indication information is further used to indicate that the first client and the second client execute the non-player control object at the same time. Related events.
  • the first terminal When the first operator performs a game operation on the first terminal, the first terminal generates a first operation instruction according to the detected signal of the game operation, and sends the first operation instruction to the first client.
  • the second terminal when the second operator performs a game operation on the second terminal, the second terminal generates a second operation instruction according to the detected signal of the game operation, and sends the second operation instruction to the second client. end.
  • the attribute change information related to the first operation and the second operation is performed by the first client and the second client through the synchronization server, specifically through the UDP channel connected to the synchronization server.
  • step S204 in response to the first operation instruction, the first operation object controlled in the first account by the first account is controlled to perform the first operation.
  • the first terminal In the process of performing the first operation, the first terminal needs to perform a rendering display of the game screen from the first operation to the end of the first operation in the first client.
  • the first operation may be divided into several sub-operations for the logical frame unit, and corresponding to each sub-operation, the first operation object or the object related to the first operation in the game has a state, and the state may be described by an attribute. Then the state difference between the sub-operations of two adjacent logical frames can be described by the attribute change information.
  • the attribute change information of the first operation object for describing the change amount of the position attribute between the current position and the position of the previous logical frame is sent to the first operation object.
  • the second client on the second terminal is configured to send the attribute change information of the first operation object for describing the change amount of the position attribute between the current position and the position of the previous logical frame.
  • the first client locally calculates the location attribute change amount, and transmits the second attribute change information (including the location attribute change information) to the synchronization server in the data transmission channel, and the synchronization server forwards the second attribute change information to
  • the second attribute change information is information for describing a change in the location attribute of the first operation object and/or a change in the attribute related to the shooting operation.
  • step S206 the first content that needs to be displayed on the first client when the first operation is performed is locally acquired in the first client, and the second content that needs to be displayed simultaneously with the first content is acquired,
  • the second content is the content that the second account needs to display on the second client when the second operation object in the game is executed in the second operation.
  • Acquiring, at the first client, the first content that needs to be displayed on the first client when performing the first operation includes at least one of: when the first operation is an operation of changing a location attribute of the first operation object, Determining, by the client, a first content for indicating a location of the first operation object after the location attribute is changed; when the first operation is a shooting operation of the first operation object, determining, at the first client, for indicating and shooting Related first content.
  • the first content includes at least content for expressing the position of the first operation object after the movement.
  • the first content includes at least the content for expressing the position of the bullet after the movement, and the content related to whether the AI is hit or hit.
  • the foregoing description has been made on how the second client sends the first attribute change information, and when the first client acquires the second content that needs to be displayed simultaneously with the first content, the second client is received in the data transmission channel by synchronization.
  • the first attribute change information forwarded by the server where the first attribute change information is used to describe the attribute change caused by the second operation object performing the second operation in the game, and the second operation is the second detection on the second client.
  • the position of the current time of the second operation object may be determined according to the location of the previous time and the first attribute change information, where the first attribute change information may specifically include the second operation.
  • the direction in which the object moves and the number of unit distances moved may specifically include the second operation.
  • step S208 the first content and the second content are simultaneously displayed in the first client, and the first terminal superimposes the second content determined according to the first attribute change information into the game screen of the first client. It is displayed that the game screen of the first client is a screen displaying the first content.
  • the first client when the second content determined according to the first attribute change information is superimposed on the game screen of the first client, the first client may be displayed.
  • the first content is displayed in the first display manner in the game screen, and the superimposed second content is displayed in the second display mode in the game screen of the first client.
  • the first display mode and the second display mode are different.
  • the current progress of the game is obtained from the second client.
  • Time determining a target reference time scale adjacent to the current progress time and having arrived in a plurality of reference time scales of a game, wherein the reference time scale is a pre-identified time in the progress time of the game.
  • the game screen, the second screen is the game screen of the game at the current progress time.
  • the above reasons for the drop may be various, such as the client is shut down due to an abnormality, the user closes the client, the user quits the game, and the network is disconnected.
  • the first client When the first client is disconnected, when the line is re-online, the current progress time is obtained from the second client, and then a reference time scale (ie, the target reference time scale) is calculated according to the progress time, and the time scale is at the current progress time. prior to. The difference between the current time scale and the target reference time scale closest to the distance is determined, and the attribute information of the current time scale is determined according to the difference and the attribute information of the target reference time scale.
  • the first client starts the fast calculation from this benchmark scale, which is 50 to 100 times the normal game speed (depending on the client performance) and catches up with the current progress time of the second client. This process is included in the disconnection reconnection logic. When the disconnection reconnection process is completed, the first client and the second client are at the same time scale, start to display the game screen, and enter the normal game process.
  • the present application allows the game to be calculated from any of the reference time scales (e.g., scale 1 and scale 2) by employing a random reference separation of multiple time scales.
  • the start time of the game progress is determined according to the information sent by the server (such as the starting random number), and the random basis of each time scale is obtained by calculating from the random reference of the opening.
  • Starting with scale 1 generate random levels and random number benchmarks, and use local resources to generate level scenes (such as Monster 1 to Monster N).
  • a client such as the first client
  • second client When a client (such as the first client) is disconnected and disconnected, it will get the game progress time from the teammate (second client) and calculate the latest random reference time from this time.
  • Value (scale 2) and start from this time base to calculate the game situation backwards (such as the position of teammates) until the current game time, then start the normal speed game (ie resume game, track bomb attack AI, death props drop) Wait).
  • the objects in the game should be consistent, and the performance consistency means that the performance of multiple player clients of the same game needs to be consistent.
  • the same NPC has the same AI performance, and the same NPC will produce the same drop props after death.
  • the same initial random number is sent to each client through the game server at the beginning of the game, and each client passes the same pseudo-random recursive algorithm (such as adopting the LCG pseudo-random algorithm, It can also be replaced with other similar algorithms) to generate random values (ie, random number reference scales) required for the operation of each module in the game from this random number.
  • each module will use the value converted from the initial random value as the reference.
  • the same algorithm is used by the client, as well as the same initial input random number. This allows each client to achieve consistent requirements in the game, even after the disconnection can still start again, and ensure the consistency of the game.
  • the message set to be sent to the second client on the first client is processed after the following process: pre-processing the first message in the message set
  • the pre-processing includes replacing a plurality of first messages of the same class in the message set with a second message, the second message being used to represent a plurality of first messages of the same class; All messages are packaged as one message packet; the message packet is compressed.
  • the method further includes pre-processing the first message that transmits the attribute change information, where the pre-processing includes the same class, before transmitting the second attribute change information to the synchronization server in the data transmission channel. Transmitting, by the plurality of the first messages, a second message, the second message is used to represent a plurality of the first messages of the same class; packaging all the second messages into one message packet; performing the message packet Compression processing.
  • the present application adopts a communication method of TCP and UDP dual connection, wherein the TCP channel is used for transmitting control information of the game (mainly transmitted between the client and the game server), reporting the progress of the level and some key points.
  • sexual news such as the beginning of the game, report the results of the battle (used for doubles settlement, anti-cheating judgment), the reinstatement deduction in the battle.
  • These messages involve changes to the state of the game or consumption of player resources, etc., which need to be done through the game server.
  • the game server allocates a synchronization server to the client, and monitors through the TCP channel, generates a double-play battle, doubles the second-level match, and finally the global server performs double-zone matching, and the progress information in the game passes through the TCP channel. Transfer to other game servers.
  • the TGW in Figure 8 is an abbreviation of Tencent Gateway. It is a system that implements multi-network unified access, external network network request forwarding, and supports automatic load balancing.
  • the UDP channel is the connection between the client and the synchronization server.
  • the synchronization server provides a fast low-latency message forwarding service in UDP mode.
  • Such as position synchronization, blood volume synchronization, skill performance, props performance and other synchronization messages these messages are the main components, their common feature is that after the middle is lost, it will be replaced by the following message, so no retransmission is required, only fast Forwarding. This ensures that such messages can reach the other client more quickly without causing network congestion due to operations such as loss of retransmissions.
  • reliable UDP transmission is mainly It is realized by the sequence number of the message and the way the receiver responds, and the data message is cached in the synchronization server, so that the management of the doubles room can be realized.
  • the message when the message is transmitted by using TCP and UDP as described above, the message needs to be processed, and the traffic of the message is further reduced by clipping, merging, multi-packet combination, packet compression, and the like of the synchronization message.
  • Messages are transmitted in logical frames, and the number of logical frames per second is around 10 to 14 frames. In the same frame. If multiple associated events occur one after the other, you can apply clipping and merging of the message.
  • Message clipping refers to the message of the same object. If the latter one can replace the previous one, then the previous one can be discarded. For example, the mobile message of the host only needs to send the last coordinate position in the same frame, and the same game object is deducted. If you die after reducing HP (health power), you need to send a death message directly.
  • the merging of messages means that if the messages of the same object have a superimposed relationship before and after, multiple messages can be combined into one. If the same game object in a frame has multiple deductions of HP messages, the HP information can be deducted multiple times. Combined into one, HP's deduction can be added.
  • Multi-packet merging refers to multiple different events generated in the same frame, combined into larger packets for transmission, and transmitting a single larger packet is better than transmitting multiple packets.
  • Packet compression is an algorithmic compression of each packet to be transmitted, which further reduces the size of the packet and saves traffic.
  • the flow rate of each client can be controlled to about 1 KB/S, so that even in the 2G network, the doubles can be performed normally.
  • the game logic runs on the server.
  • the pressure is relatively large.
  • the number of players that can be carried by a single game server in C/S mode is often in the number of thousands, and the carrying capacity is relatively low.
  • the barrage is complex, the unit is numerous, and the amount of calculation is huge. Therefore, the third option is to run the game logic on the local client, thereby reducing the load on the game server;
  • Scheme 1 generates high network traffic due to the need to synchronize various game events such as movement, skill, and drop of each unit. Especially for the opponents, the game is often played under the mobile network, and the cost of traffic consumption is higher for the players. For the barrage shooting game, the barrage is complex, the enemy AI units are numerous, and the amount of data that needs to be synchronized will be huge.
  • the message transmission method using the scheme 3 can reduce the traffic consumption;
  • the player's operation input is first sent to the server for calculation, and there is a certain delay, which is unacceptable for the barrage shooting game that must be accurately manipulated, and the first solution is directly performed locally.
  • the game responds to avoid delays.
  • Scheme 2 has high requirements for game algorithm design, while scheme 3 is relatively low;
  • the mobile game double-play game of the aircraft war is shown, and the aircraft (ie, the first operation object) that is identified as the host (the aircraft in the solid line part) in FIG.
  • the barrage launched by the host, the pets carried by the host, and the barrage launched by the pet are all calculated and generated by the client where the host is located, and will be displayed on the game interface in real time. So in this case, for the player, this is no different from playing the stand-alone version of the game. You can use the fast-moving fighter to avoid the enemy's barrage, and accurately shoot the enemy aircraft flying over, there will be no delay.
  • the part of the friend machine identified in Figure 6 is a fighter operated by a friendly player displayed synchronously through the network.
