WO2023173946A1 - Game data processing method and apparatus, and computer device and storage medium - Google Patents

Game data processing method and apparatus, and computer device and storage medium Download PDF

Info

Publication number
WO2023173946A1
WO2023173946A1 PCT/CN2023/074184 CN2023074184W WO2023173946A1 WO 2023173946 A1 WO2023173946 A1 WO 2023173946A1 CN 2023074184 W CN2023074184 W CN 2023074184W WO 2023173946 A1 WO2023173946 A1 WO 2023173946A1
Authority
WO
WIPO (PCT)
Prior art keywords
battle
game
settlement
game object
combat
Prior art date
Application number
PCT/CN2023/074184
Other languages
French (fr)
Chinese (zh)
Inventor
祝方亮
Original Assignee
北京字跳网络技术有限公司
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 北京字跳网络技术有限公司 filed Critical 北京字跳网络技术有限公司
Publication of WO2023173946A1 publication Critical patent/WO2023173946A1/en

Links

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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game

Definitions

  • the present disclosure belongs to the field of game technology, and specifically relates to a game data processing method, device, computer equipment and storage medium.
  • Embodiments of the present disclosure provide at least a game data processing method, device, computer equipment, and storage medium.
  • an embodiment of the present disclosure provides a game data processing method, which is applied to the first world server in a game system including multiple world servers, wherein different world servers are respectively connected with the game map of the game system. Different area associations are used to process game data in corresponding areas.
  • the method includes:
  • determining the first battle request corresponding to the first game object In response to the first battle request initiated by the first game object in the target area associated with the first world server for the second game object, determining the first battle request corresponding to the first game object. Fight settlement attribute information; wherein the first battle settlement attribute information is used to characterize the battle status of the first game object;
  • the first game data corresponding to the first game object and the second game data corresponding to the second game object are determined.
  • determining a target process for settling the first battle corresponding to the first battle request based on the first battle settlement attribute information includes:
  • a target process for settling the first battle corresponding to the first battle request is determined.
  • the target for settling the first battle corresponding to the first battle request is determined based on the first quantity, the second quantity and the first battle settlement attribute information. processes, including:
  • the first process corresponding to the first process identification in the first combat settlement attribute information is used as the target process; wherein, the first process The process is a process for processing game data of the first game object; and,
  • the second process serves as the target process; wherein the second process is a process for processing game data of the second game object.
  • determining a target process for settling the first battle corresponding to the first battle request based on the first battle settlement attribute information includes:
  • the first process corresponding to the first process identifier is used as the target process
  • the first process identifier used to represent the combat status in the first combat settlement attribute information When it is detected that the first process identifier used to represent the combat status in the first combat settlement attribute information is empty, obtain the second combat settlement attribute information corresponding to the second game object, and based on the third The second combat attribute information determines the target process.
  • determining the target process based on the second combat attribute information includes:
  • the second process corresponding to the second process identifier is used as the target process
  • the first process corresponding to the first process identifier is used as the target process.
  • the method further includes determining the battle settlement result according to the following method:
  • the first game data and the second game data are added to the target battle settlement thread for processing, and the battle settlement result of the first battle is obtained.
  • the second game object is located in the target area associated with the first world server; the process corresponding to the first process identifier in the first combat settlement attribute information, and the second The processes corresponding to the second process identifier in the second battle settlement attribute information corresponding to the game object are all the first processes of the first world server;
  • Determining the battle settlement result of the first battle includes:
  • the first game data and the second game data are added to the target battle settlement thread for processing, and the battle settlement result of the first battle is obtained.
  • the second game object is located in the target area associated with the second world server
  • the method further includes:
  • the second game object is located in the target area associated with the second world server
  • the method further includes determining the target process according to:
  • the target process for executing the battle settlement between the first world server and the second world server is determined.
  • the second game object is located in the target area associated with the second world server
  • Determining the battle settlement result of the first battle includes:
  • the target process is the process corresponding to the second world server
  • the battle settlement result includes game data update information corresponding to the first game object
  • the updating of game data related to the first battle based on the battle settlement result includes:
  • the first game data corresponding to the first game object is updated.
  • embodiments of the present disclosure also provide a game data processing device, which is applied to the first world server in a game system including multiple world servers, wherein different world servers are respectively connected with the game map of the game system. Different area associations are used to process game data in corresponding areas.
  • the device includes:
  • a first determination module configured to determine the first battle corresponding to the first game object in response to a first battle request initiated by a first game object in the target area associated with the first world server for a second game object.
  • Settlement attribute information wherein the first combat settlement attribute information is used to characterize the combat status of the first game object;
  • a second determination module configured to determine the target process for settling the first battle corresponding to the first battle request based on the first battle settlement attribute information
  • An update module configured to determine the battle settlement result of the first battle, and update the game data related to the first battle based on the battle settlement result, wherein the battle settlement result is in the target process , determined based on the first game data corresponding to the first game object and the second game data corresponding to the second game object.
  • the second determination module when determining the target process for settling the first battle corresponding to the first battle request based on the first battle settlement attribute information, is used to:
  • a target process for settling the first battle corresponding to the first battle request is determined.
  • the second determination module determines, based on the first quantity, the second quantity and the first combat settlement attribute information, to determine the amount for settlement corresponding to the first combat request.
  • the first combat target process is used for:
  • the first process corresponding to the first process identification in the first combat settlement attribute information is used as the target process; wherein, the first process The process is a process for processing game data of the first game object; and,
  • the second process serves as the target process; wherein the second process is a process for processing game data of the second game object.
  • the second determination module when determining the target process for settling the first battle corresponding to the first battle request based on the first battle settlement attribute information, is used to:
  • the first process corresponding to the first process identifier is used as the target process
  • the first process identifier used to represent the combat status in the first combat settlement attribute information When it is detected that the first process identifier used to represent the combat status in the first combat settlement attribute information is empty, obtain the second combat settlement attribute information corresponding to the second game object, and based on the third The second combat attribute information determines the target process.
  • the second determination module when determining the target process based on the second combat attribute information, is used to:
  • the second process corresponding to the second process identifier is used as the target process
  • the first process corresponding to the first process identifier is used as the target process.
  • the update module is further configured to determine the battle settlement result according to the following steps:
  • the first game data and the second game data are added to the target battle settlement thread for processing, and the battle settlement result of the first battle is obtained.
  • the second game object is located in the target area associated with the first world server; the process corresponding to the first process identifier in the first combat settlement attribute information, and the second The processes corresponding to the second process identifier in the second battle settlement attribute information corresponding to the game object are all the first processes of the first world server;
  • the update module when determining the battle settlement result of the first battle, is used to:
  • the first game data and the second game data are added to the target battle settlement thread for processing, and the battle settlement result of the first battle is obtained.
  • the second game object is located in the target area associated with the second world server
  • the update module After determining the target process for settling the first battle corresponding to the first battle request, the update module is also used to:
  • the second game object is located in the target area associated with the second world server
  • the second determination module is also used to determine the target process according to the following steps:
  • the target process for executing the battle settlement between the first world server and the second world server is determined.
  • the second game object is located in the target area associated with the second world server
  • the update module when determining the battle settlement result of the first battle, is used to:
  • the target process is the process corresponding to the second world server
  • the battle settlement result includes game data update information corresponding to the first game object
  • the update module when updating the game data related to the first battle based on the battle settlement result, is used to:
  • the first game data corresponding to the first game object is updated.
  • embodiments of the present disclosure also provide a computer device, including: a processor, a memory, and a bus.
  • the memory stores machine-readable instructions executable by the processor.
  • the processing The processor communicates with the memory through a bus, and when the machine-readable instructions are executed by the processor, the steps in the above-mentioned first aspect, or any possible implementation manner of the first aspect, are performed.
  • embodiments of the present disclosure also provide a computer-readable storage medium.
  • a computer program is stored on the computer-readable storage medium.
  • the computer program executes the above-mentioned first aspect, or any of the first aspects. steps in a possible implementation.
  • the game data processing method, device, computer equipment and storage medium provided by the embodiments of the present disclosure determine the target process for combat settlement by determining the combat settlement attribute information of the first game object that initiates the battle, and based on the target process Conduct battle settlement so that the battle settlement process only occurs in one process, without the need for multiple servers to participate in battle settlement.
  • the battle settlement process consumes less network resources and improves the processing efficiency of game data.
  • Figure 1 shows a flow chart of a game data processing method provided by an embodiment of the present disclosure
  • Figure 2 shows a schematic architectural diagram of the game system in the game data processing method provided by the embodiment of the present disclosure
  • Figure 3 shows a flow chart of a specific method for determining a target process in the game data processing method provided by the embodiment of the present disclosure
  • Figure 4 shows a flow chart of a specific method for determining the battle settlement result in the game data processing method provided by the embodiment of the present disclosure
  • Figure 5 shows a flow chart of a specific method of obtaining second game data in the game data processing method provided by the embodiment of the present disclosure
  • Figure 6 shows a flow chart of another specific method for determining the battle settlement result in the game data processing method provided by the embodiment of the present disclosure
  • Figure 7 shows a schematic diagram of the distribution of game objects in the game map in the game data processing method provided by the embodiment of the present disclosure
  • Figure 8 shows a schematic architectural diagram of a game data processing device provided by an embodiment of the present disclosure
  • FIG. 9 shows a schematic structural diagram of a computer device provided by an embodiment of the present disclosure.
  • a and/or B can mean: A alone exists, A and B exist simultaneously, and B alone exists. situation.
  • at least one herein means any one of a plurality or any combination of at least two of a plurality, for example, including at least one of A, B, and C, which can mean including from A, Any one or more elements selected from the set composed of B and C.
  • the present disclosure provides a game data processing method, device, computer equipment and storage medium.
  • the target process for combat settlement is determined, and based on The target process performs battle settlement, so that the battle settlement process only occurs in one process, without multiple servers participating in the battle settlement.
  • the battle settlement process consumes less network resources and improves the processing efficiency of game data.
  • the execution subject of the game data processing method provided by the embodiments of the present disclosure is generally a computer device with certain computing capabilities.
  • the computer device includes, for example: a terminal device or a server or other processing device.
  • the terminal device can be a user equipment (UE). ), mobile devices, user terminals, terminals, etc.
  • the game data processing method can be implemented by the processor calling computer readable instructions stored in the memory.
  • a flow chart of a game data processing method is applied to the first world server in a game system including multiple world servers.
  • different world servers are respectively associated with different areas in the game map of the game system and are used to process game data in the corresponding areas.
  • the method includes S101 to S103, wherein:
  • S101 In response to the first combat request initiated by the first game object in the target area associated with the first world server for the second game object, determine the first combat settlement attribute information corresponding to the first game object; wherein , the first combat settlement attribute information is used to characterize the combat status of the first game object.
  • S102 Based on the first battle settlement attribute information, determine a target process for settling the first battle corresponding to the first battle request.
  • S103 Determine the battle settlement result of the first battle, and update the game data related to the first battle based on the battle settlement result, wherein the battle settlement result is Within the target process, it is determined based on the first game data corresponding to the first game object and the second game data corresponding to the second game object.
  • FIG. 1 the architectural schematic diagram of the game system can be shown in Figure 2, including at least one basic server 11, multiple world servers 12, at least one window server 13 and at least one gateway server 14, where:
  • the gateway server 14 is configured to receive a game operation request sent by the client, and send the game operation request to the world server 12 connected to the client; and, receive the window information sent by the client, and send the game operation request to the world server 12 connected to the client.
  • the window information is sent to the window server 13.
  • the world server 12 is configured to obtain game data from the base server 11 after receiving the game operation request, process the game data based on the game operation request, and send the processed game data. to the window server 13.
  • the window server 13 is used to determine the target game data corresponding to the window information, generate corresponding rendering data based on the target game data, and send the rendering data to the client through the gateway server for processing. display; and, based on the processed game data, update the game data cached in the window server.
  • Base Server 11 is hereinafter referred to as “Basic Server”
  • World Server 12 is hereinafter referred to as “World Server”
  • Window Server 13 is hereinafter referred to as “Window Server”
  • Gateway Server 14 is referred to as This article is referred to as "gateway server”.
  • the relevant content of each server in the game system will be introduced in detail below.
  • the first combat request may be carried in a game operation request sent by the user terminal.
  • the user terminal may initiate a control request for the first game object to control the first game object to initiate a battle with the second game object.
  • the first battle request may also be the first world server.
  • the first game object includes at least one game object
  • the second game object includes at least one game object.
  • combat settlement attribute information corresponding to the game object can be set.
  • the combat status of the first game object can be determined by reading the first combat settlement attribute information corresponding to the first game object, so that the game can be subsequently determined based on the combat status of the first game object.
  • S102 Based on the first battle settlement attribute information, determine a target process for settling the first battle corresponding to the first battle request.
  • determining the target process means determining the target world server used to settle the first battle.
  • the target world server may be the first world server, or other world servers in the game system.
  • Figure 3 shows a flow chart of a specific method for determining the target process.
  • the target process can be determined through the following steps:
  • S301 Determine a first number of game objects that are associated with the first game object, and a second number of game objects that are associated with the second game object.
  • the game object that is associated with the first game object may be a game object included in the first game object (or the second game object).
  • the first game object may include three game objects.
  • the game object having an association relationship with the first game object (or the second game object) may also be a game object having a combat relationship with the first game object (or the second game object).
  • the elephant may also be a game object located in the same world server as the first game object (or the second game object) and in a combat state.
  • game objects other than the second game object associated with the first game object may be determined as the first game object. , and/or, determine a game object other than the first game object associated with the second game object as a second game object.
  • game object 1 including game object 1, game object 2, game object 3, game object 4, and game object 5
  • all game objects can be
  • the game object 1, as well as the game object 2 and game object 3 corresponding to the game object 1 are determined as the first game object, and the game object 4 and the game object 5 corresponding to the game object 4 are determined is the second game object.
  • S302 Based on the first quantity, the second quantity and the first battle settlement attribute information, determine a target process for settling the first battle corresponding to the first battle request.
  • Case 1 The first quantity is greater than or equal to the second quantity
  • the first process corresponding to the first process identifier in the first combat settlement attribute information may be used as the target process.
  • the first process is a process for processing game data of the first game object.
  • the process corresponding to the first process identifier "Process 1" corresponding to the first game object may be used as the target process.
  • second combat settlement attribute information corresponding to the second game object may be obtained, and the second process in the second combat attribute information Identify the corresponding second process as the target process.
  • the second process is a process used to process game data of the second game object.
  • the process corresponding to the second process identifier "Process 2" corresponding to the second game object may be used as the target process.
  • the determination when determining the target process, may also be based on the first process identifier used to characterize the combat status in the first combat settlement attribute information.
  • the first process identifier corresponds to the first world server, represents the combat data of the first game object located in the first world server, and is responsible for the first world server.
  • the first process corresponding to the first process identifier is located on the first world server.
  • the first process corresponding to the first process identifier may be used as the target process.
  • the first process identifier is not empty, it indicates that the first game object is currently in a combat state, and the first process corresponding to the first process identifier can be used as the target process to maximize the It is possible that the same process is responsible for the battle settlement related to the first game object, thereby facilitating the management of the first game data corresponding to the first game object.
  • the area where the second game object is located it can be divided into the following two situations:
  • the first process corresponding to the first process identifier in the first combat settlement attribute information, and the The second process corresponding to the second process identifier in the second battle settlement attribute information corresponding to the second game object is the same process in the first world server. At this time, this process can be determined as the target process.
  • the game system includes game object 1, game object 2, and game object 3.
  • Game object 1, game object 2, and game object 3 are all located in the target area corresponding to the first world server.
  • Game object 1 initiates a battle request to game object 2, and the process of settling the battle between game object 1 and game object 2 is process 1 (corresponding to the first world server), then the first process identifier corresponding to game object 1 at this time is "Process 1".
  • the game object 1 initiates a battle request to the game object 3 again.
  • the battle between the game object 1 and the game object 3 can be determined based on the first process identifier "process 1" in the battle settlement attribute information of the game object 1.
  • the settlement process is also process 1 (corresponding to the first world server). Therefore, it can be ensured that the game data process related to game object 1 is completed by the same world server, avoiding a large amount of data transmission between servers and saving network bandwidth.
  • Case 1b The second game object is located in the target area associated with the second world server
  • the process corresponding to the first process identifier in the first battle settlement attribute information is the first process, and If the process corresponding to the second process identifier in the second battle settlement attribute information corresponding to the second game object is the second process and is not in the same world server, it can be determined that the first process is the target process.
  • the game system includes game object 1, game object 2, and game object 3.
  • Game object 1 and game object 2 are located in the target area corresponding to the first world server, and game object 3 is located in the target area corresponding to the second world server.
  • Game object 1 initiates a battle request to game object 2, and the process of settling the battle between game object 1 and game object 2 is process 1 (corresponding to the first world server), then the first process identifier corresponding to game object 1 at this time is "Process 1".
  • the game object 1 initiates a battle request to the game object 3 again.
  • the battle between the game object 1 and the game object 3 can be determined based on the first process identifier "process 1" in the battle settlement attribute information of the game object 1.
  • the settlement process is also process 1 (corresponding to the first world server).
  • the first process identifier used to represent the combat state in the first combat settlement attribute information when it is detected that the first process identifier used to represent the combat state in the first combat settlement attribute information is empty, it represents that the first game object is currently in a non-combat state. middle.
  • second combat settlement attribute information corresponding to the second game object may be obtained, and the target process may be determined based on the second combat attribute information.
  • Case 2a When it is detected that the second process identifier used to represent the combat status in the second combat settlement attribute information is not empty, the second process corresponding to the second process identifier is used as the target process.
  • the second process identifier is not empty, it means that the second game object is currently in a combat state, and the second process corresponding to the second process identifier can be used as the target process to maximize the The same process is responsible for the battle settlement related to the second game object, thereby facilitating the management of the second game data corresponding to the second game object.
  • the first process corresponding to the first process identification in the first battle settlement attribute information, and the second The second process corresponding to the second process identifier in the second battle settlement attribute information corresponding to the game object is the same process in the first world server. At this time, this process can be determined as the target process.
  • the process corresponding to the first process identifier in the first battle settlement attribute information is the first process
  • the process corresponding to the second game object is the first process. If the process corresponding to the second process identifier in the second battle settlement attribute information corresponding to the object is the second process and is not in the same world server, it can be determined that the second process is the target process.
  • Case 2b When it is detected that the second process identifier used to represent the combat status in the second combat settlement attribute information is empty, the first process corresponding to the first process identifier is used as the target process.
  • the second process identifier is empty, it means that the second game object is currently in a non-combat state. Since the first battle request is currently initiated by the first world server, in order to simplify the processing logic of the game system, the first process corresponding to the first process identifier can be used as the target process to avoid server Additional operations resulting from the transfer of control over the processing of data.
  • the first process corresponding to the first process identification in the first battle settlement attribute information, and the second The second process corresponding to the second process identifier in the second battle settlement attribute information corresponding to the game object is the same process in the first world server. At this time, this process can be determined as the target process.
  • the process corresponding to the first process identifier in the first battle settlement attribute information is the first process
  • the process corresponding to the second game object is the first process. If the process corresponding to the second process identifier in the second battle settlement attribute information corresponding to the object is the second process and is not in the same world server, it can be determined that the first process is the target process.
  • the second game object may be located in a target area associated with the second world server.
  • the target process for executing battle settlement between the first world server and the second world server may also be determined based on a preset mapping relationship between the world server and the battle settlement process.
  • a battle settlement process corresponding to a battle occurring in the at least two world servers can be preset, and a mapping relationship between the world server and the battle settlement process can be generated and stored.
  • the target process for executing battle settlement between the first world server and the second world server is determined based on a preset mapping relationship between the world server and the battle settlement process.
  • the battle settlement process corresponding to the battle occurring between world server 1 and world server 2 can be preset as process 1, that is, when the game object in world server 1 and the game object in world server 2 occur.
  • the process for combat settlement is process 1 corresponding to the world server 1.
  • the corresponding battle settlement process can be directly selected when a battle occurs, thereby saving the computing resources consumed in determining the target process in real time.
  • S103 Determine the battle settlement result of the first battle, and update the game data related to the first battle based on the battle settlement result, wherein the battle settlement result is Within the target process, it is determined based on the first game data corresponding to the first game object and the second game data corresponding to the second game object.
  • the first battle-related game data includes the first game data, and/or the second game data.
  • Figure 4 shows the flow of a specific method for determining the battle settlement result.
  • the battle settlement result can be determined through the following steps:
  • the process of determining the target battle settlement thread may be performed by the battle manager in the first world server.
  • the first process may include multiple battle settlement threads.
  • the battle settlement thread may continue to perform battle settlement on the cached game data during the battle, determine the battle settlement result, and determine the battle settlement result based on the battle settlement.
  • the results provide real-time updates to cached game data.
  • the battle manager may determine the target battle settlement thread from a plurality of battle settlement threads included in the first process according to a preset load balancing strategy.
  • S402 Add the first game data and the second game data to the target battle settlement thread for processing, and obtain the battle settlement result of the first battle.
  • the second game data needs to be obtained from the second target world server. And if the second game object is located in the target area associated with the first world server, the first game data and the second game data can be directly added to the target battle settlement thread for processing.
  • Figure 5 shows a flow chart of a specific method of obtaining second game data.
  • the second game data can be obtained through the following steps:
  • S501 Send a data acquisition request to the second world server.
  • S502 Receive second game data corresponding to the second game object sent by the second world server.
  • the first game data and the second game data may be added to the target battle settlement thread.
  • the target battle settlement thread obtains the battle settlement result of the first battle and updates the cached game data, it may also send game data update information related to the second game data to the second world. server to implement synchronous updates to the second game data cached in the second world server.
  • Figure 6 shows another specific method of determining the battle settlement result.
  • the battle settlement result of the first battle can also be determined through the following steps:
  • S601 Send the first game data corresponding to the first game object to the second world server to create a third game object corresponding to the first game object in the second world server; wherein, The target process is a process corresponding to the second world server.
  • S602 Receive the battle settlement result of the first battle sent by the target process; wherein the battle settlement result is determined based on the third game data corresponding to the third game object and the second game data. .
  • the third game object is the shadow entity of the first game object in the second world server (that is, the third game object is exactly the same as the first game object).
  • data processing can be performed in real time according to the game data of the third game object, and game data update information related to the first game data can be received to implement cached data. Synchronous update of first game data. That is, when the game data of the third game object of the "shadow entity" is updated, the update of the game data can be synchronized to the first game data of the first game object cached in the first world server.
  • each graphic represents the corresponding game object respectively.
  • Game object 1, game object 2 and game object 3 are located in the target area associated with the world server "world1”.
  • Game object 4 and game object 5 Located within the target area associated with world server "world3”.
  • Example 1 Game object 1 initiates a combat request to game object 2
  • the combat settlement attribute information corresponding to the attacking game object 1 and the attacked game object 2 is empty, that is, neither of them participated in the battle. Since game object 1 and game object 2 are both located in the same world server, taking one world server corresponding to one process as an example, the target process for performing combat settlement can be process 1 corresponding to "world1", and the battle settlement can be based on process 1 Load information corresponding to each battle settlement thread in the system determines the target battle settlement thread, and performs battle settlement based on the target battle settlement thread.
  • Example 2 Game object 1 is fighting with game object 2, and game object 4 initiates a combat request to said game object 1.
  • the first battle settlement attribute information corresponding to the attacking game object 4 is empty, indicating that the game object 4 does not participate in the battle at this time. Then, by determining the second combat settlement attribute information corresponding to the game object 1 (since the game object becomes the attacked party at this time, its corresponding combat settlement attribute information is called the second combat settlement attribute information), the corresponding target is determined If the process is process 1 corresponding to "world1", then the settlement process responsible for handling the battle between game object 1 and game object 4 is process 1.
  • game object 4 is located in the world server "world3” and is not the same world server as “world1” responsible for combat settlement
  • "world3” can send the game data corresponding to game object 4 to "world1” to A shadow entity corresponding to the game object 4 is established in "world1”, so that "world1” can perform combat settlement based on the game data of the shadow entity and the game data of game object 1.
  • the game data update information for the shadow entity can be synchronized to "world3", thereby completing the synchronous update of the game data of the game object 4.
  • Example 3 Game object 1 is fighting game object 2, game object 4 is fighting said game object 1, and game object 3 initiates a combat request to said game object 4.
  • the first battle settlement attribute information corresponding to the attacking game object 3 is empty, indicating that the game object 3 does not participate in the battle at this time. Then, by determining the second combat settlement attribute information corresponding to the game object 4 (since the game object becomes the attacked party at this time, its corresponding combat settlement attribute information is called the second combat settlement attribute information), the corresponding target is determined.
  • the process is process 1 corresponding to "world1" (the process identifier corresponding to game object 4 launches an attack in Example 2 It was empty before, but after launching the attack, it was updated to process 1) corresponding to the process "world1". Then the settlement process responsible for handling the battle between game object 3 and game object 4 is process 1.
  • Example 4 Game object 1 is fighting game object 2, game object 4 is fighting the game object 1, game object 3 is fighting the game object 4, and the game object 3 initiates a combat request to the game object 5.
  • the settlement process responsible for processing the battle between game object 3 and game object 5 is process 1.
  • game object 5 is located in the world server "world3” and is not the same world server as “world1” responsible for combat settlement
  • "world3” can send the game data corresponding to game object 5 to "world1” to A shadow entity corresponding to the game object 5 is established in "world1”, so that "world1” can perform combat settlement based on the game data of the shadow entity and the game data of the game object 3.
  • the game data update information for the shadow entity can be synchronized to "world3", thereby completing the synchronous update of the game data of the game object 5.
  • Example 5 A battle occurred between game object 1, game object 2, and game object 3, and the battle was settled in process 1 corresponding to "world1"; a battle occurred between game object 4 and game object 5, and the battle occurred in "world1”. The battle is settled in process 3 corresponding to "world3", and game object 4 initiates a battle request to game object 1.
  • game object 2 and game object 3 are both game objects that are associated with game object 1
  • game object 5 is a game object that is associated with game object 4. Then it can be determined that the first quantity is 1 and the second quantity is 2, and based on the numerical relationship between the first quantity and the second quantity, it is determined that process 1 corresponding to "world1" is the target process for combat settlement, and is determined by "world1" Responsible for all battle settlements between game objects 1 to 5.
  • "world3” can separate the games corresponding to game objects 4 and 5.
  • the data is sent to "world1” to create shadow entities corresponding to the game object 4 and game object 5 in "world1". entity, so that "world1” can perform all battle settlements between game objects 1 to 5 based on the game data of the shadow entity, game object 1, game object 2, and game object 3.
  • the game data update information for the shadow entity can be synchronized to "world3", thereby completing the synchronous update of the game data of the game object 4 and the game object 5.
  • the game data processing method provided by the embodiment of the present disclosure determines the target process for combat settlement by determining the combat settlement attribute information of the first game object that initiates the battle, and performs combat settlement based on the target process, so that the battle settlement process It only happens in one process, and there is no need for multiple servers to participate in the battle settlement. Compared with sending all game data in real time during the battle and updating the game data in multiple servers, the battle settlement process consumes less network resources and improves the processing efficiency of game data.
  • the writing order of each step does not mean a strict execution order and does not constitute any limitation on the implementation process.
  • the specific execution order of each step should be based on its function and possible The internal logic is determined.
  • the embodiments of the present disclosure also provide a game data processing device corresponding to the game data processing method. Since the principle of solving the problem of the device in the embodiments of the present disclosure is similar to the above-mentioned game data processing method of the embodiments of the present disclosure, therefore For the implementation of the device, please refer to the implementation of the method, and repeated details will not be repeated.
  • FIG. 8 it is an architectural schematic diagram of a game data processing device provided by an embodiment of the present disclosure.
  • the device includes: a first determination module 801, a second determination module 802, and an update module 803; wherein,
  • the first determination module 801 is configured to determine the first battle request corresponding to the first game object in response to a first combat request initiated by a first game object in the target area associated with the first world server for a second game object.
  • Target settlement attribute information wherein the first combat settlement attribute information is used to characterize the combat status of the first game object;
  • the second determination module 802 is configured to determine the target process for settling the first battle corresponding to the first battle request based on the first battle settlement attribute information
  • Update module 803 used to determine the battle settlement result of the first battle, and update the game data related to the first battle based on the battle settlement result, wherein the battle settlement result is
  • the bucket settlement result is determined based on the first game data corresponding to the first game object and the second game data corresponding to the second game object within the target process.
  • the second determination module 802 is used to determine the target process for settling the first battle corresponding to the first battle request based on the first battle settlement attribute information. :
  • a target process for settling the first battle corresponding to the first battle request is determined.
  • the second determination module 802 determines, based on the first quantity, the second quantity and the first combat settlement attribute information, the amount used for settlement with the first combat request. When corresponding to the target process of the first battle, it is used for:
  • the first process corresponding to the first process identification in the first combat settlement attribute information is used as the target process; wherein, the first process The process is a process for processing game data of the first game object; and,
  • the second process serves as the target process; wherein the second process is a process for processing game data of the second game object.
  • the second determination module 802 is used to determine the target process for settling the first battle corresponding to the first battle request based on the first battle settlement attribute information. :
  • the first process corresponding to the first process identifier is used as the target process
  • the first process identifier used to represent the combat status in the first combat settlement attribute information When it is detected that the first process identifier used to represent the combat status in the first combat settlement attribute information is empty, obtain the second combat settlement attribute information corresponding to the second game object, and based on the third The second combat attribute information determines the target process.
  • the second determination module 802 when determining the target process based on the second combat attribute information, is used to:
  • the second process corresponding to the second process identifier is used as the target process
  • the first process corresponding to the first process identifier is used as the target process.
  • the update module 803 is further configured to determine the battle settlement result according to the following steps:
  • the first game data and the second game data are added to the target battle settlement thread for processing, and the battle settlement result of the first battle is obtained.
  • the second game object is located in the target area associated with the first world server; the process corresponding to the first process identifier in the first combat settlement attribute information, and the second The processes corresponding to the second process identifier in the second battle settlement attribute information corresponding to the game object are all the first processes of the first world server;
  • the update module 803, when determining the battle settlement result of the first battle, is used to:
  • the first game data and the second game data are added to the target battle settlement thread for processing, and the battle settlement result of the first battle is obtained.
  • the second game object is located in the target area associated with the second world server
  • the update module 803 is also used to:
  • the second game object is located in the target area associated with the second world server
  • the second determination module 802 is also used to determine the target process according to the following steps:
  • the target process for executing the battle settlement between the first world server and the second world server is determined.
  • the second game object is located in the target area associated with the second world server
  • the update module 803, when determining the battle settlement result of the first battle, is used to:
  • the target process is the process corresponding to the second world server
  • the battle settlement result includes game data update information corresponding to the first game object
  • the update module 803 when updating the game data related to the first battle based on the battle settlement result, is used to:
  • the first game data corresponding to the first game object is updated.
  • the game data processing device determines the target process for combat settlement by determining the combat settlement attribute information of the first game object that initiates the battle, and performs combat settlement based on the target process, so that the battle settlement process It only occurs in one process, and there is no need for multiple servers to participate in the battle settlement. Compared with sending all game data in real time during the battle and updating the game data in multiple servers, the battle settlement process consumes more network resources. Less, improve the processing efficiency of game data.
  • a schematic structural diagram of a computer device 900 provided for an embodiment of the present disclosure includes a processor 901 , a memory 902 , and a bus 903 .
  • the memory 902 is used to store execution instructions, including the memory 9021 and the external memory 9022; the memory 9021 here is also called the internal memory, and is used to temporarily store the operation data in the processor 901, as well as the data exchanged with the external memory 9022 such as the hard disk.
  • the processor 901 exchanges data with the external memory 9022 through the memory 9021.
  • the processor 901 and the memory 902 communicate through the bus 903, so that the processor 901 executes the following instructions:
  • the first combat settlement attribute information is used to represent the combat status of the first game object
  • the first game data corresponding to the first game object and the second game data corresponding to the second game object are determined.
  • the target process for settling the first battle corresponding to the first battle request is determined based on the first battle settlement attribute information, including: :
  • a target process for settling the first battle corresponding to the first battle request is determined.
  • the instructions of the processor 901 based on the first quantity, the second quantity and the first battle settlement attribute information, it is determined whether the settlement amount is the same as the first battle settlement attribute information.
  • the target process of the first battle corresponding to the battle request includes:
  • the first process corresponding to the first process identification in the first combat settlement attribute information is used as the target process; wherein, the first process The process is a process for processing game data of the first game object; and,
  • the second process serves as the target process; wherein the second process is a process for processing game data of the second game object.
  • the target process for settling the first battle corresponding to the first battle request is determined based on the first battle settlement attribute information, including: :
  • the first process corresponding to the first process identifier is used as the target process
  • the first process identifier used to represent the combat status in the first combat settlement attribute information When it is detected that the first process identifier used to represent the combat status in the first combat settlement attribute information is empty, obtain the second combat settlement attribute information corresponding to the second game object, and based on the third The second combat attribute information determines the target process.
  • determining the target process based on the second combat attribute information includes:
  • the second process corresponding to the second process identifier is used as the target process
  • the first process corresponding to the first process identifier is used as the target process.
  • the method further includes determining the battle settlement according to the following method result:
  • the first game data and the second game data are added to the target battle settlement thread for processing, and the battle settlement result of the first battle is obtained.
  • the second game object is located in the target area associated with the first world server; the first process identifier in the first combat settlement attribute information The corresponding process, as well as the process corresponding to the second process identifier in the second battle settlement attribute information corresponding to the second game object, are both the first process of the first world server;
  • Determining the battle settlement result of the first battle includes:
  • the first game data and the second game data are added to the target battle settlement thread for processing, and the battle settlement result of the first battle is obtained.
  • the second game object is located in the target area associated with the second world server
  • the method further includes:
  • the second game object is located in the target area associated with the second world server
  • the target process for executing the battle settlement between the first world server and the second world server is determined.
  • the second game object is located in the target area associated with the second world server
  • Determining the battle settlement result of the first battle includes:
  • the target process is the process corresponding to the second world server
  • the battle settlement result includes game data update information corresponding to the first game object
  • the updating of game data related to the first battle based on the battle settlement result includes:
  • the first game data corresponding to the first game object is updated.
  • Embodiments of the present disclosure also provide a computer-readable storage medium.
  • a computer program is stored on the computer-readable storage medium.
  • the storage medium may be a volatile or non-volatile computer-readable storage medium.
  • Embodiments of the present disclosure also provide a computer program product.
  • the computer program product carries program code.
  • the instructions included in the program code can be used to execute the steps of the game data processing method described in the above method embodiment. For details, please refer to the above. Method embodiments will not be described again here.
  • the above-mentioned computer program product can be specifically implemented by hardware, software or a combination thereof.
  • the computer program product is embodied as a computer storage medium.
  • the computer program product is embodied as a software product, such as a Software Development Kit (SDK), etc. wait.
  • SDK Software Development Kit
  • the exposed systems, devices and methods can be implemented in other ways.
  • the device embodiments described above are only illustrative.
  • the division of the units is only a logical function division.
  • multiple units or components may be combined or can be integrated into another system, or some features can be ignored, or not implemented.
  • the coupling or direct coupling or communication connection between each other shown or discussed may be through some communication interfaces, and the indirect coupling or communication connection of the devices or units may be in electrical, mechanical 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 they may be distributed to multiple network units. Some 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 various embodiments of the present disclosure may be integrated into one processing unit, or each unit may exist physically alone, or two or more units may be integrated into one unit.
  • the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor.
  • the technical solution of the present disclosure is essentially or the part that contributes to the existing technology or the part of the technical solution can be embodied in the form of a software product.
  • the computer software product is stored in a storage medium, including Several instructions are used to cause a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present disclosure.
  • the aforementioned storage media include: U disk, mobile hard disk, read-only memory (ROM), random access memory (Random Access Memory, RAM), magnetic disk or optical disk and other media that can store program code. .

