WO2023173946A1 - Procédé et appareil de traitement de données de jeu, dispositif informatique et support de stockage - Google Patents

Procédé et appareil de traitement de données de jeu, dispositif informatique et support de stockage 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
English (en)
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/fr

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. .

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

La présente divulgation concerne un procédé et un appareil de traitement de données de jeu, ainsi qu'un dispositif informatique et un support de stockage. Le procédé consiste à : en réponse à une première requête de bataille qui est proposée à un second objet de jeu par un premier objet de jeu dans une zone cible associée à un premier serveur de monde, déterminer des premières informations d'attribut de règlement de bataille correspondant au premier objet de jeu, les premières informations d'attribut de règlement de bataille étant utilisées pour représenter un état de bataille du premier objet de jeu ; sur la base des premières informations d'attribut de règlement de bataille, déterminer un processus cible pour régler une première bataille qui correspond à la première requête de bataille ; et déterminer un résultat de règlement de bataille de la première bataille et mettre à jour, sur la base du résultat de règlement de bataille, des données de jeu associées à la première bataille, le résultat de règlement de bataille étant déterminé dans le processus cible sur la base de premières données de jeu correspondant au premier objet de jeu et de secondes données de jeu correspondant au second objet de jeu.
PCT/CN2023/074184 2022-03-14 2023-02-02 Procédé et appareil de traitement de données de jeu, dispositif informatique et support de stockage WO2023173946A1 (fr)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
CN202210248074.1 2022-03-14
CN202210248074.1A CN114602166A (zh) 2022-03-14 2022-03-14 一种游戏数据处理方法、装置、计算机设备及存储介质

Publications (1)

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

Family

ID=81862222

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2023/074184 WO2023173946A1 (fr) 2022-03-14 2023-02-02 Procédé et appareil de traitement de données de jeu, dispositif informatique et support de stockage

Country Status (2)

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

Families Citing this family (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN114602166A (zh) * 2022-03-14 2022-06-10 北京字跳网络技术有限公司 一种游戏数据处理方法、装置、计算机设备及存储介质

Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
RU2195699C2 (ru) * 2000-12-28 2002-12-27 Савин Вадим Георгиевич Способ сетевой компьютерной игры
US20170354877A1 (en) * 2016-06-10 2017-12-14 Apple Inc. Persistent game sessions with multiplayer support
CN110585697A (zh) * 2019-09-09 2019-12-20 网易(杭州)网络有限公司 一种游戏中的跨服控制方法及装置
CN112245905A (zh) * 2020-11-10 2021-01-22 网易(杭州)网络有限公司 游戏数据处理方法、装置、存储介质和电子设备
CN112604267A (zh) * 2020-12-16 2021-04-06 深圳中清龙图网络技术有限公司 游戏处理方法、系统、装置、设备和介质
CN113304469A (zh) * 2020-02-26 2021-08-27 上海哔哩哔哩科技有限公司 游戏玩家匹配方法、装置、计算机设备
CN113797532A (zh) * 2021-09-22 2021-12-17 网易(杭州)网络有限公司 信息处理方法、装置及电子设备
CN114602166A (zh) * 2022-03-14 2022-06-10 北京字跳网络技术有限公司 一种游戏数据处理方法、装置、计算机设备及存储介质

Patent Citations (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
RU2195699C2 (ru) * 2000-12-28 2002-12-27 Савин Вадим Георгиевич Способ сетевой компьютерной игры
US20170354877A1 (en) * 2016-06-10 2017-12-14 Apple Inc. Persistent game sessions with multiplayer support
CN110585697A (zh) * 2019-09-09 2019-12-20 网易(杭州)网络有限公司 一种游戏中的跨服控制方法及装置
CN113304469A (zh) * 2020-02-26 2021-08-27 上海哔哩哔哩科技有限公司 游戏玩家匹配方法、装置、计算机设备
CN112245905A (zh) * 2020-11-10 2021-01-22 网易(杭州)网络有限公司 游戏数据处理方法、装置、存储介质和电子设备
CN112604267A (zh) * 2020-12-16 2021-04-06 深圳中清龙图网络技术有限公司 游戏处理方法、系统、装置、设备和介质
CN113797532A (zh) * 2021-09-22 2021-12-17 网易(杭州)网络有限公司 信息处理方法、装置及电子设备
CN114602166A (zh) * 2022-03-14 2022-06-10 北京字跳网络技术有限公司 一种游戏数据处理方法、装置、计算机设备及存储介质

Also Published As

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

Similar Documents

Publication Publication Date Title
US11224814B2 (en) Processing method and apparatus for virtual resource in game scene
US10097596B2 (en) Multiple stream content presentation
US20190163522A1 (en) System and method for providing a dynamic cloud with subnet administration (sa) query caching
KR20200066254A (ko) 스마트 계약을 사용하여 다자간 트랜잭션을 실행하는 방법
US9396101B2 (en) Shared physical memory protocol
WO2023173946A1 (fr) Procédé et appareil de traitement de données de jeu, dispositif informatique et support de stockage
WO2020173287A1 (fr) Systèmes et procédés pour la détermination de partitions de réseau dans un réseau de chaînes de blocs
US20110197201A1 (en) Network based real-time virtual reality input/output system and method for heterogeneous environment
US9661042B2 (en) Data share system, data process apparatus, and computer-readable recording medium
CN107919994B (zh) 实现网络服务双机热备的方法及服务器
CN111338773A (zh) 一种分布式定时任务调度方法、调度系统及服务器集群
US20220109663A1 (en) Combined authentication and connection establishment for a communication channel
US9621633B2 (en) Flow director-based low latency networking
CN115686758B (zh) 一种基于帧统计的VirtIO-GPU性能可控方法
CN107666474B (zh) 一种网络报文处理方法、装置及网络服务器
JP2022519803A (ja) 強化されている省電力および接続性を有した仮想配信エージェントリーシングを通じた仮想コンピューティングセッションを提供するコンピューターシステムおよび関係する方法
CN106973074A (zh) 一种数据处理方法、装置及系统
US10652094B2 (en) Network traffic management for virtualized graphics devices
CN115794139A (zh) 镜像数据处理方法、装置、设备以及介质
WO2024067529A1 (fr) Procédé et appareil d'établissement de liaison basé sur une liaison rdma, et dispositif et support de stockage
WO2020096072A1 (fr) Procédé et système de traitement efficace, en chaîne de blocs, d'un débit de transaction élevé requis par une dapp
TW202008154A (zh) 基於軟體容器提供雲端服務之系統及方法
US20140229602A1 (en) Management of node membership in a distributed system
CN106453223B (zh) 一种无缝世界游戏服务器系统
CN104168213A (zh) 二层互联网络中数据报文处理方法、装置及网络设备

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