WO2023151338A1 - 游戏画面的显示方法、存储介质和电子设备 - Google Patents

游戏画面的显示方法、存储介质和电子设备 Download PDF

Info

Publication number
WO2023151338A1
WO2023151338A1 PCT/CN2022/132187 CN2022132187W WO2023151338A1 WO 2023151338 A1 WO2023151338 A1 WO 2023151338A1 CN 2022132187 W CN2022132187 W CN 2022132187W WO 2023151338 A1 WO2023151338 A1 WO 2023151338A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
target
client
virtual
watching
Prior art date
Application number
PCT/CN2022/132187
Other languages
English (en)
French (fr)
Inventor
颜文超
黄灏
仇斌
李朝斌
Original Assignee
腾讯科技(深圳)有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Priority to US18/341,731 priority Critical patent/US20230330545A1/en
Publication of WO2023151338A1 publication Critical patent/WO2023151338A1/zh

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/355Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client
    • 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
    • A63F13/85Providing additional services to players
    • A63F13/86Watching games played by other players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/352Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • 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
    • A63F2300/50Features 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 details of game servers
    • A63F2300/53Features 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 details of game servers details of basic data processing
    • A63F2300/535Features 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 details of game servers details of basic data processing for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters

Definitions

  • the present application relates to the field of computers, in particular, to a display method, device, storage medium, electronic equipment and computer program product of a game screen.
  • the game client often provides users with game watching services, and the game watching service can be understood as recording the game screens generated by the participating players in the whole game in real time, and then directly forwarding them to the player clients who need to watch the game in the game client. Display the game screen in the player client.
  • Embodiments of the present application provide a display method, device, storage medium, electronic equipment, and computer program product of a game screen, so as to at least solve the technical problem of poor adaptability of the display of the game screen.
  • a method for displaying a game screen including: responding to a target viewing request triggered on the first game client, acquiring the communication between the above-mentioned first game client and the target virtual server Connection relationship, wherein, the above-mentioned target watching request is used to request to synchronously display the game screen of the virtual game game that the second game client participates in in the above-mentioned first game client, and the above-mentioned target virtual server includes the target process;
  • the target spectator load associated with the above-mentioned virtual game match adjust the process quantity of the above-mentioned target process included in the above-mentioned target virtual server according to the above-mentioned target spectator load, wherein the above-mentioned target spectator load is when the above-mentioned virtual game match is watched The amount of resources carried by the target process; when the adjusted target virtual server is used to obtain the game screen data of the above-mentioned virtual game match, the above
  • another method for displaying a game screen including: acquiring a target game viewing request triggered on the first game client, wherein the above-mentioned target game watching request is used to request the second game client
  • the game screen of the virtual game game in which the client participates is displayed synchronously in the above-mentioned first game client; in response to the above-mentioned target viewing request, a communication connection relationship between the above-mentioned first game client and the target virtual server is established, wherein the above-mentioned target
  • the virtual server includes target processes, and the number of processes in the above group of target processes is set to be adjusted according to the target spectator load associated with the above-mentioned virtual game game, and the above-mentioned target spectator load is carried by the above-mentioned target process when the above-mentioned virtual game game is watched.
  • the number of resources receiving the game screen data of the above-mentioned virtual game match sent by the above-mentioned target virtual server through the above-mentioned communication connection relationship; synchronously displaying the game screen of the above-mentioned virtual game match in the above-mentioned first game client.
  • a game screen display device including: a first acquiring unit, configured to acquire the above-mentioned first game client The communication connection relationship between the client and the target virtual server, wherein the above-mentioned target viewing request is used to request to synchronously display the game screen of the virtual game game in which the second game client participates in the above-mentioned first game client, and the above-mentioned target
  • the virtual server includes a target process; the adjustment unit is configured to adjust the number of processes of the above-mentioned target process included in the above-mentioned target virtual server according to the above-mentioned target game-watching load when the target game-watching load associated with the above-mentioned virtual game match is obtained, wherein , the above-mentioned target watching load is the amount of resources carried by the above-mentioned target process when the above-mentioned virtual game match is watched; the first display unit is used to obtain the game screen data of the above
  • another game screen display device including: a second acquiring unit, configured to acquire a target game watching request triggered on the first game client, wherein the above target game watching request It is used for requesting that the game screen of the virtual game match in which the second game client participates is displayed synchronously on the first game client;
  • the communication connection relationship between virtual servers wherein, the above-mentioned target virtual server includes a target process, and the number of processes of the above-mentioned group of target processes is set to be adjusted according to the target game-watching load associated with the above-mentioned virtual game game, and the above-mentioned target game-watching load is the above-mentioned The amount of resources carried by the above-mentioned target process when the virtual game match is watched;
  • the second receiving unit is used to receive the game screen data of the above-mentioned virtual game match sent by the above-mentioned target virtual server through the above-mentioned communication connection relationship;
  • the second display unit configured to acquire a target game watching request
  • a computer program product or computer program is provided, where the computer program product or computer program includes computer instructions, and the computer instructions are stored in a computer-readable storage medium.
  • the processor of the computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the above game screen display method.
  • a computer-readable storage medium is provided.
  • a processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device executes the above Such as the display method of the above game screen.
  • an electronic device including a memory, a processor, and a computer program stored on the memory and operable on the processor, wherein the above-mentioned processor executes the above-mentioned How to display the game screen.
  • the method of synchronously displaying the process number of the above-mentioned target process in the above-mentioned first game client on the game screen of the participating virtual game game achieves the purpose of timely adjusting the process number of the target process for synchronously displaying the game screen, thereby realizing The technical effect of improving the display efficiency of the game screen is achieved, and the technical problem of poor adaptability of the display of the game screen is solved. .
  • FIG. 1 is a schematic diagram of an application environment of an optional game screen display method according to an embodiment of the present application
  • FIG. 2 is a schematic diagram of the flow of an optional method for displaying a game screen according to an embodiment of the present application
  • FIG. 3 is a schematic diagram of an optional display method of a game screen according to an embodiment of the present application.
  • FIG. 4 is a schematic diagram of another optional display method of a game screen according to an embodiment of the present application.
  • FIG. 5 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present application.
  • FIG. 6 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present application.
  • FIG. 7 is a schematic diagram of the flow of another optional method for displaying a game screen according to an embodiment of the present application.
  • FIG. 8 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present application.
  • FIG. 9 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present application.
  • FIG. 10 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present application.
  • FIG. 11 is a schematic diagram of another optional method for displaying a game screen according to an embodiment of the present application.
  • FIG. 12 is a schematic diagram of an optional display device for a game screen according to an embodiment of the present application.
  • FIG. 13 is a schematic diagram of another optional display device for a game screen according to an embodiment of the present application.
  • Fig. 14 is a schematic structural diagram of an optional electronic device according to an embodiment of the present application.
  • Massively Multiplayer Online Game (MMOG for short).
  • Watching games Watching other people's high-level game competitions from a third-party perspective during game events.
  • Cloud native a distributed cloud based on distributed deployment and unified operation and management, and a set of cloud technology product system based on technologies such as containers, microservices, and DevOps.
  • Gamesvr Logical process of non-competitive games.
  • GlobalGamesvr A process that is isomorphic to Gamesvr, where players compete in game competitions.
  • MiscProxysvr The process of forwarding spectator protocol messages to the message queue.
  • WatchSvr Watching game information management process.
  • WatchPod watch game protocol message consumption and processing services.
  • MsgQueue message queue, used to deliver and save event-related messages.
  • PVP Competitive confrontation between players in the game.
  • Ckafka A cloud message queue compatible with open source Kafka.
  • CS C stands for client, and S stands for server, which is used to represent the communication between client and server.
  • SS stands for Server
  • S stands for Server, which is used to represent the internal communication of the server.
  • Protocol A set of rules, standards, or conventions established for data exchange in a computer network.
  • Id Unique identifier.
  • a method for displaying a game screen is provided.
  • the above method for displaying a game screen can be applied to, but not limited to, the game screen shown in FIG. 1 Environment. It may include, but is not limited to, a user equipment 102 , a network 110 and a server 112 , wherein, the user equipment 102 may include, but is not limited to, a display 108 , a processor 106 and a memory 104 .
  • Step S102 the user device 102 obtains the target game viewing request triggered on the first game client 1022, wherein the target game watching request is used to request the The game screen is displayed synchronously in the first game client 1022;
  • Steps S104-S106 the user equipment 102 sends the target viewing request to the server 112 through the network 110;
  • Step S108 the server 112 searches the database 114 for the communication connection relationship corresponding to the target spectator request and the target spectator load associated with the virtual game match, and adjusts the number of processes of the target process included in the target virtual server according to the target spectator load through the processing engine 116 , and use the adjusted target virtual server to obtain the game screen data of the virtual game match, and then generate the game screen data;
  • Steps S110-S112 the server 112 sends the game screen data to the user equipment 102 through the network 110, and the processor 106 in the user equipment 102 displays the game screen 1024 corresponding to the game screen data on the display 108, and stores the game screen data in memory 104.
  • the above steps can be independently completed by the user equipment 102, that is, the user equipment 102 performs steps such as generating game screen data, thereby reducing the processing pressure on the server.
  • the user equipment 102 includes, but is not limited to, a handheld device (such as a mobile phone), a notebook computer, a desktop computer, and a vehicle-mounted device, and the present application does not limit the specific implementation manner of the user equipment 102 .
  • a method for displaying a game screen is provided. Taking the method applied to the server shown in FIG. 1 as an example, the method includes:
  • the target game watching request is used to request the second game client to participate
  • the game screen of the virtual game match is synchronously displayed in the first game client, the target virtual server includes a target process, and the target process is a process deployed in the cloud; wherein, the target virtual server may include multiple target processes, for example, may include A group of target processes can also include multiple groups of target processes.
  • the adjusted target virtual server When the adjusted target virtual server is used to obtain the game screen data of the virtual game match, send the game screen data to the first game client through the communication connection relationship, so as to synchronously display the virtual game on the first game client.
  • a game screen of a game match wherein the game screen data may be target live data, and the target live data is data of a game screen of a virtual game match to be synchronously displayed in the first game client.
  • the above method for displaying game screens can be applied, but not limited to, to the viewing scene of a competitive game in a virtual game.
  • the client when watching a match in the game client, the client first connects to the target virtual server, establishes a communication connection relationship between the two, and then uses the target virtual server to pull messages (such as game screen data) from the message queue.
  • the target virtual server is a service process deployed in the cloud, it can achieve the effect of complete decoupling from the logical business process of the current game client, and can be based on the current spectating service
  • the target spectator load realizes the dynamic adjustment of automatic scaling, so that the target virtual server is dynamically adjusted to a load-balanced state, thereby improving the efficiency of the game screen corresponding to the spectator service, and thus ensuring that the spectator game client is provided with a corresponding spectator The user experience of the service.
  • the game client can also provide, but is not limited to, internal logic services for virtual games.
  • the game client can also provide, but is not limited to, internal logic services for virtual games.
  • the communication connection relationship between the first game client 302 and the target virtual server 304 is acquired, wherein, the target viewing request is used to request to synchronously display the game screen of the virtual game match in which the second game client (such as the game client where player C is located) participates in the first game client 302, and the target virtual server 304 includes A group of target processes (such as target process 304-1, target process 304-2, target process 304-3, etc.), and the target process is a process deployed in the cloud.
  • the target viewing request is used to request to synchronously display the game screen of the virtual game match in which the second game client (such as the game client where player C is located) participates in the first game client 302, and the target virtual server 304 includes A group of target processes (such as target process 304-1, target process 304-2, target process 304-3, etc.), and the target process is a process deployed in the cloud.
  • the target virtual server can be, but not limited to, a service deployed on the cloud, such as an event message consumer server (WatchPod).
  • WatchPod event message consumer server
  • the client When a player in the game watches an event, the client first connects to a certain WatchPod. Then pull messages from the cloud message queue for playback;
  • the target virtual server can also be understood as but not limited to a group of processes deployed to the cloud, and the number of processes can be automatically expanded according to the current load; through the above target virtual server basically can The implementation is completely decoupled from the current business process, and can be automatically scaled according to the load of the current service to dynamically achieve a load-balanced state to ensure the player's viewing experience.
  • the communication connection relationship may be, but not limited to, an association relationship actively or passively created by the first game client or the target virtual server in response to a target viewing request triggered on the first game client, After the communication connection relationship is established, the communication connection relationship can be used for data transfer or information interaction between the first game client and the target virtual server.
  • the virtual game match in which the second game client participates may be, but not limited to, the virtual game match corresponding to the internal logic service provided in the first game client, or may be, but not limited to. It is limited to the virtual game match corresponding to the internal logic service provided in the non-first game client, that is, the virtual game match that the second game client participates in can be participated by the first game client, that is, the first game The client also participates in the virtual game match. The virtual game match that the second game client participates in may not be participated by the first game client, that is, the first game client only observes the game and does not participate in the virtual game object.
  • the target spectator load is the amount of resources carried by the target process when the virtual game match is watched, wherein the resource quantity can be understood as but not limited to the number of users watching the virtual game match or the number of resources carried by the target process. traffic, etc.; moreover, the size of the target spectator load can be positively correlated with the number of resources carried by the target process, for example, the more resources the target process carries, the greater the target spectator load, and vice versa; , the number of processes of the target process may be positively correlated with the size of the target spectator load, for example, the greater the target spectator load, the greater the number of target processes, and vice versa.
  • the game screen data may include, but is not limited to, the game progress data of the virtual game match, and during the process of synchronously displaying the game screen of the virtual game match on the first game client, the first The client can, but is not limited to, flexibly adjust the display progress of the game screen of the virtual game match, and the display angle of the game screen of the virtual game match, wherein, the display angle can be understood as but not limited to each player participating in the virtual game match
  • the viewing angle corresponding to the client that is, when the first game client is watching the game, it can watch the game from the viewing angle corresponding to the second game client, or it can watch the game from the viewing angles corresponding to other game clients in the virtual game match .
  • the communication connection relationship between the first game client and the target virtual server is obtained, wherein the target watching request is used to request the second game client
  • the game screen of the participating virtual game match is displayed synchronously on the first game client
  • the target virtual server includes a group of target processes, and the target process is a process deployed in the cloud; after obtaining the target viewing load associated with the virtual game match
  • adjust the number of processes of the target process included in the target virtual server according to the target spectator load wherein the target spectator load is the amount of resources carried by the target process when the virtual game match is watched; when using the adjusted target virtual
  • the server obtains the game screen data of the virtual game match it sends the game screen data to the first game client through the communication connection, so that the game screen of the virtual game match is displayed synchronously in the first game client.
  • the communication connection relationship between the first game client 502 and the target virtual server 504 is acquired, As shown in (a) in Figure 5, wherein, the target game viewing request 502-2 is used to request that the game screen of the virtual game match in which the second game client participates is displayed synchronously in the first game client 502, and the target
  • the virtual server 504 includes a group of target processes (such as target process 504-1, target process 504-2, target process 504-3), and the target process is a process deployed in the cloud;
  • target spectator load 506 in the case of obtaining the target spectator load 506 associated with the virtual game match, adjust the process quantity of the target process included in the target virtual server 504 according to the target spectator load 506 , get the adjusted target virtual server 508 (such as target process 504-1, target process 504-2, target process 504-3, target process 504-4), wherein, target spectator load 506 is when a virtual game match is watched The number of resources hosted by the target process;
  • the communication connection relationship between the first game client and the target virtual server is obtained, wherein the target game watching request is used to request the second
  • the game screen of the virtual game match that the game client participates in is displayed synchronously on the first game client, and the target virtual server includes a group of target processes, and the target process is a process deployed in the cloud;
  • the target spectator load adjust the number of processes of the target process included in the target virtual server according to the target spectator load, wherein the target spectator load is the amount of resources carried by the target process when the virtual game match is spectated;
  • the game screen data is sent to the first game client through the communication connection relationship, so that the game screen of the virtual game match is displayed synchronously on the first game client , wherein the game screen data is the data of the game screen of the virtual game match to be displayed synchronously in the first game client, through the communication
  • adjust the number of target processes contained in the target virtual server according to the target spectator load including:
  • the target spectator load is the amount of resources carried by the target process when the virtual game match is watched, wherein the resource quantity can be understood as but not limited to the number of users watching the virtual game match or the number of resources carried by the target process. traffic, etc.; moreover, the size of the target spectator load can be positively correlated with the number of resources carried by the target process, for example, the more resources the target process carries, the greater the target spectator load, and vice versa; , the number of processes of the target process may be positively correlated with the size of the target spectator load, for example, the greater the target spectator load, the greater the number of target processes, and vice versa.
  • the first load threshold and the second load threshold are thresholds of preset target spectator loads. The first load threshold and the second load threshold can be set according to requirements. The first load threshold may be greater than the second load threshold.
  • increasing the number of target processes contained in the target virtual server may be, but not limited to, positively correlated with the load of the target spectator load relative to the first load threshold, that is, the target spectator load exceeds the first load threshold.
  • the more the load of a load threshold the more process data of the target process that is increased; the process quantity of reducing the target process contained in the target virtual server can be but not limited to the load of the target spectator load relative to the second load threshold.
  • the amount is positively correlated, that is, the more the load of the target spectator load is smaller than the second load threshold, the more process data of the target process is reduced.
  • adjust the number of target processes contained in the target virtual server according to the target spectator load including:
  • the target spectator load is the amount of resources carried by the target process when the virtual game match is watched, wherein the resource quantity can be understood as but not limited to the number of users watching the virtual game match or the number of resources carried by the target process. traffic, etc.; moreover, the size of the target spectator load can be positively correlated with the number of resources carried by the target process, for example, the more resources the target process carries, the greater the target spectator load, and vice versa; , the number of processes of the target process may be positively correlated with the size of the target spectator load, for example, the greater the target spectator load, the greater the number of target processes, and vice versa.
  • the first load range and the second load range may be preset load ranges, and the first load range and the second load range may be different.
  • the number of processes of the target process can be adjusted based on the load range where the target spectator load is located as the adjustment basis.
  • the target spectator load when the target spectator load is in the first load range, adjust the number of processes of the target process contained in the target virtual server to the number of processes corresponding to the first load range; or, when the target spectator load In the case of the second load range, the process number of the target process contained in the target virtual server is adjusted to the process number corresponding to the second load range, and the purpose of adjusting the process number of the target process in a targeted manner is achieved.
  • the method before sending the game screen data to the first game client through the communication connection, the method includes:
  • the target message queue may be, but not limited to, a cloud message queue.
  • the cloud message queue is used as an intermediary for message delivery.
  • the cloud message queue In addition to the inherent high-throughput functional characteristics of the cloud message queue , also has the characteristics of high reliability and high scalability.
  • the data pull request is sent to the target message queue, wherein the target message queue is used to cache the data of the game screen of the virtual game match, and the data pull request is used to request to pull the cached game screen in the target message queue Data; receive the game screen data returned by the target message queue.
  • the target virtual server 304 sends a data pull request 602 to the target message queue 604, wherein the target message queue 604 is used to cache virtual game matches The data of the game screen, the data pull request 602 is used to request to pull the game screen data 606 cached in the target message queue 604; the target virtual server 304 receives the game screen data 606 returned by the target message queue 604.
  • sending the data pull request to the target message queue includes: sending the data pull request to the target message queue, wherein the data pull request also carries the game identifier of the virtual game match and the virtual The screen time stamp of the game screen of the game match;
  • receiving the game screen data returned by the target message queue includes: receiving the live broadcast data returned by the target message queue that matches the game identifier and the screen time stamp.
  • the match identification may be, but not limited to, the match identification of the virtual game match in which the second game client participates and is synchronously displayed in the first game client as requested by the target viewing request ;
  • the screen time stamp may be, but not limited to, the screen time stamp corresponding to the time information when the target game watching request is triggered, or the screen time stamp requested by the target game watching request to be synchronously displayed in the first game client and the second game client participating The time stamp of the screen corresponding to the time information of the display progress of the virtual game match.
  • different virtual game matches have different match identifiers, and different game screens in the same virtual game match have different picture time stamps.
  • a method for displaying a game screen is provided, and the method is applied to the user equipment in FIG. 1 as an example.
  • the method includes:
  • the target virtual server in response to the target game viewing request, establish a communication connection relationship between the first game client and the target virtual server, wherein the target virtual server includes the target process, and the number of processes of the target process is set as the target game watching associated with the virtual game match Load adjustment, the target spectator load is the amount of resources carried by the target process when the virtual game game is spectated; wherein, the target virtual server can also include a group of target processes, the target process is a process deployed in the cloud, the group of processes The number of processes can also be set to be adjusted according to the target spectator load associated with the virtual game.
  • the above method for displaying game screens can be applied, but not limited to, to the viewing scene of a competitive game in a virtual game.
  • the client when watching a match in the game client, the client first connects to the target virtual server, establishes a communication connection relationship between the two, and then uses the target virtual server to pull messages (such as game screen data) from the message queue.
  • the target virtual server is a service process deployed in the cloud, it can achieve the effect of complete decoupling from the logical business process of the current game client, and can be based on the current spectating service
  • the target spectator load realizes the dynamic adjustment of automatic scaling, so that the target virtual server is dynamically adjusted to a load-balanced state, thereby improving the efficiency of the game screen corresponding to the spectator service, and thus ensuring that the spectator game client is provided with a corresponding spectator The user experience of the service.
  • the game client can also provide, but is not limited to, internal logic services for virtual games.
  • the game client can also provide, but is not limited to, internal logic services for virtual games.
  • the target watching request triggered on the first game client 302 is obtained, wherein the target watching request is used to request the second game client (such as the player C’s
  • the game screen of the virtual game match played by the game client) is displayed synchronously in the first game client 302; in response to the target viewing request, a communication connection relationship between the first game client 302 and the target virtual server 304 is established, wherein , the target virtual server 304 includes a group of target processes (such as target process 304-1, target process 304-2, target process 304-3, etc.), the target process is a process deployed in the cloud, and the number of processes in a group of target processes is set
  • the target spectator load is the amount of resources carried by the target process when the virtual game match is spectated.
  • the target virtual server can be, but not limited to, a service deployed on the cloud, such as an event message consumer server (WatchPod).
  • WatchPod event message consumer server
  • the client When a player in the game watches an event, the client first connects to a certain WatchPod. Then pull messages from the cloud message queue for playback;
  • the target virtual server can also be understood as but not limited to a group of processes deployed to the cloud, and the number of processes can be automatically expanded according to the current load; through the above target virtual server basically can The implementation is completely decoupled from the current business process, and can be automatically scaled according to the load of the current service to dynamically achieve a load-balanced state to ensure the player's viewing experience.
  • the communication connection relationship may be, but not limited to, an association relationship actively or passively created by the first game client or the target virtual server in response to a target viewing request triggered on the first game client, After the communication connection relationship is established, the communication connection relationship can be used for data transfer or information interaction between the first game client and the target virtual server.
  • the virtual game match in which the second game client participates may be, but not limited to, the virtual game match corresponding to the internal logic service provided in the first game client, or may be, but not limited to. It is limited to the virtual game match corresponding to the internal logic service not provided in the first game client, and there is no limitation here.
  • the virtual game match that the second game client participates in is the virtual game match corresponding to the internal logic service provided in the first game client, each service in the game client The problem of serious coupling will be more obvious, and it is also more suitable for the implementation of the above method for displaying game screens.
  • the target spectator load is the amount of resources carried by the target process when the virtual game match is watched, wherein the resource quantity can be understood as but not limited to the number of users watching the virtual game match or the number of resources carried by the target process. traffic, etc.; moreover, the size of the target spectator load can be positively correlated with the number of resources carried by the target process, for example, the more resources the target process carries, the greater the target spectator load, and vice versa; , the number of processes of the target process may be positively correlated with the size of the target spectator load, for example, the greater the target spectator load, the greater the number of target processes, and vice versa.
  • the game screen data may include, but is not limited to, the game progress data of the virtual game match, and during the process of synchronously displaying the game screen of the virtual game match on the first game client, the first The client can, but is not limited to, flexibly adjust the display progress of the game screen of the virtual game match, and the display angle of the game screen of the virtual game match, wherein, the display angle can be understood as but not limited to each player participating in the virtual game match The perspective corresponding to the client;
  • the target game viewing request triggered on the first game client is obtained, wherein the target game watching request is used to request that the game screen of the virtual game match in which the second game client participates be displayed synchronously on the first game client Middle; in response to the target viewing request, establish a communication connection relationship between the first game client and the target virtual server, wherein the target virtual server includes a group of target processes, the target process is a process deployed in the cloud, and a group of target process processes
  • the number is set to be adjusted according to the target spectator load associated with the virtual game match, and the target spectator load is the amount of resources carried by the target process when the virtual game match is watched; the virtual game match sent by the target virtual server is received through the communication connection relationship
  • the game screen data wherein the game screen data is the data of the game screen of the virtual game match to be displayed synchronously in the first game client; the game screen of the virtual game match is displayed synchronously in the first game client.
  • an optional target game viewing request 502-2 triggered on the first game client 502 is obtained, and a communication connection relationship between the first game client 502 and the target virtual server 504 is established, such as As shown in (a) in Fig. 5 , wherein, the target viewing request 502-2 is used to request that the game screen of the virtual game match in which the second game client participates is displayed synchronously in the first game client 502, and the target virtual
  • the server 504 includes a group of target processes (such as target process 504-1, target process 504-2, target process 504-3), and the target process is a process deployed in the cloud;
  • the target virtual server 504 when the target virtual server 504 obtains the target spectator load 506 associated with a virtual game match, adjust the target included in the target virtual server 504 according to the target spectator load 506.
  • the process quantity of the process obtains the adjusted target virtual server 508 (such as the target process 504-1, the target process 504-2, the target process 504-3, the target process 504-4), wherein the target watching load 506 is the virtual game pair
  • the target watching load 506 is the virtual game pair
  • the target game watching request triggered on the first game client is obtained, wherein the target game watching request is used to request to synchronously display the game screen of the virtual game match that the second game client participates in on the first game client.
  • the target game watching request is used to request to synchronously display the game screen of the virtual game match that the second game client participates in on the first game client.
  • the target virtual server in response to the target viewing request, establish a communication connection relationship between the first game client and the target virtual server, wherein the target virtual server includes a group of target processes, the target process is a process deployed in the cloud, and a group of target
  • the process number of the process is set to be adjusted according to the target spectator load associated with the virtual game match.
  • the target spectator load is the amount of resources carried by the target process when the virtual game match is watched; the virtual server sent by the target virtual server is received through the communication connection relationship.
  • the game screen data of the game match wherein the game screen data is the data of the game screen of the virtual game match to be displayed synchronously in the first game client; the game of the virtual game match is displayed synchronously in the first game client screen, through the communication connection relationship between the first game client and the target virtual server, using the target spectator load as the adjustment basis, automatically adjust the virtual game match deployed on the cloud for the second game client to participate in
  • the method of synchronously displaying the number of processes of the target process in the first game client on the game screen achieves the purpose of timely adjusting the number of processes used to synchronously display the target process of the game screen, thereby achieving the goal of improving the display efficiency of the game screen technical effect.
  • the first game client in the spectating state is allowed to establish a communication connection relationship with the target virtual server.
  • the match information refers to the specific information of the virtual game match, which may include the match identifier, the start time of the match, the duration of the match, the participants of the match, and the like.
  • the game watching management process may be, but not limited to, a game watching event information management process, which is used to manage the game information that needs to be delivered by the game watching service.
  • send the target spectator request to the spectator management process including:
  • the game client is usually configured with a non-event watching management process and an event watching management process.
  • a non-event watching management process In order to decouple the association between non-event services and event services, you can, but not limited Send the target spectator request to the non-event spectator management process, and then the non-event spectator management process forwards the target spectator request to the event spectator management process.
