WO2017005162A1 - 游戏数据的处理方法、游戏服务端及游戏客户端 - Google Patents
游戏数据的处理方法、游戏服务端及游戏客户端 Download PDFInfo
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- WO2017005162A1 WO2017005162A1 PCT/CN2016/088526 CN2016088526W WO2017005162A1 WO 2017005162 A1 WO2017005162 A1 WO 2017005162A1 CN 2016088526 W CN2016088526 W CN 2016088526W WO 2017005162 A1 WO2017005162 A1 WO 2017005162A1
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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
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/822—Strategy games; Role-playing games
Definitions
- the present invention relates to the field of network game technologies, and in particular, to a method for processing game data, a game server, and a game client.
- the Massive Multiplayer Online Role-Playing Game (MMORPG) is a kind of online game. The player needs to play a fictional role and control the character to play the corresponding game action.
- the MMORPG has a continuous virtual world that is run by hosted servers provided by operators and is evolving. The MMORPG is divided into two parts: the client and the server. The player can connect to the server through the Internet and log in to the server before playing the game. The process of the game is the interaction between the player's role and other player-controlled characters in the virtual world of the network. Therefore, in the same game scene, the character image of the player needs to be perceived by other players.
- the character status changes, and the client display status of other players on the network is updated by the server broadcast message package.
- the amount of message synchronized by the state depends on the number of game characters present on the viewable area of interest in the game character in the virtual scene. The message interaction of a large number of player characters will cause a large number of network message packets to be sent, and a great rendering pressure on the game client, affecting the game experience.
- the prior art divides a scene into a rectangular grid area, and the player only synchronizes the message with the player within the nine squares of the position where the scene is located, reducing the number of interactive objects. To ensure the smooth running of the game.
- the characters in the scene are freely controlled by the player, a large number of characters may be clustered in the same nine-square grid.
- the upper limit of the character display is uncontrollable, and it is still possible to exceed the network bandwidth and client computing power.
- the prior art implements network message packet filtering through a watchlist, and the server maintains a separate visibility list for each player.
- Player A's visibility list is the other player characters that are visible in the player's A field of view.
- the server needs to traverse the visibility list of all characters in the scene to determine whether player A is in the visibility list of the player to be received, and if so, send a network message packet to the receiving player. Otherwise, the network message packet is not sent.
- the calculation of the server traversing each visibility list is expensive, and all players need to occupy more storage space to maintain a visibility list.
- the number of characters displayed on the client increases as the number of people in the scene increases. It is easy to cause insufficient memory due to too many characters displayed, and the operating system forcibly closes the program.
- the embodiment of the invention provides a method for processing game data, a game server and a game client, which can save the calculation consumption of the game server and increase the number of loads of the single game server.
- an embodiment of the present invention provides a method for processing game data, including:
- processing method of the game data further includes:
- Pre-configure N role lists and compile a list number for each role list in the order of number from small to large; where N ⁇ 2; each role list is used to record the identification information of the role and is recorded in the same role list.
- the characters are visible to each other in the game scene.
- the method further includes:
- a role list is selected from the list of roles whose number of roles is less than A/B, as the first role list; wherein A is the upper limit value, and B ⁇ 1.
- the role list is selected from the list of roles whose number of roles is less than A/B, and the first role list is specifically:
- a role list is randomly selected from the list of roles in which the number of roles currently recorded is less than A/B, as the first role list.
- the method further includes:
- mapping relationship between the identification information of the first role and the list number of the first role list is saved in the role database.
- the method further includes:
- the state information of the first character is sent to a player client corresponding to a character other than the first character in the first character list, so that the player client is in the
- the status of the first role is displayed in the local game scenario, and specifically includes:
- the method further includes:
- the identifier information of the first role is deleted, and the mapping relationship between the identifier information of the first role and the list number of the first role list is deleted in the role database.
- an embodiment of the present invention provides a method for processing game data, including:
- N game lists are configured on the game server, and a list number is compiled for each role list in the order of number from small to large; wherein N ⁇ 2; each role list is used to record the role Identification information, characters recorded in the same character list are visible to each other in the game scene;
- the first role list is a role list selected from a list of roles whose number of roles is less than A/B, where A is a preset upper limit value, and B ⁇ 1.
- the triggering instruction to add the first character to the game scene is sent to the game server, so that the game server records the identification information of the first role in the first role list. Also includes:
- the status of the other characters is displayed in the local game scene.
- the status information of the first role includes the identification information and the status content of the first role
- the game server When the status content is that the first character leaves the game scene, after the game server receives the status information of the first role, deleting the first role from the first role list. Identification information.
- an embodiment of the present invention provides a game server, including:
- a trigger receiving unit configured to receive a trigger instruction for adding the first character to the game scene
- a description unit configured to record the identification information of the first character into the first role list; wherein the first role list is used to record the identification information of the characters that are mutually visible in the game scene;
- a first sending unit configured to send status information of the first role to a player client corresponding to a role other than the first character in the first role list, so that the The player client displays the status of the first character in a local game scene.
- the game server further includes: a configuration unit;
- the configuration unit is configured to configure N role lists, and prepare a list number for each role list according to the number order from small to large; wherein, N ⁇ 2; each role list is used to record the identification information of the role, and is recorded. Characters in the same character list are visible to each other in the game scene.
- the game server further includes:
- An obtaining unit configured to acquire a number of roles currently recorded in the N role lists
- a determining unit configured to determine whether the number of roles currently recorded in each of the role lists is equal to a preset upper limit value
- a list selection unit configured to: when the determination result of the determination unit is YES, create a new role list as the first role list; and when the determination result of the determination unit is negative, from the current A list of roles in which the number of roles is less than A/B is selected as the first role list; wherein A is the upper limit value, and B ⁇ 1.
- the list selection unit selects a role list from the list of roles in which the number of roles is less than A/B, as the first role list, as follows:
- a role list is randomly selected from the list of roles in which the number of roles currently recorded is less than A/B, as the first role list.
- the game server further includes: a storage unit;
- the storage unit is configured to save a mapping relationship between the identifier information of the first role and the list number of the first role list in a role database.
- the game server further includes a second sending unit
- the second sending unit is configured to: after the description unit records the identifier information of the first role in the first role list, send the status information of the other role to the first character a player client to cause the first player client to display the status of the other characters in a local game scene.
- the first sending unit includes:
- An information receiving subunit configured to receive status information sent by the first player client corresponding to the first role, where the status information includes identifier information and status content of the first role;
- Querying a sub-unit configured to query a mapping relationship in the role database according to the identifier information of the first role, and determine that the identifier information of the first role is recorded in the first role list;
- an information sending subunit configured to send status information of the first character to a player client corresponding to the other character, so that the player client displays the first role in a local game scene status.
- the game server further includes: a deleting unit;
- the deleting unit is configured to: when the status content is that the first role leaves the game scene, send, by the first sending unit, status information of the first role to the other character. After the player client, deleting the identification information of the first role in the first role list, and deleting the identification information of the first role and the list of the first role list in the role database The mapping relationship of the number.
- the present invention provides an embodiment of a game client, including:
- a triggering sending unit configured to send, to the game server, a triggering instruction for adding the first character to the game scene, so that the game server records the identification information of the first character into the first role list;
- the first role list is used to record identification information of characters that are mutually visible in the game scene;
- a status information sending unit configured to send status information of the first role to the game server, so that the game server forwards status information of the first role to the first role list a player client corresponding to a character other than the first character, such that the player client displays the state of the first character in a local game scene.
- N game lists are configured on the game server, and a list number is compiled for each role list in the order of number from small to large; wherein N ⁇ 2; each role list is used to record the role Identification information, characters recorded in the same character list are visible to each other in the game scene;
- the first role list is a role list selected from a list of roles whose number of roles is less than A/B, where A is a preset upper limit value, and B ⁇ 1.
- the game client further includes:
- a status information receiving unit configured to send, by the trigger sending unit, a trigger instruction for adding the first character to the game scene to the game server, so that the game server records the identification information of the first role to the first role After the list, receiving the status information of the other roles sent by the game server;
- a display unit for displaying the status of the other characters in the local game.
- the status information of the first role includes the identifier information and status of the first role. content
- the game server When the status content is that the first character leaves the game scene, after the game server receives the status information of the first role, deleting the first role from the first role list. Identification information.
- a method for processing game data provided by an embodiment of the present invention is applicable to a game server.
- the game server receives the triggering instruction for adding the first character to the game scene, and records the identification information of the first character into the first character list.
- the number of characters currently recorded in the first character list is less than the preset upper limit value.
- the game server then sends the state information of the first character to the player client corresponding to the character other than the first character in the first character list, so that the player client displays the first character in the local game scene. status information.
- it is required to traverse each role list to query the list of the first role.
- the present invention performs hierarchical management on the game scene, and a role list is set on each layer, and the number of layers can be dynamically increased, and the number of characters accommodated in the scene is greatly increased. Ascension, whether the role position is too concentrated does not affect the load of the server. Moreover, after the game scene is layered, the identification information of the first character is recorded in the first role list, and the state information of the first character only needs to be sent to other characters in the same character list without traversing the role list of all the players in the scene. It saves the computational consumption of the game server and increases the number of people on the single game server.
