WO2022247540A1 - 设备控制方法、装置、计算机设备及存储介质 - Google Patents

设备控制方法、装置、计算机设备及存储介质 Download PDF

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Publication number
WO2022247540A1
WO2022247540A1 PCT/CN2022/088472 CN2022088472W WO2022247540A1 WO 2022247540 A1 WO2022247540 A1 WO 2022247540A1 CN 2022088472 W CN2022088472 W CN 2022088472W WO 2022247540 A1 WO2022247540 A1 WO 2022247540A1
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target
game
manipulation
scene
graphic code
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PCT/CN2022/088472
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English (en)
French (fr)
Inventor
许敏华
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腾讯科技(深圳)有限公司
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Publication of WO2022247540A1 publication Critical patent/WO2022247540A1/zh
Priority to US18/184,293 priority Critical patent/US20230211235A1/en

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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06KGRAPHICAL DATA READING; PRESENTATION OF DATA; RECORD CARRIERS; HANDLING RECORD CARRIERS
    • G06K7/00Methods or arrangements for sensing record carriers, e.g. for reading patterns
    • G06K7/10Methods or arrangements for sensing record carriers, e.g. for reading patterns by electromagnetic radiation, e.g. optical sensing; by corpuscular radiation
    • G06K7/14Methods or arrangements for sensing record carriers, e.g. for reading patterns by electromagnetic radiation, e.g. optical sensing; by corpuscular radiation using light without selection of wavelength, e.g. sensing reflected white light
    • G06K7/1404Methods for optical code recognition
    • G06K7/1408Methods for optical code recognition the method being specifically adapted for the type of code
    • G06K7/14172D bar codes
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/69Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
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    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
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    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
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    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
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    • A63F13/35Details of game servers
    • A63F13/352Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
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    • 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
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    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
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    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
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    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1025Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals details of the interface with the game device, e.g. USB version detection
    • A63F2300/1031Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals details of the interface with the game device, e.g. USB version detection using a wireless connection, e.g. Bluetooth, infrared connections
    • AHUMAN NECESSITIES
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    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/302Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device specially adapted for receiving control signals not targeted to a display device or game input means, e.g. vibrating driver's seat, scent dispenser

Definitions

  • the present application relates to the field of computer technology, and in particular to an equipment control method, device, computer equipment, and computer-readable storage medium.
  • a common game control method is to control the game by touching a specified component on the game screen.
  • the components used to control the game are displayed on the same user device as the game screen, and the device needs to respond to various operations triggered by the user while displaying the game screen, so the normal operation of the game requires It consumes a large number of operating resources inside the user equipment, such as computing resources and memory resources of the user equipment, resulting in a very high operating pressure on the user equipment, and in severe cases, it will cause the user equipment to heat up and overheat, shortening the service life of the user equipment.
  • a device control method comprising:
  • the target virtual manipulator is displayed in a first style adapted to the first game scene;
  • the game screen in the first game scene displayed on the display device is updated in the first game scene
  • the second game scene adapted to the second game scene is adopted.
  • style displays the target virtual manipulator
  • the game screen displayed on the display device in the second game scene is updated in the second game scene.
  • An equipment control device comprising:
  • the display unit is configured to display the game screen in the target manipulation interface of the target manipulation device in a first style adapted to the first game scene during the process of the display device displaying the game screen in the first game scene of the target game.
  • target virtual manipulator
  • a processing unit configured to update the game screen displayed on the display device in the first game scene in the first game scene when the target virtual manipulator of the first style is manipulated;
  • the display unit is further configured to, if the game screen displayed by the display device switches from the first game scene to the second game scene of the target game, in the target control interface, adopt the same method as the first game scene.
  • the second style adapted to the game scene displays the target virtual manipulator;
  • the processing unit is further configured to update the game screen displayed on the display device in the second game scene in the second game scene when the target virtual manipulator of the second style is manipulated.
  • a computer device including an input interface and an output interface, characterized in that the computer device further includes a memory and one or more processors, the memory stores computer-readable instructions, and the computer-readable instructions are described by the When the one or more processors are executed, the one or more processors are loaded and executed with the steps of the above device control method.
  • One or more non-transitory computer-readable storage media storing computer-readable instructions that, when executed by one or more processors, cause the one or more A processor loads and executes the steps of the above device control method.
  • Fig. 1a is a schematic diagram of a virtual manipulator provided by an embodiment of the present application.
  • Fig. 1b is a schematic diagram of multiple styles of developing a virtual manipulator provided by the embodiment of the present application;
  • Figure 1c is a multi-style virtual manipulator of a target game provided by the embodiment of the present application.
  • Figure 1d is a schematic diagram of changing the style of the virtual manipulator as the scene is switched according to the embodiment of the present application;
  • Fig. 1e is a system architecture diagram of an equipment control system provided by an embodiment of the present application.
  • Figure 1f is a system architecture diagram of another device control system provided by the embodiment of the present application.
  • FIG. 2 is a schematic flowchart of a device control method provided in an embodiment of the present application
  • Fig. 3a is a schematic diagram of updating a game screen on a display device according to an embodiment of the present application
  • Fig. 3b is another schematic diagram of updating the game screen on the display device provided by the embodiment of the present application.
  • Fig. 3c is a schematic diagram of a control target manipulation device performing a vibration operation provided by an embodiment of the present application
  • Fig. 3d is a schematic diagram of a target virtual manipulator and a collaborative virtual manipulator provided by an embodiment of the present application;
  • Fig. 3e is another schematic diagram of updating the game screen on the display device provided by the embodiment of the present application.
  • Fig. 4a is a schematic diagram of a barcode and a two-dimensional code provided in the embodiment of the present application.
  • Fig. 4b is a schematic diagram of scanning a target graphic code image by a target manipulation device provided by an embodiment of the present application
  • Fig. 4c is a schematic diagram of a control device provided in an embodiment of the present application in an available state
  • Fig. 4d is a schematic diagram of a control device provided in an embodiment of the present application in a standby state
  • Fig. 4e is a schematic diagram of displaying a target graphic code image on a display device according to an embodiment of the present application.
  • Fig. 5a is a schematic diagram of the state relationship between a game start and a user entering the game provided by an embodiment of the present application;
  • Fig. 5b is a schematic diagram of the principle of a scanning code access method provided by the embodiment of the present application.
  • Fig. 5c is a logical schematic diagram of a device access logic provided by an embodiment of the present application.
  • Fig. 5d is a schematic diagram of the principle of a non-code-scanning access method provided by the embodiment of the present application.
  • Fig. 5e is a schematic flowchart of a process of using an SDK provided in the embodiment of the present application.
  • Fig. 6 is a schematic diagram of the position coordinates of a black touch point provided by the embodiment of the present application.
  • Fig. 7 is a schematic structural diagram of an equipment control device provided in an embodiment of the present application.
  • Fig. 8 is a schematic structural diagram of a computer device provided by an embodiment of the present application.
  • the games mentioned later refer to electronic games run on devices. Moreover, from the perspective of the realization conditions of electronic games, the games mentioned later may be stand-alone games or online games. Stand-alone games refer to games that are completed locally on the device and do not require the Internet; correspondingly, online games refer to games that require user devices and game servers to rely on the network to complete games that can support simultaneous participation of multiple users. From the perspective of the operating carrier of electronic games, the games mentioned later can be terminal games, mobile games, online games or cloud games, etc. Client games refer to games that run on PCs (Personal Computers), mobile games refer to games that run on mobile devices (such as mobile phones, tablets, smart watches, etc.), and online games refer to games that use web pages as the operating carrier.
  • the running game, cloud game refers to the game running on the game server.
  • cloud games do not run on user devices, but on game servers; game servers can compress and encode game screens and game audio in cloud games into media streams, and then transmit the media streams to user devices through the network Perform image display and audio playback.
  • the user device can report the operation data generated by these operations to the game server, and the game server will refresh the game screen of the cloud game according to the operation data in the corresponding cloud game, and then refresh the game screen.
  • the final game screen is returned to the user device for display, so as to realize the playing of cloud games.
  • cloud games are based on cloud computing technology, which provides powerful graphics processing capabilities and data computing capabilities for cloud games;
  • cloud computing is a computing model that distributes computing tasks on a resource pool composed of a large number of computers.
  • Various application systems can obtain computing power, storage space and information services as needed.
  • an embodiment of the present application proposes a device control scheme.
  • the general principle of the device control scheme is as follows: for the target game, a display device 11 can be used to display the game screen of the target game; in addition, one or more control devices 12 can be used to separately display the virtual manipulation of the target game.
  • a target manipulation device to independently display the target virtual manipulator for manipulating the target game, so that when manipulating the target game through the target virtual manipulator, the manipulation and display of the target game are separated from each other, Avoid the situation that the game screen of the target game is blocked by manipulating the specified components on the game screen, so that the user can watch the complete game screen, and it can also prevent the game screen from being displayed together with the designated components used to control the game on the same screen.
  • the user equipment caused by the user equipment consumes a large amount of operating resources, reduces operating performance, and service life.
  • a virtual manipulator refers to a manipulator displayed on a device screen that has the same manipulation function as a physical manipulator (such as a physical keyboard, a physical gamepad); different, there is no limit to this. It should be noted that the meaning of "multiple” mentioned in the embodiments of the present application refers to: at least two.
  • the virtual manipulator displayed in any control device can be provided to the game developer of the target game in the form of SDK (Software Development Kit, Software Development Kit) of the target game for style development, so that game development Players can customize and develop different styles of virtual controllers according to different game scenarios of the target game, as shown in Figure 1b.
  • SDK can be any type of SDK, such as Unity SDK, Unreal SDK, Cocos SDK, etc.; Unity, Unreal (UNREAL ENGINE, Unreal Engine) and Cocos are all game engines.
  • game developers can use HTML (Hyper Text Markup Language, Hypertext Markup Language) + CSS (Cascading Style Sheets, Cascading Style Sheets) to develop an SDK that includes multiple styles of virtual controllers; as shown in the figure
  • the target game can be developed with multiple styles of virtual controllers.
  • the SDK can be integrated into the running carrier of the target game, so that the target game has the following capabilities: it can support multiple users to use any mobile device with display and touch functions as a control device , and access the target game through the control device, and then control the target game.
  • the functions of the SDK may include but not limited to the following points:
  • the acquisition function of operation events that is, the SDK can obtain the user operation behavior of each control device, such as the operation behavior of component clicking, the operation behavior of component pressing, etc.;
  • the SDK can feed back the user information (nickname, avatar, device number, etc.) of the access user to the target game;
  • the SDK can determine different styles of the virtual controller according to different game scenes of the target game, so as to notify the control device to display different styles of virtual controllers, so that users can operate the game;
  • game developers can customize different styles of virtual controllers according to different game scenarios through the SDK, so that when the display device displays each game screen in the target game, it can be displayed according to the display device.
  • the current game scene to which the current game screen displayed in adjust the style of the virtual manipulator in each control device 11, so that the style of the adjusted virtual manipulator displayed in each control device 11 is automatically suitable for the current game scene.
  • the displayed adjusted style of the virtual manipulator is automatically adapted to the current game scene, and the user does not need to manually switch the style of the virtual manipulator through the control device.
  • the scene-adapted virtual manipulator responds to the manipulation operations triggered, which reduces the operating pressure of the manipulation device; moreover, the virtual manipulator adapted to the current game scene also enables the user to realize the control of the target game with fewer operations.
  • the manipulation of the current game scene reduces the number of times the manipulation device responds to user operations and reports operational data to the display device or server, especially when there are multiple manipulation devices connected to the display device, for each manipulation device In other words, the number of data interactions between it and the display device can be reduced, and then the refresh frequency and response load of the display device can be greatly reduced.
  • a game scene refers to a certain game task action that occurs within a certain time and space, or a scene formed by the object relationship between various objects in the game (the object refers to a virtual game character); for example, when the target game is a battle During the game, the target game may include a game hall scene, a battle scene, a performance scene, and the like.
  • the game lobby scene refers to the scene where the game screen of the game lobby of the target game is displayed.
  • the game lobby refers to the virtual space in the game for performing operations such as object selection operations and game information viewing operations;
  • the battle scene refers to: display any user (that is, the game player) controls the corresponding objects and the objects used by other users in a game, and conducts actual combat scenes of the game screen;
  • the performance scene refers to: the game screen that shows the user performing a plot performance in a single game Scenes.
  • the target game is a racing game
  • the target game may include a game hall scene, a racing scene, a score settlement scene, etc.
  • the object is the scene of the game screen of the actual racing competition;
  • the score settlement scene refers to the scene of the game screen displaying the user's racing score after the race is over.
  • the control device 11 can display the virtual manipulator in a style suitable for the game hall scene; such as the game hall scene Usually involves game selection operation, game information viewing operation, etc., then the virtual manipulator 121 at this time may include: a focus control component 1211 for controlling the input focus on the game screen, and a confirmation component 1212 for performing confirmation operations.
  • the control device 12 can display the virtual manipulator in a style suitable for the battle scene;
  • combat scenes usually involve object movement operations, object jump operations, object attack operations, etc.
  • the virtual manipulator 121 at this time may include: an object movement component 1213 for performing object movement operations, and an object jumping component 1213 for performing object jump operations.
  • the embodiment of the present application also proposes a device control system suitable for implementing the device control solution.
  • the device control system may include: a display device 11 and one or more control devices 12; and each control device 12 and the display device 11 may communicate through a cable or a short-distance communication component, As shown in Figure 1e; near-field communication components refer to components developed based on near-field communication technology, such as WIFI (Wi-Fi, wireless Internet access) components, NFC (Near Field Communication, near-field communication) components, Bluetooth (bluetooth ) components, and so on.
  • WIFI Wi-Fi, wireless Internet access
  • NFC Near Field Communication, near-field communication
  • Bluetooth bluetooth
  • the running carrier of the target game is the display device 11, that is, the SDK of the target game is integrated in the display device 11; then the realization principle of the device control scheme can be as follows: the display device 11 displays the target game During the screen process, the display device 11 can detect whether there is a scene switch in the target game through the SDK of the target game; if it is detected that there is a scene switch in the target game, it can be determined that the style of the virtual controller needs to be changed; According to the current game scene of the target game, the style of the virtual manipulator to be displayed by each control device 12 is determined, so as to inform each control device 12 to display the virtual manipulator according to the corresponding style.
  • the device control system can also be called a cloud game system; the device control system can at least include: a display device 11, one or more control devices 12, and a game server 13; the game server here 13 refers to a server for providing various game services (such as data storage service, game login service, etc.), and the game server 13 can store the style files of various styles of virtual controllers through the data storage service.
  • the display device 11 can be responsible for displaying the game screen, not responsible for running the target game, but the game server 13 is responsible for running the target game; and in this device control system.
  • the running carrier of the target game is the game server 13, and the SDK of the target game is integrated in the game server 13;
  • the pictures and game audio are compressed and encoded into media streams, and then the media streams are transmitted to the display device 11 through the network, and the display device 11 performs image display and audio playback according to the received media streams.
  • the game server 13 can also detect whether there is a scene switch in the target game through the SDK of the target game; Style; at this time, the SDK of the target game can be used to determine the style of the virtual manipulator that each control device 12 needs to display according to the current game scene to which the current game screen displayed by the display device 11 belongs, so that the style file of the determined style Send it to each control device 12, so that each control device displays a virtual manipulator of a corresponding style according to the received style file.
  • the device control system may also include a central server 14 and one or more edge servers 15, as shown in FIG. 1f.
  • the central server 14 refers to the server responsible for centralized control of each edge server 15, storing style files of the virtual manipulator, and the like.
  • the edge server 15 refers to the server deployed in the edge node.
  • the edge node can be understood as a node close to the user (such as a computer room); generally, delay-related data streams (such as audio and video data, control data, etc.) can directly pass through the edge
  • the server 15 transmits without going through the central server 14; by deploying more edge nodes, each server of the cloud game can be as close as possible to the user, so that the game data can be sent to the device used by the user in a timely manner. In order to ensure the user's delayed experience.
  • the device control system shown in Figure 1f that is, the cloud game system
  • the implementation principle of the device control scheme is as follows:
  • the game server 13 can compress and encode the game screen and game audio in the target game into a media stream in real time, and then transmit the media stream to the display device 11 through the network, and the display device 11 performs image display and audio playback according to the received media stream.
  • the game server 13 can detect whether there is a scene switch in the target game through the SDK of the target game; if it detects that there is a scene switch in the target game, it can determine that the style of the virtual controller needs to be changed; 11
  • the current game scene to which the displayed current game screen belongs determines the style of the virtual manipulator to be displayed, and sends the style identification of the determined style to each control device 12 through the edge server 15, so that each control device 12 can receive
  • the received style identifier requests the central server 14 to load the corresponding style file.
  • the central server 14 can respond to the request of each control device 12, and return the style file indicated by the style identifier to the control device 12, so that the control device 12 can display a virtual manipulator of a corresponding style based on
  • the step of detecting whether the game scene is switched, and the step of determining the style of the virtual controller to be displayed according to the current game scene are all carried out by the running carrier of the target game through the target
  • the game's SDK executes, but it can also be executed directly by the target game's SDK.
  • the adaptation relationship between the game scene and the style of the virtual controller can also be pre-configured to other devices except the running carrier of the target game, so that these two steps can also be performed by other than Execute on devices other than the running carrier of the target game.
  • the display device 11 can also directly send the scene identification of the current game scene of the target game to each control device 12, and each control device 12 determines the need to display according to the current game scene indicated by the scene identification.
  • the game server 13 may also directly send the scene identifier of the current game scene of the target game to any device in the display device 11, the control device 12, the central server 14, and the edge server 15, Therefore, the device that receives the scene identifier is responsible for performing the operation of determining the style of the virtual manipulator that each control device 12 needs to display according to the current game scene of the target game.
  • the display device refers to any device that can have a display function, such as smart TV, tablet computer, smart phone, notebook computer, desktop computer, etc.
  • the control device is Refers to any mobile device with display and touch capabilities, such as smartphones, tablets, smart watches, etc. It can be seen that through the development of the SDK, this application can use any mobile device as a control device to realize game control without the need for the user to use a designated physical handle, which can effectively improve the convenience of game control.
  • various clients can be run on the display device and the control device, such as game clients, multimedia clients, social clients, etc.; when the target game is a cloud game, the display device
  • the game client running in is mainly used to display the game screen of the target game, not to run the target game.
  • Any server mentioned above can be an independent physical server, or a server cluster or distributed system composed of multiple physical servers, or it can provide cloud services, Basic cloud computing such as cloud database, cloud computing, cloud function, cloud storage, network service, cloud communication, middleware service, domain name service, security service, CDN (Content Delivery Network, content distribution network), and big data and artificial intelligence platform Cloud servers for services, and more.
  • the equipment control system mentioned above can also be built based on the blockchain network. Specifically, all or part of the devices in the device control system can be deployed in the blockchain network; for example, display devices, game servers, central servers, edge servers, etc. in the device control system can be deployed in the blockchain network. By building a device control system based on the blockchain network, any device in the device control system can be deployed in the blockchain network or has a communication link with the blockchain network.
  • the internal data is uploaded to the blockchain of the blockchain network for storage to prevent the internal data of the computer equipment from being tampered with, thereby improving the security of the internal data.
  • the embodiment of the present application only takes two cases where the target game is a stand-alone game and a cloud game as examples, and gives an exemplary description of the system architecture of the device control system proposed in the embodiment of the present application, which is not exhaustive; when the target game is an online game, And when the operating carrier is a mobile device or a PC, the system architecture of the corresponding device control system is similar to that of the device control system involved in the cloud game, and will not be repeated here.
  • Figure 1e is only an exemplary representation of the device control system (i.e. cloud game system) involved in the cloud game, and does not limit this; for example, the central server and the edge server in Figure 1e are independent servers, but in other In an embodiment, the edge server 15 and the central server 14 in FIG. 1e may also be integrated into one server.
  • an embodiment of the present application proposes a device control method, which can be executed by a computer device.
  • the computer device mentioned here may be the display device, the target control device, the game server, the central server or the edge server in the above-mentioned device control system, which is not limited; the target control device refers to the access target game Any of one or more control devices for .
  • the device control method may also be jointly executed by all or part of the devices in the above-mentioned device control system, such as jointly executed by the display device and the target manipulation device, such as jointly executed by the display device, the game server and the target manipulation device, and many more.
  • the device control method may include the following steps S201-S204:
  • the target game can be a stand-alone game or an online game, which is not limited; from the perspective of the operating carrier of electronic games, the target game can be cloud games, mobile games, end games Or web games, there is no limit to this.
  • the target game can have a plurality of game scenes arranged in sequence; the first game scene can be any game scene except the last game scene in the multiple game scenes that the target game has, such as the first game scene, or the first game scene. 2 game scenes, and more.
  • the computer device can determine the game screen that is suitable for the first game scene according to the pre-configured adaptation relationship between the scene and the style, or through the SDK of the target game.
  • the first style matched, the first style refers to the style adapted to the first game scene.
  • the computer device is the running carrier of the target game
  • the first style adapted to the first game scene can be determined through the SDK of the target game;
  • the adaptation relationship between the scene and the style determines the first style adapted to the first game scene.