  • the non-event spectator management process is used to forward the standard spectator request to the event spectator management process.
  • the game watching management process refers to the game information used to query the virtual games of the game. For example, you can watch the games of large-scale online games through the game watching management process.
  • Step S802 the first game client 802 sends the target game watching request to the non-event game watching management process 804;
  • Step S804 the non-event watching management process 504 forwards the target watching request to the event watching management process 806;
  • Step S806 the match watching management process 806 returns the effective information of the game to the non-event watching management process 504;
  • Step S808 the non-event watching management process 504 forwards the valid information of the game to the first game client 802 .
  • the target spectating request is sent to the non-event spectating management process, and the non-event spectating management process forwards the target spectating request to the event spectating management process, thereby reducing the internal logical service of the game client.
  • the purpose of coupling achieves the effect of improving the display efficiency of the game screen.
  • establishing a communication connection relationship between the first game client and the target virtual server includes:
  • a communication connection relationship between the first game client and the target virtual server is established.
  • the communication connection relationship between the first game client and the target virtual server is established, and the address information of the target virtual server may be the address information of the target virtual server.
  • Virtual IP Internet Protocol, Internet Interconnection Protocol
  • step S902 shown in FIG. 9 establish the first game client 802 and the target virtual server according to the address information of the target virtual server contained in the effective game information. Communication connection relationship between servers 902 .
  • the communication connection relationship between the first game client and the target virtual server is established, and the address information of the target virtual server is used to target
  • the purpose of establishing the communication connection relationship permanently is achieved, and the effect of improving the authenticity of the establishment of the communication connection relationship is achieved.
  • Target game viewing interface Displaying the target game viewing interface of the first game client, wherein the target game viewing interface displays the game match identification corresponding to at least one client participating in the game match, and at least one client includes the second game client;
  • acquiring the target game watching request triggered on the first game client includes: acquiring the target game watching request in the case of acquiring the selected operation triggered on the target game watching logo, wherein at least one client participating The spectator logo corresponding to the game match includes the target spectator logo.
  • the game screen data may include, but is not limited to, the game progress data of the virtual game match, and during the process of synchronously displaying the game screen of the virtual game match on the first game client, the first The client can, but is not limited to, flexibly adjust the display progress of the game screen of the virtual game match, and the display angle of the game screen of the virtual game match, wherein, the display angle can be understood as but not limited to each player participating in the virtual game match The perspective corresponding to the client;
  • the method also includes:
  • the game client can also provide, but is not limited to, internal logic services for virtual games.
  • the game client can also provide, but is not limited to, internal logic services for virtual games.
  • the user can use the first game client to participate in the target virtual game through the user terminal, that is, the user terminal can obtain the triggering event triggered on the first game client by detecting that the user terminal receives an operation event to start the game.
  • the target running request and then the user terminal runs the target virtual game, and displays the game running screen of the target virtual game participated by the first game client, and the user can participate in the game through the game running screen.
  • the above method of displaying game screens is applied to the viewing scene of PVP events in MMO games, aiming to meet the needs of a large number of MMO players to watch high-level game competitions in the first place.
  • the business side implements a set of event message consumer services, and all the messages generated in the watched games are directly pushed to the cloud message queue.
  • the client When an in-game player watches an event, the client first connects to an event message consumer service, and pulls messages from the cloud message queue for playback.
  • the event message consumer service is a service deployed on the cloud, which can basically be completely decoupled from the current business process, and can automatically scale according to the load of the current service, dynamically achieve a load-balanced state, and ensure the player's viewing experience.
  • large-scale unqualified players can watch the same competitive event from a third-party perspective in different game areas, without participating in the game process and without affecting the game
  • third-party players can select any interested player in the current competitive Players get exactly the same real game experience as their own from the perspective.
  • the game business side only needs to classify various game messages, package them and send them to the cloud message queue; use the go language to make the game message consumer server meet the requirements of deployment rules on the cloud, and then realize game message consumption Complete decoupling between the server and the current business process; in addition, manage a large number of player client connections and cache, pull messages from the cloud storage message queue and cache management, and these caches can be rebuilt.
  • the method of directly deploying to the cloud can achieve the effect of decoupling the game business side and the game viewing service side.
  • the client 1002 uses the spectating service 1004 to obtain event information stored in the message queue 1006, and displays the event information on the client 1002 in the form of a game screen. superior;
  • the game client 1102 sends a CS spectator request to the non-event spectator management process 1104, and the non-event spectator management process 1104 transparently transmits the request to the event spectator management process 1106 to query the spectator information; after receiving the request, the event spectator management process 1106 inquires whether there is an on-the-spot match information, if not, just notify the event process 1108; initialize the event information and report, and the event viewing management process 1106 returns to the requester after receiving the event information; if it can be found, then directly returns the event information. At the same time, the event process 1108 starts to record the current game, and pushes the produced message to the message queue 1112 .
  • the non-event watching management process 1104 of the requesting end inquires about the game information, sets the player to watch the game, and returns the game information to the game client 1102 .
  • the game client 1102 receives the event information returned by the non-event watching management process 1104, takes out the address of the virtual server 1110 inside, and connects to the virtual server 1110.
  • the virtual server 1110 is a group of processes deployed to the cloud. The number of processes can be automatically expanded according to the current load.
  • the game client 1102 After the game client 1102 receives the message of the event to watch from the virtual server 1110, it will replay according to the order of the message.
  • the requirement of a large number of players to watch the same high-level competitive game in different game areas is well solved, the coupling between logical servers inside the product is reduced, and the capacity can be automatically expanded according to the current watching load. Ensure that players have a relatively smooth viewing experience.
  • the device includes:
  • the first acquiring unit 1202 is configured to acquire the communication connection relationship between the first game client and the target virtual server in response to the target game watching request triggered on the first game client, wherein the target game watching request is used to request the second
  • the game screen of the virtual game game that the game client participates in is displayed synchronously on the first game client, and the target virtual server includes a group of target processes, and the target process is a process deployed in the cloud;
  • the adjustment unit 1204 is configured to adjust the number of processes of the target processes included in the target virtual server according to the target spectator load when the target spectator load associated with the virtual game match is acquired, wherein the target spectator load is the virtual game match The amount of resources carried by the target process when being spectated;
  • the first display unit 1206 is configured to use the adjusted target virtual server to obtain the game screen data of the virtual game match, to send the game screen data to the first game client through the communication connection relationship, so as to play the game in the first game.
  • the game screen of the virtual game match is synchronously displayed on the client, wherein the game picture data is the data of the game screen of the virtual game match to be synchronously displayed on the first game client.
  • the above-mentioned display device for the game screen may be applied, but not limited to, in the watching scene of a competitive game in a virtual game.
  • the client when watching a match in the game client, the client first connects to the target virtual server, establishes a communication connection relationship between the two, and then uses the target virtual server to pull messages (such as game screen data) from the message queue.
  • the target virtual server is a service process deployed in the cloud, it can achieve the effect of complete decoupling from the logical business process of the current game client, and can be based on the current spectating service
  • the target spectator load realizes the dynamic adjustment of automatic scaling, so that the target virtual server is dynamically adjusted to a load-balanced state, thereby improving the efficiency of the game screen corresponding to the spectator service, and thus ensuring that the spectator game client is provided with a corresponding spectator The user experience of the service.
  • the game client can also provide, but is not limited to, internal logic services for virtual games.
  • the game client can also provide, but is not limited to, internal logic services for virtual games.
  • the target virtual server can be, but not limited to, a service deployed on the cloud, such as an event message consumer server (WatchPod).
  • WatchPod event message consumer server
  • the client When a player in the game watches an event, the client first connects to a certain WatchPod. Then pull messages from the cloud message queue for playback;
  • the target virtual server can also be understood as but not limited to a group of processes deployed to the cloud, and the number of processes can be automatically expanded according to the current load; through the above target virtual server basically can The implementation is completely decoupled from the current business process, and can be automatically scaled according to the load of the current service to dynamically achieve a load-balanced state to ensure the player's viewing experience.
  • the communication connection relationship may be, but not limited to, an association relationship actively or passively created by the first game client or the target virtual server in response to a target viewing request triggered on the first game client, After the communication connection relationship is established, the communication connection relationship can be used for data transfer or information interaction between the first game client and the target virtual server.
  • the virtual game match in which the second game client participates may be, but not limited to, the virtual game match corresponding to the internal logic service provided in the first game client, or may be, but not limited to. It is limited to the virtual game match corresponding to the internal logic service not provided in the first game client, and there is no limitation here.
  • the virtual game match that the second game client participates in is the virtual game match corresponding to the internal logic service provided in the first game client, each service in the game client The problem of severe coupling will be more obvious, and it is also more suitable for the implementation of the display device of the above-mentioned game screen.
  • the target spectator load is the amount of resources carried by the target process when the virtual game match is watched, wherein the resource quantity can be understood as but not limited to the number of users watching the virtual game match or the number of resources carried by the target process. traffic, etc.; moreover, the size of the target spectator load can be positively correlated with the number of resources carried by the target process, for example, the more resources the target process carries, the greater the target spectator load, and vice versa; , the number of processes of the target process may be positively correlated with the size of the target spectator load, for example, the greater the target spectator load, the greater the number of target processes, and vice versa.
  • the game screen data may include, but is not limited to, the game progress data of the virtual game match, and during the process of synchronously displaying the game screen of the virtual game match on the first game client, the first The client can, but is not limited to, flexibly adjust the display progress of the game screen of the virtual game match, and the display angle of the game screen of the virtual game match, wherein, the display angle can be understood as but not limited to each player participating in the virtual game match The perspective corresponding to the client;
  • the communication connection relationship between the first game client and the target virtual server is obtained, wherein the target watching request is used to request the second game client
  • the game screen of the participating virtual game match is displayed synchronously on the first game client
  • the target virtual server includes a group of target processes, and the target process is a process deployed in the cloud; after obtaining the target viewing load associated with the virtual game match
  • adjust the number of processes of the target process included in the target virtual server according to the target spectator load wherein the target spectator load is the amount of resources carried by the target process when the virtual game match is watched; when using the adjusted target virtual
  • the server obtains the game screen data of the virtual game match the game screen data is sent to the first game client through the communication connection, so that the game screen of the virtual game match is displayed synchronously in the first game client, wherein,
  • the game screen data is the data of the game screen of the virtual game match to be synchronously displayed in the first game client.
  • the communication connection relationship between the first game client and the target virtual server is obtained, wherein the target game watching request is used to request the second
  • the game screen of the virtual game match that the game client participates in is displayed synchronously on the first game client, and the target virtual server includes a group of target processes, and the target process is a process deployed in the cloud;
  • the target spectator load adjust the number of processes of the target process included in the target virtual server according to the target spectator load, wherein the target spectator load is the amount of resources carried by the target process when the virtual game match is spectated;
  • the game screen data is sent to the first game client through the communication connection relationship, so that the game screen of the virtual game match is displayed synchronously on the first game client , wherein the game screen data is the data of the game screen of the virtual game match to be displayed synchronously in the first game client, through the communication
  • the adjustment unit 1204 includes:
  • An increasing module used to increase the number of processes of the target process contained in the target virtual server when the target spectator load is greater than or equal to the first load threshold; or,
  • a reducing module configured to reduce the number of target processes included in the target virtual server when the target game watching load is less than or equal to the second load threshold.
  • the adjustment unit 1204 includes:
  • the first adjustment module is used to adjust the number of processes of the target process included in the target virtual server to be the number of processes corresponding to the first load range when the target spectator load is in the first load range; or,
  • the second adjustment module is configured to adjust the number of processes of the target process included in the target virtual server to be the number of processes corresponding to the second load range when the target game watching load is within the second load range.
  • the first sending unit is used to send the data pull request to the target message queue before sending the game screen data to the first game client through the communication connection relationship, wherein the target message queue is used to cache the game screen of the virtual game match
  • the data, the data pull request is used to request to pull the game screen data cached in the target message queue
  • the first receiving unit is configured to receive the game screen data returned by the target message queue before sending the game screen data to the first game client through the communication connection relationship.
  • the first sending unit includes: a first sending module, configured to send the data pull request to the target message queue, wherein the data pull request also carries the match identifier of the virtual game match And the screen time stamp of the game screen of the virtual game match;
  • the first receiving unit includes: a receiving module, configured to receive the game screen data matched with the game identifier and the screen time stamp returned by the target message queue.
  • the device includes:
  • the second acquiring unit 1302 is configured to acquire a target game watching request triggered on the first game client, wherein the target game watching request is used to request to synchronously display the game screen of the virtual game match that the second game client participates in on the first game client. in the game client;
  • the establishment unit 1304 is configured to respond to the target viewing request and establish a communication connection relationship between the first game client and the target virtual server, wherein the target virtual server includes a group of target processes, the target processes are processes deployed on the cloud, and a set of The number of processes of the target process is set to be adjusted according to the target spectator load associated with the virtual game match, and the target spectator load is the amount of resources carried by the target process when the virtual game match is spectated;
  • the second receiving unit 1306 is configured to receive the game screen data of the virtual game match sent by the target virtual server through the communication connection relationship, wherein the game picture data is the game of the virtual game match to be synchronously displayed in the first game client screen data;
  • the second display unit 1308 is configured to synchronously display the game screen of the virtual game match in the first game client.
  • the above-mentioned display device for the game screen may be applied, but not limited to, in the watching scene of a competitive game in a virtual game.
  • the client when watching a match in the game client, the client first connects to the target virtual server, establishes a communication connection relationship between the two, and then uses the target virtual server to pull messages (such as game screen data) from the message queue.
  • the target virtual server is a service process deployed in the cloud, it can achieve the effect of complete decoupling from the logical business process of the current game client, and can be based on the current spectating service
  • the target spectator load realizes the dynamic adjustment of automatic scaling, so that the target virtual server is dynamically adjusted to a load-balanced state, thereby improving the efficiency of the game screen corresponding to the spectator service, and thus ensuring that the spectator game client is provided with a corresponding spectator The user experience of the service.
  • the game client can also provide, but is not limited to, internal logic services for virtual games.
  • the game client can also provide, but is not limited to, internal logic services for virtual games.
  • the target virtual server can be, but not limited to, a service deployed on the cloud, such as an event message consumer server (WatchPod).
  • WatchPod event message consumer server
  • the client When a player in the game watches an event, the client first connects to a certain WatchPod. Then pull messages from the cloud message queue for playback;
  • the target virtual server can also be understood as but not limited to a group of processes deployed to the cloud, and the number of processes can be automatically expanded according to the current load; through the above target virtual server basically can The implementation is completely decoupled from the current business process, and can be automatically scaled according to the load of the current service to dynamically achieve a load-balanced state to ensure the player's viewing experience.
  • the communication connection relationship may be, but not limited to, an association relationship actively or passively created by the first game client or the target virtual server in response to a target viewing request triggered on the first game client, After the communication connection relationship is established, the communication connection relationship can be used for data transfer or information interaction between the first game client and the target virtual server.
  • the virtual game match in which the second game client participates may be, but not limited to, the virtual game match corresponding to the internal logic service provided in the first game client, or may be, but not limited to. It is limited to the virtual game match corresponding to the internal logic service not provided in the first game client, and there is no limitation here.
  • the virtual game match that the second game client participates in is the virtual game match corresponding to the internal logic service provided in the first game client, each service in the game client The problem of severe coupling will be more obvious, and it is also more suitable for the implementation of the display device of the above-mentioned game screen.
  • the target spectator load is the amount of resources carried by the target process when the virtual game match is watched, wherein the resource quantity can be understood as but not limited to the number of users watching the virtual game match or the number of resources carried by the target process. traffic, etc.; moreover, the size of the target spectator load can be positively correlated with the number of resources carried by the target process, for example, the more resources the target process carries, the greater the target spectator load, and vice versa; , the number of processes of the target process may be positively correlated with the size of the target spectator load, for example, the greater the target spectator load, the greater the number of target processes, and vice versa.
  • the game screen data may include, but is not limited to, the game progress data of the virtual game match, and during the process of synchronously displaying the game screen of the virtual game match on the first game client, the first The client can, but is not limited to, flexibly adjust the display progress of the game screen of the virtual game match, and the display angle of the game screen of the virtual game match, wherein, the display angle can be understood as but not limited to each player participating in the virtual game match The perspective corresponding to the client;
  • the target game viewing request triggered on the first game client is obtained, wherein the target game watching request is used to request that the game screen of the virtual game match in which the second game client participates be displayed synchronously on the first game client Middle; in response to the target viewing request, establish a communication connection relationship between the first game client and the target virtual server, wherein the target virtual server includes a group of target processes, the target process is a process deployed in the cloud, and a group of target process processes
  • the number is set to be adjusted according to the target spectator load associated with the virtual game match, and the target spectator load is the amount of resources carried by the target process when the virtual game match is watched; the virtual game match sent by the target virtual server is received through the communication connection relationship
  • the game screen data wherein the game screen data is the data of the game screen of the virtual game match to be displayed synchronously in the first game client; the game screen of the virtual game match is displayed synchronously in the first game client.
  • the target game watching request triggered on the first game client is obtained, wherein the target game watching request is used to request to synchronously display the game screen of the virtual game match that the second game client participates in on the first game client.
  • the target game watching request is used to request to synchronously display the game screen of the virtual game match that the second game client participates in on the first game client.
  • the target virtual server in response to the target viewing request, establish a communication connection relationship between the first game client and the target virtual server, wherein the target virtual server includes a group of target processes, the target process is a process deployed in the cloud, and a group of target
  • the process number of the process is set to be adjusted according to the target spectator load associated with the virtual game match.
  • the target spectator load is the amount of resources carried by the target process when the virtual game match is watched; the virtual server sent by the target virtual server is received through the communication connection relationship.
  • the game screen data of the game match wherein the game screen data is the data of the game screen of the virtual game match to be displayed synchronously in the first game client; the game of the virtual game match is displayed synchronously in the first game client screen, through the communication connection relationship between the first game client and the target virtual server, using the target spectator load as the adjustment basis, automatically adjust the virtual game match deployed on the cloud for the second game client to participate in
  • the method of synchronously displaying the number of processes of the target process in the first game client on the game screen achieves the purpose of timely adjusting the number of processes used to synchronously display the target process of the game screen, thereby achieving the goal of improving the display efficiency of the game screen technical effect.
  • the second sending unit is used to send the target game watching request to the game watching management process after acquiring the target game watching request triggered on the first game client, wherein the game watching management process is used to query the match information of the virtual game match;
  • the setting unit is used to set the first game client to the spectating state after obtaining the target spectating request triggered on the first game client, and in the case of obtaining the effective game information returned by the spectating management process, wherein, for The effective game information is the match information of the virtual game match queried by the game watching management process, and the first game client in the game watching state is allowed to establish a communication connection relationship with the target virtual server.
  • the second sending unit includes:
  • the second sending module is used to send the target watching request to the non-event watching management process, and the non-event watching management process forwards the target watching request to the event watching management process.
  • the establishment unit 1304 includes:
  • the establishment module is used to establish a communication connection relationship between the first game client and the target virtual server according to the address information of the target virtual server contained in the effective game information.
  • the third display unit is used to display the target game viewing interface of the first game client before acquiring the target game watching request triggered on the first game client, wherein the target game watching interface displays the corresponding game match of at least one client participating The spectator logo, at least one client includes the second game client;
  • the second acquiring unit 1302 includes: an acquiring module, configured to acquire a target watching request triggered on the first game client before acquiring a selected operation triggered on the target watching logo, wherein at least A spectator identifier corresponding to a game match that a client participates in includes a standard spectator identifier.
  • the device also includes:
  • the third obtaining unit is used to obtain the target running request triggered on the first game client, wherein the target running request is used to run the target virtual game on the first game client, and the match of the target virtual game includes a virtual game match ;
  • the fourth display unit is used to display the game running screen of the target virtual game participated by the first game client.
  • an electronic device for implementing the display method of the above game screen.
  • the electronic device includes a memory 1402 and a processor 1404, and the memory 1402 stores There is a computer program, and the processor 1404 is configured to execute the steps in any one of the above method embodiments through the computer program.
  • the foregoing electronic device may be located in at least one network device among multiple network devices in the computer network.
  • the above-mentioned processor may be configured to execute the following steps through a computer program:
  • the target game watching request in response to the target game watching request triggered on the first game client, acquire the communication connection relationship between the first game client and the target virtual server, wherein the target game watching request is used to request the second game client to participate
  • the game screen of the virtual game match is synchronously displayed in the first game client, the target virtual server includes a group of target processes, and the target processes are processes deployed in the cloud;
  • the adjusted target virtual server in the case of using the adjusted target virtual server to obtain the target live data of the virtual game game, send the target live data to the first game client through the communication connection relationship, so as to synchronously display the virtual game on the first game client.
  • a game screen of a game match wherein the target live broadcast data is data of a game screen of a virtual game match to be synchronously displayed in the first game client.
  • the target virtual server includes a group of target processes, the target process is a process deployed in the cloud, and a group of target process processes
  • the quantity is set to be adjusted according to the target spectator load associated with the virtual game match, and the target spectator load is the amount of resources carried by the target process when the virtual game match is spectated;
  • FIG. 14 does not limit the structure of the above-mentioned electronic equipment.
  • the electronic device may also include more or less components than those shown in FIG. 14 (such as a network interface, etc.), or have a different configuration than that shown in FIG. 14 .
  • the memory 1402 can be used to store software programs and modules, such as the program instructions/modules corresponding to the display method and device of the game screen in the embodiment of the present application, and the processor 1404 runs the software programs and modules stored in the memory 1402, thereby Execute various functional applications and data processing, that is, realize the display method of the above-mentioned game screen.
  • the memory 1402 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
  • the memory 1402 may further include a memory that is remotely located relative to the processor 1404, and these remote memories may be connected to the terminal through a network.
  • the memory 1402 may be specifically, but not limited to, used for storing information such as a target watching request, a target watching load, and game screen data.
  • the memory 1402 may include, but is not limited to, the first acquisition unit 1202, the adjustment unit 1204, and the first display unit 1206 in the display device including the game screen (or not shown in the figure).
  • the second obtaining unit 1302, the establishing unit 1304, the second receiving unit 1306, and the second display unit 1308) may also include but not limited to other module units in the above-mentioned display device of the game screen, which will not be repeated in this example.
  • the above-mentioned transmission device 1406 is configured to receive or send data via a network.
  • the specific examples of the above-mentioned network may include a wired network and a wireless network.
  • the transmission device 1406 includes a network adapter (Network Interface Controller, NIC), which can be connected with other network devices and a router through a network cable so as to communicate with the Internet or a local area network.
  • the transmission device 1406 is a radio frequency (Radio Frequency, RF) module, which is used to communicate with the Internet in a wireless manner.
  • RF Radio Frequency
  • the electronic device further includes: a display 1408 for displaying information such as the target viewing request, target viewing load, and game screen data; and a connection bus 1410 for connecting various module components in the above electronic device.
  • the above-mentioned terminal device or server may be a node in a distributed system, wherein the distributed system may be a block chain system, and the block chain system may be composed of the multiple nodes communicating through the network A distributed system formed by connections in the form of .
  • nodes can form a peer-to-peer (Peer To Peer, referred to as P2P) network, and any form of computing equipment, such as servers, terminals and other electronic devices, can become a node in the blockchain system by joining the peer-to-peer network.
  • P2P peer To Peer
  • a computer program product includes computer programs/instructions, and the computer programs/instructions include program codes for executing the methods shown in the flowcharts.
  • the computer program can be downloaded and installed from a network via the communication part, and/or installed from a removable medium.
  • various functions provided by the embodiments of the present application are executed.
  • the computer system includes a central processing unit (Central Processing Unit, CPU), which can be loaded into a random access memory (Random Access Memory, RAM) according to a program stored in a read-only memory (Read-Only Memory, ROM) or from a storage section. Various appropriate actions and processing are performed by the program. In random access memory, various programs and data necessary for system operation are also stored.
  • the central processing unit, the read-only memory and the random-access memory are connected to each other through a bus.
  • An input/output interface Input/Output interface, ie, an I/O interface
  • I/O interface input/output interface
  • the following components are connected to the input/output interface: the input part including the keyboard, the mouse, etc.; the output part including the cathode ray tube (Cathode Ray Tube, CRT), the liquid crystal display (Liquid Crystal Display, LCD) and the speaker; including the hard disk etc.; and a communication section including network interface cards such as LAN cards, modems, etc.
  • the communication section performs communication processing via a network such as the Internet.
  • Drivers are also connected to the input/output interface as required.
  • a removable medium such as a magnetic disk, an optical disk, a magneto-optical disk, a semiconductor memory, etc., is mounted on the drive as necessary so that a computer program read therefrom is installed into the storage section as necessary.
  • the processes described in the respective method flowcharts can be implemented as computer software programs.
  • the embodiments of the present application include a computer program product, which includes a computer program carried on a computer-readable medium, where the computer program includes program codes for executing the methods shown in the flowcharts.
  • the computer program can be downloaded and installed from a network via the communication part, and/or installed from a removable medium.
  • various functions defined in the system of the present application are performed.
  • a computer-readable storage medium is provided.
  • a processor of a computer device reads the computer instructions from the computer-readable storage medium, and the processor executes the computer instructions, so that the computer device performs the above-mentioned various possible operations. Choose the method provided in the implementation.
  • the above-mentioned computer-readable storage medium may be configured to store a computer program for performing the following steps:
  • the target game watching request in response to the target game watching request triggered on the first game client, acquire the communication connection relationship between the first game client and the target virtual server, wherein the target game watching request is used to request the second game client to participate
  • the game screen of the virtual game match is synchronously displayed in the first game client, the target virtual server includes a group of target processes, and the target processes are processes deployed in the cloud;
  • the target virtual server includes a group of target processes, the target process is a process deployed in the cloud, and a group of target process processes
  • the quantity is set to be adjusted according to the target spectator load associated with the virtual game match, and the target spectator load is the amount of resources carried by the target process when the virtual game match is spectated;
  • the storage medium may include: a flash disk, a read-only memory (Read-Only Memory, ROM), a random access device (Random Access Memory, RAM), a magnetic disk or an optical disk, and the like.
  • the integrated units in the above embodiments are realized in the form of software function units and sold or used as independent products, they can be stored in the above computer-readable storage medium.
  • the technical solution of the present application is essentially or part of the contribution to the prior art, or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium.
  • Several instructions are included to make one or more computer devices (which may be personal computers, servers or network devices, etc.) execute all or part of the steps of the methods described in the various embodiments of the present application.
  • the disclosed client can be implemented in other ways.
  • the device embodiments described above are only illustrative, for example, the division of the units is only a logical function division, and there may be other division methods in actual implementation, for example, multiple units or components can be combined or can be Integrate into another system, or some features may be ignored, or not implemented.
  • the mutual coupling or direct coupling or communication connection shown or discussed may be through some interfaces, and the indirect coupling or communication connection of units or modules may be in electrical or other forms.
  • the units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place, or may be distributed to multiple network units. Part or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
  • each functional unit in each embodiment of the present application may be integrated into one processing unit, each unit may exist separately physically, or two or more units may be integrated into one unit.
  • the above-mentioned integrated units can be implemented in the form of hardware or in the form of software functional units.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • Optics & Photonics (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

