WO2020048288A1 - 信息同步方法、装置及存储介质 - Google Patents

信息同步方法、装置及存储介质 Download PDF

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Publication number
WO2020048288A1
WO2020048288A1 PCT/CN2019/099916 CN2019099916W WO2020048288A1 WO 2020048288 A1 WO2020048288 A1 WO 2020048288A1 CN 2019099916 W CN2019099916 W CN 2019099916W WO 2020048288 A1 WO2020048288 A1 WO 2020048288A1
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Prior art keywords
attribute
attribute information
synchronization
virtual object
virtual
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PCT/CN2019/099916
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English (en)
French (fr)
Inventor
唐骏
张悦
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腾讯科技(深圳)有限公司
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Publication of WO2020048288A1 publication Critical patent/WO2020048288A1/zh
Priority to US17/026,155 priority Critical patent/US11219833B2/en
Priority to US17/542,220 priority patent/US11794112B2/en
Priority to US18/367,951 priority patent/US20230415046A1/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
    • A63F13/70Game 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/31Communication aspects specific to video games, e.g. between several handheld game devices at close range
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras

Definitions

  • the present application relates to the field of computers, and in particular to information processing technology.
  • vision management in game maps is usually based on vision units.
  • the large map is divided into a network-like field of view unit, and the objects belonging to the field of view unit are mounted with coordinates in each field of view unit.
  • the object information is usually synchronized by visual field broadcast: notify the player within the target field of vision centered on the visual field unit where the object is located.
  • the object information synchronization method provided by the related technology has a problem that a map range is enlarged and a memory usage is increased sharply.
  • the embodiments of the present application provide an information synchronization method, device, and storage medium, to at least solve the technical problem of the information synchronization method provided in the related art that the map range is expanded and the memory usage is increased sharply.
  • an information synchronization method which is applied to a server, and includes: when detecting that the attribute information of each of a first object and a second object in a currently running game changes, acquiring the first object The current attribute information of the object is used as the first attribute information, and the current attribute information of the second object is obtained as the second attribute information, wherein the first object and the second object are in the field of vision of the virtual object in the game.
  • an information synchronization method which is applied to a terminal and includes: receiving a first attribute synchronization message, where the first attribute synchronization message is used to notify a currently running game
  • the attribute information of the first object is the first attribute information, and the first object is in the first field of vision of the virtual object in the game; the client corresponding to the virtual object is displayed with the first attribute information
  • Receiving the first attribute synchronization message wherein the second attribute synchronization message is used to notify that the attribute information of the second object in the game is the second attribute information, the second object Within the first field of view of the virtual object in the game, the first attribute synchronization range of the first object is larger than the second attribute synchronization range of the second object; displayed on the client The first object having the first attribute information and the second object having the second attribute information.
  • an information synchronization device including: a detecting unit, configured to detect when the attribute information of each of the first object and the second object in the currently running game changes, and obtain the information.
  • the current attribute information of the first object is used as the first attribute information
  • the current attribute information of the second object is obtained as the second attribute information, wherein the first object and the second object are in the game.
  • a synchronization unit configured to synchronize the second attribute information according to a first distance between the virtual object and the first object and a second distance between the virtual object and the second object And / or the first attribute information is sent to a client corresponding to the virtual object, wherein a first attribute synchronization range of the first object is larger than a second attribute synchronization range of the second object.
  • an information synchronization apparatus including: a first receiving unit configured to receive a first attribute synchronization message, wherein the first attribute synchronization message is used to notify a current operation
  • the attribute information of the first object in the game is first attribute information, and the first object is within a first field of vision of a virtual object in the game;
  • a first display unit is configured to The client displays the first object with the first attribute information;
  • a second receiving unit is configured to receive a second attribute synchronization message, wherein the second attribute synchronization message is used to notify in the game
  • the attribute information of the second object is second attribute information, the second object is within the first field of view of the virtual object in the game, and the first attribute synchronization range of the first object is larger than the A second attribute synchronization range of the second object;
  • a second display unit configured to display the first object having the first attribute information and the second attribute on the client; Said second object information.
  • a storage medium is also provided, and the computer program is stored in the storage medium, and the computer program is configured to execute the foregoing method when running.
  • attribute information of objects in the game is synchronized based on multiple attribute synchronization ranges.
  • the respective attribute information of the first object and the second object in the currently running game is detected to be changed, the current attribute information of the first object is obtained as the first attribute information, and the current attribute information of the second object is obtained as the second attribute information.
  • the first object and the second object are in the field of vision of the virtual object in the game; according to the first distance between the virtual object and the first object and the second distance between the virtual object and the second object, synchronize the second attribute information and
  • the first attribute information is sent to the client corresponding to the virtual object, wherein the first attribute synchronization range of the first object is larger than the second attribute synchronization range of the second object.
  • FIG. 1 is a schematic diagram of an application environment of an information synchronization method according to an embodiment of the present application
  • FIG. 2 is a schematic flowchart of an optional information synchronization method according to an embodiment of the present application
  • FIG. 3 is a schematic diagram of an optional object attribute synchronization range according to an embodiment of the present application.
  • FIG. 4 is a schematic diagram of another optional object attribute synchronization range according to an embodiment of the present application.
  • FIG. 5 is a schematic diagram of another optional object attribute synchronization range according to an embodiment of the present application.
  • FIG. 6 is a schematic diagram of an optional two-level field of view sparse management according to an embodiment of the present application.
  • FIG. 7 is a schematic diagram of an optional field of view of a virtual object according to an embodiment of the present application.
  • FIG. 8 is a schematic flowchart of another optional information synchronization method according to an embodiment of the present application.
  • FIG. 9 is a schematic structural diagram of an optional information synchronization device according to an embodiment of the present application.
  • FIG. 10 is a schematic structural diagram of another optional information synchronization device according to an embodiment of the present application.
  • FIG. 11 is a schematic structural diagram of an optional electronic device according to an embodiment of the present application.
  • an information synchronization method is provided.
  • the foregoing information synchronization method may be applied to, but not limited to, the application environment shown in FIG. 1.
  • the client 102 running in the terminal corresponds to the virtual object in the currently running game, and the client 102 interacts with the server 106 through the network 104.
  • the server 106 detects that the respective attribute information of the first object and the second object in the currently running game changes, it acquires the current attribute information of the first object as the first attribute information, and acquires the current attribute information of the second object as the second attribute.
  • the client 102 responds to the attribute synchronization information sent by the server 106, and displays on the client 102 a first object having the first attribute information and / or a second object having the second attribute information.
  • the foregoing terminal may include, but is not limited to, at least one of the following: a mobile phone, a tablet computer, a PC, and the like.
  • the network 104 may include, but is not limited to, a wireless network or a wired network.
  • the wireless network includes Bluetooth, WIFI, and other networks that implement wireless communication.
  • the wired network includes a local area network, a metropolitan area network, and a wide area network.
  • the server 106 may include, but is not limited to, at least one of the following: a PC and other devices for providing game services. The above is only an example, and this embodiment is not limited in any way.
  • the foregoing information synchronization method applied to the server side may include:
  • the above information synchronization method may be applied to a game application, or a virtual shopping application, or a virtual visit application, or a simulation training application.
  • the game application may be a multiplayer online tactical competitive game (Multiplayer Online Battle Arena (MOBA) for short) or a single-player game (Single-Player Game (SPG) for short). It is not specifically limited here.
  • the above-mentioned game applications may include, but are not limited to, at least one of the following: two-dimensional (Two dimension) game applications, three-dimensional (three dimension) game applications, virtual reality (VR) Game applications, Augmented Reality (AR) game applications, Mixed Reality (MR) game applications.
  • the above is only an example, and this embodiment does not limit this in any way.
  • the virtual world in the above game application can be a world developed or formed by using computer technology, Internet technology, satellite technology and human conscious potential.
  • the virtual world can be independent of the real world, or it can have a specific connection with the real world. Specific means to control or enter the virtual world.
  • the above steps S202 to S204 may be performed by a server, and the server may be used to provide a game data service.
  • step S202 it is detected that the attribute information of the first object in the currently running game changes to the first attribute information and the attribute information of the second object changes to the second attribute information, wherein the first object and the second object are in the game Within the field of view of the virtual object.
  • the server can detect the change of attribute information of each object in the scene.
  • the above object may be an object whose attribute information may change with time, for example, a player, a monster, a ship, and the like. Changes in the attribute information of the above objects may include, but are not limited to, changes in the following:
  • the above skills can be real-time, for example, instantaneous skills, or non-real-time, for example, skills that are issued regularly (for example, triggered a predetermined time after the skills are issued), or skills that are triggered by conditions (for example, the skills are grenades, non-objects) Other objects touch trigger).
  • the above position change may be triggered by an object performing operations such as forward, backward, and roll.
  • the passive attribute change of the object for example, changes in blood volume, blue volume, equipment changes (equipment damage, equipment drop, etc.), location changes, etc. under attack.
  • the field of vision refers to the synchronization range of changes in objects seen by players in the game, including data synchronization of people (can be players or NPCs), monsters, buildings, and falling objects.
  • Vision management is to divide the large map into a mesh-like visual field unit, and mount coordinates within each visual field unit to objects belonging to the visual field unit.
  • a vision management unit in the ordinary map in the game can be 64m * 64m.
  • Broadcasting will usually notify all players in a single map.
  • the unicast method has a limited number of players, and the broadcast method consumes a lot of CPU and traffic, so the field of view broadcast is the most commonly used and effective notification method. This method reasonably divides the map into regions. When the object changes Only a limited range of players are notified at the same time, taking into account the performance of the game and the restrictions of traffic.
  • the visual field range of the virtual object may be the range displayed on the client controlling the virtual object, and the visual field range is determined by the position of the virtual object, the perspective of the virtual object, and the scene in which the virtual object is located.
  • the above-mentioned scene may be a land scene (for example, an island, a city), or an ocean scene. Different positions, perspectives, and scenes of virtual objects in the game's current map will result in different visual fields of the virtual objects. For example, the visual field range of the virtual object on the ocean and the visual field range on the land are different.
  • the objects at the same position in the field of view of the virtual object may be objects having the same coordinates, or may be objects in the same field of view unit.
  • the large map may be divided by using the same field of view unit, and the objects in the same position may be objects in the same field of view.
  • the large map may also be divided by using different visual field units.
  • the visual field unit corresponding to the first object may be a visual field unit with the first length unit (for example, 1km) as the side length
  • the visual field unit corresponding to the second object may be A field of view unit with a second length unit (eg, 64m) as the side length.
  • the first object and the second object may be at the same position within the field of view of the virtual object.
  • the first object and the second object at the same position may be that the coordinates where the first object is located and the coordinates where the second object is located belong to the same visual field unit, and the visual field unit is obtained by dividing the large visual field according to the same visual field unit length.
  • An object's attribute synchronization range can be a target range centered on the object's location.
  • the position where the object is located may be the coordinates where the object is located, or the field of view unit where the object is located.
  • the target range may be within a circular range with a predetermined radius centered on the coordinates at which the object is located, or a set of field-of-view cells at a specified position centered on the field-of-view unit at which the object is located (nine-square grid).
  • the above is just an example, which is not limited in this embodiment.
  • the attribute synchronization range of the first object and the second object may be different.
  • the difference in the above attribute synchronization range may be: the length unit of the field of view corresponding to the attribute synchronization range is the same, and the range of the synchronized field of view units is different, for example, the first attribute
  • the synchronization range is a 25-grid grid centered on the visual field unit where the first object is located, and the second attribute synchronization range is within a nine-grid grid centered on the visual field unit where the second object is located, as shown in FIG. 4.
  • the difference in the above-mentioned attribute synchronization range may also be: the length units of the visual field units corresponding to the attribute synchronization range are different, and the range of the synchronized visual field units is the same.
  • the side length of the first field of view unit is 1km
  • the second attribute synchronization range is the nine-square grid centered on the second field of view unit where the second object is located, and the side length of the second field of view unit is 64m, as shown in FIG. 5.
  • a multi-level visual field management mechanism may be adopted for visual field management.
  • the above-mentioned multi-level visual field management may be divided into layers, using multi-level visual fields (for example, two-level visual fields), different visual fields using different visual field unit lengths, and mounting different objects on different levels of visual fields.
  • the multi-level vision management mechanism can meet the complex performance of the game (such as interactive skills, 3D movement, boat behavior) and take into account the processing power of the hardware.
  • a two-level vision management mechanism is adopted for vision management.
  • the two levels of vision are called the top-level vision and the bottom-level vision.
  • the broadcast range of the bottom view is small (the length of the view unit is small), which is suitable for broadcast activities (such as PK between players) where the viewing distance is small, the movement speed is slow, the surrounding environment changes are complex, and the synchronization behavior is intensive.
  • the multi-level vision management mechanism can be used to divide the game into multiple sets of vision management grids (for example, two sets of vision management grids: 64m vision unit and 1km vision unit), each set of vision management grids can correspond to one Vision manager (can be a physical device or a virtual device divided in the vision manager). In this way, the player is in a multi-layer vision manager, and can receive information synchronized by different vision managers.
  • the map can be completely covered by multiple layers of vision, or only by a single layer of vision, or a combination of multiple layers of vision and a single layer of vision.
  • the top view is used when the application requires large-scale broadcasts, and the bottom view is switched when small-area broadcasts are required (the side length of the top view field is greater than the side length of the bottom view field).
  • the visual field management method of multi-layer visual field full coverage is not economical in terms of memory usage (a large visual field data structure needs to be allocated with the visual field management unit as the size).
  • the vision management method of single-layer vision with full coverage the object display is incomplete, and when refined performance is required, the user experience will be reduced.
  • the combination of multi-layer vision coverage and single-layer vision coverage can not only provide greater vision support, but also ensure the user experience when refined performance is required.
  • a self-adaptive vision management mode may be adopted, and a sparse management method is adopted, similar to a sparse matrix.
