CN110860086B - Data processing method, readable storage medium, and electronic device - Google Patents
Data processing method, readable storage medium, and electronic device Download PDFInfo
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- 238000003672 processing method Methods 0.000 title claims abstract description 15
- 238000009877 rendering Methods 0.000 claims abstract description 62
- 238000004364 calculation method Methods 0.000 claims abstract description 53
- 238000000034 method Methods 0.000 claims description 17
- 238000012544 monitoring process Methods 0.000 claims description 3
- 230000001360 synchronised effect Effects 0.000 abstract description 5
- 238000005457 optimization Methods 0.000 description 4
- 230000007547 defect Effects 0.000 description 2
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F9/00—Arrangements for program control, e.g. control units
- G06F9/06—Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
- G06F9/44—Arrangements for executing specific programs
- G06F9/451—Execution arrangements for user interfaces
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- Y—GENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
- Y02—TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
- Y02D—CLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
- Y02D10/00—Energy efficient computing, e.g. low power processors, power management or thermal management
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Abstract
The application relates to a data processing method, a readable storage medium and an electronic device, which belong to the technical field of frame synchronous games, wherein the data processing method is applied to a frame synchronous game client and comprises the following steps: receiving network frame data of a game; invoking a game logic core thread to perform game logic calculation on the network frame data frame by frame according to the game time sequence to obtain game state data of corresponding frames; according to the game state data and the local resource data, calling a game rendering core thread to conduct rendering calculation processing to obtain displayable rendering data of corresponding frames; and calling a rendering engine of the platform to render the displayable rendering data. According to the technical scheme, the game experience of the player is improved.
Description
Technical Field
The application belongs to the technical field of frame synchronous games, and particularly relates to a data processing method, a readable storage medium and electronic equipment applied to a frame synchronous game client.
Background
Currently, a frame synchronization implementation mode is generally adopted in the competitive game, each client transmits a game action to a server, the server broadcasts and forwards actions of all the clients (or the clients forward through P2P), and the clients perform game operation and display according to the received game actions.
For clients of frame synchronous games, the existing scheme is generally that after the client receives network frame data (including information such as actions and states) of the game, game logic is executed on the network frame data, rendering data of a current frame is calculated, and rendering data of a rendering engine is invoked to an interface. The game logic and the rendering data calculation use the same thread for serial processing, so that the problem of data conflict caused by data concurrency is not considered; however, when the game data are relatively large or the display data are relatively complex, or the accumulated network frames are processed due to network fluctuation, the time required for generating and drawing from the receiving of the network frame data to the rendering of the data is too long, and thus, the interface is blocked, and the poor game experience is caused.
Disclosure of Invention
To overcome at least some of the problems with the related art, the present application provides a data processing method, a readable storage medium, and an electronic device, which help to enhance a player's gaming experience.
In order to achieve the above purpose, the application adopts the following technical scheme:
in a first aspect of the present application,
the application provides a data processing method, which is applied to a frame synchronization game client, and comprises the following steps:
receiving network frame data of a game;
invoking a game logic core thread to perform game logic calculation on the network frame data frame by frame according to a game time sequence to obtain game state data of corresponding frames;
according to the game state data and the local resource data, calling a game rendering core thread to conduct rendering calculation processing to obtain displayable rendering data of corresponding frames;
and calling a rendering engine of the platform to render and display the displayable rendering data.
Optionally, the game rendering core thread is called to perform rendering calculation processing according to the game state data and the local resource data, including,
monitoring a game frame rate of a client and hardware state parameters of client running equipment;
based on a preset rule, adjusting the data to be rendered and calculated of the current frame according to the currently obtained game frame rate and/or hardware state parameters so as to reduce the calculated amount of subsequent rendering and calculating;
and performing rendering calculation on the adjusted data to be rendered and calculated to obtain displayable rendering data.
Optionally, based on preset rules, the data to be rendered and calculated for the current frame is adjusted according to the currently obtained game frame rate, including,
when the game frame rate is lower than a first preset value, reducing the rendering fineness of the appearance of the game object in the data to be rendered and calculated,
or reducing decorative objects from the data to be rendered and calculated without affecting game logic.
Optionally, the first preset value is 30 frames per second.
Optionally, based on preset rules, the data to be rendered and calculated for the current frame is adjusted according to the currently obtained hardware state parameters, including,
when the available memory of the client running equipment is smaller than a second preset value, reducing textures and/or maps used by a game scene from the data to be rendered and calculated;
wherein the second preset value is determined based on the game type and the equipment specification parameter.
