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 PDFInfo
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- 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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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/352—Details 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/77—Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input 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
- G06F3/14—Digital output to display device ; Cooperation and interconnection of the display device with other functional units
- G06F3/1454—Digital 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/358—Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/49—Saving the game status; Pausing or ending the game
- A63F13/493—Resuming a game, e.g. after pausing, malfunction or power failure
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5372—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F9/00—Arrangements for program control, e.g. control units
- G06F9/06—Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
- G06F9/46—Multiprogramming arrangements
- G06F9/52—Program synchronisation; Mutual exclusion, e.g. by means of semaphores
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F9/00—Arrangements for program control, e.g. control units
- G06F9/06—Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
- G06F9/46—Multiprogramming arrangements
- G06F9/54—Interprogram communication
- G06F9/546—Message passing systems or structures, e.g. queues
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/131—Protocols for games, networked simulations or virtual reality
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/2866—Architectures; Arrangements
- H04L67/30—Profiles
- H04L67/306—User profiles
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L69/00—Network arrangements, protocols or services independent of the application payload and not provided for in the other groups of this subclass
- H04L69/16—Implementation or adaptation of Internet protocol [IP], of transmission control protocol [TCP] or of user datagram protocol [UDP]
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04M—TELEPHONIC COMMUNICATION
- H04M1/00—Substation equipment, e.g. for use by subscribers
- H04M1/72—Mobile telephones; Cordless telephones, i.e. devices for establishing wireless links to base stations without route selection
- H04M1/724—User interfaces specially adapted for cordless or mobile telephones
- H04M1/72403—User interfaces specially adapted for cordless or mobile telephones with means for local support of applications that increase the functionality
- H04M1/72427—User 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
Description
Claims (15)
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
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US20200155946A1 (en) | 2020-05-21 |
CN107423015A (zh) | 2017-12-01 |
KR20200018641A (ko) | 2020-02-19 |
CN107423015B (zh) | 2018-07-20 |
EP3660656A4 (en) | 2020-10-28 |
US11266913B2 (en) | 2022-03-08 |
JP7169338B2 (ja) | 2022-11-10 |
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KR102325311B1 (ko) | 2021-11-12 |
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