  • the target game may include one or more objects, and any object may be independently controlled by a virtual manipulator displayed in a control device connected to the target game, or may be controlled independently by one or more objects connected to the target game.
  • the virtual manipulators displayed in the two control devices perform cooperative control, which is not limited.
  • the styles of the virtual manipulators used to control different objects may be the same or different; specifically, configurations may be made according to actual business requirements.
  • the method for determining the first style can be further as follows: Adapted multiple styles, one style corresponds to one object; then, from the determined multiple styles, select the style corresponding to the target object as the first style; the target object refers to the object controlled by the target virtual manipulator , the target virtual manipulator refers to: the virtual manipulator displayed in the target control device.
  • the computer device may display the target virtual manipulator in the first style in the target manipulation interface of the target manipulation device. Specifically: if the computer device is the target manipulation device, the computer device may directly acquire the style file of the first style, and display the target virtual manipulator of the first style based on the acquired style file of the first style. If the computer device is not the target control device, such as the computer device is a display device, a game server, etc.; then the computer device can send the first style of style identification to the target control device, and the target control device can use the first style of style identification The style file of the first style is acquired, so as to display the target virtual manipulator of the first style based on the acquired style file of the first style. Alternatively, the computer device may first obtain the style file of the first style, and then send the style file of the first style to the target control device, so that the target control device displays the first style based on the received style file of the first style. type target virtual manipulator.
  • the target virtual manipulator of the first style may include P first manipulation components, one first manipulation component corresponds to one game operation, and P is a positive integer.
  • the user of the target control device can trigger updating of the game screen in the first game scene displayed on the display device by manipulating one or more first control components among the P first control components each time.
  • the computer device may update the game screen displayed on the display device in the first game scene in the first game scene.
  • the computer device can determine the manipulated first manipulation component from the P first manipulation components, and according to the corresponding Game operation, updating the current game screen under the first game scene displayed in the display device;
  • the current game screen under the first game scene mentioned here refers to: the target virtual manipulator in the first style is manipulated , the game screen displayed on the display device.
  • the target virtual manipulator of the first style may include the following first manipulation components: a game start component 31, a character selection component 32, etc.; the game start component 31 corresponds to the game start operation, and the role selection component 32 corresponds to the role selection operation.
  • the user of the target control device clicks or presses the game start component 31, then it can be considered that the game start component 31 is manipulated, and the current game screen under the first game scene displayed in the display device is the game marked by the label 33.
  • Screen the computer device can start the game according to the corresponding game start operation of the game starting component 31, and display the game start picture 34 under the first scene of the target game in the display device, so as to update the current image under the first game scene displayed in the display device.
  • the game screen 33 is as shown in Fig. 3a.
  • the target virtual manipulator of the first style may include the following first manipulation components: jet component 35, drift component, etc.; jet component 35 corresponds to the game operation that can control the car to perform jet action, and the drift component corresponds to the control that the car can perform Gameplay with drifting action.
  • the user of the target control device clicks or presses the injection assembly 35, it can be considered that the injection assembly 35 is manipulated, and the current game screen under the first game scene displayed in the display device is the game screen marked by the label 36;
  • the computer device can display the game screen 37 of the vehicle performing the spraying action on the display device according to the game operation corresponding to the spray assembly 35, so as to update and display the current game screen 36, as shown in FIG. 3b.
  • the second game scene may be any game scene different from the first game scene among the multiple game scenes of the target game.
  • the second game scene may be a game scene located behind the first game scene and adjacent to the first game scene among the multiple game scenes of the target game; assuming that the first game scene is a plurality of game scenes In the second game scene, the second game scene can be the third game scene in the plurality of game scenes.
  • the second game scene may be a game scene located before the first game and adjacent to the first game scene among the multiple game scenes of the target game; for example, if the first game scene is a plurality of game scenes In the second game scene, the second game scene can be the first game scene in the multiple game scenes.
  • the second game scene can also be a game scene that is not adjacent to the first game scene among the multiple game scenes of the target game; assuming that the first game scene is the second game in the multiple game scenes scene, the second game scene can be the 4th game scene, or the 5th game scene, or the 8th game scene, etc. in the multiple game scenes.
  • the computer device After the computer device detects the scene switching event of switching from the first game scene to the second game scene of the target game, it can determine the connection with the second game scene according to the adaptation relationship between the pre-configured scene and the style, or through the SDK of the target game.
  • the second style adapted to the second game scene the second style refers to the style adapted to the second game scene.
  • the computer device can display the target virtual manipulator in the second style in the target manipulation interface of the target manipulation device.
  • the determination method of the second style is similar to the determination method of the first style described in the aforementioned step S201, and will not be repeated here; similarly, the display mode of the target virtual manipulator of the second style is the same as the aforementioned The display manner of the target virtual manipulator of the first style described in step S201 is similar, and will not be repeated here.
  • the target virtual manipulator of the second style may include Q second manipulation components, one second manipulation component corresponds to one game operation, and Q is a positive integer.
  • the user of the target control device can trigger updating of the game screen in the second game scene displayed on the display device by manipulating one or more second control components among the Q second control components each time.
  • the computer device may update the game screen displayed on the display device in the second game scene in the second game scene.
  • the computer device can determine the manipulated second manipulation component from the Q second manipulation components, and according to the game corresponding to each manipulated second manipulation component Operation, updating the current game screen under the second game scene displayed in the display device; the current game screen under the second game scene mentioned here refers to: when the target virtual manipulator of the second style is manipulated, The game screen displayed on the display device.
  • the specific implementation manner of step S204 is similar to the specific implementation manner of step S202, and will not be described as an example here.
  • the computer device can also detect whether there is a manipulation prompt event about the target object; thereby realizing that when there is a manipulation prompt event about the target object, the computer device
  • the target manipulation device is controlled to perform a prompt operation according to the manipulation prompt event.
  • the prompt operation may include at least one of the following: a vibration operation and an operation of outputting multimedia data; the multimedia data mentioned here may include but not limited to: game sound effects matched with the manipulation prompt event, and game sound effects matched with the manipulation prompt event Hint animations, etc.
  • the target control device Since the target control device is usually held by the target user, it has the most direct contact with the target user; therefore, by controlling the target control device to perform vibration operations and play multimedia data and other prompt operations, the target user can be realized in a timely and intuitive manner. Perceive the prompt issued by the target control device, and improve the prompt effectiveness of the manipulation prompt event.
  • the manipulation prompt event may include: during the process of controlling the target object through the target virtual manipulator, an abnormal event generated by the target object; or, an event that needs to notify the user of the target manipulation device to control the target object.
  • an abnormal event can be an event in which the target object collides with other objects during the process of controlling the target object; another example, an abnormal event can be an event in which the target object loses life due to being attacked by other objects during the process of controlling the target object.
  • Reduced events; as another example, the abnormal event may also be an event that the target object successfully releases a specified game skill during the process of controlling the target object, and so on.
  • the computer device can be controlled to perform a vibration operation, as shown in FIG. 3c.
  • the specific method for the computer device to control the target control device to perform the vibration operation according to the manipulation prompt event may be as follows: the computer device may first acquire the target vibration frequency according to the manipulation prompt event. Specifically, if the manipulation prompt event includes: an event that needs to notify the user of the target manipulation device to control the target object, then the computer device can obtain the first vibration frequency as the target vibration frequency; if the manipulation prompt event includes: During the process of the target object, if there is an abnormal event generated by the target object, the computer device can obtain the second vibration frequency as the target vibration frequency.
  • the first vibration frequency and the second vibration frequency mentioned here can be two different vibration frequencies set in advance according to business requirements.
  • the computer device may also obtain a frequency determination strategy adapted to the abnormal event, and determine the target vibration frequency according to the frequency determination strategy and event information of the abnormal event.
  • the event information of the abnormal event may include: the impact force of the collision between the target object and other objects; then the frequency of adaptation
  • the determination strategy can be used to indicate: according to the principle that the impact force and the vibration frequency are positively correlated, the target vibration frequency is determined according to the impact force in the event information.
  • the event information of the abnormal event may include: the amount of the target object's life value reduction, the life The value reduction refers to: the difference between the life value of the target object before and after being attacked by other objects; then the adaptive frequency determination strategy can be used to indicate: according to the principle that the life value reduction and the vibration frequency are positively correlated, according to the event information The amount of health reduction determined by the target vibration frequency. Determining the target vibration frequency through this implementation method can realize that when the subsequent target control device performs vibration processing based on the target vibration frequency, the target user can intuitively perceive what kind of abnormal event is through the specific vibration frequency, and improve the effectiveness of the prompt operation.
  • the computer device After the computer device determines the target vibration frequency by the above method, it can send the target vibration frequency to the target control device, so that the target control device calls an internal vibrator (such as a vibration motor) to perform vibration processing based on the target vibration frequency.
  • the target control device may use the target vibration frequency as a fixed vibration frequency, and call a vibrator to perform vibration processing according to the fixed vibration frequency.
  • the target control device can count the current vibration duration in real time or periodically, and the current vibration duration refers to: between the system time when the duration statistics need to be performed, and the starting time when the target control device invokes the vibrator for vibration processing difference.
  • the frequency growth range corresponding to the current vibration duration can be used as the target frequency growth range.
  • the computer device can invoke the vibrator to perform vibration processing according to the dynamic vibration frequency.
  • the specific method for the computer device to control the target manipulation device to play multimedia data according to the manipulation prompt event may be as follows: the computer device may first determine the multimedia data that matches the manipulation prompt event according to the matching relationship between the event and the multimedia data; then, control the target manipulation The device plays the determined multimedia data.
  • the manner in which the computer device controls the target manipulation device to play the determined multimedia data may include any of the following:
  • the target control device can pre-store multiple multimedia data in the local space, then the computer device can send the determined data identifier of the multimedia data to the target control device, so that the target control device can play the corresponding multimedia data according to the received data identifier .
  • This method can effectively reduce the amount of data transmission between the computer device and the target control device, thereby saving data transmission time, so that the target control device can play multimedia data in time.
  • the determined multimedia data can be pre-stored by the computer device, then the computer device can directly send the determined multimedia data to the target control device, so that the target control device can directly play the received multimedia data after receiving the multimedia data sent by the computer device.
  • multimedia data This method does not need to pre-store multimedia data in the target control device, which can effectively reduce the storage occupation of the target control device, thereby improving the operating performance of the target control device.
  • the computer device can send the determined data identifier of the multimedia data to the target control device, so that the target control device can request the edge server to deliver the corresponding multimedia data based on the received data identifier , and play the multimedia data after receiving the multimedia data delivered by the edge server.
  • this method can effectively reduce the storage usage of the target control device and improve the operating performance of the target control device; in addition, since the edge server is physically located close to the target control device, it can be accessed from the edge Acquiring the multimedia data at the server can reduce the transmission distance of the data, thereby reducing the data transmission time, so that the target control device can receive the multimedia data faster, and improve the playback efficiency of the multimedia data.
  • the amount of data transmission between the computer equipment and the target control equipment can be effectively reduced, thereby saving data transmission time and enabling the target control equipment to obtain timely
  • the data identification is detected, and then the multimedia data is obtained in a timely manner based on the data identification, so as to improve the playback efficiency of the multimedia data.
  • the computer device and the target manipulation device may be different devices or the same device; when the computer device and the target manipulation device are the same device , it can be understood that the target control device itself performs operations such as acquisition of the target vibration frequency, determination and acquisition of multimedia data, and the like.
  • any object in the target game can be independently controlled by a virtual manipulator in one control device, or can be coordinated by virtual manipulators in one or more control devices control.
  • the target virtual manipulator may also have a cooperative virtual manipulator, which is displayed on a different screen from the target manipulator.
  • the cooperative virtual manipulator refers to a virtual manipulator used to cooperate with the target virtual manipulator to control the target object.
  • the style of the cooperative virtual manipulator and the style of the target virtual manipulator may be different or the same.
  • the target object can be controlled cooperatively through the target virtual manipulator and a cooperative virtual manipulator;
  • the user is used to control the target object's props, car injection, and car drifting;
  • the style of the target virtual manipulator and the style of the cooperative virtual manipulator can be shown in Figure 3d.
  • the target virtual manipulator may include a direction component (such as a left-moving component and a right-moving component) for controlling the moving direction of the target object
  • the coordinated virtual manipulator may include: one or more prop components, a spray component and drift components.
  • the manipulated control components in the target virtual manipulator and the coordinated virtual manipulator can be The manipulated manipulation component is used to determine the target game action that the target object needs to perform, so as to display a game screen including the target object performing the target game action on the display device, so as to update the current game screen displayed on the display device.
  • the target virtual manipulator and cooperative virtual manipulator shown in Figure 3d when the left-moving component in the target virtual manipulator is manipulated, and the injection component in the cooperative virtual manipulator is manipulated, the target can be determined The object needs to perform the target game action of moving left and spraying the car. At this time, the game screen of the target object performing the target game action can be displayed on the display device, as shown in FIG. 3e.
  • the above method embodiment shown in FIG. 2 is only illustrated by taking the first game scene and the second game scene in the target game as examples; in practical applications, when the display device displays any When viewing the game screen of the game scene, the target virtual controller can be displayed on the target control device in a style suitable for any game scene. Moreover, the target control device needs to access the target game before displaying any style of the target virtual controller; that is, after the target game is connected to the target game, it uses a style that is adapted to each game scene of the target game to display the target game. virtual controller.
  • the method for the target manipulation device to access the target game may be: after the target game is started, displaying the target graphics code image for accessing the target game on the display device, so that the target manipulation device can By scanning the target graphic code image, the target game is accessed.
  • the target graphic code image refers to: the image containing the target graphic code for accessing the target game; the graphic code mentioned in the embodiment of this application can be a barcode or a two-dimensional code, and the barcode refers to a plurality of black bars with different widths.
  • Bars and white bars are arranged according to certain coding rules, and are used to express a set of graphic identifiers of information, as shown in the left figure of Figure 4a; two-dimensional codes refer to using a specific geometric figure according to certain rules in two-dimensional
  • the black and white graphic identifiers distributed on the plane to record the data symbol information are shown in the right diagram of Figure 4a.
  • the graphic code as a two-dimensional code as an example, the schematic diagram of the target control device accessing the target game by scanning the image of the target graphic code can be referred to in FIG. 4b.
  • the target game is a cloud game in the cloud game system
  • the cloud game system includes a central server and an edge server; ID, bar code ID, etc.
  • the graphic code ID is associated with the communication address of the edge server.
  • the target control device accesses the target game by scanning the target graphic code image as follows: the target control device scans the target graphic code image, and analyzes the scanned target graphic code image to obtain the communication address and graphic code identification of the central server.
  • the target control device can establish a central communication link with the central server based on the communication address of the central server.
  • an address acquisition request carrying a graphic code identification can be generated, and an address acquisition request is sent to the central server based on the central communication link, so as to request the central server to return the communication address of the edge server according to the graphic code identification.
  • the target control device can establish an edge communication link with the edge server based on the communication address of the edge server; and after successfully establishing the edge communication link, determine that the target control device accesses the target game.
  • the edge communication link essentially refers to the communication connection between the control device and the edge server, which is mainly used to transmit real-time information, such as touch (touch) data, component click data for virtual manipulators, sensor data, and notification control
  • the data of the vibration operation performed by the device the multimedia event data of notifying the operating device to play multimedia data, the event of changing the style of the virtual manipulator displayed in the operating device, and so on.
  • the central communication link essentially refers to: the communication connection between the control device and the central server; due to the existence of the central communication link, the access of the control device is mainly based on the entire life of the target client from opening to closing.
  • the central communication link is mainly used to notify the control device to display the default style, provide the style file of the style of the virtual controller that the control device needs to replace, and notify the control device to access the edge server and other information.
  • the available state refers to establishing a central communication link with the central server and establishing an edge communication with the edge server
  • the state of the link is shown in FIG. 4c; the other state is the standby state, and the standby state refers to the state of only establishing a communication connection with the central server, as shown in FIG. 4d.
  • the control device in the standby state it can wait for the user to enter a game before establishing an edge communication link with the edge server.
  • the target graphic code image may include: the communication address of the game server.
  • the way for the target control device to scan the target graphic code image to access the target game is as follows: the target control device scans the target graphic code image, and parses the scanned target graphic code image to obtain the communication address of the game server.
  • the target manipulation device can establish a communication link with the game server based on the communication address of the game server. And after the communication link is successfully established, it is determined that the target control device accesses the target game.
  • the target graphic code image may also include: the communication address of the central server and the graphic code logo.
  • the target graphic code image may include the component identification of the short-range communication component of the display device; then, the target control device accesses the target game by scanning the target graphic code image as follows: the target control device scans the target graphic code image, and analyze the scanned target graphic code image to obtain the component identification of the short-range communication component in the display device; then, based on the component identification obtained through analysis, the target control device can The component search is performed, and after the corresponding short-range communication component is successfully searched, the short-range communication component in the target control device and the searched short-range communication component are invoked to establish a short-range communication connection. After the short-range communication connection is successfully established, it is determined that the target control device is connected to the target game.
  • any user can access any game in the N games through any control device to control any game .
  • the embodiment of the present application can support the access of any control device based on the entire life cycle of the target client from opening to closing, not for the running cycle of a single game; that is, when any user After accessing any of the N games through any control device, if any user closes any game and starts another game, then any control device can directly access the other game that was started , there is no need to perform the operation of scanning the graphic code to access other games.
  • N is an integer greater than 1, and the N games include the target game; the target client refers to any client with a screen display function, such as a game client for displaying the game screen of one or more cloud games , a browser client for displaying game screens of one or more online games, and so on.
  • the method for the target control device to access the target game may be: after the target game is started, if the target game is the first game to be started among the N games, the computer device may display the game on the display device for accessing the game.
  • the target graphic code image of the target game so that the target control device can access the target game by scanning the target graphic code image.
  • the computer device can determine the historical control device that has been connected to the target client; the historical control device refers to the control device that has connected to the target client before the target game is started .
  • the history control device accesses the target client by accessing any one of the N games that is started before the target game; and each history control device continues to maintain access after the connected game is closed Enter the target client until the target client finishes running.
  • the computer device can count the determined target number of historical manipulation devices, and determine a threshold of the number of manipulation devices allowed to access the target game.
  • the target game may include a plurality of game scenes, and the number of control devices required for each game scene may be pre-configured; then, the specific implementation method for determining the threshold of the number of control devices that are allowed to access the target game may be: determine the target game The maximum number of control devices required for each game scene of the game is determined as the threshold of the number of control devices allowed to access the target game.
  • the target game has a total of three game scenes, and the number of control devices required for each game scene is: 1, 4 and 3 in sequence; then it can be determined that the threshold of the number of control devices allowed to access the target game is 4 indivual.
  • the computer device may select historical control devices with a quantity threshold value from the target quantity of historical control devices. Specifically, the computer device can select the access time of each historical control device in the target number of historical control devices to access the target client according to the order of the access time from early to late. Threshold historical manipulation devices. The computer device may send an access prompt to each of the target number of historical control devices, and select a number from the target number of historical control devices according to the order in which each historical control device returns confirmation information about the access prompt. Threshold historical manipulation devices. It should be understood that, the embodiment of the present application is only an example to explain the specific implementation manner of how to select a threshold number of historical manipulation devices, and is not exhaustive.
  • the computer device may notify each selected history manipulation device to access the target game; in this case, the target manipulation device is a history manipulation device among the selected history manipulation devices. In this way, when the target user switches from other games to the target game, if there are historical control devices that meet the quantity threshold, the target user does not need to scan the code again, which has high convenience and improves the efficiency of game access .
  • the computer device may notify each history control device that has accessed the target client to access the target game.
  • the computer device can also display the target graphic code image for accessing the target game on the display device, so that other control devices can access the target game by scanning the target graphic code image.
  • Other control devices may include: among all control devices in the same physical environment as the display device, one or more control devices other than the accessed history control device.
  • the target control device is a history control device that has accessed the target client, or a control device among other control devices.
  • the computer device can choose to immediately display the target graphic code image on the display device, so that other control devices can access the target game; it can also be selected in the required game scene, The target graphics code image is displayed on the display device, so that other control devices can access the target game. Based on this, if the number of target devices is less than the number threshold, the computer device can also determine the reference number of manipulation devices required for the target game scene of the target game.
  • the target game scene refers to: when the number of target devices is detected to be less than the number threshold, the If the number of targets is less than the reference number, then perform the step of displaying the target graphic code image for accessing the target game in the display device, so that other control devices can access the target game by scanning the target graphic code image; if the target If the number is greater than or equal to the reference number, then you can wait to switch the game scene of the target game, and when the number of manipulation devices required for the switched game scene is greater than the target number, perform displaying in the display device the target for accessing the target game
  • the graphic code image is a step of enabling other control devices to access the target game by scanning the target graphic code image.
  • the computer device determines that the target number of historical manipulation devices connected to the target client is 2, and the threshold number of manipulation devices allowed to access the target game is 3, then it can be determined that the target number is less than the number threshold. Further, if the target game scene of the target game is a game hall scene, and usually only one user is required to control the target game in the game hall, so the reference number of control devices required for the game hall scene is 1, that is, When the number of targets is greater than the base number, the game scene of the target game can be waited for.