- different list selection rules may be formulated according to actual needs, such as selecting a role list with the least number of roles as the first role list, thereby improving the processing method. Application and practicality.
- the present invention provides a method of processing game data suitable for use in a game client.
- the game client sends a trigger instruction of the first character to the game scene to the game server, so that the game server records the identification information of the first role into the first role list.
- the game client then sends the state information of the first character to the game server, so that the game server forwards the state information of the first character to the player client corresponding to the character other than the first character in the first character list.
- it is required to receive the state information of all the players or the game client has the image sticking phenomenon in the local game scene.
- the technical solution of the present invention makes the number of state information received by the game client not exceed the first The upper limit of a list of roles.
- the number of information interactions between the game client and the game server is fixed within a range, and does not increase linearly with the number of game scenes, so that the number of characters displayed by the game client in the local game scene is in a stable range.
- the game client since the number of characters rendered by the game client is controlled within a fixed upper limit, the game client does not forcibly close the program by the operating system due to insufficient memory due to too many character display numbers.
- the present invention provides a game server that uses the game data processing method provided by the present invention.
- the game server of the present invention divides the game scene. Layer management, a role list is set for each layer, the number of layers can be dynamically increased, and the number of roles accommodated in the scene is greatly improved. Whether the role position is too concentrated does not affect the load of the server.
- the identification information of the first character is recorded in the first role list, and the state information of the first character only needs to be sent to other characters in the same character list without traversing the role list of all the players in the scene. It saves the computational consumption of the game server and increases the number of people on the single game server.
- the present invention provides a game client that uses the game data processing method provided by the present invention, and the state information received by the game client provided by the present invention is compared to the prior art game client.
- the number does not exceed the upper limit of the first role list.
- the number of information interactions between the game client and the game server is fixed within a range, and does not increase linearly with the number of game scenes, so that the number of characters displayed by the game client in the local game scene is in a stable range.
- the game client since the number of characters rendered by the game client is controlled within a fixed upper limit, the game client does not forcibly close the program by the operating system due to insufficient memory due to too many character display numbers.
- FIG. 1 is a schematic flow chart of an embodiment of a method for processing game data provided by the present invention
- FIG. 2 is a schematic flow chart of another embodiment of a method for processing game data provided by the present invention.
- FIG. 3 is a schematic structural diagram of an embodiment of a game server provided by the present invention.
- FIG. 4 is a schematic structural diagram of another embodiment of a game server provided by the present invention.
- FIG. 5 is a schematic structural diagram of still another embodiment of a game server provided by the present invention.
- FIG. 6 is a schematic structural diagram of an embodiment of a game client provided by the present invention.
- FIG. 7 is a schematic structural diagram of another embodiment of a game client provided by the present invention.
- FIG. 1 is a schematic flowchart diagram of an embodiment of a method for processing game data provided by the present invention, which is applicable to a game server. The method includes the following steps:
- Step 101 Receive a trigger instruction to add the first character to the game scene.
- the game server receives a triggering instruction for adding the first character to the game scene
- the triggering instruction may be a triggering instruction sent by the first client corresponding to the first character to the game server, or may be a game service.
- the terminal triggers an instruction to add the first character to the game scene according to the game logic and the character operation instruction sent by the first client.
- Step 102 Record the identification information of the first role into the first role list; wherein the first role list is used to record the identification information of the characters that are mutually visible in the game scene.
- the game server performs hierarchical management on the same game scene, pre-configures N role lists, and prepares a list number for each role list according to the number order from small to large; wherein, N ⁇ 2;
- N the number order from small to large; wherein, N ⁇ 2;
- Each character list is used to record the identification information of the characters, and the characters recorded in the same character list are visible to each other in the game scene, and the characters recorded in the different character columns are not visible to each other in the game scene.
- the number of characters recorded in each role list does not exceed the preset upper limit.
- the number of roles currently recorded in the first role list is less than a preset upper limit value.
- the selection of the number and the upper limit value of N should comprehensively consider the distribution of the number of people in the same scene of the game, and the average processing capacity of the network and the client.
- the preset upper limit should not exceed the maximum processing power of the game client and the traffic load of the player's network environment.
- the set upper limit can be based on The extreme processing power of the game client is set, because in the MMORPG, the player usually wants to interact with more players of the same scene as much as possible, and too few upper limits will weaken the social experience of the game.
- the method before the identifier information of the first role is recorded in the first role list, the method further includes: acquiring the number of roles currently recorded in the N role lists; determining the number of roles currently recorded in each role list. Whether it is equal to the upper limit; if yes, create a new role list as the first role list; if not, select a role list from the currently listed role list with less than A/B, as the first A list of roles; where A is the upper limit and B ⁇ 1.
- A is the upper limit and B ⁇ 1.
- the game server can set different rules according to actual conditions to select the first role list, thereby reasonably managing each role in the game server. For example, from the list of roles in which the number of roles currently recorded is less than A/B, a list of roles having the least number of roles is selected as the first role list; or, from the list of roles in which the number of roles currently recorded is less than A/B. Selecting a role list with the smallest list number as the first role list; or, from the currently listed role list having a smaller number of roles than A/B, selecting a role list having the largest list number as the first role List; or, from the list of roles in which the number of roles currently recorded is less than A/B, a list of roles is randomly selected as the first role list.
- the list of people with a smaller number of people is preferred to make the number of players between different character lists as evenly distributed as possible, so that the experience of players in different character lists can be relatively consistent.
- B 2.
- Step 103 Send status information of the first role to the player client corresponding to the character other than the first character in the first character list, so that the player client displays the status of the first character in the local game scene. .
- the method further includes: saving the mapping relationship between the identifier information of the first role and the list number of the first role list to the role database.
- the role database is used to store the role data corresponding to each role in the game server.
- the game server can query the role database to obtain the role data of a certain role.
- the role database also stores the mapping relationship between the identification information of the first role and the list number of the first role list.
- the game server sends the state information of the first character to the player client corresponding to the character other than the first character in the first character list, so that the player client displays the state of the first character in the local game scene.
- the method includes: receiving state information sent by the first player client corresponding to the first role, the state information including the identifier information and the state content of the first role; and querying the mapping relationship in the role database according to the identifier information of the first role, Determining that the identification information of the first role is recorded in the first role list; determining, according to the identification information of the role recorded in the first role list, the player client corresponding to the role other than the first character; The status information of the character is sent to the player client corresponding to the other character, so that the player client displays the state of the first character in the local game scene.
- the status content in the status information includes: the first character enters the game scene, the first character sends a status update in the game scene, or the first character leaves the game scene.
- the method further includes: deleting the identification information of the first role in the first role list.
- the mapping relationship between the identification information of the first role and the list number of the first role list is deleted. Therefore, the status information sent by other roles is not forwarded to the first client corresponding to the first role, the amount of status information is reduced, and the identification information of the first role is prevented from being recorded in multiple role columns.
- the method further includes: sending status information of the other role to the first player client corresponding to the first role, Causes the first player client to display the status of other characters in the local game scene.
- the method for processing game data provided by the present invention is applicable to a game server.
- the game server receives the triggering instruction for adding the first character to the game scene, and records the identification information of the first character into the first character list.
- the number of characters currently recorded in the first character list is less than the preset upper limit value.
- the game server then sends the state information of the first character to the player client corresponding to the character other than the first character in the first character list, so that the player client displays the first character in the local game scene. status information.
- it is required to traverse each role list to query the list of the first role.
- the present invention performs hierarchical management on the game scene, and a role list is set on each layer, and the number of layers can be dynamically increased, and the number of characters accommodated in the scene is greatly increased. Ascension, whether the role position is too concentrated does not affect the load of the server. And after the game scene is layered, the identification information of the first character is recorded in the first role. In the list, the status information of the first character only needs to be sent to other characters in the same character list, and there is no need to traverse the character list of all the players in the scene, which saves the operation consumption of the game server and increases the number of loads of the single game server.
- different list selection rules may be formulated according to actual needs, such as selecting a role list with the least number of roles as the first role list, thereby improving the processing method. Application and practicality.
- the present invention provides a schematic flowchart of another embodiment of a method for processing game data, which is applicable to a game client.
- the method includes:
- Step 201 Send a trigger instruction for adding the first character to the game scene to the game server, so that the game server records the identification information of the first role into the first role list; wherein the first role list is used to record the game scene. Identification information of roles that are visible to each other.
- the game client sends a trigger instruction for adding the first character to the game scene to the game server, which may be automatically sent by the game client to the game server, or may be when the user operates the first character.
- the client sends a role operation instruction to the game server, and the game server triggers an instruction to add the first character to the game scene according to the game client sending the character operation instruction and the game logic to the game server.
- N role lists are configured on the game server, and a list number is compiled for each role list in the order of number from small to large; wherein N ⁇ 2.
- Each character list is used to record the identification information of the character, and the characters recorded in the same character list are visible to each other in the game scene.