  • the visual interference is semi-transparent, and the host player can't control it. However, through the game screen, it can feel the attack effect of the friendly party on the enemy unit, and generate a happy and cooperative game experience.
  • the enemy units include various drops.
  • the client is highly consistent. This part of the content can not be transmitted synchronously between the two clients.
  • the control requirement of the barrage shooting game is high by combining the client level consistency algorithm and the host localization manipulation and hit calculation, and synchronizing the performance effect to the teammate client.
  • the solution of the network-based on-screen real-time game process with many game objects and complex game logic operations achieves a better player experience under the premise of performance and traffic.
  • the present application is only described by taking a shooting game as an example.
  • the display synchronization between the games is ensured, and the requirements on the network are reduced, and the technical solution in the embodiment of the present application can also be used to implement the specific The implementation mode and the implementation type of the shooting game are not described here.
  • the method according to the above embodiment can be implemented by means of software plus a necessary general hardware platform, and of course, by hardware, but in many cases, the former is A better implementation.
  • the technical solution of the present application which is essential or contributes to the prior art, may be embodied in the form of a software product stored in a storage medium (such as ROM/RAM, disk,
  • the optical disc includes a number of instructions for causing a terminal device (which may be a mobile phone, a computer, a server, or a network device, etc.) to perform the methods described in various embodiments of the present application.
  • a synchronous display device for implementing game content of the above-described synchronous display method of game content.
  • 9 is a schematic diagram of a synchronous display device for game content according to an embodiment of the present application. As shown in FIG. 9, the device may include: a detecting unit 92, a response unit 94, a first obtaining unit 96, and a display unit 98.
  • the detecting unit 92 is configured to detect, when the first client of the game application runs the game of the game application, the first operation instruction on the first client, where the first client is An account is logged in.
  • the account that participates in the game of the game includes the first account and the second account, and the second account is used to log in to the second client of the game application.
  • the above game applications can be barrage shooters, adventure games, simulation games, role-playing games, casual games, and other games.
  • the implementation is basically the same when implemented by the method provided by the present application, and the following is an example of a barrage shooting game.
  • the first client is a game client formed by installing an installation package of the game application on the first terminal, and the first operation instruction is an operation of the first operator on the first terminal (such as a button operation, a touch operation, a gesture) Operation, etc.) generated instructions.
  • the first account and the second account are game accounts that are allowed to be used in the game application, such as an account applied in the game application, an instant messaging account, a microblog account, a social account, and the like.
  • the first account is an account used by the first operator on the first client
  • the second account is an account used by the second operator on the second client.
  • the first operator and the second operator are simultaneously participating in the same account.
  • a game participant of the game the first operator refers to a game participant local to the first terminal, and the second operator generally refers to a game participant other than the first operator, the number of the second operator is one or more .
  • a second client is installed on the second terminal of the second operator, and the above-mentioned game is synchronously run on the second client.
  • the response unit 94 is configured to determine, according to the first operation instruction, a first operation corresponding to the first operation instruction performed by the first operation object corresponding to the first account in the game.
  • the first operation object mentioned above is the Player Character in the game application.
  • the player character refers to the character controlled by the player in the role-playing game, and most of the player characters are the key or protagonist of the game story.
  • the first operation instruction refers to an instruction generated by an operation on the first terminal, such as an instruction generated by a left and right sliding operation on the touch screen, and “left and right sliding” is used to instruct the first operation object to perform left and right movement (ie, An operation), then in response to the first operation instruction, controlling the first operation object to perform an operation of moving left and right.
  • a first obtaining unit 96 configured to determine a first content that needs to be displayed on the first client when the first operation object performs the first operation, and acquire a first content that needs to be displayed simultaneously with the first content The second content, wherein the second content is content that the second account needs to display on the second client when the second operation object corresponding to the second operation object performs the second operation.
  • the game screen displayed by the first client can be mainly divided into three parts, one of which is content related to the game scene, and the content is not affected by the operation of the operator; the second is the first operator (ie, the first account) The operation-related content (ie, the first content), the first content is changed along with the operation of the first operator; the third is the content related to the operation of the second operator (ie, the second account) (ie, Second content), the second content changes with the operation of the second operator.
  • first content and second content merely refer to various changes in the game due to the operation of the operator in the game, and the first content and the second content themselves do not include the content used for these changed contents.
  • Render or display mode
  • the obtaining the first content locally in the first client means that the first terminal determines, according to the first operation instruction, that the first operation object needs to perform the first operation, and calculates the process of performing the first operation in units of the game screen frame.
  • the first terminal calculates the position of the first operation object in each game picture frame, the external operation form of the first operation object, and the like.
  • the first terminal calculates the position of each bullet in each game picture frame, the rendering effect of the bullet, whether to hit the game AI, or The effect of hitting the game AI, etc.
  • the reason why the calculation is performed locally in the first terminal is that in the future, the shooting game has a fast rhythm, a complicated barrage, and a large number of enemy AI units. If it is calculated on the server side, then it is required.
  • the operation related information of the first terminal is transmitted to the server, and is calculated by the server (the display content of all the terminals is calculated by the server, then the computing load of the server is very large, the operation efficiency is also low), and then the receiving server delivers The display content, the time cost required in the transmission process, the high computation time of the server, the large display delay, and the shooting game requires high immediacy of the display, and the local operation is performed in the first terminal.
  • the first content that needs to be displayed can solve the above problem.
  • the second content When acquiring the second content that needs to be displayed simultaneously with the first content, it may be acquired from the game server or the second terminal, although there may be a partial delay, but the first operator on the local first terminal is not generated. A large impact, at the same time, the first operator can see the relevant game situation of the companion (second operator), facilitating the game with the second operator.
  • the manner of acquiring the first content may be adopted, so that the consistency of the game screen content on each terminal can be ensured, and the game experience of the game participants is improved.
  • the display unit 98 is configured to simultaneously display the first content and the second content in the first client.
  • the detecting unit 92 in this embodiment may be used to perform step S202 in the synchronous display method of the game content of the present application, and the response unit 94 in this embodiment may be used to execute the synchronous display method of the game content of the present application.
  • the first obtaining unit 96 in this embodiment may be used to perform step S206 in the synchronous display method of the game content of the present application, and the display unit 98 in this embodiment may be used to perform synchronization of the game content of the present application.
  • Step S208 in the display method may be used to perform step S202 in the synchronous display method of the game content of the present application.
  • the above modules are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the contents disclosed by the synchronous display method of the above game content. It should be noted that the foregoing module may be implemented in a hardware environment as shown in FIG. 1 as part of the device, and may be implemented by software or by hardware.
  • the first operation instruction is detected on the first client, and the first operation object in the first game is controlled to execute the first operation object.
  • the first content of the first account in the game and the second content of the second account are simultaneously displayed, which can solve the technical problem that the game content of other operators in the same game cannot be displayed locally in the related art, and then the game is reached.
  • the technical effect of the simultaneous display of content is achieved.
  • the detection unit of the application runs the first client according to the indication of the instruction information. In the same way, for the second client, the same game is also run on the second client according to the received indication information.
  • the first obtaining unit includes: an obtaining module, configured to acquire first attribute change information sent by the second client, where the first attribute change information is used to describe that the second operation is performed by the second operation object in the game
  • the attribute change, the second operation is an operation triggered by the second operation instruction detected on the second client
  • the determining module is configured to determine the second content according to the first attribute change information at the first client.
  • the display unit is further configured to superimpose the second content determined according to the first attribute change information into a game screen of the first client, wherein the game screen of the first client is a screen displaying the first content.
  • the display unit includes: a display module, configured to display the superimposed second content according to the second display manner in the game screen of the first client while displaying the first content in the first display manner in the game screen of the first client, The first display mode and the second display mode are different.
  • the foregoing description has been made on how the second client sends the first attribute change information, and when the first client acquires the second content that needs to be displayed simultaneously with the first content, the second client is received in the data transmission channel by synchronization.
  • the first attribute change information forwarded by the server where the first attribute change information is used to describe the attribute change caused by the second operation object performing the second operation in the game, and the second operation is the second detection on the second client.
  • the position of the current time of the second operation object may be determined according to the location of the previous time and the first attribute change information, where the first attribute change information may specifically include the second operation.
  • the direction in which the object moves and the number of unit distances moved may specifically include the second operation.
  • the first obtaining unit of the present application locally acquires, at the first client, the first content that needs to be displayed on the first client when performing the first operation, and includes at least one of: at the first operation, changing the position of the first operation object When the operation of the attribute is performed, the first content for indicating the position of the first operation object after changing the position attribute is locally determined at the first client; when the first operation is the shooting operation of the first operation object, at the first client Locally determined to represent the first content associated with the shot.
  • the first content includes at least content for expressing the position of the first operation object after the movement.
  • the first content includes at least the content for expressing the position of the bullet after the movement, and the content related to whether the AI is hit or hit.
  • the first acquiring unit acquires the second attribute change information in the data transmission channel to the synchronization server after the first content that needs to be displayed on the first client when the first operation is performed.
  • the game server is configured to forward the second attribute change information to the second client, and the second attribute change information is information for describing a change of the location attribute and/or a change of the attribute related to the shooting operation, and the data transmission channel is a synchronization server.
  • the device of the present application further includes: a second obtaining unit, configured to acquire a current progress time of a game from the second client in the case that the first client is disconnected; and a determining unit, configured to determine a game of the game a target reference time scale adjacent to the current progress time and having arrived in the plurality of reference time scales, wherein the reference time scale is a pre-identified time in the progress time of the game; the loading unit is used in the first customer Reloading a game, and updating the game screen of the reloaded game from the first screen to the second screen, wherein the first screen is a game screen of the game at the target reference time scale, The second screen is the game screen of the game at the current progress time.
  • the device of the present application needs to perform the following processing on the message set to be sent to the second client: pre-processing the first message in the message set.
  • the pre-processing includes replacing a plurality of first messages of the same class in the message set with a second message, the second message is used to represent multiple first messages of the same class; all of the messages in the pre-processed message set
  • the message is packaged as a message packet; the message packet is compressed.
  • the control requirement of the barrage shooting game is high by combining the client level consistency algorithm and the host localization manipulation and hit calculation, and synchronizing the performance effect to the teammate client.
  • the solution of the network-based on-screen real-time game process with many game objects and complex game logic operations achieves a better player experience under the premise of performance and traffic.
  • the above modules are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the contents disclosed by the synchronous display method of the above game content. It should be noted that the foregoing module may be implemented in a hardware environment as shown in FIG. 1 as part of the device, and may be implemented by software or by hardware, where the hardware environment includes a network environment.
  • a server or terminal ie, an electronic device for implementing the above-described synchronous display method of game content.
  • FIG. 10 is a structural block diagram of a terminal according to an embodiment of the present application.
  • the terminal may include: one or more (only one shown in the figure) processor 1001, memory 1003, and transmission device 1005. (As in the transmitting apparatus in the above embodiment), as shown in FIG. 10, the terminal may further include an input/output device 1007.
  • the memory 1003 can be used to store software programs and modules, such as the synchronous display method of the game content and the program instructions/modules corresponding to the device in the embodiment of the present application.