  • the above-mentioned two-layer precision sparse field management method can be shown in FIG. 6.
  • the above-mentioned top-level vision and bottom-level vision both exist in a suitable scene.
  • a complete map there are only top-level vision in some areas, and only bottom-level vision in areas. section.
  • the general map has only the behaviors of players and monsters, the synchronization range is small, and the behaviors are dense. Only a single layer of vision (bottom view) is required.
  • the ocean In a map that includes the ocean (for example, a nautical map), the ocean has a wide field of view and requires the broadcast range of the top field of view. On the island, the visible behavior between players requires the support of the bottom field of view, and the players on the island must see the distance There are double-sided views in the area where the island is located.
  • the sparseness of the field of view in map management depends mainly on the terrain requirements.
  • the bottom view has a smaller range of view management. In the same size map, it consumes more memory than the top view. By introducing sparse management, this high memory consumption management format can be added only to the island range.
  • a sparse multi-level view can be implemented on the code side through an inherited structure.
  • the code can be as follows:
  • INST_AROUND_BASE_MGR is a basic vision management unit.
  • INST_AROUND_MANAGER inherits from MAP_AROUND_BASE_MGR as a top-level vision manager. He is also a top-level vision management unit.
  • Its member object sub_mgr_data serves as a pointer to the underlying view manager. If there is a low-level field of view in this area, you can use this pointer to quickly index to the low-level field of view manager to access the low-level field of view data and send it to the object that needs to be broadcasted. Otherwise, the pointer is empty, and there is no need to broadcast this level of object.
  • a multi-level vision can be handled in a flexible manner, instead of binding objects to a certain level of vision, but selecting as needed.
  • the interface can be independently selected according to the needs of the business (on-demand broadcast, specified level broadcast, and self-adaptation, where the self-adaptation will select the appropriate synchronization strategy according to the current vision level of the existing coordinates), which is flexible Sex.
  • step S204 the second attribute information and / or the first attribute information are synchronized to the client corresponding to the virtual object according to the first distance between the virtual object and the first object and the second distance between the virtual object and the second object.
  • the first attribute synchronization range of the first object is larger than the second attribute synchronization range of the second object.
  • the first attribute synchronization range of the first object is larger than the second attribute synchronization range of the second object means that the range corresponding to the visual field unit occupied by the attribute synchronization range of the first object (for example, 3km * 3km) is larger than the attribute of the second object
  • the range corresponding to the field of view unit occupied by the synchronization range for example, 192m * 192m).
  • synchronizing the first attribute information and / or the second attribute information to the client corresponding to the virtual object may include: Synchronize the first attribute information to the client when the virtual object is within the first attribute synchronization range of the first object; and / or synchronize the second if the virtual object is within the second attribute synchronization range of the second object Attribute information to the client.
  • first distance between the virtual object and the first object it can be determined whether the virtual object is in the first attribute synchronization range of the first object; according to the second distance between the virtual object and the second object, it is determined whether the virtual object is in the second object's first distance.
  • Second attribute synchronization range It includes the following situations:
  • the virtual object is within the first attribute synchronization range of the first object and outside the second attribute synchronization range of the second object. In this case, only the first attribute information is synchronized to the client. At this time, only the first object with the first attribute information is updated and displayed on the client.
  • the virtual object is within the first attribute synchronization range of the first object and within the second attribute synchronization range of the second object.
  • the first attribute information and the second attribute information are simultaneously synchronized to the client.
  • the client simultaneously updates and displays the first object having the first attribute information and the second object having the second attribute information.
  • the virtual object is outside the first attribute synchronization range of the first object and within the second attribute synchronization range of the second object.
  • only the second attribute information is synchronized to the client.
  • the client only updates and displays the second object with the second attribute information.
  • the virtual object is outside the synchronization range of the first attribute of the first object and outside the synchronization range of the second attribute of the second object. In this case, any one of the first attribute information and the second attribute information is not synchronized. To the client. At this time, neither the first object nor the second object is displayed on the client.
  • the relative positions of the virtual object and the first object (or the second object) may change.
  • the change in the relative position of the virtual object and the first object (or the second object) may be caused by the movement of the virtual object, the movement of the first object (or the second object), or the simultaneous movement of the virtual object and the first object (or the second object).
  • the range of movement can be one or more fields of view.
  • the attribute information synchronized to the client may be different.
  • the attribute information of the first object (or the second object's Attribute information) to the client for display by the client.
  • the virtual object changes from being within the first attribute synchronization range of the first object (or within the second attribute synchronization range of the second object) to being outside the first attribute synchronization range of the first object (or the first Out of the synchronization range of the second object of the two objects)
  • a notification message for removing the first object (or the second object) is sent to the client to instruct the client to remove the displayed first object (or the second object) .
  • the above removing operation may be removing the first object (or the second object) from the object linked list corresponding to the virtual object, and the object linked list is used to store object information displayed on the client corresponding to the virtual object.
  • the object list is synchronized to the client, the first object (or the second object) is removed from the client (the first object or the second object is not displayed on the client).
  • the attribute information of the first object is not synchronized to the client ( Or attribute information of the second object).
  • the attribute information of the first object is synchronized to the client to the client for display by the client.
  • FIG. 7 shown in FIG. 7 is a part of the game interface displayed by the client
  • different objects such as players and ships are restricted to different visual broadcast ranges.
  • monsters, items and other objects acting the same as the second object
  • a smaller vision synchronization range acting the same as the above attribute synchronization range, for example, 192m * 192m
  • ships acting the same as the first object
  • the field of view synchronization range for example, 3km * 3km.
  • the player can see the ship coming from a distance, and can also see the distant ship interconnecting and firing.
  • the behavior of the crew on board was not visible. You need to wait for the boat to approach before you can see the behavior of the crew nearby.
  • the attribute synchronization range of the second object may be adjusted from the second attribute synchronization range to the third attribute synchronization range; when the virtual object is located within the third attribute synchronization range of the second object, the The current attribute information is used as the fourth attribute information of the second object, and the fourth attribute information of the second object is synchronized to the client logged in by the login account.
  • the third attribute synchronization range may be the same as the second attribute synchronization range, or may be different from the second attribute synchronization range. It can combine different visual field managers to broadcast the attribute information of the second object through different visual field managers.
  • the visual field manager may be the visual field manager where the first object is located, or may be the same as the visual field manager where the first object is located.
  • the visual field manager and the visual field manager where the second object is located are different visual field managers, and may also be the visual field manager where the first object is located and the visual field manager where the second object is located.
  • the vision manager can be selected independently by the needs of the business (on-demand broadcasting, specified level broadcasting, and self-adaptation, where the self-adaptation will select the appropriate synchronization strategy according to the vision level of the current coordinates), which is flexible .
  • adjusting the attribute synchronization range of the second object from the second attribute synchronization range to the third attribute synchronization range may include: when it is detected that the virtual object completes the target task in the game, synchronizing the attributes of the second object The range is adjusted from the second attribute synchronization range to the third attribute synchronization range.
  • a target task that triggers the switching of the synchronization range of object attributes may be set, for example, the virtual object performs an operation of viewing all objects in the field of view unit where the second object is located (for example, by sending a viewing request to the server), or the virtual object An attack operation is performed on an object (for example, the first object) in the field of view unit where the second object is located.
  • the attribute information of the target object (the virtual object covered by the attribute synchronization range in the game) can be synchronized to the client corresponding to the virtual object.
  • the object information in the visual field changes accordingly.
  • the change in the visual field range may be caused by a change in the position of the virtual object (for example, triggered by the virtual object entering a new visual field unit), or may be triggered by a change in the perspective of the virtual object.
  • the first pointer attribute information of the objects located in the first view manager is acquired through the target pointer, where , The first object is located in the first field of view manager, and the attribute synchronization range of the object in the first field of view manager is the first attribute synchronization range; the index of the target pointer to the second field of view manager is obtained in the second field of view manager.
  • the second object attribute information of the synchronized object, wherein the second object is located in the second visual field manager, and the attribute synchronous range of the object in the second visual field manager is the second attribute synchronous range.
  • the attribute information of objects in the game is synchronized based on multiple attribute synchronization ranges.
  • the respective attribute information of the first object and the second object in the currently running game is detected to be changed, the current attribute information of the first object is obtained as the first attribute information, and the current attribute information of the second object is obtained as the second attribute information.
  • the first object and the second object are in the field of vision of the virtual object in the game; according to the first distance between the virtual object and the first object and the second distance between the virtual object and the second object, synchronize the second attribute information and
  • the first attribute information is sent to the client corresponding to the virtual object, wherein the first attribute synchronization range of the first object is larger than the second attribute synchronization range of the second object.
  • the first attribute information and / or the second attribute information are synchronized to the virtual object according to the first distance between the virtual object and the first object and the second distance between the virtual object and the second object.
  • a notification message for removing the second object is sent to the client.
  • the second object when it is detected that the virtual object moves from within the second attribute synchronization range of the second object to outside the second attribute synchronization range of the second object, the second object is removed from the customer corresponding to the virtual object It is removed on the client, so that the client can accurately synchronize the object information in the field of view, which improves the user experience.
  • the first attribute information and / or the second attribute information are synchronized to the virtual object according to the first distance between the virtual object and the first object and the second distance between the virtual object and the second object.
  • the current attribute information of the second object is acquired as the third attribute information of the second object, and the third attribute information of the second object is synchronized to Client.
  • the client can display the object information of the virtual object covered by the attribute synchronization range in time, which improves the user experience.
  • the first attribute information and / or the second attribute information are synchronized to the virtual object according to the first distance between the virtual object and the first object and the second distance between the virtual object and the second object.
  • adjusting the attribute synchronization range of the second object from the second attribute synchronization range to the third attribute synchronization range includes:
  • the attribute synchronization range of the second object is adjusted from the second attribute synchronization range to the third attribute synchronization range.
  • the display form of the game scene can be enriched and the user experience can be improved.
  • the first attribute information and / or the second attribute information are synchronized to the virtual object according to the first distance between the virtual object and the first object and the second distance between the virtual object and the second object.
  • the target pointer is used to switch between visual field managers corresponding to different attribute synchronization ranges to obtain object attribute information of objects synchronized in different visual fields, which can facilitate the management of objects with different attributes and different ranges.
  • the first attribute information and / or the second attribute information is synchronized to a customer corresponding to the virtual object according to a first distance between the virtual object and the first object and a second distance between the virtual object and the second object.
  • the end includes:
  • the synchronization of the attribute information of different objects according to the relationship between the attribute synchronization range of the virtual object and different objects can achieve the synchronization of the attribute information of different objects.
  • the foregoing information synchronization method applied to the terminal side may include:
  • a first attribute synchronization message is received, where the first attribute synchronization message is used to notify that the attribute information of the first object in the currently running game is the first attribute information, and the first object is in the first place of the virtual object in the game.
  • a second attribute synchronization message is received, where the second attribute synchronization message is used to notify that the attribute information of the second object in the game is the second attribute information, and the second object is in the first field of view of the virtual object in the game.
  • the first attribute synchronization range of the first object is larger than the second attribute synchronization range of the second object;
  • S808 Display the first object having the first attribute information and the second object having the second attribute information on the client.
  • the foregoing information synchronization method may be applied to the foregoing game application, or a virtual shopping application, a virtual visit application, or a simulation training application.
  • step S802 a first attribute synchronization message is received, where the first attribute synchronization message is used to notify that the attribute information of the first object in the currently running game is the first attribute information, and the first object is a virtual object in the game. Within the first field of vision.
  • the client can be notified by using but not limited to the following notification methods: unicast, visual broadcast, and broadcast.
  • the attribute synchronization range of different objects is different, and the first attribute synchronization range of the first object may be larger than the second attribute synchronization range of the second object. Therefore, the first object and the second object that are in the field of view of the virtual object (for example, both are in the same position in the field of view, or the field of view units that are the same distance from the virtual object), the virtual object and the first object The relative position with the second object will change.
  • the objects at the same position in the field of view of the virtual object may be objects with the same coordinates, or they may be objects in the same field of view.
  • the synchronization range of attributes of different objects can be the same or different.
  • the visual field unit corresponding to the first object may be a visual field unit with a first length unit (for example, 1km) as a side length
  • the visual field unit corresponding to the second object may be a visual field with a second length unit (for example, 64m) as a side length. unit.
  • the client corresponding to the virtual object receives a first attribute synchronization message, and the first attribute synchronization message is used to notify the first object that the current attribute information is the first attribute information.
  • the first attribute synchronization message may be generated due to a change in the attribute information of the first object, or may be triggered due to the virtual object entering the first attribute synchronization range of the first object.
  • step S804 the first object having the first attribute information is displayed on the client corresponding to the virtual object.
  • the client corresponding to the virtual object After receiving the first attribute synchronization message, the client corresponding to the virtual object displays the first object having the first attribute information according to the first attribute information.
  • the ship is synchronized to the client corresponding to the player Current attribute information.
  • the vessel with the attribute information is updated and displayed in the player's field of vision.
  • the attribute synchronization range of the second object can be adjusted: from the second attribute synchronization range to the third attribute synchronization range, the third attribute synchronization range can be adjusted. It is larger than the second attribute synchronization range and may be smaller than the second attribute synchronization range.
  • the above adjustment operation may be automatically adjusted according to a synchronization strategy, and the above synchronization strategy may be to adjust a property synchronization range of the second object from a second property synchronization range to a third when a virtual object is detected to complete a target task in the game.
  • the attribute synchronization range can also be adjusted from the second attribute synchronization range to the third attribute synchronization range when the second object is in the target scene (eg, island, coast, etc.), or it can be received After the target instruction (triggered by the user or automatically triggered by the system), the attribute synchronization range of the second object is adjusted from the second attribute synchronization range to the third attribute synchronization range.
  • the specific adjustment method can be set as required. This embodiment There is no limitation on this.
  • the target task is used to trigger the synchronization range of the property of the second object Adjusted from the second attribute synchronization range to the third attribute synchronization range.