- the first role list is a list of roles selected from the list of roles whose number of roles is less than A/B, where A is a preset upper limit value, and B ⁇ 1. Before the identification information of the first role is recorded in the first role list, the number of roles currently recorded in the first role list is less than the upper limit value.
- a more detailed process of this step may be, but is not limited to, the related description of Example 1.
- the triggering instruction for adding the first character to the game scene is sent to the game server, so that the game server records the identification information of the first role into the first role list.
- the processing method of the game data further includes: receiving status information of other characters sent by the game server; and displaying status of other characters in the local game scene.
- the identification information of the first role is recorded in the first role list
- the first client needs to display the status of the other characters in the local game scene, and the game server will list the first role list other than the first role.
- the current status information corresponding to the role is sent to the first client, so that the first client displays the status of the other roles in the local game scene.
- Step 202 Send status information of the first role to the game server, so that the game server forwards the status information of the first role to the player client corresponding to the role other than the first role in the first role list. In order for the player client to display the state of the first character in the local game scene.
- the status information of the first role includes standard information and status content of the first role.
- the status content includes: the first character enters the game scene, the first character sends a status update in the game scene, or the first character leaves the game scene.
- the game server deletes the identification information of the first role from the first role list.
- the present invention provides a method for processing game data, which is applicable to a game client.
- the game client sends a trigger instruction of the first character to the game scene to the game server, so that the game server records the identification information of the first role into the first role list.
- the game client then sends the state information of the first character to the game server, so that the game server forwards the state information of the first character to the player client corresponding to the character other than the first character in the first character list.
- it is required to receive the state information of all the players or the game client has the image sticking phenomenon in the local game scene.
- the technical solution of the present invention makes the number of state information received by the game client not exceed the first role. The upper limit of the list.
- the number of information interactions between the game client and the game server is fixed within a range, and does not increase linearly with the number of game scenes, so that the number of characters displayed by the game client in the local game scene is in a stable range.
- the game client since the number of characters rendered by the game client is controlled within a fixed upper limit, the game client does not forcibly close the program by the operating system due to insufficient memory due to too many character display numbers.
- FIG. 3 is a schematic structural diagram of an embodiment of a game server provided by the present invention.
- the game server includes a trigger receiving unit 301, a recording unit 302, and a first transmitting unit 303.
- the trigger receiving unit 301 is configured to receive a trigger instruction for adding the first character to the game scene.
- the description unit 302 is configured to record the identification information of the first character into the first role list.
- the first character list is used to record identification information of characters that are mutually visible in the game scene.
- the first sending unit 303 is configured to send the state information of the first character to the player client corresponding to the character other than the first character in the first character list, so that the player client displays the first game in the local game scene. The status of a character.
- FIG. 4 is a schematic structural diagram of another embodiment of a game server provided by the present invention. 4 is different from FIG. 3 in that the game server further includes: a configuration unit 404, an acquisition unit 405, a determination unit 406, and a list selection unit 407.
- the configuration unit 404 is configured to configure N role lists, and prepare a list number for each role list according to the number order from small to large; wherein, N ⁇ 2; each role list is used to record the identification information of the role, and is recorded. The characters in the same character list are visible to each other in the game scene.
- the obtaining unit 405 is configured to acquire the number of roles currently recorded in the N role lists.
- the determining unit 406 is configured to determine whether the number of characters currently recorded in each role list is equal to a preset upper limit value.
- the list selection unit 407 is configured to create a new role list as the first role list when the determination result of the determination unit is YES; and when the determination result of the determination unit 406 is negative, the number of characters currently recorded is less than A/ A role list is selected in the role list of B as the first role list; where A is the upper limit value and B ⁇ 1. Before the identification information of the first role is recorded in the first role list, the number of roles currently recorded in the first role list is less than the upper limit value.
- the list selection unit 407 selects a role list from the list of roles whose number of roles is less than A/B, as the first role list, specifically: Select a role list with the least number of roles as the first role list from the list of roles whose number of roles is less than A/B. Alternatively, select the list number from the list of roles whose number of roles is less than A/B.
- FIG. 5 is a schematic structural diagram of still another embodiment of a game server provided by the present invention.
- the game server further includes: a storage unit 508, a second sending unit 509, and a deleting unit 510.
- the storage unit 508 is configured to save the mapping relationship between the identification information of the first role and the list number of the first role list into the role database.
- the second sending unit 509 is configured to: after the description unit 302 records the identification information of the first character in the first role list, send the status information of the other role to the first player client corresponding to the first role, so that the first sending unit 509 A player client displays the status of other characters in a local game scene.
- the deleting unit 510 is configured to: after the status content is the first role leaving the game scene, after the first sending unit 303 sends the status information of the first role to the player client corresponding to the other character, in the first role list, The identifier information of the first role is deleted, and the mapping relationship between the identifier information of the first role and the list number of the first role list is deleted in the role database.
- the first transmitting unit 303 includes: an information receiving subunit, a query subunit, and an information transmitting subunit.
- the information receiving subunit is configured to receive status information sent by the first player client corresponding to the first role, where the status information includes the identification information and the status content of the first role.
- the query subunit is configured to query the mapping relationship in the role database according to the identifier information of the first role, and determine that the identifier information of the first role is recorded in the first role list.
- the information sending subunit is configured to send the state information of the first character to the player client corresponding to the other character, so that the player client displays the state of the first character in the local game scene.
- the present invention provides a game server, which adopts the processing method of the game data provided by the present invention.
- the game server of the present invention performs hierarchical management on the game scene.
- a role list is set for each layer, the number of layers can be dynamically increased, and the number of roles accommodated in the scene is greatly increased. Whether the role position is too concentrated does not affect the load of the server.
- the identification information of the first character is recorded in the first role list, and the status information of the first role is Simply send to other characters in the same character list without having to traverse the character list of all players in the scene, saving game processor computing consumption and increasing the number of people on a single game server.
- FIG. 6 is a schematic structural diagram of an embodiment of a game client according to the present invention.
- the game client includes a trigger transmitting unit 601 and a status information transmitting unit 602.
- the trigger sending unit 601 is configured to send, to the game server, a trigger instruction for adding the first character to the game scene, so that the game server records the identification information of the first role into the first role list.
- the first character list is used to record identification information of characters that are mutually visible in the game scene.
- the status information sending unit 602 is configured to send status information of the first role to the game server, so that the game server forwards the status information of the first role to other characters in the first role list except the first role.
- the player client to cause the player client to display the state of the first character in the local game scene.
- N role lists are configured on the game server side, and a list number is compiled for each character list in the order of number from small to large. Wherein, N ⁇ 2; each character list is used to record the identification information of the character, and the characters recorded in the same character list are mutually visible in the game scene.
- the first role list is a list of roles selected from the list of roles whose number of roles is currently less than A/B, where A is the upper limit value and B ⁇ 1. Before the identification information of the first role is recorded in the first role list, the number of roles currently recorded in the first role list is less than the upper limit value.
- FIG. 7 is a schematic structural diagram of another embodiment of a game client provided by the present invention.
- the game client further includes: a status information receiving unit 703 and a display unit 704.
- the status information receiving unit 703 is configured to send, by the trigger sending unit 601, a trigger instruction for adding the first character to the game scene to the game server, so that the game server receives the identification information of the first role in the first role list, and then receives the trigger instruction.
- the game server sends status information of other characters.
- the display unit 704 is for displaying the status of other characters in the local game.
- a more detailed procedure flow of the present invention may be, but is not limited to, the related description of Example 2.
- the present invention provides a game client that uses the game data processing method provided by the present invention, which is received by the game client provided by the present invention compared to the prior art game client.
- the number of status information does not exceed the upper limit of the first role list.
- the number of information interactions between the game client and the game server is fixed within a range, and does not increase linearly with the number of game scenes, so that the number of characters displayed by the game client in the local game scene is in a stable range.
- the game client since the number of characters rendered by the game client is controlled within a fixed upper limit, the game client does not forcibly close the program by the operating system due to insufficient memory due to too many character display numbers.
- the storage medium may be a magnetic disk, an optical disk, a read-only memory (ROM), or a random access memory (RAM).