  • the reference number of control devices required for this battle scene is 4, that is, the number of targets at this time is less than the reference number, so you can switch between
  • display the target graphic code image for accessing the target game on the display device so that other control devices can access the target game by scanning the target graphic code image, as shown in Figure 4e.
  • the specific implementation of "displaying the target graphic code image for accessing the target game on the display device” can be: according to the number of control devices that have accessed the target game, and the required access to the target game According to the number of input manipulation devices, calculate the image quantity of the target graphic code image used to access the target game; then, the target graphic code image of the image quantity can be displayed on the display device, and one target graphic code image corresponds to one of the target game object.
  • the object controlled by the target manipulation device (that is, the target object) is the object corresponding to the target graphic code image scanned by the target manipulation device.
  • each object in the target game is independently controlled by a virtual manipulator, the objects corresponding to each target graphic code image are different from each other;
  • a plurality of virtual manipulators perform cooperative control, there may be at least two target graphic code images corresponding to the same object. For example, if the target object is cooperatively controlled by the target virtual manipulator and a cooperative virtual manipulator, then the objects indicated by the two target graphic code images are both target objects.
  • another specific implementation manner of "displaying the target graphic code image for accessing the target game on the display device" mentioned above may be: regardless of the number of control devices that have accessed the target game, And the number of control devices that need to be connected to the target game, and a target graphic code image is displayed on the display device.
  • corresponding objects can be assigned to each control device according to the order in which each control device scans the target graphic code image; that is, the object controlled by the target virtual manipulator in this embodiment is based on The sequence in which the target manipulation device scans the target graphic code image is determined. If the target device is the third one to scan the target graphic code image, the object controlled by the target virtual manipulator can be the third object in the target game.
  • an object selection interface can be output in any manipulating device, which can include one or more selectable objects, and then the object selection interface can be The selected object is the object controlled by the virtual manipulator displayed in any of the manipulation devices. That is to say, the object controlled by the target virtual manipulator in this embodiment is the object selected by the user of the target manipulation device in the object selection interface.
  • the target game is a cloud game in the cloud game system
  • the cloud game system includes a central server and an edge server; in this case, each history control device is accessing the corresponding game After that, maintain the central communication link with the central server and the edge communication link with the edge server; and after the accessed game is closed, disconnect the edge communication link with the edge server.
  • the method of notifying any history manipulation device to access the target game is as follows: send a server connection notification to any history manipulation device through the central server, so as to notify any history manipulation device to re-establish a connection with the edge server based on the communication address of the edge server. Edge communication link.
  • the graphic code image is used as an example of the game access element for illustration; in other embodiments, other game access elements can also be used to implement the control device access to the game.
  • a matching code composed of one or more elements of numbers, punctuation marks, and emoticons can be used as a game access element; Enter the same matching code in the control device to realize the control device access to the target game.
  • the embodiment of the present application can also detect the exit event that the target control device exits the target game; Exit mode or passive exit mode. If the exit method is an active exit method, the target graphic code image can be displayed on the display device, so that among all the control devices in the same physical environment as the display device, the control devices other than the target control device can be accessed by scanning the graphic code image. into the target game.
  • the target graphics code image can be displayed on the display device after waiting for a preset period of time, so that the target control device can re-connect to the target game by scanning the target graphics code image.
  • the preset duration can be set according to business requirements or experience values, and the embodiment of the present application does not limit the specific value of the preset duration.
  • the specific recognition principle for identifying the exit method of the target control device to exit the target game is as follows: If the user of the target control device actively exits the target game through the target control device, the computer device can usually receive the exit request sent by the target control device; otherwise , the opt-out request will not be received.
  • the computer device can identify the exit method for the target control device to exit the target game by judging whether the exit request sent by the target control device is received before the target control device exits the target game; if the target control device exits the target game before the target control device, After receiving the exit request sent by the target control device, it can be determined that the exit method of the target control device to exit the target game is an active exit method; if the exit request sent by the target control device is not received before the target control device exits the target game, then the It is determined that the exit method for the target control device to exit the target game is a passive exit method.
  • the embodiment of the present application can realize that the access of the control device is based on the entire life cycle of the target client, not for a single game; in this way, when the user switches from one game to another, the Direct access to another game through the existing historical controller does not need to perform code scanning operations, which can simplify user operations and improve user convenience, thereby improving user experience and user stickiness, and reducing the frequency of server response to code scanning operations.
  • an adaptive processing method can be used according to the specific exit method, fully considering the user's needs, and the user experience can be further improved.
  • the target game as a cloud game in the cloud game system as shown in Figure 1f as an example, from the perspective of interaction between the target game SDK, central server, edge server and control device, how to pass the target game
  • the specific principle of manipulating the target game by the manipulation device is further elaborated:
  • the game developer of the target game can apply for the appid corresponding to the target game (the application ID of the game application running the target game) on the cloud game system in advance as the game ID of the target game.
  • the cloud game system can assign a secret (key) to the game developer as the key used for subsequent interface interactions or interface calls.
  • the cloud game system can also provide the game developer of the target game with the virtual controller required by the target game in the form of the SDK of the target game for style development; correspondingly, the game developer of the target game, for the target game, You can use HTML+CSS to customize and develop different styles of virtual controllers.
  • the style of virtual controllers can be typesetting and defined by HTML+CSS; and in the device used by the game developer of the target game, the developed Various styles of virtual manipulators for local testing. After passing the local test, generate the SDK of the target cloud game; the SDK includes but is not limited to: various styles of virtual controllers involved in the target game, the game logo and secret of the target game.
  • the game developer of the target cloud game can upload the SDK developed by himself to the game server in the cloud game system for deployment; specifically, the game developer can package the developed SDK into a zip (a compressed format) package, Upload to the game server in the cloud game system for deployment.
  • the game server in the cloud game system can parse the zip package uploaded by the game developer, obtain the SDK and store the SDK.
  • the SDK is scanned for security to avoid unsafe code uploads.
  • the game server in the cloud game system can also be deployed online. Specifically, the style files involved in the target game can be deployed in the folder indicated by the game identifier (appid) of the target game stored in the central server.
  • the SDK of the target game can specify the target virtual controller of the corresponding style in the target control device to display according to the game scene of the target game.
  • the SDK of the target game can also select a style as the default style, so that when the target control device accesses the target cloud game for the first time, the target control device uses the default style to display the target virtual control device.
  • a cloud game can define multiple styles of virtual controllers, and different styles can correspond to different component layouts. , so that different button layouts can be used in different game scenarios.
  • the naming type of the style file of the virtual manipulator can be control_style name.html, for example, the file identifier of the style file of the virtual manipulator can be any of the following: control_hall.html, control_3v3.html, control_touch.html, and so on.
  • the access process is as follows:
  • the SDK of the target game may be initialized.
  • the SDK of the target game needs to be initialized.
  • the initialization includes the following operations: input the game ID (appid) and secret of the target game to the SDK to prove your identity; The callback interface of the device's user processing function (Pad User Handler), etc.
  • the game server can directly start the target game and wait for the user to enter; correspondingly, any user using the display device can open the game selection interface in the target client running on the display device, and the game selection interface includes one or more cloud
  • the game entry of the game then any user can enter the target game by selecting the game entry of the target game.
  • the SDK of the target game can call back the user entry notification function CloudUserHandler registered during the initialization process of the target game.
  • This CloudUserHandler can include user openid (user identification), nickname, avatar link, user terminal equipment information; this user terminal equipment information can include but not limited to: the terminal type of the terminal equipment used by the user, such as windows (operating system), android mobile (Android phone), android tv (Android TV) and other information. It should be noted that only after the game screen of the target game is successfully displayed on the display device can it be indicated that the user has entered the game, which means that the target game has been assigned to a specific user and has been seen by the user, as shown in Figure 5a Show.
  • the SDK of the target game may send a device access request to the edge server, where the device access request is used to indicate: a threshold number of manipulation devices allowed to access the target game. If the target game is the first game to be started among the N games in the cloud game system, the edge server can realize the target control device to connect to into the target game.
  • the implementation principle of the code scanning access method is as follows:
  • Phase 1 Generate the target image code image on the screen of the display device.
  • the SDK of the target game When the SDK of the target game is initialized, it has established a long connection with the edge server.
  • a long connection refers to a communication connection that can support multiple data interactions; therefore, when the target game has a device access request, the SDK of the target game can request the edge server
  • the image of the target graphic code is displayed on the display device. It should be understood that if no control device is currently connected to the target client (that is, no other cloud games are started before the target game), the request for displaying the target graphic code image sent by the target game's SDK is invalid.
  • the edge server can send an information acquisition request to the central server, so as to request the central server to obtain the graphic code information of the target graphic code image;
  • User ID which may be the (user id) of the login target client.
  • the central server inquires the history control device that has accessed the target client at present, if the history control device is not found, then generates the graphic code information of the target graphic code image; and sends the target graphic code image to the edge server
  • the graphic code information so that after the edge server receives the graphic code information, it can notify the target client in the display device, and the target client generates the target graphic code image according to the graphic code information, and displays the target graphic code image.
  • the target graphic code image may include the communication address of the central server and a temporary graphic code identification (such as a QR code scanning id).
  • This temporary graphic code identifier can query sessionid, deviceid and the communication address of the requested edge server; sessionid refers to a temporary identifier generated when the user opens the target client, and the sessionid is unique and temporary. Uniqueness can ensure that: when different users or the same user enters different cloud games in different time periods, the sessionid will not change; temporaryness can ensure that: the sessionid remains unchanged during the opening and use of the target client, but if the target client is blocked Restart, the sessionid needs to change.
  • Stage 2 The user of the target control device scans the target graphic code image through the target control device.
  • the target graphic code image can be scanned by a client (such as a social client, a game client) with a code scanning function in the target control device .
  • the target control device can analyze the scanned target graphic code image to obtain the communication address and graphic code identification of the central server.
  • the target control device establishes a central communication link with the central server based on the communication address of the central server; the central server informs the target control device of the communication address of the edge server to be connected based on the central communication link.
  • the target control device establishes an edge communication link with the edge server based on the communication address of the edge server.
  • the SDK Since the SDK establishes a long connection with the edge server during initialization, when the control device is connected to the edge server, it can directly communicate with the SDK to realize The target manipulation device accesses the target game. After the target control device accesses the target game, the edge server can also inform the SDK of the following information: the target control device is connected, the device serial number of the target control device, and user-related information.
  • the target control device in the embodiment of the present application communicates through the edge server and SDK; since the edge server is physically located close to the target control device, communication through the edge server and SDK can effectively reduce the communication distance , so as to reduce the communication time and improve the communication efficiency, and then realize the timely transmission of the target control data generated by the target control device to the SDK, and improve the timeliness and smoothness of the target control device to control the target game. Further, since a long connection is established between the SDK and the edge server, and a long connection refers to a communication connection that can support multiple data interactions; therefore, there is no need to perform connection establishment operations between the SDK and the edge server every time, which can effectively save Process resources and improve communication efficiency.
  • the edge server can notify the central server as follows Content:
  • the target game has device access requirements, and the threshold of the number of control devices allowed to access the target game.
  • the central server can adopt the device access logic shown in FIG. 5c to implement the target control device to access the target game.
  • the central server may determine the threshold x of the number of control devices allowed to access the target game, and determine whether the target number y of historical control devices that have accessed the target client is greater than or equal to the threshold x. If it is greater than or equal to the quantity threshold x, select x historical control devices from y historical control devices, and call back the device serial number of each selected historical control device to the SDK, so as to realize the callback and notify the SDK: control device access . If the target quantity y is less than the quantity threshold x, you can call back the device serial numbers of the y historically controlled devices to the SDK, so as to implement the callback to inform the SDK: control device access; and determine whether it needs to be displayed on the display device for access.
  • the target graphic code image of the target game Enter the target graphic code image of the target game, if necessary, then display the target graphic code image, so that other control devices can access the target game by scanning the target graphic code image; when other control devices access the target game by scanning the target graphic code image
  • the device serial number of other control devices connected to the target game can be called back to the SDK, so as to implement the callback to notify the SDK: control device access.
  • the target control device can be one of the y historical control devices, or one of the other control devices; when the target control device is a historical control device, non-scanning The code access method is used to access the target game.
  • the scan code access method can be used to access the target game.
  • the implementation principle of the non-scanning code access method is as follows: the central server can notify the historical control device (such as the target control device) that needs to activate the connection with the following information: the communication address and deviceid of the edge server.
  • the target control device can connect to the edge server based on the communication address and deviceid of the edge server; specifically, the target control device can send the link establishment of the edge communication link to the edge server based on the communication address and deviceid of the edge server Request, to request the edge server and the target control device to establish an edge communication link, so as to realize the connection to the edge server.
  • the central server can also send the device serial number of the connectable historical control device to the edge server, so that after receiving the link establishment request sent by the target control device, the edge server first sends a link to the target device according to the central server's device serial number. Manipulate the device for identity verification.
  • the identity verification of the target control device can be realized by verifying whether the device serial number of the central server is consistent with the device serial number carried in the link establishment request; if the identity verification is passed, the edge server agrees with the target control device.
  • the device establishes an edge communication link.
  • the target manipulation device can display a target virtual manipulator for manipulating the target game, and the target game can also perform two-way communication with the target manipulation device through the SDK.
  • the SDK of the target game can trigger the target control device to change the style of the target virtual control, or trigger the target control device to perform vibration operations, play multimedia data and other operations.
  • the SDK detects that there is a scene switch in the target game, it can determine that the style of the virtual controller needs to be changed; and then send a style loading notification to the edge server, which is used to indicate: the edge server needs to Notify the target control device to load the style file of the specified style (that is, the determined style); correspondingly, the edge server can notify the target control device to change the style, and combine the style identification (such as style name, style label, etc.) of the specified style with the target
  • the game ID (appid) of the game is sent to the designated target control device, and the style ID of the determined style is sent to the target control device through the edge server, so that the target control device can request the central server to load the corresponding appid according to the received style ID.
  • the central server can respond to the request of the target manipulation device, and return the style file indicated by the style identifier to the target manipulation device, so that the target manipulation device can display a target virtual manipulator of a corresponding style based on the received style file.
  • the target control device can also send a loading completion notification to the edge server to notify that the target virtual controller of the corresponding style has been successfully displayed on the target control device, thereby triggering the edge server to forward the loading completion notification to the SDK of the target game .
  • the target control device can also notify the SDK of the target game through the edge server.
  • the SDK of the target game can be notified immediately through a callback event: the target control device indicated by the device serial number has been disconnected.
  • This callback event can distinguish whether the user is actively Away or passive offline. If the user voluntarily leaves, it means that the exit method of the target control device is active exit. This situation may be caused by the player needing to change players. Therefore, the SDK can actively open the display device through at least one of the edge server and the central server. The image of the target graphic code pops up in the center, so that new players and users can use the corresponding control device to scan the code to access. If it is passive exit, it means that the exit method of the target control device is passive exit.
  • This situation may be caused by poor network environment, so the SDK can wait for a preset period of time before passing through at least one of the edge server and the central server.
  • the server actively pops up the image of the target graphic code in the center of the display device, so that the target control device can be re-scanned for access.
  • the target manipulation device can obtain the target manipulation data generated when the target virtual manipulator is manipulated, and transmit the target manipulation data to the SDK, and the SDK will The target manipulation data is transmitted to the game server running the target game, so that the game server can determine the manipulation behavior for the target game according to the target manipulation data, so as to update the game screen displayed on the display device according to the determined manipulation behavior.
  • the target virtual manipulator includes multiple manipulation components, and the user can manipulate the target virtual manipulator by manipulating these manipulation components, so the target manipulation data can include the component identification of the manipulated manipulation component in the target virtual manipulator .
  • the specific method for the target control device to transmit the target control data to the SDK may be: the target control device sends the target control data to the edge server based on the edge communication link, so that the edge server sends the target control data based on the long connection with the SDK.
  • the control device is forwarded to the SDK.
  • the embodiment of the present application is only described by taking the manipulation of the target virtual manipulator through the manipulation component as an example, and does not limit this.
  • the user of the target manipulation device can not only manipulate the manipulation components in the target virtual manipulator to realize the manipulation of the target virtual manipulator;
  • One or more sensors in the robot are moved to realize the manipulation of the target virtual manipulator.
  • the manipulation data supported by the target virtual manipulator includes, but is not limited to: event data of Touch (touch) events, sensor data, event data of custom events (such as manipulating custom left and right keys, etc.).
  • Touch events are obtained in units of manipulation components, and event types include DOWN (press), MOVE (move), UP (lift), and so on.
  • the Touch data of the Touch event may include: the component identification of the touched manipulation component, or the position coordinates of the touch point in the relative coordinate system.
  • the relative coordinate system is the coordinate system formed by the upper left corner (0, 0) and the lower right corner (1.0, 1.0) of the area where the "left" control component is located , in this relative coordinate system, the position coordinates of the black touch point are (0.2, 0.3).
  • Sensor data may include: gyroscope data, accelerometer data, compass data, device orientation data, gravity sensing data, and the like.
  • the types of custom events can include DOWN and UP, that is, the event of pressing the control component and the event of lifting the control component.
  • the type of custom event can be represented by a number, and the specific value of the number can be customized.
  • the cloud game system can provide js (JavaScript, a programming language) files, and provide several interfaces for the transfer of manipulation data.
  • control data is given to the SDK on a per-user basis, and thus to the game server where the target game is located, and the users corresponding to different control devices are independent of each other.
  • Touch events and sensor data you can read when the display device displays each frame of the game screen, what is the current value, and thus get Touch data and sensor data.
  • custom events usually component clicks or long presses
  • style display mentioned in the above-mentioned embodiments and the transfer of manipulation data are all implemented on the basis of webpages by using HTML+CSS+js; if the target control device is to display any A style of target virtual manipulator.
  • other schemes can also be used to realize the transfer of style display and manipulation data; for example, a specific client can be developed through a custom description language, and the specific client can be installed in the target control device, thereby Either style of target virtual manipulator can be drawn and displayed by that particular client.
  • the embodiment of the present application takes the switching between various game scenes under the target game as an example, and explains how to adjust the style of the target virtual manipulator displayed on the target control device; for switching between game scenes of different games, The same applies.
  • the style of the target virtual controller can be changed from a handle style to a racing style.
  • the embodiment of the present application can have the following beneficial effects: 1By introducing a target manipulation device to independently display the target virtual manipulator for manipulating the target game, so that when the target game is manipulated by the target virtual manipulator, the goal can be achieved.
  • the control and display of the game are separated from each other, avoiding the problem that the user device consumes a large amount of operating resources and reduces the operating performance caused by the joint display of the game screen and the designated components used to control the game on the same user device.
  • compared with using The way of physical handles, using mobile devices as control devices is more convenient for users and can effectively improve the convenience of game manipulation.
  • the style of the control device does not need to deal with redundant user operations, it only needs to respond to the control operations triggered in the virtual controller adapted to the current game scene, which reduces the operating pressure of the control device; moreover, it is compatible with the current game scene
  • the adapted virtual manipulator also enables the user to control the current game scene in the target game with fewer operations, reducing the number of times the control device responds to user operations and reports operation data to the display device, especially when there are multiple In the case of multiple control devices connected to the display device, for each control device, the number of data interactions between it and the display device can be reduced, so that the response pressure of the display device can be greatly reduced, and it is also convenient for users to
  • the current game scene executes the game operation, improves the convenience of the game and the accuracy of the game operation, and then improves the
  • the target control device and the SDK can support the transmission of control data from various sensors including gyroscopes, accelerometers, and gravity sensors.
  • the SDK can make a comprehensive analysis based on multiple control data
  • the user's manipulation of the control device improves the accuracy of the analysis results, so that the game screen can be accurately updated based on the analysis results.
  • the user changes the game there is no need for the user to scan the code again, which is very convenient.
  • 6By customizing the style of the virtual controller it can have high flexibility and improve user experience.
  • the display area of each control component can be defined as a large-scale area on the screen of the display device to facilitate user manipulation, thereby avoiding the need for users to Look at the problem of controlling equipment.
  • the device control device may be a computer program (including program code) running on a computer device.
  • the image processing device can execute the method shown in FIG. 2 . Referring to Fig. 7, the device control device can operate the following units:
  • the display unit 701 is configured to display the target in the target manipulation interface of the target manipulation device in a first style adapted to the first game scene during the display device displaying the game screen in the first game scene of the target game virtual manipulator;
  • the processing unit 702 is configured to update the game screen displayed on the display device in the first game scene in the first game scene when the target virtual manipulator of the first style is manipulated;
  • the display unit 701 is also used to display the target virtual manipulator in a second style adapted to the second game scene in the target manipulation interface if switching from the first game scene to the second game scene of the target game;
  • the processing unit 702 is further configured to update the game screen displayed on the display device in the second game scene in the second game scene when the target virtual manipulator of the second style is manipulated.
  • the target game includes at least a target object, and the target object refers to: an object controlled by the target virtual manipulator; correspondingly, the processing unit 702 can also be used for:
  • the target manipulation device When there is a manipulation prompt event about the target object, control the target manipulation device to perform a prompt operation according to the manipulation prompt event;
  • the prompt operation includes at least one of the following: a vibration operation and an operation of outputting multimedia data;
  • the manipulation prompt event includes: during the process of controlling the target object through the target virtual manipulator, an abnormal event generated by the target object; or an event that needs to notify the user of the target manipulation device to control the target object.