  • the above target task may be an operation performed by the virtual object to view all objects in the visual field unit where the second object is located (for example, by sending a viewing request to the server), or the virtual object may perform an operation on the objects in the visual field unit where the second object is located (such as , The first object) initiate an attack operation and so on.
  • a third attribute synchronization message may be received, where the third attribute synchronization message is used to notify that the current attribute information of the second object is the third attribute information; A second object with third attribute information is displayed on the client.
  • the virtual object may be located within the third attribute synchronization range of the second object.
  • the server may synchronize the current attribute information (third attribute information) of the second object to the client corresponding to the virtual object.
  • the client receives the current attribute information of the second object (for example, by way of an attribute synchronization message)
  • the client displays the second object with the attribute information on the client.
  • a target scene e.g., an island
  • adjust his vision synchronization range to the same as the vision synchronization range of the ship, so that the ship at a further distance can know his situation.
  • step S806 a second attribute synchronization message is received, wherein the second attribute synchronization message is used to notify that the current attribute information of the second object in the game is the second attribute information, and the second object is in a virtual object in the game.
  • the first attribute synchronization range of the first object is larger than the second attribute synchronization range of the second object.
  • the client corresponding to the virtual object receives a second attribute synchronization message, and the second attribute synchronization message is used to notify the second object that the current attribute information is the second attribute information.
  • the second attribute synchronization message may be triggered by a change in the current attribute information of the second object, or may be triggered by the virtual object entering the second attribute synchronization range of the second object.
  • the first object and the second object may be located at the same position within the field of view of the virtual object. Because the relative positions of the first object and the second object and the virtual object are changed (close), the first attribute synchronization range of the first object is larger than the second attribute synchronization range of the second object, and the virtual object is in the first object. In the first attribute synchronization range, the client corresponding to the virtual object receives the current attribute information of the first object and displays the first object. When the first object and the second object are closer to the virtual object, the virtual object is in the second attribute synchronization range of the second object, and the client corresponding to the virtual object can receive the current attribute information of the second object.
  • step S808 the first object having the first attribute information and the second object having the second attribute information are displayed on the client.
  • the client corresponding to the virtual object may display the first object having the first attribute information and the second object having the second attribute information, and display different objects in a hierarchical manner.
  • the player can see the ship (the first object) traveling from a distance, and can also see the distant ship interconnecting and firing. After the player waits for the vessel to approach, he can see both the vessel and the nearby crew (second object) behavior.
  • the virtual object may be changed from being within the second attribute synchronization range of the second object to being in the first object. If the second attribute of the two objects is out of synchronization, a notification message for removing the second object is received; in response to the notification message, the displayed second object is removed on the client.
  • the relative position of the virtual object and the second object changes, and the virtual object can change from being within the synchronization range of the second attribute of the second object to being in the second of the second object. Attribute synchronization is out of scope.
  • the client will accordingly receive a notification message for the removed second object.
  • the second object may be removed and displayed on the client.
  • the second object may be removed from the object linked list corresponding to the virtual object, and the object linked list is used to store object information displayed on the client corresponding to the virtual object.
  • the client When synchronizing the object list to the client, the client accordingly removes the second object from its display interface (the second object is not displayed on the client).
  • a fourth attribute notification message is received, wherein the fourth attribute notification message is used to notify the target
  • the attribute information of the object is the fourth attribute information
  • the target object is an object in the game that is in the second field of vision of the virtual object and the attribute synchronization range covers the virtual object; in response to the fourth attribute notification message, a fourth The target object of the attribute information.
  • the object information in the visual field changes accordingly.
  • the client can update the displayed objects in time.
  • the change in the visual field range may be caused by a change in the position of the virtual object (for example, triggered by the virtual object entering a new visual field unit), or may be triggered by a change in the perspective of the virtual object.
  • the attribute information of objects in the game is synchronized based on multiple attribute synchronization ranges.
  • a first attribute synchronization message is received, where the first attribute synchronization message is used to notify that the attribute information of the first object in the currently running game is the first attribute information, and the first object is in the first field of vision of the virtual object in the game Display the first object with the first attribute information on the client corresponding to the virtual object; receive a second attribute synchronization message, wherein the second attribute synchronization message is used to notify that the attribute information of the second object in the game is The second attribute information, the second object is in the first field of vision of the virtual object in the game, the first attribute synchronization range of the first object is larger than the second attribute synchronization range of the second object, and the display has the first attribute on the client A first object of information and a second object having second attribute information. Because at least two types of attribute synchronization ranges are used, the attribute synchronization ranges of different objects can be different, and when the map range is expanded
  • the above method further includes:
  • the method further includes:
  • a third attribute synchronization message is received, where the third attribute synchronization message is used to notify that the attribute information on the second object is the third attribute information;
  • the display form of the game scene can be enriched and the user experience can be improved.
  • the above method further includes:
  • the second object when it is detected that the virtual object changes from within the second attribute synchronization range of the second object to outside the second attribute synchronization range of the second object, the second object is removed from the customer corresponding to the virtual object.
  • the display interface on the client is removed, so that the client can accurately synchronize the object information in the field of view, which improves the user experience.
  • the above method further includes:
  • the target object is an object in the game that is in the second visual field of the virtual object and the attribute synchronization range covers the virtual object;
  • the target object having the fourth attribute information is displayed on the client.
  • the attribute information of the target object is received and the target object is displayed on the client, so that the client can accurately synchronize the object information in the visual field range and improve the user experience.
  • an information synchronization device is further provided. As shown in FIG. 9, the device includes:
  • a detecting unit 902 is configured to detect when the respective attribute information of the first object and the second object in the currently running game changes, acquire the current attribute information of the first object as the first attribute information, and acquire the current attribute of the second object The information is used as the second attribute information, in which the first object and the second object are within the field of vision of the virtual object in the game;
  • a synchronization unit 904 is configured to synchronize the first attribute information and / or the second attribute information to a client corresponding to the virtual object according to a first distance between the virtual object and the first object and a second distance between the virtual object and the second object.
  • the first attribute synchronization range of the first object is larger than the second attribute synchronization range of the second object.
  • the foregoing information synchronization device may be applied to the aforementioned game application, or a virtual shopping application, or a virtual visit application, or a simulation training application.
  • the detection unit 902 may be configured to perform the foregoing step S202
  • the synchronization unit 904 may be configured to perform the foregoing step S204
  • the information synchronization device may be located in a server or may be an independent server.
  • the attribute information of objects in the game is synchronized based on multiple attribute synchronization ranges.
  • the respective attribute information of the first object and the second object in the currently running game is detected to be changed, the current attribute information of the first object is obtained as the first attribute information, and the current attribute information of the second object is obtained as the second attribute information.
  • the first object and the second object are in the field of vision of the virtual object in the game; according to the first distance between the virtual object and the first object and the second distance between the virtual object and the second object, synchronize the second attribute information and
  • the first attribute information is sent to the client corresponding to the virtual object, wherein the first attribute synchronization range of the first object is larger than the second attribute synchronization range of the second object.
  • the above device further includes:
  • the first sending unit is configured to synchronize the first attribute information and / or the second attribute information to the client corresponding to the virtual object according to the first distance between the virtual object and the first object and the second distance between the virtual object and the second object. After that, when it is detected that the virtual object moves outside the second attribute synchronization range of the second object, a notification message for removing the second object is sent to the client.
  • the second object when it is detected that the virtual object changes from within the second attribute synchronization range of the second object to outside the second attribute synchronization range of the second object, the second object is removed from the customer corresponding to the virtual object. It is removed on the client, so that the client can accurately synchronize the object information in the field of view, which improves the user experience.
  • the above device further includes:
  • a first synchronization unit configured to synchronize the first attribute information and / or the second attribute information to a client corresponding to the virtual object according to a first distance between the virtual object and the first object and a second distance between the virtual object and the second object Then, when it is detected that the virtual object moves to the second attribute synchronization range of the second object, the current attribute information of the second object is obtained as the third attribute information of the second object, and the third attribute information of the second object is obtained. Sync to the client.
  • the current attribute information of the second object is the third
  • the attribute information is synchronized to the client corresponding to the virtual object, so that the client can display the object information that the attribute synchronization range covers the virtual object in time, which improves the user experience.
  • the above device further includes:
  • An adjusting unit configured to synchronize the first attribute information and / or the second attribute information to a client corresponding to the virtual object according to a first distance between the virtual object and the first object and a second distance between the virtual object and the second object; Adjusting the attribute synchronization range of the second object from the second attribute synchronization range to the third attribute synchronization range, wherein the third attribute synchronization range is larger than the second attribute synchronization range;
  • a second synchronization unit configured to obtain current attribute information of the second object as fourth attribute information of the second object when the virtual object is within a third attribute synchronization range of the second object, and Attribute information is synchronized to the client.
  • the adjustment unit includes:
  • An adjustment module is configured to adjust the attribute synchronization range of the second object from the second attribute synchronization range to the third attribute synchronization range when it is detected that the virtual object completes the target task in the game.
  • the display form of the game scene can be enriched and the user experience can be improved.
  • the above device further includes:
  • the first obtaining unit is configured to synchronize the first attribute information and / or the second attribute information to the client corresponding to the virtual object according to the first distance between the virtual object and the first object and the second distance between the virtual object and the second object.
  • the first pointer attribute information of the object located in the first view manager is acquired through the target pointer.
  • An object is located in the first field of view manager, and the attribute synchronization range of the object in the first field of view manager is the first attribute synchronization range;
  • a second obtaining module configured to obtain, through the index of the target pointer to the second visual field manager, the second object attribute information of the objects located in the second visual field manager, wherein the second object is located in the second visual field manager;
  • the attribute synchronization range of the objects in the two-view manager is the second attribute synchronization range.
  • the target pointer is used to switch between visual field managers with different attribute synchronization ranges to obtain object attribute information of objects synchronized in different visual fields, which can facilitate the management of objects with different attributes and different ranges.
  • the foregoing synchronization unit 902 includes:
  • a first synchronization module that synchronizes the first attribute information to the client when the virtual object is in the first attribute synchronization range of the first object; and / or,
  • a second synchronization module is configured to synchronize the second attribute information to the client when the virtual object is in the second attribute synchronization range of the second object.
  • the synchronization of the attribute information of different objects according to the relationship between the attribute synchronization range of the virtual object and different objects can achieve the synchronization of the attribute information of different objects.
  • the foregoing information synchronization device may include:
  • the first receiving unit 1002 is configured to receive a first attribute synchronization message, where the first attribute synchronization message is used to notify that the attribute information of the first object in the currently running game is the first attribute information, and the first object is in the game.
  • the first attribute synchronization message is used to notify that the attribute information of the first object in the currently running game is the first attribute information, and the first object is in the game.
  • a first display unit 1004 configured to display a first object having first attribute information on a client corresponding to the virtual object
  • the second receiving unit 1006 is configured to receive a second attribute synchronization message, where the second attribute synchronization message is used to notify that the attribute information of the second object in the game is the second attribute information, and the second object is in a virtual state in the game.
  • the first attribute synchronization range of the first object is larger than the second attribute synchronization range of the second object;
  • the second display unit 1008 is configured to display the first object having the first attribute information and the second object having the second attribute information on the client.
  • the foregoing information synchronization method may be applied to the foregoing game application, or a virtual shopping application, a virtual visit application, or a simulation training application.
  • the first receiving unit 1002 may be used to perform the foregoing step S802
  • the first display unit 1004 may be used to perform the foregoing step S804
  • the second receiving unit 1006 may be used to perform the foregoing step S806
  • the first display unit 1008 may be used to perform the foregoing step S808 .
  • the above information synchronization device may be located in a user terminal, or may be an independent user terminal.
  • the attribute information of objects in the game is synchronized based on multiple attribute synchronization ranges.
  • a first attribute synchronization message is received, where the first attribute synchronization message is used to notify that the attribute information of the first object in the currently running game is the first attribute information, and the first object is in the first field of vision of the virtual object in the game Display the first object with the first attribute information on the client corresponding to the virtual object; receive a second attribute synchronization message, wherein the second attribute synchronization message is used to notify that the attribute information of the second object in the game is The second attribute information, the second object is in the first field of vision of the virtual object in the game, the first attribute synchronization range of the first object is larger than the second attribute synchronization range of the second object, and the display has the first attribute on the client
  • the first object of the information and the second object with the second attribute information can flexibly adjust the purpose of the attribute synchronization range and reduce the memory usage.
  • the above device further includes:
  • a detection unit configured to detect that the virtual object completes a target task in the game after displaying the first object with the first attribute information on the client corresponding to the virtual object, wherein the target task is used to trigger synchronization of the attributes of the second object
  • the range is adjusted from the second attribute synchronization range to the third attribute synchronization range.
  • the above device further includes:
  • a first receiving unit is configured to receive a third attribute synchronization message after detecting that a virtual object has completed a target task in a game, wherein the third attribute synchronization message is used to notify that the attribute information of the second object is the first Three attribute information;
  • a third display unit configured to display a second object having third attribute information on the client.
  • the display form of the player's game scene can be enriched and the user experience can be improved.
  • the above device further includes:
  • a second receiving unit configured to display the first object having the first attribute information and the second object having the second attribute information on the client, and then move the virtual object to the second attribute synchronization range of the second object. Receiving a notification message for removing a second object in an external situation;
  • a fourth display unit configured to remove the displayed second object on the client in response to the notification message.
  • the second object when it is detected that the virtual object changes from within the second attribute synchronization range of the second object to outside the second attribute synchronization range of the second object, the second object is removed from the customer corresponding to the virtual object.
  • the display interface on the client is removed, so that the client can accurately synchronize the object information in the field of view, which improves the user experience.
  • the above device further includes:
  • a third receiving unit configured to switch the visual field range of the virtual object from the first visual field range to the first visual field range after displaying the first object with the first attribute information and the second object with the second attribute information on the client.