Optionally, the data to be rendered after adjustment is rendered and calculated, including,
and rendering calculation is carried out on the adjusted data to be rendered and calculated by adopting a concurrence calculation method.
Optionally, the invoking the game logic core thread performs game logic calculation on the network frame data frame by frame according to the game time sequence to obtain game state data of a corresponding frame, and the processing steps of the network frame data of each frame are respectively performed:
dividing the logic calculation of the frame network frame data into a plurality of tasks which can be calculated simultaneously;
carrying out concurrent calculation processing on the plurality of tasks by using a concurrent calculation framework provided by a platform;
and after all the tasks are executed, combining and assembling the obtained execution results to obtain game state data corresponding to the frame.
Optionally, the concurrent computing framework includes a renderstript computing framework of the android platform.
In a second aspect of the present application,
the present application provides a readable storage medium having stored thereon an executable program which when executed by a processor implements the steps of the method described above.
In a third aspect of the present application,
the present application provides an electronic device including:
a memory having an executable program stored thereon;
and a processor for executing the executable program in the memory to implement the steps of the method described above.
The application adopts the technical proposal and has at least the following beneficial effects:
according to the application, the game logic and the rendering data calculation are split, and different threads are adopted to process the game logic and the rendering data calculation, so that the defect of serial processing of the same thread in the prior art is avoided, and the game experience of a player is improved to a certain extent through the optimization. And the concurrent calculation is respectively carried out in the game logic and the rendering data calculation, and the calculation amount is further reduced by adjusting the image quality and the game parameters based on the actual conditions in the rendering calculation, so that the calculation time of each frame is shortened, the occurrence of clamping is reduced, and the game experience of a user is ensured.
Additional advantages, objects, and features of the application will be set forth in part in the description which follows and in part will become apparent to those having ordinary skill in the art upon examination of the following or may be learned from practice of the application. The objectives and other advantages of the application will be realized and attained by the structure particularly pointed out in the written description and claims hereof as well as the appended drawings.
Drawings
The accompanying drawings are included to provide a further understanding of the technical aspects or prior art of the present application, and are incorporated in and constitute a part of this specification. The drawings, which are used to illustrate the technical scheme of the present application, are not limited to the technical scheme of the present application.
FIG. 1 is a flow chart of a data processing method according to an embodiment of the present application;
fig. 2 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
In order to make the objects, technical solutions and advantages of the present application more apparent, the technical solutions of the present application will be described in detail below. It will be apparent that the described embodiments are only some, but not all, embodiments of the application. All other embodiments, based on the examples herein, which are within the scope of the application as defined by the claims, will be within the scope of the application as defined by the claims.
Generally, in frame-synchronized games, a better game experience requires up to 60 frames per second, i.e. about 16ms, which means that at least less than 16ms is required from the time of receiving network frame data to the time of rendering to the screen to ensure a better game experience. When the time period reaches 32ms, the game frame rate will be less than 30 frames per second, at which time the game experience is very poor. It will be readily appreciated that when the frame sync game is more players and the game size is larger, the amount of computation required per frame is very large.
Based on this, as described in the background art, in the existing frame synchronization game client, when processing game network frame data, game logic and rendering data calculation are processed in series using the same thread in common. When the game data are more or the display data are more complex, even the accumulated network frames are processed due to the fluctuation of the network, the generation and drawing of the rendering data are excessively long (the calculation amount is substantial), so that the interface is blocked (the frame rate is excessively low), and the poor game experience is caused.
Therefore, the application provides a data processing method applied to a frame synchronization game client, which reduces the clamping of a game and ensures the game experience of a player under the same hardware condition through method optimization.
Fig. 1 is a flow chart of the data processing method according to an embodiment of the application.
As shown in fig. 1, the data processing method is applied to a frame synchronization game client, and comprises the following steps:
first, step S110 is performed to receive network frame data of a game. For example, network frame data broadcast by the game server is accepted.
It should be noted that, in practice, due to network blocking, the received network frame data may be intermittent, i.e. one frame may not be received temporarily, but many frames of network frame data are received after a while. However, no matter how many frames of data are received, each frame of data needs to be processed later according to the game time sequence.