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Abstract
本发明公开了一种游戏数据的处理方法、游戏服务端及游戏客户端,该方法包括:接收将第一角色加入游戏场景的触发指令;将第一角色的标识信息记载到第一角色列表中;其中,第一角色列表用于记载所述游戏场景中互相可见的角色的标识信息;将第一角色的状态信息,发送给第一角色列表中除第一角色之外的其他角色所对应的玩家客户端,以使玩家客户端在本地游戏场景中显示第一角色的状态。采用本发明实施例,能够节省游戏服务端的计算消耗,提高单台游戏服务端的人数负载。
Description
本发明涉及网络游戏技术领域,尤其涉及一种游戏数据的处理方法、游戏服务端及游戏客户端。
大型多人在线角色扮演游戏(Massive Multiplayer Online Role-Playing Game,简称MMORPG)是网络游戏的一种,玩家需要扮演一个虚构角色,并控制该角色进行相应的游戏行动。MMORPG具有一个持续的虚拟世界,该虚拟世界由运营商提供的主机式服务器运行,并不断演进。MMORPG分为客户端和服务器两部分,玩家从客户端通过互联网连接,登陆服务端后才能进行游戏。游戏的过程是玩家扮演的角色和其他玩家控制的角色在网络虚拟世界中实现互动。因此,在同一游戏场景中,玩家的角色形象需要被其他玩家所感知。当游戏角色在游戏地图场景中移动、做动作时,角色状态会发生变化,网络上其他玩家的客户端显示状态通过服务器广播消息包来进行更新。状态同步的消息量取决于虚拟场景中游戏角色所关注的可视区域上存在的游戏角色数量。大量玩家角色的消息交互,会造成大量的网络消息包发送,并且对游戏客户端形成极大的渲染压力,影响游戏体验。
当玩家角色的可视区域中的玩家角色过多时,现有技术将一个场景切分成矩形网格区域,玩家只与场景所处位置的九宫格范围内玩家进行消息同步,减少了交互对象个数,以保证游戏流畅运行。但由于场景内的角色由玩家自由控制,大量的角色可能聚集在同一个九宫格范围内,角色显示的上限不可控,仍然有可能超过网络带宽和客户端运算能力。
现有技术通过关注列表实现网络消息包过滤,服务器对每个玩家维护单独的可见性列表。如玩家A的可见性列表为该玩家A视野内可见的其他玩家角色。
当玩家A的游戏角色发生状态改变时,服务器需遍历该场景内所有角色的可见性列表,判断玩家A是否在待接收玩家的可见性列表内,若在,则向带接收玩家发送网络消息包,否则不发送网络消息包。但是,当游戏场景的角色较多的时候,服务器遍历各可见性列表的计算消耗较高,而且所有玩家均维护一个可见性列表需要占用较多的额外存储空间。而且客户端的角色显示数随场景人数的增加而增加,容易造成因角色显示数过多而导致内存不足,从而被操作系统强行关闭程序。
发明内容
本发明实施例提出一种游戏数据的处理方法、游戏服务端及游戏客户端,能够节省游戏服务端的计算消耗,提高单台游戏服务端的人数负载。
第一方面,本发明实施例提供一种游戏数据的处理方法,包括:
接收将第一角色加入游戏场景的触发指令;
将所述第一角色的标识信息记载到第一角色列表中;其中,所述第一角色列表用于记载所述游戏场景中互相可见的角色的标识信息;
将所述第一角色的状态信息,发送给所述第一角色列表中除所述第一角色之外的其他角色所对应的玩家客户端,以使所述玩家客户端在本地游戏场景中显示所述第一角色的状态。
进一步的,所述游戏数据的处理方法还包括:
预先配置N个角色列表,并按照从小到大的编号顺序为每个角色列表编制一个列表号;其中,N≥2;每个角色列表用于记载角色的标识信息,被记载到同一角色列表中的角色在所述游戏场景中互相可见。
进一步的,在所述将所述第一角色的标识信息记载到第一角色列表中之前,还包括:
获取所述N个角色列表当前记载的角色数量;
判断每个所述角色列表当前记载的角色数量是否均等于预设的上限值;
若是,则创建一个新的角色列表,作为所述第一角色列表;
若否,则从当前记载的角色数量小于A/B的角色列表中选择一个角色列表,作为所述第一角色列表;其中,A为所述上限值,B≥1。
进一步的,所述从当前记载的角色数量小于A/B的角色列表中选择一个角色列表,作为所述第一角色列表,具体为:
从当前记载的角色数量小于A/B的角色列表中,选择角色数量最少的一个角色列表,作为所述第一角色列表;
或者,从当前记载的角色数量小于A/B的角色列表中,选择列表号最小的一个角色列表,作为所述第一角色列表;
或者,从当前记载的角色数量小于A/B的角色列表中,选择列表号最大的一个角色列表,作为所述第一角色列表;
或者,从当前记载的角色数量小于A/B的角色列表中,随机选择一个角色列表,作为所述第一角色列表。
进一步的,所述将所述第一角色的标识信息记载到第一角色列表中之后,还包括:
将所述第一角色的标识信息与所述第一角色列表的列表号的映射关系保存到角色数据库中。
进一步的,所述将所述第一角色的标识信息记载到第一角色列表中之后,还包括:
将所述其他角色的状态信息,发送给所述第一角色对应的第一玩家客户端,以使所述第一玩家客户端在本地游戏场景中显示所述其他角色的状态。
进一步的,所述将所述第一角色的状态信息,发送给所述第一角色列表中除所述第一角色之外的其他角色所对应的玩家客户端,以使所述玩家客户端在本地游戏场景中显示所述第一角色的状态,具体包括:
接收所述第一角色对应的第一玩家客户端发送的状态信息,所述状态信息包含所述第一角色的标识信息及状态内容;
根据所述第一角色的标识信息,查询所述角色数据库中的映射关系,确定
所述第一角色的标识信息被记载到所述第一角色列表中;
根据所述第一角色列表中所记载的角色的标识信息,确定除所述第一角色之外的其他角色所对应的玩家客户端;
将所述第一角色的状态信息,发送给所述其他角色所对应的玩家客户端,以使所述玩家客户端在本地游戏场景中显示所述第一角色的状态。
进一步的,当所述状态内容为所述第一角色离开所述游戏场景时,在将所述第一角色的状态信息,发送给所述其他角色所对应的玩家客户端之后,还包括:
在所述第一角色列表中,删除所述第一角色的标识信息,且在所述角色数据库中,删除所述第一角色的标识信息与所述第一角色列表的列表号的映射关系。
第二方面,本发明实施例提供了一种游戏数据的处理方法,包括:
向游戏服务端发送将第一角色加入游戏场景的触发指令,以使所述游戏服务端将所述第一角色的标识信息记载到第一角色列表中;其中,所述第一角色列表用于记载所述游戏场景中互相可见的角色的标识信息;
向所述游戏服务端发送第一角色的状态信息,以使所述游戏服务端将所述第一角色的状态信息转发给所述第一角色列表中除所述第一角色之外的其他角色所对应的玩家客户端,以使所述玩家客户端在本地游戏场景中显示所述第一角色的状态。
进一步的,在所述游戏服务端配置有N个角色列表,且按照从小到大的编号顺序为每个角色列表编制了一个列表号;其中,N≥2;每个角色列表用于记载角色的标识信息,被记载到同一角色列表中的角色在所述游戏场景中互相可见;
所述第一角色列表是从当前记载的角色数量小于A/B的角色列表中选取的一个角色列表,其中,A为预设的上限值,B≥1。
进一步的,在所述向游戏服务端发送将第一角色加入游戏场景的触发指令,以使所述游戏服务端将所述第一角色的标识信息记载到第一角色列表中之后,
还包括:
接收所述游戏服务端发送的所述其他角色的状态信息;
在本地游戏场景中显示所述其他角色的状态。
进一步的,所述第一角色的状态信息包含所述第一角色的标识信息及状态内容;
当所述状态内容为所述第一角色离开所述游戏场景时,所述游戏服务端接收到所述第一角色的状态信息之后,从所述第一角色列表中删除所述第一角色的标识信息。
第三方面,本发明实施例提供了一种游戏服务端,包括:
触发接收单元,用于接收将第一角色加入游戏场景的触发指令;
记载单元,用于将所述第一角色的标识信息记载到第一角色列表中;其中,所述第一角色列表用于记载所述游戏场景中互相可见的角色的标识信息;
和,第一发送单元,用于将所述第一角色的状态信息,发送给所述第一角色列表中除所述第一角色之外的其他角色所对应的玩家客户端,以使所述玩家客户端在本地游戏场景中显示所述第一角色的状态。
进一步的,所述的游戏服务端还包括:配置单元;
所述配置单元用于配置N个角色列表,并按照从小到大的编号顺序为每个角色列表编制一个列表号;其中,N≥2;每个角色列表用于记载角色的标识信息,被记载到同一角色列表中的角色在所述游戏场景中互相可见。
进一步的,所述的游戏服务端还包括:
获取单元,用于获取所述N个角色列表当前记载的角色数量;
判断单元,用于判断每个所述角色列表当前记载的角色数量是否均等于预设的上限值;