  • a fourth attribute notification message is received, where the fourth attribute notification message is used to notify that the attribute information of the target object is the fourth attribute information, the target object is within the second field of vision of the virtual object in the game, And the properties synchronization scope covers the objects of the virtual object;
  • a fourth display unit is configured to display a target object having the fourth attribute information on the client in response to the fourth attribute notification message.
  • the attribute information of the target object is received and the target object is displayed on the client, so that the client can accurately synchronize the object information in the visual field range and improve the user experience.
  • a storage medium stores a computer program, and the computer program is configured to execute the steps in any one of the foregoing method embodiments when running.
  • the foregoing storage medium may be configured to store a computer program for performing the following steps:
  • the foregoing storage medium may be configured to store a computer program for performing the following steps:
  • a first attribute synchronization message is received, where the first attribute synchronization message is used to notify that the attribute information of the first object in the currently running game is the first attribute information, and the first object is in the first place of the virtual object in the game.
  • a second attribute synchronization message is received, where the second attribute synchronization message is used to notify that the attribute information of the second object in the game is the second attribute information, and the second object is in the first field of vision of the virtual object in the game.
  • the first attribute synchronization range of the first object is larger than the second attribute synchronization range of the second object;
  • the storage media may include: a flash disk, a read-only memory (ROM), a random access device (RAM), a magnetic disk or an optical disk.
  • an electronic device for implementing the foregoing information synchronization method is also provided.
  • the electronic device includes a processor 1102, a memory 1104, and a transmission device 1106.
  • a computer program is stored in the memory 1104, and the processor 1102 is configured to execute the steps in any one of the foregoing method embodiments through the computer program.
  • the foregoing electronic device may be located in at least one network device among a plurality of network devices in a computer network.
  • the foregoing processor may be configured to execute the following steps by a computer program:
  • the foregoing processor may be configured to execute the following steps by a computer program:
  • a first attribute synchronization message is received, where the first attribute synchronization message is used to notify that the attribute information of the first object in the currently running game is the first attribute information, and the first object is in the first place of the virtual object in the game.
  • a second attribute synchronization message is received, where the second attribute synchronization message is used to notify that the attribute information of the second object in the game is the second attribute information, and the second object is in the first field of vision of the virtual object in the game.
  • the first attribute synchronization range of the first object is larger than the second attribute synchronization range of the second object;
  • the structure shown in FIG. 11 is only for illustration, and the electronic device may also be a smart phone (such as an Android phone, an iOS phone, etc.), a tablet computer, a handheld computer, and a mobile Internet device Internet devices (MID), PAD and other terminal equipment.
  • FIG. 11 does not limit the structure of the electronic device.
  • the electronic device may further include more or fewer components (such as a network interface, etc.) than those shown in FIG. 11, or have a different configuration from that shown in FIG. 11.
  • the memory 1104 may be used to store software programs and modules, such as program instructions / modules corresponding to the information synchronization method and device in the embodiments of the present application.
  • the processor 1102 executes the software programs and modules stored in the memory 1104 to execute each A variety of functional applications and data processing, that is, the aforementioned information synchronization method.
  • the memory 1104 may include a high-speed random access memory, and may further include a non-volatile memory, such as one or more magnetic storage devices, a flash memory, or other non-volatile solid-state memory.
  • the memory 1104 may further include a memory remotely set relative to the processor 1102, and these remote memories may be connected to the terminal through a network. Examples of the above network include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.
  • the above-mentioned electronic device further includes a transmission device 1106, which is used to receive or send data via a network.
  • a transmission device 1106 which is used to receive or send data via a network.
  • Specific examples of the foregoing network may include a wired network and a wireless network.
  • the transmission device 1106 includes a network adapter (Network Interface Controller, NIC for short), which can be connected to other network devices and routers through a network cable so as to communicate with the Internet or a local area network.
  • the transmission device 1106 is a radio frequency (RF) module, which is used to communicate with the Internet in a wireless manner.
  • RF radio frequency
  • a computer program product which, when running on a computer, causes the computer to execute the steps in any one of the method embodiments described above.
  • the integrated unit in the foregoing embodiment When the integrated unit in the foregoing embodiment is implemented in the form of a software functional unit and sold or used as an independent product, it may be stored in the computer-readable storage medium.
  • the technical solution of the present application essentially or part that contributes to the existing technology or all or part of the technical solution may be embodied in the form of a software product, which is stored in a storage medium.
  • Several instructions are included to cause one or more computer devices (which may be personal computers, servers, or network devices, etc.) to perform all or part of the steps of the method described in the embodiments of the present application.
  • the disclosed client can be implemented in other ways.