As shown in fig. 1, after receiving the network frame data, step S120 is performed, and the game logic core thread is invoked to perform game logic calculation on the network frame data frame by frame according to the game time sequence, so as to obtain the game state data of the corresponding frame. In particular, the method comprises the steps of,
in the game logic calculation of step S120, including the processing steps of respectively performing the following for each frame of network frame data,
a. dividing the logic calculation of the frame network frame data into a plurality of tasks which can be calculated simultaneously;
b. the concurrent computing framework provided by the platform is used for carrying out concurrent computing processing on a plurality of tasks, for example, the platform operated by the client is an android platform, and the concurrent computing framework can use the renderstript computing framework of the android platform.
c. And after all the tasks are executed, combining and assembling the obtained execution results to obtain game state data corresponding to the frame.
After the game status data of the corresponding frame is obtained in step S120, as shown in fig. 1, step S130 is continued, and according to the game status data and the local resource data (such as pictures, models, etc.), a game rendering core thread is called to perform rendering calculation processing, so as to obtain displayable rendering data of the corresponding frame; specifically, in this embodiment, the implementation procedure of step S130 is as follows:
(1) Monitoring the game frame rate of the client and the hardware state parameter of the client running equipment;
(2) Based on a preset rule, adjusting the data to be rendered and calculated of the current frame according to the current obtained game frame rate and/or hardware state parameters so as to reduce the calculated amount of subsequent rendering and calculating; wherein,,
in order to reduce the calculation amount of the subsequent rendering calculation, in a specific application scenario, when the monitored game frame rate is lower than a first preset value, for example, lower than 30 frames per second, the rendering fineness of the appearance of the game object in the data to be rendered and calculated is reduced, or the decorative object which does not affect the game logic is reduced from the data to be rendered and calculated, so that the subsequent rendering calculation amount is reduced.
In order to reduce the calculation amount of the subsequent rendering calculation, in a specific application scene, when the available memory of the client running device is smaller than a second preset value, textures and/or maps used by the game scene are reduced from the data to be rendered and calculated, so that the calculation amount of the subsequent rendering is reduced. The second preset value is determined based on the game type and the device specification parameters, for example, when the game is a greedy snake fight game, and when the device operated by the client is an android mobile phone with a memory of 2G, the second preset value can be preset to be 500MB according to actual optimization experience.
(3) And after the data to be rendered and calculated in the current frame are adjusted, rendering and calculating the adjusted data to be rendered and calculated so as to obtain displayable rendering data. In order to further optimize the processing performance, the concurrency calculation method can also be adopted to perform rendering calculation on the adjusted data to be rendered and calculated.
Finally, as shown in fig. 1, after the displayable rendering data is obtained in step S130, step S140 is continued, and the rendering engine of the platform is invoked to render and display the displayable rendering data. The implementation method in this step is the same as in the prior art and will not be described in detail here.
In addition, in the above embodiment, the steps S120 and S130 involve concurrent processing game logic calculation or rendering calculation, and the number of concurrent threads may be set according to the number of cores of the device processor, so that the parallel computing performance of the processor may be better utilized. And concurrent locking can be used in the implementation to avoid the occurrence of conflicts that may be caused by concurrent processing of data, the concurrent locking correlation technique can be found in the prior disclosure, and is not described in detail herein.
According to the technical scheme, the game logic and the rendering data calculation are split, and different threads are adopted to process the game logic and the rendering data calculation, so that the defect of serial processing of the same thread in the prior art is overcome, and the game experience of a player is improved to a certain extent through optimization. The calculated amount of each step is analyzed, and game logic calculation and rendering data calculation are reasonably distributed to a plurality of threads for concurrent calculation, so that the improvement of the calculation speed by a plurality of times is achieved; and meanwhile, parameters such as game image quality and the like are reasonably and effectively adjusted to optimize the calculated amount of rendering data. The computing time of each frame is preferably minimized to achieve an ideal smooth game experience.
In one embodiment, the present application provides a further readable storage medium having stored thereon an executable program which when executed by a processor performs the steps of the above method.
With respect to the readable storage medium in the above-described embodiments, a specific manner of performing program execution operations stored therein has been described in detail in the embodiments related to the method, and will not be described in detail herein.
Fig. 2 is a schematic structural diagram of an electronic device according to an embodiment of the present application, as shown in fig. 2, the electronic device 200 includes:
a memory 201 on which an executable program is stored;
a processor 202 for executing an executable program in the memory 201 to implement the steps of the above method.