Abstract

Provided in the present disclosure are a game data processing method and apparatus, and a computer device and a storage medium. The method comprises: in response to a first battle request which is proposed to a second game object by a first game object in a target area associated with a first world server, determining first battle settlement attribute information corresponding to the first game object, wherein the first battle settlement attribute information is used for representing a battle state of the first game object; on the basis of the first battle settlement attribute information, determining a target process for settling a first battle which corresponds to the first battle request; and determining a battle settlement result of the first battle, and updating, on the basis of the battle settlement result, game data related to the first battle, wherein the battle settlement result is determined in the target process on the basis of first game data corresponding to the first game object and second game data corresponding to the second game object.

Description

一种游戏数据处理方法、装置、计算机设备及存储介质A game data processing method, device, computer equipment and storage medium
本公开要求于2022年3月14日提交中国国家知识产权局、申请号为202210248074.1、发明名称为“一种游戏数据处理方法、装置、计算机设备及存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本公开中。This disclosure requires the priority of the Chinese patent application submitted to the State Intellectual Property Office of China on March 14, 2022, with application number 202210248074.1 and the invention title "A game data processing method, device, computer equipment and storage medium", which The entire contents are incorporated by reference into this disclosure.
技术领域Technical field
本公开属于游戏技术领域,具体涉及一种游戏数据处理方法、装置、计算机设备及存储介质。The present disclosure belongs to the field of game technology, and specifically relates to a game data processing method, device, computer equipment and storage medium.
背景技术Background technique
随着网络技术的发展,网络游戏已经逐渐成为人们主要的休闲娱乐方式,在网络游戏中玩家可以操作游戏对象与其他玩家进行战斗。With the development of network technology, online games have gradually become people's main way of leisure and entertainment. In online games, players can operate game objects to fight with other players.
相关技术中,受限于单个服务器的处理能力,一般通过多个服务器处理游戏地图的不同区域地图的数据。当游戏对象的战斗过程涉及到跨区域时,往往需要多个服务器在战斗过程中实时发送游戏数据,才能完成战斗结算,这种方法占用较多的网络资源,效率较低。In related technologies, limited by the processing capability of a single server, data of different area maps of the game map are generally processed through multiple servers. When the battle process of game objects involves cross-region, multiple servers are often required to send game data in real time during the battle process to complete the battle settlement. This method takes up more network resources and is less efficient.
发明内容Contents of the invention
本公开实施例至少提供一种游戏数据处理方法、装置、计算机设备及存储介质。Embodiments of the present disclosure provide at least a game data processing method, device, computer equipment, and storage medium.
第一方面,本公开实施例提供了一种游戏数据处理方法,应用于包含多个世界服务器的游戏系统中的第一世界服务器,其中,不同的世界服务器分别与所述游戏系统的游戏地图中不同的区域关联,用于处理对应区域中的游戏数据,所述方法包括:In a first aspect, an embodiment of the present disclosure provides a game data processing method, which is applied to the first world server in a game system including multiple world servers, wherein different world servers are respectively connected with the game map of the game system. Different area associations are used to process game data in corresponding areas. The method includes:
响应于所述第一世界服务器关联的目标区域内的第一游戏对象针对第二游戏对象发起的第一战斗请求,确定与所述第一游戏对象对应的第一战 斗结算属性信息;其中,所述第一战斗结算属性信息用于表征所述第一游戏对象的战斗状态;In response to the first battle request initiated by the first game object in the target area associated with the first world server for the second game object, determining the first battle request corresponding to the first game object. Fight settlement attribute information; wherein the first battle settlement attribute information is used to characterize the battle status of the first game object;
基于所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程;Based on the first battle settlement attribute information, determine a target process for settling the first battle corresponding to the first battle request;
确定所述第一战斗的战斗结算结果,并基于所述战斗结算结果对与所述第一战斗相关的游戏数据进行更新,其中,所述战斗结算结果是在所述目标进程内,基于所述第一游戏对象对应的第一游戏数据以及所述第二游戏对象对应的第二游戏数据确定的。Determine the battle settlement result of the first battle, and update the game data related to the first battle based on the battle settlement result, wherein the battle settlement result is within the target process, based on the The first game data corresponding to the first game object and the second game data corresponding to the second game object are determined.
一种可能的实施方式中,所述基于所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程,包括:In a possible implementation, determining a target process for settling the first battle corresponding to the first battle request based on the first battle settlement attribute information includes:
确定与所述第一游戏对象存在关联关系的游戏对象的第一数量,以及与所述第二游戏对象存在关联关系的游戏对象的第二数量;Determining a first number of game objects that are associated with the first game object and a second number of game objects that are associated with the second game object;
基于所述第一数量、所述第二数量以及所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程。Based on the first quantity, the second quantity and the first battle settlement attribute information, a target process for settling the first battle corresponding to the first battle request is determined.
一种可能的实施方式中,所述基于所述第一数量、所述第二数量以及所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程,包括:In a possible implementation, the target for settling the first battle corresponding to the first battle request is determined based on the first quantity, the second quantity and the first battle settlement attribute information. processes, including:
在检测到所述第一数量大于或等于所述第二数量时,将所述第一战斗结算属性信息中的第一进程标识对应的第一进程作为所述目标进程;其中,所述第一进程为用于处理所述第一游戏对象的游戏数据的进程;以及,When it is detected that the first quantity is greater than or equal to the second quantity, the first process corresponding to the first process identification in the first combat settlement attribute information is used as the target process; wherein, the first process The process is a process for processing game data of the first game object; and,
在检测到所述第一数量小于所述第二数量时,获取与所述第二游戏对象对应的第二战斗结算属性信息,并将所述第二战斗属性信息中的第二进程标识对应的第二进程作为所述目标进程;其中,所述第二进程为用于处理所述第二游戏对象的游戏数据的进程。When it is detected that the first quantity is less than the second quantity, obtain second combat settlement attribute information corresponding to the second game object, and identify the second process corresponding to the second battle attribute information. The second process serves as the target process; wherein the second process is a process for processing game data of the second game object.
一种可能的实施方式中,所述基于所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程,包括:In a possible implementation, determining a target process for settling the first battle corresponding to the first battle request based on the first battle settlement attribute information includes:
在检测到所述第一战斗结算属性信息中用于表征战斗状态的第一进程标识不为空的情况下,将所述第一进程标识对应的第一进程作为所述目标进程;以及, When it is detected that the first process identifier used to represent the combat status in the first combat settlement attribute information is not empty, the first process corresponding to the first process identifier is used as the target process; and,
在检测到所述第一战斗结算属性信息中用于表征战斗状态的第一进程标识为空的情况下,获取与所述第二游戏对象对应的第二战斗结算属性信息,并基于所述第二战斗属性信息确定所述目标进程。When it is detected that the first process identifier used to represent the combat status in the first combat settlement attribute information is empty, obtain the second combat settlement attribute information corresponding to the second game object, and based on the third The second combat attribute information determines the target process.
一种可能的实施方式中,所述基于所述第二战斗属性信息确定所述目标进程,包括:In a possible implementation, determining the target process based on the second combat attribute information includes:
在检测到所述第二战斗结算属性信息中用于表征战斗状态的第二进程标识不为空的情况下,将所述第二进程标识对应的第二进程作为所述目标进程;以及,When it is detected that the second process identifier used to represent the combat status in the second combat settlement attribute information is not empty, the second process corresponding to the second process identifier is used as the target process; and,
在检测到所述第二战斗结算属性信息中用于表征战斗状态的第二进程标识为空的情况下,将所述第一进程标识对应的第一进程作为所述目标进程。When it is detected that the second process identifier used to represent the combat status in the second combat settlement attribute information is empty, the first process corresponding to the first process identifier is used as the target process.
一种可能的实施方式中,在所述目标进程为所述第一世界服务器的第一进程的情况下,所述方法还包括根据以下方法确定所述战斗结算结果:In a possible implementation, when the target process is the first process of the first world server, the method further includes determining the battle settlement result according to the following method:
基于所述目标进程中各战斗结算线程分别对应的负载信息,确定与所述第一战斗对应的目标战斗结算线程;Based on the load information corresponding to each battle settlement thread in the target process, determine the target battle settlement thread corresponding to the first battle;
将所述第一游戏数据和所述第二游戏数据添加至所述目标战斗结算线程进行处理,得到所述第一战斗的战斗结算结果。The first game data and the second game data are added to the target battle settlement thread for processing, and the battle settlement result of the first battle is obtained.
一种可能的实施方式中,所述第二游戏对象位于所述第一世界服务器关联的目标区域内;所述第一战斗结算属性信息中的第一进程标识对应的进程,以及所述第二游戏对象对应的第二战斗结算属性信息中的第二进程标识对应的进程,均为所述第一世界服务器的第一进程;In a possible implementation, the second game object is located in the target area associated with the first world server; the process corresponding to the first process identifier in the first combat settlement attribute information, and the second The processes corresponding to the second process identifier in the second battle settlement attribute information corresponding to the game object are all the first processes of the first world server;
所述确定所述第一战斗的战斗结算结果,包括:Determining the battle settlement result of the first battle includes:
基于所述第一进程中各战斗结算线程分别对应的负载信息,确定与所述第一战斗对应的目标战斗结算线程;Based on the load information corresponding to each battle settlement thread in the first process, determine the target battle settlement thread corresponding to the first battle;
将所述第一游戏数据和所述第二游戏数据添加至所述目标战斗结算线程进行处理,得到所述第一战斗的战斗结算结果。The first game data and the second game data are added to the target battle settlement thread for processing, and the battle settlement result of the first battle is obtained.
一种可能的实施方式中,所述第二游戏对象位于第二世界服务器关联的目标区域内; In a possible implementation, the second game object is located in the target area associated with the second world server;
在确定用于结算与所述第一战斗请求对应的第一战斗的目标进程之后,所述方法还包括:After determining the target process for settling the first battle corresponding to the first battle request, the method further includes:
向所述第二世界服务器发送数据获取请求;Send a data acquisition request to the second world server;
接收所述第二世界服务器发送的与所述第二游戏对象对应的第二游戏数据。Receive second game data corresponding to the second game object sent by the second world server.
一种可能的实施方式中,所述第二游戏对象位于第二世界服务器关联的目标区域内;In a possible implementation, the second game object is located in the target area associated with the second world server;
所述方法还包括根据以下方法确定所述目标进程:The method further includes determining the target process according to:
基于预设的世界服务器与战斗结算进程的映射关系,确定用于执行所述第一世界服务器和所述第二世界服务器之间战斗结算的所述目标进程。Based on the preset mapping relationship between the world server and the battle settlement process, the target process for executing the battle settlement between the first world server and the second world server is determined.
一种可能的实施方式中,所述第二游戏对象位于第二世界服务器关联的目标区域内;In a possible implementation, the second game object is located in the target area associated with the second world server;
所述确定所述第一战斗的战斗结算结果,包括:Determining the battle settlement result of the first battle includes:
将所述第一游戏对象对应的第一游戏数据发送至所述第二世界服务器,以在所述第二世界服务器内创建与所述第一游戏对象对应的第三游戏对象;其中,所述目标进程为所述第二世界服务器对应的进程;Send the first game data corresponding to the first game object to the second world server to create a third game object corresponding to the first game object in the second world server; wherein, the The target process is the process corresponding to the second world server;
接收所述目标进程发送的所述第一战斗的战斗结算结果;其中,所述战斗结算结果是基于所述第三游戏对象对应的第三游戏数据,以及所述第二游戏数据确定的。Receive the battle settlement result of the first battle sent by the target process; wherein the battle settlement result is determined based on the third game data corresponding to the third game object and the second game data.
一种可能的实施方式中,所述战斗结算结果中包含所述第一游戏对象对应的游戏数据更新信息;In a possible implementation, the battle settlement result includes game data update information corresponding to the first game object;
所述基于所述战斗结算结果对与所述第一战斗相关的游戏数据进行更新,包括:The updating of game data related to the first battle based on the battle settlement result includes:
基于所述第一游戏对象对应的游戏数据更新信息,对所述第一游戏对象对应的第一游戏数据进行更新。Based on the game data update information corresponding to the first game object, the first game data corresponding to the first game object is updated.
第二方面,本公开实施例还提供一种游戏数据处理装置,应用于包含多个世界服务器的游戏系统中的第一世界服务器,其中,不同的世界服务器分别与所述游戏系统的游戏地图中不同的区域关联,用于处理对应区域中的游戏数据,所述装置包括: In a second aspect, embodiments of the present disclosure also provide a game data processing device, which is applied to the first world server in a game system including multiple world servers, wherein different world servers are respectively connected with the game map of the game system. Different area associations are used to process game data in corresponding areas. The device includes:
第一确定模块,用于响应于所述第一世界服务器关联的目标区域内的第一游戏对象针对第二游戏对象发起的第一战斗请求,确定与所述第一游戏对象对应的第一战斗结算属性信息;其中,所述第一战斗结算属性信息用于表征所述第一游戏对象的战斗状态;A first determination module configured to determine the first battle corresponding to the first game object in response to a first battle request initiated by a first game object in the target area associated with the first world server for a second game object. Settlement attribute information; wherein the first combat settlement attribute information is used to characterize the combat status of the first game object;
第二确定模块,用于基于所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程;a second determination module, configured to determine the target process for settling the first battle corresponding to the first battle request based on the first battle settlement attribute information;
更新模块,用于确定所述第一战斗的战斗结算结果,并基于所述战斗结算结果对与所述第一战斗相关的游戏数据进行更新,其中,所述战斗结算结果是在所述目标进程内,基于所述第一游戏对象对应的第一游戏数据以及所述第二游戏对象对应的第二游戏数据确定的。An update module, configured to determine the battle settlement result of the first battle, and update the game data related to the first battle based on the battle settlement result, wherein the battle settlement result is in the target process , determined based on the first game data corresponding to the first game object and the second game data corresponding to the second game object.
一种可能的实施方式中,所述第二确定模块,在基于所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程时,用于:In a possible implementation, the second determination module, when determining the target process for settling the first battle corresponding to the first battle request based on the first battle settlement attribute information, is used to:
确定与所述第一游戏对象存在关联关系的游戏对象的第一数量,以及所述与第二游戏对象存在关联关系的游戏对象的第二数量;Determining a first number of game objects that are associated with the first game object, and a second number of game objects that are associated with the second game object;
基于所述第一数量、所述第二数量以及所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程。Based on the first quantity, the second quantity and the first battle settlement attribute information, a target process for settling the first battle corresponding to the first battle request is determined.
一种可能的实施方式中,所述第二确定模块,在基于所述第一数量、所述第二数量以及所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程时,用于:In a possible implementation, the second determination module determines, based on the first quantity, the second quantity and the first combat settlement attribute information, to determine the amount for settlement corresponding to the first combat request. The first combat target process is used for:
在检测到所述第一数量大于或等于所述第二数量时,将所述第一战斗结算属性信息中的第一进程标识对应的第一进程作为所述目标进程;其中,所述第一进程为用于处理所述第一游戏对象的游戏数据的进程;以及,When it is detected that the first quantity is greater than or equal to the second quantity, the first process corresponding to the first process identification in the first combat settlement attribute information is used as the target process; wherein, the first process The process is a process for processing game data of the first game object; and,
在检测到所述第一数量小于所述第二数量时,获取与所述第二游戏对象对应的第二战斗结算属性信息,并将所述第二战斗属性信息中的第二进程标识对应的第二进程作为所述目标进程;其中,所述第二进程为用于处理所述第二游戏对象的游戏数据的进程。 When it is detected that the first quantity is less than the second quantity, obtain second combat settlement attribute information corresponding to the second game object, and identify the second process corresponding to the second battle attribute information. The second process serves as the target process; wherein the second process is a process for processing game data of the second game object.
一种可能的实施方式中,所述第二确定模块,在基于所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程时,用于:In a possible implementation, the second determination module, when determining the target process for settling the first battle corresponding to the first battle request based on the first battle settlement attribute information, is used to:
在检测到所述第一战斗结算属性信息中用于表征战斗状态的第一进程标识不为空的情况下,将所述第一进程标识对应的第一进程作为所述目标进程;以及,When it is detected that the first process identifier used to represent the combat status in the first combat settlement attribute information is not empty, the first process corresponding to the first process identifier is used as the target process; and,
在检测到所述第一战斗结算属性信息中用于表征战斗状态的第一进程标识为空的情况下,获取与所述第二游戏对象对应的第二战斗结算属性信息,并基于所述第二战斗属性信息确定所述目标进程。When it is detected that the first process identifier used to represent the combat status in the first combat settlement attribute information is empty, obtain the second combat settlement attribute information corresponding to the second game object, and based on the third The second combat attribute information determines the target process.
一种可能的实施方式中,所述第二确定模块,在基于所述第二战斗属性信息确定所述目标进程时,用于:In a possible implementation, the second determination module, when determining the target process based on the second combat attribute information, is used to:
在检测到所述第二战斗结算属性信息中用于表征战斗状态的第二进程标识不为空的情况下,将所述第二进程标识对应的第二进程作为所述目标进程;以及,When it is detected that the second process identifier used to represent the combat status in the second combat settlement attribute information is not empty, the second process corresponding to the second process identifier is used as the target process; and,
在检测到所述第二战斗结算属性信息中用于表征战斗状态的第二进程标识为空的情况下,将所述第一进程标识对应的第一进程作为所述目标进程。When it is detected that the second process identifier used to represent the combat status in the second combat settlement attribute information is empty, the first process corresponding to the first process identifier is used as the target process.
一种可能的实施方式中,在所述目标进程为所述第一世界服务器的第一进程的情况下,所述更新模块还用于根据以下步骤确定所述战斗结算结果:In a possible implementation, when the target process is the first process of the first world server, the update module is further configured to determine the battle settlement result according to the following steps:
基于所述目标进程中各战斗结算线程分别对应的负载信息,确定与所述第一战斗对应的目标战斗结算线程;Based on the load information corresponding to each battle settlement thread in the target process, determine the target battle settlement thread corresponding to the first battle;
将所述第一游戏数据和所述第二游戏数据添加至所述目标战斗结算线程进行处理,得到所述第一战斗的战斗结算结果。The first game data and the second game data are added to the target battle settlement thread for processing, and the battle settlement result of the first battle is obtained.
一种可能的实施方式中,所述第二游戏对象位于所述第一世界服务器关联的目标区域内;所述第一战斗结算属性信息中的第一进程标识对应的进程,以及所述第二游戏对象对应的第二战斗结算属性信息中的第二进程标识对应的进程,均为所述第一世界服务器的第一进程;In a possible implementation, the second game object is located in the target area associated with the first world server; the process corresponding to the first process identifier in the first combat settlement attribute information, and the second The processes corresponding to the second process identifier in the second battle settlement attribute information corresponding to the game object are all the first processes of the first world server;
所述更新模块,在确定所述第一战斗的战斗结算结果时,用于: The update module, when determining the battle settlement result of the first battle, is used to:
基于所述第一进程中各战斗结算线程分别对应的负载信息,确定与所述第一战斗对应的目标战斗结算线程;Based on the load information corresponding to each battle settlement thread in the first process, determine the target battle settlement thread corresponding to the first battle;
将所述第一游戏数据和所述第二游戏数据添加至所述目标战斗结算线程进行处理,得到所述第一战斗的战斗结算结果。The first game data and the second game data are added to the target battle settlement thread for processing, and the battle settlement result of the first battle is obtained.
一种可能的实施方式中,所述第二游戏对象位于第二世界服务器关联的目标区域内;In a possible implementation, the second game object is located in the target area associated with the second world server;