  • the processor 1001 runs the software program and the module stored in the memory 1003. Thereby, various function applications and data processing are performed, that is, the above-described synchronous display method of the game content is realized.
  • the memory 1003 may include a high speed random access memory, and may also include non-volatile memory such as one or more magnetic storage devices, flash memory, or other non-volatile solid state memory.
  • memory 1003 can further include memory remotely located relative to processor 1001, which can be connected to the terminal over a network. Examples of such networks include, but are not limited to, the Internet, intranets, local area networks, mobile communication networks, and combinations thereof.
  • the above-mentioned transmission device 1005 is used to receive or transmit data via a network, and can also be used for data transmission between a processor and a memory. Specific examples of the above network may include a wired network and a wireless network.
  • the transmission device 1005 includes a Network Interface Controller (NIC) that can be connected to other network devices and routers via a network cable to communicate with the Internet or a local area network.
  • NIC Network Interface Controller
  • transmission device 1005 is a radio frequency (RF) module for communicating with the Internet wirelessly.
  • RF radio frequency
  • the memory 1003 is used to store an application.
  • the processor 1001 may invoke the application stored in the memory 1003 through the transmission device 1005 to perform the following steps: when the first client of the game application runs a game of the game application, the first operation is detected on the first client.
  • An instruction wherein the first client is logged in by the first account, the account participating in the game includes a first account and a second account, and the second account is used to log in to the second client of the game application; in response to the first operation instruction, controlling The first operation object of the first account in a game performs a first operation; locally acquiring, at the first client, the first content that needs to be displayed on the first client when performing the first operation, and acquiring the need and the first The second content displayed by the content, wherein the second content is the content that the second account needs to display on the second client when the second operation object in the game is executed in the second game; the first client simultaneously The first content and the second content are displayed.
  • the processor 1001 is further configured to: acquire first attribute change information sent by the second client, where the first attribute change information is used to describe that the second operation is performed by the second operation object in the game
  • the attribute changes, the second operation is an operation triggered by the second operation instruction detected on the second client; the second content is determined locally according to the first attribute change information at the first client.
  • the first operation instruction is detected on the first client, and the first operation object in the first account is controlled.
  • Performing a first operation acquiring, by the first client, the first content that needs to be displayed on the first client when performing the first operation, and acquiring the second content that needs to be displayed simultaneously with the first content, to be at the first
  • the first content of the first account and the second content of the second account in one game of the game are simultaneously displayed in the client, which can solve the technical problem that the game content of other operators in the same game cannot be displayed locally in the related art, and further Achieve the technical effect of synchronized display of game content.
  • the specific example in this embodiment may refer to the above-described example of the synchronous display method of the game content and the synchronous display device of the game content, which is not described herein again.
  • the structure shown in FIG. 10 is only illustrative, and the terminal can be a smart phone (such as an Android mobile phone, an iOS mobile phone, etc.), a tablet computer, a palm computer, and a mobile Internet device (MID). Terminal equipment such as PAD.
  • FIG. 10 does not limit the structure of the above electronic device.
  • the terminal may also include more or fewer components (such as a network interface, display device, etc.) than shown in FIG. 10, or have a different configuration than that shown in FIG.
  • Embodiments of the present application also provide a storage medium.
  • the above storage medium may be used to execute program code of a synchronous display method of game content.
  • the foregoing storage medium may be located on at least one of the plurality of network devices in the network shown in the foregoing embodiment.
  • the storage medium is arranged to store program code for performing the following steps:
  • the first operation instruction is detected on the first client, where the first client is logged in by the first account and participates in the account of the game.
  • the first account and the second account are included, and the second account is used to log in to the second client of the game application;
