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WO2018095366A1 - 视频推荐确定、信息显示、基于帧同步的数据处理方法 - Google Patents

视频推荐确定、信息显示、基于帧同步的数据处理方法 Download PDF

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Publication number
WO2018095366A1
WO2018095366A1 PCT/CN2017/112608 CN2017112608W WO2018095366A1 WO 2018095366 A1 WO2018095366 A1 WO 2018095366A1 CN 2017112608 W CN2017112608 W CN 2017112608W WO 2018095366 A1 WO2018095366 A1 WO 2018095366A1
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WO
WIPO (PCT)
Prior art keywords
client
frame synchronization
information
display
user
Prior art date
Application number
PCT/CN2017/112608
Other languages
English (en)
French (fr)
Inventor
郭兴
Original Assignee
腾讯科技(深圳)有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from CN201611044191.7A external-priority patent/CN106559426B/zh
Priority claimed from CN201611050866.9A external-priority patent/CN106534970B/zh
Priority claimed from CN201611044186.6A external-priority patent/CN106730839B/zh
Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Publication of WO2018095366A1 publication Critical patent/WO2018095366A1/zh
Priority to US16/351,282 priority Critical patent/US10965994B2/en
Priority to US17/187,616 priority patent/US11856267B2/en

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    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/833Hand-to-hand fighting, e.g. martial arts competition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/86Watching games played by other players
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/44Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream or rendering scenes according to encoded video stream scene graphs
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4781Games
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/482End-user interface for program selection
    • H04N21/4826End-user interface for program selection using recommendation lists, e.g. of programs or channels sorted out according to their score
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/80Generation or processing of content or additional data by content creator independently of the distribution process; Content per se
    • H04N21/81Monomedia components thereof
    • H04N21/8166Monomedia components thereof involving executable data, e.g. software
    • H04N21/8173End-user applications, e.g. Web browser, game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/533Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/57Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
    • A63F2300/577Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player for watching a game played by other players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/65Methods for processing data by generating or executing the game program for computing the condition of a game character
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8029Fighting without shooting

Definitions

  • the present invention relates to the field of data processing technologies, and in particular, to a recommended video determining method, a data processing server and system, an information display method and terminal, a data processing method based on frame synchronization, a server, and a client.
  • Some web applications provide virtual scenes to support multi-user participation. Multiple users' virtual characters can enter virtual scenes by matching, teaming, etc., and experience sports and other activities in virtual scenes. .
  • a virtual scene video a virtual scene video in the form of a game's competitive game video, etc.
  • Users often have the need to view other users' current virtual scene videos for the purpose of using the web application.
  • there may be multiple virtual scenes that the user currently participates in for example, there may be multiple game competitions at the same time). Therefore, how to determine the virtual scene video recommended to the user becomes a problem to be considered.
  • the embodiment of the present invention provides a recommendation video determining method, a data processing server, and a system to determine a virtual scene video recommended to a user.
  • the embodiment of the present invention provides the following technical solutions:
  • an embodiment of the present invention provides a method for determining a recommended video, including:
  • the recommended video is generated from the perspective of the target virtual character in the target virtual scene.
  • the target virtual scene in which the recommended video is located may be determined from the virtual scene in which the user is currently involved, and the recommended video is generated from the perspective of the target virtual character determined in the target virtual scene, and the virtual scene video recommended to the user is determined.
  • the recommended video has a higher viewing quality.
  • the embodiment of the present invention further provides a data processing server, including:
  • a candidate scenario determining module configured to determine a candidate virtual scenario; a virtual character exists in the candidate virtual scenario, and the virtual character is controlled by the participating user;
  • a target scene selection module configured to select a target virtual scene from the candidate virtual scenes
  • a performance data determining module configured to determine performance data of each virtual character of the target virtual scene
  • a target role selection module configured to select a target virtual character from each virtual character of the target virtual scene according to performance data of each virtual character of the target virtual scene
  • the recommended video generation module is configured to generate a recommended video by using a target virtual character in a perspective of the target virtual scene.
  • beneficial effects of the second aspect implementation refer to the beneficial effects of the method corresponding to the first aspect.