在确定用于结算与所述第一战斗请求对应的第一战斗的目标进程之后,所述更新模块还用于:After determining the target process for settling the first battle corresponding to the first battle request, the update module is also used to:
向所述第二世界服务器发送数据获取请求;Send a data acquisition request to the second world server;
接收所述第二世界服务器发送的与所述第二游戏对象对应的第二游戏数据。Receive second game data corresponding to the second game object sent by the second world server.
一种可能的实施方式中,所述第二游戏对象位于第二世界服务器关联的目标区域内;In a possible implementation, the second game object is located in the target area associated with the second world server;
所述第二确定模块还用于根据以下步骤确定所述目标进程:The second determination module is also used to determine the target process according to the following steps:
基于预设的世界服务器与战斗结算进程的映射关系,确定用于执行所述第一世界服务器和所述第二世界服务器之间战斗结算的所述目标进程。Based on the preset mapping relationship between the world server and the battle settlement process, the target process for executing the battle settlement between the first world server and the second world server is determined.
一种可能的实施方式中,所述第二游戏对象位于第二世界服务器关联的目标区域内;In a possible implementation, the second game object is located in the target area associated with the second world server;
所述更新模块,在确定所述第一战斗的战斗结算结果时,用于:The update module, when determining the battle settlement result of the first battle, is used to:
将所述第一游戏对象对应的第一游戏数据发送至所述第二世界服务器,以在所述第二世界服务器内创建与所述第一游戏对象对应的第三游戏对象;其中,所述目标进程为所述第二世界服务器对应的进程;Send the first game data corresponding to the first game object to the second world server to create a third game object corresponding to the first game object in the second world server; wherein, the The target process is the process corresponding to the second world server;
接收所述目标进程发送的所述第一战斗的战斗结算结果;其中,所述战斗结算结果是基于所述第三游戏对象对应的第三游戏数据,以及所述第二游戏数据确定的。Receive the battle settlement result of the first battle sent by the target process; wherein the battle settlement result is determined based on the third game data corresponding to the third game object and the second game data.
一种可能的实施方式中,所述战斗结算结果中包含所述第一游戏对象对应的游戏数据更新信息;In a possible implementation, the battle settlement result includes game data update information corresponding to the first game object;
所述更新模块,在基于所述战斗结算结果对与所述第一战斗相关的游戏数据进行更新时,用于: The update module, when updating the game data related to the first battle based on the battle settlement result, is used to:
基于所述第一游戏对象对应的游戏数据更新信息,对所述第一游戏对象对应的第一游戏数据进行更新。Based on the game data update information corresponding to the first game object, the first game data corresponding to the first game object is updated.
第三方面,本公开实施例还提供一种计算机设备,包括:处理器、存储器和总线,所述存储器存储有所述处理器可执行的机器可读指令,当计算机设备运行时,所述处理器与所述存储器之间通过总线通信,所述机器可读指令被所述处理器执行时执行上述第一方面,或第一方面中任一种可能的实施方式中的步骤。In a third aspect, embodiments of the present disclosure also provide a computer device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the computer device is running, the processing The processor communicates with the memory through a bus, and when the machine-readable instructions are executed by the processor, the steps in the above-mentioned first aspect, or any possible implementation manner of the first aspect, are performed.
第四方面,本公开实施例还提供一种计算机可读存储介质,该计算机可读存储介质上存储有计算机程序,该计算机程序被处理器运行时执行上述第一方面,或第一方面中任一种可能的实施方式中的步骤。In a fourth aspect, embodiments of the present disclosure also provide a computer-readable storage medium. A computer program is stored on the computer-readable storage medium. When the computer program is run by a processor, the computer program executes the above-mentioned first aspect, or any of the first aspects. steps in a possible implementation.
本公开实施例提供的游戏数据处理方法、装置、计算机设备及存储介质,通过确定发起战斗的第一游戏对象的战斗结算属性信息,确定用于进行战斗结算的目标进程,并基于所述目标进程进行战斗结算,使得战斗结算过程只发生在一个进程中,无须多个服务器参与战斗结算。相较于在战斗过程中实时发送全部的游戏数据并在多个服务器中进行游戏数据更新,使得战斗结算过程所需要消耗的网络资源更少,提高游戏数据的处理效率。The game data processing method, device, computer equipment and storage medium provided by the embodiments of the present disclosure determine the target process for combat settlement by determining the combat settlement attribute information of the first game object that initiates the battle, and based on the target process Conduct battle settlement so that the battle settlement process only occurs in one process, without the need for multiple servers to participate in battle settlement. Compared with sending all game data in real time during the battle and updating the game data in multiple servers, the battle settlement process consumes less network resources and improves the processing efficiency of game data.
为使本公开的上述目的、特征和优点能更明显易懂,下文特举较佳实施例,并配合所附附图,作详细说明如下。In order to make the above-mentioned objects, features and advantages of the present disclosure more obvious and understandable, preferred embodiments are given below and described in detail with reference to the accompanying drawings.
附图说明Description of the drawings
附图用来提供对本发明的进一步理解,并且构成说明书的一部分,与本发明实施例一起用于解释本发明,并不构成对本发明的限制。在附图中:The accompanying drawings are used to provide a further understanding of the present invention and constitute a part of the specification. They are used to explain the present invention together with the embodiments of the present invention and do not constitute a limitation of the present invention. In the attached picture:
图1示出了本公开实施例所提供的一种游戏数据处理方法的流程图;Figure 1 shows a flow chart of a game data processing method provided by an embodiment of the present disclosure;
图2示出了本公开实施例所提供的游戏数据处理方法中,游戏系统的架构示意图;Figure 2 shows a schematic architectural diagram of the game system in the game data processing method provided by the embodiment of the present disclosure;
图3示出了本公开实施例所提供的游戏数据处理方法中,确定目标进程的具体方法的流程图;Figure 3 shows a flow chart of a specific method for determining a target process in the game data processing method provided by the embodiment of the present disclosure;
图4示出了本公开实施例所提供的游戏数据处理方法中,一种确定战斗结算结果的具体方法的流程图; Figure 4 shows a flow chart of a specific method for determining the battle settlement result in the game data processing method provided by the embodiment of the present disclosure;
图5示出了本公开实施例所提供的游戏数据处理方法中,获取第二游戏数据的具体方法的流程图;Figure 5 shows a flow chart of a specific method of obtaining second game data in the game data processing method provided by the embodiment of the present disclosure;
图6示出了本公开实施例所提供的游戏数据处理方法中,另一种确定战斗结算结果的具体方法的流程图;Figure 6 shows a flow chart of another specific method for determining the battle settlement result in the game data processing method provided by the embodiment of the present disclosure;
图7示出了本公开实施例所提供的游戏数据处理方法中,游戏对象在游戏地图中的分布情况的示意图;Figure 7 shows a schematic diagram of the distribution of game objects in the game map in the game data processing method provided by the embodiment of the present disclosure;
图8示出了本公开实施例所提供的一种游戏数据处理装置的架构示意图;Figure 8 shows a schematic architectural diagram of a game data processing device provided by an embodiment of the present disclosure;
图9示出了本公开实施例所提供的一种计算机设备的结构示意图。FIG. 9 shows a schematic structural diagram of a computer device provided by an embodiment of the present disclosure.
具体实施方式Detailed ways
为使本公开实施例的目的、技术方案和优点更加清楚,下面将结合本公开实施例中附图,对本公开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公开一部分实施例,而不是全部的实施例。通常在此处附图中描述和示出的本公开实施例的组件可以以各种不同的配置来布置和设计。因此,以下对在附图中提供的本公开的实施例的详细描述并非旨在限制要求保护的本公开的范围,而是仅仅表示本公开的选定实施例。基于本公开的实施例,本领域技术人员在没有做出创造性劳动的前提下所获得的所有其他实施例,都属于本公开保护的范围。In order to make the purpose, technical solutions and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present disclosure. Obviously, the described embodiments are only These are some embodiments of the present disclosure, but not all embodiments. The components of the embodiments of the present disclosure generally described and illustrated in the figures herein may be arranged and designed in a variety of different configurations. Therefore, the following detailed description of the embodiments of the disclosure provided in the appended drawings is not intended to limit the scope of the claimed disclosure, but rather to represent selected embodiments of the disclosure. Based on the embodiments of the present disclosure, all other embodiments obtained by those skilled in the art without any creative efforts shall fall within the scope of protection of the present disclosure.
应注意到:相似的标号和字母在下面的附图中表示类似项,因此,一旦某一项在一个附图中被定义,则在随后的附图中不需要对其进行进一步定义和解释。It should be noted that similar reference numerals and letters represent similar items in the following figures, therefore, once an item is defined in one figure, it does not need further definition and explanation in subsequent figures.
本文中术语“和/或”,仅仅是描述一种关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B这三种情况。另外,本文中术语“至少一种”表示多种中的任意一种或多种中的至少两种的任意组合,例如,包括A、B、C中的至少一种,可以表示包括从A、B和C构成的集合中选择的任意一个或多个元素。The term "and/or" in this article only describes an association relationship, indicating that three relationships can exist. For example, A and/or B can mean: A alone exists, A and B exist simultaneously, and B alone exists. situation. In addition, the term "at least one" herein means any one of a plurality or any combination of at least two of a plurality, for example, including at least one of A, B, and C, which can mean including from A, Any one or more elements selected from the set composed of B and C.
经研究发现,相关技术中,受限于单个服务器的处理能力,一般通过多个服务器处理游戏地图的不同区域地图的数据。当游戏对象的战斗过程 涉及到跨区域时,往往需要多个服务器在战斗过程中实时发送游戏数据,才能完成战斗结算,这种方法占用较多的网络资源,效率较低。Research has found that in related technologies, limited by the processing capabilities of a single server, the data of different area maps of the game map are generally processed through multiple servers. When the game object's combat process When it comes to cross-region, multiple servers are often required to send game data in real time during the battle to complete the battle settlement. This method takes up more network resources and is less efficient.
基于上述研究,本公开提供了一种游戏数据处理方法、装置、计算机设备及存储介质,通过确定发起战斗的第一游戏对象的战斗结算属性信息,确定用于进行战斗结算的目标进程,并基于所述目标进程进行战斗结算,使得战斗结算过程只发生在一个进程中,无须多个服务器参与战斗结算。相较于在战斗过程中实时发送全部的游戏数据并在多个服务器中进行游戏数据更新,使得战斗结算过程所需要消耗的网络资源更少,提高游戏数据的处理效率。Based on the above research, the present disclosure provides a game data processing method, device, computer equipment and storage medium. By determining the combat settlement attribute information of the first game object that initiates the battle, the target process for combat settlement is determined, and based on The target process performs battle settlement, so that the battle settlement process only occurs in one process, without multiple servers participating in the battle settlement. Compared with sending all game data in real time during the battle and updating the game data in multiple servers, the battle settlement process consumes less network resources and improves the processing efficiency of game data.
为便于对本实施例进行理解,首先对本公开实施例所公开的一种游戏数据处理方法进行详细介绍。本公开实施例所提供的游戏数据处理方法的执行主体一般为具有一定计算能力的计算机设备,该计算机设备例如包括:终端设备或服务器或其它处理设备,终端设备可以为用户设备(User Equipment,UE)、移动设备、用户终端、终端等。在一些可能的实现方式中,该游戏数据处理方法可以通过处理器调用存储器中存储的计算机可读指令的方式来实现。In order to facilitate understanding of this embodiment, a game data processing method disclosed in the embodiment of the present disclosure is first introduced in detail. The execution subject of the game data processing method provided by the embodiments of the present disclosure is generally a computer device with certain computing capabilities. The computer device includes, for example: a terminal device or a server or other processing device. The terminal device can be a user equipment (UE). ), mobile devices, user terminals, terminals, etc. In some possible implementations, the game data processing method can be implemented by the processor calling computer readable instructions stored in the memory.
参见图1所示,为本公开实施例提供的游戏数据处理方法的流程图,应用于包含多个世界服务器的游戏系统中的第一世界服务器。其中,不同的世界服务器分别与所述游戏系统的游戏地图中不同的区域关联,用于处理对应区域中的游戏数据。所述方法包括S101~S103,其中:Referring to FIG. 1 , a flow chart of a game data processing method provided by an embodiment of the present disclosure is applied to the first world server in a game system including multiple world servers. Wherein, different world servers are respectively associated with different areas in the game map of the game system and are used to process game data in the corresponding areas. The method includes S101 to S103, wherein:
S101:响应于所述第一世界服务器关联的目标区域内的第一游戏对象针对第二游戏对象发起的第一战斗请求,确定与所述第一游戏对象对应的第一战斗结算属性信息;其中,所述第一战斗结算属性信息用于表征所述第一游戏对象的战斗状态。S101: In response to the first combat request initiated by the first game object in the target area associated with the first world server for the second game object, determine the first combat settlement attribute information corresponding to the first game object; wherein , the first combat settlement attribute information is used to characterize the combat status of the first game object.
S102:基于所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程。S102: Based on the first battle settlement attribute information, determine a target process for settling the first battle corresponding to the first battle request.
S103:确定所述第一战斗的战斗结算结果,并基于所述战斗结算结果对与所述第一战斗相关的游戏数据进行更新,其中,所述战斗结算结果是 在所述目标进程内,基于所述第一游戏对象对应的第一游戏数据以及所述第二游戏对象对应的第二游戏数据确定的。S103: Determine the battle settlement result of the first battle, and update the game data related to the first battle based on the battle settlement result, wherein the battle settlement result is Within the target process, it is determined based on the first game data corresponding to the first game object and the second game data corresponding to the second game object.
以下是对上述步骤的详细介绍。Below is a detailed description of the above steps.
针对S101,所述游戏系统的架构示意图可以如图2所示,包括至少一个基础服务器11、多个世界服务器12、至少一个视窗服务器13以及至少一个网关服务器14,其中:For S101, the architectural schematic diagram of the game system can be shown in Figure 2, including at least one basic server 11, multiple world servers 12, at least one window server 13 and at least one gateway server 14, where:
所述网关服务器14,用于接收用户端发送的游戏操作请求,并将所述游戏操作请求发送至与所述用户端连接的世界服务器12;以及,接收用户端发送的视窗信息,并将所述视窗信息发送至所述视窗服务器13。The gateway server 14 is configured to receive a game operation request sent by the client, and send the game operation request to the world server 12 connected to the client; and, receive the window information sent by the client, and send the game operation request to the world server 12 connected to the client. The window information is sent to the window server 13.
所述世界服务器12,用于在接收到所述游戏操作请求后,从所述基础服务器11获取游戏数据,基于所述游戏操作请求对所述游戏数据进行处理,并将处理后的游戏数据发送至所述视窗服务器13。The world server 12 is configured to obtain game data from the base server 11 after receiving the game operation request, process the game data based on the game operation request, and send the processed game data. to the window server 13.
所述视窗服务器13,用于确定与所述视窗信息对应的目标游戏数据,并基于所述目标游戏数据生成对应的渲染数据,将所述渲染数据通过所述网关服务器发送至所述用户端进行展示;以及,基于处理后的游戏数据,对视窗服务器中缓存的游戏数据进行更新。The window server 13 is used to determine the target game data corresponding to the window information, generate corresponding rendering data based on the target game data, and send the rendering data to the client through the gateway server for processing. display; and, based on the processed game data, update the game data cached in the window server.
这样,通过构建可以分布式部署的游戏系统,并将不同的游戏处理逻辑交由不同的服务器进行处理,可以在保证游戏正常运行的同时,仅通过添加服务器的数量,即可提高游戏区服所能承载的玩家的数量,从而可以解决玩家难以与其它游戏区服的玩家进行实时交互的问题,提高用户的游戏体验。In this way, by building a game system that can be deployed in a distributed manner, and handing over different game processing logic to different servers for processing, it is possible to increase the number of servers in the game area while ensuring the normal operation of the game, just by adding the number of servers. The number of players it can carry can solve the problem of players having difficulty interacting with players in other game servers in real time and improve the user's gaming experience.
需要说明的是,“基础服务器11”下文中简称“基础服务器”;“世界服务器12”下文中简称“世界服务器”;“视窗服务器13”下文中简称“视窗服务器”;“网关服务器14”下文中简称“网关服务器”,所述游戏系统中各服务器的相关内容将在下文进行详细介绍。It should be noted that "Basic Server 11" is hereinafter referred to as "Basic Server"; "World Server 12" is hereinafter referred to as "World Server"; "Window Server 13" is hereinafter referred to as "Window Server"; "Gateway Server 14" is referred to as This article is referred to as "gateway server". The relevant content of each server in the game system will be introduced in detail below.
实际应用中,所述第一战斗请求可以是所述用户端发送的游戏操作请求中携带的。所述用户端可以针对所述第一游戏对象发起控制请求,以控制所述第一游戏对象向所述第二游戏对象发起战斗。或者,所述第一战斗请求还可以是所述第一世界服务器,在检测到所述第一游戏对象和所述第 二游戏对象满足预设条件的情况下发起的。比如所述第二游戏对象与所述第一游戏对象之间的距离小于所述第一游戏对象对应的战斗警戒距离,所述战斗警戒距离用于表征游戏对象警戒范围的范围大小。In practical applications, the first combat request may be carried in a game operation request sent by the user terminal. The user terminal may initiate a control request for the first game object to control the first game object to initiate a battle with the second game object. Alternatively, the first battle request may also be the first world server. After detecting the first game object and the third 2. Initiated when the game object meets the preset conditions. For example, the distance between the second game object and the first game object is smaller than the combat alert distance corresponding to the first game object, and the combat alert distance is used to represent the size of the alert range of the game object.
具体的,所述第一游戏对象包含至少一个游戏对象,所述第二游戏对象包含至少一个游戏对象。针对任一所述游戏对象,可以设置与该游戏对象对应的战斗结算属性信息。当该游戏对象的战斗结算属性信息中存在对应的属性值时,表征该游戏对象当前处在战斗状态中;当该游戏对象的战斗结算属性信息中不存在对应的属性值时,表征该游戏对象当前处在非战斗状态中。从而,可以通过读取所述第一游戏对象对应的第一战斗结算属性信息,确定出所述第一游戏对象的战斗状态,以便后续通过所述第一游戏对象的战斗状态确定出所述游戏系统中进行战斗结算的硬件设备。Specifically, the first game object includes at least one game object, and the second game object includes at least one game object. For any of the game objects, combat settlement attribute information corresponding to the game object can be set. When there is a corresponding attribute value in the combat settlement attribute information of the game object, it means that the game object is currently in a combat state; when there is no corresponding attribute value in the combat settlement attribute information of the game object, it means that the game object is currently in a combat state. Currently in a non-combat state. Therefore, the combat status of the first game object can be determined by reading the first combat settlement attribute information corresponding to the first game object, so that the game can be subsequently determined based on the combat status of the first game object. The hardware device used for combat settlement in the system.
S102:基于所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程。S102: Based on the first battle settlement attribute information, determine a target process for settling the first battle corresponding to the first battle request.
这里,进程与世界服务器存在一一对应关系,确定所述目标进程即为确定用于结算所述第一战斗的目标世界服务器。所述目标世界服务器可以是所述第一世界服务器,或者所述游戏系统中的其他世界服务器。Here, there is a one-to-one correspondence between processes and world servers, and determining the target process means determining the target world server used to settle the first battle. The target world server may be the first world server, or other world servers in the game system.
一种可能的实施方式中,如图3所示,图3示出了确定目标进程的具体方法的流程图,可以通过以下步骤确定目标进程:In a possible implementation, as shown in Figure 3, Figure 3 shows a flow chart of a specific method for determining the target process. The target process can be determined through the following steps:
S301:确定与所述第一游戏对象存在关联关系的游戏对象的第一数量,以及与所述第二游戏对象存在关联关系的游戏对象的第二数量。S301: Determine a first number of game objects that are associated with the first game object, and a second number of game objects that are associated with the second game object.
这里,与所述第一游戏对象(或者第二游戏对象)存在关联关系的游戏对象可以是所述第一游戏对象(或者第二游戏对象)包含的游戏对象。第一游戏对象中的游戏对象和所述第二游戏对象中的游戏对象都可能有多个,比如所述第一游戏对象可以包含3个游戏对象。或者,与所述第一游戏对象(或者第二游戏对象)存在关联关系的游戏对象还可以是与所述第一游戏对象(或者第二游戏对象)存在战斗关系的游戏对象。比如对第一游戏对象发起攻击的游戏对象,或者被第一游戏对象攻击的游戏对象等。或者,与所述第一游戏对象(或者第二游戏对象)存在关联关系的游戏对 象还可以是与所述第一游戏对象(或者第二游戏对象)位于相同的世界服务器,且处于战斗状态的游戏对象。Here, the game object that is associated with the first game object (or the second game object) may be a game object included in the first game object (or the second game object). There may be multiple game objects in the first game object and in the second game object. For example, the first game object may include three game objects. Alternatively, the game object having an association relationship with the first game object (or the second game object) may also be a game object having a combat relationship with the first game object (or the second game object). For example, a game object that attacks the first game object, or a game object that is attacked by the first game object, etc. Or, a game pair that is associated with the first game object (or the second game object) The elephant may also be a game object located in the same world server as the first game object (or the second game object) and in a combat state.
此外,当所述第一游戏对象向所述第二游戏对象发起战斗请求后,可以将与所述第一游戏对象关联的除所述第二游戏对象之外的游戏对象确定为第一游戏对象,和/或,将与所述第二游戏对象关联的除所述第一游戏对象之外的游戏对象确定为第二游戏对象。In addition, after the first game object initiates a combat request to the second game object, game objects other than the second game object associated with the first game object may be determined as the first game object. , and/or, determine a game object other than the first game object associated with the second game object as a second game object.