和,列表选择单元,用于在所述判断单元的判断结果为是时,创建一个新的角色列表,作为所述第一角色列表;以及在所述判断单元的判断结果为否时,从当前记载的角色数量小于A/B的角色列表中选择一个角色列表,作为所述第一角色列表;其中,A为所述上限值,B≥1。
进一步的,所述列表选择单元在所述判断单元的判断结果为否时,从当前记载的角色数量小于A/B的角色列表中选择一个角色列表,作为所述第一角色列表,具体为:
从当前记载的角色数量小于A/B的角色列表中,选择角色数量最少的一个角色列表,作为所述第一角色列表;
或者,从当前记载的角色数量小于A/B的角色列表中,选择列表号最小的一个角色列表,作为所述第一角色列表;
或者,从当前记载的角色数量小于A/B的角色列表中,选择列表号最大的一个角色列表,作为所述第一角色列表;
或者,从当前记载的角色数量小于A/B的角色列表中,随机选择一个角色列表,作为所述第一角色列表。
进一步的,所述游戏服务端还包括:存储单元;
所述存储单元用于将所述第一角色的标识信息与所述第一角色列表的列表号的映射关系保存到角色数据库中。
进一步的,所述游戏服务端还包括第二发送单元;
所述第二发送单元用于在所述记载单元将所述第一角色的标识信息记载到第一角色列表中之后,将所述其他角色的状态信息,发送给所述第一角色对应的第一玩家客户端,以使所述第一玩家客户端在本地游戏场景中显示所述其他角色的状态。
进一步的,所述第一发送单元包括:
信息接收子单元,用于接收所述第一角色对应的第一玩家客户端发送的状态信息,所述状态信息包含所述第一角色的标识信息及状态内容;
查询子单元,用于据所述第一角色的标识信息,查询所述角色数据库中的映射关系,确定所述第一角色的标识信息被记载到所述第一角色列表中;
和,信息发送子单元,用于将所述第一角色的状态信息,发送给所述其他角色所对应的玩家客户端,以使所述玩家客户端在本地游戏场景中显示所述第一角色的状态。
进一步的,所述游戏服务端还包括:删除单元;
所述删除单元用于当所述状态内容为所述第一角色离开所述游戏场景时,在所述第一发送单元将所述第一角色的状态信息,发送给所述其他角色所对应的玩家客户端之后,在所述第一角色列表中,删除所述第一角色的标识信息,且在所述角色数据库中,删除所述第一角色的标识信息与所述第一角色列表的列表号的映射关系。
第四方面,本发明提供实施例了一种游戏客户端,包括:
触发发送单元,用于向游戏服务端发送将第一角色加入游戏场景的触发指令,以使所述游戏服务端将所述第一角色的标识信息记载到第一角色列表中;其中,所述第一角色列表用于记载所述游戏场景中互相可见的角色的标识信息;
和,状态信息发送单元,用于向所述游戏服务端发送第一角色的状态信息,以使所述游戏服务端将所述第一角色的状态信息转发给所述第一角色列表中除所述第一角色之外的其他角色所对应的玩家客户端,以使所述玩家客户端在本地游戏场景中显示所述第一角色的状态。
进一步的,在所述游戏服务端配置有N个角色列表,且按照从小到大的编号顺序为每个角色列表编制了一个列表号;其中,N≥2;每个角色列表用于记载角色的标识信息,被记载到同一角色列表中的角色在所述游戏场景中互相可见;
所述第一角色列表是从当前记载的角色数量小于A/B的角色列表中选取的一个角色列表,其中,A为预设的上限值,B≥1。
进一步的,所述游戏客户端还包括:
状态信息接收单元,用于在所述触发发送单元向游戏服务端发送将第一角色加入游戏场景的触发指令,以使所述游戏服务端将所述第一角色的标识信息记载到第一角色列表中之后,接收所述游戏服务端发送所述其他角色的状态信息;
和,显示单元,用于在本地游戏中显示所述其他角色的状态。
进一步的,所述第一角色的状态信息包含所述第一角色的标识信息及状态
内容;
当所述状态内容为所述第一角色离开所述游戏场景时,所述游戏服务端接收到所述第一角色的状态信息之后,从所述第一角色列表中删除所述第一角色的标识信息。
实施本发明实施例,具有如下有益效果:
本发明实施例提供的一种游戏数据的处理方法,适用于游戏服务端。游戏服务端接收将第一角色加入游戏场景的触发指令,将第一角色的标识信息记载到第一角色列表中,第一角色列表当前所记载的角色数量小于预设的上限值。然后游戏服务端将第一角色的状态信息,发送给第一角色列表中除第一角色之外的其他角色所对应的玩家客户端,以使玩家客户端在本地游戏场景中显示第一角色的状态信息。相比于现有技术需要遍历各个角色列表查询第一角色所在的列表,本发明通过对游戏场景进行分层管理,每层设置一个角色列表,层数可以动态增加,同场景容纳的角色数大大提升,角色位置是否过于集中不会影响服务器的负载。而且游戏场景分层后,第一角色的标识信息记载到第一角色列表中,第一角色的状态信息只需发送给同一角色列表内的其他角色,而无需遍历场景内全部玩家的角色列表,节省了游戏服务端运算消耗,提高单台游戏服务端的人数负载。
进一步的,在将第一角色的标识信息记载到第一角色列表中之前,可根据实际需要制定不同的列表选择规则,如选择角色数量最少的角色列表作为第一角色列表,提高本处理方法的应用性和实用性。
另一方面,本发明提供了一种游戏数据的处理方法,适用于游戏客户端。游戏客户端向游戏服务端发送第一角色加入游戏场景的触发指令,以使游戏服务端将第一角色的标识信息记载到第一角色列表中。然后游戏客户端向游戏服务端发送第一角色的状态信息,以使游戏服务端将第一角色的状态信息转发给第一角色列表中除第一角色以外的其他角色所对应的玩家客户端。相比于现有技术游戏客户端需接收所有玩家的状态信息或者游戏客户端在本地游戏场景中出现残影现象,本发明的技术方案使游戏客户端所接收的状态信息数不超过第
一角色列表的上限值。游戏客户端与游戏服务端之间的信息交互数量固定在一个范围内,并不会随游戏场景人数增加而线性递增,使游戏客户端在本地游戏场景中的角色显示数处于一个稳定的范围。另外,由于游戏客户端渲染的角色数量控制在固定的上限内,游戏客户端不会因过多角色显示数导致内存不足而被操作系统强行关闭程序。
又一方面,本发明提供了一种游戏服务端,采用了本发明所提供的游戏数据的处理方法,相比于现有技术的游戏服务端,本发明的游戏服务端通过对游戏场景进行分层管理,每层设置一个角色列表,层数可以动态增加,同场景容纳的角色数大大提升,角色位置是否过于集中不会影响服务器的负载。而且游戏场景分层后,第一角色的标识信息记载到第一角色列表中,第一角色的状态信息只需发送给同一角色列表内的其他角色,而无需遍历场景内全部玩家的角色列表,节省了游戏服务端运算消耗,提高单台游戏服务端的人数负载。
再一方面,本发明提供了一种游戏客户端,采用了本发明所提供的游戏数据的处理方法,相比于现有技术的游戏客户端,本发明提供的游戏客户端所接收的状态信息数不超过第一角色列表的上限值。游戏客户端与游戏服务端之间的信息交互数量固定在一个范围内,并不会随游戏场景人数增加而线性递增,使游戏客户端在本地游戏场景中的角色显示数处于一个稳定的范围。另外,由于游戏客户端渲染的角色数量控制在固定的上限内,游戏客户端不会因过多角色显示数导致内存不足而被操作系统强行关闭程序。
图1是本发明提供的游戏数据的处理方法的一种实施例的流程示意图;
图2是本发明提供的游戏数据的处理方法的另一种实施例的流程示意图;
图3是本发明提供的游戏服务端的一种实施例的结构示意图;
图4是本发明提供的游戏服务端的另一种实施例的结构示意图;
图5是本发明提供的游戏服务端的又一种实施例的结构示意图;
图6是本发明提供的游戏客户端的一种实施例的结构示意图
图7是本发明提供的游戏客户端的另一种实施例的结构示意图。
下面将结合本发明实施例中的附图,对本发明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发明一部分实施例,而不是全部的实施例。基于本发明中的实施例,本领域普通技术人员在没有作出创造性劳动前提下所获得的所有其他实施例,都属于本发明保护的范围。
实施例1
参见图1,图1是本发明提供的游戏数据的处理方法的一种实施例的流程示意图,适用于游戏服务端,该方法包括以下步骤:
步骤101:接收将第一角色加入游戏场景的触发指令。
在本实施例中,游戏服务端接收将第一角色加入游戏场景的触发指令,该触发指令可以是第一角色所对应的第一客户端向游戏服务端发送的触发指令,也可以是游戏服务端根据游戏逻辑和第一客户端发送的角色操作指令而触发将第一角色加入游戏场景的指令。
步骤102:将第一角色的标识信息记载到第一角色列表中;其中,第一角色列表用于记载游戏场景中互相可见的角色的标识信息。