  • an embodiment of the present invention further provides a recommendation video determining system, including: the foregoing data processing server, and a client;
  • the data processing server is further configured to send, to the client corresponding to each participating user of the target virtual scenario, notification information, where the notification information is used to indicate that the user corresponding to the target virtual role is recommended;
  • Client is used to:
  • Receiving the notification information determining the relationship between the user corresponding to the target virtual character and the user of the client;
  • the prompt information that the local user is recommended to the video recommendation interface is output;
  • the prompt message that the teammate is recommended to the video recommendation interface is output;
  • the user of the client is the opponent of the target virtual scene, and the prompt information that the opponent is recommended to the video recommendation interface is output.
  • beneficial effects of the third aspect implementation refer to the beneficial effects of the method corresponding to the first aspect.
  • the embodiment of the present invention further provides a method for displaying information, including:
  • the operation statistics result is divided into the first display information and the second display information according to the preset rule, where the first display information is preset basic information in the operation statistics result, and the second display information is preset secondary information in the operation statistics result. ;
  • the preset basic information that is more important during the wartime can be displayed only on the display interface of the terminal, and the non-critical preset secondary information is hidden, so that the area where the user watches the battle is large enough to be able to see the battle.
  • the non-critical preset secondary information is hidden, so that the area where the user watches the battle is large enough to be able to see the battle.
  • the embodiment of the present invention further provides a terminal, including:
  • An obtaining module configured to acquire operation information of multiple competition objects from a server
  • a determining module configured to determine an operation statistical result according to operation information of the plurality of competition objects acquired by the acquiring module
  • the dividing module is configured to divide the operation statistics determined by the determining module into the first display information and the second display information according to the preset rule, where the first display information is preset basic information in the operation statistics result, and the second display information is operation Preset secondary information in the statistical results;
  • the first display module is configured to display the first display information of the division module division on the terminal display interface.
  • the embodiment of the present invention further provides a data processing method based on frame synchronization, including:
  • the server receives an input command from the first client, and the input command is used to control any simulated object displayed in the frame synchronization scenario, and generates a frame synchronization command sequence according to the input command;
  • the server sends the frame synchronization command sequence to the first client and the second client, wherein the second client and the first client are loaded with the same frame synchronization scenario.
  • the second client can obtain the frame synchronization command sequence through the server, and display the simulation object in the frame synchronization scenario, so that the user operating the second client can see the control of the simulated object by the first client.
  • the display of the simulated object controlled by the second client by the second client in the frame synchronization scenario is implemented.
  • the embodiment of the present invention further provides a data processing method based on frame synchronization, including:
  • the second client preloads a frame synchronization scenario in which the simulation object is displayed, and the simulation object is controlled by the first client loaded with the frame synchronization scenario;
  • the second client receives a frame synchronization command sequence sent by the server, and the frame synchronization command sequence is generated by the server according to an input command from the first client, and the input command is used to control the simulation object;
  • the second client displays the simulated object in the frame synchronization scenario according to the frame synchronization command sequence.
  • the embodiment of the present invention further provides a server, including:
  • a processing module configured to receive an input command from the first client, where the input command is used to control any simulated object displayed in the frame synchronization scenario, and generate a frame synchronization command sequence according to the input operation;
  • a sending module configured to send the frame synchronization command sequence to the first client and the second client, where the second client and the first client are loaded with the same frame synchronization scenario.
  • the embodiment of the present invention further provides a client, including a scenario loading module, configured to preload a frame synchronization scenario in which a simulated object is displayed, and the simulation object is controlled by a first client loaded with a frame synchronization scenario;
  • a scenario loading module configured to preload a frame synchronization scenario in which a simulated object is displayed, and the simulation object is controlled by a first client loaded with a frame synchronization scenario;
  • a receiving module configured to receive a frame synchronization command sequence sent by the server, where the frame synchronization command sequence is generated by the server according to an input command from the first client, and the input command is used to control the simulation object;
  • a display module is configured to display a simulated object in a frame synchronization scenario according to a frame synchronization command sequence.