示例性的,以所述游戏对象包含游戏对象1、游戏对象2、游戏对象3、游戏对象4、游戏对象5为例,当检测到游戏对象1向游戏对象4发起战斗请求后,可以将所述游戏对象1,以及与所述游戏对象1对应的游戏对象2和游戏对象3确定为所述第一游戏对象,将所述游戏对象4,以及与所述游戏对象4对应的游戏对象5确定为所述第二游戏对象。For example, taking the game object including game object 1, game object 2, game object 3, game object 4, and game object 5 as an example, when it is detected that game object 1 initiates a combat request to game object 4, all game objects can be The game object 1, as well as the game object 2 and game object 3 corresponding to the game object 1 are determined as the first game object, and the game object 4 and the game object 5 corresponding to the game object 4 are determined is the second game object.
S302:基于所述第一数量、所述第二数量以及所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程。S302: Based on the first quantity, the second quantity and the first battle settlement attribute information, determine a target process for settling the first battle corresponding to the first battle request.
具体的,可以分为以下两种情况:Specifically, it can be divided into the following two situations:
情况1、所述第一数量大于或等于所述第二数量Case 1: The first quantity is greater than or equal to the second quantity
这里,在检测到所述第一数量大于或等于所述第二数量时,可以将所述第一战斗结算属性信息中的第一进程标识对应的第一进程作为所述目标进程。其中,所述第一进程为用于处理所述第一游戏对象的游戏数据的进程。Here, when it is detected that the first quantity is greater than or equal to the second quantity, the first process corresponding to the first process identifier in the first combat settlement attribute information may be used as the target process. Wherein, the first process is a process for processing game data of the first game object.
示例性的,以所述第一数量为3,第二数量为2为例,可以将所述第一游戏对象对应的第一进程标识“进程1”对应的进程作为所述目标进程。For example, assuming that the first number is 3 and the second number is 2, the process corresponding to the first process identifier "Process 1" corresponding to the first game object may be used as the target process.
情况2、所述第一数量小于所述第二数量Case 2: The first quantity is less than the second quantity
这里,在检测到所述第一数量小于所述第二数量时,可以获取与所述第二游戏对象对应的第二战斗结算属性信息,并将所述第二战斗属性信息中的第二进程标识对应的第二进程作为所述目标进程。其中,所述第二进程为用于处理所述第二游戏对象的游戏数据的进程。Here, when it is detected that the first quantity is less than the second quantity, second combat settlement attribute information corresponding to the second game object may be obtained, and the second process in the second combat attribute information Identify the corresponding second process as the target process. Wherein, the second process is a process used to process game data of the second game object.
示例性的,以所述第一数量为2,第二数量为3为例,可以将所述第二游戏对象对应的第二进程标识“进程2”对应的进程作为所述目标进程。 For example, assuming that the first number is 2 and the second number is 3, the process corresponding to the second process identifier "Process 2" corresponding to the second game object may be used as the target process.
这样,通过所述第一数量和所述第二数量的大小关系,可以使得确定的目标进程对应的世界服务器中关联的游戏对象是更多的。因此,在后续进行战斗结算时需要从别的世界服务器传输的游戏对象的游戏数据是较少的,从而可以节约所述游戏系统中的网络资源,提高游戏数据的处理效率。In this way, through the relationship between the first quantity and the second quantity, more game objects can be associated with the world server corresponding to the determined target process. Therefore, less game data of game objects needs to be transmitted from other world servers during subsequent battle settlement, thereby saving network resources in the game system and improving game data processing efficiency.
另一种可能的实施方式中,在确定目标进程时,还可以基于所述第一战斗结算属性信息中用于表征战斗状态的第一进程标识进行确定。In another possible implementation, when determining the target process, the determination may also be based on the first process identifier used to characterize the combat status in the first combat settlement attribute information.
这里,所述第一进程标识与所述第一世界服务器对应,表征位于所述第一世界服务器中的所述第一游戏对象的战斗数据,由所述第一世界服务器负责。Here, the first process identifier corresponds to the first world server, represents the combat data of the first game object located in the first world server, and is responsible for the first world server.
具体的,可以分为以下两种情况:Specifically, it can be divided into the following two situations:
情况1、第一进程标识不为空Case 1. The first process ID is not empty.
这里,由于不同的世界服务器分别与所述游戏系统的游戏地图中不同的区域关联,用于处理对应区域中的游戏数据。所述第一游戏对象位于第一世界服务器,则所述第一进程标识对应的第一进程位于所述第一世界服务器。在检测到所述第一战斗结算属性信息中用于表征战斗状态的第一进程标识不为空的情况下,可以将所述第一进程标识对应的第一进程作为所述目标进程。Here, since different world servers are respectively associated with different areas in the game map of the game system, they are used to process game data in the corresponding areas. If the first game object is located on the first world server, then the first process corresponding to the first process identifier is located on the first world server. When it is detected that the first process identifier used to represent the combat status in the first combat settlement attribute information is not empty, the first process corresponding to the first process identifier may be used as the target process.
具体的,若所述第一进程标识不为空,则表征所述第一游戏对象当前处于战斗状态中,则可以将所述第一进程标识对应的第一进程作为所述目标进程,以尽可能的将与所述第一游戏对象相关的战斗结算由同一进程负责,从而便于对所述第一游戏对象对应的第一游戏数据进行管理。Specifically, if the first process identifier is not empty, it indicates that the first game object is currently in a combat state, and the first process corresponding to the first process identifier can be used as the target process to maximize the It is possible that the same process is responsible for the battle settlement related to the first game object, thereby facilitating the management of the first game data corresponding to the first game object.
具体的,根据第二游戏对象所处区域,可以分为以下两种情况:Specifically, according to the area where the second game object is located, it can be divided into the following two situations:
情况1a、第二游戏对象位于所述第一世界服务器关联的目标区域内Case 1a, the second game object is located in the target area associated with the first world server
在这种情况下,由于所述第二游戏对象也位于所述第一世界服务器关联的目标区域内,则所述第一战斗结算属性信息中的第一进程标识对应的第一进程,以及所述第二游戏对象对应的第二战斗结算属性信息中的第二进程标识对应的第二进程,为所述第一世界服务器中的同一进程,此时可以将该进程确定为所述目标进程。 In this case, since the second game object is also located in the target area associated with the first world server, the first process corresponding to the first process identifier in the first combat settlement attribute information, and the The second process corresponding to the second process identifier in the second battle settlement attribute information corresponding to the second game object is the same process in the first world server. At this time, this process can be determined as the target process.
示例性的,以所述游戏系统中包含游戏对象1、游戏对象2、游戏对象3,游戏对象1、游戏对象2、游戏对象3均位于第一世界服务器对应的目标区域为例。游戏对象1对游戏对象2发起战斗请求,对游戏对象1与游戏对象2的战斗进行结算的进程为进程1(对应第一世界服务器),则此时所述游戏对象1对应的第一进程标识为“进程1”。所述游戏对象1又向游戏对象3发起战斗请求,此时可以根据所述游戏对象1的战斗结算属性信息中的第一进程标识“进程1”,确定对游戏对象1与游戏对象3的战斗进行结算的进程也为进程1(对应第一世界服务器)。从而,可以确保与游戏对象1相关的游戏数据过程由同一世界服务器完成,避免了服务器之间大量的数据传输,节约网络带宽。For example, the game system includes game object 1, game object 2, and game object 3. Game object 1, game object 2, and game object 3 are all located in the target area corresponding to the first world server. Game object 1 initiates a battle request to game object 2, and the process of settling the battle between game object 1 and game object 2 is process 1 (corresponding to the first world server), then the first process identifier corresponding to game object 1 at this time is "Process 1". The game object 1 initiates a battle request to the game object 3 again. At this time, the battle between the game object 1 and the game object 3 can be determined based on the first process identifier "process 1" in the battle settlement attribute information of the game object 1. The settlement process is also process 1 (corresponding to the first world server). Therefore, it can be ensured that the game data process related to game object 1 is completed by the same world server, avoiding a large amount of data transmission between servers and saving network bandwidth.
情况1b、第二游戏对象位于所述第二世界服务器关联的目标区域内Case 1b: The second game object is located in the target area associated with the second world server
在这种情况下,由于所述第二游戏对象位于所述第二世界服务器关联的目标区域内,则所述第一战斗结算属性信息中的第一进程标识对应的进程为第一进程,与所述第二游戏对象对应的第二战斗结算属性信息中的第二进程标识对应的进程为第二进程不在同一世界服务器中,此时可以确定所述第一进程为所述目标进程。In this case, since the second game object is located in the target area associated with the second world server, the process corresponding to the first process identifier in the first battle settlement attribute information is the first process, and If the process corresponding to the second process identifier in the second battle settlement attribute information corresponding to the second game object is the second process and is not in the same world server, it can be determined that the first process is the target process.
示例性的,以所述游戏系统中包含游戏对象1、游戏对象2、游戏对象3,游戏对象1、游戏对象2位于第一世界服务器对应的目标区域,游戏对象3位于第二世界服务器对应的目标区域为例。游戏对象1对游戏对象2发起战斗请求,对游戏对象1与游戏对象2的战斗进行结算的进程为进程1(对应第一世界服务器),则此时所述游戏对象1对应的第一进程标识为“进程1”。所述游戏对象1又向游戏对象3发起战斗请求,此时可以根据所述游戏对象1的战斗结算属性信息中的第一进程标识“进程1”,确定对游戏对象1与游戏对象3的战斗进行结算的进程也为进程1(对应第一世界服务器)。For example, the game system includes game object 1, game object 2, and game object 3. Game object 1 and game object 2 are located in the target area corresponding to the first world server, and game object 3 is located in the target area corresponding to the second world server. Take the target area as an example. Game object 1 initiates a battle request to game object 2, and the process of settling the battle between game object 1 and game object 2 is process 1 (corresponding to the first world server), then the first process identifier corresponding to game object 1 at this time is "Process 1". The game object 1 initiates a battle request to the game object 3 again. At this time, the battle between the game object 1 and the game object 3 can be determined based on the first process identifier "process 1" in the battle settlement attribute information of the game object 1. The settlement process is also process 1 (corresponding to the first world server).
情况2、第一进程标识为空Case 2: The first process identifier is empty
这里,在检测到所述第一战斗结算属性信息中用于表征战斗状态的第一进程标识为空的情况下,则表征所述第一游戏对象当前处于非战斗状态 中。此时,可以获取与所述第二游戏对象对应的第二战斗结算属性信息,并基于所述第二战斗属性信息确定所述目标进程。Here, when it is detected that the first process identifier used to represent the combat state in the first combat settlement attribute information is empty, it represents that the first game object is currently in a non-combat state. middle. At this time, second combat settlement attribute information corresponding to the second game object may be obtained, and the target process may be determined based on the second combat attribute information.
具体的,在基于所述第二战斗属性信息确定所述目标进程时,可以分为以下两种情况:Specifically, when determining the target process based on the second combat attribute information, it can be divided into the following two situations:
情况2a、在检测到所述第二战斗结算属性信息中用于表征战斗状态的第二进程标识不为空的情况下,将所述第二进程标识对应的第二进程作为所述目标进程。Case 2a: When it is detected that the second process identifier used to represent the combat status in the second combat settlement attribute information is not empty, the second process corresponding to the second process identifier is used as the target process.
这里,若所述第二进程标识不为空,则表征所述第二游戏对象当前处于战斗状态中,则可以将所述第二进程标识对应的第二进程作为所述目标进程,以尽可能的将与所述第二游戏对象相关的战斗结算由同一进程负责,从而便于对所述第二游戏对象对应的第二游戏数据进行管理。Here, if the second process identifier is not empty, it means that the second game object is currently in a combat state, and the second process corresponding to the second process identifier can be used as the target process to maximize the The same process is responsible for the battle settlement related to the second game object, thereby facilitating the management of the second game data corresponding to the second game object.
具体的,在第二游戏对象位于所述第一世界服务器关联的目标区域内的情况下,则所述第一战斗结算属性信息中的第一进程标识对应的第一进程,以及所述第二游戏对象对应的第二战斗结算属性信息中的第二进程标识对应的第二进程,为所述第一世界服务器中的同一进程,此时可以将该进程确定为所述目标进程。Specifically, when the second game object is located in the target area associated with the first world server, then the first process corresponding to the first process identification in the first battle settlement attribute information, and the second The second process corresponding to the second process identifier in the second battle settlement attribute information corresponding to the game object is the same process in the first world server. At this time, this process can be determined as the target process.
在第二游戏对象位于所述第二世界服务器关联的目标区域内的情况下,则所述第一战斗结算属性信息中的第一进程标识对应的进程为第一进程,与所述第二游戏对象对应的第二战斗结算属性信息中的第二进程标识对应的进程为第二进程不在同一世界服务器中,此时可以确定所述第二进程为所述目标进程。In the case where the second game object is located in the target area associated with the second world server, the process corresponding to the first process identifier in the first battle settlement attribute information is the first process, and the process corresponding to the second game object is the first process. If the process corresponding to the second process identifier in the second battle settlement attribute information corresponding to the object is the second process and is not in the same world server, it can be determined that the second process is the target process.
情况2b、在检测到所述第二战斗结算属性信息中用于表征战斗状态的第二进程标识为空的情况下,将所述第一进程标识对应的第一进程作为所述目标进程。Case 2b: When it is detected that the second process identifier used to represent the combat status in the second combat settlement attribute information is empty, the first process corresponding to the first process identifier is used as the target process.
这里,若所述第二进程标识为空,则表征所述第二游戏对象当前处于非战斗状态中。由于所述第一战斗请求当前是由所述第一世界服务器发起的,为了简化游戏系统的处理逻辑,则可以将所述第一进程标识对应的第一进程作为所述目标进程,以避免服务器之间处理数据的控制权转移造成的额外操作。 Here, if the second process identifier is empty, it means that the second game object is currently in a non-combat state. Since the first battle request is currently initiated by the first world server, in order to simplify the processing logic of the game system, the first process corresponding to the first process identifier can be used as the target process to avoid server Additional operations resulting from the transfer of control over the processing of data.
具体的,在第二游戏对象位于所述第一世界服务器关联的目标区域内的情况下,则所述第一战斗结算属性信息中的第一进程标识对应的第一进程,以及所述第二游戏对象对应的第二战斗结算属性信息中的第二进程标识对应的第二进程,为所述第一世界服务器中的同一进程,此时可以将该进程确定为所述目标进程。Specifically, when the second game object is located in the target area associated with the first world server, then the first process corresponding to the first process identification in the first battle settlement attribute information, and the second The second process corresponding to the second process identifier in the second battle settlement attribute information corresponding to the game object is the same process in the first world server. At this time, this process can be determined as the target process.
在第二游戏对象位于所述第二世界服务器关联的目标区域内的情况下,则所述第一战斗结算属性信息中的第一进程标识对应的进程为第一进程,与所述第二游戏对象对应的第二战斗结算属性信息中的第二进程标识对应的进程为第二进程不在同一世界服务器中,此时可以确定所述第一进程为所述目标进程。In the case where the second game object is located in the target area associated with the second world server, the process corresponding to the first process identifier in the first battle settlement attribute information is the first process, and the process corresponding to the second game object is the first process. If the process corresponding to the second process identifier in the second battle settlement attribute information corresponding to the object is the second process and is not in the same world server, it can be determined that the first process is the target process.
另一种可能的实施方式中,所述第二游戏对象可以位于第二世界服务器关联的目标区域内。在确定目标进程时,还可以基于预设的世界服务器与战斗结算进程的映射关系,确定用于执行所述第一世界服务器和所述第二世界服务器之间战斗结算的所述目标进程。In another possible implementation, the second game object may be located in a target area associated with the second world server. When determining the target process, the target process for executing battle settlement between the first world server and the second world server may also be determined based on a preset mapping relationship between the world server and the battle settlement process.
这里,针对所述游戏系统中的至少两个世界服务器,可以预先设置发生在所述至少两个世界服务器中的战斗对应的战斗结算进程,生成世界服务器与战斗结算进程的映射关系并进行存储。以基于预设的世界服务器与战斗结算进程的映射关系,确定用于执行所述第一世界服务器和所述第二世界服务器之间战斗结算的所述目标进程。Here, for at least two world servers in the game system, a battle settlement process corresponding to a battle occurring in the at least two world servers can be preset, and a mapping relationship between the world server and the battle settlement process can be generated and stored. The target process for executing battle settlement between the first world server and the second world server is determined based on a preset mapping relationship between the world server and the battle settlement process.
示例性的,可以预先设置发生在世界服务器1与世界服务器2之间的战斗对应的战斗结算进程为进程1,也即当世界服务器1中的游戏对象与所述世界服务器2中的游戏对象发生战斗时,进行战斗结算的进程为所述世界服务器1对应的进程1。For example, the battle settlement process corresponding to the battle occurring between world server 1 and world server 2 can be preset as process 1, that is, when the game object in world server 1 and the game object in world server 2 occur. During combat, the process for combat settlement is process 1 corresponding to the world server 1.
这样,可以通过提前设置世界服务器与战斗结算进程的映射关系,以在发生战斗时直接选择对应的战斗结算进程,从而可以节约实时确定目标进程所消耗的计算资源。In this way, by setting the mapping relationship between the world server and the battle settlement process in advance, the corresponding battle settlement process can be directly selected when a battle occurs, thereby saving the computing resources consumed in determining the target process in real time.
S103:确定所述第一战斗的战斗结算结果,并基于所述战斗结算结果对与所述第一战斗相关的游戏数据进行更新,其中,所述战斗结算结果是 在所述目标进程内,基于所述第一游戏对象对应的第一游戏数据以及所述第二游戏对象对应的第二游戏数据确定的。S103: Determine the battle settlement result of the first battle, and update the game data related to the first battle based on the battle settlement result, wherein the battle settlement result is Within the target process, it is determined based on the first game data corresponding to the first game object and the second game data corresponding to the second game object.
这里,所述第一战斗相关的游戏数据包括所述第一游戏数据,和/或所述第二游戏数据。Here, the first battle-related game data includes the first game data, and/or the second game data.
一种可能的实施方式中,在所述目标进程为所述第一世界服务器的第一进程的情况下,如图4所示,图4示出了一种确定战斗结算结果的具体方法的流程图,可以通过以下步骤确定战斗结算结果:In a possible implementation, when the target process is the first process of the first world server, as shown in Figure 4, Figure 4 shows the flow of a specific method for determining the battle settlement result. Figure, the battle settlement result can be determined through the following steps:
S401:基于所述目标进程中各战斗结算线程分别对应的负载信息,确定与所述第一战斗对应的目标战斗结算线程。S401: Based on the load information corresponding to each battle settlement thread in the target process, determine the target battle settlement thread corresponding to the first battle.
这里,确定所述目标战斗结算线程的过程可以由所述第一世界服务器中的战斗管理器执行。所述第一进程中可以包含多个战斗结算线程,针对任一所述战斗结算线程,该战斗结算线程可以在战斗过程中持续对缓存的游戏数据进行战斗结算,确定战斗结算结果并根据战斗结算结果对缓存的游戏数据进行实时更新。Here, the process of determining the target battle settlement thread may be performed by the battle manager in the first world server. The first process may include multiple battle settlement threads. For any of the battle settlement threads, the battle settlement thread may continue to perform battle settlement on the cached game data during the battle, determine the battle settlement result, and determine the battle settlement result based on the battle settlement. The results provide real-time updates to cached game data.
具体的,所述战斗管理器可以根据预设的负载均衡策略,从所述第一进程所包含的多个战斗结算线程中确定所述目标战斗结算线程。Specifically, the battle manager may determine the target battle settlement thread from a plurality of battle settlement threads included in the first process according to a preset load balancing strategy.
S402:将所述第一游戏数据和所述第二游戏数据添加至所述目标战斗结算线程进行处理,得到所述第一战斗的战斗结算结果。S402: Add the first game data and the second game data to the target battle settlement thread for processing, and obtain the battle settlement result of the first battle.
这里,若所述第二游戏对象位于所述第二世界服务器关联的目标区域内,则需要从所述第二目标世界服务器获取所述第二游戏数据。而若所述第二游戏对象位于所述第一世界服务器关联的目标区域内,则可以直接将所述第一游戏数据和所述第二游戏数据添加至所述目标战斗结算线程进行处理。Here, if the second game object is located in the target area associated with the second world server, the second game data needs to be obtained from the second target world server. And if the second game object is located in the target area associated with the first world server, the first game data and the second game data can be directly added to the target battle settlement thread for processing.
一种可能的实施方式中,如图5所示,图5示出了获取第二游戏数据的具体方法的流程图,可以通过以下步骤获取第二游戏数据:In a possible implementation, as shown in Figure 5, Figure 5 shows a flow chart of a specific method of obtaining second game data. The second game data can be obtained through the following steps:
S501:向所述第二世界服务器发送数据获取请求。S501: Send a data acquisition request to the second world server.
S502:接收所述第二世界服务器发送的与所述第二游戏对象对应的第二游戏数据。 S502: Receive second game data corresponding to the second game object sent by the second world server.
具体的,在接收到所述第二游戏数据之后,可以将所述第一游戏数据和所述第二游戏数据添加至所述目标战斗结算线程。所述目标战斗结算线程在得到所述第一战斗的战斗结算结果并对缓存的游戏数据进行更新时,还可以将与所述第二游戏数据相关的游戏数据更新信息发送至所述第二世界服务器,以实现对所述第二世界服务器中缓存的第二游戏数据的同步更新。Specifically, after receiving the second game data, the first game data and the second game data may be added to the target battle settlement thread. When the target battle settlement thread obtains the battle settlement result of the first battle and updates the cached game data, it may also send game data update information related to the second game data to the second world. server to implement synchronous updates to the second game data cached in the second world server.