本申请公开了一种游戏画面的显示方法、装置、存储介质电子设备和计算机程序产品。其中,该方法包括:响应于第一游戏客户端上触发的目标观战请求,获取第一游戏客户端与目标虚拟服务器之间的通信连接关系(S202);在获取到虚拟游戏对局关联的目标观战负载的情况下,根据目标观战负载调整目标虚拟服务器中所包括的目标进程的进程数量(S204);在利用调整后的目标虚拟服务器得到虚拟游戏对局的游戏画面数据的情况下,通过通信连接关系将游戏画面数据发送至第一游戏客户端,以在第一游戏客户端中同步显示虚拟游戏对局的游戏画面(S206)。本申请解决了游戏画面的显示的适应性差的技术问题。

Description

游戏画面的显示方法、存储介质和电子设备
[根据细则91更正 01.02.2023]
本申请要求于2022年02月09日提交中国专利局,申请号为2022101229972,申请名称为“游戏画面的显示方法、存储介质和电子设备”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及计算机领域,具体而言,涉及一种游戏画面的显示方法、装置、存储介质、电子设备和计算机程序产品。
背景技术
游戏客户端中往往为用户提供观战服务,且该观战服务可理解为将参赛玩家的比赛全程所产生的游戏画面实时录制,然后直接在游戏客户端内转发给有观战需求的玩家客户端,并在玩家客户端中进行游戏画面的显示。
但由于游戏客户端的观战服务和游戏内部的逻辑服务之间的耦合程度一般比较重,使得比赛全程所产生的消息要经过各个逻辑服的层层转发,进而导致观战服务的负载不稳定的问题出现。针对该问题,相关技术往往要事先预留观战服务的服务对象的数量上限,且观战服务的负载过大后还需要人工干预进行扩容,进而导致游戏画面的显示效率较低的问题出现。因此,存在游戏画面的显示的适应性不强的问题。
针对上述的问题,目前尚未提出有效的解决方案。
发明内容
本申请实施例提供了一种游戏画面的显示方法、装置、存储介质、电子设备和计算机程序产品,以至少解决游戏画面的显示的适应性差的技术问题。
根据本申请实施例的一个方面,提供了一种游戏画面的显示方法,包括:响应于第一游戏客户端上触发的目标观战请求,获取上述第一游戏客户端与目标虚拟服务器之间的通信连接关系,其中,上述目标观战请求用于请求将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在上述第一游戏客户端中,上述目标虚拟服务器包括目标进程;在获取到上述虚拟游戏对局关联的目标观战负载的情况下,根据上述目标观战负载调整上述目标虚拟服务器中所包括的上述目标进程的进程数量,其中,上述目标观战负载为上述虚拟游戏对局被观战时上述目标进程所承载的资源数量;在利用调整后的目标虚拟服务器得到上述虚拟游戏对局的游戏画面数据的情况下,通过上述通信连接关系将上述游戏画面数据发送至上述第一游戏客户端,以在上述第一游戏客户端中同步显示上述虚拟游戏对局的游戏画面。
根据本申请实施例的另一个方面,提供了另一种游戏画面的显示方法,包括:获取第一游戏客户端上触发的目标观战请求,其中,上述目标观战请求用于请求将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在上述第一游戏客户端中;响应上述目标观战请求,建立上述第一游戏客户端与目标虚拟服务器之间的通信连接关系,其中,上述目标虚拟服务器包含目标进程,上述一组目标进程的进程数量被设置为根据上述虚拟游戏对局关联的目标观战负载进行调整,上述目标观战负载为上述虚拟游戏对局被观战时上述目标进程所承载的资源数量;通过上述通信连接关系接收上述目标虚拟服务器发送的上述虚拟游戏对局的游戏画面数据;在上述第一游戏客户端中同步显示上述虚拟游戏对局的游戏画面。
根据本申请实施例的另一方面,还提供了一种游戏画面的显示装置,包括:第一获取单元,用于响应于第一游戏客户端上触发的目标观战请求,获取上述第一游戏客户端与目标虚 拟服务器之间的通信连接关系,其中,上述目标观战请求用于请求将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在上述第一游戏客户端中,上述目标虚拟服务器包括目标进程;调整单元,用于在获取到上述虚拟游戏对局关联的目标观战负载的情况下,根据上述目标观战负载调整上述目标虚拟服务器中所包括的上述目标进程的进程数量,其中,上述目标观战负载为上述虚拟游戏对局被观战时上述目标进程所承载的资源数量;第一显示单元,用于在利用调整后的目标虚拟服务器得到上述虚拟游戏对局的游戏画面数据的情况下,通过上述通信连接关系将上述游戏画面数据发送至上述第一游戏客户端,以在上述第一游戏客户端中同步显示上述虚拟游戏对局的游戏画面。
根据本申请实施例的另一方面,还提供了另一种游戏画面的显示装置,包括:第二获取单元,用于获取第一游戏客户端上触发的目标观战请求,其中,上述目标观战请求用于请求将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在上述第一游戏客户端中;建立单元,用于响应上述目标观战请求,建立上述第一游戏客户端与目标虚拟服务器之间的通信连接关系,其中,上述目标虚拟服务器包含目标进程,上述一组目标进程的进程数量被设置为根据上述虚拟游戏对局关联的目标观战负载进行调整,上述目标观战负载为上述虚拟游戏对局被观战时上述目标进程所承载的资源数量;第二接收单元,用于通过上述通信连接关系接收上述目标虚拟服务器发送的上述虚拟游戏对局的游戏画面数据;第二显示单元,用于在上述第一游戏客户端中同步显示上述虚拟游戏对局的游戏画面。
根据本申请实施例的又一个方面,提供一种计算机程序产品或计算机程序,该计算机程序产品或计算机程序包括计算机指令,该计算机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指令,处理器执行该计算机指令,使得该计算机设备执行如以上游戏画面的显示方法。
根据本申请实施例的又一个方面,提供了一种计算机可读存储介质,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指令,处理器执行该计算机指令,使得该计算机设备执行上如以上游戏画面的显示方法。
根据本申请实施例的又一个方面,还提供了一种电子设备,包括存储器、处理器及存储在存储器上并可在处理器上运行的计算机程序,其中,上述处理器通过计算机程序执行上述的游戏画面的显示方法。
在本申请实施例中,通过第一游戏客户端与目标虚拟服务器之间的通信连接关系,利用将上述目标观战负载作为调整依据,自动调整部署在云端的、用于将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在上述第一游戏客户端中的上述目标进程的进程数量的方式,达到了及时调整用于同步显示游戏画面的目标进程的进程数量的目的,从而实现了提高游戏画面的显示效率的技术效果,进而解决了游戏画面的显示的适应性差的技术问题。。
附图说明
为了更清楚地说明本申请实施例中的技术方案,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,下面描述中的附图仅仅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。
此处所说明的附图用来提供对本申请的进一步理解,构成本申请的一部分,本申请的示意性实施例及其说明用于解释本申请,并不构成对本申请的不当限定。在附图中:
图1是根据本申请实施例的一种可选的游戏画面的显示方法的应用环境的示意图;
图2是根据本申请实施例的一种可选的游戏画面的显示方法的流程的示意图;
图3是根据本申请实施例的一种可选的游戏画面的显示方法的示意图;
图4是根据本申请实施例的另一种可选的游戏画面的显示方法的示意图;
图5是根据本申请实施例的另一种可选的游戏画面的显示方法的示意图;
图6是根据本申请实施例的另一种可选的游戏画面的显示方法的示意图;
图7是根据本申请实施例的另一种可选的游戏画面的显示方法的流程的示意图;
图8是根据本申请实施例的另一种可选的游戏画面的显示方法的示意图;
图9是根据本申请实施例的另一种可选的游戏画面的显示方法的示意图;
图10是根据本申请实施例的另一种可选的游戏画面的显示方法的示意图;
图11是根据本申请实施例的另一种可选的游戏画面的显示方法的示意图;
图12是根据本申请实施例的一种可选的游戏画面的显示装置的示意图;
图13是根据本申请实施例的另一种可选的游戏画面的显示装置的示意图;
图14是根据本申请实施例的一种可选的电子设备的结构示意图。
具体实施方式
为了使本技术领域的人员更好地理解本申请方案,下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本申请一部分的实施例,而不是全部的实施例。基于本申请中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本申请保护的范围。
需要说明的是,本申请的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本申请的实施例能够以除了在这里图示或描述的那些以外的顺序实施。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或单元的过程、方法、系统、产品或设备不必限于清楚地列出的那些步骤或单元,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或单元。
首先,为方便理解本申请实施例,下面对本申请中所涉及的部分术语或名词进行解释说明:
大型多人在线游戏(Multiplayer Online Game,简称MMOG)。
观战:在游戏赛事中,以第三方视角观看别人高水平游戏竞技的行为。
云原生:基于分布式部署和统一运管的分布式云,以容器,微服务,DevOps等技术为基础建立的一套云技术产品体系。
Gamesvr:非竞技赛事游戏逻辑进程。
GlobalGamesvr:和Gamesvr同构的进程,玩家进行游戏竞技赛事都发生在这个进程。
MiscProxysvr:观战协议消息转发到消息队列的进程。
WatchSvr:观战赛事信息管理进程。
WatchPod:观战协议消息消费、处理服务。
MsgQueue:消息队列,用于传递和保存赛事相关的消息。
PVP:游戏内玩家与玩家之间的竞技对抗。
Ckafka:和开源Kafka兼容的云消息队列。
CS:C代表client,S代表Server,用于表示客户端服务器之间的通信。
SS:S代表Server,S代表Server,用于表示服务器内部的通信。
协议:计算机网络中进行数据交换而建立的规则、标准、或约定的集合。
Id:唯一标识符。
请求:一种网络传输协议。
根据本申请实施例的一个方面,提供了一种游戏画面的显示方法,可选地,作为一种可选的实施方式,上述游戏画面的显示方法可以但不限于应用于如图1所示的环境中。其中,可以但不限于包括用户设备102、网络110及服务器112,其中,该用户设备102上可以但不限于包括显示器108、处理器106及存储器104。
具体过程可如下步骤:
步骤S102,用户设备102获取第一游戏客户端1022上触发的目标观战请求,其中,目标观战请求用于请求将第二游戏客户端(玩家C所在的客户端)所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端1022中;
步骤S104-S106,用户设备102通过网络110将该目标观战请求发送给服务器112;
步骤S108,服务器112通过数据库114查找目标观战请求对应的通信连接关系以及虚拟游戏对局关联的目标观战负载,并通过处理引擎116根据目标观战负载调整目标虚拟服务器中所包括的目标进程的进程数量,以及利用调整后的目标虚拟服务器得到虚拟游戏对局的游戏画面数据,进而生成游戏画面数据;
步骤S110-S112,服务器112通过网络110将游戏画面数据发送给用户设备102,用户设备102中的处理器106将游戏画面数据对应的游戏画面1024显示在显示器108中,并将游戏画面数据存储在存储器104中。
除图1示出的示例之外,上述步骤可以由用户设备102独立完成,即由用户设备102执行游戏画面数据的生成等步骤,从而减轻服务器的处理压力。该用户设备102包括但不限于手持设备(如手机)、笔记本电脑、台式电脑、车载设备等,本申请并不限制用户设备102的具体实现方式。
可选地,作为一种可选的实施方式,如图2所示,提供一种游戏画面的显示方法,以该方法应用于图1所示的服务器中举例来说,该方法包括:
S202,响应于第一游戏客户端上触发的目标观战请求,获取第一游戏客户端与目标虚拟服务器之间的通信连接关系,其中,目标观战请求用于请求将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端中,目标虚拟服务器包括目标进程,目标进程为部署在云端的进程;其中,目标虚拟服务器中可以包括多个目标进程,比如,可以包括一组目标进程,也可以包括多组目标进程。
S204,在获取到虚拟游戏对局关联的目标观战负载的情况下,根据目标观战负载调整目标虚拟服务器中所包括的目标进程的进程数量,其中,目标观战负载为虚拟游戏对局被观战时目标进程所承载的资源数量;
S206,在利用调整后的目标虚拟服务器得到虚拟游戏对局的游戏画面数据的情况下,通过通信连接关系将游戏画面数据发送至第一游戏客户端,以在第一游戏客户端中同步显示虚拟游戏对局的游戏画面,其中,游戏画面数据可以是目标直播数据,该目标直播数据为待同步显示在第一游戏客户端中的虚拟游戏对局的游戏画面的数据。
可选地,上述游戏画面的显示方法可以但不限于应用在虚拟游戏的竞技赛事的观战场景中,鉴于虚拟游戏同时在线观看一场比赛的用户量可能达到万级甚至百万量级,并且录制一 场赛事所产生的消息量也很庞大,这样就需要考虑采取一种什么样的消息转发机制,来满足高吞吐量的业务需求。而在本实施例中,游戏客户端内进行赛事观战时,客户端先连接到目标虚拟服务器,建立二者的通信连接关系,再利用目标虚拟服务器从消息队列中拉取消息(如游戏画面数据)为观战的游戏客户端提供对应的观战服务;其中,由于目标虚拟服务器为部署在云端的服务进程,可以实现和当前游戏客户端的逻辑业务进程完全解耦的效果,并且可以根据当前观战服务的目标观战负载实现自动伸缩的动态调整,使得目标虚拟服务器被动态调整为一个负载均衡的状态,进而提高了观战服务对应的游戏画面的效率,并以此保证为观战的游戏客户端提供对应的观战服务的用户体验。
可选地,游戏客户端与一般用于只提供观战服务的直播客户端存在本质区别,如游戏客户端除提供虚拟游戏的观战服务外,还可以但不限于提供虚拟游戏的内部逻辑服务,进而导致游戏客户端在运行过程中,虚拟游戏的观战服务与虚拟游戏的内部逻辑服务之间容易存在耦合严重的情况,使得为观战方提供观战服务的过程中,观战服务所产生的直播数据要经过各个逻辑服的层层转发,如此导致游戏客户端所提供的观战服务面对的参与对象的数量有限,通常观战对象只限于单局赛事中已经被淘汰的对象;
而在本实施例中,为克服游戏客户端内各服务之间耦合程度严重的问题,通过第一游戏客户端与目标虚拟服务器之间的通信连接关系,利用将目标观战负载作为调整依据,自动调整部署在云端的、用于将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端中的目标进程的进程数量的方式,降低了游戏客户端内各服务之间耦合程度,并且利用上述自动调整方式,保证了观战时的用户体验。
可选地,在本实施例中,如图3所示,响应于第一游戏客户端302上触发的目标观战请求,获取第一游戏客户端302与目标虚拟服务器304之间的通信连接关系,其中,目标观战请求用于请求将第二游戏客户端(如玩家C所在的游戏客户端)所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端302中,目标虚拟服务器304包括一组目标进程(如目标进程304-1、目标进程304-2、目标进程304-3等),且目标进程为部署在云端的进程。
可选地,在本实施例中,目标虚拟服务器可以但不限于为部署在云端的服务,如赛事消息消费者服务器(WatchPod),游戏内玩家观看赛事时,客户端先连接到某个WatchPod,再从云消息队列中拉取消息进行回放;目标虚拟服务器还可以但不限于理解为一组部署到云端的进程,且该进程数量可以根据当前的负载自动进行扩展;通过上述目标虚拟服务器基本可以实现和当前业务进程完全解耦,并且可以根据当前服务的负载自动伸缩,动态达到一个负载均衡的状态,保证玩家观战体验。
可选地,在本实施例中,通信连接关系可以但不限于为响应于第一游戏客户端上触发的目标观战请求,由第一游戏客户端或目标虚拟服务器主动或被动创建的关联关系,在该通信连接关系被建立完成的基础上,可利用该通信连接关系进行第一游戏客户端与目标虚拟服务器之间的数据传递或信息交互。
可选地,在本实施例中,第二游戏客户端所参与的虚拟游戏对局可以但不限于是第一游戏客户端中提供的内部逻辑服务所对应的虚拟游戏对局,也可以但不限于为非第一游戏客户端中提供的内部逻辑服务所对应的虚拟游戏对局,即第二游戏客户端所参与的虚拟游戏对局可以是第一游戏客户端参与的,即该第一游戏客户端也参与该虚拟游戏对局。该第二游戏客户端所参与的虚拟游戏对局也可以是非第一游戏客户端参与的,即该第一游戏客户端只进行观战,并未参与该虚拟游戏对象。但需要说明的是,在第二游戏客户端所参与的虚拟游戏对 局为第一游戏客户端中提供的内部逻辑服务所对应的虚拟游戏对局的情况下,游戏客户端内各服务之间耦合程度严重的问题将更加显著,也更适用于上述游戏画面的显示方法的实施。
可选地,在本实施例中,目标观战负载为虚拟游戏对局被观战时目标进程所承载的资源数量,其中,资源数量可以但不限于理解为观战虚拟游戏对局的用户量或所承载的流量等;再者,目标观战负载的大小可以但不限于与目标进程所承载的资源数量呈正相关关系,如目标进程所承载的资源数量越多则目标观战负载越大,反之同理;此外,目标进程的进程数量可以但不限于与目标观战负载的大小呈正相关关系,如目标观战负载越大则目标进程的进程数量越多,反之同理。
可选地,在本实施例中,游戏画面数据可以但不限于包括虚拟游戏对局的游戏进程数据,且在第一游戏客户端中同步显示虚拟游戏对局的游戏画面的过程中,第一客户端可以但不限于灵活调整该虚拟游戏对局的游戏画面的显示进度,以及虚拟游戏对局的游戏画面的显示角度,其中,显示角度可以但不限于理解为参与该虚拟游戏对局的各个客户端所对应的视角,即第一游戏客户端在观战时,可以以第二游戏客户端所对应的视角进行观战,也可以以该虚拟游戏对局中其它游戏客户端所对应的视角进行观战。
进一步举例说明,可选的例如图4所示,在第一游戏客户端中同步显示虚拟游戏对局的游戏画面的过程中,响应于账号标识404上触发的播放请求,显示账号标识404对应的客户端所关联的视角下的游戏画面402。
需要说明的是,响应于第一游戏客户端上触发的目标观战请求,获取第一游戏客户端与目标虚拟服务器之间的通信连接关系,其中,目标观战请求用于请求将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端中,目标虚拟服务器包括一组目标进程,目标进程为部署在云端的进程;在获取到虚拟游戏对局关联的目标观战负载的情况下,根据目标观战负载调整目标虚拟服务器中所包括的目标进程的进程数量,其中,目标观战负载为虚拟游戏对局被观战时目标进程所承载的资源数量;在利用调整后的目标虚拟服务器得到虚拟游戏对局的游戏画面数据的情况下,通过通信连接关系将游戏画面数据发送至第一游戏客户端,以在第一游戏客户端中同步显示虚拟游戏对局的游戏画面。