  • the tenth aspect of the present invention provides an apparatus, where the apparatus includes:
  • the memory is configured to store the program code and transmit the program code to the processor
  • the processor is configured to perform the above-described recommended video determination method and/or information display method and/or frame synchronization based data processing method according to instructions in the program code.
  • an embodiment of the present invention provides a storage medium for storing program code, and the program code is used to execute the recommended video determining method and/or the information display method and/or the frame synchronization based data processing method.
  • an embodiment of the present invention provides a computer program product comprising instructions, when executed on a computer, causing a computer to perform the above-mentioned recommended video determining method and/or information display method and/or data processing based on frame synchronization method.
  • FIG. 1 is a system architecture diagram of a method for determining a recommended video according to an embodiment of the present invention
  • FIG. 2 is a system architecture diagram of a game background according to an embodiment of the present invention.
  • FIG. 3 is a flowchart of a method for determining a recommended video according to an embodiment of the present invention
  • FIG. 4 is a flowchart of a method for determining a target virtual character according to an embodiment of the present invention
  • FIG. 5 is a schematic diagram of a video recommendation interface in a game background according to an embodiment of the present invention.
  • FIG. 6 is a flowchart of a method for adding a recommended video to a video recommendation interface according to an embodiment of the present invention
  • FIG. 7 is another schematic diagram of a video recommendation interface in a game background according to an embodiment of the present invention.
  • FIG. 8 is a signaling flowchart of sending notification information according to an embodiment of the present invention.
  • FIG. 9 is a schematic diagram of a client output prompt information according to an embodiment of the present invention.
  • FIG. 10 is another schematic diagram of a client output prompt information according to an embodiment of the present invention.
  • FIG. 11 is still another schematic diagram of a client output prompt information according to an embodiment of the present invention.
  • FIG. 12 is a schematic diagram of an application of a game in a competitive scene according to an embodiment of the present invention.
  • FIG. 13 is a structural block diagram of a data processing server according to an embodiment of the present invention.
  • FIG. 14 is a block diagram showing another structure of a data processing server according to an embodiment of the present invention.
  • FIG. 15 is a block diagram showing still another structure of a data processing server according to an embodiment of the present invention.
  • FIG. 16 is a block diagram showing a hardware structure of a data processing server according to an embodiment of the present invention.
  • FIG. 17 is a structural diagram of an information display system according to an embodiment of the present invention.
  • FIG. 18 is a schematic diagram of an interaction embodiment of a method for displaying information according to an embodiment of the present invention.
  • FIG. 19 is a schematic diagram of an embodiment of a method for displaying information according to an embodiment of the present invention.
  • 20 is a schematic diagram of an interface of an interactive application according to an embodiment of the present invention.
  • 21 is another schematic diagram of an interface of an interactive application according to an embodiment of the present invention.
  • FIG. 22 is another schematic diagram of an interface of an interactive application according to an embodiment of the present invention.
  • FIG. 23 is another schematic diagram of an interface of an interactive application according to an embodiment of the present invention.
  • FIG. 24 is another schematic diagram of an interface of an interactive application according to an embodiment of the present invention.
  • 25 is a schematic flowchart of information display in an application scenario
  • 26 is a schematic diagram of an embodiment of a terminal according to an embodiment of the present invention.
  • FIG. 27 is a schematic diagram of another embodiment of a terminal according to an embodiment of the present invention.
  • FIG. 28 is a schematic diagram of another embodiment of a terminal according to an embodiment of the present invention.
  • FIG. 29 is a schematic diagram of another embodiment of a terminal according to an embodiment of the present invention.
  • FIG. 30 is a schematic diagram of another embodiment of a terminal according to an embodiment of the present invention.
  • FIG. 31 is a schematic diagram of another embodiment of a terminal according to an embodiment of the present invention.
  • FIG. 32 is a schematic diagram of another embodiment of a terminal according to an embodiment of the present invention.
  • FIG. 33 is a schematic block diagram of a data processing method based on frame synchronization according to an embodiment of the present invention.
  • FIG. 34 is a schematic block diagram of another data processing method based on frame synchronization according to an embodiment of the present disclosure.