一种可能的实施方式中,在所述第二游戏对象位于第二世界服务器关联的目标区域内的情况下,如图6所示,图6示出了另一种确定战斗结算结果的具体方法的流程图,还可以通过以下步骤确定第一战斗的战斗结算结果:In a possible implementation, when the second game object is located in the target area associated with the second world server, as shown in Figure 6, Figure 6 shows another specific method of determining the battle settlement result. In the flow chart, the battle settlement result of the first battle can also be determined through the following steps:
S601:将所述第一游戏对象对应的第一游戏数据发送至所述第二世界服务器,以在所述第二世界服务器内创建与所述第一游戏对象对应的第三游戏对象;其中,所述目标进程为所述第二世界服务器对应的进程。S601: Send the first game data corresponding to the first game object to the second world server to create a third game object corresponding to the first game object in the second world server; wherein, The target process is a process corresponding to the second world server.
S602:接收所述目标进程发送的所述第一战斗的战斗结算结果;其中,所述战斗结算结果是基于所述第三游戏对象对应的第三游戏数据,以及所述第二游戏数据确定的。S602: Receive the battle settlement result of the first battle sent by the target process; wherein the battle settlement result is determined based on the third game data corresponding to the third game object and the second game data. .
这里,所述第三游戏对象即为所述第一游戏对象在所述第二世界服务器中的影子实体(也即第三游戏对象与所述第一游戏对象完全相同)。Here, the third game object is the shadow entity of the first game object in the second world server (that is, the third game object is exactly the same as the first game object).
具体的,在第二世界服务器进行战斗结算时可以实时的根据所述第三游戏对象的游戏数据进行数据处理,并接收与所述第一游戏数据相关的游戏数据更新信息,以实现对缓存的第一游戏数据的同步更新。也即,当“影子实体”第三游戏对象的游戏数据发生更新时,可以将游戏数据的更新同步至第一世界服务器中缓存的第一游戏对象的第一游戏数据。Specifically, when the second world server performs battle settlement, data processing can be performed in real time according to the game data of the third game object, and game data update information related to the first game data can be received to implement cached data. Synchronous update of first game data. That is, when the game data of the third game object of the "shadow entity" is updated, the update of the game data can be synchronized to the first game data of the first game object cached in the first world server.
下面,将结合附图以及具体示例对本公开实施例提供的游戏数据处理方法进行介绍。Next, the game data processing method provided by the embodiment of the present disclosure will be introduced with reference to the accompanying drawings and specific examples.
示例性的,游戏对象在游戏地图中的分布情况可以如图7所示。图7中,各图形(菱形、星形等)分别表示对应的游戏对象,游戏对象1、游戏对象2以及游戏对象3位于世界服务器“world1”关联的目标区域内,游戏对象4和游戏对象5位于世界服务器“world3”关联的目标区域内。 For example, the distribution of game objects in the game map can be shown in Figure 7. In Figure 7, each graphic (diamond, star, etc.) represents the corresponding game object respectively. Game object 1, game object 2 and game object 3 are located in the target area associated with the world server "world1". Game object 4 and game object 5 Located within the target area associated with world server "world3".
示例1、游戏对象1向游戏对象2发起战斗请求Example 1: Game object 1 initiates a combat request to game object 2
在这种情况下,由于攻击方游戏对象1和受击方游戏对象2分别对应的战斗结算属性信息均为空,也即均未参与战斗。由于游戏对象1和游戏对象2均位于同一世界服务器,以一个世界服务器对应一个进程为例,则执行战斗结算的目标进程可以为“world1”对应的进程1,在进行战斗结算时可以基于进程1中各战斗结算线程分别对应的负载信息,确定目标战斗结算线程,并基于所述目标战斗结算线程进行战斗结算。In this case, since the combat settlement attribute information corresponding to the attacking game object 1 and the attacked game object 2 is empty, that is, neither of them participated in the battle. Since game object 1 and game object 2 are both located in the same world server, taking one world server corresponding to one process as an example, the target process for performing combat settlement can be process 1 corresponding to "world1", and the battle settlement can be based on process 1 Load information corresponding to each battle settlement thread in the system determines the target battle settlement thread, and performs battle settlement based on the target battle settlement thread.
示例2、游戏对象1正在与游戏对象2战斗,游戏对象4向所述游戏对象1发起战斗请求Example 2: Game object 1 is fighting with game object 2, and game object 4 initiates a combat request to said game object 1.
在这种情况下,先确定攻击方游戏对象4对应的第一战斗结算属性信息为空,表示此时游戏对象4并未参与战斗。然后,通过确定游戏对象1对应的第二战斗结算属性信息(由于此时游戏对象变成了受击方,则其对应的战斗结算属性信息称为第二战斗结算属性信息),确定对应的目标进程为“world1”对应的进程1,则负责处理游戏对象1和游戏对象4之间的战斗的结算进程为进程1。In this case, it is first determined that the first battle settlement attribute information corresponding to the attacking game object 4 is empty, indicating that the game object 4 does not participate in the battle at this time. Then, by determining the second combat settlement attribute information corresponding to the game object 1 (since the game object becomes the attacked party at this time, its corresponding combat settlement attribute information is called the second combat settlement attribute information), the corresponding target is determined If the process is process 1 corresponding to "world1", then the settlement process responsible for handling the battle between game object 1 and game object 4 is process 1.
进一步的,由于游戏对象4位于世界服务器“world3”中,与负责进行战斗结算的“world1”不是同一世界服务器,则“world3”可以将游戏对象4对应的游戏数据发送至“world1”中,以在“world1”中建立与所述游戏对象4对应的影子实体,以使“world1”能够根据影子实体的游戏数据和游戏对象1的游戏数据进行战斗结算。并可以将针对所述影子实体的游戏数据更新信息同步至“world3”,从而完成对所述游戏对象4的游戏数据的同步更新。Furthermore, since game object 4 is located in the world server "world3" and is not the same world server as "world1" responsible for combat settlement, "world3" can send the game data corresponding to game object 4 to "world1" to A shadow entity corresponding to the game object 4 is established in "world1", so that "world1" can perform combat settlement based on the game data of the shadow entity and the game data of game object 1. And the game data update information for the shadow entity can be synchronized to "world3", thereby completing the synchronous update of the game data of the game object 4.
示例3、游戏对象1正在与游戏对象2战斗,游戏对象4正在与所述游戏对象1战斗,游戏对象3向所述游戏对象4发起战斗请求Example 3: Game object 1 is fighting game object 2, game object 4 is fighting said game object 1, and game object 3 initiates a combat request to said game object 4.
在这种情况下,先确定攻击方游戏对象3对应的第一战斗结算属性信息为空,表示此时游戏对象3并未参与战斗。然后,通过确定游戏对象4对应的第二战斗结算属性信息(由于此时游戏对象变成了受击方,则其对应的战斗结算属性信息称为第二战斗结算属性信息),确定对应的目标进程为“world1”对应的进程1(游戏对象4对应的进程标识在示例2发起攻击 之前为空,发起攻击之后被更新为进程“world1”对应的进程1),则负责处理游戏对象3和游戏对象4之间的战斗的结算进程为进程1。In this case, it is first determined that the first battle settlement attribute information corresponding to the attacking game object 3 is empty, indicating that the game object 3 does not participate in the battle at this time. Then, by determining the second combat settlement attribute information corresponding to the game object 4 (since the game object becomes the attacked party at this time, its corresponding combat settlement attribute information is called the second combat settlement attribute information), the corresponding target is determined The process is process 1 corresponding to "world1" (the process identifier corresponding to game object 4 launches an attack in Example 2 It was empty before, but after launching the attack, it was updated to process 1) corresponding to the process "world1". Then the settlement process responsible for handling the battle between game object 3 and game object 4 is process 1.
示例4、游戏对象1正在与游戏对象2战斗,游戏对象4正在与所述游戏对象1战斗,游戏对象3正在与所述游戏对象4战斗,游戏对象3对游戏对象5发起战斗请求Example 4: Game object 1 is fighting game object 2, game object 4 is fighting the game object 1, game object 3 is fighting the game object 4, and the game object 3 initiates a combat request to the game object 5.
在这种情况下,先确定攻击方游戏对象3对应的第一战斗结算属性信息不为空,表示此时游戏对象3正在参与战斗,并根据游戏对象3对应的第一进程标识信息“进程1”确定对应的目标进程为“world1”对应的进程1,则负责处理游戏对象3和游戏对象5之间的战斗的结算进程为进程1。In this case, it is first determined that the first battle settlement attribute information corresponding to the attacking game object 3 is not empty, indicating that the game object 3 is participating in the battle at this time, and based on the first process identification information "Process 1" corresponding to the game object 3 "Determine that the corresponding target process is process 1 corresponding to "world1", then the settlement process responsible for processing the battle between game object 3 and game object 5 is process 1.
进一步的,由于游戏对象5位于世界服务器“world3”中,与负责进行战斗结算的“world1”不是同一世界服务器,则“world3”可以将游戏对象5对应的游戏数据发送至“world1”中,以在“world1”中建立与所述游戏对象5对应的影子实体,以使“world1”能够根据影子实体的游戏数据和游戏对象3的游戏数据进行战斗结算。并可以将针对所述影子实体的游戏数据更新信息同步至“world3”,从而完成对所述游戏对象5的游戏数据的同步更新。Furthermore, since game object 5 is located in the world server "world3" and is not the same world server as "world1" responsible for combat settlement, "world3" can send the game data corresponding to game object 5 to "world1" to A shadow entity corresponding to the game object 5 is established in "world1", so that "world1" can perform combat settlement based on the game data of the shadow entity and the game data of the game object 3. And the game data update information for the shadow entity can be synchronized to "world3", thereby completing the synchronous update of the game data of the game object 5.
示例5、游戏对象1、游戏对象2、游戏对象3之间发生了战斗,且战斗均在“world1”对应的进程1中进行战斗结算;游戏对象4和游戏对象5发生了战斗,战斗在“world3”对应的进程3中进行战斗结算,游戏对象4向游戏对象1发起战斗请求Example 5: A battle occurred between game object 1, game object 2, and game object 3, and the battle was settled in process 1 corresponding to "world1"; a battle occurred between game object 4 and game object 5, and the battle occurred in "world1". The battle is settled in process 3 corresponding to "world3", and game object 4 initiates a battle request to game object 1.
在这种情况下,游戏对象2和游戏对象3均为与游戏对象1存在关联关系的游戏对象,游戏对象5为与游戏对象4存在关联关系的游戏对象。则可以确定第一数量为1,第二数量为2,并根据第一数量和第二数量的数值大小关系,确定“world1”对应的进程1为进行战斗结算的目标进程,并由“world1”负责游戏对象1~5之间全部的战斗结算。In this case, game object 2 and game object 3 are both game objects that are associated with game object 1, and game object 5 is a game object that is associated with game object 4. Then it can be determined that the first quantity is 1 and the second quantity is 2, and based on the numerical relationship between the first quantity and the second quantity, it is determined that process 1 corresponding to "world1" is the target process for combat settlement, and is determined by "world1" Responsible for all battle settlements between game objects 1 to 5.
进一步的,由于游戏对象4和游戏对象5位于世界服务器“world3”中,与负责进行战斗结算的“world1”不是同一世界服务器,则“world3”可以将游戏对象4和游戏对象5分别对应的游戏数据发送至“world1”中,以在“world1”中建立与所述游戏对象4和游戏对象5分别对应的影子实 体,以使“world1”能够根据影子实体的游戏数据、游戏对象1、游戏对象2、游戏对象3的游戏数据进行游戏对象1~5之间的全部的战斗结算。并可以将针对所述影子实体的游戏数据更新信息同步至“world3”,从而完成对所述游戏对象4和游戏对象5的游戏数据的同步更新。Furthermore, since game objects 4 and 5 are located in the world server "world3" and are not the same world server as "world1" responsible for combat settlement, "world3" can separate the games corresponding to game objects 4 and 5. The data is sent to "world1" to create shadow entities corresponding to the game object 4 and game object 5 in "world1". entity, so that "world1" can perform all battle settlements between game objects 1 to 5 based on the game data of the shadow entity, game object 1, game object 2, and game object 3. And the game data update information for the shadow entity can be synchronized to "world3", thereby completing the synchronous update of the game data of the game object 4 and the game object 5.
本公开实施例提供的游戏数据处理方法,通过确定发起战斗的第一游戏对象的战斗结算属性信息,确定用于进行战斗结算的目标进程,并基于所述目标进程进行战斗结算,使得战斗结算过程只发生在一个进程中,无须多个服务器参与战斗结算。相较于在战斗过程中实时发送全部的游戏数据并在多个服务器中进行游戏数据更新,使得战斗结算过程所需要消耗的网络资源更少,提高游戏数据的处理效率。The game data processing method provided by the embodiment of the present disclosure determines the target process for combat settlement by determining the combat settlement attribute information of the first game object that initiates the battle, and performs combat settlement based on the target process, so that the battle settlement process It only happens in one process, and there is no need for multiple servers to participate in the battle settlement. Compared with sending all game data in real time during the battle and updating the game data in multiple servers, the battle settlement process consumes less network resources and improves the processing efficiency of game data.
本领域技术人员可以理解,在具体实施方式的上述方法中,各步骤的撰写顺序并不意味着严格的执行顺序而对实施过程构成任何限定,各步骤的具体执行顺序应当以其功能和可能的内在逻辑确定。Those skilled in the art can understand that in the above-mentioned methods of specific embodiments, the writing order of each step does not mean a strict execution order and does not constitute any limitation on the implementation process. The specific execution order of each step should be based on its function and possible The internal logic is determined.
基于同一发明构思,本公开实施例中还提供了与游戏数据处理方法对应的游戏数据处理装置,由于本公开实施例中的装置解决问题的原理与本公开实施例上述游戏数据处理方法相似,因此装置的实施可以参见方法的实施,重复之处不再赘述。Based on the same inventive concept, the embodiments of the present disclosure also provide a game data processing device corresponding to the game data processing method. Since the principle of solving the problem of the device in the embodiments of the present disclosure is similar to the above-mentioned game data processing method of the embodiments of the present disclosure, therefore For the implementation of the device, please refer to the implementation of the method, and repeated details will not be repeated.
参照图8所示,为本公开实施例提供的一种游戏数据处理装置的架构示意图,所述装置包括:第一确定模块801、第二确定模块802、更新模块803;其中,Referring to Figure 8 , it is an architectural schematic diagram of a game data processing device provided by an embodiment of the present disclosure. The device includes: a first determination module 801, a second determination module 802, and an update module 803; wherein,
第一确定模块801,用于响应于所述第一世界服务器关联的目标区域内的第一游戏对象针对第二游戏对象发起的第一战斗请求,确定与所述第一游戏对象对应的第一战斗结算属性信息;其中,所述第一战斗结算属性信息用于表征所述第一游戏对象的战斗状态;The first determination module 801 is configured to determine the first battle request corresponding to the first game object in response to a first combat request initiated by a first game object in the target area associated with the first world server for a second game object. Combat settlement attribute information; wherein the first combat settlement attribute information is used to characterize the combat status of the first game object;
第二确定模块802,用于基于所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程;The second determination module 802 is configured to determine the target process for settling the first battle corresponding to the first battle request based on the first battle settlement attribute information;
更新模块803,用于确定所述第一战斗的战斗结算结果,并基于所述战斗结算结果对与所述第一战斗相关的游戏数据进行更新,其中,所述战 斗结算结果是在所述目标进程内,基于所述第一游戏对象对应的第一游戏数据以及所述第二游戏对象对应的第二游戏数据确定的。Update module 803, used to determine the battle settlement result of the first battle, and update the game data related to the first battle based on the battle settlement result, wherein the battle settlement result is The bucket settlement result is determined based on the first game data corresponding to the first game object and the second game data corresponding to the second game object within the target process.
一种可能的实施方式中,所述第二确定模块802,在基于所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程时,用于:In a possible implementation, the second determination module 802 is used to determine the target process for settling the first battle corresponding to the first battle request based on the first battle settlement attribute information. :
确定与所述第一游戏对象存在关联关系的游戏对象的第一数量,以及与所述第二游戏对象存在关联关系的游戏对象的第二数量;Determining a first number of game objects that are associated with the first game object and a second number of game objects that are associated with the second game object;
基于所述第一数量、所述第二数量以及所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程。Based on the first quantity, the second quantity and the first battle settlement attribute information, a target process for settling the first battle corresponding to the first battle request is determined.
一种可能的实施方式中,所述第二确定模块802,在基于所述第一数量、所述第二数量以及所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程时,用于:In a possible implementation, the second determination module 802 determines, based on the first quantity, the second quantity and the first combat settlement attribute information, the amount used for settlement with the first combat request. When corresponding to the target process of the first battle, it is used for:
在检测到所述第一数量大于或等于所述第二数量时,将所述第一战斗结算属性信息中的第一进程标识对应的第一进程作为所述目标进程;其中,所述第一进程为用于处理所述第一游戏对象的游戏数据的进程;以及,When it is detected that the first quantity is greater than or equal to the second quantity, the first process corresponding to the first process identification in the first combat settlement attribute information is used as the target process; wherein, the first process The process is a process for processing game data of the first game object; and,
在检测到所述第一数量小于所述第二数量时,获取与所述第二游戏对象对应的第二战斗结算属性信息,并将所述第二战斗属性信息中的第二进程标识对应的第二进程作为所述目标进程;其中,所述第二进程为用于处理所述第二游戏对象的游戏数据的进程。When it is detected that the first quantity is less than the second quantity, obtain second combat settlement attribute information corresponding to the second game object, and identify the second process corresponding to the second battle attribute information. The second process serves as the target process; wherein the second process is a process for processing game data of the second game object.
一种可能的实施方式中,所述第二确定模块802,在基于所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程时,用于:In a possible implementation, the second determination module 802 is used to determine the target process for settling the first battle corresponding to the first battle request based on the first battle settlement attribute information. :
在检测到所述第一战斗结算属性信息中用于表征战斗状态的第一进程标识不为空的情况下,将所述第一进程标识对应的第一进程作为所述目标进程;以及,When it is detected that the first process identifier used to represent the combat status in the first combat settlement attribute information is not empty, the first process corresponding to the first process identifier is used as the target process; and,
在检测到所述第一战斗结算属性信息中用于表征战斗状态的第一进程标识为空的情况下,获取与所述第二游戏对象对应的第二战斗结算属性信息,并基于所述第二战斗属性信息确定所述目标进程。 When it is detected that the first process identifier used to represent the combat status in the first combat settlement attribute information is empty, obtain the second combat settlement attribute information corresponding to the second game object, and based on the third The second combat attribute information determines the target process.
一种可能的实施方式中,所述第二确定模块802,在基于所述第二战斗属性信息确定所述目标进程时,用于:In a possible implementation, the second determination module 802, when determining the target process based on the second combat attribute information, is used to:
在检测到所述第二战斗结算属性信息中用于表征战斗状态的第二进程标识不为空的情况下,将所述第二进程标识对应的第二进程作为所述目标进程;以及,When it is detected that the second process identifier used to represent the combat status in the second combat settlement attribute information is not empty, the second process corresponding to the second process identifier is used as the target process; and,
在检测到所述第二战斗结算属性信息中用于表征战斗状态的第二进程标识为空的情况下,将所述第一进程标识对应的第一进程作为所述目标进程。When it is detected that the second process identifier used to represent the combat status in the second combat settlement attribute information is empty, the first process corresponding to the first process identifier is used as the target process.
一种可能的实施方式中,在所述目标进程为所述第一世界服务器的第一进程的情况下,所述更新模块803还用于根据以下步骤确定所述战斗结算结果:In a possible implementation, when the target process is the first process of the first world server, the update module 803 is further configured to determine the battle settlement result according to the following steps:
基于所述目标进程中各战斗结算线程分别对应的负载信息,确定与所述第一战斗对应的目标战斗结算线程;Based on the load information corresponding to each battle settlement thread in the target process, determine the target battle settlement thread corresponding to the first battle;
将所述第一游戏数据和所述第二游戏数据添加至所述目标战斗结算线程进行处理,得到所述第一战斗的战斗结算结果。The first game data and the second game data are added to the target battle settlement thread for processing, and the battle settlement result of the first battle is obtained.
一种可能的实施方式中,所述第二游戏对象位于所述第一世界服务器关联的目标区域内;所述第一战斗结算属性信息中的第一进程标识对应的进程,以及所述第二游戏对象对应的第二战斗结算属性信息中的第二进程标识对应的进程,均为所述第一世界服务器的第一进程;In a possible implementation, the second game object is located in the target area associated with the first world server; the process corresponding to the first process identifier in the first combat settlement attribute information, and the second The processes corresponding to the second process identifier in the second battle settlement attribute information corresponding to the game object are all the first processes of the first world server;
所述更新模块803,在确定所述第一战斗的战斗结算结果时,用于:The update module 803, when determining the battle settlement result of the first battle, is used to:
基于所述第一进程中各战斗结算线程分别对应的负载信息,确定与所述第一战斗对应的目标战斗结算线程;Based on the load information corresponding to each battle settlement thread in the first process, determine the target battle settlement thread corresponding to the first battle;