进一步举例说明,可选的例如图5所示,响应于第一游戏客户502端上触发的目标观战请求502-2,获取第一游戏客户端502与目标虚拟服务器504之间的通信连接关系,如图5中的(a)所示,其中,目标观战请求502-2用于请求将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端502中,目标虚拟服务器504包括一组目标进程(如目标进程504-1、目标进程504-2、目标进程504-3),目标进程为部署在云端的进程;
再者,如图5中的(b)所示,在获取到虚拟游戏对局关联的目标观战负载506的情况下,根据目标观战负载506调整目标虚拟服务器504中所包括的目标进程的进程数量,得到调整后的目标虚拟服务器508(如目标进程504-1、目标进程504-2、目标进程504-3、目标进程504-4),其中,目标观战负载506为虚拟游戏对局被观战时目标进程所承载的资源数量;
此外,如图5中的(c)所示,在利用调整后的目标虚拟服务器508得到虚拟游戏对局的游戏画面数据508-2的情况下,通过通信连接关系将游戏画面数据508-2发送至第一游戏客户端502,以在第一游戏客户端502中同步显示虚拟游戏对局的游戏画面,其中,游戏画面数据508-2为待同步显示在第一游戏客户端502中的虚拟游戏对局的游戏画面的数据。
通过本申请提供的实施例,响应于第一游戏客户端上触发的目标观战请求,获取第一游戏客户端与目标虚拟服务器之间的通信连接关系,其中,目标观战请求用于请求将第二游戏 客户端所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端中,目标虚拟服务器包括一组目标进程,目标进程为部署在云端的进程;在获取到虚拟游戏对局关联的目标观战负载的情况下,根据目标观战负载调整目标虚拟服务器中所包括的目标进程的进程数量,其中,目标观战负载为虚拟游戏对局被观战时目标进程所承载的资源数量;在利用调整后的目标虚拟服务器得到虚拟游戏对局的游戏画面数据的情况下,通过通信连接关系将游戏画面数据发送至第一游戏客户端,以在第一游戏客户端中同步显示虚拟游戏对局的游戏画面,其中,游戏画面数据为待同步显示在第一游戏客户端中的虚拟游戏对局的游戏画面的数据,通过第一游戏客户端与目标虚拟服务器之间的通信连接关系,利用将目标观战负载作为调整依据,自动调整部署在云端的、用于将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端中的目标进程的进程数量的方式,达到了及时调整用于同步显示游戏画面的目标进程的进程数量的目的,从而实现了提高游戏画面的显示效率的技术效果。
作为一种可选的方案,根据目标观战负载调整目标虚拟服务器中所包含的目标进程的进程数量,包括:
S1,在目标观战负载大于或等于第一负载阈值的情况下,增加目标虚拟服务器中所包含的目标进程的进程数量;或,
S2,在目标观战负载小于或等于第二负载阈值的情况下,减少目标虚拟服务器中所包含的目标进程的进程数量。
可选地,在本实施例中,目标观战负载为虚拟游戏对局被观战时目标进程所承载的资源数量,其中,资源数量可以但不限于理解为观战虚拟游戏对局的用户量或所承载的流量等;再者,目标观战负载的大小可以但不限于与目标进程所承载的资源数量呈正相关关系,如目标进程所承载的资源数量越多则目标观战负载越大,反之同理;此外,目标进程的进程数量可以但不限于与目标观战负载的大小呈正相关关系,如目标观战负载越大则目标进程的进程数量越多,反之同理。其中,第一负载阈值和第二负载阈值是预先设置好的目标观战负载的阈值。该第一负载阈值和第二负载阈值可以根据需求设置。第一负载阈值可以大于第二负载阈值。
可选地,在本实施例中,增加目标虚拟服务器中所包含的目标进程的进程数量可以但不限于与目标观战负载相对于第一负载阈值的负载量呈正相关关系,即目标观战负载超过第一负载阈值的负载量越多,则增加的目标进程的进程数据就越多;减少目标虚拟服务器中所包含的目标进程的进程数量可以但不限于与目标观战负载相对于第二负载阈值的负载量呈正相关关系,即目标观战负载小于第二负载阈值的负载量越多,则减少的目标进程的进程数据就越多。
作为一种可选的方案,根据目标观战负载调整目标虚拟服务器中所包含的目标进程的进程数量,包括:
S1,在目标观战负载位于第一负载范围的情况下,调整目标虚拟服务器中所包含的目标进程的进程数量为第一负载范围对应的进程数量;或,
S2,在目标观战负载位于第二负载范围的情况下,调整目标虚拟服务器中所包含的目标进程的进程数量为第二负载范围对应的进程数量。
可选地,在本实施例中,目标观战负载为虚拟游戏对局被观战时目标进程所承载的资源数量,其中,资源数量可以但不限于理解为观战虚拟游戏对局的用户量或所承载的流量等;再者,目标观战负载的大小可以但不限于与目标进程所承载的资源数量呈正相关关系,如目 标进程所承载的资源数量越多则目标观战负载越大,反之同理;此外,目标进程的进程数量可以但不限于与目标观战负载的大小呈正相关关系,如目标观战负载越大则目标进程的进程数量越多,反之同理。第一负载范围和第二负载范围可以是预先设置好的负载范围,该第一负载范围和第二负载范围可以是不相同的。
需要说明的是,为提高目标进程的进程数量的调整针对性,可以但不限于以目标观战负载位于的负载范围为调整依据,对目标进程的进程数量进行调整。
通过本申请提供的实施例,在目标观战负载位于第一负载范围的情况下,调整目标虚拟服务器中所包含的目标进程的进程数量为第一负载范围对应的进程数量;或,在目标观战负载位于第二负载范围的情况下,调整目标虚拟服务器中所包含的目标进程的进程数量为第二负载范围对应的进程数量,达到了针对性地对目标进程的进程数量进行调整的目的,实现了提高对目标进程的进程数量的调整针对性的效果。
作为一种可选的方案,在通过通信连接关系将游戏画面数据发送至第一游戏客户端之前,包括:
S1,发送数据拉取请求至目标消息队列,其中,目标消息队列用于缓存虚拟游戏对局的游戏画面数据,数据拉取请求用于请求拉取目标消息队列中缓存的游戏画面数据;
S2,接收目标消息队列返回的游戏画面数据。
可选地,目标消息队列可以但不限于为云消息队列,进而在本实施例中,采取云消息队列作为消息传递的中介,云消息队列除与生俱来就具有的高吞吐量的功能特性,还具备高可靠性、高伸缩性等特性。
需要说明的是,发送数据拉取请求至目标消息队列,其中,目标消息队列用于缓存虚拟游戏对局的游戏画面的数据,数据拉取请求用于请求拉取目标消息队列中缓存的游戏画面数据;接收目标消息队列返回的游戏画面数据。
进一步举例说明,可选的基于图3所示场景,继续例如图6所示,目标虚拟服务器304发送数据拉取请求602至目标消息队列604,其中,目标消息队列604用于缓存虚拟游戏对局的游戏画面的数据,数据拉取请求602用于请求拉取目标消息队列604中缓存的游戏画面数据606;目标虚拟服务器304接收目标消息队列604返回的游戏画面数据606。
作为一种可选的方案,发送数据拉取请求至目标消息队列,包括:发送数据拉取请求至目标消息队列,其中,数据拉取请求中还携带有虚拟游戏对局的对局标识以及虚拟游戏对局的游戏画面的画面时间戳;
作为一种可选的方案,接收目标消息队列返回的游戏画面数据,包括:接收目标消息队列返回的、与对局标识以及画面时间戳相匹配的直播数据。
可选地,在本实施例中,对局标识可以但不限于为目标观战请求所请求同步显示在第一游戏客户端中的、第二游戏客户端所参与的虚拟游戏对局的对局标识;画面时间戳可以但不限于为目标观战请求被触发时的时间信息所对应的画面时间戳,或目标观战请求所请求同步显示在第一游戏客户端中的、第二游戏客户端所参与的虚拟游戏对局的显示进度的时间信息所对应的画面时间戳。其中,不同的虚拟游戏对局有不同的对局标识,同一虚拟游戏对局中不同的游戏画面有不同的画面时间戳。
通过本申请提供的实施例,发送数据拉取请求至目标消息队列,其中,数据拉取请求中还携带有虚拟游戏对局的对局标识以及虚拟游戏对局的游戏画面的画面时间戳;接收目标消息队列返回的、与对局标识以及画面时间戳相匹配的直播数据,达到了准确显示观战的游戏 画面的目的,实现了提高游戏画面的显示准确性的效果。
可选地,作为一种可选的实施方式,如图7所示,提供一种游戏画面的显示方法,以该方法应用于图1中的用户设备来举例说明,该方法包括:
S702,获取第一游戏客户端上触发的目标观战请求,其中,目标观战请求用于请求将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端中;
S704,响应目标观战请求,建立第一游戏客户端与目标虚拟服务器之间的通信连接关系,其中,目标虚拟服务器包含目标进程,目标进程的进程数量被设置为根据虚拟游戏对局关联的目标观战负载进行调整,目标观战负载为虚拟游戏对局被观战时目标进程所承载的资源数量;其中,目标虚拟服务器也可以包含一组目标进程,该目标进程为部署在云端的进程,该一组进程的进程数量也可以被设置为根据虚拟游戏对局关联的目标观战负载进行调整。
S706,通过通信连接关系接收目标虚拟服务器发送的虚拟游戏对局的游戏画面数据;
S708,在第一游戏客户端中同步显示虚拟游戏对局的游戏画面。
可选地,上述游戏画面的显示方法可以但不限于应用在虚拟游戏的竞技赛事的观战场景中,鉴于虚拟游戏同时在线观看一场比赛的用户量可能达到万级甚至百万量级,并且录制一场赛事所产生的消息量也很庞大,这样就需要考虑采取一种什么样的消息转发机制,来满足高吞吐量的业务需求。而在本实施例中,游戏客户端内进行赛事观战时,客户端先连接到目标虚拟服务器,建立二者的通信连接关系,再利用目标虚拟服务器从消息队列中拉取消息(如游戏画面数据)为观战的游戏客户端提供对应的观战服务;其中,由于目标虚拟服务器为部署在云端的服务进程,可以实现和当前游戏客户端的逻辑业务进程完全解耦的效果,并且可以根据当前观战服务的目标观战负载实现自动伸缩的动态调整,使得目标虚拟服务器被动态调整为一个负载均衡的状态,进而提高了观战服务对应的游戏画面的效率,并以此保证为观战的游戏客户端提供对应的观战服务的用户体验。
可选地,游戏客户端与一般用于只提供观战服务的直播客户端存在本质区别,如游戏客户端除提供虚拟游戏的观战服务外,还可以但不限于提供虚拟游戏的内部逻辑服务,进而导致游戏客户端在运行过程中,虚拟游戏的观战服务与虚拟游戏的内部逻辑服务之间容易存在耦合严重的情况,使得为观战方提供观战服务的过程中,观战服务所产生的直播数据要经过各个逻辑服的层层转发,如此导致游戏客户端所提供的观战服务面对的参与对象的数量有限,通常观战对象只限于单局赛事中已经被淘汰的对象。
而在本实施例中,为克服游戏客户端内各服务之间耦合程度严重的问题,通过第一游戏客户端与目标虚拟服务器之间的通信连接关系,利用将目标观战负载作为调整依据,自动调整部署在云端的、用于将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端中的目标进程的进程数量的方式,降低了游戏客户端内各服务之间耦合程度,并且利用上述自动调整方式,保证了观战时的用户体验。
可选地,在本实施例中,如图3所示,获取第一游戏客户端302上触发的目标观战请求,其中,目标观战请求用于请求将第二游戏客户端(如玩家C所在的游戏客户端)所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端302中;响应目标观战请求,建立第一游戏客户端302与目标虚拟服务器304之间的通信连接关系,其中,目标虚拟服务器304包含一组目标进程(如目标进程304-1、目标进程304-2、目标进程304-3等),目标进程为部署在云端的进程,一组目标进程的进程数量被设置为根据虚拟游戏对局关联的目标观战负载进 行调整,目标观战负载为虚拟游戏对局被观战时目标进程所承载的资源数量。
可选地,在本实施例中,目标虚拟服务器可以但不限于为部署在云端的服务,如赛事消息消费者服务器(WatchPod),游戏内玩家观看赛事时,客户端先连接到某个WatchPod,再从云消息队列中拉取消息进行回放;目标虚拟服务器还可以但不限于理解为一组部署到云端的进程,且该进程数量可以根据当前的负载自动进行扩展;通过上述目标虚拟服务器基本可以实现和当前业务进程完全解耦,并且可以根据当前服务的负载自动伸缩,动态达到一个负载均衡的状态,保证玩家观战体验。
可选地,在本实施例中,通信连接关系可以但不限于为响应于第一游戏客户端上触发的目标观战请求,由第一游戏客户端或目标虚拟服务器主动或被动创建的关联关系,在该通信连接关系被建立完成的基础上,可利用该通信连接关系进行第一游戏客户端与目标虚拟服务器之间的数据传递或信息交互。
可选地,在本实施例中,第二游戏客户端所参与的虚拟游戏对局可以但不限于是第一游戏客户端中提供的内部逻辑服务所对应的虚拟游戏对局,也可以但不限于为非第一游戏客户端中提供的内部逻辑服务所对应的虚拟游戏对局,在此不做限定。但需要说明的是,在第二游戏客户端所参与的虚拟游戏对局为第一游戏客户端中提供的内部逻辑服务所对应的虚拟游戏对局的情况下,游戏客户端内各服务之间耦合程度严重的问题将更加显著,也更适用于上述游戏画面的显示方法的实施。
可选地,在本实施例中,目标观战负载为虚拟游戏对局被观战时目标进程所承载的资源数量,其中,资源数量可以但不限于理解为观战虚拟游戏对局的用户量或所承载的流量等;再者,目标观战负载的大小可以但不限于与目标进程所承载的资源数量呈正相关关系,如目标进程所承载的资源数量越多则目标观战负载越大,反之同理;此外,目标进程的进程数量可以但不限于与目标观战负载的大小呈正相关关系,如目标观战负载越大则目标进程的进程数量越多,反之同理。
可选地,在本实施例中,游戏画面数据可以但不限于包括虚拟游戏对局的游戏进程数据,且在第一游戏客户端中同步显示虚拟游戏对局的游戏画面的过程中,第一客户端可以但不限于灵活调整该虚拟游戏对局的游戏画面的显示进度,以及虚拟游戏对局的游戏画面的显示角度,其中,显示角度可以但不限于理解为参与该虚拟游戏对局的各个客户端所对应的视角;
进一步举例说明,可选的例如图4所示,在第一游戏客户端中同步显示虚拟游戏对局的游戏画面的过程中,响应于账号标识404上触发的播放请求,显示账号标识404对应的客户端所关联的视角下的游戏画面402。
需要说明的是,获取第一游戏客户端上触发的目标观战请求,其中,目标观战请求用于请求将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端中;响应目标观战请求,建立第一游戏客户端与目标虚拟服务器之间的通信连接关系,其中,目标虚拟服务器包含一组目标进程,目标进程为部署在云端的进程,一组目标进程的进程数量被设置为根据虚拟游戏对局关联的目标观战负载进行调整,目标观战负载为虚拟游戏对局被观战时目标进程所承载的资源数量;通过通信连接关系接收目标虚拟服务器发送的虚拟游戏对局的游戏画面数据,其中,游戏画面数据为待同步显示在第一游戏客户端中的虚拟游戏对局的游戏画面的数据;在第一游戏客户端中同步显示虚拟游戏对局的游戏画面。
进一步举例说明,可选的例如图5所示,获取第一游戏客户502端上触发的目标观战请求502-2,建立第一游戏客户端502与目标虚拟服务器504之间的通信连接关系,如图5中 的(a)所示,其中,目标观战请求502-2用于请求将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端502中,目标虚拟服务器504包括一组目标进程(如目标进程504-1、目标进程504-2、目标进程504-3),目标进程为部署在云端的进程;
再者,如图5中的(b)所示,在目标虚拟服务器504获取到虚拟游戏对局关联的目标观战负载506的情况下,根据目标观战负载506调整目标虚拟服务器504中所包括的目标进程的进程数量,得到调整后的目标虚拟服务器508(如目标进程504-1、目标进程504-2、目标进程504-3、目标进程504-4),其中,目标观战负载506为虚拟游戏对局被观战时目标进程所承载的资源数量;
此外,如图5中的(c)所示,在利用调整后的目标虚拟服务器508得到虚拟游戏对局的游戏画面数据508-2的情况下,通过通信连接关系将游戏画面数据508-2发送至第一游戏客户端502,以在第一游戏客户端502中同步显示虚拟游戏对局的游戏画面,其中,游戏画面数据508-2为待同步显示在第一游戏客户端502中的虚拟游戏对局的游戏画面的数据。
通过本申请提供的实施例,获取第一游戏客户端上触发的目标观战请求,其中,目标观战请求用于请求将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端中;响应目标观战请求,建立第一游戏客户端与目标虚拟服务器之间的通信连接关系,其中,目标虚拟服务器包含一组目标进程,目标进程为部署在云端的进程,一组目标进程的进程数量被设置为根据虚拟游戏对局关联的目标观战负载进行调整,目标观战负载为虚拟游戏对局被观战时目标进程所承载的资源数量;通过通信连接关系接收目标虚拟服务器发送的虚拟游戏对局的游戏画面数据,其中,游戏画面数据为待同步显示在第一游戏客户端中的虚拟游戏对局的游戏画面的数据;在第一游戏客户端中同步显示虚拟游戏对局的游戏画面,通过第一游戏客户端与目标虚拟服务器之间的通信连接关系,利用将目标观战负载作为调整依据,自动调整部署在云端的、用于将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端中的目标进程的进程数量的方式,达到了及时调整用于同步显示游戏画面的目标进程的进程数量的目的,从而实现了提高游戏画面的显示效率的技术效果。
作为一种可选的方案,在获取第一游戏客户端上触发的目标观战请求之后,包括:
S1,将目标观战请求发送至观战管理进程,其中,观战管理进程用于查询虚拟游戏对局的对局信息;
S2,在获取到观战管理进程返回的对局有效信息的情况下,将第一游戏客户端设置为观战状态,其中,对局有效信息为观战管理进程查询到的虚拟游戏对局的对局信息,处于观战状态的第一游戏客户端被允许建立与目标虚拟服务器之间的通信连接关系。该对局信息是指虚拟游戏对局的具体信息,可以包括对局标识、对局开始时间、对局持续时间、对局参与对象等。
可选地,在本实施例中,观战管理进程可以但不限于为观战赛事信息管理进程,用于管理观战服务所需传递的赛事信息。
作为一种可选的方案,将目标观战请求发送至观战管理进程,包括:
将目标观战请求发送至非赛事观战管理进程,并由非赛事观战管理进程转发目标观战请求至赛事观战管理进程。
可选地,在本实施例中,通常情况下游戏客户端往往配置有非赛事观战管理进程以及赛事观战管理进程,为解耦非赛事服务与赛事服务之间的关联关系,可以但不限于先将目标观战请求发送至非赛事观战管理进程,再由非赛事观战管理进程转发目标观战请求至赛事观战 管理进程。其中,非赛事观战管理进程用于转发标观战请求至赛事观战管理进程。赛事观战管理进程是指用于查询赛事虚拟游戏对局的对局信息,比如,可以通过赛事观战管理进程对大型网络游戏的比赛对局进行观战。