  • FIG. 35 is a schematic diagram of a sending process of a frame synchronization command sequence according to an embodiment of the present invention.
  • 36 is a schematic diagram of a process of entering a frame synchronization game scenario according to an embodiment of the present invention.
  • 38-a is a schematic structural diagram of a server according to an embodiment of the present invention.
  • 38-b is a schematic structural diagram of an acquisition module according to an embodiment of the present invention.
  • FIG. 39 is a schematic structural diagram of a second client according to an embodiment of the present disclosure.
  • FIG. 39 is a schematic structural diagram of a scene loading module according to an embodiment of the present disclosure.
  • 39-c is a schematic structural diagram of a display module according to an embodiment of the present invention.
  • 39-d is a schematic structural diagram of a delay display module according to an embodiment of the present invention.
  • 39-e is a schematic structural diagram of another display module according to an embodiment of the present invention.
  • FIG. 40 is a schematic structural diagram of a structure of a data processing method based on frame synchronization applied to a terminal according to an embodiment of the present disclosure
  • FIG. 41 is a schematic structural diagram of a terminal according to an embodiment of the present invention.
  • the system may include: a client 10A, a maintenance server 20A and a data processing server 30A;
  • the client 10A can be loaded on a user device such as a smart phone, a tablet computer, or a laptop computer to provide a local service for the network application.
  • the client 10A can load the virtual scene to enable the user's virtual character to enter when the user requests to enter the virtual scene. Go to the virtual scene.
  • the maintenance server 20A is a service device in the server cluster to which the network application belongs, and is set up on the network side; the maintenance server 20A can maintain the virtual roles of multiple users (one user) when multiple users request to enter the virtual scene through the respective clients 10A.
  • the behavior of a virtual character in a virtual scene is controlled, and the performance of each virtual character in each virtual scene is recorded; the performance of the virtual character is generally determined by the operation of the user, and the user's operation is more skilled, and the virtual character of the user is in the virtual scene. The performance is generally better.
  • virtual scenes there may be multiple virtual scenes maintained by the server. These virtual scenes may be virtual scenes of the same scene content, but may be considered as different virtual scenes as long as the participating users are different. .
  • the data processing server 30A is a service device in a server cluster to which the network application belongs, and is installed on the network side and can be used for data processing.
  • the data processing server 30A can determine the virtual scene corresponding to the recommended video from the virtual scene in which the user currently participates in the data processing manner, and generate a recommended video from the perspective of a virtual character in the virtual scene to perform video recommendation.
  • the embodiment of the present invention can be applied to a game of the MOBA (Multiplayer Online Battle Arena) type, and the competitive game video is recommended to the user when there are multiple competition matches.
  • the system shown in Figure 1 can be in the form of a game as shown in Figure 2, the client 10A may be a game client, the maintenance server 20A may be a battle server, and the data processing server 30A may be a game data processing server; correspondingly, the virtual scene may be a game play scene of the game.
  • the game client can load the game competition scene; correspondingly, the user-controlled game character will enter the game competition scene and join a competitive game;
  • the competition game generally corresponds to a game competition scene.
  • the combat server can maintain multiple competitive matches, and maintaining a competitive match can be achieved by maintaining the game characters of multiple users in a competitive game scene. At the same time, the battle server can also record each match.
  • the performance of the user that is, the game data of the game character controlled by the user in the game playing scene.
  • the game data processing server can be used to process the game data, determine the competitive game of the recommended video from the current plurality of competitive games, and generate the recommended video from the perspective of the game playing scene in a certain game character of the competitive game. , to recommend the video.
  • FIG. 3 is a flowchart of a method for determining a recommended video according to an embodiment of the present invention. The method is applicable to a data processing server. Referring to FIG. 3, the method may include:
  • Step S10A The data processing server determines the candidate virtual scene.
  • the candidate virtual scene may be a virtual scene in which the user currently participates.
  • the data processing server may determine that the virtual scene in which the user participates is maintained, and the virtual scene in which the user currently participates is determined as the candidate virtual scene.
  • a user can control a virtual character to be active in a virtual scenario, that is, one user can correspond to one virtual character in the candidate virtual scenario; and in other application scenarios, one user can simultaneously control multiple virtual sessions.