  • the target virtual manipulator has a cooperative virtual manipulator, and the cooperative virtual manipulator is displayed in a manipulation device different from the target manipulation device; the cooperative virtual manipulator refers to: used for cooperating with the target virtual manipulator to control the target object virtual manipulator;
  • the style of the collaborative virtual manipulator is different from the style of the target virtual manipulator.
  • the display device displays the game screens of N games through the target client.
  • the N games include the target game, and N is an integer greater than 1;
  • the style adapted to each game scene of the game is displayed on the target virtual manipulator; correspondingly, the processing unit 702 can also be used for:
  • the target graphic code image for accessing the target game is displayed on the display device, so that the target control device scans the target graphic code image, access the target game.
  • processing unit 702 may also be used to:
  • the target game is not the first game to be started among the N games, it is determined that the history control device that has been connected to the target client is connected; the history control device is any game that is started before the target game by accessing the N games, access to the target client; and each history control device continues to connect to the target client after the connected game is closed until the target client ends;
  • the quantity threshold If the target quantity is greater than the quantity threshold, then select the quantity threshold historical control equipment from the historical control equipment of the target quantity;
  • Each selected historical manipulation device is notified to access the target game, and the target manipulation device is a historical manipulation device among the selected historical manipulation devices.
  • processing unit 702 may also be used to:
  • control devices include: among all the control devices in the same physical environment as the display device, one or more control devices other than the accessed history control device; the target control device is a history control device that has been connected to the target client A control device, or a control device among other control devices.
  • processing unit 702 may also be used to:
  • the benchmark number of manipulation devices required for the target game scene of the target game where the target game scene refers to the game scene where the number of target devices is detected to be less than the number threshold
  • the target quantity is less than the reference quantity, then perform the step of displaying the target graphic code image for accessing the target game in the display device, so that other control devices can access the target game by scanning the target graphic code image;
  • the target graphic code image is a step of enabling other control devices to access the target game by scanning the target graphic code image.
  • processing unit 702 when the processing unit 702 is used to display the target graphic code image for accessing the target game on the display device, it can be specifically used for:
  • the number of control devices that have been connected to the target game calculate the number of images used to access the target graphic code image of the target game
  • the number of target graphic code images displayed on the display device one target graphic code image corresponds to an object in the target game; wherein, the object controlled by the target virtual manipulator corresponds to the target graphic code image scanned by the target control device Object.
  • processing unit 702 may also be used to:
  • an exit method for the target control device to exit the target game is identified, and the exit method includes an active exit method or a passive exit method;
  • exit method is the active exit method, display the image of the target graphic code on the display device, so that among all the control devices in the same physical environment as the display device, the control devices other than the target control device can access by scanning the graphic code image. target game;
  • the exit mode is a passive exit mode, after waiting for a preset period of time, the target graphic code image is displayed on the display device, so that the target control device can re-connect to the target game by scanning the target graphic code image.
  • the target game is a cloud game in a cloud game system, and the cloud game system includes a central server and an edge server;
  • the target graphic code image includes: the communication address of the central server and the graphic code identification, the graphic code identification and the edge server The communication address of the server is associated;
  • the way for the target control device to access the target game by scanning the target graphic code image is as follows:
  • the target control device scans the target graphic code image, and analyzes the scanned target graphic code image to obtain the communication address and graphic code identification of the central server;
  • Generate an address acquisition request carrying a graphic code identification and send an address acquisition request to the central server based on the central communication link, so as to request the central server to return the communication address of the edge server according to the graphic code identification;
  • an edge communication link is established based on the communication address of the edge server and the edge server; after the edge communication link is successfully established, it is determined that the target control device accesses the target game.
  • the target game is a cloud game in a cloud game system
  • the cloud game system includes a central server and an edge server
  • each history control device accesses the corresponding game, it maintains the central communication link with the central server and the edge communication link with the edge server; and after the connected game is closed, it disconnects from the edge server Edge communication links between;
  • the method of notifying any history manipulation device to access the target game is as follows: Send a server connection notification to any history manipulation device through the central server to notify any history manipulation device to re-establish an edge communication link with the edge server based on the communication address of the edge server road.
  • the various units in the equipment control device shown in Fig. 7 can be respectively or all combined into one or several other units to form, or some (some) units can be disassembled again. Divided into a plurality of functionally smaller units, this can achieve the same operation without affecting the realization of the technical effects of the embodiments of the present application.
  • the above-mentioned units are divided based on logical functions. In practical applications, the functions of one unit may also be realized by multiple units, or the functions of multiple units may be realized by one unit. In other embodiments of the present application, the device-based control apparatus may also include other units. In practical applications, these functions may also be implemented with the assistance of other units, and may be implemented cooperatively by multiple units.
  • the computer-readable instructions (including program codes) of the steps involved in the corresponding method shown in FIG. 2 are used to construct the device control device shown in FIG. 7 and to implement the device control method of the embodiment of the present application.
  • the computer-readable instructions may be recorded in, for example, a computer-readable storage medium, loaded into the above-mentioned computing device through the computer-readable storage medium, and run there.
  • an embodiment of the present application further provides a computer device.
  • the computer device at least includes a processor 801, an input interface 802, an output interface 803, and a computer-readable storage medium 804; and the processor 801, the input interface 802, the output interface 803, and the computer-readable
  • the storage medium 804 can be connected through a bus or other means.
  • the computer-readable storage medium 804 can be stored in the memory of the computer device, and the computer-readable storage medium 804 is used for storing computer-readable instructions, and the computer-readable instructions include program instructions, and the processor 801 (or called CPU (Central Processing Unit, central processing unit)) is the calculation core and control core of computer equipment, which is suitable for implementing one or more instructions, specifically for loading and executing one or more instructions to realize the corresponding method flow or corresponding function.
  • the processor 801 described in the embodiment of the present application may be used to implement the device control method in the embodiment of the present application.
  • the embodiment of the present application also provides a computer-readable storage medium (Memory).
  • the computer-readable storage medium is a memory device in a computer device and is used to store programs and data. It can be understood that the computer-readable storage medium here may include a built-in storage medium in the computer device, and of course may also include an extended storage medium supported by the computer device.
  • the computer-readable storage medium provides storage space that stores the operating system of the computer device. Moreover, one or more instructions suitable for being loaded and executed by the graphics card 801 are also stored in the storage space, and these instructions may be one or more computer-readable instructions (including program codes).
  • the computer-readable storage medium here can be a high-speed RAM memory, or a non-volatile memory (non-volatile memory), such as at least one disk memory; A computer-readable storage medium for the aforementioned processor.