进一步举例说明,可选的例如图8所示,具体步骤如下:
步骤S802,第一游戏客户端802将目标观战请求发送至非赛事观战管理进程804;
步骤S804,非赛事观战管理进程504转发目标观战请求至赛事观战管理进程806;
步骤S806,赛事观战管理进程806返回对局有效信息至非赛事观战管理进程504;
步骤S808,非赛事观战管理进程504转发对局有效信息至第一游戏客户端802。
通过本申请提供的实施例,将目标观战请求发送至非赛事观战管理进程,并由非赛事观战管理进程转发目标观战请求至赛事观战管理进程,进而达到了降低游戏客户端内部逻辑服务之间的耦合性的目的,实现了提高游戏画面的显示效率的效果。
作为一种可选的方案,建立第一游戏客户端与目标虚拟服务器之间的通信连接关系,包括:
根据对局有效信息中包含的目标虚拟服务器的地址信息,建立第一游戏客户端与目标虚拟服务器之间的通信连接关系。
需要说明的是,根据对局有效信息中包含的目标虚拟服务器的地址信息,建立第一游戏客户端与目标虚拟服务器之间的通信连接关系,该目标虚拟服务器的地址信息可以是目标虚拟服务器的虚拟IP(Internet Protocol,网际互连协议)地址等。。
进一步与举例说明,可选的基于图8所示场景,继续例如图9所示的步骤S902,根据对局有效信息中包含的目标虚拟服务器的地址信息,建立第一游戏客户端802与目标虚拟服务器902之间的通信连接关系。
通过本申请提供的实施例,根据对局有效信息中包含的目标虚拟服务器的地址信息,建立第一游戏客户端与目标虚拟服务器之间的通信连接关系,达到了利用目标虚拟服务器的地址信息针对性地建立通信连接关系的目的,实现了提高通信连接关系的建立真确性的效果。
作为一种可选的方案,在获取第一游戏客户端上触发的目标观战请求之前,包括:
显示第一游戏客户端的目标观战界面,其中,目标观战界面上显示有至少一个客户端参与的游戏对局所对应的观战标识,至少一个客户端包括第二游戏客户端;
作为一种可选的方案,获取第一游戏客户端上触发的目标观战请求,包括:在获取目标观战标识上触发的选中操作的情况下,获取目标观战请求,其中,至少一个客户端参与的游戏对局所对应的观战标识包括目标观战标识。
可选地,在本实施例中,游戏画面数据可以但不限于包括虚拟游戏对局的游戏进程数据,且在第一游戏客户端中同步显示虚拟游戏对局的游戏画面的过程中,第一客户端可以但不限于灵活调整该虚拟游戏对局的游戏画面的显示进度,以及虚拟游戏对局的游戏画面的显示角度,其中,显示角度可以但不限于理解为参与该虚拟游戏对局的各个客户端所对应的视角;
进一步举例说明,可选的例如图4所示,在第一游戏客户端中同步显示虚拟游戏对局的游戏画面的过程中,响应于账号标识404上触发的播放请求,显示账号标识404对应的客户端所关联的视角下的游戏画面402。
作为一种可选的方案,方法,还包括:
S1,获取第一游戏客户端上触发的目标运行请求,其中,目标运行请求用于在第一游戏客户端上运行目标虚拟游戏,目标虚拟游戏的对局包括虚拟游戏对局;
S2,显示第一游戏客户端参与的目标虚拟游戏的游戏运行画面。
可选地,游戏客户端与一般用于只提供观战服务的直播客户端存在本质区别,如游戏客户端除提供虚拟游戏的观战服务外,还可以但不限于提供虚拟游戏的内部逻辑服务,进而导致游戏客户端在运行过程中,虚拟游戏的观战服务与虚拟游戏的内部逻辑服务之间容易存在耦合严重的情况,使得为观战方提供观战服务的过程中,观战服务所产生的直播数据要经过各个逻辑服的层层转发,如此导致游戏客户端所提供的观战服务面对的参与对象的数量有限,通常观战对象只限于单局赛事中已经被淘汰的对象。
在一个实施例中,用户可以通过用户终端可以使用第一游戏客户端来参与目标虚拟游戏,即用户终端可以通过检测到接收到开始游戏的操作事件时,获取到第一游戏客户端上触发的目标运行请求,然后用户终端运行目标虚拟游戏,并显示第一游戏客户端参与的目标虚拟游戏的游戏运行画面,用户可以通过游戏运行画面来参与游戏。
而在本实施例中,为克服游戏客户端内各服务之间耦合程度严重的问题,通过第一游戏客户端与目标虚拟服务器之间的通信连接关系,利用将目标观战负载作为调整依据,自动调整部署在云端的、用于将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端中的目标进程的进程数量的方式,降低了游戏客户端内各服务之间耦合程度,并且利用上述自动调整方式,保证了观战时的用户体验。
作为一种可选的方案,为方便理解,将上述游戏画面的显示方法应用在MMO游戏中的PVP赛事的观战场景中,旨于满足大批量MMO玩家第一时间观看高水平游戏竞技的需求。
可选的,在本实施例中,鉴于MMO游戏同时在线观看一场比赛的玩家可能达到万级甚至百万量级,并且录制一场赛事所产生的的消息量也很庞大,这样就需要考虑采取一种什么样的消息转发机制,来满足高吞吐量的业务需求。
另外,业务侧实现了一套赛事消息消费者服务,所有被观看的比赛中产生的消息直接被推送到云消息队列。游戏内玩家观看赛事时,客户端先连接到某个赛事消息消费者服务,从云消息队列中拉取消息进行回放。赛事消息消费者服务是部署在云端的服务,基本可以实现和当前业务进程完全解耦,并且可以根据当前服务的负载自动伸缩,动态达到一个负载均衡的状态,保证玩家观战体验。
可选的,在本实施例中,可游戏竞技赛事中,大规模无赛事资格的玩家在不同的游戏大区中,以第三方视角观看同一场竞技赛事,在不参与游戏过程,不影响游戏技能竞技公平性的前提下,贴身观摩学习其他高水平玩家的游戏操作,提高自己的竞技水平,例如第三方玩家可以选中当前竞技比赛中任何一名感兴趣的玩家作为观摩对象,并且以当前选中玩家为视角获得和本人完全一样的真实游戏体验。
需要说明的是,游戏业务侧只需要分类各种比赛消息,打包发送到云消息队列;采用go语言的方式使赛事消息消费者服务器满足对云上部署规则要求的适配,进而实现赛事消息消费者服务器和当前业务进程的完全解耦;此外,管理大量玩家客户端连接并作缓存,从云端存储消息队列中拉取消息并作缓存管理,且这些缓存都是可以重建的。此外,直接部署到云端的方式可实现游戏业务侧和观战服务侧实现解耦的效果。
进一步举例说明,可选的例如图10所示的观战服务框架,客户端1002利用观战服务1004获取存储在消息队列1006中的赛事信息,并将该赛事信息以游戏画面的形式显示在客户端1002上;
具体的,还可参考图11所示的观战服务消息时序图,
游戏客户端1102发送CS观战请求到非赛事观战管理进程1104,非赛事观战管理进程1104透传请求到赛事观战管理进程1106查询观战信息;赛事观战管理进程1106收到请求后,查询有无当场比赛信息,如果没有就通知赛事进程1108;初始化赛事信息并上报,赛事观战管理进程1106收到赛事信息后返回给请求端;如果能查到,则直接返回赛事信息。同时赛事进程1108开始录制当前比赛,将生产的消息推送到消息队列1112。请求端非赛事观战管理进程1104查询到赛事信息后,设置玩家为观战状态,将赛事信息返回给游戏客户端1102。游戏客户端1102收到非赛事观战管理进程1104返回的赛事信息,取出里面的虚拟服务器1110的地址,连接到虚拟服务器1110。虚拟服务器1110是一组部署到云端的进程,进程数量可以根据当前的负载自动进行扩展,它的主要功能有两个:一是从消息队列1112中消费所有场次游戏客户端1102请求观看的赛事消息,并分赛事将消息按顺序缓存;二是接受玩家游戏客户端1102发过来的观战请求,并且将玩家观看的当前赛事的协议消息从缓存中取出,源源不断的推送给游戏客户端1102。
此外,游戏客户端1102从虚拟服务器1110收到所要观看场次赛事的消息后,按消息顺序重新播放。
通过本申请提供的实施例,很好的解决海量玩家在不同游戏区观看同一场高水平竞技比赛的需求,降低了产品内部逻辑服务器之间的耦合性,并且能够根据当前观战的负载自动扩容,保证玩家有一个比较流畅的观战体验。
可以理解的是,在本申请的具体实施方式中,涉及到用户信息等相关的数据,当本申请以上实施例运用到具体产品或技术中时,需要获得用户许可或者同意,且相关数据的收集、使用和处理需要遵守相关国家和地区的相关法律法规和标准。
需要说明的是,对于前述的各方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本申请并不受所描述的动作顺序的限制,因为依据本申请,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于优选实施例,所涉及的动作和模块并不一定是本申请所必须的。
根据本申请实施例的另一个方面,还提供了一种用于实施上述游戏画面的显示方法的游戏画面的显示装置。如图12所示,该装置包括:
第一获取单元1202,用于响应于第一游戏客户端上触发的目标观战请求,获取第一游戏客户端与目标虚拟服务器之间的通信连接关系,其中,目标观战请求用于请求将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端中,目标虚拟服务器包括一组目标进程,目标进程为部署在云端的进程;
调整单元1204,用于在获取到虚拟游戏对局关联的目标观战负载的情况下,根据目标观战负载调整目标虚拟服务器中所包括的目标进程的进程数量,其中,目标观战负载为虚拟游戏对局被观战时目标进程所承载的资源数量;
第一显示单元1206,用于在利用调整后的目标虚拟服务器得到虚拟游戏对局的游戏画面数据的情况下,通过通信连接关系将游戏画面数据发送至第一游戏客户端,以在第一游戏客户端中同步显示虚拟游戏对局的游戏画面,其中,游戏画面数据为待同步显示在第一游戏客户端中的虚拟游戏对局的游戏画面的数据。
可选地,上述游戏画面的显示装置可以但不限于应用在虚拟游戏的竞技赛事的观战场景中,鉴于虚拟游戏同时在线观看一场比赛的用户量可能达到万级甚至百万量级,并且录制一 场赛事所产生的消息量也很庞大,这样就需要考虑采取一种什么样的消息转发机制,来满足高吞吐量的业务需求。而在本实施例中,游戏客户端内进行赛事观战时,客户端先连接到目标虚拟服务器,建立二者的通信连接关系,再利用目标虚拟服务器从消息队列中拉取消息(如游戏画面数据)为观战的游戏客户端提供对应的观战服务;其中,由于目标虚拟服务器为部署在云端的服务进程,可以实现和当前游戏客户端的逻辑业务进程完全解耦的效果,并且可以根据当前观战服务的目标观战负载实现自动伸缩的动态调整,使得目标虚拟服务器被动态调整为一个负载均衡的状态,进而提高了观战服务对应的游戏画面的效率,并以此保证为观战的游戏客户端提供对应的观战服务的用户体验。
可选地,游戏客户端与一般用于只提供观战服务的直播客户端存在本质区别,如游戏客户端除提供虚拟游戏的观战服务外,还可以但不限于提供虚拟游戏的内部逻辑服务,进而导致游戏客户端在运行过程中,虚拟游戏的观战服务与虚拟游戏的内部逻辑服务之间容易存在耦合严重的情况,使得为观战方提供观战服务的过程中,观战服务所产生的直播数据要经过各个逻辑服的层层转发,如此导致游戏客户端所提供的观战服务面对的参与对象的数量有限,通常观战对象只限于单局赛事中已经被淘汰的对象;
而在本实施例中,为克服游戏客户端内各服务之间耦合程度严重的问题,通过第一游戏客户端与目标虚拟服务器之间的通信连接关系,利用将目标观战负载作为调整依据,自动调整部署在云端的、用于将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端中的目标进程的进程数量的方式,降低了游戏客户端内各服务之间耦合程度,并且利用上述自动调整方式,保证了观战时的用户体验。
可选地,在本实施例中,目标虚拟服务器可以但不限于为部署在云端的服务,如赛事消息消费者服务器(WatchPod),游戏内玩家观看赛事时,客户端先连接到某个WatchPod,再从云消息队列中拉取消息进行回放;目标虚拟服务器还可以但不限于理解为一组部署到云端的进程,且该进程数量可以根据当前的负载自动进行扩展;通过上述目标虚拟服务器基本可以实现和当前业务进程完全解耦,并且可以根据当前服务的负载自动伸缩,动态达到一个负载均衡的状态,保证玩家观战体验。
可选地,在本实施例中,通信连接关系可以但不限于为响应于第一游戏客户端上触发的目标观战请求,由第一游戏客户端或目标虚拟服务器主动或被动创建的关联关系,在该通信连接关系被建立完成的基础上,可利用该通信连接关系进行第一游戏客户端与目标虚拟服务器之间的数据传递或信息交互。
可选地,在本实施例中,第二游戏客户端所参与的虚拟游戏对局可以但不限于是第一游戏客户端中提供的内部逻辑服务所对应的虚拟游戏对局,也可以但不限于为非第一游戏客户端中提供的内部逻辑服务所对应的虚拟游戏对局,在此不做限定。但需要说明的是,在第二游戏客户端所参与的虚拟游戏对局为第一游戏客户端中提供的内部逻辑服务所对应的虚拟游戏对局的情况下,游戏客户端内各服务之间耦合程度严重的问题将更加显著,也更适用于上述游戏画面的显示装置的实施。
可选地,在本实施例中,目标观战负载为虚拟游戏对局被观战时目标进程所承载的资源数量,其中,资源数量可以但不限于理解为观战虚拟游戏对局的用户量或所承载的流量等;再者,目标观战负载的大小可以但不限于与目标进程所承载的资源数量呈正相关关系,如目标进程所承载的资源数量越多则目标观战负载越大,反之同理;此外,目标进程的进程数量可以但不限于与目标观战负载的大小呈正相关关系,如目标观战负载越大则目标进程的进程 数量越多,反之同理。
可选地,在本实施例中,游戏画面数据可以但不限于包括虚拟游戏对局的游戏进程数据,且在第一游戏客户端中同步显示虚拟游戏对局的游戏画面的过程中,第一客户端可以但不限于灵活调整该虚拟游戏对局的游戏画面的显示进度,以及虚拟游戏对局的游戏画面的显示角度,其中,显示角度可以但不限于理解为参与该虚拟游戏对局的各个客户端所对应的视角;
需要说明的是,响应于第一游戏客户端上触发的目标观战请求,获取第一游戏客户端与目标虚拟服务器之间的通信连接关系,其中,目标观战请求用于请求将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端中,目标虚拟服务器包括一组目标进程,目标进程为部署在云端的进程;在获取到虚拟游戏对局关联的目标观战负载的情况下,根据目标观战负载调整目标虚拟服务器中所包括的目标进程的进程数量,其中,目标观战负载为虚拟游戏对局被观战时目标进程所承载的资源数量;在利用调整后的目标虚拟服务器得到虚拟游戏对局的游戏画面数据的情况下,通过通信连接关系将游戏画面数据发送至第一游戏客户端,以在第一游戏客户端中同步显示虚拟游戏对局的游戏画面,其中,游戏画面数据为待同步显示在第一游戏客户端中的虚拟游戏对局的游戏画面的数据。
具体实施例可以参考上述游戏画面的显示装置中所示示例,本示例中在此不再赘述。
通过本申请提供的实施例,响应于第一游戏客户端上触发的目标观战请求,获取第一游戏客户端与目标虚拟服务器之间的通信连接关系,其中,目标观战请求用于请求将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端中,目标虚拟服务器包括一组目标进程,目标进程为部署在云端的进程;在获取到虚拟游戏对局关联的目标观战负载的情况下,根据目标观战负载调整目标虚拟服务器中所包括的目标进程的进程数量,其中,目标观战负载为虚拟游戏对局被观战时目标进程所承载的资源数量;在利用调整后的目标虚拟服务器得到虚拟游戏对局的游戏画面数据的情况下,通过通信连接关系将游戏画面数据发送至第一游戏客户端,以在第一游戏客户端中同步显示虚拟游戏对局的游戏画面,其中,游戏画面数据为待同步显示在第一游戏客户端中的虚拟游戏对局的游戏画面的数据,通过第一游戏客户端与目标虚拟服务器之间的通信连接关系,利用将目标观战负载作为调整依据,自动调整部署在云端的、用于将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端中的目标进程的进程数量的方式,达到了及时调整用于同步显示游戏画面的目标进程的进程数量的目的,从而实现了提高游戏画面的显示效率的技术效果。
作为一种可选的方案,调整单元1204,包括:
增加模块,用于在目标观战负载大于或等于第一负载阈值的情况下,增加目标虚拟服务器中所包含的目标进程的进程数量;或,
减少模块,用于在目标观战负载小于或等于第二负载阈值的情况下,减少目标虚拟服务器中所包含的目标进程的进程数量。
具体实施例可以参考上述游戏画面的显示方法中所示示例,本示例中在此不再赘述。
作为一种可选的方案,调整单元1204,包括:
第一调整模块,用于在目标观战负载位于第一负载范围的情况下,调整目标虚拟服务器中所包含的目标进程的进程数量为第一负载范围对应的进程数量;或,
第二调整模块,用于在目标观战负载位于第二负载范围的情况下,调整目标虚拟服务器中所包含的目标进程的进程数量为第二负载范围对应的进程数量。
具体实施例可以参考上述游戏画面的显示方法中所示示例,本示例中在此不再赘述。
作为一种可选的方案,包括:
第一发送单元,用于在通过通信连接关系将游戏画面数据发送至第一游戏客户端之前,发送数据拉取请求至目标消息队列,其中,目标消息队列用于缓存虚拟游戏对局的游戏画面的数据,数据拉取请求用于请求拉取目标消息队列中缓存的游戏画面数据;
第一接收单元,用于在通过通信连接关系将游戏画面数据发送至第一游戏客户端之前,接收目标消息队列返回的游戏画面数据。
具体实施例可以参考上述游戏画面的显示方法中所示示例,本示例中在此不再赘述。
作为一种可选的方案,第一发送单元,包括:第一发送模块,用于发送数据拉取请求至目标消息队列,其中,数据拉取请求中还携带有虚拟游戏对局的对局标识以及虚拟游戏对局的游戏画面的画面时间戳;
第一接收单元,包括:接收模块,用于接收目标消息队列返回的与对局标识以及画面时间戳相匹配的游戏画面数据。
具体实施例可以参考上述游戏画面的显示方法中所示示例,本示例中在此不再赘述。
根据本申请实施例的另一个方面,还提供了一种用于实施上述游戏画面的显示方法的游戏画面的显示装置。如图13所示,该装置包括:
第二获取单元1302,用于获取第一游戏客户端上触发的目标观战请求,其中,目标观战请求用于请求将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端中;
建立单元1304,用于响应目标观战请求,建立第一游戏客户端与目标虚拟服务器之间的通信连接关系,其中,目标虚拟服务器包含一组目标进程,目标进程为部署在云端的进程,一组目标进程的进程数量被设置为根据虚拟游戏对局关联的目标观战负载进行调整,目标观战负载为虚拟游戏对局被观战时目标进程所承载的资源数量;
第二接收单元1306,用于通过通信连接关系接收目标虚拟服务器发送的虚拟游戏对局的游戏画面数据,其中,游戏画面数据为待同步显示在第一游戏客户端中的虚拟游戏对局的游戏画面的数据;
第二显示单元1308,用于在第一游戏客户端中同步显示虚拟游戏对局的游戏画面。
可选地,上述游戏画面的显示装置可以但不限于应用在虚拟游戏的竞技赛事的观战场景中,鉴于虚拟游戏同时在线观看一场比赛的用户量可能达到万级甚至百万量级,并且录制一场赛事所产生的消息量也很庞大,这样就需要考虑采取一种什么样的消息转发机制,来满足高吞吐量的业务需求。而在本实施例中,游戏客户端内进行赛事观战时,客户端先连接到目标虚拟服务器,建立二者的通信连接关系,再利用目标虚拟服务器从消息队列中拉取消息(如游戏画面数据)为观战的游戏客户端提供对应的观战服务;其中,由于目标虚拟服务器为部署在云端的服务进程,可以实现和当前游戏客户端的逻辑业务进程完全解耦的效果,并且可以根据当前观战服务的目标观战负载实现自动伸缩的动态调整,使得目标虚拟服务器被动态调整为一个负载均衡的状态,进而提高了观战服务对应的游戏画面的效率,并以此保证为观战的游戏客户端提供对应的观战服务的用户体验。