  • the role is active in the virtual scene, that is, one user can correspond to multiple virtual characters in the candidate virtual scene.
  • the embodiment of the present invention may also determine a virtual scene in which the currently existing user participates in the set type as a candidate virtual scene; for example, in the game playing background, the embodiment of the present invention may be from the competitive level. In the competitive game where the type reaches the set level, determine the current ongoing competition. The game, so as to determine the game play scene of the competitive match as a candidate virtual scene.
  • the maintenance server may add an identifier to the virtual scene in which the user currently participates, and the virtual scenes of the same type but different in the participating users are considered to be different virtual scenarios, so that the server can maintain the virtual presence of the currently existing user.
  • the identifier of the scenario is sent to the data processing server.
  • the data server may determine, according to the identifier of each virtual scenario, that there is currently a candidate virtual scenario in which the user participates.
  • the data processing server may request the maintenance server to identify the identifiers of the virtual scenes in which the user currently participates.
  • Step S11A The data processing server selects a target virtual scene from the candidate virtual scenes.
  • the target virtual scene is a virtual scene corresponding to the recommended video.
  • the embodiment of the present invention can define a screening condition of the target virtual scene, so as to filter out the target virtual scene that meets the screening condition from the candidate virtual scene.
  • the screening condition of the target virtual scene may be that the user characteristics of the participating users of the virtual scene are consistent with the set user characteristics.
  • the target virtual scenes in which the user characteristics of the participating users are consistent with the set user characteristics are selected from the candidate virtual scenes.
  • the user feature of the participating user of the virtual scenario may be recorded in the user database, and after determining the identifier of each candidate virtual scenario, the data processing server may determine the user identifier of the participating user corresponding to the identifier, thereby based on the user identifier.
  • the user identifier is retrieved from the user database; the user identifier of the participating user corresponding to the identifier of the candidate virtual scene indicates the identifier of the user participating in the candidate virtual scenario, and may be sent to the data processing server by the maintenance server.
  • the embodiment may set the user level to be an optional expression form of the user feature, and the level of the participating user reaches the set level.
  • the virtual scene is determined as the target virtual scene. In general, the higher the level of the user, the better the performance in the virtual scene. Therefore, in the embodiment of the present invention, the virtual scene that reaches the set level of the participating users can be set as the target virtual scene, and from the candidate virtual scene. Excluding the virtual scenes in which the participating users are not all of the set levels, thereby achieving the purpose of recommending high quality videos to the users;
  • the geographic location of the user can also be an optional representation of the user's characteristics.
  • User may The virtual scene video in which the user is involved is compared.
  • the virtual scene of the user in the geographic location of the user who requested to view the video is determined as the target virtual scene, thereby obtaining the virtual virtual scene.
  • the geographical location of the participating user is excluded, and the virtual scene of the set geographic location of the user who requests the video is not used, and the virtual scene video that the nearby user participates in is recommended to the user.
  • the screening condition of the target virtual scene may also be that the running state of the virtual scene conforms to the set running state.
  • the running state of each candidate virtual scene may be sent to the data processing server by the maintenance server, and the data processing server may select the target virtual scene whose operating state meets the set running state from the candidate virtual scene. .
  • the embodiment of the present invention can recommend the running time to the user.
  • Virtual scene video of runtime the user participation time corresponding to the virtual scenario (such as the running time of an athletic game) can be set as a manifestation of the running state of the virtual scenario, so that the data processing server can reach the virtual time of the user participation time.
  • the scenario is determined as a target virtual scenario, and a virtual scenario in which the user participation time does not reach the set time is excluded from the candidate virtual scenario.
  • the screening condition form of the target virtual scene described above is merely exemplary, and the specific screening conditions may be adjusted according to actual video recommendation requirements.
  • the screening condition of the target virtual scenario may be set by the operator, or may be sent by the user requesting to watch the video to the data processing server through the client.
  • Step S12A The data processing server determines performance data of each virtual character of the target virtual scene.
  • the data processing server may obtain performance data of each virtual character in the target virtual scenario from the maintenance server.