  • the processor 801 can load and execute one or more instructions stored in the computer-readable storage medium, so as to implement the corresponding steps in the above-mentioned embodiment of the device control method shown in FIG. 2 .
  • a computer program product or computer readable instructions where the computer program product includes computer readable instructions, and the computer readable instructions are stored in a computer readable storage medium.
  • the processor of the computer device reads the computer-readable instructions from the computer-readable storage medium, and the processor executes the computer-readable instructions, so that the computer device executes various optional aspects of the embodiment of the device control method shown in FIG. 2 above. method provided in the method.

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Abstract

一种设备控制方法,包括:在显示设备显示目标游戏的第一游戏场景下的游戏画面的过程中,在目标操控设备的目标操控界面中,采用与第一游戏场景适配的第一样式显示目标虚拟操控器;当第一样式的目标虚拟操控器被操控时,在第一游戏场景下更新显示设备中所显示的第一游戏场景下的游戏画面;若所述显示设备显示的游戏画面从第一游戏场景切换至目标游戏的第二游戏场景,则在目标操控界面中,采用与第二游戏场景适配的第二样式显示目标虚拟操控器;当第二样式的目标虚拟操控器被操控时,在第二游戏场景下更新显示设备中显示的第二游戏场景下的游戏画面。

Description

设备控制方法、装置、计算机设备及存储介质
本申请要求于2021年05月28日提交中国专利局,申请号为202110596465.8,申请名称为“游戏处理方法、装置、计算机设备及存储介质”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
本申请涉及计算机技术领域,尤其涉及一种设备控制方法、装置、计算机设备及计算机可读存储介质。
背景技术
随着计算机技术的飞速发展,游戏逐渐成为人们日常生活中十分常见的一种娱乐方式。目前,常见的游戏操控方式是通过触摸游戏画面上的指定组件来操控游戏。这种方式中,用于操控游戏的组件与游戏画面共同显示在同一个用户设备上,该设备在显示游戏画面的同时还需要对用户触发的各种操作进行响应,那么该游戏正常运行就需要消耗用户设备内部大量的运行资源,如用户设备的计算资源与内存资源等,导致用户设备的运行压力非常大,严重的还会导致用户设备发热、发烫,缩短用户设备的使用寿命。
发明内容
一种设备控制方法,所述方法包括:
在显示设备显示目标游戏的第一游戏场景下的游戏画面的过程中,在目标操控设备的目标操控界面中,采用与所述第一游戏场景适配的第一样式显示目标虚拟操控器;
当所述第一样式的目标虚拟操控器被操控时,在所述第一游戏场景下更新所述显示设备中所显示的所述第一游戏场景下的游戏画面;
若所述显示设备显示的游戏画面从所述第一游戏场景切换至所述目标游戏的第二游戏场景,则在所述目标操控界面中,采用与所述第二游戏场景适配的第二样式显示所述目标虚拟操控器;
当所述第二样式的目标虚拟操控器被操控时,在所述第二游戏场景下更新所述显示设备中显示的所述第二游戏场景下的游戏画面。
一种设备控制装置,所述装置包括:
显示单元,用于在显示设备显示目标游戏的第一游戏场景下的游戏画面的过程中,在目标操控设备的目标操控界面中,采用与所述第一游戏场景适配的第一样式显示目标虚拟操控器;
处理单元,用于当所述第一样式的目标虚拟操控器被操控时,在所述第一游戏场景下更新所述显示设备中所显示的所述第一游戏场景下的游戏画面;
所述显示单元,还用于若所述显示设备显示的游戏画面从所述第一游戏场景切换至所述目标游戏的第二游戏场景,则在所述目标操控界面中,采用与所述第二游戏场景适配的第二样式显示所述目标虚拟操控器;
所述处理单元,还用于当所述第二样式的目标虚拟操控器被操控时,在所述第二游戏场景下更新所述显示设备中显示的所述第二游戏场景下的游戏画面。
一种计算机设备,包括输入接口和输出接口,其特征在于,所述计算机设备还包括存储器和一个或多个处理器,所述存储器存储有计算机可读指令,所述计算机可读指令被所 述一个或多个处理器执行时,使得所述一个或多个处理器加载并执行上述的设备控制方法的步骤。
一个或多个存储有计算机可读指令的非易失性计算机可读存储介质,存储有计算机可读指令,所述计算机可读指令被一个或多个处理器执行时,使得所述一个或多个处理器加载并执行上述设备控制方法的步骤。
附图说明
为了更清楚地说明本申请实施例技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图是本申请的一些实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1a是本申请实施例提供的一种虚拟操控器的示意图;
图1b是本申请实施例提供的一种开发虚拟操控器的多个样式的示意图;
图1c是本申请实施例提供的一种目标游戏的多个样式的虚拟操控器;
图1d是本申请实施例提供的一种随着场景切换,变更虚拟操控器的样式的示意图;
图1e是本申请实施例提供的一种设备控制系统的系统架构图;
图1f是本申请实施例提供的另一种设备控制系统的系统架构图;
图2是本申请实施例提供的一种设备控制方法的流程示意图;
图3a是本申请实施例提供的一种在显示设备中更新游戏画面的示意图;
图3b是本申请实施例提供的另一种在显示设备中更新游戏画面的示意图;
图3c是本申请实施例提供的一种控制目标操控设备执行震动操作的示意图;
图3d是本申请实施例提供的一种目标虚拟操控器和协同虚拟操控器的示意图;
图3e是本申请实施例提供的另一种在显示设备中更新游戏画面的示意图;
图4a是本申请实施例提供的一种条形码和二维码的示意图;
图4b是本申请实施例提供的一种目标操控设备扫描目标图形码图像的示意图;
图4c是本申请实施例提供的一种操控设备处于可用状态的示意图;
图4d是本申请实施例提供的一种操控设备处于待机状态的示意图;
图4e是本申请实施例提供的一种在显示设备中显示目标图形码图像的示意图;
图5a是本申请实施例提供的一种游戏启动和用户进入游戏之间的状态关系示意图;
图5b是本申请实施例提供的一种扫码接入方式的原理示意图;
图5c是本申请实施例提供的一种设备接入逻辑的逻辑示意图;
图5d是本申请实施例提供的一种非扫码接入方式的原理示意图;
图5e是本申请实施例提供的一种SDK的使用过程的流程示意图;
图6是本申请实施例提供的一种黑色触摸点的位置坐标的示意图;
图7是本申请实施例提供的一种设备控制装置的结构示意图;
图8是本申请实施例提供的一种计算机设备的结构示意图。
具体实施方式
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。
在本申请实施例中,后续所提及的游戏均是指依托设备所运行的电子游戏。并且,从电子游戏的实现条件的角度看,后续所提及的游戏可以是单机游戏或网络游戏。单机游戏 是指:在设备本地完成的、无需网络的游戏;相应的,网络游戏则是指:需用户设备和游戏服务器依托于网络共同完成的、可支持多用户同时参与的游戏。从电子游戏的运行载体的角度看,后续所提及的游戏可以是端游、手游、网游或者云游戏等等。端游是指运行在PC(Personal Computer,个人计算机)端中的游戏,手游是指运行在移动设备(如手机、平板电脑、智能手表等)中的游戏,网游是指以网页为运行载体所运行的游戏,云游戏则是指在游戏服务器中运行的游戏。
也就是说,云游戏并不在用户设备中运行,而是在游戏服务器中运行;游戏服务器可将云游戏中的游戏画面、游戏音频压缩编码为媒体流,然后通过网络将媒体流传输给用户设备进行图像显示和音频播放。当用户在游戏界面中执行各种操作时,用户设备可将这些操作产生的操作数据上报给游戏服务器,由游戏服务器在对应的云游戏中根据操作数据而刷新云游戏的游戏画面,再将刷新后的游戏画面返回至用户设备中进行显示,以实现云游戏的游玩。可见,云游戏以云计算技术为基础,云计算技术为云游戏提供强大的图形处理能力与数据运算能力;云计算是一种计算模式,它将计算任务分布在大量计算机构成的资源池上,使各种应用系统能够根据需要获取计算力、存储空间和信息服务。
为了降低独自运行、操控游戏时用户设备所需消耗的运行资源,本申请实施例提出了一种设备控制方案。具体的,该设备控制方案的大致原理如下:针对目标游戏,可通过一个显示设备11显示目标游戏的游戏画面;另外,可通过一个或多个操控设备12单独显示用于操控目标游戏的虚拟操控器121,如图1a所示;通过引入目标操控设备来独立显示用于操控目标游戏的目标虚拟操控器,使得在通过目标虚拟操控器操控目标游戏时,实现目标游戏的操控和显示相互分离,避免因操控游戏画面上的指定组件而遮挡目标游戏的游戏画面的情况,从而支持用户可观看到完整的游戏画面,而且还能避免因游戏画面与用于操控游戏的指定组件共同显示在同一个用户设备上所带来的用户设备消耗大量运行资源、降低运行性能、使用寿命的问题。虚拟操控器是指:在设备屏幕中显示的,与物理操控器(如物理键盘、物理游戏手柄)具有相同操控功能的操控器;不同操控设备11中所显示的虚拟操控器的样式可以相同或不同,对此不作限定。需要说明的是,本申请实施例所提及的“多个”的含义均是指:至少两个。
进一步的,可将任一操控设备中所显示的虚拟操控器以目标游戏的SDK(Software Development Kit,软件开发工具包)的形式,提供给目标游戏的游戏开发者进行样式开发,以使得游戏开发者可根据目标游戏的不同游戏场景自定义开发出不同样式的虚拟操控器,如图1b所示。SDK可以是任一类型的SDK,如Unity SDK、Unreal SDK、Cocos SDK,等等;Unity、Unreal(UNREAL ENGINE,虚幻引擎)和Cocos均是一种游戏引擎。相应的,游戏开发者可采用HTML(Hyper Text Markup Language,超文本标记语言)+CSS(Cascading Style Sheets,级联样式表)的方式,开发出包含多种样式的虚拟操控器的SDK;如图1c所示,目标游戏可被开发出多个样式的虚拟操控器。在游戏开发者开发了SDK后,可将该SDK集成在该目标游戏的运行载体中,以使得目标游戏拥有如下能力:可支持多用户将任一具有显示功能和触摸功能的移动设备作为操控设备,并通过操控设备接入目标游戏,进而操控目标游戏。该SDK的功能可包括但不限于如下几点:
①操作事件的获取功能,即SDK可获取各个操控设备的用户操作行为,如组件点击的操作行为,组件按压的操作行为等;
②用户接入事件的反馈功能,即用户通过操控设备接入目标游戏后,SDK可向目标游戏反馈接入用户的用户信息(昵称、头像、设备编号等);
③虚拟操控器的样式的更换功能,即SDK可根据目标游戏的不同游戏场景确定虚拟操控器的不同样式,从而通知操控设备显示不同的样式的虚拟操控器,以便于用户进行游戏操作;
④发送震动、音效至操控设备的功能,即SDK可在需要提示用户时,向操控设备发送提示,以提示用户使用操控设备、或对用户进行告警等。
可见,通过向游戏开发者提供SDK,使游戏开发者可通过该SDK根据不同游戏场景自定义不同样式的虚拟操控器,从而实现在显示设备显示目标游戏中的各个游戏画面时,可根据显示设备中所显示的当前游戏画面所属的当前游戏场景,在各个操控设备11中调整虚拟操控器的样式,使得各个操控设备11中所显示的调整后的虚拟操控器的样式自动和当前游戏场景相适配,从而使得用户可在不同游戏场景下采用不同样式的虚拟操控器操控目标游戏,以提升用户操纵虚拟操控器的操纵便捷性,进而提升用户黏度。所显示的调整后的虚拟操控器的样式自动和当前游戏场景相适配,无需用户通过操控设备手动切换虚拟操控器的样式,操控设备无需要处理多余的用户操作,只需要对在与当前游戏场景适配的虚拟操控器中触发的操控操作进行响应,降低了操控设备的运行压力;而且,与当前游戏场景相适配的虚拟操控器也使得用户可以通过更少的操作实现对目标游戏中当前游戏场景的操控,减少了操控设备响应用户操作以及向显示设备或服务器上报操作数据的次数,尤其是在存在多个与显示设备连接的多个操控设备的情况下,对于每个操控设备而言,都可以减少其与显示设备之间进行数据交互的次数,那么就可以大量降低显示设备的刷新频次与响应负荷。
游戏场景是指在一定的时间、空间内发生的一定游戏任务行动,或因游戏中的各个对象(对象是指虚拟游戏角色)之间的对象关系所构成的场景;例如,当目标游戏为战斗游戏时,目标游戏可包括游戏大厅场景、战斗场景、表演场景,等等。游戏大厅场景是指:显示目标游戏的游戏大厅的游戏画面的场景,游戏大厅是指游戏中用于执行对象选择操作、游戏信息查看操作等操作的虚拟空间;战斗场景是指:显示任一用户(即游戏玩家)在一局游戏中控制相应的对象和其他用户所使用的对象,进行实际战斗的游戏画面的场景;表演场景是指:显示用户在单局游戏中进行剧情表演的游戏画面的场景。当目标游戏为赛车类游戏时,目标游戏可包括游戏大厅场景、赛车场景、成绩结算场景,等等;赛车场景是指:显示任一用户在单局游戏中控制相应的对象和其他用户所使用的对象,进行实际赛车比赛的游戏画面的场景;成绩结算场景是指:显示用户在比赛结束后,结算用户的赛车成绩的游戏画面的场景。
以目标游戏为战斗游戏为例,当显示设备12显示目标游戏的游戏大厅场景下的游戏画面时,操控设备11可采用与有游戏大厅场景相适配的样式显示虚拟操控器;如游戏大厅场景中通常涉及游戏选择操作、游戏信息查看操作等,那么此时的虚拟操控器121可包括:用于控制游戏画面上的输入焦点的焦点控制组件1211,以及执行确认操作的确认组件1212。当从目标游戏的游戏大厅场景切换至战斗场景时,即显示设备12显示目标游戏的战斗场景下的游戏画面时,操控设备12便可采用与战斗场景相适配的样式显示虚拟操控器;如战斗场景中通常涉及对象移动操作、对象跳跃操作、对象攻击操作等,那么此时的 虚拟操控器121可包括:用于执行对象移动操作的对象移动组件1213、用于执行对象跳跃操作的对象跳跃组件1214、用于对象攻击操作的对象攻击组件1215等,如图1d所示。
基于上述所提及的设备控制方案,本申请实施例还提出了适于实现该设备控制方案的设备控制系统。当目标游戏为单机游戏时,该设备控制系统可包括:显示设备11以及一个或多个操控设备12;且各个操控设备12和显示设备11之间可通过有线,或近距离通讯组件进行通信,如图1e所示;近距离通讯组件是指基于近场通讯技术所研发出的组件,如WIFI(Wi-Fi,无线上网)组件、NFC(Near Field Communication,近场通信)组件、蓝牙(bluetooth)组件,等等。在此设备控制系统中,目标游戏的运行载体是显示设备11,即目标游戏的SDK是集成在显示设备11中的;那么设备控制方案的实现原理可如下:显示设备11在显示目标游戏的游戏画面的过程中,显示设备11可通过目标游戏的SDK检测目标游戏是否存在场景切换;若检测到目标游戏存在场景切换,则可确定需变更虚拟操控器的样式;此时可通过目标游戏的SDK根据目标游戏的当前游戏场景确定各个操控设备12所需显示的虚拟操控器的样式,从而通知各个操控设备12根据显示相应样式的虚拟操控器。
当目标游戏为云游戏时,该设备控制系统又可称为云游戏系统;该设备控制系统中可至少包括:显示设备11、一个或多个操控设备12以及游戏服务器13;此处的游戏服务器13是指用于提供各式各样的游戏服务(如数据存储服务、游戏登录服务等)的服务器,游戏服务器13可通过数据存储服务存储多种样式的虚拟操控器的样式文件。在此设备控制系统中,显示设备11可负责显示游戏画面,不负责目标游戏的运行,而是由游戏服务器13负责运行该目标游戏;且在此设备控制系统中。即此设备控制系统中,目标游戏的运行载体是游戏服务器13,目标游戏的SDK是集成在游戏服务器13中的;那么设备控制方案的实现原理如下:游戏服务器13可实时将目标游戏中的游戏画面、游戏音频压缩编码为媒体流,然后通过网络将媒体流传输给显示设备11,由显示设备11根据接收到的媒体流进行图像显示和音频播放。在显示设备11显示目标游戏的游戏画面的过程中,游戏服务器13还可通过目标游戏的SDK检测目标游戏是否存在场景切换;若检测到目标游戏存在场景切换,则可确定需变更虚拟操控器的样式;此时可通过目标游戏的SDK根据显示设备11所显示的当前游戏画面所属的当前游戏场景,确定各个操控设备12所需显示的虚拟操控器的样式,从而将确定出的样式的样式文件下发给各个操控设备12,使得各个操控设备根据接收到的样式文件显示相应样式的虚拟操控器。
可选的,该设备控制系统(即云游戏系统)中还可包括中心服务器14和一个或多个边缘服务器15,如图1f所示。中心服务器14是指负责集中调控各个边缘服务器15、存储虚拟操控器的样式文件等工作的服务器。边缘服务器15是指部署在边缘节点中的服务器,边缘节点可理解为靠近用户的节点(如某个机房);一般与延迟相关的数据流(如音视频数据、操控数据等)可直接通过边缘服务器15传输,而不经过中心服务器14;通过部署较多的边缘节点,可让云游戏的各个服务器离用户尽可能的近,从而实现可及时地将游戏数据下发给用户所使用的设备,进而确保用户的延迟体验。那么,在图1f所示的设备控制系统(即云游戏系统)中,设备控制方案的实现原理如下:
游戏服务器13可实时将目标游戏中的游戏画面、游戏音频压缩编码为媒体流,然后通过网络将媒体流传输给显示设备11,由显示设备11根据接收到的媒体流进行图像显示 和音频播放。另外,游戏服务器13可通过目标游戏的SDK检测目标游戏是否存在场景切换;若检测到目标游戏存在场景切换,则可确定需变更虚拟操控器的样式;此时可通过目标游戏的SDK根据显示设备11所显示的当前游戏画面所属的当前游戏场景,确定需显示的虚拟操控器的样式,并将确定的样式的样式标识通过边缘服务器15发送给各个操控设备12,使得各个操控设备12可根据接收到的样式标识,请求中心服务器14加载相应的样式文件。相应的,中心服务器14可响应各个操控设备12的请求,返回样式标识所指示的样式文件至操控设备12,使操控设备12可基于接收到的样式文件显示相应样式的虚拟操控器。
基于上述关于设备控制方案的相关描述,以及设备控制系统的相关描述,需说明以下几点:
①在上述所提及的设备控制方案的相关描述中,检测游戏场景是否切换的步骤,以及根据当前游戏场景确定需显示的虚拟操控器的样式的步骤,均是由目标游戏的运行载体通过目标游戏的SDK执行的,但也可直接由目标游戏的SDK执行。另外,在其他实施例中,也可预先将游戏场景和虚拟操控器的样式之间的适配关系,配置至除目标游戏的运行载体以外的其他设备,从而使得这两个步骤也可以由除目标游戏的运行载体以外的其他设备执行。例如,当目标游戏是单机游戏时,显示设备11也可直接将目标游戏的当前游戏场景的场景标识发送给各个操控设备12,由各个操控设备12根据场景标识所指示的当前游戏场景确定需要显示的虚拟操控器的样式,并采用确定的样式显示虚拟操控器。再如,当目标游戏是云游戏时,游戏服务器13也可直接将目标游戏的当前游戏场景的场景标识发送给显示设备11、操控设备12、中心服务器14以及边缘服务器15中的任一设备,从而由接收到该场景标识的设备负责执行根据目标游戏的当前游戏场景确定各个操控设备12所需显示的虚拟操控器的样式的操作。
②在上述所提及的设备控制系统的相关描述中,显示设备是指可具有显示功能的任一设备,如智能电视、平板电脑、智能手机、笔记本电脑、台式计算机,等等;操控设备是指具有显示功能和触摸功能的任一移动设备,如智能手机、平板电脑、智能手表,等等。可见,本申请通过SDK研发的方式,可实现将任一移动设备作为操控设备,从而实现游戏操纵,无需用户使用指定的物理手柄,可有效提升游戏操纵的便捷性。另外,显示设备和操控设备中均可运行各式各样的客户端(application,APP),如游戏客户端、多媒体客户端、社交客户端,等等;当目标游戏为云游戏时,显示设备中所运行的游戏客户端主要用于显示目标游戏的游戏画面,并不用于运行目标游戏。上述所提及的任一服务器(如游戏服务器、边缘服务器、中心服务器等)可以是独立的物理服务器,也可以是多个物理服务器构成的服务器集群或者分布式系统,还可以是提供云服务、云数据库、云计算、云函数、云存储、网络服务、云通信、中间件服务、域名服务、安全服务、CDN(Content Delivery Network,内容分发网络)、以及大数据和人工智能平台等基础云计算服务的云服务器,等等。
③上述所提及的设备控制系统,还可基于区块链网络搭建。具体的,可将设备控制系统中的全部或部分设备部署在区块链网络内;例如,将设备控制系统中的显示设备、游戏服务器、中心服务器、边缘服务器等部署在区块链网络中。通过基于区块链网络来搭建设备控制系统,可使得设备控制系统中的任一设备在被部署在区块链网络内,或者与区块链 网络存在通信链路时,该任一设备可将内部数据上传至区块链网络的区块链中进行存储,以防止计算机设备的内部数据被篡改,从而提升内部数据的安全性。
④本申请实施例只是以目标游戏为单机游戏和云游戏两种情况为例,对本申请实施例所提出的设备控制系统的系统架构进行示例性说明,并非穷举;当目标游戏为网络游戏,且运行载体为移动设备或PC端时,其对应的设备控制系统的系统架构与云游戏所涉及的设备控制系统的系统架构类似,在此不再赘述。另外,图1e只是示例性地表征云游戏所涉及的设备控制系统(即云游戏系统),并不对此进行限定;例如,图1e中的中心服务器和边缘服务器是相互独立的服务器,但在其他实施例中,也可将图1e中的边缘服务器15和中心服务器14集成为一个服务器。
基于上述设备控制方案和设备控制系统的相关描述,本申请实施例提出一种设备控制方法,该设备控制方法可以由一个计算机设备执行。此处所提及的计算机设备可以是上述所提及的设备控制系统中的显示设备、目标操控设备、游戏服务器、中心服务器或者边缘服务器,对此不作限定;目标操控设备是指接入目标游戏的一个或多个操控设备中的任一操控设备。或者,该设备控制方法也可由上述所提及的设备控制系统中的全部或部分设备共同执行,如由显示设备和目标操控设备共同执行,如由显示设备、游戏服务器和目标操控设备共同执行,等等。
为便于阐述,后续均以计算机设备执行该设备控制方法为例进行说明;请参见图2,该设备控制方法可包括以下步骤S201-S204:
S201,在显示设备显示目标游戏的第一游戏场景下的游戏画面的过程中,在目标操控设备的目标操控界面中,采用与第一游戏场景适配的第一样式显示目标虚拟操控器。