  • the device embodiments described above are only schematic.
  • the division of the unit is only a logical function division.
  • multiple units or components may be combined or may be combined. Integration into another system, or some features can be ignored or not implemented.
  • the displayed or discussed mutual coupling or direct coupling or communication connection may be indirect coupling or communication connection through some interfaces, units or modules, and may be electrical or other forms.
  • 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, may be located in one place, or may be distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the objective of the solution of this embodiment.
  • each functional unit in each embodiment of the present application may be integrated into one processing unit, or each of the units may exist separately physically, or two or more units may be integrated into one unit.
  • the above integrated unit may be implemented in the form of hardware or in the form of software functional unit.

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Abstract

本申请公开了一种信息同步方法、装置及存储介质。其中,该方法包括:当检测到当前运行的游戏中第一对象和第二对象各自的属性信息发生变化时,获取第一对象当前的属性信息作为第一属性信息,获取第二对象当前的属性信息作为第二属性信息,其中,所述第一对象和所述第二对象在所述游戏中处于虚拟对象的视野范围内;根据所述虚拟对象与所述第一对象的第一距离和所述虚拟对象与所述第二对象的第二距离,同步所述第一属性信息和/或所述第二属性信息至所述虚拟对象对应的客户端,其中,所述第一对象的第一属性同步范围大于所述第二对象的第二属性同步范围。本申请解决了相关技术中信息同步方式存在地图范围扩大导致内存使用量剧增的技术问题。

Description

信息同步方法、装置及存储介质
本申请要求于2018年09月07日提交中国专利局、申请号为2018110440152、申请名称为“信息同步方法、装置及存储介质”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
本申请涉及计算机领域,具体涉及信息处理技术。
背景技术
目前,游戏地图中的视野管理通常是基于视野单元实现的。把大地图划分为网状的视野单元,每个视野单元内挂载坐标隶属于该视野单元的对象。当对象产生变化时,通常采用视野广播的方式进行对象信息同步:通知以该对象所在视野单元为中心的目标视野范围内的玩家。
然而,在一些场景中,例如,地图范围扩大,若仍然使用上述通知方式进行视野管理,将导致内存使用量剧增,此时终端的内存可能无法保证满足视野管理的需求。因此,相关技术提供的对象信息同步方式存在地图范围扩大导致内存使用量剧增的问题。
发明内容
本申请实施例提供了一种信息同步方法、装置及存储介质,以至少解决相关技术中提供的信息同步方式存在地图范围扩大导致内存使用量剧增的技术问题。
根据本申请实施例的一个方面,提供了一种信息同步方法,应用于服务器,包括:检测到当前运行的游戏中第一对象和第二对象各自的属性信息发生变化时,获取所述第一对象当前的属性信息作为第一属性信息,并获取第二对象当前的属性信息作为第二属性信息,其中,所述第一对象和所述第二对象在所述游戏中处于虚拟对象的视野范围内;根据所述虚拟对象与所述第一对象的第一距离和所述虚拟对象与所述第二对象的第二距离,同步所述第二属性信息和/或所述第一属性信息至所述虚拟对象对应的客户端,其中,该第一对象的第一属性同步范围大于所述第二对象的第二属性同步范围。
根据本申请实施例的另一个方面,提供了一种信息同步方法,应用于终端,包括:接收到第一属性同步消息,其中,所述第一属性同步消息用于通知当前运行的游戏中的第一对象的属性信息为第一属性信息,所述第一对象在所述游戏中处于虚拟对象的第一视野范围内;在所述虚拟对象对应的客户端上显示具有所述第一属性信息的所述第一对象;接收到第二属性同步消息,其中,所述第二属性同步消息用于通知在所述游戏中的第二对象的属性信息为第二属性信息,所述第二对象在所述游戏中处于所述虚拟对象的所述第一视野范围内,所述第一对象的第一属性同步范围大于所述第二对象的第二属 性同步范围;在所述客户端上显示具有所述第一属性信息的所述第一对象和具有所述第二属性信息的所述第二对象。
根据本申请实施例的又一方面,还提供了一种信息同步装置,包括:检测单元,用于检测到当前运行的游戏中第一对象和第二对象各自的属性信息发生变化时,获取所述第一对象当前的属性信息作为第一属性信息,并获取所述第二对象的当前属性信息作为第二属性信息,其中,所述第一对象和所述第二对象在所述游戏中处于虚拟对象的视野范围内;同步单元,用于根据所述虚拟对象与所述第一对象的第一距离和所述虚拟对象与所述第二对象的第二距离,同步所述第二属性信息和/或所述第一属性信息至所述虚拟对象对应的客户端,其中,所述第一对象的第一属性同步范围大于所述第二对象的第二属性同步范围。
根据本申请实施例的又一方面,还提供了一种信息同步装置,包括:第一接收单元,用于接收到第一属性同步消息,其中,所述第一属性同步消息用于通知当前运行的游戏中的第一对象的属性信息为第一属性信息,所述第一对象在所述游戏中处于虚拟对象的第一视野范围内;第一显示单元,用于在所述虚拟对象对应的客户端上显示具有所述第一属性信息的所述第一对象;第二接收单元,用于接收到第二属性同步消息,其中,所述第二属性同步消息用于通知在所述游戏中的第二对象的属性信息为第二属性信息,所述第二对象在所述游戏中处于所述虚拟对象的所述第一视野范围内,所述第一对象的第一属性同步范围大于所述第二对象的第二属性同步范围;第二显示单元,用于在所述客户端上显示具有所述第一属性信息的所述第一对象和具有所述第二属性信息的所述第二对象。
根据本申请实施例的又一方面,还提供了一种存储介质,该存储介质中存储有计算机程序,其中,该计算机程序被设置为运行时执行上述方法。
在本申请实施例中,基于多个属性同步范围对游戏中的对象进行属性信息同步。当检测到当前运行的游戏中第一对象和第二对象各自的属性信息发生变化时,获取第一对象当前的属性信息作为第一属性信息,获取第二对象当前的属性信息作为第二属性信息,其中,第一对象和第二对象在游戏中处于虚拟对象的视野范围内;根据虚拟对象与第一对象的第一距离和虚拟对象与第二对象的第二距离,同步第二属性信息和/或第一属性信息至虚拟对象对应的客户端,其中,第一对象的第一属性同步范围大于第二对象的第二属性同步范围。由于采用了至少两种属性同步范围,且不同对象的属性同步范围可以不同,在地图范围扩大时可以有选择地显示部分对象,达到了灵活调整属性同步范围的目的,从而实现了减少内存使用量的技术效果,解决了相关技术中提供的信息同步方式存在地图范围扩大导致内存使用量剧增的技术问题。
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一种信息同步方法的应用环境的示意图;
图2是根据本申请实施例的一种可选的信息同步方法的流程示意图;
图3是根据本申请实施例的一种可选的对象属性同步范围的示意图;
图4是根据本申请实施例的另一种可选的对象属性同步范围的示意图;
图5是根据本申请实施例的又一种可选的对象属性同步范围的示意图;
图6是根据本申请实施例的一种可选的双层视野稀疏管理的示意图;
图7是根据本申请实施例的一种可选的虚拟对象视野范围的示意图;
图8是根据本申请实施例的另一种可选的信息同步方法的流程示意图;
图9是根据本申请实施例的一种可选的信息同步装置的结构示意图;
图10是根据本申请实施例的另一种可选的信息同步装置的结构示意图;以及
图11是根据本申请实施例的一种可选的电子装置的结构示意图。
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。
根据本申请实施例的一个方面,提供了一种信息同步方法。可选地,上述信息同步方法可以但不限于应用于如图1所示的应用环境中。如图1所示,运行于终端中的客户端102与当前运行的游戏中的虚拟对象对应,客户端102通过网络104与服务器106进行交互。服务器106检测到当前运行的游戏中第一对象和第二对象各自的属性信息发生变化时,获取第一对象当前的属性信息作为第一属性信息,获取第二对象当前的属性信息作为第二属性信息,其中,第一对象和第二对象在游戏中处于虚拟对象的视野范围内;根据虚拟对象与第一对象的第一距离和虚拟对象与第二对象的第二距离,同步第 二属性信息和/或第一属性信息至客户端102,其中,第一对象的第一属性同步范围大于第二对象的第二属性同步范围。客户端102响应服务器106发送来的属性同步信息,在客户端102上显示具有第一属性信息的第一对象和/或具有第二属性信息的第二对象。
可选地,在本实施例中,上述终端可以包括但不限于以下至少之一:手机、平板电脑、PC机等。上述网络104可以包括但不限于无线网络或有线网络,其中,该无线网络包括:蓝牙、WIFI及其他实现无线通信的网络,该有线网络包括:局域网、城域网及广域网。上述服务器106可以包括但不限于以下至少之一:PC机及其他用于提供游戏服务的设备。上述只是一种示例,本实施例中对此不做任何限定。
可选地,在本实施例中,作为一种可选的实施方式,如图2所示,上述应用于服务器侧的信息同步方法可以包括:
S202,检测到当前运行的游戏中第一对象和第二对象各自的属性信息发生变化时,获取第一对象当前的属性信息作为第一属性信息,并获取第二对象当前的属性信息作为第二属性信息,其中,第一对象和第二对象在游戏中处于虚拟对象的视野范围内;
S204,根据虚拟对象与第一对象的第一距离和虚拟对象与第二对象的第二距离,同步第二属性信息和/或第一属性信息至虚拟对象对应的客户端,其中,第一对象的第一属性同步范围大于第二对象的第二属性同步范围。
可选地,上述信息同步方法可以应用于游戏应用中,或者虚拟购物应用,或者虚拟参观应用,或者模拟训练应用中。其中,上述游戏应用可以为多人在线战术竞技游戏(Multiplayer Online Battle Arena,简称为MOBA)或者为单人游戏(Single-Player Game,简称为SPG)。在此不做具体限定。需要说明的是,上述游戏应用可以包括但不限于以下至少之一:二维(Two Dimension,简称2D)游戏应用、三维(Three Dimension,简称3D)游戏应用、虚拟现实(Virtual Reality,简称VR)游戏应用、增强现实(Augmented Reality,简称AR)游戏应用、混合现实(Mixed Reality,简称MR)游戏应用。以上只是一种示例,本实施例对此不作任何限定。上述游戏应用中的虚拟世界可以为运用电脑技术、互联网技术、卫星技术和人类的意识潜能开发或形成的世界,该虚拟世界可以独立于现实世界,也可以与现实世界有特定联系,人们可以通过特定手段进行控制或进入该虚拟世界。
上述步骤S202至S204可以由服务器执行,该服务器可以用于提供游戏数据服务。
在步骤S202中,检测到当前运行的游戏中第一对象的属性信息变化为第一属性信息,第二对象的属性信息变化为第二属性信息,其中,第一对象和第二对象在游戏中处于虚拟对象的视野范围内。
在一个游戏的场景中,可以同时存在多个不同对象,服务器可以检测该 场景中各个对象的属性信息的变化。上述对象可以是属性信息随时间可能产生变化的对象,例如,玩家、怪物、船只等。上述对象的属性信息的变化可以包括但不限于以下内容的变化:
1)对象的血量、蓝量;
2)对象执行的操作,例如,发出技能、位置变化等。上述技能可以是实时的,例如,瞬发技能,也可以是非实时的,例如,定时发出的技能(例如,技能发出后预定时间触发),或者条件触发的技能(例如,技能为手雷,非对象的其他对象碰触触发)。上述位置变化可以是由对象执行前进、后退、翻滚等操作触发的。
3)对象被动的属性变化,例如,受到攻击发生血量、蓝量的变化、装备变化(装备破损,装备掉落等)、位置变化等。
视野是指游戏中玩家看到的对象变化同步范围、包括人(可以是玩家或者NPC)、怪物、建筑、掉落物等数据同步。视野管理是将大地图划分为网状的视野单元,每个视野单元内挂载坐标隶属于该视野单元的对象。游戏中普通地图中一个视野管理单元可以为64m*64m。当视野单元中的玩家、怪物或者其他对象产生变化时,可以采用但不限于以下通知方式:
1)单播,只下发给关心变化的玩家;
2)视野广播,以对象所在视野单元为中心通知周边9宫格的视野范围内的玩家(如图3所示);
3)广播,通常会通知单个地图内所有玩家。
由于单播的方式关注的玩家有限,广播的方式对于CPU和流量消耗巨大,因此,视野广播是最常用的、最有效的通知方式,这种方式对地图进行合理的区域划分,当对象发生变化时只通知有限范围的玩家,兼顾了游戏的表现和流量的限制。
可选地,虚拟对象的视野范围可以是控制该虚拟对象的客户端上所显示的范围,上述视野范围通过虚拟对象的位置、虚拟对象的视角以及虚拟对象所处的场景确定。上述场景可以是陆地场景(例如,岛屿、城市),也可以是海洋场景。虚拟对象在游戏当前地图中的位置、视角、所处的场景不同,均会导致虚拟对象的视野范围不同。例如,虚拟对象在海洋上的视野范围与在陆地上的视野范围,虚拟对象低头和平视视角对应的视野范围不同。
可选地,虚拟对象视野范围内处于同一相同位置的对象可以是具有相同坐标的对象,也可以是处于相同的视野单元中的对象。可以采用相同的视野单元对大地图进行划分,对象处于同一相同位置上可以是对象处于相同的视野单元中。也可以采用不同的视野单元对大地图进行划分,例如,第一对象对应的视野单元可以是以第一长度单位(例如,1km)为边长的视野单元,第二对象对应的视野单元可以是以第二长度单位(例如,64m)为边长的视野单元。
第一对象和第二对象可以处于虚拟对象视野范围内的相同位置上。第一对象和第二对象处于相同位置上可以是:第一对象所在的坐标和第二对象所在的坐标属于相同的视野单元,该视野单元是在大地图按照相同的视野单元长度划分得到的。
对象的属性同步范围可以是以对象所在位置为中心的目标范围。上述对象所在位置可以是对象所处的坐标,或者对象所在的视野单元。目标范围可以是以对象所处的坐标为中心、预定半径的圆形范围内,也可以是以对象所处的视野单元为中心的指定位置的视野单元的集合(九宫格)。上述只是一种示例,本实施例中对此不作限定。
第一对象和第二对象的属性同步范围可以是不同的,上述属性同步范围的不同可以是:属性同步范围对应的视野单元的长度单位相同,同步的视野单元的范围不同,例如,第一属性同步范围为以第一对象所在视野单元为中心的25宫格,第二属性同步范围为以第二对象所在视野单元为中心的九宫格内,如图4所示。上述属性同步范围的不同还可以是:属性同步范围对应的视野单元的长度单位不同,同步的视野单元的范围相同,例如,第一属性同步范围为以第一对象所在第一视野单元为中心的九宫格,该第一视野单元的边长为1km,第二属性同步范围为以第二对象所在第二视野单元为中心的九宫格,该第二视野单元的边长为64m,如图5所示。