  • a virtual character is generally controlled by a user participating in the virtual scenario, that is, one virtual character corresponds to one user.
  • Step S13A The data processing server selects a target virtual character from each virtual character of the target virtual scene according to the performance data of each virtual character of the target virtual scene.
  • the target virtual character may be a virtual character whose performance in the target virtual scene meets the set recommendation condition, such as a virtual character with the best performance data in the target virtual scene, or a performance dimension is set. The best virtual character for performance data.
  • the performance dimension is a factor to measure the performance of the virtual character in the virtual scene.
  • the performance dimension can be the number of kills and the number of assists of the game character in the competitive game.
  • Step S14A The data processing server generates a recommended video in a perspective of the target virtual character in the target virtual scene.
  • a virtual scene may have multiple virtual characters.
  • the perspectives of the virtual characters in the virtual scene are different, and the reflected video content is also different.
  • the embodiment of the present invention can generate a recommendation video and implement recommendation in the perspective of the target virtual character in the target virtual scene. The determination of the video.
  • the data processing server may also determine according to the target virtual role.
  • the participating users of the target virtual character are manipulated, and the recommended video is generated from the perspective of the participating user to determine the recommended video.
  • the recommended video determining method provided in this embodiment may determine that there is a candidate virtual scene in which the user participates, and select a target virtual scene from the candidate virtual scene, and determine the generated recommendation by using the performance data of each virtual character of the target virtual scene.
  • the target virtual character of the video thereby generating a recommended video with the perspective of the target virtual character in the target virtual scene, and realizing the determination of the recommended video.
  • the recommended video determining method provided by the embodiment of the present invention may determine a target virtual scene in which the recommended video is located from the virtual scene in which the user is currently involved, and generate a recommended video in the perspective of the target virtual character determined in the target virtual scene, and determine The recommended video has a higher viewing quality by the virtual scene video recommended to the user.
  • the data processing server may determine the best performing target by analyzing the forward performance data and the negative performance data of each virtual character of the target virtual scene.
  • Virtual role. 4 is a flow chart showing an alternative method of determining a target virtual character. Referring to FIG. 4, the method may include:
  • Step S20A The data processing server determines first type performance data and second type performance data of each virtual character of the target virtual scene.
  • the data type of the first type of performance data and the second type of performance data Conversely, virtual characters represented by the first type of performance data and the second type of performance data are reversed in the virtual scene.
  • the first type of performance data may be data in which the virtual character is positively represented in the virtual scene (ie, forward performance data); in the case of competitive games, the first type of performance data may be that the game character kills the opponent in the competitive game. The number of times (ie, the number of kills), the number of assists teammates to kill opponents (ie, the number of assists).
  • the second type of performance data may be data corresponding to the negative performance of the virtual character in the virtual scene (ie, negative performance data); taking the competitive game as an example, the second type of performance data may be the number of deaths of the game character in the competitive game. Wait.
  • Step S21A The data processing server determines the ratio of the first type of performance data and the second type of performance data of each virtual character, and determines the virtual character whose ratio meets the predetermined ratio condition as the target virtual character.
  • the ratio of the first type of performance data of the virtual character to the second type of performance indicates the ratio of the positive performance of the virtual character to the negative performance.
  • the higher the ratio the virtual character is The better the performance in the virtual scene. Therefore, the present embodiment can represent the performance of the virtual character in the virtual scene by the ratio, and determine the virtual character whose ratio meets the predetermined ratio condition as the target virtual character by setting a predetermined ratio condition (such as the highest ratio).
  • the number of target virtual characters determined in one target virtual scenario may be at least one.
  • the embodiment can determine the number of kills, the number of assists, and the number of deaths of each game character in the target virtual scene; for each game character, the sum of the number of kills and the number of assists of the game character is taken as the first The class performance data, the death number of the game character is taken as the second type performance data, and the first type performance data is divided by the second type performance data to obtain a ratio reflecting the performance of the game character in the target virtual scene, and the higher the ratio, the higher the ratio The better the performance of the game character in the target virtual scene.