将所述第一游戏数据和所述第二游戏数据添加至所述目标战斗结算线程进行处理,得到所述第一战斗的战斗结算结果。The first game data and the second game data are added to the target battle settlement thread for processing, and the battle settlement result of the first battle is obtained.
一种可能的实施方式中,所述第二游戏对象位于第二世界服务器关联的目标区域内;In a possible implementation, the second game object is located in the target area associated with the second world server;
在确定用于结算与所述第一战斗请求对应的第一战斗的目标进程之后,所述更新模块803还用于:After determining the target process for settling the first battle corresponding to the first battle request, the update module 803 is also used to:
向所述第二世界服务器发送数据获取请求; Send a data acquisition request to the second world server;
接收所述第二世界服务器发送的与所述第二游戏对象对应的第二游戏数据。Receive second game data corresponding to the second game object sent by the second world server.
一种可能的实施方式中,所述第二游戏对象位于第二世界服务器关联的目标区域内;In a possible implementation, the second game object is located in the target area associated with the second world server;
所述第二确定模块802还用于根据以下步骤确定所述目标进程:The second determination module 802 is also used to determine the target process according to the following steps:
基于预设的世界服务器与战斗结算进程的映射关系,确定用于执行所述第一世界服务器和所述第二世界服务器之间战斗结算的所述目标进程。Based on the preset mapping relationship between the world server and the battle settlement process, the target process for executing the battle settlement between the first world server and the second world server is determined.
一种可能的实施方式中,所述第二游戏对象位于第二世界服务器关联的目标区域内;In a possible implementation, the second game object is located in the target area associated with the second world server;
所述更新模块803,在确定所述第一战斗的战斗结算结果时,用于:The update module 803, when determining the battle settlement result of the first battle, is used to:
将所述第一游戏对象对应的第一游戏数据发送至所述第二世界服务器,以在所述第二世界服务器内创建与所述第一游戏对象对应的第三游戏对象;其中,所述目标进程为所述第二世界服务器对应的进程;Send the first game data corresponding to the first game object to the second world server to create a third game object corresponding to the first game object in the second world server; wherein, the The target process is the process corresponding to the second world server;
接收所述目标进程发送的所述第一战斗的战斗结算结果;其中,所述战斗结算结果是基于所述第三游戏对象对应的第三游戏数据,以及所述第二游戏数据确定的。Receive the battle settlement result of the first battle sent by the target process; wherein the battle settlement result is determined based on the third game data corresponding to the third game object and the second game data.
一种可能的实施方式中,所述战斗结算结果中包含所述第一游戏对象对应的游戏数据更新信息;In a possible implementation, the battle settlement result includes game data update information corresponding to the first game object;
所述更新模块803,在基于所述战斗结算结果对与所述第一战斗相关的游戏数据进行更新时,用于:The update module 803, when updating the game data related to the first battle based on the battle settlement result, is used to:
基于所述第一游戏对象对应的游戏数据更新信息,对所述第一游戏对象对应的第一游戏数据进行更新。Based on the game data update information corresponding to the first game object, the first game data corresponding to the first game object is updated.
本公开实施例提供的游戏数据处理装置,通过确定发起战斗的第一游戏对象的战斗结算属性信息,确定用于进行战斗结算的目标进程,并基于所述目标进程进行战斗结算,使得战斗结算过程只发生在一个进程中,无须多个服务器参与战斗结算,相较于在战斗过程中实时发送全部的游戏数据并在多个服务器中进行游戏数据更新,使得战斗结算过程所需要消耗的网络资源更少,提高游戏数据的处理效率。 The game data processing device provided by the embodiment of the present disclosure determines the target process for combat settlement by determining the combat settlement attribute information of the first game object that initiates the battle, and performs combat settlement based on the target process, so that the battle settlement process It only occurs in one process, and there is no need for multiple servers to participate in the battle settlement. Compared with sending all game data in real time during the battle and updating the game data in multiple servers, the battle settlement process consumes more network resources. Less, improve the processing efficiency of game data.
关于装置中的各模块的处理流程、以及各模块之间的交互流程的描述可以参照上述方法实施例中的相关说明,这里不再详述。For a description of the processing flow of each module in the device and the interaction flow between the modules, please refer to the relevant descriptions in the above method embodiments, and will not be described in detail here.
基于同一技术构思,本公开实施例还提供了一种计算机设备。参照图9所示,为本公开实施例提供的计算机设备900的结构示意图,包括处理器901、存储器902、和总线903。其中,存储器902用于存储执行指令,包括内存9021和外部存储器9022;这里的内存9021也称内存储器,用于暂时存放处理器901中的运算数据,以及与硬盘等外部存储器9022交换的数据,处理器901通过内存9021与外部存储器9022进行数据交换,当计算机设备900运行时,处理器901与存储器902之间通过总线903通信,使得处理器901在执行以下指令:Based on the same technical concept, embodiments of the present disclosure also provide a computer device. Referring to FIG. 9 , a schematic structural diagram of a computer device 900 provided for an embodiment of the present disclosure includes a processor 901 , a memory 902 , and a bus 903 . Among them, the memory 902 is used to store execution instructions, including the memory 9021 and the external memory 9022; the memory 9021 here is also called the internal memory, and is used to temporarily store the operation data in the processor 901, as well as the data exchanged with the external memory 9022 such as the hard disk. The processor 901 exchanges data with the external memory 9022 through the memory 9021. When the computer device 900 is running, the processor 901 and the memory 902 communicate through the bus 903, so that the processor 901 executes the following instructions:
响应于所述第一世界服务器关联的目标区域内的第一游戏对象针对第二游戏对象发起的第一战斗请求,确定与所述第一游戏对象对应的第一战斗结算属性信息;其中,所述第一战斗结算属性信息用于表征所述第一游戏对象的战斗状态;In response to the first combat request initiated by the first game object in the target area associated with the first world server for the second game object, determining the first combat settlement attribute information corresponding to the first game object; wherein, The first combat settlement attribute information is used to represent the combat status of the first game object;
基于所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程;Based on the first battle settlement attribute information, determine a target process for settling the first battle corresponding to the first battle request;
确定所述第一战斗的战斗结算结果,并基于所述战斗结算结果对与所述第一战斗相关的游戏数据进行更新,其中,所述战斗结算结果是在所述目标进程内,基于所述第一游戏对象对应的第一游戏数据以及所述第二游戏对象对应的第二游戏数据确定的。Determine the battle settlement result of the first battle, and update the game data related to the first battle based on the battle settlement result, wherein the battle settlement result is within the target process, based on the The first game data corresponding to the first game object and the second game data corresponding to the second game object are determined.
一种可能的实施方式中,所述处理器901的指令中,所述基于所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程,包括:In one possible implementation, in the instructions of the processor 901, the target process for settling the first battle corresponding to the first battle request is determined based on the first battle settlement attribute information, including: :
确定与所述第一游戏对象存在关联关系的游戏对象的第一数量,以及与所述第二游戏对象存在关联关系的游戏对象的第二数量;Determining a first number of game objects that are associated with the first game object and a second number of game objects that are associated with the second game object;
基于所述第一数量、所述第二数量以及所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程。 Based on the first quantity, the second quantity and the first battle settlement attribute information, a target process for settling the first battle corresponding to the first battle request is determined.
一种可能的实施方式中,所述处理器901的指令中,所述基于所述第一数量、所述第二数量以及所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程,包括:In one possible implementation, in the instructions of the processor 901, based on the first quantity, the second quantity and the first battle settlement attribute information, it is determined whether the settlement amount is the same as the first battle settlement attribute information. The target process of the first battle corresponding to the battle request includes:
在检测到所述第一数量大于或等于所述第二数量时,将所述第一战斗结算属性信息中的第一进程标识对应的第一进程作为所述目标进程;其中,所述第一进程为用于处理所述第一游戏对象的游戏数据的进程;以及,When it is detected that the first quantity is greater than or equal to the second quantity, the first process corresponding to the first process identification in the first combat settlement attribute information is used as the target process; wherein, the first process The process is a process for processing game data of the first game object; and,
在检测到所述第一数量小于所述第二数量时,获取与所述第二游戏对象对应的第二战斗结算属性信息,并将所述第二战斗属性信息中的第二进程标识对应的第二进程作为所述目标进程;其中,所述第二进程为用于处理所述第二游戏对象的游戏数据的进程。When it is detected that the first quantity is less than the second quantity, obtain second combat settlement attribute information corresponding to the second game object, and identify the second process corresponding to the second battle attribute information. The second process serves as the target process; wherein the second process is a process for processing game data of the second game object.
一种可能的实施方式中,所述处理器901的指令中,所述基于所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程,包括:In one possible implementation, in the instructions of the processor 901, the target process for settling the first battle corresponding to the first battle request is determined based on the first battle settlement attribute information, including: :
在检测到所述第一战斗结算属性信息中用于表征战斗状态的第一进程标识不为空的情况下,将所述第一进程标识对应的第一进程作为所述目标进程;以及,When it is detected that the first process identifier used to represent the combat status in the first combat settlement attribute information is not empty, the first process corresponding to the first process identifier is used as the target process; and,
在检测到所述第一战斗结算属性信息中用于表征战斗状态的第一进程标识为空的情况下,获取与所述第二游戏对象对应的第二战斗结算属性信息,并基于所述第二战斗属性信息确定所述目标进程。When it is detected that the first process identifier used to represent the combat status in the first combat settlement attribute information is empty, obtain the second combat settlement attribute information corresponding to the second game object, and based on the third The second combat attribute information determines the target process.
一种可能的实施方式中,所述处理器901的指令中,所述基于所述第二战斗属性信息确定所述目标进程,包括:In a possible implementation, in the instructions of the processor 901, determining the target process based on the second combat attribute information includes:
在检测到所述第二战斗结算属性信息中用于表征战斗状态的第二进程标识不为空的情况下,将所述第二进程标识对应的第二进程作为所述目标进程;以及,When it is detected that the second process identifier used to represent the combat status in the second combat settlement attribute information is not empty, the second process corresponding to the second process identifier is used as the target process; and,
在检测到所述第二战斗结算属性信息中用于表征战斗状态的第二进程标识为空的情况下,将所述第一进程标识对应的第一进程作为所述目标进程。 When it is detected that the second process identifier used to represent the combat status in the second combat settlement attribute information is empty, the first process corresponding to the first process identifier is used as the target process.
一种可能的实施方式中,所述处理器901的指令中,在所述目标进程为所述第一世界服务器的第一进程的情况下,所述方法还包括根据以下方法确定所述战斗结算结果:In a possible implementation, in the instructions of the processor 901, when the target process is the first process of the first world server, the method further includes determining the battle settlement according to the following method result:
基于所述目标进程中各战斗结算线程分别对应的负载信息,确定与所述第一战斗对应的目标战斗结算线程;Based on the load information corresponding to each battle settlement thread in the target process, determine the target battle settlement thread corresponding to the first battle;
将所述第一游戏数据和所述第二游戏数据添加至所述目标战斗结算线程进行处理,得到所述第一战斗的战斗结算结果。The first game data and the second game data are added to the target battle settlement thread for processing, and the battle settlement result of the first battle is obtained.
一种可能的实施方式中,所述处理器901的指令中,所述第二游戏对象位于所述第一世界服务器关联的目标区域内;所述第一战斗结算属性信息中的第一进程标识对应的进程,以及所述第二游戏对象对应的第二战斗结算属性信息中的第二进程标识对应的进程,均为所述第一世界服务器的第一进程;In one possible implementation, in the instructions of the processor 901, the second game object is located in the target area associated with the first world server; the first process identifier in the first combat settlement attribute information The corresponding process, as well as the process corresponding to the second process identifier in the second battle settlement attribute information corresponding to the second game object, are both the first process of the first world server;
所述确定所述第一战斗的战斗结算结果,包括:Determining the battle settlement result of the first battle includes:
基于所述第一进程中各战斗结算线程分别对应的负载信息,确定与所述第一战斗对应的目标战斗结算线程;Based on the load information corresponding to each battle settlement thread in the first process, determine the target battle settlement thread corresponding to the first battle;
将所述第一游戏数据和所述第二游戏数据添加至所述目标战斗结算线程进行处理,得到所述第一战斗的战斗结算结果。The first game data and the second game data are added to the target battle settlement thread for processing, and the battle settlement result of the first battle is obtained.
一种可能的实施方式中,所述处理器901的指令中,所述第二游戏对象位于第二世界服务器关联的目标区域内;In one possible implementation, in the instructions of the processor 901, the second game object is located in the target area associated with the second world server;
在确定用于结算与所述第一战斗请求对应的第一战斗的目标进程之后,还包括:After determining a target process for settling the first battle corresponding to the first battle request, the method further includes:
向所述第二世界服务器发送数据获取请求;Send a data acquisition request to the second world server;
接收所述第二世界服务器发送的与所述第二游戏对象对应的第二游戏数据。Receive second game data corresponding to the second game object sent by the second world server.
一种可能的实施方式中,所述处理器901的指令中,所述第二游戏对象位于第二世界服务器关联的目标区域内;In one possible implementation, in the instructions of the processor 901, the second game object is located in the target area associated with the second world server;
还包括根据以下方法确定所述目标进程:It also includes determining the target process according to the following method:
基于预设的世界服务器与战斗结算进程的映射关系,确定用于执行所述第一世界服务器和所述第二世界服务器之间战斗结算的所述目标进程。 Based on the preset mapping relationship between the world server and the battle settlement process, the target process for executing the battle settlement between the first world server and the second world server is determined.
一种可能的实施方式中,所述处理器901的指令中,所述第二游戏对象位于第二世界服务器关联的目标区域内;In one possible implementation, in the instructions of the processor 901, the second game object is located in the target area associated with the second world server;
所述确定所述第一战斗的战斗结算结果,包括:Determining the battle settlement result of the first battle includes:
将所述第一游戏对象对应的第一游戏数据发送至所述第二世界服务器,以在所述第二世界服务器内创建与所述第一游戏对象对应的第三游戏对象;其中,所述目标进程为所述第二世界服务器对应的进程;Send the first game data corresponding to the first game object to the second world server to create a third game object corresponding to the first game object in the second world server; wherein, the The target process is the process corresponding to the second world server;
接收所述目标进程发送的所述第一战斗的战斗结算结果;其中,所述战斗结算结果是基于所述第三游戏对象对应的第三游戏数据,以及所述第二游戏数据确定的。Receive the battle settlement result of the first battle sent by the target process; wherein the battle settlement result is determined based on the third game data corresponding to the third game object and the second game data.
一种可能的实施方式中,所述处理器901的指令中,所述战斗结算结果中包含所述第一游戏对象对应的游戏数据更新信息;In one possible implementation, in the instructions of the processor 901, the battle settlement result includes game data update information corresponding to the first game object;
所述基于所述战斗结算结果对与所述第一战斗相关的游戏数据进行更新,包括:The updating of game data related to the first battle based on the battle settlement result includes:
基于所述第一游戏对象对应的游戏数据更新信息,对所述第一游戏对象对应的第一游戏数据进行更新。Based on the game data update information corresponding to the first game object, the first game data corresponding to the first game object is updated.
本公开实施例还提供一种计算机可读存储介质,该计算机可读存储介质上存储有计算机程序,该计算机程序被处理器运行时执行上述方法实施例中所述的游戏数据处理方法的步骤。其中,该存储介质可以是易失性或非易失的计算机可读取存储介质。Embodiments of the present disclosure also provide a computer-readable storage medium. A computer program is stored on the computer-readable storage medium. When the computer program is run by a processor, the steps of the game data processing method described in the above method embodiment are executed. Wherein, the storage medium may be a volatile or non-volatile computer-readable storage medium.
本公开实施例还提供一种计算机程序产品,该计算机程序产品承载有程序代码,所述程序代码包括的指令可用于执行上述方法实施例中所述的游戏数据处理方法的步骤,具体可参见上述方法实施例,在此不再赘述。Embodiments of the present disclosure also provide a computer program product. The computer program product carries program code. The instructions included in the program code can be used to execute the steps of the game data processing method described in the above method embodiment. For details, please refer to the above. Method embodiments will not be described again here.
其中,上述计算机程序产品可以具体通过硬件、软件或其结合的方式实现。在一个可选实施例中,所述计算机程序产品具体体现为计算机存储介质,在另一个可选实施例中,计算机程序产品具体体现为软件产品,例如软件开发包(Software Development Kit,SDK)等等。Among them, the above-mentioned computer program product can be specifically implemented by hardware, software or a combination thereof. In an optional embodiment, the computer program product is embodied as a computer storage medium. In another optional embodiment, the computer program product is embodied as a software product, such as a Software Development Kit (SDK), etc. wait.
所属领域的技术人员可以清楚地了解到,为描述的方便和简洁,上述描述的系统和装置的具体工作过程,可以参考前述方法实施例中的对应过程,在此不再赘述。在本公开所提供的几个实施例中,应该理解到,所揭 露的系统、装置和方法,可以通过其它的方式实现。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,又例如,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通信接口,装置或单元的间接耦合或通信连接,可以是电性,机械或其它的形式。Those skilled in the art can clearly understand that for the convenience and simplicity of description, the specific working processes of the systems and devices described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be described again here. In the several embodiments provided in the present disclosure, it should be understood that the disclosed The exposed systems, devices and methods 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. In actual implementation, there may be other division methods. For example, multiple units or components may be combined or can be integrated into another system, or some features can be ignored, or not implemented. On the other hand, the coupling or direct coupling or communication connection between each other shown or discussed may be through some communication interfaces, and the indirect coupling or communication connection of the devices or units may be in electrical, mechanical or other forms.
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。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 they may be distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.
另外,在本公开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。In addition, each functional unit in various embodiments of the present disclosure may be integrated into one processing unit, or each unit may exist physically alone, or two or more units may be integrated into one unit.
所述功能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,可以存储在一个处理器可执行的非易失的计算机可读取存储介质中。基于这样的理解,本公开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部分可以以软件产品的形式体现出来,该计算机软件产品存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本公开各个实施例所述方法的全部或部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(Read-Only Memory,ROM)、随机存取存储器(Random Access Memory,RAM)、磁碟或者光盘等各种可以存储程序代码的介质。If the functions are implemented in the form of software functional units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium that is executable by a processor. Based on this understanding, the technical solution of the present disclosure is essentially or the part that contributes to the existing technology or the part of the technical solution can be embodied in the form of a software product. The computer software product is stored in a storage medium, including Several instructions are used to cause a computer device (which can be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in various embodiments of the present disclosure. The aforementioned storage media include: U disk, mobile hard disk, read-only memory (ROM), random access memory (Random Access Memory, RAM), magnetic disk or optical disk and other media that can store program code. .
最后应说明的是:以上所述实施例,仅为本公开的具体实施方式,用以说明本公开的技术方案,而非对其限制,本公开的保护范围并不局限于此,尽管参照前述实施例对本公开进行了详细的说明,本领域的普通技术人员应当理解:任何熟悉本技术领域的技术人员在本公开揭露的技术范围内,其依然可以对前述实施例所记载的技术方案进行修改或可轻易想到变化,或者对其中部分技术特征进行等同替换;而这些修改、变化或者替换, 并不使相应技术方案的本质脱离本公开实施例技术方案的精神和范围,都应涵盖在本公开的保护范围之内。因此,本公开的保护范围应所述以权利要求的保护范围为准。 Finally, it should be noted that the above-mentioned embodiments are only specific implementations of the present disclosure and are used to illustrate the technical solutions of the present disclosure rather than to limit them. The protection scope of the present disclosure is not limited thereto. Although refer to the foregoing The embodiments describe the present disclosure in detail. Those of ordinary skill in the art should understand that any person familiar with the technical field can still modify the technical solutions recorded in the foregoing embodiments within the technical scope disclosed in the present disclosure. It may be easy to think of changes or equivalent substitutions of some of the technical features; and these modifications, changes or substitutions, The essence of the corresponding technical solutions does not deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure, and shall be covered by the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be determined by the protection scope of the claims.