可选地,游戏客户端与一般用于只提供观战服务的直播客户端存在本质区别,如游戏客户端除提供虚拟游戏的观战服务外,还可以但不限于提供虚拟游戏的内部逻辑服务,进而导致游戏客户端在运行过程中,虚拟游戏的观战服务与虚拟游戏的内部逻辑服务之间容易存在 耦合严重的情况,使得为观战方提供观战服务的过程中,观战服务所产生的直播数据要经过各个逻辑服的层层转发,如此导致游戏客户端所提供的观战服务面对的参与对象的数量有限,通常观战对象只限于单局赛事中已经被淘汰的对象;
而在本实施例中,为克服游戏客户端内各服务之间耦合程度严重的问题,通过第一游戏客户端与目标虚拟服务器之间的通信连接关系,利用将目标观战负载作为调整依据,自动调整部署在云端的、用于将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端中的目标进程的进程数量的方式,降低了游戏客户端内各服务之间耦合程度,并且利用上述自动调整方式,保证了观战时的用户体验。
可选地,在本实施例中,目标虚拟服务器可以但不限于为部署在云端的服务,如赛事消息消费者服务器(WatchPod),游戏内玩家观看赛事时,客户端先连接到某个WatchPod,再从云消息队列中拉取消息进行回放;目标虚拟服务器还可以但不限于理解为一组部署到云端的进程,且该进程数量可以根据当前的负载自动进行扩展;通过上述目标虚拟服务器基本可以实现和当前业务进程完全解耦,并且可以根据当前服务的负载自动伸缩,动态达到一个负载均衡的状态,保证玩家观战体验。
可选地,在本实施例中,通信连接关系可以但不限于为响应于第一游戏客户端上触发的目标观战请求,由第一游戏客户端或目标虚拟服务器主动或被动创建的关联关系,在该通信连接关系被建立完成的基础上,可利用该通信连接关系进行第一游戏客户端与目标虚拟服务器之间的数据传递或信息交互。
可选地,在本实施例中,第二游戏客户端所参与的虚拟游戏对局可以但不限于是第一游戏客户端中提供的内部逻辑服务所对应的虚拟游戏对局,也可以但不限于为非第一游戏客户端中提供的内部逻辑服务所对应的虚拟游戏对局,在此不做限定。但需要说明的是,在第二游戏客户端所参与的虚拟游戏对局为第一游戏客户端中提供的内部逻辑服务所对应的虚拟游戏对局的情况下,游戏客户端内各服务之间耦合程度严重的问题将更加显著,也更适用于上述游戏画面的显示装置的实施。
可选地,在本实施例中,目标观战负载为虚拟游戏对局被观战时目标进程所承载的资源数量,其中,资源数量可以但不限于理解为观战虚拟游戏对局的用户量或所承载的流量等;再者,目标观战负载的大小可以但不限于与目标进程所承载的资源数量呈正相关关系,如目标进程所承载的资源数量越多则目标观战负载越大,反之同理;此外,目标进程的进程数量可以但不限于与目标观战负载的大小呈正相关关系,如目标观战负载越大则目标进程的进程数量越多,反之同理。
可选地,在本实施例中,游戏画面数据可以但不限于包括虚拟游戏对局的游戏进程数据,且在第一游戏客户端中同步显示虚拟游戏对局的游戏画面的过程中,第一客户端可以但不限于灵活调整该虚拟游戏对局的游戏画面的显示进度,以及虚拟游戏对局的游戏画面的显示角度,其中,显示角度可以但不限于理解为参与该虚拟游戏对局的各个客户端所对应的视角;
需要说明的是,获取第一游戏客户端上触发的目标观战请求,其中,目标观战请求用于请求将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端中;响应目标观战请求,建立第一游戏客户端与目标虚拟服务器之间的通信连接关系,其中,目标虚拟服务器包含一组目标进程,目标进程为部署在云端的进程,一组目标进程的进程数量被设置为根据虚拟游戏对局关联的目标观战负载进行调整,目标观战负载为虚拟游戏对局被观战时目标进程所承载的资源数量;通过通信连接关系接收目标虚拟服务器发送的虚拟游戏对 局的游戏画面数据,其中,游戏画面数据为待同步显示在第一游戏客户端中的虚拟游戏对局的游戏画面的数据;在第一游戏客户端中同步显示虚拟游戏对局的游戏画面。
具体实施例可以参考上述游戏画面的显示装置中所示示例,本示例中在此不再赘述。
通过本申请提供的实施例,获取第一游戏客户端上触发的目标观战请求,其中,目标观战请求用于请求将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端中;响应目标观战请求,建立第一游戏客户端与目标虚拟服务器之间的通信连接关系,其中,目标虚拟服务器包含一组目标进程,目标进程为部署在云端的进程,一组目标进程的进程数量被设置为根据虚拟游戏对局关联的目标观战负载进行调整,目标观战负载为虚拟游戏对局被观战时目标进程所承载的资源数量;通过通信连接关系接收目标虚拟服务器发送的虚拟游戏对局的游戏画面数据,其中,游戏画面数据为待同步显示在第一游戏客户端中的虚拟游戏对局的游戏画面的数据;在第一游戏客户端中同步显示虚拟游戏对局的游戏画面,通过第一游戏客户端与目标虚拟服务器之间的通信连接关系,利用将目标观战负载作为调整依据,自动调整部署在云端的、用于将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端中的目标进程的进程数量的方式,达到了及时调整用于同步显示游戏画面的目标进程的进程数量的目的,从而实现了提高游戏画面的显示效率的技术效果。
作为一种可选的方案,包括:
第二发送单元,用于在获取第一游戏客户端上触发的目标观战请求之后,将目标观战请求发送至观战管理进程,其中,观战管理进程用于查询虚拟游戏对局的对局信息;
设置单元,用于在获取第一游戏客户端上触发的目标观战请求之后,在获取到观战管理进程返回的对局有效信息的情况下,将第一游戏客户端设置为观战状态,其中,对局有效信息为观战管理进程查询到的虚拟游戏对局的对局信息,处于观战状态的第一游戏客户端被允许建立与目标虚拟服务器之间的通信连接关系。
具体实施例可以参考上述游戏画面的显示方法中所示示例,本示例中在此不再赘述。
作为一种可选的方案,第二发送单元,包括:
第二发送模块,用于将目标观战请求发送至非赛事观战管理进程,并由非赛事观战管理进程转发目标观战请求至赛事观战管理进程。
具体实施例可以参考上述游戏画面的显示方法中所示示例,本示例中在此不再赘述。
作为一种可选的方案,建立单元1304,包括:
建立模块,用于根据对局有效信息中包含的、目标虚拟服务器的地址信息,建立第一游戏客户端与目标虚拟服务器之间的通信连接关系。
具体实施例可以参考上述游戏画面的显示方法中所示示例,本示例中在此不再赘述。
作为一种可选的方案,包括:
第三显示单元,用于在获取第一游戏客户端上触发的目标观战请求之前,显示第一游戏客户端的目标观战界面,其中,目标观战界面上显示有至少一个客户端参与的游戏对局所对应的观战标识,至少一个客户端包括第二游戏客户端;
第二获取单元1302,包括:获取模块,用于在获取第一游戏客户端上触发的目标观战请求之前,在获取目标观战标识上触发的选中操作的情况下,获取目标观战请求,其中,至少一个客户端参与的游戏对局所对应的观战标识包括标观战标识。
具体实施例可以参考上述游戏画面的显示方法中所示示例,本示例中在此不再赘述。
作为一种可选的方案,装置,还包括:
第三获取单元,用于获取第一游戏客户端上触发的目标运行请求,其中,目标运行请求用于在第一游戏客户端上运行目标虚拟游戏,目标虚拟游戏的对局包括虚拟游戏对局;
第四显示单元,用于显示第一游戏客户端参与的目标虚拟游戏的游戏运行画面。
具体实施例可以参考上述游戏画面的显示方法中所示示例,本示例中在此不再赘述。
根据本申请实施例的又一个方面,还提供了一种用于实施上述游戏画面的显示方法的电子设备,如图14所示,该电子设备包括存储器1402和处理器1404,该存储器1402中存储有计算机程序,该处理器1404被设置为通过计算机程序执行上述任一项方法实施例中的步骤。
可选地,在本实施例中,上述电子设备可以位于计算机网络的多个网络设备中的至少一个网络设备。
可选地,在本实施例中,上述处理器可以被设置为通过计算机程序执行以下步骤:
S1,响应于第一游戏客户端上触发的目标观战请求,获取第一游戏客户端与目标虚拟服务器之间的通信连接关系,其中,目标观战请求用于请求将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端中,目标虚拟服务器包括一组目标进程,目标进程为部署在云端的进程;
S2,在获取到虚拟游戏对局关联的目标观战负载的情况下,根据目标观战负载调整目标虚拟服务器中所包括的目标进程的进程数量,其中,目标观战负载为虚拟游戏对局被观战时目标进程所承载的资源数量;
S3,在利用调整后的目标虚拟服务器得到虚拟游戏对局的目标直播数据的情况下,通过通信连接关系将目标直播数据发送至第一游戏客户端,以在第一游戏客户端中同步显示虚拟游戏对局的游戏画面,其中,目标直播数据为待同步显示在第一游戏客户端中的虚拟游戏对局的游戏画面的数据。或,
S1,获取第一游戏客户端上触发的目标观战请求,其中,目标观战请求用于请求将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端中;
S2,响应目标观战请求,建立第一游戏客户端与目标虚拟服务器之间的通信连接关系,其中,目标虚拟服务器包含一组目标进程,目标进程为部署在云端的进程,一组目标进程的进程数量被设置为根据虚拟游戏对局关联的目标观战负载进行调整,目标观战负载为虚拟游戏对局被观战时目标进程所承载的资源数量;
S3,通过通信连接关系接收目标虚拟服务器发送的虚拟游戏对局的目标直播数据,其中,目标直播数据为待同步显示在第一游戏客户端中的虚拟游戏对局的游戏画面的数据;
S4,在第一游戏客户端中同步显示虚拟游戏对局的游戏画面。
可选地,本领域普通技术人员可以理解,图14所示的结构仅为示意,电子设备也可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌上电脑以及移动互联网设备(Mobile Internet Devices,MID)、PAD等终端设备。图14其并不对上述电子设备的结构造成限定。例如,电子设备还可包括比图14中所示更多或者更少的组件(如网络接口等),或者具有与图14所示不同的配置。
其中,存储器1402可用于存储软件程序以及模块,如本申请实施例中的游戏画面的显示方法和装置对应的程序指令/模块,处理器1404通过运行存储在存储器1402内的软件程序以及模块,从而执行各种功能应用以及数据处理,即实现上述的游戏画面的显示方法。存储器 1402可包括高速随机存储器,还可以包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器1402可进一步包括相对于处理器1404远程设置的存储器,这些远程存储器可以通过网络连接至终端。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。其中,存储器1402具体可以但不限于用于存储目标观战请求、目标观战负载以及游戏画面数据等信息。作为一种示例,如图14所示,上述存储器1402中可以但不限于包括上述游戏画面的显示装置中的第一获取单元1202、调整单元1204及第一显示单元1206(或未图中未示出的第二获取单元1302、建立单元1304、第二接收单元1306以及第二显示单元1308)。此外,还可以包括但不限于上述游戏画面的显示装置中的其他模块单元,本示例中不再赘述。
可选地,上述的传输装置1406用于经由一个网络接收或者发送数据。上述的网络具体实例可包括有线网络及无线网络。在一个实例中,传输装置1406包括一个网络适配器(Network Interface Controller,NIC),其可通过网线与其他网络设备与路由器相连从而可与互联网或局域网进行通讯。在一个实例中,传输装置1406为射频(Radio Frequency,RF)模块,其用于通过无线方式与互联网进行通讯。
此外,上述电子设备还包括:显示器1408,用于显示上述目标观战请求、目标观战负载以及游戏画面数据等信息;和连接总线1410,用于连接上述电子设备中的各个模块部件。
在其他实施例中,上述终端设备或者服务器可以是一个分布式系统中的一个节点,其中,该分布式系统可以为区块链系统,该区块链系统可以是由该多个节点通过网络通信的形式连接形成的分布式系统。其中,节点之间可以组成点对点(Peer To Peer,简称P2P)网络,任意形式的计算设备,比如服务器、终端等电子设备都可以通过加入该点对点网络而成为该区块链系统中的一个节点。
根据本申请的一个方面,提供了一种计算机程序产品,该计算机程序产品包括计算机程序/指令,该计算机程序/指令包含用于执行流程图所示的方法的程序代码。在这样的实施例中,该计算机程序可以通过通信部分从网络上被下载和安装,和/或从可拆卸介质被安装。在该计算机程序被中央处理器执行时,执行本申请实施例提供的各种功能。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
需要说明的是,电子设备的计算机系统仅是一个示例,不应对本申请实施例的功能和使用范围带来任何限制。
计算机系统包括中央处理器(Central Processing Unit,CPU),其可以根据存储在只读存储器(Read-Only Memory,ROM)中的程序或者从存储部分加载到随机访问存储器(Random Access Memory,RAM)中的程序而执行各种适当的动作和处理。在随机访问存储器中,还存储有系统操作所需的各种程序和数据。中央处理器、在只读存储器以及随机访问存储器通过总线彼此相连。输入/输出接口(Input/Output接口,即I/O接口)也连接至总线。
以下部件连接至输入/输出接口:包括键盘、鼠标等的输入部分;包括诸如阴极射线管(Cathode Ray Tube,CRT)、液晶显示器(Liquid Crystal Display,LCD)等以及扬声器等的输出部分;包括硬盘等的存储部分;以及包括诸如局域网卡、调制解调器等的网络接口卡的通信部分。通信部分经由诸如因特网的网络执行通信处理。驱动器也根据需要连接至输入/输出接口。可拆卸介质,诸如磁盘、光盘、磁光盘、半导体存储器等等,根据需要安装在驱动器上,以便于从其上读出的计算机程序根据需要被安装入存储部分。
特别地,根据本申请的实施例,各个方法流程图中所描述的过程可以被实现为计算机软 件程序。例如,本申请的实施例包括一种计算机程序产品,其包括承载在计算机可读介质上的计算机程序,该计算机程序包含用于执行流程图所示的方法的程序代码。在这样的实施例中,该计算机程序可以通过通信部分从网络上被下载和安装,和/或从可拆卸介质被安装。在该计算机程序被中央处理器执行时,执行本申请的系统中限定的各种功能。
根据本申请的一个方面,提供了一种计算机可读存储介质,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指令,处理器执行该计算机指令,使得该计算机设备执行上述各种可选实现方式中提供的方法。
可选地,在本实施例中,上述计算机可读的存储介质可以被设置为存储用于执行以下步骤的计算机程序:
S1,响应于第一游戏客户端上触发的目标观战请求,获取第一游戏客户端与目标虚拟服务器之间的通信连接关系,其中,目标观战请求用于请求将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端中,目标虚拟服务器包括一组目标进程,目标进程为部署在云端的进程;
S2,在获取到虚拟游戏对局关联的目标观战负载的情况下,根据目标观战负载调整目标虚拟服务器中所包括的目标进程的进程数量,其中,目标观战负载为虚拟游戏对局被观战时目标进程所承载的资源数量;
S3,在利用调整后的目标虚拟服务器得到虚拟游戏对局的游戏画面数据的情况下,通过通信连接关系将游戏画面数据发送至第一游戏客户端,以在第一游戏客户端中同步显示虚拟游戏对局的游戏画面,其中,游戏画面数据为待同步显示在第一游戏客户端中的虚拟游戏对局的游戏画面的数据。或,
S1,获取第一游戏客户端上触发的目标观战请求,其中,目标观战请求用于请求将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在第一游戏客户端中;
S2,响应目标观战请求,建立第一游戏客户端与目标虚拟服务器之间的通信连接关系,其中,目标虚拟服务器包含一组目标进程,目标进程为部署在云端的进程,一组目标进程的进程数量被设置为根据虚拟游戏对局关联的目标观战负载进行调整,目标观战负载为虚拟游戏对局被观战时目标进程所承载的资源数量;
S3,通过通信连接关系接收目标虚拟服务器发送的虚拟游戏对局的游戏画面数据,其中,游戏画面数据为待同步显示在第一游戏客户端中的虚拟游戏对局的游戏画面的数据;
S4,在第一游戏客户端中同步显示虚拟游戏对局的游戏画面。
可选地,在本实施例中,本领域普通技术人员可以理解上述实施例的各种方法中的全部或部分步骤是可以通过程序来指令终端设备相关的硬件来完成,该程序可以存储于一计算机可读存储介质中,存储介质可以包括:闪存盘、只读存储器(Read-Only Memory,ROM)、随机存取器(Random Access Memory,RAM)、磁盘或光盘等。
上述本申请实施例序号仅仅为了描述,不代表实施例的优劣。
上述实施例中的集成的单元如果以软件功能单元的形式实现并作为独立的产品销售或使用时,可以存储在上述计算机可读取的存储介质中。基于这样的理解,本申请的技术方案本质上或者说对现有技术做出贡献的部分或者该技术方案的全部或部分可以以软件产品的形式体现出来,该计算机软件产品存储在存储介质中,包括若干指令用以使得一台或多台计算机设备(可为个人计算机、服务器或者网络设备等)执行本申请各个实施例所述方法的全部或部分步骤。
在本申请的上述实施例中,对各个实施例的描述都各有侧重,某个实施例中没有详述的部分,可以参见其他实施例的相关描述。
在本申请所提供的几个实施例中,应该理解到,所揭露的客户端,可通过其它的方式实现。其中,以上所描述的装置实施例仅仅是示意性的,例如所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式,例如多个单元或组件可以结合或者可以集成到另一个系统,或一些特征可以忽略,或不执行。另一点,所显示或讨论的相互之间的耦合或直接耦合或通信连接可以是通过一些接口,单元或模块的间接耦合或通信连接,可以是电性或其它的形式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本申请各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用软件功能单元的形式实现。
以上所述仅是本申请的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本申请原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也应视为本申请的保护范围。