  • S13 Determine the first content that needs to be displayed on the first client when the first operation object performs the first operation, and acquire the second content that needs to be displayed simultaneously with the first content, where the second content is the second account.
  • the storage medium is also arranged to store program code for performing the following steps:
  • S21 Obtain first attribute change information sent by the second client, where the first attribute change information is used to describe an attribute change caused by the second operation object performing the second operation in a game.
  • the second operation is an operation triggered by the second operation instruction detected on the second client; and the second content is determined locally according to the first attribute change information at the first client.
  • the specific example in this embodiment may refer to the above-described example of the synchronous display method of the game content and the synchronous display device of the game content, which is not described herein again.
  • the disclosed client 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.
  • multiple units or components may be combined or may be Integrate into another system, or some features can be ignored or not executed.
  • the mutual coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection through some interface, unit or module, and may be electrical or otherwise.
  • 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 application 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.

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Abstract

本申请公开了游戏内容的同步显示方法、装置及存储介质。其中,该方法包括:在游戏应用的第一客户端运行游戏应用的一局游戏时,在第一客户端上检测到第一操作指令,第一客户端由第一帐号登录,参与一局游戏的帐号包括第一帐号和第二帐号,根据所述第一操作指令,确定在所述一局游戏中所述第一账号对应的第一操作对象执行的与所述第一操作指令对应的第一操作;确定所述第一操作对象执行第一操作时需要显示在第一客户端上的第一内容,并获取需要与第一内容同时显示的第二内容,第二内容是第二帐号在一局游戏中的第二操作对象执行第二操作时需要显示在第二客户端上的内容;在第一客户端中同时显示第一内容和第二内容。

Description

游戏内容的同步显示方法、装置及存储介质
本申请要求于2017年7月24日提交中国专利局、申请号为201710610002.6、申请名称为“游戏内容的同步显示方法和装置”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
本申请涉及互联网领域,具体而言,涉及游戏内容的同步显示方法、装置及存储介质。
背景技术
随着多媒体技术的发展和无线网络的普及,人们的娱乐活动变得越来越丰富,如通过手持式媒体设备联网玩游戏,游戏类型多种多样,如弹幕射击游戏、冒险游戏、模拟游戏、角色扮演游戏、休闲游戏和其它游戏等。
其中,大部分类型的游戏可以实现联网,多人同时在线玩。但是对于弹幕射击游戏这一类型的游戏,属于单机游戏,无法实现多人联网在线玩。
技术内容
本申请实施例提供了一种游戏内容的同步显示方法、装置及存储介质。
根据本申请实施例的一个方面,提供了一种游戏内容的同步显示方法,应用于终端设备,该显示方法包括:
在游戏应用的第一客户端运行游戏应用的一局游戏时,在第一客户端上检测到第一操作指令,第一客户端由第一帐号登录,参与一局游戏的帐号包括第一帐号和第二帐号,第二帐号用于登录游戏应用的第二客户端;根据所述第一操作指令,确定在所述一局游戏中所述第一账号对应的第一操作对象执行的与所述第一操作指令对应的第一操作;确定所述第一操作对象执行第一操作时需要显示在第一客户端上的第一内容,并获取需要与第一内容同时显示的第二内容,第二内容是第二帐号在 一局游戏中对应的第二操作对象执行第二操作时需要显示在第二客户端上的内容;在第一客户端中同时显示第一内容和第二内容。
根据本申请实施例的另一方面,还提供了一种游戏内容的同步显示装置,所述装置包括:处理器,与所述处理器相连接的存储器,所述存储器中存储有机器可读指令单元,所述机器可读指令单元包括:
检测单元,用于在游戏应用的第一客户端运行所述游戏应用的一局游戏时,在所述第一客户端上检测到第一操作指令,其中,所述第一客户端由第一帐号登录,参与所述一局游戏的帐号包括所述第一帐号和第二帐号,所述第二帐号用于登录所述游戏应用的第二客户端;
响应单元,用于根据所述第一操作指令,确定在所述一局游戏中所述第一账号对应的第一操作对象执行的与所述第一操作指令对应的第一操作;
第一获取单元,用于确定所述第一操作对象执行所述第一操作时需要显示在所述第一客户端上的第一内容,并获取需要与所述第一内容同时显示的第二内容,其中,所述第二内容是所述第二帐号在所述一局游戏中对应的第二操作对象执行第二操作时需要显示在所述第二客户端上的内容;
显示单元,用于在所述第一客户端中同时显示所述第一内容和所述第二内容。
本申请还提供了一种存储介质,所述存储介质包括存储的程序,其中,所述程序运行时执行上述所述的方法。
本申请还提供了一种电子装置,包括存储器、处理器及存储在所述存储器上并可在所述处理器上运行的计算机程序,其特征在于,所述处理器通过所述计算机程序执行上述所述的方法。
附图说明
此处所说明的附图用来提供对本申请的进一步理解,构成本申请的一部分,本申请的示意性实施例及其说明用于解释本申请,并不构成对本申请的不当限定。在附图中:
图1是根据本申请实施例的游戏内容的同步显示方法的硬件环境的示意图;
图2是根据本申请实施例的一种游戏内容的同步显示方法的流程图;
图3是根据本申请实施例的一种游戏画面的示意图;
图4是根据本申请实施例的一种游戏画面的示意图;
图5是根据本申请实施例的一种游戏服务架构的示意图;
图6是根据本申请实施例的一种游戏画面的示意图;
图7是根据本申请实施例的一种游戏运行的示意图;
图8是根据本申请实施例的一种游戏运行的示意图;
图9是根据本申请实施例的一种游戏内容的同步显示装置的示意图;以及
图10是根据本申请实施例的一种终端的结构框图。
具体实施方式
为了使本技术领域的人员更好地理解本申请方案,下面将结合本申请实施例中的附图,对本申请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申请一部分的实施例,而不是全部的实施例。基于本申请中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本申请保护的范围。
需要说明的是,本申请的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本申请的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。
首先,在对本申请实施例进行描述的过程中出现的部分名词或者术语适用于如 下解释:
MMORPG:是Massive Multiplayer Online Role-PlayingGame的缩写,中文译为多人在线战术竞技游戏。
RTS:是Real-Time Strategy Game的缩写,中文译为即时战略游戏。是策略游戏(Strategy Game)的一种,游戏是即时进行的,而不是策略游戏多见的回合制,另外玩家在游戏中经常会扮演将军,进行调兵遣将这种宏观操作。
NPC:是Non-Player-Controlled Character的缩写,中文译为非玩家控制角色。
TCP:是Transmission Control Protocol的缩写,中文译为传输控制协议,是一种面向连接的、可靠的、基于字节流的传输层通信协议,由IETF的RFC 793定义。
UDP:是User Datagram Protocol的简称,中文名是用户数据报协议,是OSI(Open System Interconnection,开放式系统互联)参考模型中一种无连接的传输层协议,提供面向事务的简单不可靠信息传送服务,IETF RFC 768是UDP的正式规范。UDP在IP报文的协议号是17。
弹幕射击游戏是一种卷轴射击游戏的形象化描述,弹幕射击游戏对于眼手间的配合、玩家控制角色的移动规划能力要求较高,“弹幕”这一词来自于军事用语,指“像幕布下落般倾泻而来的子弹”。在将其改造为多人联网在线的游戏时,由于其具备弹幕复杂、敌方AI(Artificial Intelligence,即采用人工智能的角色)单位众多等特征,会存在诸多的问题,例如,如何将在游戏中建立一局游戏;如何将多个游戏参与者添加至建立的同一局游戏中;如何在本地显示同一局游戏中与其它参与者的游戏情况相关的内容;如何保障各个终端上操作者的游戏行为、AI行为的一致;如何在各个参与者间进行通讯以保障信息传输的及时性等。
在本申请的一些实施例中,提供了如下的显示同步方案:
方案一对于MMORPG游戏,采用C/S同步模式
C/S同步方式的主要特点是,游戏逻辑在服务器端运行,客户端负责收集玩家的操作,并发送到服务器,服务器按固定的帧率或者事件触发方式将游戏的运行结果广播到各个客户端,再由客户端进行播放。通常客户端还会对玩家的移动,施放 技能等进行一些有限的预表现,但最终结果会以服务器为准,所以预表现可能会带来额外的拉扯现象。
上述方案适用于MMORPG这类同屏的人数较多,如图3所示,包括角色A、角色B、角色C等,可通过操作按钮进行操作,但操作相对不多,对操作延时没有很高要求的多人游戏。
方案二对于RTS类或者MOBA类游戏,采用帧同步模式
帧同步方式的主要特点是,游戏逻辑运行在各个客户端,服务器以帧为单位接收各客户端的输入(与游戏操作相关的输入),并广播到各个客户端。各客户端按照服务器提供的帧来驱动运行,通过仔细设计客户端的游戏算法,基于服务器下发的相同的帧输入可以得到完全一致的运行结果,为了降低每帧输入的延时带来的体验下降,有些游戏也会进行一些操作上的预表现。
上述方案适合客户端较少,游戏内单位较多、重策略、轻操作类的玩法的游戏,如图4所示,包括角色F和角色G,可通过操作按钮进行操作。
在上述方案一中存在以下技术问题:
(1)方案一中游戏逻辑在服务器运行,对于服务器来说压力比较大、C/S模式的单台游戏服务器能承载的玩家数量往往在几千的数量,承载能力相对较低,而对于弹幕射击类游戏来说,弹幕复杂,单位众多,运算量更是巨大。
(2)方案一由于需要同步每个单位的移动、技能、掉落等各种游戏事件,会产生较高的网络流量。特别是对手游来说,很多时候是在移动网络下进行游戏,对玩家来说流量消耗的成本是较高的。而对于弹幕射击类游戏来说,弹幕复杂,敌方AI单位众多,需要同步的数据量将是巨大的。