在本实施例中,游戏服务端对同一个游戏场景进行分层管理,预先配置N个角色列表,并按照从小到大的编号顺序为每个角色列表编制一个列表号;其中,N≥2;每个角色列表用于记载角色的标识信息,被记载到同一角色列表中的角色在该游戏场景中互相可见,被记载到不同角色列中的角色在该游戏场景中相互不可见。每个角色列表所记载的角色数量不超过预设的上限值。在第一角色的标识信息记载到第一角色列表之前,第一角色列表当前所记载的角色数量小于预设的上限值。
在本实施例中,N的数字与上限值的选择,要综合考虑游戏同场景人数分布,以及网络和客户端的平均处理能力。预设的上限值不应该超过游戏客户端的最大处理能力以及玩家网络环境的流量负荷。但是,设定的上限值可以根据
游戏客户端的极限处理能力而设定,因为在MMORPG中,玩家通常希望尽可能与更多的同场景玩家互动,上限值过少会削弱游戏的社交体验。
作为本实施例的一种举例,在将第一角色的标识信息记载到第一角色列表中之前,还包括:获取N个角色列表当前记载的角色数量;判断每个角色列表当前记载的角色数量是否均等于该上限值;若是,则创建一个新的角色列表,作为第一角色列表;若否,则从当前记载的角色数量小于A/B的角色列表中选择一个角色列表,作为第一角色列表;其中,A为该上限值,B≥1。在本举例中,在各角色列表所记载的角色数量均达到上限值时,新创建一个角色列表,避免角色无法进入游戏场景。另外,游戏服务端可根据实际情况设置不同的规则来选择第一角色列表,从而合理管理游戏服务端中的各角色。譬如,从当前记载的角色数量小于A/B的角色列表中,选择角色数量最少的一个角色列表,作为所述第一角色列表;或者,从当前记载的角色数量小于A/B的角色列表中,选择列表号最小的一个角色列表,作为所述第一角色列表;或者,从当前记载的角色数量小于A/B的角色列表中,选择列表号最大的一个角色列表,作为所述第一角色列表;或者,从当前记载的角色数量小于A/B的角色列表中,随机选择一个角色列表,作为所述第一角色列表。优先选择人数较少的角色列表是为了让不同角色列表之间的玩家数量尽可能均匀分布,这样对不同角色列表中的玩家的体验能相对一致。在一个优选的实施方式中,B=2。
步骤103:将第一角色的状态信息,发送给第一角色列表中除第一角色之外的其他角色所对应的玩家客户端,以使玩家客户端在本地游戏场景中显示第一角色的状态。
作为本实施例的一种举例,将第一角色的标识信息记载到第一角色列表中之后,还包括:将第一角色的标识信息与第一角色列表的列表号的映射关系保存到角色数据库中。在本举例中,角色数据库用于在游戏服务端中存储各角色对应的角色数据。游戏服务端可查询角色数据库,获得某一角色的角色数据。本举例中,角色数据库还保存第一角色的标识信息与第一角色列表的列表号的映射关系。
游戏服务端将第一角色的状态信息,发送给第一角色列表中除第一角色之外的其他角色所对应的玩家客户端,以使玩家客户端在本地游戏场景中显示第一角色的状态,具体包括:接收第一角色对应的第一玩家客户端发送的状态信息,该状态信息包含第一角色的标识信息及状态内容;根据第一角色的标识信息,查询角色数据库中的映射关系,确定第一角色的标识信息被记载到第一角色列表中;根据第一角色列表中所记载的角色的标识信息,确定除第一角色之外的其他角色所对应的玩家客户端;将第一角色的状态信息,发送给其他角色所对应的玩家客户端,以使玩家客户端在本地游戏场景中显示第一角色的状态。
状态信息中的状态内容包括:第一角色进入该游戏场景、第一角色在该游戏场景中发送状态更新或第一角色离开该游戏场景。当状态内容为第一角色离开游戏场景时,在将第一角色的状态信息,发送给其他角色所对应的玩家客户端之后,还包括:在第一角色列表中,删除第一角色的标识信息,且在角色数据库中,删除第一角色的标识信息与第一角色列表的列表号的映射关系。从而保证其他角色发送的状态信息不会转发给第一角色所对应的第一客户端,减少了状态信息的发送量,而且避免第一角色的标识信息被记载到多个角色列中。
作为本实施例的一种举例,在将第一角色的标识信息记载到第一角色列表中之后,还包括:将其他角色的状态信息,发送给第一角色对应的第一玩家客户端,以使第一玩家客户端在本地游戏场景中显示其他角色的状态。
可见,本发明提供的一种游戏数据的处理方法,适用于游戏服务端。游戏服务端接收将第一角色加入游戏场景的触发指令,将第一角色的标识信息记载到第一角色列表中,第一角色列表当前所记载的角色数量小于预设的上限值。然后游戏服务端将第一角色的状态信息,发送给第一角色列表中除第一角色之外的其他角色所对应的玩家客户端,以使玩家客户端在本地游戏场景中显示第一角色的状态信息。相比于现有技术需要遍历各个角色列表查询第一角色所在的列表,本发明通过对游戏场景进行分层管理,每层设置一个角色列表,层数可以动态增加,同场景容纳的角色数大大提升,角色位置是否过于集中不会影响服务器的负载。而且游戏场景分层后,第一角色的标识信息记载到第一角色
列表中,第一角色的状态信息只需发送给同一角色列表内的其他角色,而无需遍历场景内全部玩家的角色列表,节省了游戏服务端运算消耗,提高单台游戏服务端的人数负载。
进一步的,在将第一角色的标识信息记载到第一角色列表中之前,可根据实际需要制定不同的列表选择规则,如选择角色数量最少的角色列表作为第一角色列表,提高本处理方法的应用性和实用性。
实施例2
参见图2,本发明提供了游戏数据的处理方法的另一种实施例的流程示意图,适用于游戏客户端,该方法包括:
步骤201:向游戏服务端发送将第一角色加入游戏场景的触发指令,以使游戏服务端将第一角色的标识信息记载到第一角色列表中;其中,第一角色列表用于记载游戏场景中互相可见的角色的标识信息。
在本实施例中,游戏客户端向游戏服务端发送将第一角色加入游戏场景的触发指令,可以是游戏客户端自动向游戏服务端发送的,也可以是在用户操作第一角色时,游戏客户端向游戏服务端发送角色操作指令,游戏服务端根据游戏客户端向游戏服务端发送角色操作指令和游戏逻辑而触发将第一角色加入游戏场景的指令。
在本实施例中,在游戏服务端配置有N个角色列表,且按照从小到大的编号顺序为每个角色列表编制了一个列表号;其中,N≥2。每个角色列表用于记载角色的标识信息,被记载到同一角色列表中的角色在游戏场景中互相可见。第一角色列表是从当前记载的角色数量小于A/B的角色列表中选取的一个角色列表,其中,A为预设的上限值,B≥1。在第一角色的标识信息记载到第一角色列表之前,第一角色列表当前所记载的角色数量小于该上限值。本步骤更详细的流程可以但不限于参见实施例1的相关记载。
作为本实施例的一种举例,在向游戏服务端发送将第一角色加入游戏场景的触发指令,以使游戏服务端将第一角色的标识信息记载到第一角色列表中之
后,该游戏数据的处理方法还包括:接收游戏服务端发送的其他角色的状态信息;在本地游戏场景中显示其他角色的状态。在第一角色的标识信息记载到第一角色列表中后,第一客户端需在本地游戏场景中显示其他角色的状态,这时游戏服务端将第一角色列表中除第一角色以外的其他角色所对应的当前状态信息发送给第一客户端,从而使第一客户端在本地游戏场景中显示其他角色的状态。
步骤202:向所游戏服务端发送第一角色的状态信息,以使游戏服务端将第一角色的状态信息转发给第一角色列表中除第一角色之外的其他角色所对应的玩家客户端,以使玩家客户端在本地游戏场景中显示第一角色的状态。
在本实施例中,第一角色的状态信息包含第一角色的标准信息及状态内容。其中,状态内容包括:第一角色进入该游戏场景、第一角色在该游戏场景中发送状态更新或第一角色离开该游戏场景。当状态内容为第一角色离开该游戏场景时,游戏服务端接收到第一角色的状态信息之后,游戏服务端从第一角色列表中删除第一角色的标识信息。
可见,本发明提供了一种游戏数据的处理方法,适用于游戏客户端。游戏客户端向游戏服务端发送第一角色加入游戏场景的触发指令,以使游戏服务端将第一角色的标识信息记载到第一角色列表中。然后游戏客户端向游戏服务端发送第一角色的状态信息,以使游戏服务端将第一角色的状态信息转发给第一角色列表中除第一角色以外的其他角色所对应的玩家客户端。相比于现有技术游戏客户端需接收所有玩家的状态信息或者游戏客户端在本地游戏场景中出现残影现象,本发明的技术方案使游戏客户端所接收的状态信息数不超过第一角色列表的上限值。游戏客户端与游戏服务端之间的信息交互数量固定在一个范围内,并不会随游戏场景人数增加而线性递增,使游戏客户端在本地游戏场景中的角色显示数处于一个稳定的范围。另外,由于游戏客户端渲染的角色数量控制在固定的上限内,游戏客户端不会因过多角色显示数导致内存不足而被操作系统强行关闭程序。
实施例3
参见图3,图3为本发明提供的游戏服务端的一种实施例的结构示意图。该游戏服务端包括:触发接收单元301、记载单元302和第一发送单元303。触发接收单元301用于接收将第一角色加入游戏场景的触发指令。