  • the present embodiment may determine, based on the performance data of each virtual character of the target virtual scene, a target virtual character that meets the set recommendation condition in the target virtual scene, and provides a basis for determining the recommended video.
  • the method shown in FIG. 4 is only an optional way to analyze the performance of each virtual character in the target virtual scene, and is not unique.
  • the virtual item acquisition number of each virtual character of the target virtual scene (such as the number of gold coins acquired by the game character in the game competition scene) may be analyzed, and the number of virtual item acquisitions may be determined to reach a threshold (for example, all virtual characters corresponding to the target virtual scene)
  • the virtual item acquires the number average), and the ratio shown in Figure 4 corresponds to the target virtual character of the predetermined ratio condition.
  • the embodiment may determine the role identifier of the target virtual character (such as the role name of the game character), and the target virtual character.
  • the user ID of the corresponding user (such as the user name corresponding to the game character), and the recommendation video is recommended to the video recommendation interface, and the role identifier of the target virtual character is displayed in the video recommendation interface, and the target virtual role corresponds to the user identifier of the user.
  • the recommendation to recommend the recommended video to the video recommendation interface may be to recommend the video address of the recommended video to the video recommendation interface.
  • the data processing server may broadcast a video recommendation interface to the user requesting to watch the video, so that the user requesting to watch the video clicks on a certain recommended video, the data processing server may push the corresponding to the user's client according to the video address of the recommended video. Recommended video.
  • the user can watch the recommended video on the client.
  • FIG. 5 is a schematic diagram of a video recommendation interface in the context of a game.
  • the number of videos recommended by the video recommendation interface may have a video recommendation limit, and the video recommendation limit corresponds to the recommended number of video recommendation interfaces. If the number of currently recommended videos in the video recommendation interface reaches the video recommendation limit, the recommended video newly determined by the data processing server cannot be added to the video recommendation interface, and the number of videos currently recommended by the video recommendation interface is less than the recommended video limit. When the number (that is, the video recommendation interface has an idle recommended area), the newly determined recommended video can be added to the video recommendation interface.
  • a video recommendation pool corresponding to the number of recommended areas of the video recommendation interface may be set, and the currently recommended video of the video recommendation interface corresponds to the recommended video added in the video recommendation pool, such as video recommendation.
  • the recommended video displayed in the interface can be achieved by retrieving the recommended video from the video recommendation pool.
  • the data processing server may determine whether there is an idle recommended bit in the video recommendation pool, and if not, the number of currently recommended videos on the video recommendation interface reaches the video recommendation limit. The data processing server needs to wait for the recommended video in the video recommendation pool to add the recommended video to the video recommendation pool for recommendation in the video recommendation interface. If yes, the data processing server can add the recommended video without waiting. Video push Recommend in the pool to recommend the recommended videos in the video recommendation interface.
  • FIG. 6 is a flowchart of a method for adding a recommended video to a video recommendation interface.
  • the method is applicable to a data processing server. Referring to FIG. 6, the method may include:
  • Step S30A the data processing server determines whether the video recommendation pool currently has a free recommended bit, and if not, returns to step S30A, and if so, proceeds to step S31A;
  • the video recommendation pool maintains a recommendation bit corresponding to the video recommendation limit of the video recommendation interface, and the number of recommended digits currently idle in the video recommendation pool corresponds to the number of video recommendations currently idle on the video recommendation interface.
  • the video recommendation pool has an idle recommended position, which may be the end of the recommended video in the video recommendation interface, or the target virtual character corresponding to the recommended video in the video recommendation interface exits the target virtual scene.
  • Step S31A Add the recommended video to the video recommendation pool.
  • adding the recommended video to the video recommendation pool may include adding the video address of the recommended video to the video recommendation pool. It can be understood that if the video recommendation interface displays the role identifier of the target virtual character and the user identifier of the user corresponding to the target virtual role, the role identifier of the target virtual character needs to be added when the recommended video is added to the video recommendation pool. The user ID of the user corresponding to the target virtual role is added to the video recommendation pool.