Claims (28)

  1. 一种游戏画面的显示方法,由电子设备执行,其特征在于,包括:
    响应于第一游戏客户端上触发的目标观战请求,获取所述第一游戏客户端与目标虚拟服务器之间的通信连接关系,其中,所述目标观战请求用于请求将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在所述第一游戏客户端中,所述目标虚拟服务器包括目标进程;
    在获取到所述虚拟游戏对局关联的目标观战负载的情况下,根据所述目标观战负载调整所述目标虚拟服务器中所包括的所述目标进程的进程数量,其中,所述目标观战负载为所述虚拟游戏对局被观战时所述目标进程所承载的资源数量;
    在利用调整后的目标虚拟服务器得到所述虚拟游戏对局的游戏画面数据的情况下,通过所述通信连接关系将所述游戏画面数据发送至所述第一游戏客户端,以在所述第一游戏客户端中同步显示所述虚拟游戏对局的游戏画面。
  2. 根据权利要求1所述的方法,其特征在于,所述根据所述目标观战负载调整所述目标虚拟服务器中所包含的所述目标进程的进程数量,包括:
    在所述目标观战负载大于或等于第一负载阈值的情况下,增加所述目标虚拟服务器中所包含的所述目标进程的进程数量。
  3. 根据权利要求1所述的方法,其特征在于,所述根据所述目标观战负载调整所述目标虚拟服务器中所包含的所述目标进程的进程数量,包括:
    在所述目标观战负载小于或等于第二负载阈值的情况下,减少所述目标虚拟服务器中所包含的所述目标进程的进程数量。
  4. 根据权利要求1所述的方法,其特征在于,所述根据所述目标观战负载调整所述目标虚拟服务器中所包含的所述目标进程的进程数量,包括:
    在所述目标观战负载位于第一负载范围的情况下,调整所述目标虚拟服务器中所包含的所述目标进程的进程数量为所述第一负载范围对应的进程数量。
  5. 根据权利要求1所述的方法,其特征在于,所述根据所述目标观战负载调整所述目标虚拟服务器中所包含的所述目标进程的进程数量,包括:
    在所述目标观战负载位于第二负载范围的情况下,调整所述目标虚拟服务器中所包含的所述目标进程的进程数量为所述第二负载范围对应的进程数量。
  6. 根据权利要求1所述的方法,其特征在于,在所述通过所述通信连接关系将所述游戏画面数据发送至所述第一游戏客户端之前,包括:
    发送数据拉取请求至目标消息队列,其中,所述目标消息队列用于缓存所述虚拟游戏对局的游戏画面数据,所述数据拉取请求用于请求拉取所述目标消息队列中缓存的所述游戏画面数据;
    接收所述目标消息队列返回的所述游戏画面数据。
  7. 根据权利要求6所述的方法,其特征在于,所述发送数据拉取请求至目标消息队列,包括:
    发送所述数据拉取请求至所述目标消息队列,其中,所述数据拉取请求中还携带有所述虚拟游戏对局的对局标识以及所述虚拟游戏对局的游戏画面的画面时间戳;
    所述接收所述目标消息队列返回的所述游戏画面数据,包括:
    接收所述目标消息队列返回的、与所述对局标识以及所述画面时间戳相匹配的游戏画面 数据。
  8. 一种游戏画面的显示方法,由电子设备执行,其特征在于,包括:
    获取第一游戏客户端上触发的目标观战请求,其中,所述目标观战请求用于请求将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在所述第一游戏客户端中;
    响应所述目标观战请求,建立所述第一游戏客户端与目标虚拟服务器之间的通信连接关系,其中,所述目标虚拟服务器包含目标进程,所述目标进程的进程数量被设置为根据所述虚拟游戏对局关联的目标观战负载进行调整,所述目标观战负载为所述虚拟游戏对局被观战时所述目标进程所承载的资源数量;
    通过所述通信连接关系接收所述目标虚拟服务器发送的所述虚拟游戏对局的游戏画面数据;
    在所述第一游戏客户端中同步显示所述虚拟游戏对局的游戏画面。
  9. 根据权利要求8所述的方法,其特征在于,在所述获取第一游戏客户端上触发的目标观战请求之后,包括:
    将所述目标观战请求发送至观战管理进程,其中,所述观战管理进程用于查询所述虚拟游戏对局的对局信息;
    在获取到所述观战管理进程返回的对局有效信息的情况下,将所述第一游戏客户端设置为观战状态,其中,所述对局有效信息为所述观战管理进程查询到的所述虚拟游戏对局的对局信息,处于所述观战状态的所述第一游戏客户端被允许建立与目标虚拟服务器之间的所述通信连接关系。
  10. 根据权利要求9所述的方法,其特征在于,所述将所述目标观战请求发送至观战管理进程,包括:
    将所述目标观战请求发送至非赛事观战管理进程,并由所述非赛事观战管理进程转发所述目标观战请求至赛事观战管理进程。
  11. 根据权利要求9所述的方法,其特征在于,所述建立所述第一游戏客户端与目标虚拟服务器之间的通信连接关系,包括:
    根据所述对局有效信息中包含的所述目标虚拟服务器的地址信息,建立所述第一游戏客户端与所述目标虚拟服务器之间的所述通信连接关系。
  12. 根据权利要求8至11中任一项所述的方法,其特征在于,在所述获取第一游戏客户端上触发的目标观战请求之前,包括:
    显示所述第一游戏客户端的目标观战界面,其中,所述目标观战界面上显示有至少一个客户端参与的游戏对局所对应的观战标识,所述至少一个客户端包括所述第二游戏客户端;
    所述获取第一游戏客户端上触发的目标观战请求,包括:在获取目标观战标识上触发的选中操作的情况下,获取所述目标观战请求,其中,所述至少一个客户端参与的游戏对局所对应的观战标识包括所述目标观战标识。
  13. 根据权利要求8至11中任一项所述的方法,其特征在于,所述方法,还包括:
    获取所述第一游戏客户端上触发的目标运行请求,其中,所述目标运行请求用于在所述第一游戏客户端上运行目标虚拟游戏,所述目标虚拟游戏的对局包括所述虚拟游戏对局;
    显示所述第一游戏客户端参与的所述目标虚拟游戏的游戏运行画面。
  14. 一种游戏画面的显示装置,其特征在于,所述装置包括:
    第一获取单元,用于响应于第一游戏客户端上触发的目标观战请求,获取所述第一游戏 客户端与目标虚拟服务器之间的通信连接关系,其中,所述目标观战请求用于请求将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在所述第一游戏客户端中,所述目标虚拟服务器包括目标进程;
    调整单元,用于在获取到所述虚拟游戏对局关联的目标观战负载的情况下,根据所述目标观战负载调整所述目标虚拟服务器中所包括的所述目标进程的进程数量,其中,所述目标观战负载为所述虚拟游戏对局被观战时所述目标进程所承载的资源数量;
    第一显示单元,用于在利用调整后的目标虚拟服务器得到所述虚拟游戏对局的游戏画面数据的情况下,通过所述通信连接关系将所述游戏画面数据发送至所述第一游戏客户端,以在所述第一游戏客户端中同步显示所述虚拟游戏对局的游戏画面。
  15. 根据权利要求14所述的装置,其特征在于,所述调整单元,包括:
    增加模块,用于在所述目标观战负载大于或等于第一负载阈值的情况下,增加所述目标虚拟服务器中所包含的所述目标进程的进程数量。
  16. 根据权利要求14所述的装置,其特征在于,所述调整单元,包括:
    减少模块,用于在所述目标观战负载小于或等于第二负载阈值的情况下,减少所述目标虚拟服务器中所包含的所述目标进程的进程数量。
  17. 根据权利要求14所述的装置,其特征在于,所述调整单元,包括:
    第一调整模块,用于在所述目标观战负载位于第一负载范围的情况下,调整所述目标虚拟服务器中所包含的所述目标进程的进程数量为所述第一负载范围对应的进程数量。
  18. 根据权利要求14所述的装置,其特征在于,所述调整单元,包括:
    第二调整模块,用于在所述目标观战负载位于第二负载范围的情况下,调整所述目标虚拟服务器中所包含的所述目标进程的进程数量为所述第二负载范围对应的进程数量。
  19. 根据权利要求14所述的装置,其特征在于,所述装置,还包括:
    第一发送单元,用于在所述通过所述通信连接关系将所述游戏画面数据发送至所述第一游戏客户端之前,发送数据拉取请求至目标消息队列,其中,所述目标消息队列用于缓存所述虚拟游戏对局的游戏画面数据,所述数据拉取请求用于请求拉取所述目标消息队列中缓存的所述游戏画面数据;
    第一接收单元,用于在所述通过所述通信连接关系将所述目标直播数据发送至所述第一游戏客户端之前,接收所述目标消息队列返回的所述游戏画面数据。
  20. 根据权利要求19所述的装置,其特征在于,所述第一发送单元,包括:
    第一发送模块,用于发送所述数据拉取请求至所述目标消息队列,其中,所述数据拉取请求中还携带有所述虚拟游戏对局的对局标识以及所述虚拟游戏对局的游戏画面的画面时间戳;
    所述第一接收单元,包括:
    接收模块,用于接收所述目标消息队列返回的、与所述对局标识以及所述画面时间戳相匹配的游戏画面数据。
  21. 一种游戏画面的显示装置,其特征在于,所述装置包括:
    第二获取单元,用于获取第一游戏客户端上触发的目标观战请求,其中,所述目标观战请求用于请求将第二游戏客户端所参与的虚拟游戏对局的游戏画面同步显示在所述第一游戏客户端中;
    建立单元,用于响应所述目标观战请求,建立所述第一游戏客户端与目标虚拟服务器之 间的通信连接关系,其中,所述目标虚拟服务器包含目标进程,所述目标进程的进程数量被设置为根据所述虚拟游戏对局关联的目标观战负载进行调整,所述目标观战负载为所述虚拟游戏对局被观战时所述目标进程所承载的资源数量;
    第二接收单元,用于通过所述通信连接关系接收所述目标虚拟服务器发送的所述虚拟游戏对局的游戏画面数据;
    第二显示单元,用于在所述第一游戏客户端中同步显示所述虚拟游戏对局的游戏画面。
  22. 根据权利要求21所述的装置,其特征在于,所述装置,还包括:
    第二发送单元,用于在所述获取第一游戏客户端上触发的目标观战请求之后,将所述目标观战请求发送至观战管理进程,其中,所述观战管理进程用于查询所述虚拟游戏对局的对局信息;
    设置单元,用于在所述获取第一游戏客户端上触发的目标观战请求之后,在获取到所述观战管理进程返回的对局有效信息的情况下,将所述第一游戏客户端设置为观战状态,其中,所述对局有效信息为所述观战管理进程查询到的所述虚拟游戏对局的对局信息,处于所述观战状态的所述第一游戏客户端被允许建立与目标虚拟服务器之间的所述通信连接关系。
  23. 根据权利要求21所述的装置,其特征在于,所述建立单元,包括:
    建立模块,用于根据所述对局有效信息中包含的所述目标虚拟服务器的地址信息,建立所述第一游戏客户端与所述目标虚拟服务器之间的所述通信连接关系。
  24. 根据权利要求21所述的装置,其特征在于,所述装置,还包括:
    第三显示单元,用于在所述获取第一游戏客户端上触发的目标观战请求之前,显示所述第一游戏客户端的目标观战界面,其中,所述目标观战界面上显示有至少一个客户端参与的游戏对局所对应的观战标识,所述至少一个客户端包括所述第二游戏客户端;
    所述第二获取单元,包括:获取模块,用于在所述获取第一游戏客户端上触发的目标观战请求之前,在获取目标观战标识上触发的选中操作的情况下,获取所述目标观战请求,其中,所述至少一个客户端参与的游戏对局所对应的观战标识包括所述标观战标识。
  25. 根据权利要求21所述的装置,其特征在于,所述装置,还包括:
    第三获取单元,用于获取所述第一游戏客户端上触发的目标运行请求,其中,所述目标运行请求用于在所述第一游戏客户端上运行目标虚拟游戏,所述目标虚拟游戏的对局包括所述虚拟游戏对局;
    第四显示单元,用于显示所述第一游戏客户端参与的所述目标虚拟游戏的游戏运行画面。
  26. 一种计算机可读的存储介质,其特征在于,所述计算机可读的存储介质包括存储的程序,其中,所述程序运行时执行所述权利要求1至13任一项中所述的方法。
  27. 一种计算机程序产品,包括计算机程序/指令,其特征在于,该计算机程序/指令被处理器执行时实现权利要求1至13任一项中所述方法的步骤。
  28. 一种电子设备,包括存储器和处理器,其特征在于,所述存储器中存储有计算机程序,所述处理器被设置为通过所述计算机程序执行所述权利要求1至13任一项中所述的方法。
PCT/CN2022/132187 2022-02-09 2022-11-16 游戏画面的显示方法、存储介质和电子设备 WO2023151338A1 (zh)