记载单元302用于将第一角色的标识信息记载到第一角色列表中。其中,第一角色列表用于记载游戏场景中互相可见的角色的标识信息。
第一发送单元303用于将第一角色的状态信息,发送给第一角色列表中除第一角色之外的其他角色所对应的玩家客户端,以使玩家客户端在本地游戏场景中显示第一角色的状态。
作为本实施例的一种举例,参见图4,图4为本发明提供的游戏服务端的另一种实施例的结构示意图。图4与图3的区别在于,游戏服务端还包括:配置单元404、获取单元405、判断单元406和列表选择单元407。
配置单元404用于配置N个角色列表,并按照从小到大的编号顺序为每个角色列表编制一个列表号;其中,N≥2;每个角色列表用于记载角色的标识信息,被记载到同一角色列表中的角色在游戏场景中互相可见。获取单元405用于获取N个角色列表当前记载的角色数量。判断单元406用于判断每个角色列表当前记载的角色数量是否均等于预设的上限值。列表选择单元407用于在判断单元的判断结果为是时,创建一个新的角色列表,作为第一角色列表;以及在判断单元406的判断结果为否时,从当前记载的角色数量小于A/B的角色列表中选择一个角色列表,作为第一角色列表;其中,A为该上限值,B≥1。在第一角色的标识信息记载到第一角色列表之前,第一角色列表当前所记载的角色数量小于该上限值。
在图4的举例中,列表选择单元407在判断单元406的判断结果为否时,从当前记载的角色数量小于A/B的角色列表中选择一个角色列表,作为第一角色列表,具体为:从当前记载的角色数量小于A/B的角色列表中,选择角色数量最少的一个角色列表,作为第一角色列表;或者,从当前记载的角色数量小于A/B的角色列表中,选择列表号最小的一个角色列表,作为第一角色列表;
或者,从当前记载的角色数量小于A/B的角色列表中,选择列表号最大的一个角色列表,作为第一角色列表;或者,从当前记载的角色数量小于A/B的角色列表中,随机选择一个角色列表,作为第一角色列表。
作为本实施例的一种举例,参见图5,图5为本发明提供的游戏服务端的又一种实施例的结构示意图。图5与图4的区别在于,该游戏服务端还包括:存储单元508、第二发送单元509和删除单元510。存储单元508用于将第一角色的标识信息与第一角色列表的列表号的映射关系保存到角色数据库中。第二发送单元509用于在记载单元302将第一角色的标识信息记载到第一角色列表中之后,将其他角色的状态信息,发送给第一角色对应的第一玩家客户端,以使第一玩家客户端在本地游戏场景中显示其他角色的状态。删除单元510用于当状态内容为第一角色离开游戏场景时,在第一发送单元303将第一角色的状态信息,发送给其他角色所对应的玩家客户端之后,在第一角色列表中,删除第一角色的标识信息,且在角色数据库中,删除第一角色的标识信息与第一角色列表的列表号的映射关系。
在图5的举例中,第一发送单元303包括:信息接收子单元、查询子单元和信息发送子单元。信息接收子单元用于接收第一角色对应的第一玩家客户端发送的状态信息,该状态信息包含所述第一角色的标识信息及状态内容。查询子单元用于根据第一角色的标识信息,查询角色数据库中的映射关系,确定第一角色的标识信息被记载到第一角色列表中。信息发送子单元用于将第一角色的状态信息,发送给其他角色所对应的玩家客户端,以使玩家客户端在本地游戏场景中显示第一角色的状态。
本发明更详细的流程步骤可以但不限于参见于实施例1的相关记载。
可见,本发明提供了一种游戏服务端,采用了本发明所提供的游戏数据的处理方法,相比于现有技术的游戏服务端,本发明的游戏服务端通过对游戏场景进行分层管理,每层设置一个角色列表,层数可以动态增加,同场景容纳的角色数大大提升,角色位置是否过于集中不会影响服务器的负载。而且游戏场景分层后,第一角色的标识信息记载到第一角色列表中,第一角色的状态信息
只需发送给同一角色列表内的其他角色,而无需遍历场景内全部玩家的角色列表,节省了游戏服务端运算消耗,提高单台游戏服务端的人数负载。
实施例4
参见图6,图6为本发明提供的游戏客户端的一种实施例的结构示意图。该游戏客户端包括:触发发送单元601和状态信息发送单元602。触发发送单元601用于向游戏服务端发送将第一角色加入游戏场景的触发指令,以使游戏服务端将第一角色的标识信息记载到第一角色列表中。其中,第一角色列表用于记载所述游戏场景中互相可见的角色的标识信息。状态信息发送单元602用于向游戏服务端发送第一角色的状态信息,以使游戏服务端将第一角色的状态信息转发给第一角色列表中除第一角色之外的其他角色所对应的玩家客户端,以使玩家客户端在本地游戏场景中显示第一角色的状态。
在本实施例中,在游戏服务端配置有N个角色列表,且按照从小到大的编号顺序为每个角色列表编制了一个列表号。其中,N≥2;每个角色列表用于记载角色的标识信息,被记载到同一角色列表中的角色在游戏场景中互相可见。第一角色列表是从当前记载的角色数量小于A/B的角色列表中选取的一个角色列表,其中,A为该上限值,B≥1。在第一角色的标识信息记载到第一角色列表之前,第一角色列表当前所记载的角色数量小于该上限值。
作为本实施例的一种举例,参见图7,图7为本发明提供的游戏客户端的另一种实施例的结构示意图。图7与图6的区别在于,游戏客户端还包括:状态信息接收单元703和显示单元704。状态信息接收单元703用于在触发发送单元601向游戏服务端发送将第一角色加入游戏场景的触发指令,以使游戏服务端将第一角色的标识信息记载到第一角色列表中之后,接收游戏服务端发送其他角色的状态信息。显示单元704用于在本地游戏中显示其他角色的状态。
本发明更详细的步骤流程可以但不限于参见实施例2的相关记载。
可见,本发明提供了一种游戏客户端,采用了本发明所提供的游戏数据的处理方法,相比于现有技术的游戏客户端,本发明提供的游戏客户端所接收的
状态信息数不超过第一角色列表的上限值。游戏客户端与游戏服务端之间的信息交互数量固定在一个范围内,并不会随游戏场景人数增加而线性递增,使游戏客户端在本地游戏场景中的角色显示数处于一个稳定的范围。另外,由于游戏客户端渲染的角色数量控制在固定的上限内,游戏客户端不会因过多角色显示数导致内存不足而被操作系统强行关闭程序。
本领域普通技术人员可以理解实现上述实施例方法中的全部或部分流程,是可以通过计算机程序来指令相关的硬件来完成,所述的程序可存储于一计算机可读取存储介质中,该程序在执行时,可包括如上述各方法的实施例的流程。其中,所述的存储介质可为磁碟、光盘、只读存储记忆体(Read-Only Memory,ROM)或随机存储记忆体(Random Access Memory,RAM)等。
以上所述是本发明的优选实施方式,应当指出,对于本技术领域的普通技术人员来说,在不脱离本发明原理的前提下,还可以做出若干改进和润饰,这些改进和润饰也视为本发明的保护范围。
Claims (24)
- 一种游戏数据的处理方法,其特征在于,包括:接收将第一角色加入游戏场景的触发指令;将所述第一角色的标识信息记载到第一角色列表中;其中,所述第一角色列表用于记载所述游戏场景中互相可见的角色的标识信息;将所述第一角色的状态信息,发送给所述第一角色列表中除所述第一角色之外的其他角色所对应的玩家客户端,以使所述玩家客户端在本地游戏场景中显示所述第一角色的状态。
- 根据权利要求1所述的游戏数据的处理方法,其特征在于,所述游戏数据的处理方法还包括:预先配置N个角色列表,并按照从小到大的编号顺序为每个角色列表编制一个列表号;其中,N≥2;每个角色列表用于记载角色的标识信息,被记载到同一角色列表中的角色在所述游戏场景中互相可见。
- 根据权利要求2所述的游戏数据的处理方法,其特征在于,在所述将所述第一角色的标识信息记载到第一角色列表中之前,还包括:获取所述N个角色列表当前记载的角色数量;判断每个所述角色列表当前记载的角色数量是否均等于预设的上限值;若是,则创建一个新的角色列表,作为所述第一角色列表;若否,则从当前记载的角色数量小于A/B的角色列表中选择一个角色列表,作为所述第一角色列表;其中,A为所述上限值,B≥1。
- 根据权利要求3所述的游戏数据的处理方法,其特征在于,所述从当前记载的角色数量小于A/B的角色列表中选择一个角色列表,作为所述第一角色列表,具体为:从当前记载的角色数量小于A/B的角色列表中,选择角色数量最少的一个 角色列表,作为所述第一角色列表;或者,从当前记载的角色数量小于A/B的角色列表中,选择列表号最小的一个角色列表,作为所述第一角色列表;或者,从当前记载的角色数量小于A/B的角色列表中,选择列表号最大的一个角色列表,作为所述第一角色列表;或者,从当前记载的角色数量小于A/B的角色列表中,随机选择一个角色列表,作为所述第一角色列表。