(3)方案一中玩家的操作输入先要发送到服务器进行运算,有一定的延时,这对必需精确操控的弹幕射击类游戏来说是不可接受的。
在上述方案二中,存在以下技术问题:
(1)方案二对游戏算法设计要求很高;
(2)方案二中操作延时较大,这对必需精确操控的弹幕射击类游戏来说是不可接受的。
为解决上述技术问题,本申请还提供了方案三,对于弹幕射击类游戏,直接在客户端本地根据游戏操作来进行游戏显示。基于互联网的弹幕射击类的游戏同屏实时战斗玩法目前并没有先例。本申请采用多种创新设计,得出一套满足此类玩法的显示同步方案。根据本申请实施例,提供了一种游戏内容的同步显示方法的方法实施例。
在本实施例中,上述游戏内容的同步显示方法可以应用于如图1所示的由服务器102和终端104所构成的硬件环境中。如图1所示,服务器102通过网络与终端104进行连接,上述网络包括但不限于:广域网、城域网或局域网,终端104并不限定于PC、手机、平板电脑等。本申请实施例的游戏内容的同步显示方法可以由服务器102和终端104共同执行。其中,终端104执行本申请实施例的游戏内容的同步显示方法时,也可以是由安装在其上的客户端来执行。下面结合图2进行详述:
图2是根据本申请实施例的一种游戏内容的同步显示方法的流程图,如图2所示,该方法可以包括以下步骤:
步骤S202,在游戏应用的第一客户端运行游戏应用的一局游戏时,在第一客户端上检测到第一操作指令,第一客户端由第一帐号登录,参与一局游戏的帐号包括第一帐号和第二帐号,第二帐号用于登录游戏应用的第二客户端。
上述的游戏应用可以为弹幕射击游戏、冒险游戏、模拟游戏、角色扮演游戏、休闲游戏和其它游戏。对于不同类型的游戏,在通过本申请提供的方法来实现时,实现方式基本相同,后续以弹幕射击游戏为例进行说明。
第一客户端是游戏应用的安装包安装在第一终端上形成的游戏客户端,上述的第一操作指令即第一操作者在第一终端上的操作(如按键操作、触控操作、手势操作等)生成的指令。
第一帐号和第二帐号即允许在游戏应用中使用的游戏帐号,如在游戏应用中申请的帐号、即时通讯帐号、微博帐号、社交帐号等。第一帐号是第一操作者在第一 客户端上使用的帐号,第二帐号是第二操作者在第二客户端上使用的帐号,第一操作者和第二操作者是同时参与同一局游戏的游戏参与者,第一操作者是指在第一终端本地的游戏参与者,第二操作者泛指第一操作者之外的游戏参与者,第二操作者的数量为一个或多个。
第二操作者的第二终端上安装有第二客户端,第二客户端上同步运行上述的一局游戏。
步骤S204,响应第一操作指令,控制第一帐号在一局游戏中的第一操作对象执行第一操作。
在执行上述步骤S204时,根据所述第一操作指令,确定在所述一局游戏中所述第一账号对应的第一操作对象执行的与所述第一操作指令对应的第一操作。
上述的第一操作对象即游戏应用中的玩家角色(Player Character),玩家角色是指角色扮演游戏当中由玩家控制的角色,大部分的玩家角色都是游戏剧情的关键或是主角。
上述的第一操作指令是指在第一终端上的操作生成的指令,如在触控屏上的左右滑动操作生成的指令,“左右滑动”用于指示第一操作对象执行左右移动(即第一操作),那么在响应第一操作指令时,则控制第一操作对象执行左右移动的操作。
步骤S206,在第一客户端本地获取在执行第一操作时需要显示在第一客户端上的第一内容,并获取需要与第一内容同时显示的第二内容,第二内容是第二帐号在一局游戏中的第二操作对象执行第二操作时需要显示在第二客户端上的内容。其中,在获取第一内容时,确定所述第一操作对象执行所述第一操作是需要显示在所述第一客户端上的第一内容。
第一客户端显示的游戏画面中主要可以分为三个部分,其一是游戏场景相关的内容,这些内容不受操作者的操作的影响;其二是与第一操作者(即第一帐号)的操作相关的内容(即第一内容),第一内容会伴随着第一操作者的操作而发生变化;其三是与第二操作者(即第二帐号)的操作相关的内容(即第二内容),第二内容会伴随着第二操作者的操作而发生变化。其中,第一内容与第一操作对应,第二内容 与第二操作对应,第一内容与第二内容同时展示指第一操作与第二操作时间重合。
上述的第一内容和第二内容仅仅是指由于操作者在游戏中的操作在游戏中所引起的各种变化的内容,第一内容和第二内容本身不包括对于这些变化的内容所使用的渲染或者显示方式。其中,所述第一内容包括所述第一操作对象在所述一局游戏中的属性信息,例如,位置信息、是否被击中的信息、击中后的效果信息等。其中,终端设备上的第一客户端将与第一操作相关的属性变化信息发送给其他终端设备上的第二客户端,其他终端设备上的第二客户端通过所述属性变化信息确定所述第一内容。其中,所述属性变化信息可以包括:移动方向、移动距离等。相对应地,所述第二内容包括所述第二操作对象在所述一局游戏中的属性信息,例如,位置信息、是否被击中的信息、击中后的效果信息等。
在第一客户端本地获取第一内容是指,第一终端根据第一操作指令确定第一操作对象所需执行第一操作,以游戏画面帧为单位,运算出执行第一操作的过程的每个游戏画面帧中需要显示的第一内容。
例如,对于移动操作而言,在第一操作对象移动的过程中,由第一终端运算出每个游戏画面帧中第一操作对象所在的位置以及第一操作对象的外部动作形态等。
再如,对于射击操作而言,在第一操作对象射击的过程中,由第一终端运算出每个游戏画面帧中每颗子弹所在的位置、子弹的效果渲染、是否击中游戏AI、被击中的游戏AI的效果等。
对于上述的第一内容的获取方式,之所以在第一终端本地进行计算,是未来满足射击类游戏节奏较快、弹幕复杂、敌方AI单位众多这些特征,如果在服务器侧计算,那么需要将第一终端本地的操作相关信息传输到服务器,由服务器进行计算(所有终端的显示内容都由服务器计算,那么服务器的运算负载会非常大,运算效率也会很低),然后接收服务器下发的显示内容,在传输过程中需要耗费的时间成本、服务器的运算时间成本较高,会存在较大的显示延迟,而射击类游戏对显示的即时性要求较高,采用在第一终端本地运算需要显示的第一内容,恰好可以解决上述问题。
在获取需要与第一内容同时显示的第二内容时,可以从同步服务器或者第二终 端获取,虽然会存在部分延迟,但是并不会对本地的第一终端上的第一操作者的产生较大的影响,与此同时,第一操作者可以看到同伴(第二操作者)的相关游戏情况,便于与第二操作者协同游戏。
在获取需要与第一内容同时显示的第二内容时,可以采用第一内容的获取方式,这样,可以保证各个终端上游戏画面内容的一致性,提高游戏参与者的游戏体验。
步骤S208,在第一客户端中同时显示第一内容和第二内容。
通过上述步骤S202至步骤S208,在游戏应用的第一客户端运行游戏应用的一局游戏时,在第一客户端上检测到第一操作指令,控制第一帐号在一局游戏中的第一操作对象执行第一操作;由第一客户端在本地获取在执行第一操作时需要显示在第一客户端上的第一内容,并获取需要与第一内容同时显示的第二内容,以在第一客户端中同时显示一局游戏中第一帐号的第一内容和第二帐号的第二内容,可以解决了相关技术中无法在本地显示同一局游戏中其它操作者的游戏内容的技术问题,进而达到游戏内容的同步显示的技术效果。
本同步方案的特点在于,可通过本地计算移动和弹幕的命中等,满足主机在操作手感上类似于单机的玩法,同时将队友的移动操作,命中效果等通过服务器同步到本地进行模拟显示。通过对通讯消息的裁剪,合并压缩等一系列的手段来对流量进行控制。并采用多通道通讯来保证同步消息兼具低延时和可靠性。同时通过一致性算法来保证双方客户端的关卡,AI对象行为,掉落等保持完全一致。使得位于互联网不同点的玩家在进行弹幕射击游戏的双打模式时兼具单机操作那样的流畅感又能体验到与队友合作并肩作战的乐趣。
下面结合图2和图5进行说明。
本申请的游戏架构如图5所示,客户端以TCP方式各自连接到自己的游戏服务器进行游戏,当进行双打时(即进行联网游戏时),通过服务器的搓合(服务器的交互)(或者邀请好友等方式)找到队友。游戏服务器为本局双打分配同步服务器和游戏房间,双方客户端以UDP方式同时连接到此同步服务器进行游戏,游戏逻辑主要在客户端运行,同步消息则大部分通过同步服务器来传输,而其中一些重要的消息 (如复活扣费等)则通过TCP连接的游戏服务器进行处理和中转,并保存在数据库DB中,当游戏结束时,双方上报结果到游戏服务器,由游戏服务器对此局游戏进行最终的结算。
在步骤S202提供的技术方案中,在游戏应用的第一客户端运行游戏应用的一局游戏时,在第一客户端上检测到第一操作指令。
在游戏应用的第一客户端运行游戏应用的一局游戏时,在第一客户端接收到游戏服务器下发的指示信息时,按照指示信息的指示在第一客户端运行一局游戏;同理,对于第二客户端而言,也是按照接收的指示信息在第二客户端上运行同一局游戏。
上述的指示信息用于指示第一客户端和第二客户端在相同的时刻运行一局游戏,指示信息还用于指示第一客户端和第二客户端在相同的时刻执行与非玩家控制对象相关的事件。
当第一操作者在第一终端上进行游戏操作时,由第一终端根据检测到的游戏操作的信号生成第一操作指令,并发送给第一客户端。
同理,对于第二客户端而言,当第二操作者在第二终端上进行游戏操作时,由第二终端根据检测到的游戏操作的信号生成第二操作指令,并发送给第二客户端。
在游戏应用中,与第一操作和第二操作相关的属性变化信息,由第一客户端和第二客户端通过同步服务器进行交互,具体是通过与同步服务器相连的UDP通道进行传输。
在步骤S204提供的技术方案中,响应第一操作指令,控制第一帐号在一局游戏中的第一操作对象执行第一操作。
在执行第一操作的过程中,第一终端需要在第一客户端中进行从第一操作开始到第一操作结束的游戏画面的渲染显示。
上述的第一操作可以为逻辑帧为单位分为若干个子操作,对应于每个子操作,第一操作对象或者游戏中与第一操作相关的对象均有一个状态,这个状态可以用属性来描述,那么与两个相邻逻辑帧的子操作之间状态区别则可以用属性变化信息来 描述。
例如,第一操作对象执行移动操作时,在第一逻辑帧时,将第一操作对象的用于描述当前位置与前一逻辑帧所处位置之间位置属性变化量的属性变化信息发送给第二终端上的第二客户端。
具体的,第一客户端在本地运算出上述的位置属性变化量,在数据传输通道中传输第二属性变化信息(包括位置属性变化信息)至同步服务器,由同步服务器转发第二属性变化信息至第二客户端,第二属性变化信息为用于描述第一操作对象的位置属性的变化和/或与射击操作相关的属性的变化的信息。
同理,第二客户端也在本地运算出位置属性变化量,在数据传输通道中传输第一属性变化信息(包括计算出的位置属性变化信息)至同步服务器,由同步服务器转发第一属性变化信息至第一客户端,第一属性变化信息为用于描述第二操作对象的位置属性的变化和/或与射击操作相关的属性的变化的信息。
在步骤S206提供的技术方案中,在第一客户端本地获取在执行第一操作时需要显示在第一客户端上的第一内容,并获取需要与第一内容同时显示的第二内容,第二内容是第二帐号在一局游戏中的第二操作对象执行第二操作时需要显示在第二客户端上的内容。
(1)关于获取第一内容
在第一客户端本地获取在执行第一操作时需要显示在第一客户端上的第一内容包括以下至少之一:在第一操作为改变第一操作对象的位置属性的操作时,在第一客户端本地确定用于表示第一操作对象在改变位置属性后所在位置的第一内容;在第一操作为第一操作对象的射击操作时,在第一客户端本地确定用于表示与射击相关的第一内容。
例如,对于第一操作对象的移动操作而言,在第一终端本地,根据预先设置的逻辑帧之间的时间间隔以及预先设置好的对象移动速度,并考虑第一操作者的操作方向,确定第一操作对象在每个逻辑帧能够完成的移动距离,以及移动之后所在的位置,第一内容至少包括用于表现第一操作对象在移动后所在位置的内容。
再如,对于射击操作,在第一终端本地,根据预先设置的逻辑帧之间的时间间隔以及预先设置好的子弹移动速度,并考虑第一操作者的操作方向,确定子弹在每个逻辑帧能够完成的移动距离,以及移动之后所在的位置,第一内容至少包括用于表现子弹在移动后所在位置的内容,还包括AI是否被击中、被击中之后的效果相关的内容。
(2)关于获取第二内容
前述内容中已经描述了第二客户端如何发送第一属性变化信息,在第一客户端在获取需要与第一内容同时显示的第二内容时,在数据传输通道中接收第二客户端通过同步服务器转发的第一属性变化信息,第一属性变化信息用于描述一局游戏中由于第二操作对象执行第二操作所引起的属性变化,第二操作为在第二客户端上检测到的第二操作指令触发的操作;在第一客户端本地根据第一属性变化信息确定第二内容。
例如,对于第二操作对象的移动操作而言,则可根据前一时刻所在的位置,以及第一属性变化信息确定第二操作对象当前时刻的位置,第一属性变化信息具体可以包括第二操作对象的移动方向、移动的单位距离的数量。
在步骤S208提供的技术方案中,在第一客户端中同时显示第一内容和第二内容,第一终端将根据第一属性变化信息确定的第二内容叠加至第一客户端的游戏画面中进行显示,第一客户端的游戏画面为显示有第一内容的画面。