可选地,对于视野单元的长度单位不同的情况,可以采取多级视野管理的机制进行视野管理。上述多级视野管理可以是:按层级划分,采用多级视野(例如,两级视野),不同视野采用不同的视野单元长度,将不同的对象挂载在不同级视野之上。多级视野管理的机制可以满足游戏的复杂表现(如交互式技能、3D移动、船只行为)并且兼顾硬件的处理能力。
例如,采取两级的视野管理机制进行视野管理,两级视野分别称为顶层视野和底层视野。底层视野广播范围较小(视野单元的长度小),适合视距要求较小,移动速度慢,周围环境变化复杂,同步行为密集等广播行为(如玩家间的PK);而顶层视野广播范围大,适合视距要求大,对象移动速度较快,周围环境变化简单,同步行为低频的广播行为(如,海洋上的船只移动)。
采取多级视野管理的机制可以将游戏切分出多套视野管理网格(例如,两套视野管理网格:64m的视野单元和1km的视野单元),每套视野管理网格可以对应于一个视野管理器(可以是物理的设备,也可以是视野管理器中划分的虚拟设备)。这样玩家处于多层的视野管理器中,可以接收到不同视野管理器同步的信息。
在不同的应用场景中,地图可以被多层视野全部覆盖,也可以仅被单层视野覆盖,或者多层视野覆盖与单层视野覆盖相结合。
例如,对于两层视野管理,在应用场景需要大范围广播时采用顶层视野,而需要小范围广播时切换到底层视野(顶层视野的视野单元的边长大于底层 视野的视野单元的边长)。
多层视野全覆盖的视野管理方式,从内存的使用上来说并不经济(需要以视野管理单元为尺寸分配大量视野数据结构)。单层视野全覆盖的视野管理方式,对象显示不完整,在需要精细化的表现时,会降低用户体验。采用多层视野覆盖与单层视野覆盖范围相结合的方式,既能够提供更大的视野支持,又能够在需要精细化的表现时保障用户体验。
可选地,对于两层视野管理,可以采用自适配的视野管理模式,采用稀疏化的管理方式,与稀疏矩阵类似。上述双层精度的稀疏视野管理方式可以如图6所示。
可选地,上述顶层视野和底层视野均存在于适合的场景之内,一张完整的地图中,既有区域只存在顶层视野、亦有区域只存在底层视野,同时也存在双层视野共存的部分。例如,一般的地图只有玩家、怪物的行为,同步范围小、行为密集,只需要单层视野的存在(底层视野)。而在包括海洋的地图(例如,航海地图)中,海洋视野广阔,需要顶层视野的广播范围;而岛屿上,玩家之间的可见行为需要底层视野支持,同时岛屿上的玩家又要看到远处的船,所以岛屿所在的区域可以存在双层视野。
在地图的管理上视野的稀疏性主要取决于地形需求。底层视野由于视野管理范围较小,在同样的尺寸地图中,相比顶层视野更消耗内存,通过引入稀疏管理,可以仅在岛屿范围加入这种高内存消耗的管理格式。
对于上述视野管理方式,可以在代码侧通过继承的结构实现稀疏多级视野。代码可以如下:
Figure PCTCN2019099916-appb-000001
Figure PCTCN2019099916-appb-000002
其中,INST_AROUND_BASE_MGR是一个基础的视野管理单元,INST_AROUND_MANAGER继承于MAP_AROUND_BASE_MGR作为一个顶层视野管理器,他本身亦是一个顶层视野管理单元。其成员对象sub_mgr_data作为一个底层视野管理器的指针。如果该区域亦存在底层视野,可以通过该指针快速索引到底层视野的管理器,以访问底层视野数据,下发给需要广播的对象,反之则指针为空,不需要对该层级对象进行广播。
可选地,在业务上,可以采用灵活的方式处理多级视野,而不把对象绑定在某一级视野之上,而是按需选择。
例如,人在海岛周围的船上的行为会广播给底层视野,让海岛附近的玩家能观察到,也会广播给顶层视野,方便在更远处的海面上的船只知道他的情况。所在顶层视野和底层视野的选择上根据业务的需要自主选择接口(按需广播、指定层级广播、自适配,其中自适配会按照当前坐标存在的视野层级选择合适的同步策略),具有灵活性。
在步骤S204中,根据虚拟对象与第一对象的第一距离和虚拟对象与第二对象的第二距离,同步第二属性信息和/或第一属性信息至虚拟对象对应的客户端,其中,第一对象的第一属性同步范围大于第二对象的第二属性同步范围。
第一对象的第一属性同步范围大于第二对象的第二属性同步范围是指:第一对象的属性同步范围所占用的视野单元对应的范围(例如,3km*3km)大于第二对象的属性同步范围所占用的视野单元对应的范围(例如,192m*192m)。
可选地,根据虚拟对象与第一对象的第一距离和虚拟对象与第二对象的 第二距离,同步第一属性信息和/或第二属性信息至虚拟对象对应的客户端,可以包括:在虚拟对象处于第一对象的第一属性同步范围的情况下,同步第一属性信息至客户端;和/或,在虚拟对象处于第二对象的第二属性同步范围的情况下,同步第二属性信息至客户端。
可以根据虚拟对象与第一对象的第一距离,判断虚拟对象是否处于第一对象的第一属性同步范围;根据虚拟对象与第二对象的第二距离,判断虚拟对象是否处于第二对象的第二属性同步范围。包括以下几种情况:
(1)虚拟对象处于第一对象的第一属性同步范围内且处于第二对象的第二属性同步范围外,在这种情况下,仅同步第一属性信息至该客户端。此时,客户端上仅更新显示具有第一属性信息的第一对象。
(2)虚拟对象处于第一对象的第一属性同步范围内且处于第二对象的第二属性同步范围内,在这种情况下,同时同步第一属性信息和第二属性信息至该客户端。此时,客户端上同时更新显示具有第一属性信息的第一对象和具有第二属性信息的第二对象。
(3)虚拟对象处于第一对象的第一属性同步范围外且处于第二对象的第二属性同步范围内,在这种情况下,仅同步第二属性信息至该客户端。此时,客户端上仅更新显示具有第二属性信息的第二对象。
(4)虚拟对象处于第一对象的第一属性同步范围外且处于第二对象的第二属性同步范围外,在这种情况下,不同步第一属性信息和第二属性信息中的任何一个至该客户端。此时,客户端上不更新显示第一对象和第二对象中的任何一个。
通过上述方式,丰富了玩家视野的表现形式,也兼顾了流量的压力。
在不同的时刻,虚拟对象和第一对象(或第二对象)的相对位置会发生变化。虚拟对象与第一对象(或第二对象)的相对位置的变化可以是由虚拟对象的移动、第一对象(或第二对象)的移动或者虚拟对象和第一对象(或第二对象)同时移动导致的。移动范围可以是一个或多个视野单元。位置不同,同步至客户端的属性信息可能不同。
例如,在第一时刻,检测到虚拟对象处于第一对象的第一属性同步范围内(或第二对象的第二属性同步范围内),则同步第一对象的属性信息(或第二对象的属性信息)至客户端,以供客户端进行显示。在第二时刻,检测到虚拟对象由处于第一对象的第一属性同步范围内(或第二对象的第二属性同步范围内)变化为处于第一对象的第一属性同步范围外(或第二对象的第二属性同步范围外),则向客户端发送用于移除第一对象(或第二对象)的通知消息,以指示客户端移除显示的第一对象(或第二对象)。
上述移除的操作可以是从虚拟对象对应的对象链表中,将第一对象(或第二对象)移除,该对象链表用于存储在虚拟对象对应的客户端上显示的对象信息。在将对象链表同步到客户端时,该第一对象(或第二对象)从客户 端上移除(客户端上不显示第一对象或第二对象)。
又例如,在第一时刻,检测到虚拟对象处于第一对象的第一属性同步范围外(或第二对象的第二属性同步范围外),则不向客户端同步第一对象的属性信息(或第二对象的属性信息)。在第二时刻,检测到虚拟对象由处于第一对象的第一属性同步范围外(或第二对象的第二属性同步范围外)变化为处于第一对象的第一属性同步范围内(或第二对象的第二属性同步范围内),则向客户端同步第一对象的属性信息(或第二对象的属性信息)至客户端,以供客户端进行显示。
例如,如图7所示(图7显示的为客户端所显示的游戏界面的部分),把玩家和船只等不同对象限制在不同的视野广播范围。对于玩家、怪物、物品等对象(作用同第二对象)采用较小的视野同步范围(作用同上述属性同步范围,例如,192m*192m);而船只(作用同第一对象)则采用较大的视野同步范围(例如,3km*3km)。玩家可以看到船从远方行驶而来,也可以看到远方的船互联开炮。而看不到船上船员的行为。需要等船驶近之后才可以看到近处的船员行为。
可选地,可以将第二对象的属性同步范围由第二属性同步范围调整为第三属性同步范围;在虚拟对象位于第二对象的第三属性同步范围内的情况下,获取第二对象的当前属性信息作为第二对象的第四属性信息,将第二对象的第四属性信息同步到登录帐号所登录的客户端。
第三属性同步范围可以与第二属性同步范围相同,也可以与第二属性同步范围不同。可以结合不同的视野管理器,将第二对象的属性信息通过不同的视野管理器进行广播,例如,上述视野管理器可以是第一对象所在的视野管理器,也可以是与第一对象所在的视野管理器和第二对象所在的视野管理器均不同的视野管理器,还可以是第一对象所在的视野管理器以及第二对象所在的视野管理器。
视野管理器的选择上是可以由业务的需要自主选择接口(按需广播、指定层级广播、自适配,其中自适配会按照当前坐标存在的视野层级选择合适的同步策略),具有灵活性。
可选地,将第二对象的属性同步范围由第二属性同步范围调整为第三属性同步范围可以包括:在检测到虚拟对象在游戏中完成目标任务的情况下,将第二对象的属性同步范围由第二属性同步范围调整为第三属性同步范围。
可选地,可以设置触发对象属性同步范围发生切换的目标任务,例如,虚拟对象执行查看第二对象所在的视野单元中所有对象的操作(例如,通过向服务器发送查看请求),或者,虚拟对象对第二对象所在的视野单元中对象(例如,第一对象)发起攻击操作等。
虚拟对象的视野范围发生变化之后(由第一视野范围切换到第二视野范围),可以目标对象(游戏中属性同步范围覆盖的虚拟对象)的属性信息同步 到虚拟对象对应的客户端。
在虚拟对象的视野范围发生变化时,其视野范围内的对象信息将对应地发生变化,可以通过获取游戏中属性同步范围覆盖的虚拟对象的属性信息,并将目标对象的属性信息同步到客户端,以便及时更新客户端中显示的对象。
上述视野范围发生变化可以是由虚拟对象的位置发生变化(例如,虚拟对象进入新的视野单元触发的),也可以是由于虚拟对象的视角发生变化触发的。
可选地,在虚拟对象处于第一视野管理器和第二视野管理器共存的第一区域的情况下,通过目标指针获取位于第一视野管理器中的对象同步的第一对象属性信息,其中,第一对象位于第一视野管理器中,第一视野管理器中的对象的属性同步范围为第一属性同步范围;通过目标指针索引到第二视野管理器,获取位于第二视野管理器中的对象同步的第二对象属性信息,其中,第二对象位于第二视野管理器中,第二视野管理器中的对象的属性同步范围为第二属性同步范围。
通过本申请实施例,基于多个属性同步范围对游戏中的对象进行属性信息同步。当检测到当前运行的游戏中第一对象和第二对象各自的属性信息发生变化时,获取第一对象当前的属性信息作为第一属性信息,获取第二对象当前的属性信息作为第二属性信息,其中,第一对象和第二对象在游戏中处于虚拟对象的视野范围内;根据虚拟对象与第一对象的第一距离和虚拟对象与第二对象的第二距离,同步第二属性信息和/或第一属性信息至虚拟对象对应的客户端,其中,第一对象的第一属性同步范围大于第二对象的第二属性同步范围。如此,可以达到灵活调整属性同步范围的目的,减少内存使用量。作为一种可选的实施方案,在根据虚拟对象与第一对象的第一距离和虚拟对象与第二对象的第二距离,同步第一属性信息和/或第二属性信息至虚拟对象对应的客户端之后,上述方法还包括:
在检测到虚拟对象移动至第二对象的第二属性同步范围外的情况下,向客户端发送用于移除第二对象的通知消息。
通过本实施例,在检测到虚拟对象由处于第二对象的第二属性同步范围内移动至处于第二对象的第二属性同步范围外的情况下,将第二对象从该虚拟对象对应的客户端上移除,从而使客户端上可以准确同步视野范围内的对象信息,提高了用户体验。
作为一种可选的实施方案,在根据虚拟对象与第一对象的第一距离和虚拟对象与第二对象的第二距离,同步第一属性信息和/或第二属性信息至虚拟对象对应的客户端之后,上述方法还包括:
在检测到虚拟对象移动至第二对象的第二属性同步范围内的情况下,获取第二对象当前的属性信息作为第二对象的第三属性信息,将第二对象的第三属性信息同步到客户端。
通过本实施例,在检测到虚拟对象由处于第二对象的第二属性同步范围外移动至处于第二对象的第二属性同步范围内的情况下,获取该第二对象当前的属性信息作为第二对象的第三属性信息,将该第三属性信息同步到虚拟对象对应的客户端,由此,客户端上可以及时显示属性同步范围覆盖的虚拟对象的对象信息,提高了用户体验。
作为一种可选的实施方案,在根据虚拟对象与第一对象的第一距离和虚拟对象与第二对象的第二距离,同步第一属性信息和/或第二属性信息至虚拟对象对应的客户端之后,上述方法还包括:
S1,将第二对象的属性同步范围由第二属性同步范围调整为第三属性同步范围,其中,第三属性同步范围大于第二属性同步范围;
S2,在虚拟对象处于第二对象的第三属性同步范围内的情况下,获取第二对象当前的属性信息作为第二对象的第四属性信息,将第二对象的第四属性信息同步到客户端。
可选地,将第二对象的属性同步范围由第二属性同步范围调整为第三属性同步范围包括:
在检测到虚拟对象在游戏中完成目标任务的情况下,将第二对象的属性同步范围由第二属性同步范围调整为第三属性同步范围。
通过本实施例,通过调整对象的属性同步范围,以在客户端上进行对象的显示,可以丰富游戏场景的展现形式,提高用户体验。
作为一种可选的实施方案,在根据虚拟对象与第一对象的第一距离和虚拟对象与第二对象的第二距离,同步第一属性信息和/或第二属性信息至虚拟对象对应的客户端之后,上述方法还包括:
S1,在虚拟对象处于第一视野管理器和第二视野管理器共存的第一区域的情况下,通过目标指针获取位于第一视野管理器中的对象同步的第一对象属性信息,其中,第一对象位于第一视野管理器中,第一视野管理器中的对象的属性同步范围为第一属性同步范围;
S2,通过目标指针索引到第二视野管理器,获取位于第二视野管理器中的对象同步的第二对象属性信息,其中,第二对象位于第二视野管理器中,第二视野管理器中的对象的属性同步范围为第二属性同步范围。
通过本实施例,通过目标指针在与不同的属性同步范围对应的视野管理器之间进行切换,分别获取不同视野器中的对象同步的对象属性信息,可以便于对不同属性不同范围的对象进行管理。
作为一种可选的实施方案,根据虚拟对象与第一对象的第一距离和虚拟对象与第二对象的第二距离,同步第一属性信息和/或第二属性信息至虚拟对象对应的客户端包括:
S1,在虚拟对象处于第一对象的第一属性同步范围的情况下,同步第一属性信息至客户端;和/或,
S2,在虚拟对象处于第二对象的第二属性同步范围的情况下,同步第二属性信息至客户端。
通过本实施例,根据虚拟对象与不同对象的属性同步范围的关系,进行不同对象的属性信息的同步,可以实现不同对象属性信息的同步。
在本实施例中,作为另一种可选的实施方式,如图8所示,上述应用于终端侧的信息同步方法可以包括:
S802,接收到第一属性同步消息,其中,第一属性同步消息用于通知当前运行的游戏中的第一对象的属性信息为第一属性信息,第一对象在游戏中处于虚拟对象的第一视野范围内;
S804,在虚拟对象对应的客户端上显示具有第一属性信息的第一对象;
S806,接收到第二属性同步消息,其中,第二属性同步消息用于通知在游戏中的第二对象的属性信息为第二属性信息,第二对象在游戏中处于虚拟对象的第一视野范围内,第一对象的第一属性同步范围大于第二对象的第二属性同步范围;
S808,在客户端上显示具有第一属性信息的第一对象和具有第二属性信息的第二对象。
可选地,上述信息同步方法可以应用于前述中的游戏应用中,或者虚拟购物应用,或者虚拟参观应用,或者模拟训练应用中。
在步骤S802中,接收到第一属性同步消息,其中,第一属性同步消息用于通知当前运行的游戏中的第一对象的属性信息为第一属性信息,第一对象在游戏中处于虚拟对象的第一视野范围内。