With respect to the electronic device 200 in the above embodiment, the specific manner in which the processor 202 executes the program in the memory 201 has been described in detail in the embodiment regarding the method, and will not be described in detail here.
The present application is not limited to the above-mentioned embodiments, and any changes or substitutions that can be easily understood by those skilled in the art within the scope of the present application are intended to be included in the scope of the present application. Therefore, the protection scope of the present application should be subject to the protection scope of the claims.
Claims (7)
1. A data processing method applied to a frame synchronization game client, comprising the steps of:
receiving network frame data of a game;
invoking a game logic core thread to perform game logic calculation on the network frame data frame by frame according to a game time sequence to obtain game state data of corresponding frames;
according to the game state data and the local resource data, calling a game rendering core thread to conduct rendering calculation processing to obtain displayable rendering data of corresponding frames;
invoking a rendering engine of a platform to render and display the displayable rendering data;
wherein, the method calls a game rendering core thread to perform rendering calculation processing according to the game state data and the local resource data, and comprises,
monitoring a game frame rate of a client and hardware state parameters of client running equipment;
based on a preset rule, adjusting the data to be rendered and calculated of the current frame according to the currently obtained game frame rate and/or hardware state parameters so as to reduce the calculated amount of subsequent rendering and calculating;
rendering calculation is carried out on the adjusted data to be rendered and calculated so as to obtain displayable rendering data;
based on a preset rule, the data to be rendered and calculated of the current frame is adjusted according to the current obtained game frame rate, which comprises,
when the game frame rate is lower than a first preset value, reducing the rendering fineness of the appearance of the game object in the data to be rendered and calculated,
or reducing decorative objects which do not affect game logic from the data to be rendered and calculated;
based on a preset rule, the data to be rendered and calculated of the current frame is adjusted according to the currently obtained hardware state parameters, including,
when the available memory of the client running equipment is smaller than a second preset value, reducing textures and/or maps used by a game scene from the data to be rendered and calculated;
wherein the second preset value is determined based on the game type and the equipment specification parameter.
2. The data processing method according to claim 1, wherein the first preset value is 30 frames per second.
3. The method for processing data according to claim 1 or 2, wherein the rendering calculation is performed on the adjusted data to be rendered and calculated, comprising,
and rendering calculation is carried out on the adjusted data to be rendered and calculated by adopting a concurrence calculation method.
4. The data processing method according to claim 1, wherein the invoking the game logic core thread performs game logic calculation on the network frame data frame by frame according to a game time sequence to obtain game state data of a corresponding frame, and comprises the following processing steps for each frame of network frame data:
dividing the logic calculation of the frame network frame data into a plurality of tasks which can be calculated simultaneously;
carrying out concurrent calculation processing on the plurality of tasks by using a concurrent calculation framework provided by a platform;
and after all the tasks are executed, combining and assembling the obtained execution results to obtain game state data corresponding to the frame.
5. The data processing method of claim 4, wherein the concurrent computation framework comprises a renderstript computation framework of an android platform.
6. A readable storage medium having stored thereon an executable program, which when executed by a processor, implements the steps of the method of any of claims 1-5.
7. An electronic device, comprising:
a memory having an executable program stored thereon;
a processor for executing the executable program in the memory to implement the steps of the method of any one of claims 1-5.
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CN111459626B (en) * | 2020-03-11 | 2021-06-01 | 完美世界(北京)软件科技发展有限公司 | Method and device for realizing non-branching seamless game world |
CN112023402B (en) * | 2020-09-02 | 2021-07-27 | 腾讯科技(深圳)有限公司 | Game data processing method, device, equipment and medium |
CN113694536A (en) * | 2021-09-07 | 2021-11-26 | 北京蔚领时代科技有限公司 | Scene management method, device, equipment and medium for cloud game |
CN115554695A (en) * | 2021-10-30 | 2023-01-03 | 深圳小悠娱乐科技有限公司 | Method for predicting network fluctuation of network data in battle game |
CN114367104A (en) * | 2021-12-27 | 2022-04-19 | 北京像素软件科技股份有限公司 | Rendering distance adaptation method and device, game processing equipment and readable storage medium |
CN114699767A (en) * | 2022-04-15 | 2022-07-05 | 北京字跳网络技术有限公司 | Game data processing method, device, medium and electronic equipment |
CN116870462B (en) * | 2023-07-20 | 2024-02-06 | 浙江十勇士网络科技有限公司 | Game data rendering method and device |
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