- 根据权利要求3或4所述的游戏数据的处理方法,其特征在于,所述将所述第一角色的标识信息记载到第一角色列表中之后,还包括:将所述第一角色的标识信息与所述第一角色列表的列表号的映射关系保存到角色数据库中。
- 根据权利要求1所述的游戏数据的处理方法,其特征在于,所述将所述第一角色的标识信息记载到第一角色列表中之后,还包括:将所述其他角色的状态信息,发送给所述第一角色对应的第一玩家客户端,以使所述第一玩家客户端在本地游戏场景中显示所述其他角色的状态。
- 根据权利要求5所述的游戏数据的处理方法,其特征在于,所述将所述第一角色的状态信息,发送给所述第一角色列表中除所述第一角色之外的其他角色所对应的玩家客户端,以使所述玩家客户端在本地游戏场景中显示所述第一角色的状态,具体包括:接收所述第一角色对应的第一玩家客户端发送的状态信息,所述状态信息包含所述第一角色的标识信息及状态内容;根据所述第一角色的标识信息,查询所述角色数据库中的映射关系,确定所述第一角色的标识信息被记载到所述第一角色列表中;根据所述第一角色列表中所记载的角色的标识信息,确定除所述第一角色 之外的其他角色所对应的玩家客户端;将所述第一角色的状态信息,发送给所述其他角色所对应的玩家客户端,以使所述玩家客户端在本地游戏场景中显示所述第一角色的状态。
- 根据权利要求7所述的游戏数据的处理方法,其特征在于,当所述状态内容为所述第一角色离开所述游戏场景时,在将所述第一角色的状态信息,发送给所述其他角色所对应的玩家客户端之后,还包括:在所述第一角色列表中,删除所述第一角色的标识信息,且在所述角色数据库中,删除所述第一角色的标识信息与所述第一角色列表的列表号的映射关系。
- 一种游戏数据的处理方法,其特征在于,包括:向游戏服务端发送将第一角色加入游戏场景的触发指令,以使所述游戏服务端将所述第一角色的标识信息记载到第一角色列表中;其中,所述第一角色列表用于记载所述游戏场景中互相可见的角色的标识信息;向所述游戏服务端发送第一角色的状态信息,以使所述游戏服务端将所述第一角色的状态信息转发给所述第一角色列表中除所述第一角色之外的其他角色所对应的玩家客户端,以使所述玩家客户端在本地游戏场景中显示所述第一角色的状态。
- 根据权利要求9所述的游戏数据的处理方法,其特征在于,在所述游戏服务端配置有N个角色列表,且按照从小到大的编号顺序为每个角色列表编制了一个列表号;其中,N≥2;每个角色列表用于记载角色的标识信息,被记载到同一角色列表中的角色在所述游戏场景中互相可见;所述第一角色列表是从当前记载的角色数量小于A/B的角色列表中选取的一个角色列表,其中,A为预设的上限值,B≥1。
- 根据权利要求9或10所述的游戏数据的处理方法,其特征在于,在所述向游戏服务端发送将第一角色加入游戏场景的触发指令,以使所述游戏服务端将所述第一角色的标识信息记载到第一角色列表中之后,还包括:接收所述游戏服务端发送的所述其他角色的状态信息;在本地游戏场景中显示所述其他角色的状态。
- 根据权利要求9所述的游戏数据的处理方法,其特征在于,所述第一角色的状态信息包含所述第一角色的标识信息及状态内容;当所述状态内容为所述第一角色离开所述游戏场景时,所述游戏服务端接收到所述第一角色的状态信息之后,从所述第一角色列表中删除所述第一角色的标识信息。
- 一种游戏服务端,其特征在于,包括:触发接收单元,用于接收将第一角色加入游戏场景的触发指令;记载单元,用于将所述第一角色的标识信息记载到第一角色列表中;其中,所述第一角色列表用于记载所述游戏场景中互相可见的角色的标识信息;和,第一发送单元,用于将所述第一角色的状态信息,发送给所述第一角色列表中除所述第一角色之外的其他角色所对应的玩家客户端,以使所述玩家客户端在本地游戏场景中显示所述第一角色的状态。
- 根据权利要求13所述的游戏服务端,其特征在于,所述的游戏服务端还包括:配置单元;所述配置单元用于配置N个角色列表,并按照从小到大的编号顺序为每个角色列表编制一个列表号;其中,N≥2;每个角色列表用于记载角色的标识信息,被记载到同一角色列表中的角色在所述游戏场景中互相可见。
- 根据权利要求14所述的游戏服务端,其特征在于,所述的游戏服务端 还包括:获取单元,用于获取所述N个角色列表当前记载的角色数量;判断单元,用于判断每个所述角色列表当前记载的角色数量是否均等于预设的上限值;和,列表选择单元,用于在所述判断单元的判断结果为是时,创建一个新的角色列表,作为所述第一角色列表;以及在所述判断单元的判断结果为否时,从当前记载的角色数量小于A/B的角色列表中选择一个角色列表,作为所述第一角色列表;其中,A为所述上限值,B≥1。
- 根据权利要求15所述的游戏服务端,其特征在于,所述列表选择单元在所述判断单元的判断结果为否时,从当前记载的角色数量小于A/B的角色列表中选择一个角色列表,作为所述第一角色列表,具体为:从当前记载的角色数量小于A/B的角色列表中,选择角色数量最少的一个角色列表,作为所述第一角色列表;或者,从当前记载的角色数量小于A/B的角色列表中,选择列表号最小的一个角色列表,作为所述第一角色列表;或者,从当前记载的角色数量小于A/B的角色列表中,选择列表号最大的一个角色列表,作为所述第一角色列表;或者,从当前记载的角色数量小于A/B的角色列表中,随机选择一个角色列表,作为所述第一角色列表。
- 根据权利要求15或16所述的游戏服务端,其特征在于,所述游戏服务端还包括:存储单元;所述存储单元用于将所述第一角色的标识信息与所述第一角色列表的列表号的映射关系保存到角色数据库中。
- 根据权利要求13所述的游戏服务端,其特征在于,所述游戏服务端还 包括第二发送单元;所述第二发送单元用于在所述记载单元将所述第一角色的标识信息记载到第一角色列表中之后,将所述其他角色的状态信息,发送给所述第一角色对应的第一玩家客户端,以使所述第一玩家客户端在本地游戏场景中显示所述其他角色的状态。
- 根据权利要求17所述的游戏服务端,其特征在于,所述第一发送单元包括:信息接收子单元,用于接收所述第一角色对应的第一玩家客户端发送的状态信息,所述状态信息包含所述第一角色的标识信息及状态内容;查询子单元,用于据所述第一角色的标识信息,查询所述角色数据库中的映射关系,确定所述第一角色的标识信息被记载到所述第一角色列表中;和,信息发送子单元,用于将所述第一角色的状态信息,发送给所述其他角色所对应的玩家客户端,以使所述玩家客户端在本地游戏场景中显示所述第一角色的状态。
- 根据权利要求19所述的游戏服务端,其特征在于,所述游戏服务端还包括:删除单元;所述删除单元用于当所述状态内容为所述第一角色离开所述游戏场景时,在所述第一发送单元将所述第一角色的状态信息,发送给所述其他角色所对应的玩家客户端之后,在所述第一角色列表中,删除所述第一角色的标识信息,且在所述角色数据库中,删除所述第一角色的标识信息与所述第一角色列表的列表号的映射关系。
- 一种游戏客户端,其特征在于,包括:触发发送单元,用于向游戏服务端发送将第一角色加入游戏场景的触发指令,以使所述游戏服务端将所述第一角色的标识信息记载到第一角色列表中; 其中,所述第一角色列表用于记载所述游戏场景中互相可见的角色的标识信息;和,状态信息发送单元,用于向所述游戏服务端发送第一角色的状态信息,以使所述游戏服务端将所述第一角色的状态信息转发给所述第一角色列表中除所述第一角色之外的其他角色所对应的玩家客户端,以使所述玩家客户端在本地游戏场景中显示所述第一角色的状态。
- 根据权利要求21所述的游戏客户端,其特征在于,在所述游戏服务端配置有N个角色列表,且按照从小到大的编号顺序为每个角色列表编制了一个列表号;其中,N≥2;每个角色列表用于记载角色的标识信息,被记载到同一角色列表中的角色在所述游戏场景中互相可见;所述第一角色列表是从当前记载的角色数量小于A/B的角色列表中选取的一个角色列表,其中,A为预设的上限值,B≥1。
- 根据权利要求21或22所述的游戏客户端,其特征在于,所述游戏客户端还包括:状态信息接收单元,用于在所述触发发送单元向游戏服务端发送将第一角色加入游戏场景的触发指令,以使所述游戏服务端将所述第一角色的标识信息记载到第一角色列表中之后,接收所述游戏服务端发送所述其他角色的状态信息;和,显示单元,用于在本地游戏中显示所述其他角色的状态。
- 根据权利要求21所述的游戏客户端,其特征在于,所述第一角色的状态信息包含所述第一角色的标识信息及状态内容;当所述状态内容为所述第一角色离开所述游戏场景时,所述游戏服务端接收到所述第一角色的状态信息之后,从所述第一角色列表中删除所述第一角色的标识信息。
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