Claims (15)

  1. 一种游戏数据处理方法,其特征在于,应用于包含多个世界服务器的游戏系统中的第一世界服务器,其中,不同的世界服务器分别与所述游戏系统的游戏地图中不同的区域关联,用于处理对应区域中的游戏数据,所述方法包括:A game data processing method, characterized in that it is applied to the first world server in a game system that includes multiple world servers, wherein different world servers are respectively associated with different areas in the game map of the game system, using For processing game data in the corresponding area, the method includes:
    响应于所述第一世界服务器关联的目标区域内的第一游戏对象针对第二游戏对象发起的第一战斗请求,确定与所述第一游戏对象对应的第一战斗结算属性信息;其中,所述第一战斗结算属性信息用于表征所述第一游戏对象的战斗状态;In response to the first combat request initiated by the first game object in the target area associated with the first world server for the second game object, determining the first combat settlement attribute information corresponding to the first game object; wherein, The first combat settlement attribute information is used to represent the combat status of the first game object;
    基于所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程;Based on the first battle settlement attribute information, determine a target process for settling the first battle corresponding to the first battle request;
    确定所述第一战斗的战斗结算结果,并基于所述战斗结算结果对与所述第一战斗相关的游戏数据进行更新,其中,所述战斗结算结果是在所述目标进程内,基于所述第一游戏对象对应的第一游戏数据以及所述第二游戏对象对应的第二游戏数据确定的。Determine the battle settlement result of the first battle, and update the game data related to the first battle based on the battle settlement result, wherein the battle settlement result is within the target process, based on the The first game data corresponding to the first game object and the second game data corresponding to the second game object are determined.
  2. 根据权利要求1所述的方法,其特征在于,所述基于所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程,包括:The method according to claim 1, characterized in that, based on the first battle settlement attribute information, determining a target process for settling the first battle corresponding to the first battle request includes:
    确定与所述第一游戏对象存在关联关系的游戏对象的第一数量,以及与所述第二游戏对象存在关联关系的游戏对象的第二数量;Determining a first number of game objects that are associated with the first game object and a second number of game objects that are associated with the second game object;
    基于所述第一数量、所述第二数量以及所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程。Based on the first quantity, the second quantity and the first battle settlement attribute information, a target process for settling the first battle corresponding to the first battle request is determined.
  3. 根据权利要求2所述的方法,其特征在于,所述基于所述第一数量、所述第二数量以及所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程,包括:The method according to claim 2, characterized in that, based on the first quantity, the second quantity and the first combat settlement attribute information, determining the amount for settlement corresponding to the first combat request. The goal progression of the first battle includes:
    在检测到所述第一数量大于或等于所述第二数量时,将所述第一战斗结算属性信息中的第一进程标识对应的第一进程作为目标进程;其中,所述第一进程为用于处理所述第一游戏对象的游戏数据的进程;以及,When it is detected that the first quantity is greater than or equal to the second quantity, the first process corresponding to the first process identifier in the first combat settlement attribute information is used as the target process; wherein, the first process is A process for processing game data of the first game object; and,
    在检测到所述第一数量小于所述第二数量时,获取与所述第二游戏对 象对应的第二战斗结算属性信息,并将所述第二战斗属性信息中的第二进程标识对应的第二进程作为所述目标进程;其中,所述第二进程为用于处理所述第二游戏对象的游戏数据的进程。When it is detected that the first quantity is less than the second quantity, obtain the second game pair The second battle settlement attribute information corresponding to the image, and the second process corresponding to the second process identification in the second battle attribute information is used as the target process; wherein, the second process is used to process the second battle settlement attribute information. The process of game data of two game objects.
  4. 根据权利要求1所述的方法,其特征在于,所述基于所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程,包括:The method according to claim 1, characterized in that, based on the first battle settlement attribute information, determining a target process for settling the first battle corresponding to the first battle request includes:
    在检测到所述第一战斗结算属性信息中用于表征战斗状态的第一进程标识不为空的情况下,将所述第一进程标识对应的第一进程作为目标进程;以及,When it is detected that the first process identifier used to represent the combat status in the first combat settlement attribute information is not empty, the first process corresponding to the first process identifier is used as the target process; and,
    在检测到所述第一战斗结算属性信息中用于表征战斗状态的第一进程标识为空的情况下,获取与所述第二游戏对象对应的第二战斗结算属性信息,并基于所述第二战斗属性信息确定所述目标进程。When it is detected that the first process identifier used to represent the combat status in the first combat settlement attribute information is empty, obtain the second combat settlement attribute information corresponding to the second game object, and based on the third The second combat attribute information determines the target process.
  5. 根据权利要求4所述的方法,其特征在于,所述基于所述第二战斗属性信息确定所述目标进程,包括:The method of claim 4, wherein determining the target process based on the second combat attribute information includes:
    在检测到所述第二战斗结算属性信息中用于表征战斗状态的第二进程标识不为空的情况下,将所述第二进程标识对应的第二进程作为所述目标进程;以及,When it is detected that the second process identifier used to represent the combat status in the second combat settlement attribute information is not empty, the second process corresponding to the second process identifier is used as the target process; and,
    在检测到所述第二战斗结算属性信息中用于表征战斗状态的第二进程标识为空的情况下,将所述第一进程标识对应的第一进程作为所述目标进程。When it is detected that the second process identifier used to represent the combat status in the second combat settlement attribute information is empty, the first process corresponding to the first process identifier is used as the target process.
  6. 根据权利要求1~5任一所述的方法,其特征在于,在所述目标进程为所述第一世界服务器的第一进程的情况下,所述方法还包括根据以下方法确定所述战斗结算结果:The method according to any one of claims 1 to 5, characterized in that, when the target process is the first process of the first world server, the method further includes determining the battle settlement according to the following method result:
    基于所述目标进程中各战斗结算线程分别对应的负载信息,确定与所述第一战斗对应的目标战斗结算线程;Based on the load information corresponding to each battle settlement thread in the target process, determine the target battle settlement thread corresponding to the first battle;
    将所述第一游戏数据和所述第二游戏数据添加至所述目标战斗结算线程进行处理,得到所述第一战斗的战斗结算结果。The first game data and the second game data are added to the target battle settlement thread for processing, and the battle settlement result of the first battle is obtained.
  7. 根据权利要求6所述的方法,其特征在于,所述第二游戏对象位于所述第一世界服务器关联的目标区域内;所述第一战斗结算属性信息中的 第一进程标识对应的进程,以及所述第二游戏对象对应的第二战斗结算属性信息中的第二进程标识对应的进程,均为所述第一世界服务器的第一进程;The method of claim 6, wherein the second game object is located in a target area associated with the first world server; The process corresponding to the first process identifier and the process corresponding to the second process identifier in the second combat settlement attribute information corresponding to the second game object are both the first process of the first world server;
    所述确定所述第一战斗的战斗结算结果,包括:Determining the battle settlement result of the first battle includes:
    基于所述第一进程中各战斗结算线程分别对应的负载信息,确定与所述第一战斗对应的目标战斗结算线程;Based on the load information corresponding to each battle settlement thread in the first process, determine the target battle settlement thread corresponding to the first battle;
    将所述第一游戏数据和所述第二游戏数据添加至所述目标战斗结算线程进行处理,得到所述第一战斗的战斗结算结果。The first game data and the second game data are added to the target battle settlement thread for processing, and the battle settlement result of the first battle is obtained.
  8. 根据权利要求6所述的方法,其特征在于,所述第二游戏对象位于第二世界服务器关联的目标区域内;The method according to claim 6, characterized in that the second game object is located in a target area associated with the second world server;
    在确定用于结算与所述第一战斗请求对应的第一战斗的目标进程之后,所述方法还包括:After determining the target process for settling the first battle corresponding to the first battle request, the method further includes:
    向所述第二世界服务器发送数据获取请求;Send a data acquisition request to the second world server;
    接收所述第二世界服务器发送的与所述第二游戏对象对应的第二游戏数据。Receive second game data corresponding to the second game object sent by the second world server.
  9. 根据权利要求1所述的方法,其特征在于,所述第二游戏对象位于第二世界服务器关联的目标区域内;The method according to claim 1, characterized in that the second game object is located in a target area associated with the second world server;
    所述方法还包括根据以下方法确定所述目标进程:The method further includes determining the target process according to:
    基于预设的世界服务器与战斗结算进程的映射关系,确定用于执行所述第一世界服务器和所述第二世界服务器之间战斗结算的所述目标进程。Based on the preset mapping relationship between the world server and the battle settlement process, the target process for executing the battle settlement between the first world server and the second world server is determined.
  10. 根据权利要求1所述的方法,其特征在于,所述第二游戏对象位于第二世界服务器关联的目标区域内;The method according to claim 1, characterized in that the second game object is located in a target area associated with the second world server;
    所述确定所述第一战斗的战斗结算结果,包括:Determining the battle settlement result of the first battle includes:
    将所述第一游戏对象对应的第一游戏数据发送至所述第二世界服务器,以在所述第二世界服务器内创建与所述第一游戏对象对应的第三游戏对象;其中,所述目标进程为所述第二世界服务器对应的进程;Send the first game data corresponding to the first game object to the second world server to create a third game object corresponding to the first game object in the second world server; wherein, the The target process is the process corresponding to the second world server;
    接收所述目标进程发送的所述第一战斗的战斗结算结果;其中,所述战斗结算结果是基于所述第三游戏对象对应的第三游戏数据,以及所述第二游戏数据确定的。 Receive the battle settlement result of the first battle sent by the target process; wherein the battle settlement result is determined based on the third game data corresponding to the third game object and the second game data.
  11. 根据权利要求10所述的方法,其特征在于,所述战斗结算结果中包含所述第一游戏对象对应的游戏数据更新信息;The method according to claim 10, characterized in that the battle settlement result includes game data update information corresponding to the first game object;
    所述基于所述战斗结算结果对与所述第一战斗相关的游戏数据进行更新,包括:The updating of game data related to the first battle based on the battle settlement result includes:
    基于所述第一游戏对象对应的游戏数据更新信息,对所述第一游戏对象对应的第一游戏数据进行更新。Based on the game data update information corresponding to the first game object, the first game data corresponding to the first game object is updated.
  12. 一种游戏数据处理装置,其特征在于,应用于包含多个世界服务器的游戏系统中的第一世界服务器,其中,不同的世界服务器分别与所述游戏系统的游戏地图中不同的区域关联,用于处理对应区域中的游戏数据,所述装置包括:A game data processing device, characterized in that it is applied to the first world server in a game system including multiple world servers, wherein different world servers are respectively associated with different areas in the game map of the game system, using For processing game data in the corresponding area, the device includes:
    第一确定模块,用于响应于所述第一世界服务器关联的目标区域内的第一游戏对象针对第二游戏对象发起的第一战斗请求,确定与所述第一游戏对象对应的第一战斗结算属性信息;其中,所述第一战斗结算属性信息用于表征所述第一游戏对象的战斗状态;A first determination module configured to determine the first battle corresponding to the first game object in response to a first battle request initiated by a first game object in the target area associated with the first world server for a second game object. Settlement attribute information; wherein the first combat settlement attribute information is used to characterize the combat status of the first game object;
    第二确定模块,用于基于所述第一战斗结算属性信息,确定用于结算与所述第一战斗请求对应的第一战斗的目标进程;a second determination module, configured to determine the target process for settling the first battle corresponding to the first battle request based on the first battle settlement attribute information;
    更新模块,用于确定所述第一战斗的战斗结算结果,并基于所述战斗结算结果对与所述第一战斗相关的游戏数据进行更新,其中,所述战斗结算结果是在所述目标进程内,基于所述第一游戏对象对应的第一游戏数据以及所述第二游戏对象对应的第二游戏数据确定的。An update module, configured to determine the battle settlement result of the first battle, and update the game data related to the first battle based on the battle settlement result, wherein the battle settlement result is in the target process , determined based on the first game data corresponding to the first game object and the second game data corresponding to the second game object.
  13. 一种计算机设备,其特征在于,包括:处理器、存储器和总线,所述存储器存储有所述处理器可执行的机器可读指令,当计算机设备运行时,所述处理器与所述存储器之间通过总线通信,所述机器可读指令被所述处理器执行时执行如权利要求1至11任一所述的游戏数据处理方法的步骤。A computer device, characterized in that it includes: a processor, a memory and a bus. The memory stores machine-readable instructions executable by the processor. When the computer device is running, the connection between the processor and the memory is The machine-readable instructions are communicated through a bus, and when the machine-readable instructions are executed by the processor, the steps of the game data processing method according to any one of claims 1 to 11 are performed.
  14. 一种计算机可读存储介质,其特征在于,该计算机可读存储介质上存储有计算机程序,该计算机程序被处理器运行时执行如权利要求1至11任一所述的游戏数据处理方法的步骤。A computer-readable storage medium, characterized in that a computer program is stored on the computer-readable storage medium, and when the computer program is run by a processor, the steps of the game data processing method as described in any one of claims 1 to 11 are executed. .
  15. 一种计算机程序产品,其特征在于,当所述计算机程序产品在计 算机上运行时,使得所述计算机执行如权利要求1至11任一所述的游戏数据处理方法的步骤。 A computer program product, characterized in that when the computer program product is programmed When running on a computer, the computer is caused to execute the steps of the game data processing method as described in any one of claims 1 to 11.
PCT/CN2023/074184 2022-03-14 2023-02-02 Game data processing method and apparatus, and computer device and storage medium WO2023173946A1 (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN202210248074.1 2022-03-14
CN202210248074.1A CN114602166A (en) 2022-03-14 2022-03-14 Game data processing method and device, computer equipment and storage medium