从电子游戏的实现条件的角度看,目标游戏可以是单机游戏、也可以是网络游戏,对此不作限定;从电子游戏的运行载体的角度看,目标游戏可以是云游戏、手游、端游或页游,对此不作限定。目标游戏可具有依序排列的多个游戏场景;第一游戏场景可以是目标游戏所具有的多个游戏场景中除最后一个游戏场景以外的任一游戏场景,如第1个游戏场景,或者第2个游戏场景,等等。
在显示设备显示目标游戏的第一游戏场景下的游戏画面的过程中,计算机设备可根据预先配置的场景和样式之间的适配关系,或者通过目标游戏的SDK确定与第一游戏场景所适配的第一样式,该第一样式是指与第一游戏场景所适配的样式。具体的,若计算机设备是目标游戏的运行载体,则可通过目标游戏的SDK确定与第一游戏场景所适配的第一样式;若计算机设备不是目标游戏的运行载体,则可根据预先配置的场景和样式之间的适配关系,确定与第一游戏场景所适配的第一样式。
需要说明的是,目标游戏可包括一个或多个对象,任一对象可通过接入目标游戏的一个操控设备中所显示的虚拟操控器进行独立控制,也可通过接入目标游戏的一个或多个操控设备中所显示的虚拟操控器进行协同控制,对此不作限定。当目标游戏包括多个对象时,用于控制不同对象的虚拟操控器的样式可相同也可不同;具体可根据实际的业务需求进行配置。若目标游戏包括多个对象,且在第一游戏场景下用于控制不同对象的虚拟操控器的样式互不相同,则第一样式的确定方式可进一步如下:先确定与第一游戏场景所适配的多个样式,一个样式对应一个对象;然后,从确定出的多个样式中,选取与目标对象所对应的样式作为第一样式;目标对象是指通过目标虚拟操控器控制的对象,目标虚拟操控器是 指:在目标操控设备中所显示的虚拟操控器。
在确定出第一样式后,计算机设备可在目标操控设备中的目标操控界面中,采用该第一样式显示目标虚拟操控器。具体的:若计算机设备为目标操控设备,则计算机设备可直接获取该第一样式的样式文件,并基于获取到的第一样式的样式文件显示第一样式的目标虚拟操控器。若计算机设备不是目标操控设备,如计算机设备为显示设备、游戏服务器等;则计算机设备可将第一样式的样式标识发送给目标操控设备,由目标操控设备根据该第一样式的样式标识获取第一样式的样式文件,从而基于获取到的第一样式的样式文件显示第一样式的目标虚拟操控器。或者,计算机设备也可先获取第一样式的样式文件,然后将第一样式的样式文件发送给目标操控设备,使目标操控设备基于接收到的第一样式的样式文件显示第一样式的目标虚拟操控器。
S202,当第一样式的目标虚拟操控器被操控时,在第一游戏场景下更新显示设备中所显示的第一游戏场景下的游戏画面。
在具体实现中,第一样式的目标虚拟操控器可包括P个第一操控组件,一个第一操控组件对应一个游戏操作,P为正整数。目标操控设备的使用者每次可通过操纵该P个第一操控组件中的一个或多个第一操控组件,来触发更新显示设备中所显示的第一游戏场景下的游戏画面。相应的,当第一样式的目标虚拟操控器被操控时,计算机设备可在第一游戏场景下更新显示设备中所显示的第一游戏场景下的游戏画面。具体的,当第一样式的目标虚拟操控器被操控时,计算机设备可从P个第一操控组件中确定被操控的第一操控组件,并根据被操控的各个第一操控组件所对应的游戏操作,更新显示设备中所显示的第一游戏场景下的当前游戏画面;此处所提及的第一游戏场景下的当前游戏画面是指:在第一样式的目标虚拟操控器被操控时,在显示设备中显示的游戏画面。
例如,设第一样式的目标虚拟操控器可包括如下第一操控组件:游戏开始组件31、角色选择组件32等;游戏开始组件31对应游戏开始操作,角色选择组件32对应角色选择操作。若目标操控设备的使用者点击或按压了游戏开始组件31,则可认为游戏开始组件31被操纵,此时显示设备中所显示的第一游戏场景下的当前游戏画面为标号33所标记的游戏画面;计算机设备可根据游戏开始组件31所对应的游戏开始操作,在显示设备中显示目标游戏的第一场景下的游戏开始画面34,以更新显示设备中所显示的第一游戏场景下的当前游戏画面33,如图3a所示。
又如,假设第一样式的目标虚拟操控器可包括如下第一操控组件:喷射组件35、漂移组件等;喷射组件35对应可控制汽车执行喷射动作的游戏操作,漂移组件对应可控制汽车执行漂移动作的游戏操作。若目标操控设备的使用者点击或按压了喷射组件35,则可认为喷射组件35被操纵,此时显示设备中所显示的第一游戏场景下的当前游戏画面为标号36所标记的游戏画面;计算机设备可根据喷射组件35所对应的游戏操作,在显示设备中显示汽车执行喷射动作的游戏画面37,以更新显示当前游戏画面36,如图3b所示。
S203,若从第一游戏场景切换至目标游戏的第二游戏场景,则在目标操控界面中,采用与第二游戏场景适配的第二样式显示目标虚拟操控器。
第二游戏场景可以是目标游戏所具有的多个游戏场景中,与第一游戏场景不同的任一游戏场景。例如,该第二游戏场景可以是目标游戏所具有的多个游戏场景中,位于第一游戏场景之后,且与第一游戏场景相邻的游戏场景;如假设第一游戏场景为多个游戏场景中 的第2个游戏场景,那么第二游戏场景可以是多个游戏场景中的第3个游戏场景。又如,该第二游戏场景可以是目标游戏所具有的多个游戏场景中,位于第一游戏之前,且与第一游戏场景相邻的游戏场景;如假设第一游戏场景为多个游戏场景中的第2个游戏场景,那么第二游戏场景可以是多个游戏场景中的第1个游戏场景。再如,第二游戏场景还可以是目标游戏所具有的多个游戏场景中,与第一游戏场景不相邻的游戏场景;如假设第一游戏场景为多个游戏场景中的第2个游戏场景,那么第二游戏场景可以是多个游戏场景中的第4个游戏场景、或第5个游戏场景、或第8个游戏场景,等等。
计算机设备在检测到从第一游戏场景切换至目标游戏的第二游戏场景的场景切换事件后,便可根据预先配置的场景和样式之间的适配关系,或者通过目标游戏的SDK确定与第二游戏场景所适配的第二样式,该第二样式是指与第二游戏场景所适配的样式。然后,计算机设备可在目标操控设备中的目标操控界面中,采用该第二样式显示目标虚拟操控器。需说明的是,第二样式的确定方式与前述步骤S201所描述的第一样式的确定方式类似,在此不再赘述;同理,第二样式的目标虚拟操控器的显示方式,与前述步骤S201所描述的第一样式的目标虚拟操控器的显示方式类似,在此也不再赘述。
S204,当第二样式的目标虚拟操控器被操控时,在第二游戏场景下更新显示设备中显示的第二游戏场景下的游戏画面。
在具体实现中,第二样式的目标虚拟操控器可包括Q个第二操控组件,一个第二操控组件对应一个游戏操作,Q为正整数。目标操控设备的使用者每次可通过操纵该Q个第二操控组件中的一个或多个第二操控组件,来触发更新显示设备中所显示的第二游戏场景下的游戏画面。相应的,当第二样式的目标虚拟操控器被操控时,计算机设备可在第二游戏场景下更新显示设备中所显示的第二游戏场景下的游戏画面。具体的,当第二样式的目标虚拟操控器被操控时,计算机设备可从Q个第二操控组件中确定被操控的第二操控组件,并根据被操控的各个第二操控组件所对应的游戏操作,更新显示设备中所显示的第二游戏场景下的当前游戏画面;此处所提及的第二游戏场景下的当前游戏画面是指:在第二样式的目标虚拟操控器被操控时,在显示设备中显示的游戏画面。需要说明的是,步骤S204的具体实施方式与步骤S202的具体实施方式类似,在此不再举例说明。
在一种可选的实施方式中,若目标游戏中至少包括目标对象,则计算机设备还可检测是否存在关于目标对象的操控提示事件;从而实现当存在关于目标对象的操控提示事件时,计算机设备根据操控提示事件控制目标操控设备执行提示操作。提示操作可包括以下至少一项:震动操作以及输出多媒体数据的操作;此处所提及的多媒体数据可以包括但不限于:与操控提示事件所匹配的游戏音效、以及与操控提示事件所匹配的提示动画,等等。由于目标操控设备通常是由目标用户握在手中的,其与目标用户有着最直接的接触;因此通过控制目标操控设备执行震动操作以及播放多媒体数据等提示操作,可实现让目标用户及时且直观地感知到目标操控设备发出的提示,提升操控提示事件的提示有效性。
操控提示事件可包括:在通过目标虚拟操控器控制目标对象的过程中,目标对象产生的异常事件;或者,需通知目标操控设备的使用者控制目标对象的事件。例如,异常事件可以是在控制目标对象的过程中,目标对象和其他对象发生碰撞的事件;又如,异常事件可以是在控制目标对象的过程中,目标对象因被其他对象攻击而导致生命值减少的事件;再如,异常事件还可以是控制目标对象的过程中,目标对象成功释放指定游戏技能的事件, 等等。以异常事件为目标对象和其他对象发生碰撞的事件为例,当在通过目标操控界面中显示的虚拟操控器控制目标对象38的过程中,目标对象38和其他对象39发生了碰撞,则计算机设备可控制目标操控设备执行震动操作,如图3c所示。
计算机设备根据操控提示事件控制目标操控设备执行震动操作的具体方式可以是:计算机设备可先根据操控提示事件,获取目标震动频率。具体的,若操控提示事件包括:需通知目标操控设备的使用者控制目标对象的事件,则计算机设备可获取第一震动频率作为目标震荡频率;若操控提示事件包括:在通过目标虚拟操控器控制目标对象的过程中,目标对象产生的异常事件,则计算机设备可获取第二震动频率作为目标震荡频率。此处所提及的第一震动频率和第二震动频率可以是预先根据业务需求所设置的两个不同的震动频率,通过为不同的操控提示事件,配置不同的震动频率,可实现后续目标操控设备基于目标震动频率进行震动处理时,目标用户可通过具体的震动频率直观地感知到是哪种操控提示事件,提升提示操作的有效性。
可选的,当操控提示事件包括异常事件时,计算机设备还可获取与该异常事件适配的频率确定策略,并根据该频率确定策略以及异常事件的事件信息,确定目标震动频率。例如,当异常事件为:在控制目标对象的过程中,目标对象和其他对象发生碰撞的事件时,异常事件的事件信息可包括:目标对象和其他对象发生碰撞的撞击力度;那么适配的频率确定策略可用于指示:按照撞击力度和震动频率成正相关的原则,根据事件信息中的撞击力度确定目标震动频率。又如,当异常事件为:在控制目标对象的过程中,目标对象因被其他对象攻击而导致生命值减少的事件时,异常事件的事件信息可包括:目标对象的生命值减少量,该生命值减少量是指:目标对象被其他对象攻击前后的生命值之间的差值;那么适配的频率确定策略可用于指示:按照生命值减少量和震动频率成正相关的原则,根据事件信息中的生命值减少量确定目标震动频率。通过此实施方式来确定目标震动频率,可实现后续目标操控设备基于目标震动频率进行震动处理时,目标用户可通过具体的震动频率直观地感知到是哪种异常事件,提升提示操作的有效性。
计算机设备在采用上述方式确定目标震动频率后,可将该目标震动频率发送至目标操控设备,使目标操控设备调用内部的震动器(如震动马达)基于该目标震动频率进行震动处理。具体的,目标操控设备可将该目标震动频率作为一个固定震动频率,并调用震动器按照该固定震动频率进行震动处理。或者,目标操控设备可实时或周期性地统计当前已震动时长,当前已震动时长是指:在需进行时长统计时的系统时刻,和目标操控设备调用震动器进行震动处理的起始时刻之间的差值。其次,可根据已震动时长和频率增长幅度成正相关的对应关系,将当前已震动时长所对应的频率增长幅度作为目标频率增长幅度。然后,可基于该目标频率增长幅度对该目标震动频率进行动态增长处理,得到动态震动频率;例如,目标频率增长幅度为10%,目标震动频率为150,则动态震动频率为150*10%+150=165。最后,计算机设备可调用震动器按照该动态震动频率进行震动处理。采用此实施方式,可实现随着目标操控设备的震动时长的增长,目标操控设备的震动频率越大,从而使得目标用户可更容易感知到目标操控设备发出的提示信号,提升提示的有效性。
计算机设备根据操控提示事件控制目标操控设备播放多媒体数据的具体方式可以是:计算机设备可先根据事件和多媒体数据之间的匹配关系,确定与操控提示事件相匹配的多媒体数据;然后,控制目标操控设备播放确定出的多媒体数据。具体的,计算机设备控制 目标操控设备播放确定出的多媒体数据的方式可包括以下任一种:
①可由目标操控设备在本地空间中预先存储多个多媒体数据,那么计算机设备可将确定出的多媒体数据的数据标识发送给目标操控设备,使目标操控设备根据接收到的数据标识播放相应的多媒体数据。此方式可有效减少计算机设备和目标操控设备之间的数据传输量,从而节省数据传输时间,使得目标操控设备可及时播放多媒体数据。
②可由计算机设备预先存储该确定出的多媒体数据,那么计算机设备便可直接将确定出的多媒体数据发送给目标操控设备,使目标操控设备在接收到计算机设备发送的多媒体数据后,直接播放接收到的多媒体数据。此方式无需在目标操控设备中预先存储多媒体数据,可有效减少目标操控设备的存储占用,从而提升目标操控设备的运行性能。
③可由边缘服务器预先存储多个多媒体数据,那么计算机设备可将确定出的多媒体数据的数据标识发送给目标操控设备,使得目标操控设备可基于接收到的数据标识请求边缘服务器下发相应的多媒体数据,并在接收到边缘服务器下发的多媒体数据后,播放该多媒体数据。此方式通过将多媒体数据存储至边缘服务器,可有效减少目标操控设备的存储占用,提升目标操控设备的运行性能;另外,由于边缘服务器在物理位置上,是靠近目标操控设备的,因此通过从边缘服务器处获取多媒体数据,可减少数据的传输距离,从而减少数据传输时间,进而使得目标操控设备可较快地接收到多媒体数据,提升多媒体数据的播放效率。进一步的,由于计算机设备和目标操控设备之间只需传输数据标识,因此还可有效减少计算机设备和目标操控设备之间的数据传输量,从而节省数据传输时间,使得目标操控设备可及时地获取到数据标识,进而及时地基于数据标识获取到多媒体数据,提升多媒体数据的播放效率。
需要说明的是,在上述所提及的控制目标操控设备执行提示操作的相关描述中,计算机设备和目标操控设备可以是不同设备,也可以是相同设备;当计算机设备和目标操控设备是相同设备时,则可理解成是目标操控设备自己执行目标震动频率的获取,多媒体数据的确定和获取等操作。
另一种可选的实施方式中,由前述可知,目标游戏中的任一对象可通过一个操控设备中的虚拟操控器进行独立控制,也可由一个或多个操控设备中的虚拟操控器进行协同控制。那么,当目标游戏中的目标对象是通过多个操控设备中心的虚拟操控器进行协同控制时,目标虚拟操控器还可具有协同虚拟操控器,该协同虚拟操控器显示在与目标操控设备不同的操控设备中;协同虚拟操控器是指:用于协同目标虚拟操控器控制目标对象的虚拟操控器。在同一游戏场景下,协同虚拟操控器的样式和目标虚拟操控器的样式可不同,或相同。
例如,设目标对象可通过目标虚拟操控器和一个协同虚拟操控器进行协同控制;并且在目标游戏的赛车游戏场景下,目标虚拟操控器的使用者用于控制目标对象的方向,协同虚拟操控器的使用者用于控制目标对象的道具、汽车喷射以及汽车漂移等动作;那么,目标虚拟操控器的样式和协同虚拟操控器的样式可如图3d所示。参见图3d所示,目标虚拟操控器可包括用于控制目标对象的移动方向的方向组件(如左移组件、右移组件),协同虚拟操控器可包括:一个或多个道具组件、喷射组件和漂移组件。
进一步的,当目标虚拟操控器具有协同虚拟操控器时,若目标虚拟操控器和协同虚拟操控器被同时操纵,则可根据目标虚拟操控器中的被操纵的操控组件,和协同虚拟操控器 中被操纵的操纵组件,来确定目标对象所需执行的目标游戏动作,从而在显示设备中显示包含目标对象执行目标游戏动作的游戏画面,以更新显示设备中所显示的当前游戏画面。例如,承接图3d所示的目标虚拟操控器和协同虚拟操控器,则当目标虚拟操控器中的左移组件被操纵的同时,协同虚拟操控器中的喷射组件被操纵了,则可确定目标对象需执行左移且汽车喷射的目标游戏动作,此时可在显示设备中显示目标对象执行该目标游戏动作的游戏画面,如图3e所示。
需要说明的是,上述图2所示的方法实施例只是以目标游戏中的第一游戏场景和第二游戏场景为例进行说明的;在实际应用中,当显示设备显示目标游戏中的任一游戏场景的游戏画面时,均可在目标操控设备中采用与该任一游戏场景所适配的样式显示目标虚拟操控器。并且,目标操控设备在显示任一样式的目标虚拟操控器之前,需接入目标游戏;即目标游戏是在接入目标游戏后,采用与目标游戏的各个游戏场景所适配的样式,显示目标虚拟操控器的。
在第一种具体实现中,目标操控设备接入目标游戏的方式可以是:在目标游戏被启动后,在显示设备中显示用于接入目标游戏的目标图形码图像,以使目标操控设备可通过扫描该目标图形码图像,接入目标游戏。目标图形码图像是指:包含用于接入目标游戏的目标图形码的图像;本申请实施例所提及的图形码可以是条形码或二维码,条形码是指将宽度不等的多个黑条和白条,按照一定的编码规则排列,用以表达一组信息的图形标识符,如图4a的左图所示;二维码则是指用某种特定的几何图形按照一定规律在二维平面上分布的黑白相间的,用以记录数据符号信息的图形标识符,如图4a的右图所示。以图形码为二维码为例,目标操控设备通过扫描目标图形码图像以接入目标游戏的示意图可参见图4b所示。
若目标游戏为云游戏系统中的云游戏,则由前述可知,云游戏系统包括中心服务器和边缘服务器;那么目标图形码图像中可包括:中心服务器的通信地址以及图形码标识(如二维码标识,条形码标识等),图形码标识与边缘服务器的通信地址相关联。那么,目标操控设备通过扫描目标图形码图像接入目标游戏的方式如下:目标操控设备扫描目标图形码图像,并解析扫描出的目标图形码图像,得到中心服务器的通信地址和图形码标识。其次,目标操控设备可基于中心服务器的通信地址和中心服务器建立中心通信链路。然后,可生成携带图形码标识的地址获取请求,并基于中心通信链路向中心服务器发送地址获取请求,以请求中心服务器根据图形码标识返回边缘服务器的通信地址。在接收到边缘服务器的通信地址后,目标操控设备可基于边缘服务器的通信地址和边缘服务器建立边缘通信链路;并在成功建立边缘通信链路后,确定目标操控设备接入目标游戏。
可见,云游戏系统中可涉及两种链路:边缘通信链路和中心通信链路。边缘通信链路本质上是指:操控设备与边缘服务器之间的通信连接,主要用于传递实时性信息,如包括touch(触摸)数据、针对虚拟操控器的组件点击数据、传感器数据,通知操控设备执行震动操作的数据、通知操控设备播放多媒体数据的多媒体事件数据,更换操控设备中所显示的虚拟操控器的样式的事件,等等。中心通信链路本质上是指:操控设备与中心服务器之间的通信连接;由于中心通信链路存在的原因,主要是操控设备的接入是基于整个目标客户端从打开至关闭这一整个生命周期的,因此,中心通信链路主要用于通知操控设备显示默认样式,提供操控设备所需更换的虚拟操控器的样式的样式文件,通知操控设备接入边 缘服务器等信息。应理解的是,任一操控设备一旦接入云游戏,则可存在两种状态:一种状态是可用状态,可用状态是指:与中心服务器建立中心通信链路,且与边缘服务器建立边缘通信链路的状态,如图4c所示;另一种状态则是待机状态,待机状态是指:仅与中心服务器建立通信连接的状态,如图4d所示。针对待机状态下的操控设备,可等待用户进入到某个游戏后,再与边缘服务器建立边缘通信链路。
若目标游戏是除云游戏以外的其他游戏,如网络游戏中的手游、端游或者网游,则目标图形码图像中可包括:游戏服务器的通信地址。那么,目标操控设备通过扫描目标图形码图像接入目标游戏的方式如下:目标操控设备扫描目标图形码图像,并解析扫描出的目标图形码图像,得到游戏服务器的通信地址。其次,目标操控设备可基于游戏服务器的通信地址和游戏服务器建立通信链路。并在成功建立该通信链路后,确定目标操控设备接入目标游戏。可选的,若目标游戏是除云游戏以外的网络游戏,且目标游戏所处的设备控制系统包括中心服务器和边缘服务器,则目标图形码图像中也可包括:中心服务器的通信地址以及图形码标识。
若目标游戏是单机游戏,则目标图形码图像中可包括显示设备的近距离通讯组件的组件标识;那么,目标操控设备通过扫描目标图形码图像接入目标游戏的方式如下:目标操控设备扫描目标图形码图像,并解析扫描出的目标图形码图像,得到显示设备中的近距离通讯组件的组件标识;然后,目标操控设备可基于解析得到的组件标识,在目标操控设备所处的物理环境中进行组件搜索,并在成功搜索到相应的近距离通讯组件后,调用目标操控设备中的近距离通讯组件和搜索到的近距离通讯组件,建立近距离通讯连接。在成功建立了近距离通讯连接后,确定目标操控设备接入目标游戏。
在第二种具体实现中,若显示设备通过目标客户端显示N个游戏的游戏画面,则任一用户可通过任一操控设备接入N个游戏中的任一游戏,以操控该任一游戏。在此情况下,本申请实施例可支持任一操控设备的接入基于目标客户端从打开到关闭这一整个生命周期,并非针对单个游戏的运行周期而言;也就是说,当任一用户通过任一操控设备接入N个游戏中的任一游戏后,若该任一用户关闭了该任一游戏,而启动了其他游戏,则该任一操控设备可直接接入被启动的其他游戏,无需执行扫描图形码以接入其他游戏的操作。其中,N为大于1的整数,且N个游戏中包括目标游戏;目标客户端是指具有画面显示功能的任一客户端,如用于显示一个或多个云游戏的游戏画面的游戏客户端,用于显示一个或多个网游的游戏画面的浏览器客户端,等等。
基于此,目标操控设备接入目标游戏的方式可以是:在目标游戏被启动后,若目标游戏为N个游戏中首个被启动的游戏,则计算机设备可在显示设备中显示用于接入目标游戏的目标图形码图像,以使目标操控设备通过扫描目标图形码图像,接入目标游戏。若目标游戏为N个游戏中非首个被启动的游戏,则计算机设备可确定已接入目标客户端的历史操控设备;历史操控设备是指在目标游戏被启动前,接入目标客户端的操控设备。其中,历史操控设备是通过接入N个游戏中在所述目标游戏之前被启动的任一游戏,接入目标客户端的;且每个历史操控设备在接入的游戏被关闭后,继续保持接入目标客户端,直至目标客户端结束运行。
然后,计算机设备可统计确定出的历史操控设备的目标数量,并确定允许接入目标游戏的操控设备的数量阈值。目标游戏可包括多个游戏场景,可预先为每个游戏场景配置其 所需的操控设备的数量;那么,确定允许接入目标游戏的操控设备的数量阈值的具体实施方式可以是:确定目标游戏的各个游戏场景所需的操控设备的数量,将确定出的最大数量作为允许接入目标游戏的操控设备的数量阈值。例如,设目标游戏总共三个游戏场景,且各个游戏场景所需的操控设备的数量依次为:1个、4个和3个;则可确定允许接入目标游戏的操控设备的数量阈值为4个。
若目标数量大于数量阈值,则计算机设备可从目标数量的历史操控设备中选取数量阈值个历史操控设备。具体的,计算机设备可根据目标数量的历史操控设备中的各个历史操控设备接入目标客户端的接入时刻,并按照接入时刻从早到晚的顺序,从目标数量的历史操控设备中选取数量阈值个历史操控设备。计算机设备可向目标数量的历史操控设备中的各个历史操控设备发送接入提示,并根据各个历史操控设备返回关于该接入提示的确认信息的先后顺序,从目标数量的历史操控设备中选取数量阈值个历史操控设备。应理解的是,本申请实施例只是示例性地阐述了如何选取数量阈值个历史操控设备的具体实施方式,并非穷举。在选取出数量阈值个历史操控设备后,计算机设备可通知被选取的各个历史操控设备接入目标游戏;在此情况下,目标操控设备为被选取的历史操控设备中的一个历史操控设备。通过此方式可实现,当目标用户从其他游戏切换至目标游戏时,若存在满足数量阈值的历史操控设备,无需目标用户再次执行扫码操作,具有较高的便捷性,提升游戏接入的效率。
若目标数量小于数量阈值,则计算机设备可通知已接入目标客户端的各个历史操控设备接入目标游戏。另外,计算机设备还可在显示设备中显示用于接入目标游戏的目标图形码图像,使其他操控设备通过扫描目标图形码图像接入目标游戏。其他操控设备可包括:与显示设备处于同一物理环境中的所有操控设备中,除已接入的历史操控设备以外的一个或多个操控设备。在此情况下,目标操控设备为已接入目标客户端的一个历史操控设备,或其他操控设备中的一个操控设备。
基于上述描述,需要说明如下几点:
1)在上述过程中,当目标数量小于数量阈值时,计算机设备可选择立即在显示设备中显示目标图形码图像,以使其他操控设备接入目标游戏;也可以选择在需要的游戏场景下,在显示设备中显示目标图形码图像,以使其他操控设备接入目标游戏。基于此,若目标设备数量小于数量阈值,则计算机设备还可确定目标游戏的目标游戏场景所需的操控设备的基准数量,目标游戏场景是指:在检测到目标设备数量小于数量阈值时,所处的游戏场景;若目标数量小于基准数量,则执行在显示设备中显示用于接入目标游戏的目标图形码图像,使其他操控设备通过扫描目标图形码图像接入目标游戏的步骤;若目标数量大于或等于基准数量,则可等待切换目标游戏的游戏场景,并在切换后的游戏场景所需的操控设备的数量大于目标数量时,执行在显示设备中显示用于接入目标游戏的目标图形码图像,使其他操控设备通过扫描目标图形码图像接入目标游戏的步骤。
举例说明,假设计算机设备所确定的已接入目标客户端的历史操控设备的目标数量为2个,而允许接入目标游戏的操控设备的数量阈值为3个,那么可确定目标数量小于数量阈值。进一步的,若目标游戏的目标游戏场景为游戏大厅场景,而在游戏大厅中通常只需一个用户操控目标游戏即可,因此该游戏大厅场景所需的操控设备的基准数量为1个,即此时的目标数量大于基准数量,因此可等待切换目标游戏的游戏场景。若切换后的游戏场 景为战斗场景,则由于战斗场景需涉及4个用户,因此该战斗场景所需的操控设备的基准数量为4个,即此时的目标数量小于基准数量,因此可在切换至战斗场景后,在显示设备中显示用于接入目标游戏的目标图形码图像,以使其他操控设备通过扫描该目标图形码图像接入目标游戏,如图4e所示。
2)在上述过程中,“在显示设备中显示用于接入目标游戏的目标图形码图像”的具体实施方式可以是:根据已接入目标游戏的操控设备的数量,和目标游戏所需接入的操控设备的数量,计算用于接入目标游戏的目标图形码图像的图像数量;然后,可在显示设备中显示图像数量的目标图形码图像,一个目标图形码图像对应目标游戏中的一个对象。通过目标操控设备控制的对象(即目标对象),为目标操控设备所扫描的目标图形码图像所对应的对象。应理解的是,若目标游戏中的每个对象均是由一个虚拟操控器进行独立控制的,则各个目标图形码图像所对应的对象互不相同;若目标游戏存在一个或多个对象需通过多个虚拟操控器进行协同控制,则可存在至少两个目标图形码图像所对应的对象是相同的。例如,目标对象由目标虚拟操控器和一个协同虚拟操控器进行协同控制,则存在两个目标图形码图像所指示的对象均为目标对象。
可选的,上述所提及的“在显示设备中显示用于接入目标游戏的目标图形码图像”的另一种具体实施方式可以是:不考虑已接入目标游戏的操控设备的数量,以及目标游戏所需接入的操控设备的数量,而在显示设备中显示一个目标图形码图像。在此实施方式下,可根据各个操控设备扫描该目标图形码图像的顺序,分别为各个操控设备分配相应的对象;也就是说,此实施方式下的目标虚拟操控器所控制的对象,是根据目标操控设备扫描目标图形码图像的顺序确定的,如目标设备是第三个扫描目标图形码图像的,则目标虚拟操控器所控制的对象可以是目标游戏中的第3个对象。或者,也可在任一操控设备扫描该目标图形码图像之后,在该任一操控设备中输出对象选择界面,该对象选择界面中可包括一个或多个可选择的对象,然后将对象选择界面中被选中的对象作为该任一操控设备中所显示的虚拟操控器所控制的对象。也就是说,此实施方式下的目标虚拟操控器所控制的对象,是目标操控设备的使用者在对象选择界面中选择的对象。
3)在上述过程中,若目标游戏是云游戏系统中的云游戏,则由前述可知,云游戏系统包括中心服务器和边缘服务器;那么在此情况下,每个历史操控设备在接入相应游戏后,保持与中心服务器之间的中心通信链路,以及与边缘服务器之间的边缘通信链路;且接入的游戏被关闭后,断开和边缘服务器之间的边缘通信链路。相应的,通知任一历史操控设备接入目标游戏的方式如下:通过中心服务器向任一历史操控设备发送服务器连接通知,以通知任一历史操控设备基于边缘服务器的通信地址,重新和边缘服务器建立边缘通信链路。
4)在上述过程中,是以图形码图像作为游戏接入元素为例进行说明的;在其他实施例中,也可采用其他游戏接入元素实现操控设备接入游戏。例如,可采用由数字、标点符号以及表情符号中的一种或多种元素所构成的匹配码作为游戏接入元素;具体的,可在显示设备中显示一个匹配码,那么用户便可通过在操控设备中输入相同的匹配码,实现操控设备接入目标游戏。
5)进一步的,考虑到在目标游戏的运行过程中,可能存在目标操控设备的使用者通过目标操控设备主动退出目标游戏的情况,或者因目标操控设备的网络环境差(如网络阻 塞、网络信号差等),而导致目标操控设备被动退出目标游戏的情况。基于此,本申请实施例还可检测目标操控设备退出目标游戏的退出事件;若检测到目标操控设备退出目标游戏的退出事件,则识别目标操控设备退出目标游戏的退出方式,该退出方式包括主动退出方式或者被动退出方式。若退出方式为主动退出方式,则可在显示设备中显示目标图形码图像,以使与显示设备处于同一物理环境的所有操控设备中,除目标操控设备以外的操控设备,通过扫描图形码图像接入目标游戏。若退出方式为被动退出方式,则可在等待预设时长后,在显示设备中显示目标图形码图像,以使目标操控设备通过扫描目标图形码图像重新接入目标游戏。预设时长可根据业务需求或者经验值设置,本申请实施例对预设时长的具体取值不作限定。
识别目标操控设备退出目标游戏的退出方式的具体识别原理如下:由于若是由目标操控设备的使用者通过目标操控设备主动退出目标游戏,则计算机设备通常可接收到目标操控设备发送的退出请求;否则,则不会接收到该退出请求。基于此,计算机设备可通过判断在目标操控设备退出目标游戏之前,是否接收到目标操控设备发送地退出请求,来识别目标操控设备退出目标游戏地退出方式;若在目标操控设备退出目标游戏之前,接收到目标操控设备发送的退出请求,则可确定目标操控设备退出目标游戏的退出方式为主动退出方式;若在目标操控设备退出目标游戏之前,未接收到目标操控设备发送的退出请求,则可确定目标操控设备退出目标游戏的退出方式为被动退出方式。
基于上述描述可知,本申请实施例可实现操控设备的接入是基于目标客户端打开的整个生命周期的,并不是针对单个游戏;这样可实现用户在从一个游戏切换进入另一个游戏时,可通过已有的历史操控器直接接入另一个游戏,无需执行扫码操作,可简化用户操作,提升用户的操作便捷性,从而提升用户体验和用户黏度,减少了服务器响应扫码操作的频次。另外,在检测到目标操控设备退出目标游戏的退出事件后,可根据具体的退出方式,采用适应地处理方式进行处理,充分考虑到用户需求,可进一步提升用户体验。
基于上述描述,下面将以目标游戏为如图1f所示的云游戏系统中的云游戏为例,从目标游戏的SDK、中心服务器、边缘服务器和操控设备之间的交互角度,对如何通过目标操控设备操纵目标游戏的具体原理作进一步阐述:
一、在云游戏系统中部署目标游戏的SDK,以及目标游戏所涉及的虚拟操控器的样式文件:
首先,目标游戏的游戏开发者可预先在云游戏系统申请目标游戏对应的appid(运行该目标游戏的游戏应用的应用标识),作为该目标游戏的游戏标识。同时,云游戏系统可向游戏开发者分配一个secret(密钥),作为后续接口交互或接口调用时所使用的密钥。其次,云游戏系统还可将目标游戏所需的虚拟操控器以目标游戏的SDK的形式,提供给目标游戏的游戏开发者进行样式开发;相应的,目标游戏的游戏开发者针对该目标游戏,可以采用HTML+CSS的方式,自定义地开发不同样式的虚拟操控器,虚拟操控器的样式可由HTML+CSS进行排版定义;并在目标游戏的游戏开发者的所使用的设备中,对开发出的各个样式的虚拟操控器进行本地测试。在通过本地测试后,生成该目标云游戏的SDK;该SDK中包括但不限于:目标游戏所涉及的虚拟操控器的多种样式,目标游戏的游戏标识以及secret。
然后,目标云游戏的游戏开发者可将自己开发的SDK,上传至云游戏系统中的游戏 服务器进行部署;具体的,游戏开发者可将开发的SDK打包为zip(一种压缩格式)包,上传到云游戏系统中的游戏服务器进行部署。相应的,云游戏系统中的游戏服务器可解析游戏开发者上传的zip包,得到SDK并存储该SDK。同时对SDK进行安全性扫描,避免有不安全的代码上传。另外,云游戏系统中的游戏服务器还可进行线上部署,具体可将目标游戏所涉及的样式文件,部署在中心服务器中所存储的目标游戏的游戏标识(appid)所指示的文件夹中,不同appid所指示的文件夹之间相互隔离。在成功部署样式文件后,目标游戏的SDK便可根据目标游戏的游戏场景,在目标操控设备中指定对应样式的目标虚拟操控器进行显示了。可选的,目标游戏的SDK还可选择一个样式作为默认样式,以在目标操控设备首次接入目标云游戏时,由目标操控设备采用该默认样式显示目标虚拟操控设备。
需要说明的是,与目标游戏类似,还可通过上述方式获取到云游戏系统中的其他云游戏的SDK,一个云游戏可以定义多个虚拟操控器的样式,不同的样式可对应不同的组件布局,从而实现在不同的游戏场景下可使用不一样的按键布局。虚拟操控器的样式文件的命名类型可以为control_样式名称.html,如虚拟操控器的样式文件的文件标识可以为如下任一种:control_hall.html,control_3v3.html,control_touch.html,等等。
二、目标操控设备的接入过程:
针对目标游戏而言,需要让欲玩该目标游戏的各个用户所使用的操控设备接入该目标游戏,才可实现让各个用户玩该目标游戏。因此,在目标游戏的刚开始阶段,需要让欲玩这个目标游戏的相关用户通过使用的操控设备接入该目标游戏。具体的,接入流程具体如下:
首先,可初始化目标游戏的SDK。在游戏服务器启动目标游戏时,需对目标游戏的SDK进行初始化。该初始化包括如下操作:向SDK输入目标游戏的游戏标识(appid)以及secret,以证明自己的身份;以及向SDK注册相关的回调接口,如用户进入通知函数的回调接口(Cloud User Handler)、操控设备的用户处理函数(Pad User Handler)的回调接口,等等。
其次,可等待用户进入。游戏服务器可直接启动目标游戏,等待用户的进入;相应的,使用显示设备的任一用户可在显示设备所运行的目标客户端中打开游戏选择界面,该游戏选择界面中包括一个或多个云游戏的游戏入口,然后任一用户可通过选择目标游戏的游戏入口以进入目标游戏。当任一用户进入目标游戏的时候,目标游戏的SDK可回调在目标游戏的初始化过程中所注册的用户进入通知函数CloudUserHandler。该CloudUserHandler中可包含用户openid(用户标识)、昵称、头像链接、用户终端设备信息;该用户终端设备信息可包括但不限于:用户所使用的终端设备的终端类型,如windows(操作系统)、android mobile(安卓手机)、android tv(安卓电视)等信息。需要说明的是,只有在显示设备中成功显示目标游戏的游戏画面后,才可表示用户已进入游戏,即表示目标游戏目前已经被分配给具体的用户,并且已经被用户可见,如图5a所示。
然后,目标游戏的SDK可向边缘服务器发送设备接入请求,该设备接入请求用于指示:允许接入目标游戏的操控设备的数量阈值。若目标游戏是云游戏系统中的N个游戏中首个被启动的游戏,则边缘服务器可基于图5b所示的扫码接入方式的流程图,实现目标操控设备通过扫码接入方式接入目标游戏。参见图5b所示,该扫码接入方式的实现原理 如下:
阶段1:在显示设备的屏幕上生成目标图像码图像。由于目标游戏的SDK初始化的时候,已跟边缘服务器建立长连接,长连接是指可支持多次数据交互的通信连接;因此在目标游戏存在设备接入请求时,目标游戏的SDK可请求边缘服务器在显示设备中显示目标图形码图像。应理解的是,如果目前尚未有操控设备接入目标客户端(即在目标游戏之前未启动其他云游戏),则目标游戏的SDK所发送的用于请求显示目标图形码图像的请求无效。相应的,边缘服务器可向中心服务器发送信息获取请求,以向中心服务器请求获取目标图形码图像的图形码信息;中心服务器根据信息获取请求所携带的deviceid(设备标识)查询进入目标游戏的用户的用户标识,该用户标识可以是登录目标客户端的(用户id)。然后,中心服务器根据该用户标识查询目前已接入目标客户端的的历史操控设备,若未查询到该历史操控设备,则生成目标图形码图像的图形码信息;并向边缘服务器发送目标图形码图像的图形码信息,使得边缘服务器收到该图形码信息后,可通知显示设备中的目标客户端,由目标客户端根据图形码信息生成目标图形码图像,并显示该目标图形码图像。
目标图形码图像可包含中心服务器的通信地址,一个临时性的图形码标识(如二维码扫描id)。这个临时性的图形码标识,可以查询到sessionid、deviceid及请求的边缘服务器的通信地址;sessionid是指用户打开目标客户端时,所生成的一个临时标识,该sessionid具有唯一性和临时性。唯一性可确保:不同用户或同一用户在不同时间段进入不同云游戏时,该sessionid不变;临时性可确保:目标客户端在打开使用过程中,该sessionid不变,但如果目标客户端被重启,则该sessionid需发生变化。
阶段2:目标操控设备的使用者通过目标操控设备扫描该目标图形码图像,具体可通过目标操控设备中具有扫码功能的客户端(如社交客户端、游戏客户端)扫描该目标图形码图像。目标操控设备在扫描该目标图形码图像后,可解析扫描出的目标图形码图像,得到中心服务器的通信地址和图形码标识。目标操控设备基于中心服务器的通信地址和中心服务器建立中心通信链路;中心服务器基于该中心通信链路,告知目标操控设备需要连接的边缘服务器的通信地址。目标操控设备基于边缘服务器的通信地址和边缘服务器建立边缘通信链路,由于SDK在初始化的时候与边缘服务器建立了长连接,因此当操控设备连接边缘服务器后,就可以直接与SDK通信,从而实现目标操控设备接入目标游戏。在目标操控设备接入目标游戏后,边缘服务器还可告知SDK如下信息:目标操控设备已连接,以及目标操控设备的设备序列号,以及用户相关信息。
可见,本申请实施例中的目标操控设备是通过边缘服务器和SDK进行通信的;由于边缘服务器在物理位置上,是靠近目标操控设备的,因此通过边缘服务器和SDK进行通信,可有效减少通信距离,从而减少通信时间,提升通信效率,进而可实现将目标操控设备后续所产生的目标操控数据及时地传输至SDK,提升目标操控设备操控目标游戏地及时性和顺畅性。进一步的,由于SDK和边缘服务器之间建立的是长连接,而长连接是指可支持多次数据交互的通信连接;因此SDK和边缘服务器之间无需每次都执行连接建立操作,可有效节省处理资源,提升通信效率。
若目标游戏是云游戏系统中的N个游戏中非首个被启动的,则意味着已存在一个或多个历史操控设备接入目标客户端;那么此情况下,边缘服务器可通知中心服务器如下内容:目标游戏存在设备接入需求,且允许接入目标游戏的操控设备的数量阈值。相应的,中心 服务器可基于该数量阈值,采用图5c所示的设备接入逻辑,实现目标操控设备接入目标游戏。
具体的,中心服务器可确定允许接入目标游戏的操控设备的数量阈值x,并判断已接入目标客户端的历史操控设备的目标数量y是否大于或等于数量阈值x。若大于或等于数量阈值x,则从y个历史操控设备中选取x个历史操控设备,并将选取的各个历史操控设备的设备序列号回调告知给SDK,以实现回调告知SDK:操控设备接入。若目标数量y小于数量阈值x,则可将这y个历史操控设备的设备序列号回调告知给SDK,以实现回调告知SDK:操控设备接入;并判断是否需要在显示设备中显示用于接入目标游戏的目标图形码图像,若需要,则显示该目标图形码图像,使其他操控设备通过扫描该目标图形码图像接入目标游戏;当其他操控设备通过扫描目标图形码图像接入目标游戏后,可将接入目标游戏的其他操控设备的设备序列号回调告知给SDK,以实现回调告知SDK:操控设备接入。
由此可见,在此情况下,目标操控设备可以是y个历史操控设备中的一个历史操控设备,或其他操控设备中的一个操控设备;当目标操控设备为历史操控设备时,可采用非扫码接入方式接入目标游戏,当目标操控设备为其他操控设备时,则可采用扫码接入方式接入目标游戏。参见图5d所示,非扫码接入方式的实现原理如下:中心服务器可通知需要激活连接的历史操控设备(如目标操控设备)如下信息:边缘服务器的通信地址以及deviceid。相应的,目标操控设备可基于该边缘服务器的通信地址以及deviceid,连接边缘服务器;具体的,目标操控设备可基于该边缘服务器的通信地址以及deviceid,向边缘服务器发送边缘通信链路的链路建立请求,以请求边缘服务器和目标操控设备建立边缘通信链路,从而实现连接边缘服务器。另外,中心服务器还可以将可连接的历史操控设备的设备序列号发送给边缘服务器,以使得边缘服务器在接收到目标操控设备发送的链路建立请求后,先根据中心服务器的设备序列号对目标操控设备进行身份校验。具体的,可通过校验中心服务器的设备序列号和链路建立请求所携带的设备序列号是否一致,实现对目标操控设备的身份校验;若通过身份校验,则边缘服务器同意和目标操控设备建立边缘通信链路。通过对目标操控设备进行身份校验,并在通过身份校验的情况下,才建立边缘通信链路,可有效提升边缘通信链路的安全性和准确性。
三、SDK的使用过程:
参见图5b和图5d可知,目标操控设备无论是采用扫码接入方式接入目标游戏的,还是采用非扫码接入方式接入目标游戏的;在目标操控设备成功接入目标游戏后,目标操控设备可显示用于操控目标游戏的目标虚拟操控器,且目标游戏还可通过SDK与目标操控设备进行双向通信。
例如,目标游戏的SDK可以触发目标操控设备更换目标虚拟操控的样式,或者触发目标操控设备执行震动操作、播放多媒体数据等操作。具体的,参见图5e所示,SDK若检测到目标游戏存在场景切换,则可确定需变更虚拟操控器的样式;然后向边缘服务器发送样式加载通知,该样式加载通知用于指示:边缘服务器需通知目标操控设备加载指定样式(即确定出的样式)的样式文件;相应的,边缘服务器可通知目标操控设备进行样式变更,并将指定样式的样式标识(如样式名称、样式标号等)和目标游戏的游戏标识(appid)下发给指定的目标操控设备,并将确定的样式的样式标识通过边缘服务器发送给目标操控 设备,使得目标操控设备可根据接收到的样式标识,请求中心服务器加载相应的样式文件。相应的,中心服务器可响应目标操控设备的请求,返回样式标识所指示的样式文件至目标操控设备,使目标操控设备可基于接收到的样式文件显示相应样式的目标虚拟操控器。可选的,目标操控设备还可向边缘服务器发送加载完毕通知,以通知已在目标操控设备中成功显示相应样式的目标虚拟操控器,从而触发边缘服务器将该加载完毕通知转发给目标游戏的SDK。可选的,若指定的样式不存在,或者产生了其他类型的错误,目标操控设备还可通过边缘服务器通知至目标游戏的SDK。
又如,当目标操控设备断开连接(即退出目标游戏)后,可立马通过回调事件通知目标游戏的SDK:设备序列号所指示的目标操控设备已断线,该回调事件可以区分用户是主动离开还是被动离线。如果是用户主动离开,则意味着目标操控设备的退出方式为主动退出,此情况可能是玩家需要更换人所导致的,因此SDK可通过边缘服务器和中心服务器中的至少一个服务器,主动在显示设备中心弹出目标图形码图像,以让新的玩家用户使用相应的操控设备进行扫码接入。如果是被动离开,则意味着目标操控设备的退出方式为被动退出,此情况可能是由于网络环境差所导致的,因此SDK可等待预设时长后,再通过边缘服务器和中心服务器中的至少一个服务器,主动在显示设备中心弹出目标图形码图像,以使目标操控设备重新扫码接入。
再如,当任一样式的目标虚拟操控器被操纵时,目标操控设备可获取该目标虚拟操控器被操纵时所产生的目标操控数据,并将该目标操控数据传递至SDK,由该SDK将目标操控数据传递给运行该目标游戏的游戏服务器,使得游戏服务器可根据目标操控数据确定针对目标游戏的操控行为,从而根据确定的操控行为更新显示设备所显示的游戏画面。由前述可知,目标虚拟操控器中包括多个操控组件,用户可通过操纵这些操控组件实现对目标虚拟操控器的操纵,因此目标操控数据可包括目标虚拟操控器中被操纵的操控组件的组件标识。另外,目标操控设备将目标操控数据传递至SDK的具体方式可以是:目标操控设备基于边缘通信链路,将目标操控数据发送边缘服务器,使得边缘服务器基于和SDK之间的长连接,将该目标操控设备转发给SDK。
需说明的是,本申请实施例只是以通过操控组件操纵目标虚拟操控器为例进行说明的,并不对此进行限定。例如,针对任一样式的目标虚拟操控器,目标操控设备的使用者不仅可通过操纵该目标虚拟操控器中的操控组件,来实现对该目标虚拟操控器的操纵;还可通过控制目标操控设备中的一个或多个传感器进行运动,从而实现对目标虚拟操控器的操纵。也就是说,目标虚拟操控器可支持的操控数据包括但不限于:Touch(触摸)事件的事件数据,传感器数据,自定义事件(如操纵自定义的左右键的事件等)的事件数据。
Touch事件以操控组件为单位进行获取,且事件类型包含DOWN(按下)、MOVE(移动)、UP(抬起),等等。Touch事件的Touch数据可包括:被触摸的操控组件的组件标识,或触摸点在相对坐标系中的位置坐标。如图6所示的“左”操控组件上的Touch事件,相对坐标系为“左”操控组件所在的区域的左上角(0,0),和右下角(1.0,1.0)所构成的坐标系,在该相对坐标系中,黑色触摸点的位置坐标为(0.2,0.3)。传感器数据可包括:陀螺仪数据、加速计数据、罗盘数据、设备方向数据、重力感应数据,等等。自定义事件的类型可包括DOWN和UP,既按下操控组件的事件与抬起操控组件的事件,自定义事件的类型可采用数字进行表示,具体的数字取值可进行自定义。针对自定义事件而言,云游戏 系统可提供js(JavaScript,一种编程语言)文件,并提供若干接口用于进行操控数据的传递。
还需说明的是,所有的操控数据都是以单个用户为单位给到SDK,从而给到目标游戏所在的游戏服务器的,不同操控设备所对应的用户之间相互独立。对于Touch事件和传感器数据,可以在显示设备显示每一帧游戏画面时去读取,当前的值是什么,从而得到Touch数据和传感器数据。对于自定义事件(通常为组件点击或者长按),则可以注册回调,从而在事件产生的时候进行回调;当然,自定义事件也可以在显示每一帧游戏画面时去进行获取。
还需说明的是,上述实施例所提及的样式显示及操控数据的传递,均是使用HTML+CSS+js的方式,以网页为基础实现的;如目标操控设备是以网页的形式显示任一样式的目标虚拟操控器的。但在其他实施例中,也可采用其他方案来实现样式显示及操控数据的传递;例如可通过自定义的描述语言,研发一个特定客户端,并在目标操控设备中安装该特定客户端,从而可通过该特定客户端绘制并显示任一样式的目标虚拟操控器。另外,本申请实施例是以目标游戏下的各个游戏场景之间的切换为例,阐述了如何调整目标操控设备所显示的目标虚拟操控器的样式;针对不同游戏的游戏场景之间的切换,同样适用。例如,从战斗游戏换至赛车游戏时,目标虚拟操控器的样式可从手柄样式更换为赛车样式。