在一个游戏场景中,虚拟对象的视野范围内可以同时存在多个不同对象,对象的属性信息发生变化时,可以采用但不限于以下通知方式通知客户端:单播、视野广播、广播。
不同对象的属性同步范围不同,第一对象的第一属性同步范围可以大于第二对象的第二属性同步范围。因此,处于虚拟对象视野范围内的第一对象和第二对象(例如,两者处于视野范围内的相同位置上,或者,与虚拟对象距离相同个数的视野单元),虚拟对象与第一对象和第二对象的相对位置会发生变化。
虚拟对象视野范围内的相同位置上的对象可以是具有相同坐标的对象,也可以是处于相同的视野单元中的对象。不同对象的属性同步范围可以相同,也可以不同。第一对象对应的视野单元可以是以第一长度单位(例如,1km)为边长的视野单元,第二对象对应的视野单元可以是以第二长度单位(例如,64m)为边长的视野单元。
虚拟对象对应的客户端接收到第一属性同步消息,第一属性同步消息用于通知第一对象当前的属性信息为第一属性信息。第一属性同步消息可以是 因第一对象的属性信息发生变化触发生成的,也可以是因虚拟对象进入到第一对象的第一属性同步范围触发生成的。
在步骤S804中,在虚拟对象对应的客户端上显示具有第一属性信息的第一对象。
在接收到第一属性同步消息之后,根据第一属性信息,虚拟对象对应的客户端显示具有第一属性信息的第一对象。
例如,在船只与玩家的相对移动使得玩家进入到船只的视野同步范围之后,或者玩家位于船只的视野同步范围内,并且船只当前的属性信息发送变化时,向与该玩家对应的客户端同步船只当前的属性信息,接收到船只当前的属性信息之后,在玩家视野范围内更新显示具有该属性信息的船只。
在虚拟对象对应的客户端上显示具有第一属性信息的第一对象之后,可以调整第二对象的属性同步范围:从第二属性同步范围调整到第三属性同步范围,第三属性同步范围可以大于第二属性同步范围,也可以小于第二属性同步范围。
上述调整操作可以是由根据同步策略自动调整,上述同步策略可以是在检测到虚拟对象在游戏中完成目标任务的情况下,将第二对象的属性同步范围由第二属性同步范围调整为第三属性同步范围,也可以是在第二对象处于目标场景下(例如,岛屿、海岸等),将第二对象的属性同步范围由第二属性同步范围调整为第三属性同步范围,还可以是接收到目标指令(由用户触发或者系统自动触发)之后,将第二对象的属性同步范围由第二属性同步范围调整为第三属性同步范围,具体的调整方式可以根据需要进行设定,本实施例中对此不作限定。
可选地,在虚拟对象对应的客户端上显示具有第一属性信息的第一对象之后,检测到虚拟对象在游戏中完成目标任务,其中,目标任务用于触发将第二对象的属性同步范围由第二属性同步范围调整为第三属性同步范围。
上述目标任务可以是虚拟对象执行查看第二对象所在的视野单元中的所有对象的操作(如,通过向服务器发送查看请求),或者,虚拟对象对第二对象所在的视野单元中的对象(如,第一对象)发起攻击操作等。
可选地,在检测到虚拟对象在游戏中完成目标任务之后,可以接收到第三属性同步消息,其中,第三属性同步消息用于通知在第二对象当前的属性信息为第三属性信息;在客户端上显示具有第三属性信息的第二对象。
在第二对象的属性同步范围由第二属性同步范围调整至第三属性同步范围之后,虚拟对象可以位于第二对象的第三属性同步范围之内。服务器可以向虚拟对象对应的客户端同步第二对象当前的属性信息(第三属性信息)。客户端接收到第二对象当前的属性信息(如,通过属性同步消息的方式)之后,在客户端上显示具有该属性信息的第二对象。
例如,在船只上的玩家进入目标场景(例如,岛屿)之后,将其视野同 步范围调整到与船只的视野同步范围相同,以方便在更远处的海面上的船只知道他的情况。
在步骤S806中,接收到第二属性同步消息,其中,第二属性同步消息用于通知在游戏中的第二对象当前的属性信息为第二属性信息,第二对象在游戏中处于虚拟对象的第一视野范围内,第一对象的第一属性同步范围大于第二对象的第二属性同步范围。
虚拟对象对应的客户端接收到第二属性同步消息,第二属性同步消息用于通知第二对象当前的属性信息为第二属性信息。第二属性同步消息可以是由第二对象当前的属性信息发生变化触发的,也可以是由虚拟对象进入到第二对象的第二属性同步范围触发的。
第一对象和第二对象可以位于虚拟对象视野范围内的相同位置上。由于在第一对象和第二对象与虚拟对象的相对位置发生变化(靠近)的过程中,第一对象的第一属性同步范围大于第二对象的第二属性同步范围,虚拟对象处于第一对象的第一属性同步范围中,虚拟对象对应的客户端接收到第一对象当前的属性信息,并显示第一对象。在第一对象和第二对象与虚拟对象进一步靠近,虚拟对象处于第二对象的第二属性同步范围,虚拟对象对应的客户端可以接收到第二对象当前的属性信息。
在步骤S808中,在客户端上显示具有第一属性信息的第一对象和具有第二属性信息的第二对象。
在接收到第二对象的第二属性信息之后,在虚拟对象对应的客户端上可以显示具有第一属性信息的第一对象以及具有第二属性信息的第二对象,以有层次显示不同的对象。
例如,在海洋场景下的船只向玩家移动的过程中,玩家可以看到船只(第一对象)从远方行驶而来,也可以看到远方的船互联开炮。玩家等船只驶近之后可以既看到船只又可以看到近处的船员(第二对象)行为。
可选地,在客户端上显示具有第一属性信息的第一对象和具有第二属性信息的第二对象之后,可以在虚拟对象由处于第二对象的第二属性同步范围内变化为处于第二对象的第二属性同步范围外的情况下,接收用于移除第二对象的通知消息;响应通知消息,在客户端上移除显示的第二对象。
在客户端上显示第一对象和第二对象之后,虚拟对象与第二对象的相对位置发生变化,虚拟对象可以由处于第二对象的第二属性同步范围内变化为处于第二对象的第二属性同步范围外。客户端将相应地接收到用于移除的第二对象的通知消息。响应该通知消息,可以在客户端上移除显示该第二对象。
可以从虚拟对象对应的对象链表中,将第二对象移除,该对象链表用于存储在虚拟对象对应的客户端上显示的对象信息。在将对象链表同步到客户端时,客户端相应地从其显示界面上移除该第二对象(客户端上不显示第二对象)。
可选地,在游戏运行的过程中,在虚拟对象的视野范围由第一视野范围切换到第二视野范围的情况下,接收第四属性通知消息,其中,第四属性通知消息用于通知目标对象的属性信息为第四属性信息,目标对象为游戏中处于虚拟对象的第二视野范围内、且属性同步范围覆盖虚拟对象的对象;响应第四属性通知消息,在客户端上显示具有第四属性信息的目标对象。
在虚拟对象的视野范围发生变化时,其视野范围内的对象信息对应地发生变化,可以通过获取游戏中属性同步范围覆盖的目标对象的属性信息,并将目标对象的属性信息同步到客户端。客户端可以及时更新显示的对象。
上述视野范围发生变化可以是由虚拟对象的位置发生变化(例如,虚拟对象进入新的视野单元触发的),也可以是由于虚拟对象的视角发生变化触发的。
通过本申请实施例,基于多个属性同步范围对游戏中的对象进行属性信息同步。接收到第一属性同步消息,其中,第一属性同步消息用于通知当前运行的游戏中的第一对象的属性信息为第一属性信息,第一对象在游戏中处于虚拟对象的第一视野范围内;在虚拟对象对应的客户端上显示具有第一属性信息的第一对象;接收到第二属性同步消息,其中,第二属性同步消息用于通知在游戏中的第二对象的属性信息为第二属性信息,第二对象在游戏中处于虚拟对象的第一视野范围内,第一对象的第一属性同步范围大于第二对象的第二属性同步范围;在客户端上显示具有第一属性信息的第一对象和具有第二属性信息的第二对象。由于至少采用了两种属性同步范围,不同对象的属性同步范围可以不同,在地图范围扩大时可以有选择地显示部分对象,从而达到减少内存使用量的技术效果。
作为一种可选的实施方案,在虚拟对象对应的客户端上显示具有第一属性信息的第一对象之后,上述方法还包括:
S1,检测到虚拟对象在游戏中完成目标任务,其中,目标任务用于触发将第二对象的属性同步范围由第二属性同步范围调整为第三属性同步范围。
可选地,在检测到虚拟对象在游戏中完成目标任务之后,上述方法还包括:
S11,接收到第三属性同步消息,其中,第三属性同步消息用于通知在第二对象的属性信息为第三属性信息;
S12,在客户端上显示具有第三属性信息的第二对象。
通过本实施例,通过调整对象的属性同步范围,以在客户端上进行对象的显示,可以丰富游戏场景的展现形式,提高用户体验。
作为一种可选的实施方案,在客户端上显示具有第一属性信息的第一对象和具有第二属性信息的第二对象之后,上述方法还包括:
S1,在虚拟对象移动至第二对象的第二属性同步范围外的情况下,接收用于移除第二对象的通知消息;
S2,响应通知消息,在客户端上移除显示的第二对象。
通过本实施例,在检测到虚拟对象由处于第二对象的第二属性同步范围内变化为处于第二对象的第二属性同步范围外的情况下,将第二对象从该虚拟对象对应的客户端的显示界面上移除,从而使客户端上可以准确同步视野范围内的对象信息,提高了用户体验。
作为一种可选的实施方案,在客户端上显示具有第一属性信息的第一对象和具有第二属性信息的第二对象之后,上述方法还包括:
S1,在虚拟对象的视野范围由第一视野范围切换到第二视野范围的情况下,接收第四属性通知消息,其中,第四属性通知消息用于通知目标对象的属性信息为第四属性信息,目标对象为游戏中处于虚拟对象的第二视野范围内、且属性同步范围覆盖虚拟对象的对象;
S2,响应第四属性通知消息,在客户端上显示具有第四属性信息的目标对象。
通过本实施例,在虚拟对象的视野范围发生变化时,接收目标对象的属性信息并在客户端上显示目标对象,从而使客户端上可以准确同步视野范围内的对象信息,提高了用户体验。
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优选实施例,所涉及的动作和模块并不一定是本申请所必须的。
根据本申请实施例的另一个方面,还提供了一种信息同步装置,如图9所示,该装置包括:
检测单元902,用于检测到当前运行的游戏中第一对象和第二对象各自的属性信息发生变化时,获取第一对象当前的属性信息作为第一属性信息,并获取第二对象当前的属性信息作为第二属性信息,其中,第一对象和第二对象在游戏中处于虚拟对象的视野范围内;
同步单元904,用于根据虚拟对象与第一对象的第一距离和虚拟对象与第二对象的第二距离,同步第一属性信息和/或第二属性信息至虚拟对象对应的客户端,其中,第一对象的第一属性同步范围大于第二对象的第二属性同步范围。
可选地,上述信息同步装置可以应用于如前述的游戏应用中,或者虚拟购物应用,或者虚拟参观应用,或者模拟训练应用中。上述检测单元902可以用于执行前述步骤S202,上述同步单元904可用于执行前述步骤S204,上述信息同步装置可以位于服务器中,也可以为独立的服务器。
通过本申请实施例,基于多个属性同步范围对游戏中的对象进行属性信 息同步。当检测到当前运行的游戏中第一对象和第二对象各自的属性信息发生变化时,获取第一对象当前的属性信息作为第一属性信息,获取第二对象当前的属性信息作为第二属性信息,其中,第一对象和第二对象在游戏中处于虚拟对象的视野范围内;根据虚拟对象与第一对象的第一距离和虚拟对象与第二对象的第二距离,同步第二属性信息和/或第一属性信息至虚拟对象对应的客户端,其中,第一对象的第一属性同步范围大于第二对象的第二属性同步范围。由此实现灵活调整属性同步范围的目的,减少内存使用量。
作为一种可选的实施方案,上述装置还包括:
第一发送单元,用于在根据虚拟对象与第一对象的第一距离和虚拟对象与第二对象的第二距离,同步第一属性信息和/或第二属性信息至虚拟对象对应的客户端之后,在检测到虚拟对象移动至第二对象的第二属性同步范围外的情况下,向客户端发送用于移除第二对象的通知消息。
通过本实施例,在检测到虚拟对象由处于第二对象的第二属性同步范围内变化为处于第二对象的第二属性同步范围外的情况下,将第二对象从该虚拟对象对应的客户端上移除,从而使客户端上可以准确同步视野范围内的对象信息,提高了用户体验。
作为一种可选的实施方案,上述装置还包括:
第一同步单元,用于在根据虚拟对象与第一对象的第一距离和虚拟对象与第二对象的第二距离,同步第一属性信息和/或第二属性信息至虚拟对象对应的客户端之后,在检测到虚拟对象移动至第二对象的第二属性同步范围内的情况下,获取第二对象当前的属性信息作为第二对象的第三属性信息,将第二对象的第三属性信息同步到客户端。
通过本实施例,在检测到虚拟对象由处于第二对象的第二属性同步范围外变化为处于第二对象的第二属性同步范围内的情况下,将第二对象当前的属性信息即第三属性信息同步到虚拟对象对应的客户端,从而使客户端可以及时对属性同步范围覆盖该虚拟对象的对象信息进行显示,提高了用户体验。
作为一种可选的实施方案,上述装置还包括:
调整单元,用于在根据虚拟对象与第一对象的第一距离和虚拟对象与第二对象的第二距离,同步第一属性信息和/或第二属性信息至虚拟对象对应的客户端之后,将第二对象的属性同步范围由第二属性同步范围调整为第三属性同步范围,其中,第三属性同步范围大于第二属性同步范围;
第二同步单元,用于在虚拟对象处于第二对象的第三属性同步范围内的情况下,获取第二对象当前的属性信息作为第二对象的第四属性信息,将第二对象的第四属性信息同步到客户端。
可选地,上述调整单元包括:
调整模块,用于在检测到虚拟对象在游戏中完成目标任务的情况下,将第二对象的属性同步范围由第二属性同步范围调整为第三属性同步范围。
通过本实施例,通过调整对象的属性同步范围,以在客户端上进行对象的显示,可以丰富游戏场景的展现形式,提高用户体验。
作为一种可选的实施方案,上述装置还包括:
第一获取单元,用于在根据虚拟对象与第一对象的第一距离和虚拟对象与第二对象的第二距离,同步第一属性信息和/或第二属性信息至虚拟对象对应的客户端之后,在虚拟对象处于第一视野管理器和第二视野管理器共存的第一区域的情况下,通过目标指针获取位于第一视野管理器中的对象同步的第一对象属性信息,其中,第一对象位于第一视野管理器中,第一视野管理器中的对象的属性同步范围为第一属性同步范围;
第二获取模块,用于通过目标指针索引到第二视野管理器,获取位于第二视野管理器中的对象同步的第二对象属性信息,其中,第二对象位于第二视野管理器中,第二视野管理器中的对象的属性同步范围为第二属性同步范围。
通过本实施例,通过目标指针在不同的属性同步范围的视野管理器之间进行切换,分别获取不同视野器中的对象同步的对象属性信息,可以便于对不同属性不同范围的对象进行管理。
作为一种可选的实施方案,上述同步单元902包括:
(1)第一同步模块,在虚拟对象处于第一对象的第一属性同步范围的情况下,同步第一属性信息至客户端;和/或,
(2)第二同步模块,用于在虚拟对象处于第二对象的第二属性同步范围的情况下,同步第二属性信息至客户端。
通过本实施例,根据虚拟对象与不同对象的属性同步范围的关系,进行不同对象的属性信息的同步,可以实现不同对象属性信息的同步。
在本实施例中,作为另一种可选的实施方式,如图10所示,上述信息同步装置可以包括:
第一接收单元1002,用于接收到第一属性同步消息,其中,第一属性同步消息用于通知当前运行的游戏中的第一对象的属性信息为第一属性信息,第一对象在游戏中处于虚拟对象的第一视野范围内;
第一显示单元1004,用于在虚拟对象对应的客户端上显示具有第一属性信息的第一对象;
第二接收单元1006,用于接收到第二属性同步消息,其中,第二属性同步消息用于通知在游戏中的第二对象的属性信息为第二属性信息,第二对象在游戏中处于虚拟对象的第一视野范围内,第一对象的第一属性同步范围大于第二对象的第二属性同步范围;
第二显示单元1008,用于在客户端上显示具有第一属性信息的第一对象和具有第二属性信息的第二对象。
可选地,上述信息同步方法可以应用于前述中的游戏应用中,或者虚拟购物应用,或者虚拟参观应用,或者模拟训练应用中。第一接收单元1002可以用于执行前述步骤S802,第一显示单元1004可用于执行前述步骤S804,第二接收单元1006可以用于执行前述步骤S806,第一显示单元1008可以用于执行前述步骤S808。上述信息同步装置可以位于用户终端中,也可以为独立的用户终端。