Publications (1)

Publication Number Publication Date
WO2023173946A1 true WO2023173946A1 (en) 2023-09-21

Family

ID=81862222

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2023/074184 WO2023173946A1 (en) 2022-03-14 2023-02-02 Game data processing method and apparatus, and computer device and storage medium

Country Status (2)

Country Link
CN (1) CN114602166A (en)
WO (1) WO2023173946A1 (en)

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN114602166A (en) * 2022-03-14 2022-06-10 北京字跳网络技术有限公司 Game data processing method and device, computer equipment and storage medium

Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
RU2195699C2 (en) * 2000-12-28 2002-12-27 Савин Вадим Георгиевич Network computer game method
US20170354877A1 (en) * 2016-06-10 2017-12-14 Apple Inc. Persistent game sessions with multiplayer support
CN110585697A (en) * 2019-09-09 2019-12-20 网易(杭州)网络有限公司 Cross-server control method and device in game
CN112245905A (en) * 2020-11-10 2021-01-22 网易(杭州)网络有限公司 Game data processing method, device, storage medium and electronic equipment
CN112604267A (en) * 2020-12-16 2021-04-06 深圳中清龙图网络技术有限公司 Game processing method, system, device, equipment and medium
CN113304469A (en) * 2020-02-26 2021-08-27 上海哔哩哔哩科技有限公司 Game player matching method and device and computer equipment
CN113797532A (en) * 2021-09-22 2021-12-17 网易(杭州)网络有限公司 Information processing method and device and electronic equipment
CN114602166A (en) * 2022-03-14 2022-06-10 北京字跳网络技术有限公司 Game data processing method and device, computer equipment and storage medium

Patent Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
RU2195699C2 (en) * 2000-12-28 2002-12-27 Савин Вадим Георгиевич Network computer game method
US20170354877A1 (en) * 2016-06-10 2017-12-14 Apple Inc. Persistent game sessions with multiplayer support
CN110585697A (en) * 2019-09-09 2019-12-20 网易(杭州)网络有限公司 Cross-server control method and device in game
CN113304469A (en) * 2020-02-26 2021-08-27 上海哔哩哔哩科技有限公司 Game player matching method and device and computer equipment
CN112245905A (en) * 2020-11-10 2021-01-22 网易(杭州)网络有限公司 Game data processing method, device, storage medium and electronic equipment
CN112604267A (en) * 2020-12-16 2021-04-06 深圳中清龙图网络技术有限公司 Game processing method, system, device, equipment and medium
CN113797532A (en) * 2021-09-22 2021-12-17 网易(杭州)网络有限公司 Information processing method and device and electronic equipment
CN114602166A (en) * 2022-03-14 2022-06-10 北京字跳网络技术有限公司 Game data processing method and device, computer equipment and storage medium

Also Published As

Publication number Publication date
CN114602166A (en) 2022-06-10

Similar Documents

Publication Publication Date Title
US11224814B2 (en) Processing method and apparatus for virtual resource in game scene
CN112204513B (en) Group-based data replication in a multi-tenant storage system
US10097596B2 (en) Multiple stream content presentation
US9396101B2 (en) Shared physical memory protocol
WO2023173946A1 (en) Game data processing method and apparatus, and computer device and storage medium
WO2020173287A1 (en) Systems and methods for determining network shards in blockchain network
US20110197201A1 (en) Network based real-time virtual reality input/output system and method for heterogeneous environment
US20070168525A1 (en) Method for improved virtual adapter performance using multiple virtual interrupts
US8972500B2 (en) Data share system, data process apparatus, and computer-readable recording medium
CN110602156A (en) Load balancing scheduling method and device
CN107919994B (en) Method and server for realizing hot standby of network service dual-computer
US11632361B2 (en) Combined authentication and connection establishment for a communication channel
CN111338773A (en) Distributed timed task scheduling method, scheduling system and server cluster
JP2010267084A (en) Communication equipment and remote control system
CN111338806B (en) Service control method and device
US9621633B2 (en) Flow director-based low latency networking
CN110069346A (en) Resource share method, device, electronic equipment between multi-process
CN108965148A (en) A kind of processor and message processing method
WO2008134314A1 (en) Network address translation type for flexible neighbor selection in overlay networks
WO2018023988A1 (en) Network packet processing method, device, and network server
CN106973074A (en) A kind of data processing method, apparatus and system
CN115794139A (en) Mirror image data processing method, device, equipment and medium
TWI668634B (en) Software container based systems and methods for providing cloud services
WO2024067529A1 (en) Rdma-based link establishment method and apparatus, and device and storage medium
US20140229602A1 (en) Management of node membership in a distributed system

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: 23769457

Country of ref document: EP

Kind code of ref document: A1