Priority Applications (1)

Application Number Priority Date Filing Date Title
US18/341,731 US20230330545A1 (en) 2022-02-09 2023-06-26 Method for displaying game picture, storage medium, and electronic device

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN202210122997.2A CN114452642A (zh) 2022-02-09 2022-02-09 游戏画面的显示方法、存储介质和电子设备
CN202210122997.2 2022-02-09

Related Child Applications (1)

Application Number Title Priority Date Filing Date
US18/341,731 Continuation US20230330545A1 (en) 2022-02-09 2023-06-26 Method for displaying game picture, storage medium, and electronic device

Publications (1)

Publication Number Publication Date
WO2023151338A1 true WO2023151338A1 (zh) 2023-08-17

Family

ID=81414155

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2022/132187 WO2023151338A1 (zh) 2022-02-09 2022-11-16 游戏画面的显示方法、存储介质和电子设备

Country Status (3)

Country Link
US (1) US20230330545A1 (zh)
CN (1) CN114452642A (zh)
WO (1) WO2023151338A1 (zh)

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN114452642A (zh) * 2022-02-09 2022-05-10 腾讯科技(深圳)有限公司 游戏画面的显示方法、存储介质和电子设备

Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20140200083A1 (en) * 2013-01-16 2014-07-17 Kabushiki Kaisha Square Enix (Also Trading As Square Enix Co., Ltd.) Video game processing apparatus and video game processing program
US10207184B1 (en) * 2017-03-21 2019-02-19 Amazon Technologies, Inc. Dynamic resource allocation for gaming applications
CN110090449A (zh) * 2019-04-26 2019-08-06 网易(杭州)网络有限公司 一种游戏观战方法及游戏观战系统
CN111228824A (zh) * 2020-01-10 2020-06-05 腾讯科技(深圳)有限公司 游戏观战方法、装置、计算机可读介质及电子设备
CN112494957A (zh) * 2020-11-27 2021-03-16 杭州电魂网络科技股份有限公司 一种游戏观战方法和系统
CN113457171A (zh) * 2021-06-24 2021-10-01 网易(杭州)网络有限公司 直播信息处理方法、电子设备及存储介质
CN113633973A (zh) * 2021-08-31 2021-11-12 腾讯科技(深圳)有限公司 游戏画面的显示方法、装置、设备以及存储介质
CN114452642A (zh) * 2022-02-09 2022-05-10 腾讯科技(深圳)有限公司 游戏画面的显示方法、存储介质和电子设备

Patent Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20140200083A1 (en) * 2013-01-16 2014-07-17 Kabushiki Kaisha Square Enix (Also Trading As Square Enix Co., Ltd.) Video game processing apparatus and video game processing program
US10207184B1 (en) * 2017-03-21 2019-02-19 Amazon Technologies, Inc. Dynamic resource allocation for gaming applications
CN110090449A (zh) * 2019-04-26 2019-08-06 网易(杭州)网络有限公司 一种游戏观战方法及游戏观战系统
CN111228824A (zh) * 2020-01-10 2020-06-05 腾讯科技(深圳)有限公司 游戏观战方法、装置、计算机可读介质及电子设备
CN112494957A (zh) * 2020-11-27 2021-03-16 杭州电魂网络科技股份有限公司 一种游戏观战方法和系统
CN113457171A (zh) * 2021-06-24 2021-10-01 网易(杭州)网络有限公司 直播信息处理方法、电子设备及存储介质
CN113633973A (zh) * 2021-08-31 2021-11-12 腾讯科技(深圳)有限公司 游戏画面的显示方法、装置、设备以及存储介质
CN114452642A (zh) * 2022-02-09 2022-05-10 腾讯科技(深圳)有限公司 游戏画面的显示方法、存储介质和电子设备

Also Published As

Publication number Publication date
US20230330545A1 (en) 2023-10-19
CN114452642A (zh) 2022-05-10

Similar Documents

Publication Publication Date Title
US11717749B2 (en) Cloud gaming device handover
US9578081B2 (en) System and method for providing an actively invalidated client-side network resource cache
US8799400B2 (en) System and method for managing multiple queues of non-persistent messages in a networked environment
CN111427527B (zh) 投屏方法、装置、设备及计算机可读存储介质
WO2021233093A1 (zh) 帐号接入方法和装置、存储介质及电子设备
CN110149525A (zh) 一种直播方法、装置、设备和存储介质
CN111314714B (zh) 一种游戏直播方法和装置
WO2023151338A1 (zh) 游戏画面的显示方法、存储介质和电子设备
US20130110981A1 (en) Peer-To-Peer Assist for Live Media Streaming
CN102118325B (zh) 一种配置聊天客户终端的方法及装置、聊天客户终端
CN110519616A (zh) 视频的分发方法、分发节点、调度中心和存储介质
KR101206604B1 (ko) 온라인 게임 클라이언트간 피어 투 피어 통신방법
KR102169916B1 (ko) 정보를 제시하는 방법 및 디바이스
KR101106873B1 (ko) 온라인 게임 클라이언트간 피어 투 피어 통신방법
TWI481227B (zh) 物件傳遞系統與方法
CN113329062B (zh) 数据共享方法、装置、电子设备和存储介质
CN112449202B (zh) 视频直播方法
WO2023160076A1 (zh) 信息交互方法、装置及计算机设备、存储介质、程序产品
Song et al. Design of a peer-to-peer network framework for the metaverse
CN103457972B (zh) 一种p2p系统的节点信息处理方法和系统
Yang et al. A novel on-demand streaming service based on improved BitTorrent
KR101746925B1 (ko) 주변 디바이스를 이용한 캐싱 방법 및 장치
CN116650942A (zh) 业务处理方法、装置、计算机设备和业务处理系统
JP2003208364A (ja) 情報処理システム、情報処理方法、及び情報処理ネットワークプログラム
TW200423619A (en) Game transmission method of symmetric wireless network

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 22925689

Country of ref document: EP

Kind code of ref document: A1