为了便于对第一操作对象和第二操作对象的游戏行为进行区分,在将根据第一属性变化信息确定的第二内容叠加至第一客户端的游戏画面中进行显示时,可在第一客户端的游戏画面中按照第一显示方式显示第一内容的同时,在第一客户端的游戏画面中按照第二显示方式显示叠加的第二内容,第一显示方式和第二显示方式不同。
如图6所示,左侧是第一客户端的游戏画面,右侧是第二客户端的游戏画面,主机(第一客户端上的第一操作对象,或第二客户端上的第二操作对象)采用正常的显示方式,友机(第一客户端上的第二操作对象,或第二客户端上的第一操作对 象)则采用半透明(图6中用虚线表示)的方式进行显示。
(3)关于掉线之后如何重新进入游戏
在游戏应用的第一客户端运行游戏应用的一局游戏之后,在第一客户端发生掉线的情况下,在第一客户端重新上线时,从第二客户端获取一局游戏的当前进度时间;确定一局游戏的多个基准时间刻度中与当前进度时间相邻且已到来的目标基准时间刻度,其中,基准时间刻度为一局游戏的进度时间中被预先标识的时刻。在第一客户端重新载入一局游戏,并将重新载入后的一局游戏的游戏画面从第一画面更新为第二画面,其中,第一画面为一局游戏在目标基准时间刻度的游戏画面,第二画面为一局游戏在当前进度时间的游戏画面。
上述的掉线原因可以是多种多样的,如客户端因为异常而关闭、用户关闭客户端、用户退出游戏、断网等原因。
当第一客户端发生断线,当重新上线,则从第二客户端获取当前的进度时间,然后根据进度时间计算出一个基准时间刻度(即目标基准时间刻度),此时间刻度在当前进度时间之前。其中,确定当前时间刻度相对于距离最近的目标基准时间刻度的差值,根据该差值与所述目标基准时间刻度的属性信息确定所述当前时间刻度的属性信息。第一客户端从此基准刻度开始快速运算,此运算过程是正常游戏速度的50至100倍(具体取决于客户端性能),并赶上第二客户端的当前进度时间。此过程包含在断线重连逻辑内,当此断线重连过程完成时,第一客户端和第二客户端处于相同的时间刻度,开始显示游戏画面,并进入正常游戏过程。
如图7所示,本申请通过采用多时间刻度的随机基准分离的方式使得游戏可以从任意一个基准时间刻度(如刻度1和刻度2)开始计算。
在开始游戏时,根据服务器下发的信息(如起始随机数)确定游戏进度的起始时刻,每个时间刻度的随机基准都是从开局的随机基准进行计算而获得。从刻度1开始,生成随机关卡和随机数基准,并利用本地资源生成关卡场景(如怪物1至怪物N)。当某个客户端(如第一客户端)断线后重连,此时它将从队友(第二客户端)那里获得此时的游戏进度时间,并从此时间来推算最近一次的随机基准时间值(刻 度2),并从此时间基准开始向后计算游戏局面(如队友的位置),直到当前的游戏时间,然后开始正常速度的游戏(即恢复游戏、追踪弹攻击AI、死亡道具的掉落等)。基准时间刻度之间应该有一个合理的长度,不能太长也不需要很短。
如在飞机大战的游戏中,一局双打游戏,可分为20个左右小关卡,每个小关卡在2分钟左右,以这个时间间隔定义的时间刻度相对合理,每当游戏断线后重连,都是从当前小关卡的开始进行向后计算,可以在约不超过1秒的时间内计算到当前小关卡的任意时间点,玩家对掉线的影响基本无感知。
需要说明的是,在各个客户端,游戏中的对象应该表现一致,表现一致性指对于同一局游戏的多个玩家客户端的表现上需要保持一致。而这包括了相同的关卡序列,相同的关卡场景,同样的时间刷新出相同的NPC。同一个NPC具有相同的AI表现,同一个NPC死亡后产生相同的掉落道具等。
在生成随机关卡和随机数基准之前,通过游戏服务器在游戏开始时向各客户端下发一个相同的起始随机数,各个客户端通过相同的伪随机递推算法(如采用LCG伪随机算法,也可以更换为其它类似的算法)来从此随机数开始生成游戏内各模块运行所需的随机数值(即随机数基准刻度)。而为了避免各模块之间干扰,各模块将使用从初始随机值进行变换后的值为基准。
通过客户端相同的算法,以及相同的初始输入随机数。使得各客户端在游戏中表现达到一致的要求,即使断线后依然能够重新开始,并保证游戏的一致性。
(4)关于客户端之间的通讯
在游戏应用的第一客户端运行游戏应用的一局游戏时,在第一客户端上对待发送给第二客户端的消息集合进行如下处理之后进行发送:将消息集合中的第一消息进行预处理,其中,预处理包括将消息集合中同一类的多个第一消息用一个第二消息替换,第二消息用于表示同一类的多个第一消息;将经过预处理之后的消息集合中的所有消息打包为一个消息包;对消息包进行压缩处理。
其中,在数据传输通道中传输第二属性变化信息至同步服务器之前,所述方法还包括:将传输所述属性变化信息的第一消息进行预处理,其中,所述预处理包括 将同一类的多个所述第一消息生成一个第二消息,所述第二消息用于表示同一类的多个所述第一消息;将所有的第二消息打包为一个消息包;对所述消息包进行压缩处理。
如图5和图8所示,本申请采用TCP和UDP双连接的通讯方式,其中TCP通道用于传输游戏的控制信息(主要在客户端和游戏服务器之间传输),上报关卡进度以及一些关键性的消息,如游戏开始结束,上报战斗结果(用于进行双打结算、反作弊判断),战斗中复活扣费等。这些消息涉及到对游戏状态的变更或者玩家资源的消费等,需要通过游戏服务器来进行。如游戏开始时,游戏服务器为客户端分配同步服务器,并通过TCP通道进行监控,生成双打战局,双打二级匹配,最终由全局服务器进行双打的全区匹配,游戏中的进度信息等通过TCP通道传输到其它游戏服务器。
图8中的TGW是Tencent Gateway的缩写,是一套实现多网统一接入、外网网络请求转发、支持自动负载均衡的系统。
UDP通道是客户端和同步服务器之间的连接,同步服务器提供UDP方式的快速低延时的消息转发服务。UDP通道中的消息分为两种,一种为非可靠传输方式。如位置同步,血量同步,技能表现,道具表现等同步消息,这些消息为其中的主要组成部分,它们的共同特点是中间丢失后会被后面的消息替代,从而不需要重传,只进行快速的转发。从而保证此类消息能更快速地达到对方客户端又不会因为丢失重传等操作产生网络堵塞。而另外有少量的消息(如房间的开始、结束,进度保存,关键事件的协同仲裁等)是需要保证正确传送给对方客户端的,这些消息将通过可靠UDP的方式进行传输,可靠UDP的传输主要通过消息的序列编号和接收方应答的方式来实现,并在同步服务器中进行数据消息的缓存,从而可以实现双打房间的管理。
需要说明的是,对于上述的通过TCP和UDP来传输消息时,需要对消息进行处理,通过对同步消息的裁剪,合并,多包组合,包压缩等来进一步减少消息的流量。
消息是按逻辑帧来传输的,每秒的逻辑帧数在10~14帧左右。在同一帧内。如 果先后出现了多个相关联的事件,则可以应用消息的裁剪和合并。
消息裁剪是指将相同对象的消息,如果后一个可以代替前一个,那么前面的就可以丢弃,如主机的移动消息同一帧内只需要发送最后一次的坐标位置即可,同一个游戏对象的扣减HP(health power,血量)后死亡,那么就需要直接发送死亡消息即可。
消息的合并指相同对象的消息如果前后有叠加的关系,则可以将多个消息合并成一个,如一帧内相同的游戏对象发生多次扣减HP的消息,则可以将这多次扣减HP合并成一次,HP的扣减量累加即可。
多包合并指在同一帧内产生的多个不同的事件,合并成较大的数据包进行传输,传输单个较大的包优于传输多个小包。
而包压缩则是对每个待传输的包进行算法压缩,可进一步的减少包的大小,节约流量。
经过以上处理,在飞机大战的双打玩法中,可以将每个客户端的流量控制在1KB/S左右,这样,即使是在2G网络下,也可以正常进行双打。
本申请的上述方案三与方案一相比,具备如下区别:
(1)方案一中游戏逻辑在服务器运行,对于服务器来说压力比较大、C/S模式的单台游戏服务器能承载的玩家数量往往在几千的数量,承载能力相对较低,而对于弹幕射击类游戏来说,弹幕复杂,单位众多,运算量更是巨大,故方案三将游戏逻辑在本地客户端运行,从而可以降低游戏服务器的负载;
(2)方案一由于需要同步每个单位的移动、技能、掉落等各种游戏事件,会产生较高的网络流量。特别是对手游球来说,很多时候是在移动网络下进行游戏,对玩家来说流量消耗的成本是较高的。而对于弹幕射击类游戏来说,弹幕复杂,敌方AI单位众多,需要同步的数据量将是巨大的,采用方案三的消息传输方法则可以降低流量消耗;
(3)方案一中玩家的操作输入先要发送到服务器进行运算,有一定的延时,这对必需精确操控的弹幕射击类游戏来说是不可接受的,而方案一是直接在本地进行 游戏响应,可以避免延迟问题。
本申请的上述方案三与方案二相比,具备如下区别:
(1)方案二对游戏算法设计要求很高,而方案三则相对较低;
(2)方案二中操作延时较大,这对必需精确操控的弹幕射击类游戏来说是不可接受的,而方案一是直接在本地进行游戏响应,可以避免延迟问题。由上述分析可知,本申请的方案三具备如下优势:
(1)将游戏算法逻辑放在客户端执行,并通过一致性算法来保证各客户端的游戏一致性,同时保持了服务器的高承载性能;
(2)针对弹幕射击类游戏对操作手感的高要求,将主机的操作在当前客户端进行实时运算,从而提供类似单机的操作体验;
(3)针对移动网络下网络连接不稳定,流量成本高的情况,设计了适合它的多通道同步通讯方式,保证消息尽可能的低延时情况下同时也考虑了部分消息的可靠性要求,同时针对流量进行了优化。
作为一种实施例,下面以飞机大战为例进行说明:
如图6所示,示出了飞机大战的手游双打玩法,图6中标识为主机(实线部分的飞机)的即为此客户端的玩家操控的飞机(即第一操作对象),主机以及主机发射的弹幕、主机携带的宠物、宠物所发射的弹幕都是由主机所在的客户端实时计算并产生效果,会即时地在游戏界面表现出来。所以在这种情况下,对于玩家来说,这与玩单机版本的游戏没什么不同,可以通过快速移动战机来躲避敌机的弹幕,精确射击飞过来的敌机等,不会存在丝毫延迟。
图6所标识的友机部分(虚线部分标识的飞机),为通过网络同步显示的友方玩家所操控的战机,对于友机发射的弹幕和友机所携带的宠物,为了避免对主机造成视觉上的干扰,都是半透明显示的,主机玩家不能对它进行操控,但是,通过游戏画面却能感受到友方对敌方单位的攻击效果,并产生相互愉快合作的游戏体验。
而敌方单位,敌方单位发射的弹幕,包括各种掉落等。通过客户端算法的设计, 客户端之间是保持高度一致的。这部分内容可不在双方客户端之间进行同步传输。
在本申请的实施例中,通过结合客户端关卡一致性算法以及主机本地化操控和命中计算,并将表现效果同步到队友客户端的方式实现了弹幕射击类游戏的这种对控制要求高、游戏对象多、游戏逻辑运算复杂的基于网络的同屏实时游戏过程的解决方案,在兼顾性能和流量的前提下,实现了较好的玩家体验。
本申请仅以射击类游戏为例进行说明,对于其它类型的游戏,为例保证游戏间的显示同步,并降低对网络的要求,也可采用本申请实施例中的技术方案来实现,具体的实现方式与射击类游戏的实现方式类型,在此不再赘述。
需要说明的是,对于前述的各方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本申请并不受所描述的动作顺序的限制,因为依据本申请,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于一些实施例,所涉及的动作和模块并不一定是本申请所必须的。
通过以上的实施方式的描述,本领域的技术人员可以清楚地了解到根据上述实施例的方法可借助软件加必需的通用硬件平台的方式来实现,当然也可以通过硬件,但很多情况下前者是更佳的实施方式。基于这样的理解,本申请的技术方案本质上或者说对现有技术做出贡献的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(如ROM/RAM、磁碟、光盘)中,包括若干指令用以使得一台终端设备(可以是手机,计算机,服务器,或者网络设备等)执行本申请各个实施例所述的方法。
根据本申请实施例,还提供了一种用于实施上述游戏内容的同步显示方法的游戏内容的同步显示装置。图9是根据本申请实施例的一种游戏内容的同步显示装置的示意图,如图9所示,该装置可以包括:检测单元92、响应单元94、第一获取单元96以及显示单元98。
检测单元92,用于在游戏应用的第一客户端运行所述游戏应用的一局游戏时,在所述第一客户端上检测到第一操作指令,其中,所述第一客户端由第一帐号登录, 参与所述一局游戏的帐号包括所述第一帐号和第二帐号,所述第二帐号用于登录所述游戏应用的第二客户端。
上述的游戏应用可以为弹幕射击游戏、冒险游戏、模拟游戏、角色扮演游戏、休闲游戏和其它游戏。对于不同类型的游戏,在通过本申请提供的方法来实现时,实现方式基本相同,后续以弹幕射击游戏为例进行说明。
第一客户端是游戏应用的安装包安装在第一终端上形成的游戏客户端,上述的第一操作指令即第一操作者在第一终端上的操作(如按键操作、触控操作、手势操作等)生成的指令。