通过本申请实施例,基于多个属性同步范围对游戏中的对象进行属性信息同步。接收到第一属性同步消息,其中,第一属性同步消息用于通知当前运行的游戏中的第一对象的属性信息为第一属性信息,第一对象在游戏中处于虚拟对象的第一视野范围内;在虚拟对象对应的客户端上显示具有第一属性信息的第一对象;接收到第二属性同步消息,其中,第二属性同步消息用于通知在游戏中的第二对象的属性信息为第二属性信息,第二对象在游戏中处于虚拟对象的第一视野范围内,第一对象的第一属性同步范围大于第二对象的第二属性同步范围;在客户端上显示具有第一属性信息的第一对象和具有第二属性信息的第二对象,可以灵活调整属性同步范围的目的,减少内存使用量。
作为一种可选的实施方案,上述装置还包括:
检测单元,用于在虚拟对象对应的客户端上显示具有第一属性信息的第一对象之后,检测到虚拟对象在游戏中完成目标任务,其中,目标任务用于触发将第二对象的属性同步范围由第二属性同步范围调整为第三属性同步范围。
可选地,上述装置还包括:
(1)第一接收单元,用于在检测到虚拟对象在游戏中完成目标任务之后,接收到第三属性同步消息,其中,第三属性同步消息用于通知在第二对象的属性信息为第三属性信息;
(2)第三显示单元,用于在客户端上显示具有第三属性信息的第二对象。
通过本实施例,通过调整对象的属性同步范围,以在客户端上进行对象的显示,可以丰富玩家游戏场景的展现形式,提高用户体验。
作为一种可选的实施方案,上述装置还包括:
(1)第二接收单元,用于在客户端上显示具有第一属性信息的第一对象和具有第二属性信息的第二对象之后,在虚拟对象移动至第二对象的第二属性同步范围外的情况下,接收用于移除第二对象的通知消息;
(2)第四显示单元,用于响应通知消息,在客户端上移除显示的第二对象。
通过本实施例,在检测到虚拟对象由处于第二对象的第二属性同步范围内变化为处于第二对象的第二属性同步范围外的情况下,将第二对象从该虚拟对象对应的客户端的显示界面上移除,从而使客户端上可以准确同步视野 范围内的对象信息,提高了用户体验。
作为一种可选的实施方案,上述装置还包括:
(1)第三接收单元,用于在客户端上显示具有第一属性信息的第一对象和具有第二属性信息的第二对象之后,在虚拟对象的视野范围由第一视野范围切换到第二视野范围的情况下,接收第四属性通知消息,其中,第四属性通知消息用于通知目标对象的属性信息为第四属性信息,目标对象为游戏中处于虚拟对象的第二视野范围内、且属性同步范围覆盖虚拟对象的对象;
(2)第四显示单元,用于响应第四属性通知消息,在客户端上显示具有第四属性信息的目标对象。
通过本实施例,在虚拟对象的视野范围发生变化时,接收目标对象的属性信息并在客户端上显示目标对象,从而使客户端上可以准确同步视野范围内的对象信息,提高了用户体验。
根据本申请实施例的又一方面,还提供了一种存储介质,该存储介质中存储有计算机程序,其中,该计算机程序被设置为运行时执行上述任一项方法实施例中的步骤。
可选地,在本实施例中,上述存储介质可以被设置为存储用于执行以下步骤的计算机程序:
S1,检测到当前运行的游戏中第一对象和第二对象各自的属性信息发生变化时,获取第一对象当前的属性信息作为第一属性信息,并获取第二对象当前的属性信息作为第二属性信息,其中,第一对象和第二对象在游戏中处于虚拟对象的视野范围内;
S2,根据虚拟对象与第一对象的第一距离和虚拟对象与第二对象的第二距离,同步第一属性信息和/或第二属性信息至虚拟对象对应的客户端,其中,第一对象的第一属性同步范围大于第二对象的第二属性同步范围。
可选地,在本实施例中,上述存储介质可以被设置为存储用于执行以下步骤的计算机程序:
S1,接收到第一属性同步消息,其中,第一属性同步消息用于通知当前运行的游戏中的第一对象的属性信息为第一属性信息,第一对象在游戏中处于虚拟对象的第一视野范围内;
S2,在虚拟对象对应的客户端上显示具有第一属性信息的第一对象;
S3,接收到第二属性同步消息,其中,第二属性同步消息用于通知在游戏中的第二对象的属性信息为第二属性信息,第二对象在游戏中处于虚拟对象的第一视野范围内,第一对象的第一属性同步范围大于第二对象的第二属性同步范围;
S4,在客户端上显示具有第一属性信息的第一对象和具有第二属性信息的第二对象。
可选地,在本实施例中,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,简称为ROM)、随机存取器(Random Access Memory,简称为RAM)、磁盘或光盘等。
根据本申请实施例的又一个方面,还提供了一种用于实施上述信息同步方法的电子装置,如图11所示,该电子装置包括,包括处理器1102、存储器1104和传输装置1106,该存储器1104中存储有计算机程序,该处理器1102被设置为通过计算机程序执行上述任一项方法实施例中的步骤。
可选地,在本实施例中,上述电子装置可以位于计算机网络的多个网络设备中的至少一个网络设备。
可选地,在本实施例中,上述处理器可以被设置为通过计算机程序执行以下步骤:
S1,检测到当前运行的游戏中第一对象和第二对象各自的属性信息发生变化时,获取第一对象当前的属性信息作为第一属性信息,获取第二对象当前的属性信息作为第二属性信息,其中,第一对象和第二对象在游戏中处于虚拟对象的视野范围内;
S2,根据虚拟对象与第一对象的第一距离和虚拟对象与第二对象的第二距离,同步第一属性信息和/或第二属性信息至虚拟对象对应的客户端,其中,第一对象的第一属性同步范围大于第二对象的第二属性同步范围。
可选地,在本实施例中,上述处理器可以被设置为通过计算机程序执行以下步骤:
S1,接收到第一属性同步消息,其中,第一属性同步消息用于通知当前运行的游戏中的第一对象的属性信息为第一属性信息,第一对象在游戏中处于虚拟对象的第一视野范围内;
S2,在虚拟对象对应的客户端上显示具有第一属性信息的第一对象;
S3,接收到第二属性同步消息,其中,第二属性同步消息用于通知在游戏中的第二对象的属性信息为第二属性信息,第二对象在游戏中处于虚拟对象的第一视野范围内,第一对象的第一属性同步范围大于第二对象的第二属性同步范围;
S4,在客户端上显示具有第一属性信息的第一对象和具有第二属性信息的第二对象。
可选地,本领域普通技术人员可以理解,图11所示的结构仅为示意,电子装置也可以是智能手机(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11其并不对上述电子装置的结构造成限定。例如,电子装置还可包括比图 11中所示更多或者更少的组件(如网络接口等),或者具有与图11所示不同的配置。
其中,存储器1104可用于存储软件程序以及模块,如本申请实施例中的信息同步方法和装置对应的程序指令/模块,处理器1102通过运行存储在存储器1104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,即实现上述的信息同步方法。存储器1104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1104可进一步包括相对于处理器1102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。
可选地,在本实施例中,上述电子装置还包括传输装置1106,该传输装置1106用于经由一个网络接收或者发送数据。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1106包括一个网络适配器(Network Interface Controller,简称为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1106为射频(Radio Frequency,简称为RF)模块,其用于通过无线方式与互联网进行通讯。
根据本申请的实施例的又一方面,还提供了一种计算机程序产品,当其在计算机上运行时,使得计算机执行上述任一项方法实施例中的步骤。
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优选实施方式,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. 一种信息同步方法,应用于服务器,包括:
    检测到当前运行的游戏中第一对象和第二对象各自的属性信息发生变化时,获取所述第一对象当前的属性信息作为第一属性信息,并获取所述第二对象当前的属性信息作为第二属性信息,其中,所述第一对象和所述第二对象在所述游戏中处于虚拟对象的视野范围内;
    根据所述虚拟对象与所述第一对象的第一距离和所述虚拟对象与所述第二对象的第二距离,同步所述第一属性信息和/或所述第二属性信息至所述虚拟对象对应的客户端,其中,所述第一对象的第一属性同步范围大于所述第二对象的第二属性同步范围。
  2. 根据权利要求1所述的方法,在根据所述虚拟对象与所述第一对象的所述第一距离和所述虚拟对象与所述第二对象的所述第二距离,同步所述第一属性信息和/或所述第二属性信息至所述虚拟对象对应的所述客户端之后,所述方法还包括:
    在检测到所述虚拟对象移动至所述第二对象的所述第二属性同步范围外的情况下,向所述客户端发送用于移除所述第二对象的通知消息。
  3. 根据权利要求1所述的方法,在根据所述虚拟对象与所述第一对象的所述第一距离和所述虚拟对象与所述第二对象的所述第二距离,同步所述第一属性信息和/或所述第二属性信息至所述虚拟对象对应的所述客户端之后,所述方法还包括:
    在检测到所述虚拟对象移动至所述第二对象的所述第二属性同步范围内的情况下,获取所述第二对象当前的属性信息作为所述第二对象的第三属性信息,将所述第二对象的第三属性信息同步到所述客户端。
  4. 根据权利要求1所述的方法,在根据所述虚拟对象与所述第一对象的所述第一距离和所述虚拟对象与所述第二对象的所述第二距离,同步所述第一属性信息和/或所述第二属性信息至所述虚拟对象对应的所述客户端之后,所述方法还包括:
    将所述第二对象的属性同步范围由所述第二属性同步范围调整为第三属性同步范围,其中,所述第三属性同步范围大于所述第二属性同步范围;
    在所述虚拟对象处于所述第二对象的所述第三属性同步范围内的情况下,获取所述第二对象当前的属性信息作为所述第二对象的第四属性信息,将所述第二对象的第四属性信息同步到所述客户端。
  5. 根据权利要求4所述的方法,将所述第二对象的属性同步范围由所述第二属性同步范围调整为所述第三属性同步范围包括:
    在检测到所述虚拟对象在所述游戏中完成目标任务的情况下,将所述第二对象的属性同步范围由所述第二属性同步范围调整为所述第三属性同步范围。
  6. 根据权利要求1所述的方法,在根据所述虚拟对象与所述第一对象的所述第一距离和所述虚拟对象与所述第二对象的所述第二距离,同步所述第一属性信息和/或所述第二属性信息至所述虚拟对象对应的所述客户端之后,所述方法还包括:
    在所述虚拟对象处于第一视野管理器和第二视野管理器共存的第一区域的情况下,通过目标指针获取位于所述第一视野管理器中的对象同步的第一对象属性信息,其中,所述第一对象位于所述第一视野管理器中,所述第一视野管理器中的对象的属性同步范围为所述第一属性同步范围;
    通过所述目标指针索引到所述第二视野管理器,获取位于所述第二视野管理器中的对象同步的第二对象属性信息,其中,所述第二对象位于所述第二视野管理器中,所述第二视野管理器中的对象的属性同步范围为所述第二属性同步范围。
  7. 根据权利要求1至6中任一项所述的方法,根据所述虚拟对象与所述第一对象的所述第一距离和所述虚拟对象与所述第二对象的所述第二距离,同步所述第一属性信息和/或所述第二属性信息至所述虚拟对象对应的所述客户端包括:
    在所述虚拟对象处于所述第一对象的所述第一属性同步范围的情况下,同步所述第一属性信息至所述客户端;和/或,
    在所述虚拟对象处于所述第二对象的所述第二属性同步范围的情况下,同步所述第二属性信息至所述客户端。
  8. 一种信息同步方法,应用于终端,包括:
    接收到第一属性同步消息,其中,所述第一属性同步消息用于通知当前运行的游戏中的第一对象的属性信息为第一属性信息,所述第一对象在所述游戏中处于虚拟对象的第一视野范围内;
    在所述虚拟对象对应的客户端上显示具有所述第一属性信息的所述第一对象;
    接收到第二属性同步消息,其中,所述第二属性同步消息用于通知在所述游戏中的第二对象的属性信息为第二属性信息,所述第二对象在所述游戏中处于所述虚拟对象的所述第一视野范围内,所述第一对象的第一属性同步范围大于所述第二对象的第二属性同步范围;
    在所述客户端上显示具有所述第一属性信息的所述第一对象和具有所述第二属性信息的所述第二对象。
  9. 根据权利要求8所述的方法,其特征在于,在所述虚拟对象对应的客户端上显示具有第一属性信息的所述第一对象之后,所述方法还包括:
    检测到所述虚拟对象在所述游戏中完成目标任务,其中,所述目标任务用于触发将所述第二对象的属性同步范围由所述第二属性同步范围调整为第三属性同步范围。
  10. 根据权利要求9所述的方法,其特征在于,在检测到所述虚拟对象在所述游戏中完成所述目标任务之后,所述方法还包括:
    接收到第三属性同步消息,其中,所述第三属性同步消息用于通知在所述第二对象的属性信息为第三属性信息;
    在所述客户端上显示具有所述第三属性信息的所述第二对象。
  11. 根据权利要求8所述的方法,其特征在于,在所述客户端上显示具有所述第一属性信息的所述第一对象和具有所述第二属性信息的所述第二对象之后,所述方法还包括:
    在所述虚拟对象移动至所述第二对象的所述第二属性同步范围外的情况下,接收用于移除所述第二对象的通知消息;
    响应所述通知消息,在所述客户端上移除显示的所述第二对象。
  12. 根据权利要求8至11中任一项所述的方法,其特征在于,在所述客户端上显示具有所述第一属性信息的所述第一对象和具有所述第二属性信息的所述第二对象之后,所述方法还包括:
    在所述虚拟对象的视野范围由所述第一视野范围切换到第二视野范围的情况下,接收第四属性通知消息,其中,所述第四属性通知消息用于通知目标对象的属性信息为第四属性信息,所述目标对象为所述游戏中处于所述虚拟对象的所述第二视野范围内、且属性同步范围覆盖所述虚拟对象的对象;
    响应所述第四属性通知消息,在所述客户端上显示具有所述第四属性信息的所述目标对象。
  13. 一种信息同步装置,包括:
    检测单元,用于检测到当前运行的游戏中第一对象和第二对象各自的属性信息发生变化时,获取所述第一对象当前的属性信息作为第一属性信息,并获取所述第二对象当前的属性信息作为第二属性信息,其中,所述第一对象和所述第二对象在所述游戏中处于虚拟对象的视野范围内;
    同步单元,用于根据所述虚拟对象与所述第一对象的第一距离和所述虚拟对象与所述第二对象的第二距离,同步所述第二属性信息和/或所述第一属性信息至所述虚拟对象对应的客户端,其中,所述第一对象的第一属性同步范围大于所述第二对象的第二属性同步范围。
  14. 一种信息同步装置,包括:
    第一接收单元,用于接收到第一属性同步消息,其中,所述第一属性同步消息用于通知当前运行的游戏中的第一对象的属性信息为第一属性信息,所述第一对象在所述游戏中处于虚拟对象的第一视野范围内;
    第一显示单元,用于在所述虚拟对象对应的客户端上显示具有所述第一属性信息的所述第一对象;
    第二接收单元,用于接收到第二属性同步消息,其中,所述第二属性同步消息用于通知在所述游戏中的第二对象的属性信息为第二属性信息,所述 第二对象在所述游戏中处于所述虚拟对象的所述第一视野范围内,所述第一对象的第一属性同步范围大于所述第二对象的第二属性同步范围;
    第二显示单元,用于在所述客户端上显示具有所述第一属性信息的所述第一对象和具有所述第二属性信息的所述第二对象。
  15. 一种存储介质,所述存储介质中存储有计算机程序,其中,所述计算机程序被设置为运行时执行所述权利要求1至12任一项中所述的方法。
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