基于上述描述,本申请实施例可具有如下有益效果:①通过引入目标操控设备来独立显示用于操控目标游戏的目标虚拟操控器,使得在通过目标虚拟操控器操控目标游戏时,这样可实现目标游戏的操控和显示相互分离,避免因游戏画面与用于操控游戏的指定组件共同显示在同一个用户设备上所带来的用户设备消耗大量运行资源、降低运行性能的问题,而且,相比使用物理手柄的方式,使用移动设备作为操控设备,对用户来说更加便捷,可有效提升游戏操纵的便捷性。②可在任一游戏的运行过程中,支持根据不同的游戏场景更换虚拟操控器的样式,使得每次更换后的样式均与当前的游戏场景相适配,无需用户通过操控设备手动切换虚拟操控器的样式,操控设备无需要处理多余的用户操作,只需要对在与当前游戏场景适配的虚拟操控器中触发的操控操作进行响应,降低了操控设备的运行压力;而且,与当前游戏场景相适配的虚拟操控器也使得用户可以通过更少的操作实现对目标游戏中当前游戏场景的操控,减少了操控设备响应用户操作以及向显示设备上报操作数据的次数,尤其是在存在多个与显示设备连接的多个操控设备的情况下,对于每个操控设备而言,都可以减少其与显示设备之间进行数据交互的次数,那么就可以大量降低显示设备的响应压力,还便于用户在当前的游戏场景执行游戏操作,提升游戏便捷性和游戏操作的精准度,进而提升用户的游戏体验以及用户的游戏沉浸度。③在目标操控设备和SDK之间,可支持包括陀螺仪、加速度计、重力感应等多种传感器的操控数据的传递,通过传递多种传感器的操控数据,可使得SDK基于多个操控数据全面分析用户对于操控设备的操纵操作,提升分析结果的准确性,从而实现精准地基于分析结果更新游戏画面。④支持控制操控设备执行震动操作以及多媒体数据的播放操作,可有效增强操控设备和用户之间的互动。⑤在用户更换游戏,无需用户再次执行扫码操作,具有较高的便捷性。⑥通过自定义虚拟操控器的样式,可具有较高的灵活性,提升用户体验。对于操控组件的需求数量较少的部分游戏场景,可以在显示设备的屏幕上将每个操控组件的显示区域均定义为大范 围区域,以便于用户操控,从而可避免用户在操控过程中还需要看操控设备的问题。
基于上述设备控制方法实施例的描述,本申请实施例还公开了一种设备控制装置,所述设备控制装置可以是运行于计算机设备中的一个计算机程序(包括程序代码)。该图像处理装置可以执行图2所示的方法。请参见图7,所述设备控制装置可以运行如下单元:
显示单元701,用于在显示设备显示目标游戏的第一游戏场景下的游戏画面的过程中,在目标操控设备的目标操控界面中,采用与第一游戏场景适配的第一样式显示目标虚拟操控器;
处理单元702,用于当第一样式的目标虚拟操控器被操控时,在第一游戏场景下更新显示设备中所显示的第一游戏场景下的游戏画面;
显示单元701,还用于若从第一游戏场景切换至目标游戏的第二游戏场景,则在目标操控界面中,采用与第二游戏场景适配的第二样式显示目标虚拟操控器;
处理单元702,还用于当第二样式的目标虚拟操控器被操控时,在第二游戏场景下更新显示设备中显示的第二游戏场景下的游戏画面。
在一种实施方式中,目标游戏中至少包括目标对象,目标对象是指:通过目标虚拟操控器控制的对象;相应的,处理单元702还可用于:
当存在关于目标对象的操控提示事件时,根据操控提示事件控制目标操控设备执行提示操作;提示操作包括以下至少一项:震动操作以及输出多媒体数据的操作;
其中,操控提示事件包括:在通过目标虚拟操控器控制目标对象的过程中,目标对象产生的异常事件;或者,需通知目标操控设备的使用者控制目标对象的事件。
另一种实施方式中,目标虚拟操控器具有协同虚拟操控器,协同虚拟操控器显示在与目标操控设备不同的操控设备中;协同虚拟操控器是指:用于协同目标虚拟操控器控制目标对象的虚拟操控器;
其中,在同一游戏场景下,协同虚拟操控器的样式和目标虚拟操控器的样式不同。
另一种实施方式中,显示设备通过目标客户端显示N个游戏的游戏画面,N个游戏中包括目标游戏,N为大于1的整数;目标操控设备是在接入目标游戏后,采用与目标游戏的各个游戏场景所适配的样式,显示目标虚拟操控器的;相应的,处理单元702还可用于:
在目标游戏被启动后,若目标游戏为N个游戏中首个被启动的游戏,则在显示设备中显示用于接入目标游戏的目标图形码图像,以使目标操控设备通过扫描目标图形码图像,接入目标游戏。
另一种实施方式中,处理单元702还可用于:
若目标游戏为N个游戏中非首个被启动的游戏,则确定已接入目标客户端的历史操控设备;历史操控设备是通过接入N个游戏中在目标游戏之前被启动的任一游戏,接入目标客户端的;且每个历史操控设备在接入的游戏被关闭后,继续保持接入目标客户端,直至目标客户端结束运行;
统计确定出的历史操控设备的目标数量,并确定允许接入目标游戏的操控设备的数量阈值;
若目标数量大于数量阈值,则从目标数量的历史操控设备中选取数量阈值个历史操控设备;
通知被选取的各个历史操控设备接入目标游戏,目标操控设备为被选取的历史操控设 备中的一个历史操控设备。
另一种实施方式中,处理单元702还可用于:
若目标数量小于数量阈值,则通知已接入目标客户端的各个历史操控设备接入目标游戏;
在显示设备中显示用于接入目标游戏的目标图形码图像,使其他操控设备通过扫描目标图形码图像接入目标游戏;
其中,其他操控设备包括:与显示设备处于同一物理环境中的所有操控设备中,除已接入的历史操控设备以外的一个或多个操控设备;目标操控设备为已接入目标客户端的一个历史操控设备,或其他操控设备中的一个操控设备。
另一种实施方式中,处理单元702还可用于:
若目标设备数量小于数量阈值,则确定目标游戏的目标游戏场景所需的操控设备的基准数量,目标游戏场景是指:在检测到目标设备数量小于数量阈值时,所处的游戏场景;
若目标数量小于基准数量,则执行在显示设备中显示用于接入目标游戏的目标图形码图像,使其他操控设备通过扫描目标图形码图像接入目标游戏的步骤;
若目标数量大于或等于基准数量,则等待切换目标游戏的游戏场景,并在切换后的游戏场景所需的操控设备的数量大于目标数量时,执行在显示设备中显示用于接入目标游戏的目标图形码图像,使其他操控设备通过扫描目标图形码图像接入目标游戏的步骤。
另一种实施方式中,处理单元702在用于在显示设备中显示用于接入目标游戏的目标图形码图像时,可具体用于:
根据已接入目标游戏的操控设备的数量,和目标游戏所需接入的操控设备的数量,计算用于接入目标游戏的目标图形码图像的图像数量;
在显示设备中显示图像数量的目标图形码图像,一个目标图形码图像对应目标游戏中的一个对象;其中,通过目标虚拟操控器控制的对象,为目标操控设备所扫描的目标图形码图像所对应的对象。
另一种实施方式中,处理单元702还可用于:
若检测到目标操控设备退出目标游戏的退出事件,则识别目标操控设备退出目标游戏的退出方式,退出方式包括主动退出方式或者被动退出方式;
若退出方式为主动退出方式,则在显示设备中显示目标图形码图像,以使与显示设备处于同一物理环境的所有操控设备中,除目标操控设备以外的操控设备,通过扫描图形码图像接入目标游戏;
若退出方式为被动退出方式,则在等待预设时长后,在显示设备中显示目标图形码图像,以使目标操控设备通过扫描目标图形码图像重新接入目标游戏。
另一种实施方式中,目标游戏为云游戏系统中的云游戏,云游戏系统包括中心服务器和边缘服务器;目标图形码图像中包括:中心服务器的通信地址以及图形码标识,图形码标识与边缘服务器的通信地址相关联;
目标操控设备通过扫描目标图形码图像接入目标游戏的方式如下:
目标操控设备扫描目标图形码图像,并解析扫描出的目标图形码图像,得到中心服务器的通信地址和图形码标识;
基于中心服务器的通信地址和中心服务器建立中心通信链路;
生成携带图形码标识的地址获取请求,并基于中心通信链路向中心服务器发送地址获取请求,以请求中心服务器根据图形码标识返回边缘服务器的通信地址;
在接收到边缘服务器的通信地址后,基于边缘服务器的通信地址和边缘服务器建立边缘通信链路;在成功建立边缘通信链路后,确定目标操控设备接入目标游戏。
另一种实施方式中,目标游戏为云游戏系统中的云游戏,云游戏系统包括中心服务器和边缘服务器;
每个历史操控设备在接入相应游戏后,保持与中心服务器之间的中心通信链路,以及与边缘服务器之间的边缘通信链路;且接入的游戏被关闭后,断开和边缘服务器之间的边缘通信链路;
通知任一历史操控设备接入目标游戏的方式如下:通过中心服务器向任一历史操控设备发送服务器连接通知,以通知任一历史操控设备基于边缘服务器的通信地址,重新和边缘服务器建立边缘通信链路。
根据本申请的另一个实施例,图7所示的设备控制装置中的各个单元可以分别或全部合并为一个或若干个另外的单元来构成,或者其中的某个(些)单元还可以再拆分为功能上更小的多个单元来构成,这可以实现同样的操作,而不影响本申请的实施例的技术效果的实现。上述单元是基于逻辑功能划分的,在实际应用中,一个单元的功能也可以由多个单元来实现,或者多个单元的功能由一个单元实现。在本申请的其它实施例中,基于设备控制装置也可以包括其它单元,在实际应用中,这些功能也可以由其它单元协助实现,并且可以由多个单元协作实现。
根据本申请的另一个实施例,可以通过在包括中央处理单元(CPU)、随机存取存储介质(RAM)、只读存储介质(ROM)等处理元件和存储元件的计算设备上运行能够执行如图2中所示的相应方法所涉及的各步骤的计算机可读指令(包括程序代码),来构造如图7中所示的设备控制装置,以及来实现本申请实施例的设备控制方法。所述计算机可读指令可以记载于例如计算机可读存储介质上,并通过计算机可读存储介质装载于上述计算设备中,并在其中运行。
基于上述方法实施例以及装置实施例的描述,本申请实施例还提供一种计算机设备。请参见图8,该计算机设备至少包括处理器801、输入接口802、输出接口803以及计算机可读存储介质804;且该计算机设备内的处理器801、输入接口802、输出接口803以及计算机可读存储介质804可通过总线或其他方式连接。
计算机可读存储介质804可以存储在计算机设备的存储器中,所述计算机可读存储介质804用于存储计算机可读指令,所述计算机可读指令包括程序指令,处理器801(或称CPU(Central Processing Unit,中央处理器))是计算机设备的计算核心以及控制核心,其适于实现一条或多条指令,具体适于加载并执行一条或多条指令从而实现相应方法流程或相应功能。在一个实施例中,本申请实施例所述的处理器801可用于实现本申请实施例的设备控制方法。
本申请实施例还提供了一种计算机可读存储介质(Memory),所述计算机可读存储介质是计算机设备中的记忆设备,用于存放程序和数据。可以理解的是,此处的计算机可读存储介质既可以包括计算机设备中的内置存储介质,当然也可以包括计算机设备所支持的扩展存储介质。计算机可读存储介质提供存储空间,该存储空间存储了计算机设备的操作 系统。并且,在该存储空间中还存放了适于被显卡801加载并执行的一条或多条的指令,这些指令可以是一个或一个以上的计算机可读指令(包括程序代码)。需要说明的是,此处的计算机可读存储介质可以是高速RAM存储器,也可以是非不稳定的存储器(non-volatile memory),例如至少一个磁盘存储器;可选的,还可以是至少一个位于远离前述处理器的计算机可读存储介质。
在一个实施例中,可由处理器801加载并执行计算机可读存储介质中存放的一条或多条指令,以实现上述有关图2所示的设备控制方法实施例中的相应步骤。
需要说明的是,根据本申请的一个方面,还提供了一种计算机程序产品或计算机可读指令,该计算机程序产品包括计算机可读指令,该计算机可读指令存储在计算机可读存储介质中。计算机设备的处理器从计算机可读存储介质读取该计算机可读指令,处理器执行该计算机可读指令,使得该计算机设备执行上述图2所示的设备控制方法实施例方面的各种可选方式中提供的方法。
并且,应理解的是,以上所揭露的仅为本申请较佳实施例而已,当然不能以此来限定本申请之权利范围,因此依本申请权利要求所作的等同变化,仍属本申请所涵盖的范围。

Claims (20)

  1. 一种设备控制方法,由计算机设备执行,所述方法包括:
    在显示设备显示目标游戏的第一游戏场景下的游戏画面的过程中,在目标操控设备的目标操控界面中,采用与所述第一游戏场景适配的第一样式显示目标虚拟操控器;
    当所述第一样式的目标虚拟操控器被操控时,在所述第一游戏场景下更新所述显示设备中所显示的所述第一游戏场景下的游戏画面;
    若所述显示设备显示的游戏画面从所述第一游戏场景切换至所述目标游戏的第二游戏场景,则在所述目标操控界面中,采用与所述第二游戏场景适配的第二样式显示所述目标虚拟操控器;
    当所述第二样式的目标虚拟操控器被操控时,在所述第二游戏场景下更新所述显示设备中显示的所述第二游戏场景下的游戏画面。
  2. 如权利要求1所述的方法,其特征在于,所述目标游戏中至少包括目标对象,所述目标对象是指:通过所述目标虚拟操控器控制的对象;所述方法还包括:
    当存在关于所述目标对象的操控提示事件时,根据所述操控提示事件控制所述目标操控设备执行提示操作;所述提示操作包括以下至少一项:震动操作以及输出多媒体数据的操作;
    其中,所述操控提示事件包括:在通过所述目标虚拟操控器控制所述目标对象的过程中,所述目标对象产生的异常事件;或者,需通知所述目标操控设备的使用者控制所述目标对象的事件。
  3. 如权利要求2所述的方法,其特征在于,所述目标虚拟操控器具有协同虚拟操控器,所述协同虚拟操控器显示在与所述目标操控设备不同的操控设备中;所述协同虚拟操控器是指:用于协同所述目标虚拟操控器控制所述目标对象的虚拟操控器;
    其中,在同一游戏场景下,所述协同虚拟操控器的样式和所述目标虚拟操控器的样式不同。
  4. 如权利要求1所述的方法,其特征在于,所述显示设备通过目标客户端显示N个游戏的游戏画面,所述N个游戏中包括所述目标游戏,N为大于1的整数;所述目标操控设备是在接入所述目标游戏后,采用与所述目标游戏的各个游戏场景所适配的样式,显示所述目标虚拟操控器的;
    所述方法还包括:
    在所述目标游戏被启动后,若所述目标游戏为所述N个游戏中首个被启动的游戏,则在所述显示设备中显示用于接入所述目标游戏的目标图形码图像,以使所述目标操控设备通过扫描所述目标图形码图像,接入所述目标游戏。
  5. 如权利要求4所述的方法,其特征在于,所述方法还包括:
    若所述目标游戏为所述N个游戏中非首个被启动的游戏,则确定已接入所述目标客户端的历史操控设备;历史操控设备接入的游戏是所述N个游戏中在所述目标游戏之前被启动的任一游戏;且每个历史操控设备在接入的游戏被关闭后,继续保持接入所述目标客户端,直至所述目标客户端结束运行;
    统计确定出的历史操控设备的目标数量,并确定允许接入所述目标游戏的操控设备的数量阈值;
    若所述目标数量大于所述数量阈值,则从所述目标数量的历史操控设备中选取数量阈值个历史操控设备;
    通知被选取的各个历史操控设备接入所述目标游戏,所述目标操控设备为被选取的历史操控设备中的一个历史操控设备。
  6. 如权利要求5所述的方法,其特征在于,所述方法还包括:
    若所述目标数量小于所述数量阈值,则通知已接入所述目标客户端的各个历史操控设备接入所述目标游戏;
    在所述显示设备中显示用于接入所述目标游戏的目标图形码图像,使其他操控设备通过扫描所述目标图形码图像接入所述目标游戏;
    其中,所述其他操控设备包括:与所述显示设备处于同一物理环境中的所有操控设备中,除已接入的历史操控设备以外的一个或多个操控设备;所述目标操控设备为已接入所述目标客户端的一个历史操控设备,或所述其他操控设备中的一个操控设备。
  7. 如权利要求6所述的方法,其特征在于,所述方法还包括:
    若所述目标设备数量小于所述数量阈值,则确定所述目标游戏的目标游戏场景所需的操控设备的基准数量,所述目标游戏场景是指:在检测到所述目标设备数量小于所述数量阈值时,所处的游戏场景;
    若所述目标数量小于所述基准数量,则执行在所述显示设备中显示用于接入所述目标游戏的目标图形码图像,使其他操控设备通过扫描所述目标图形码图像接入所述目标游戏的步骤;
    若所述目标数量大于或等于所述基准数量,则等待切换所述目标游戏的游戏场景,并在切换后的游戏场景所需的操控设备的数量大于所述目标数量时,执行在所述显示设备中显示用于接入所述目标游戏的目标图形码图像,使其他操控设备通过扫描所述目标图形码图像接入所述目标游戏的步骤。
  8. 如权利要求4-7任一项所述的方法,其特征在于,所述在所述显示设备中显示用于接入所述目标游戏的目标图形码图像,包括:
    根据已接入所述目标游戏的操控设备的数量,和所述目标游戏所需接入的操控设备的数量,计算用于接入所述目标游戏的目标图形码图像的图像数量;
    在所述显示设备中显示所述图像数量的目标图形码图像,一个目标图形码图像对应所述目标游戏中的一个对象;其中,通过所述目标虚拟操控器控制的对象,为所述目标操控设备所扫描的目标图形码图像所对应的对象。
  9. 如权利要求4-7任一项所述的方法,其特征在于,所述方法还包括:
    若检测到所述目标操控设备退出所述目标游戏的退出事件,则识别所述目标操控设备退出所述目标游戏的退出方式,所述退出方式包括主动退出方式或者被动退出方式;
    若所述退出方式为所述主动退出方式,则在所述显示设备中显示所述目标图形码图像,以使与所述显示设备处于同一物理环境的所有操控设备中,除所述目标操控设备以外的操控设备,通过扫描所述图形码图像接入所述目标游戏;
    若所述退出方式为所述被动退出方式,则在等待预设时长后,在所述显示设备中显示所述目标图形码图像,以使所述目标操控设备通过扫描所述目标图形码图像重新接入所述目标游戏。
  10. 如权利要求4-7任一项所述的方法,其特征在于,所述目标游戏为云游戏系统中的云游戏,所述云游戏系统包括中心服务器和边缘服务器;所述目标图形码图像中包括:所述中心服务器的通信地址以及图形码标识,所述图形码标识与所述边缘服务器的通信地址相关 联;
    所述目标操控设备通过扫描所述目标图形码图像接入所述目标游戏的方式如下:
    所述目标操控设备扫描所述目标图形码图像,并解析扫描出的目标图形码图像,得到所述中心服务器的通信地址和所述图形码标识;
    基于所述中心服务器的通信地址和所述中心服务器建立中心通信链路;
    生成携带所述图形码标识的地址获取请求,并基于所述中心通信链路向所述中心服务器发送所述地址获取请求,以请求所述中心服务器根据所述图形码标识返回所述边缘服务器的通信地址;
    在接收到所述边缘服务器的通信地址后,基于所述边缘服务器的通信地址和所述边缘服务器建立边缘通信链路;在成功建立所述边缘通信链路后,确定所述目标操控设备接入所述目标游戏。
  11. 如权利要求5-7任一项所述的方法,其特征在于,所述目标游戏为云游戏系统中的云游戏,所述云游戏系统包括中心服务器和边缘服务器;
    每个历史操控设备在接入相应游戏后,保持与所述中心服务器之间的中心通信链路,以及与所述边缘服务器之间的边缘通信链路;且接入的游戏被关闭后,断开和所述边缘服务器之间的边缘通信链路;
    通知任一历史操控设备接入所述目标游戏的方式如下:通过所述中心服务器向所述任一历史操控设备发送服务器连接通知,以通知所述任一历史操控设备基于所述边缘服务器的通信地址,重新和所述边缘服务器建立所述边缘通信链路。
  12. 一种设备控制装置,其特征在于,包括:
    显示单元,用于在显示设备显示目标游戏的第一游戏场景下的游戏画面的过程中,在目标操控设备的目标操控界面中,采用与所述第一游戏场景适配的第一样式显示目标虚拟操控器;
    处理单元,用于当所述第一样式的目标虚拟操控器被操控时,在所述第一游戏场景下更新所述显示设备中所显示的所述第一游戏场景下的游戏画面;
    所述显示单元,还用于若所述显示设备显示的游戏画面从所述第一游戏场景切换至所述目标游戏的第二游戏场景,则在所述目标操控界面中,采用与所述第二游戏场景适配的第二样式显示所述目标虚拟操控器;
    所述处理单元,还用于当所述第二样式的目标虚拟操控器被操控时,在所述第二游戏场景下更新所述显示设备中显示的所述第二游戏场景下的游戏画面。
  13. 根据权利要求12所述的装置,其特征在于,所述目标游戏中至少包括目标对象,所述目标对象是指:通过所述目标虚拟操控器控制的对象;所述处理单元还用于:
    当存在关于所述目标对象的操控提示事件时,根据所述操控提示事件控制所述目标操控设备执行提示操作;所述提示操作包括以下至少一项:震动操作以及输出多媒体数据的操作;
    其中,所述操控提示事件包括:在通过所述目标虚拟操控器控制所述目标对象的过程中,所述目标对象产生的异常事件;或者,需通知所述目标操控设备的使用者控制所述目标对象的事件。
  14. 根据权利要求13所述的装置,其特征在于,所述目标虚拟操控器具有协同虚拟操控器,所述协同虚拟操控器显示在与所述目标操控设备不同的操控设备中;所述协同虚拟操控器是指:用于协同所述目标虚拟操控器控制所述目标对象的虚拟操控器;
    其中,在同一游戏场景下,所述协同虚拟操控器的样式和所述目标虚拟操控器的样式不同。
  15. 根据权利要求12所述的装置,其特征在于,所述显示设备通过目标客户端显示N个游戏的游戏画面,所述N个游戏中包括所述目标游戏,N为大于1的整数;所述目标操控设备是在接入所述目标游戏后,采用与所述目标游戏的各个游戏场景所适配的样式,显示所述目标虚拟操控器的;所述处理单元还用于:
    在所述目标游戏被启动后,若所述目标游戏为所述N个游戏中首个被启动的游戏,则在所述显示设备中显示用于接入所述目标游戏的目标图形码图像,以使所述目标操控设备通过扫描所述目标图形码图像,接入所述目标游戏。
  16. 根据权利要求15所述的装置,其特征在于,处理单元还用于:
    若所述目标游戏为所述N个游戏中非首个被启动的游戏,则确定已接入所述目标客户端的历史操控设备;历史操控设备接入的游戏是所述N个游戏中在所述目标游戏之前被启动的任一游戏;且每个历史操控设备在接入的游戏被关闭后,继续保持接入所述目标客户端,直至所述目标客户端结束运行;
    统计确定出的历史操控设备的目标数量,并确定允许接入所述目标游戏的操控设备的数量阈值;
    若所述目标数量大于所述数量阈值,则从所述目标数量的历史操控设备中选取数量阈值个历史操控设备;
    通知被选取的各个历史操控设备接入所述目标游戏,所述目标操控设备为被选取的历史操控设备中的一个历史操控设备。
  17. 根据权利要求16所述的装置,其特征在于,所述处理单元还用于:
    若所述目标数量小于所述数量阈值,则通知已接入所述目标客户端的各个历史操控设备接入所述目标游戏;
    在所述显示设备中显示用于接入所述目标游戏的目标图形码图像,使其他操控设备通过扫描所述目标图形码图像接入所述目标游戏;
    其中,所述其他操控设备包括:与所述显示设备处于同一物理环境中的所有操控设备中,除已接入的历史操控设备以外的一个或多个操控设备;所述目标操控设备为已接入所述目标客户端的一个历史操控设备,或所述其他操控设备中的一个操控设备。
  18. 根据权利要求17所述的装置,其特征在于,所述处理单元还用于:
    若所述目标设备数量小于所述数量阈值,则确定所述目标游戏的目标游戏场景所需的操控设备的基准数量,所述目标游戏场景是指:在检测到所述目标设备数量小于所述数量阈值时,所处的游戏场景;
    若所述目标数量小于所述基准数量,则执行在所述显示设备中显示用于接入所述目标游戏的目标图形码图像,使其他操控设备通过扫描所述目标图形码图像接入所述目标游戏的步骤;
    若所述目标数量大于或等于所述基准数量,则等待切换所述目标游戏的游戏场景,并在切换后的游戏场景所需的操控设备的数量大于所述目标数量时,执行在所述显示设备中显示用于接入所述目标游戏的目标图形码图像,使其他操控设备通过扫描所述目标图形码图像接入所述目标游戏的步骤。
  19. 一种计算机设备,包括输入接口和输出接口,其特征在于,所述计算机设备还包括 存储器和一个或多个处理器,所述存储器存储有计算机可读指令,所述计算机可读指令被所述一个或多个处理器执行时,使得所述一个或多个处理器加载并执行如权利要求1-11任一项所述的设备控制方法。
  20. 一个或多个存储有计算机可读指令的非易失性计算机可读存储介质,存储有计算机可读指令,所述计算机可读指令被一个或多个处理器执行时,使得所述一个或多个处理器加载并执行如权利要求1-11任一项所述的设备控制方法。
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