第一帐号和第二帐号即允许在游戏应用中使用的游戏帐号,如在游戏应用中申请的帐号、即时通讯帐号、微博帐号、社交帐号等。第一帐号是第一操作者在第一客户端上使用的帐号,第二帐号是第二操作者在第二客户端上使用的帐号,第一操作者和第二操作者是同时参与同一局游戏的游戏参与者,第一操作者是指在第一终端本地的游戏参与者,第二操作者泛指第一操作者之外的游戏参与者,第二操作者的数量为一个或多个。
第二操作者的第二终端上安装有第二客户端,第二客户端上同步运行上述的一局游戏。
响应单元94,用于根据所述第一操作指令,确定在所述一局游戏中所述第一账号对应的第一操作对象执行的与所述第一操作指令对应的第一操作。
上述的第一操作对象即游戏应用中的玩家角色(Player Character),玩家角色是指角色扮演游戏当中由玩家控制的角色,大部分的玩家角色都是游戏剧情的关键或是主角。
上述的第一操作指令是指在第一终端上的操作生成的指令,如在触控屏上的左右滑动操作生成的指令,“左右滑动”用于指示第一操作对象执行左右移动(即第一操作),那么在响应第一操作指令时,则控制第一操作对象执行左右移动的操作。
第一获取单元96,用于确定所述第一操作对象执行所述第一操作时需要显示在所述第一客户端上的第一内容,并获取需要与所述第一内容同时显示的第二内容, 其中,所述第二内容是所述第二帐号在所述一局游戏中对应的第二操作对象执行第二操作时需要显示在所述第二客户端上的内容。
第一客户端显示的游戏画面中主要可以分为三个部分,其一是游戏场景相关的内容,这些内容不受操作者的操作的影响;其二是与第一操作者(即第一帐号)的操作相关的内容(即第一内容),第一内容会伴随着第一操作者的操作而发生变化;其三是与第二操作者(即第二帐号)的操作相关的内容(即第二内容),第二内容会伴随着第二操作者的操作而发生变化。
上述的第一内容和第二内容仅仅是指由于操作者在游戏中的操作在游戏中所引起的各种变化的内容,第一内容和第二内容本身不包括对于这些变化的内容所使用的渲染或者显示方式。
在第一客户端本地获取第一内容是指,第一终端根据第一操作指令确定第一操作对象所需执行第一操作,以游戏画面帧为单位,运算出执行第一操作的过程的每个游戏画面帧中需要显示的第一内容。
例如,对于移动操作而言,在第一操作对象移动的过程中,由第一终端运算出每个游戏画面帧中第一操作对象所在的位置以及第一操作对象的外部动作形态等。
再如,对于射击操作而言,在第一操作对象射击的过程中,由第一终端运算出每个游戏画面帧中每颗子弹所在的位置、子弹的效果渲染、是否击中游戏AI、被击中的游戏AI的效果等。
对于上述的第一内容的获取方式,之所以在第一终端本地进行计算,是未来满足射击类游戏节奏较快、弹幕复杂、敌方AI单位众多这些特征,如果在服务器侧计算,那么需要将第一终端本地的操作相关信息传输到服务器,由服务器进行计算(所有终端的显示内容都由服务器计算,那么服务器的运算负载会非常大,运算效率也会很低),然后接收服务器下发的显示内容,在传输过程中需要耗费的时间成本、服务器的运算时间成本较高,会存在较大的显示延迟,而射击类游戏对显示的即时性要求较高,采用在第一终端本地运算需要显示的第一内容,恰好可以解决上述问题。
在获取需要与第一内容同时显示的第二内容时,可以从游戏服务器或者第二终 端获取,虽然会存在部分延迟,但是并不会对本地的第一终端上的第一操作者的产生较大的影响,与此同时,第一操作者可以看到同伴(第二操作者)的相关游戏情况,便于与第二操作者协同游戏。
在获取需要与第一内容同时显示的第二内容时,可以采用第一内容的获取方式,这样,可以保证各个终端上游戏画面内容的一致性,提高游戏参与者的游戏体验。
显示单元98,用于在所述第一客户端中同时显示所述第一内容和所述第二内容。
需要说明的是,该实施例中的检测单元92可以用于执行本申请游戏内容的同步显示方法中的步骤S202,该实施例中的响应单元94可以用于执行本申请游戏内容的同步显示方法中的步骤S204,该实施例中的第一获取单元96可以用于执行本申请游戏内容的同步显示方法中的步骤S206,该实施例中的显示单元98可以用于执行本申请游戏内容的同步显示方法中的步骤S208。
此处需要说明的是,上述模块与对应的步骤所实现的示例和应用场景相同,但不限于上述游戏内容的同步显示方法所公开的内容。需要说明的是,上述模块作为装置的一部分可以运行在如图1所示的硬件环境中,可以通过软件实现,也可以通过硬件实现。
通过上述模块,在游戏应用的第一客户端运行游戏应用的一局游戏时,在第一客户端上检测到第一操作指令,控制第一帐号在一局游戏中的第一操作对象执行第一操作;由第一客户端在本地获取在执行第一操作时需要显示在第一客户端上的第一内容,并获取需要与第一内容同时显示的第二内容,以在第一客户端中同时显示一局游戏中第一帐号的第一内容和第二帐号的第二内容,可以解决了相关技术中无法在本地显示同一局游戏中其它操作者的游戏内容的技术问题,进而达到游戏内容的同步显示的技术效果。
本申请的检测单元在游戏应用的第一客户端运行游戏应用的一局游戏时,在第一客户端接收到游戏服务器下发的指示信息时,按照指示信息的指示在第一客户端运行一局游戏;同理,对于第二客户端而言,也是按照接收的指示信息在第二客户 端上运行同一局游戏。
第一获取单元包括:获取模块,用于获取第二客户端发送的第一属性变化信息,其中,第一属性变化信息用于描述一局游戏中由于第二操作对象执行第二操作所引起的属性变化,第二操作为在第二客户端上检测到的第二操作指令触发的操作;确定模块,用于在第一客户端根据第一属性变化信息确定第二内容。
显示单元还用于将根据第一属性变化信息确定的第二内容叠加至第一客户端的游戏画面中进行显示,其中,第一客户端的游戏画面为显示有第一内容的画面。该显示单元包括:显示模块,用于在第一客户端的游戏画面中按照第一显示方式显示第一内容的同时,在第一客户端的游戏画面中按照第二显示方式显示叠加的第二内容,其中,第一显示方式和第二显示方式不同。
前述内容中已经描述了第二客户端如何发送第一属性变化信息,在第一客户端在获取需要与第一内容同时显示的第二内容时,在数据传输通道中接收第二客户端通过同步服务器转发的第一属性变化信息,第一属性变化信息用于描述一局游戏中由于第二操作对象执行第二操作所引起的属性变化,第二操作为在第二客户端上检测到的第二操作指令触发的操作;在第一客户端本地根据第一属性变化信息确定第二内容。
例如,对于第二操作对象的移动操作而言,则可根据前一时刻所在的位置,以及第一属性变化信息确定第二操作对象当前时刻的位置,第一属性变化信息具体可以包括第二操作对象的移动方向、移动的单位距离的数量。
上述的获取模块还用于在数据传输通道中接收第二客户端通过同步服务器转发的第一属性变化信息,其中,数据传输通道为与同步服务器相连且采用用户数据报协议传输数据的通道。
本申请的第一获取单元在第一客户端本地获取在执行第一操作时需要显示在第一客户端上的第一内容包括以下至少之一:在第一操作为改变第一操作对象的位置属性的操作时,在第一客户端本地确定用于表示第一操作对象在改变位置属性后所在位置的第一内容;在第一操作为第一操作对象的射击操作时,在第一客户端本地 确定用于表示与射击相关的第一内容。
例如,对于第一操作对象的移动操作而言,在第一终端本地,根据预先设置的逻辑帧之间的时间间隔以及预先设置好的对象移动速度,并考虑第一操作者的操作方向,确定第一操作对象在每个逻辑帧能够完成的移动距离,以及移动之后所在的位置,第一内容至少包括用于表现第一操作对象在移动后所在位置的内容。
再如,对于射击操作,在第一终端本地,根据预先设置的逻辑帧之间的时间间隔以及预先设置好的子弹移动速度,并考虑第一操作者的操作方向,确定子弹在每个逻辑帧能够完成的移动距离,以及移动之后所在的位置,第一内容至少包括用于表现子弹在移动后所在位置的内容,还包括AI是否被击中、被击中之后的效果相关的内容。
上述的第一获取单元在第一客户端本地获取在执行第一操作时需要显示在第一客户端上的第一内容之后,在数据传输通道中传输第二属性变化信息至同步服务器,其中,游戏服务器用于转发第二属性变化信息至第二客户端,第二属性变化信息为用于描述位置属性的变化和/或与射击操作相关的属性的变化的信息,数据传输通道为与同步服务器相连且采用用户数据报协议传输数据的通道。
本申请的装置还包括:第二获取单元,用于在第一客户端发生掉线的情况下,从第二客户端获取一局游戏的当前进度时间;确定单元,用于确定一局游戏的多个基准时间刻度中与当前进度时间相邻且已到来的目标基准时间刻度,其中,基准时间刻度为一局游戏的进度时间中被预先标识的时刻;载入单元,用于在第一客户端重新载入一局游戏,并将重新载入后的一局游戏的游戏画面从第一画面更新为第二画面,其中,第一画面为一局游戏在目标基准时间刻度的游戏画面,第二画面为一局游戏在当前进度时间的游戏画面。
在游戏应用的第一客户端运行游戏应用的一局游戏时,本申请的装置需要对待发送给第二客户端的消息集合进行如下处理之后进行发送:将消息集合中的第一消息进行预处理,其中,预处理包括将消息集合中同一类的多个第一消息用一个第二消息替换,第二消息用于表示同一类的多个第一消息;将经过预处理之后的消息集合中的所有消息打包为一个消息包;对消息包进行压缩处理。
在本申请的实施例中,通过结合客户端关卡一致性算法以及主机本地化操控和命中计算,并将表现效果同步到队友客户端的方式实现了弹幕射击类游戏的这种对控制要求高、游戏对象多、游戏逻辑运算复杂的基于网络的同屏实时游戏过程的解决方案,在兼顾性能和流量的前提下,实现了较好的玩家体验。
此处需要说明的是,上述模块与对应的步骤所实现的示例和应用场景相同,但不限于上述游戏内容的同步显示方法所公开的内容。需要说明的是,上述模块作为装置的一部分可以运行在如图1所示的硬件环境中,可以通过软件实现,也可以通过硬件实现,其中,硬件环境包括网络环境。
根据本申请实施例,还提供了一种用于实施上述游戏内容的同步显示方法的服务器或终端(也即电子装置)。
图10是根据本申请实施例的一种终端的结构框图,如图10所示,该终端可以包括:一个或多个(图中仅示出一个)处理器1001、存储器1003、以及传输装置1005(如上述实施例中的发送装置),如图10所示,该终端还可以包括输入输出设备1007。
其中,存储器1003可用于存储软件程序以及模块,如本申请实施例中的游戏内容的同步显示方法和装置对应的程序指令/模块,处理器1001通过运行存储在存储器1003内的软件程序以及模块,从而执行各种功能应用以及数据处理,即实现上述的游戏内容的同步显示方法。存储器1003可包括高速随机存储器,还可以包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器1003可进一步包括相对于处理器1001远程设置的存储器,这些远程存储器可以通过网络连接至终端。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。
上述的传输装置1005用于经由一个网络接收或者发送数据,还可以用于处理器与存储器之间的数据传输。上述的网络具体实例可包括有线网络及无线网络。在一个实例中,传输装置1005包括一个网络适配器(Network Interface Controller,NIC),其可通过网线与其他网络设备与路由器相连从而可与互联网或局域网进行通讯。在一个实例中,传输装置1005为射频(Radio Frequency,RF)模块,其用于通过无线 方式与互联网进行通讯。
其中,具体地,存储器1003用于存储应用程序。
处理器1001可以通过传输装置1005调用存储器1003存储的应用程序,以执行下述步骤:在游戏应用的第一客户端运行游戏应用的一局游戏时,在第一客户端上检测到第一操作指令,其中,第一客户端由第一帐号登录,参与一局游戏的帐号包括第一帐号和第二帐号,第二帐号用于登录游戏应用的第二客户端;响应第一操作指令,控制第一帐号在一局游戏中的第一操作对象执行第一操作;在第一客户端本地获取在执行第一操作时需要显示在第一客户端上的第一内容,并获取需要与第一内容同时显示的第二内容,其中,第二内容是第二帐号在一局游戏中的第二操作对象执行第二操作时需要显示在第二客户端上的内容;在第一客户端中同时显示第一内容和第二内容。
处理器1001还用于执行下述步骤:获取第二客户端发送的第一属性变化信息,其中,第一属性变化信息用于描述一局游戏中由于第二操作对象执行第二操作所引起的属性变化,第二操作为在第二客户端上检测到的第二操作指令触发的操作;在第一客户端本地根据第一属性变化信息确定第二内容。
采用本申请实施例,在游戏应用的第一客户端运行游戏应用的一局游戏时,在第一客户端上检测到第一操作指令,控制第一帐号在一局游戏中的第一操作对象执行第一操作;由第一客户端在本地获取在执行第一操作时需要显示在第一客户端上的第一内容,并获取需要与第一内容同时显示的第二内容,以在第一客户端中同时显示一局游戏中第一帐号的第一内容和第二帐号的第二内容,可以解决了相关技术中无法在本地显示同一局游戏中其它操作者的游戏内容的技术问题,进而达到游戏内容的同步显示的技术效果。
本实施例中的具体示例可以参考上述游戏内容的同步显示方法以及游戏内容的同步显示装置中所描述的示例,本实施例在此不再赘述。
本领域普通技术人员可以理解,图10所示的结构仅为示意,终端可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌上电脑以及移动互联网设备(Mobile  Internet Devices,MID)、PAD等终端设备。图10其并不对上述电子装置的结构造成限定。例如,终端还可包括比图10中所示更多或者更少的组件(如网络接口、显示装置等),或者具有与图10所示不同的配置。
本领域普通技术人员可以理解上述实施例的各种方法中的全部或部分步骤是可以通过程序来指令终端设备相关的硬件来完成,该程序可以存储于一计算机可读存储介质中,存储介质可以包括:闪存盘、只读存储器(Read-Only Memory,ROM)、随机存取器(Random Access Memory,RAM)、磁盘或光盘等。
本申请的实施例还提供了一种存储介质。在本实施例中,上述存储介质可以用于执行游戏内容的同步显示方法的程序代码。
在本实施例中,上述存储介质可以位于上述实施例所示的网络中的多个网络设备中的至少一个网络设备上。
在本实施例中,存储介质被设置为存储用于执行以下步骤的程序代码:
S11,在游戏应用的第一客户端运行游戏应用的一局游戏时,在第一客户端上检测到第一操作指令,其中,第一客户端由第一帐号登录,参与一局游戏的帐号包括第一帐号和第二帐号,第二帐号用于登录游戏应用的第二客户端;
S12,根据所述第一操作指令,确定在所述一局游戏中所述第一账号对应的第一操作对象执行的与所述第一操作指令对应的第一操作;
S13,确定所述第一操作对象执行第一操作时需要显示在第一客户端上的第一内容,并获取需要与第一内容同时显示的第二内容,其中,第二内容是第二帐号在一局游戏中的第二操作对象执行第二操作时需要显示在第二客户端上的内容;
S14,在第一客户端中同时显示第一内容和第二内容。
存储介质还被设置为存储用于执行以下步骤的程序代码:
S21,获取第二客户端发送的第一属性变化信息,其中,第一属性变化信息用于描述一局游戏中由于第二操作对象执行第二操作所引起的属性变化,
S22,第二操作为在第二客户端上检测到的第二操作指令触发的操作;在第一客 户端本地根据第一属性变化信息确定第二内容。
本实施例中的具体示例可以参考上述游戏内容的同步显示方法以及游戏内容的同步显示装置中所描述的示例,本实施例在此不再赘述。
在本实施例中,上述存储介质可以包括但不限于:U盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、移动硬盘、磁碟或者光盘等各种可以存储程序代码的介质。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
上述实施例中的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,可以存储在上述计算机可读取的存储介质中。基于这样的理解,本申请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存储介质中,包括若干指令用以使得一台或多台计算机设备(可为个人计算机、服务器或者网络设备等)执行本申请各个实施例所述方法的全部或部分步骤。
在本申请的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
在本申请所提供的几个实施例中,应该理解到,所揭露的客户端,可通过其它的方式实现。其中,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,单元或模块的间接耦合或通信连接,可以是电性或其它的形式。
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,在本申请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。
以上所述仅是本申请的一些实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本申请原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本申请的保护范围。

Claims (15)

  1. 一种游戏内容的同步显示方法,应用于终端设备,其中,所述方法包括:
    在游戏应用的第一客户端运行所述游戏应用的一局游戏时,在所述第一客户端上检测到第一操作指令,其中,所述第一客户端由第一帐号登录,参与所述一局游戏的帐号包括所述第一帐号和第二帐号,所述第二帐号用于登录所述游戏应用的第二客户端;
    根据所述第一操作指令,确定在所述一局游戏中所述第一账号对应的第一操作对象执行的与所述第一操作指令对应的第一操作;确定所述第一操作对象执行所述第一操作时需要显示在所述第一客户端上的第一内容,并获取需要与所述第一内容同时显示的第二内容,其中,所述第二内容是所述第二帐号在所述一局游戏中对应的第二操作对象执行第二操作时需要显示在所述第二客户端上的内容;
    在所述第一客户端中同时显示所述第一内容和所述第二内容。
  2. 根据权利要求1所述的方法,其中,所述获取需要与所述第一内容同时显示的第二内容包括:
    获取所述第二客户端发送的第一属性变化信息,其中,所述第一属性变化信息用于描述所述一局游戏中由于所述第二操作对象执行所述第二操作所引起的属性变化,所述第二操作为在所述第二客户端上检测到的第二操作指令触发的操作;在所述第一客户端根据所述第一属性变化信息确定所述第二内容;
    其中,所述在所述第一客户端中同时显示所述第一内容和所述第二内容包括:
    将根据所述第一属性变化信息确定的所述第二内容叠加至所述第一客户端的游戏画面中进行显示,其中,所述第一客户端的游戏画面为显示有所述第一内容的画面。
  3. 根据权利要求2所述的方法,其中,所述将根据所述第一属性变化信息确定的所述第二内容叠加至所述第一客户端的游戏画面中进行显示包括:
    在所述第一客户端的游戏画面中按照第一显示方式显示所述第一内容的 同时,在所述第一客户端的游戏画面中按照第二显示方式显示叠加的所述第二内容,其中,所述第一显示方式和所述第二显示方式不同。
  4. 根据权利要求2所述的方法,其中,获取所述第二客户端发送的第一属性变化信息包括:
    在数据传输通道中接收所述第二客户端通过同步服务器转发的所述第一属性变化信息,其中,所述数据传输通道为与所述同步服务器相连且采用用户数据报协议传输数据的通道。
  5. 根据权利要求1所述的方法,其中,所述确定所述第一操作对象执行所述第一操作时需要显示在所述第一客户端上的第一内容包括以下至少之一:
    当所述第一操作为改变所述第一操作对象的位置属性的操作时,在所述第一客户端确定用于表示所述第一操作对象在改变位置属性后所在位置的所述第一内容;
    当所述第一操作为所述第一操作对象的射击操作时,在所述第一客户端确定用于表示与射击相关的所述第一内容。
  6. 根据权利要求5所述的方法,其中,在所述第一客户端获取在执行所述第一操作时需要显示在所述第一客户端上的第一内容之后,所述方法还包括:
    在数据传输通道中传输第二属性变化信息至同步服务器,其中,所述同步服务器用于转发所述第二属性变化信息至所述第二客户端,所述第二属性变化信息为用于描述所述位置属性的变化和/或与所述射击操作相关的属性的变化的信息,所述数据传输通道为与所述同步服务器相连且采用用户数据报协议传输数据的通道。
  7. 根据权利要求1所述的方法,其中,所述在游戏应用的第一客户端运行所述游戏应用的一局游戏包括:
    在所述第一客户端接收到指示信息时,按照所述指示信息的指示在所述第一客户端运行所述一局游戏,其中,所述指示信息用于指示所述第一客户端和所述第二客户端在相同的时刻运行所述一局游戏,所述指示信息还用于指示所 述第一客户端和所述第二客户端在相同的时刻执行与非玩家控制对象相关的事件。
  8. 根据权利要求1所述的方法,其中,在游戏应用的第一客户端运行所述游戏应用的一局游戏时,在所述第一客户端发生掉线的情况下,所述方法还包括:
    从所述第二客户端获取所述一局游戏的当前进度时间;
    确定所述一局游戏的多个基准时间刻度中与所述当前进度时间相邻且已到来的目标基准时间刻度,其中,所述基准时间刻度为所述一局游戏的进度时间中被预先标识的时刻;
    在所述第一客户端重新载入所述一局游戏,并将重新载入后的所述一局游戏的游戏画面从第一画面更新为第二画面,其中,所述第一画面为所述一局游戏在所述目标基准时间刻度的游戏画面,所述第二画面为所述一局游戏在所述当前进度时间的游戏画面。
  9. 根据权利要求6所述的方法,其中,在数据传输通道中传输第二属性变化信息至同步服务器之前,所述方法还包括:
    将传输所述属性变化信息的第一消息进行预处理,其中,所述预处理包括将同一类的多个所述第一消息生成一个第二消息,所述第二消息用于表示同一类的多个所述第一消息;
    将所有的第二消息打包为一个消息包;
    对所述消息包进行压缩处理。
  10. 一种游戏内容的同步显示装置,其中,所述装置包括:处理器,与所述处理器相连接的存储器,所述存储器中存储有机器可读指令单元,所述机器可读指令单元包括:
    检测单元,用于在游戏应用的第一客户端运行所述游戏应用的一局游戏时,在所述第一客户端上检测到第一操作指令,其中,所述第一客户端由第一帐号登录,参与所述一局游戏的帐号包括所述第一帐号和第二帐号,所述第二帐号用于登录所述游戏应用的第二客户端;
    响应单元,用于根据所述第一操作指令,确定在所述一局游戏中所述第一 账号对应的第一操作对象执行的与所述第一操作指令对应的第一操作;
    第一获取单元,用于确定所述第一操作对象执行所述第一操作时需要显示在所述第一客户端上的第一内容,并获取需要与所述第一内容同时显示的第二内容,其中,所述第二内容是所述第二帐号在所述一局游戏中对应的第二操作对象执行第二操作时需要显示在所述第二客户端上的内容;
    显示单元,用于在所述第一客户端中同时显示所述第一内容和所述第二内容。
  11. 根据权利要求10所述的装置,其中,所述第一获取单元包括:
    获取模块,用于获取所述第二客户端发送的第一属性变化信息,其中,所述第一属性变化信息用于描述所述一局游戏中由于所述第二操作对象执行所述第二操作所引起的属性变化,所述第二操作为在所述第二客户端上检测到的第二操作指令触发的操作;
    确定模块,用于在所述第一客户端根据所述第一属性变化信息确定所述第二内容;
    所述显示单元还用于将根据所述第一属性变化信息确定的所述第二内容叠加至所述第一客户端的游戏画面中进行显示,其中,所述第一客户端的游戏画面为显示有所述第一内容的画面。
  12. 根据权利要求11所述的装置,其特征在于,所述显示单元包括:
    显示模块,用于在所述第一客户端的游戏画面中按照第一显示方式显示所述第一内容的同时,在所述第一客户端的游戏画面中按照第二显示方式显示叠加的所述第二内容,其中,所述第一显示方式和所述第二显示方式不同。
  13. 根据权利要求10所述的装置,其特征在于,所述装置还包括:
    第二获取单元,用于在所述第一客户端发生掉线的情况下,从所述第二客户端获取所述一局游戏的当前进度时间;
    确定单元,用于确定所述一局游戏的多个基准时间刻度中与所述当前进度时间相邻且已到来的目标基准时间刻度,其中,所述基准时间刻度为所述一局 游戏的进度时间中被预先标识的时刻;
    载入单元,用于在所述第一客户端重新载入所述一局游戏,并将重新载入后的所述一局游戏的游戏画面从第一画面更新为第二画面,其中,所述第一画面为所述一局游戏在所述目标基准时间刻度的游戏画面,所述第二画面为所述一局游戏在所述当前进度时间的游戏画面。
  14. 一种存储介质,其特征在于,所述存储介质包括存储的程序,其中,所述程序运行时执行上述权利要求1至9任一项中所述的方法。
  15. 一种电子装置,包括存储器、处理器及存储在所述存储器上并可在所述处理器上运行的计算机程序,其特征在于,所述处理器通过所述计算机程序执行上述权利要求1至9任一项中所述的方法。
PCT/CN2018/096805 2017-07-24 2018-07-24 游戏内容的同步显示方法、装置及存储介质 WO2019020006A1 (zh)

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