  • the data processing server may increase the number of viewing users of the video by one, and when the user exits viewing, the data processing server The number of viewing users of the video can be reduced by 1, so that the data processing server can count the number of current viewing users of each video recommended by the video recommendation interface, and display the current number of viewing users of each video in the corresponding recommended area of the video recommendation interface. in.
  • the data processing server can also periodically update the current number of viewing users of each video recommended by the video recommendation interface. It can be understood with reference to FIG. 7, which shows another schematic diagram of the video recommendation interface in the game background.
  • the recommended video in the video recommendation interface can be sorted according to the number of currently viewed users, and the videos with more current viewing users are arranged in front. That is, the more the number of currently viewed users in the recommended video, the higher the ranking of the recommended videos.
  • the recommended video in the video recommendation interface can also be sorted according to the duration of the video added to the video recommendation interface, that is, the longer the duration, the higher the ranking, the shorter the duration, and the later the ranking.
  • the recommended video in the video recommendation interface may also be based on the needs of the user requesting to watch the video.
  • the video of the user's preferred video may be sorted according to the video preference of the user who requested to watch the video; for example, the intimacy of the user of the target virtual character corresponding to each video and the user who requested to watch the video may be analyzed, according to the intimacy Sort the video in the video recommendation interface.
  • the data processing server After the recommended data is added to the video recommendation interface for recommendation, the data processing server knows that the participating users in the target virtual scene have the recommended users in the target virtual scene, so that the participating users in the target virtual scene are more capable. Actively controlling the performance of the virtual character, the data server can send the notification message to the participating users in the target virtual scenario, and the user corresponding to the target virtual character is recommended to the video recommendation interface.
  • FIG. 8 is a signaling flowchart of a data processing server sending notification information to a client, where the process may include:
  • Step S40A The data processing server sends the notification information to the client corresponding to each participating user of the target virtual scene.
  • the notification information is used to indicate that the user corresponding to the target virtual character is recommended.
  • the notification information may be used to specifically indicate that the user corresponding to the target virtual character is recommended to the video recommendation interface.
  • Step S41A After receiving the notification information, the client determines the relationship between the user corresponding to the target virtual character and the user of the client.
  • the relationship between the user corresponding to the target virtual character and the user of the client may be: the same user, the teammate relationship in the target virtual scene, the opponent relationship in the target virtual scene, and the like.
  • the notification information may carry the user identifier corresponding to the target virtual role.
  • the client may obtain the user identifier in the target virtual scenario and the teammate relationship with the client user. And the user identifier of the client relationship with the client; thereby, by using the user identifier corresponding to the target virtual role, respectively, the user identifier of the client, the user identifier of the relationship with the client user, and the user of the client relationship
  • the logo is matched.
  • the user corresponding to the target virtual role may be the user of the client; if the target virtual character corresponds to the user target If the user ID of the user relationship with the client is successfully matched, the user corresponding to the target virtual role may be determined as the teammate of the user of the client; if the user identifier corresponding to the target virtual role matches the user identifier of the client with the client relationship, Then, it is determined that the user corresponding to the target virtual character is the opponent of the user of the client.
  • Step S42A If the client determines that the user corresponding to the target virtual character is the user of the client, the prompt information that the local user is recommended to the video recommendation interface is output.
  • FIG. 9 shows a schematic diagram of prompting the local user to be prompted to the video recommendation interface at the client.
  • the client may output a corresponding prompt message to the user for viewing.
  • Step S43A If the client determines the user corresponding to the target virtual character, and the user of the client is the teammate of the target virtual scene, the prompt information that the teammate is recommended to the video recommendation interface is output.
  • FIG. 10 shows a schematic diagram of prompt information for the teammate to be recommended to the video recommendation interface at the client.
  • the client may output corresponding prompt information to the user for viewing.
  • Step S44A If the client determines the user corresponding to the target virtual character, and the user of the client is the opponent of the target virtual scene, the prompt information that the opponent is recommended to the video recommendation interface is output.
  • FIG. 11 shows a schematic diagram of the prompt information outputting the opponent's recommendation to the video recommendation interface at the client.
  • the client may output a corresponding prompt message to the user for viewing.
  • step S42A, step S43A, and step S44A the user corresponding to the target virtual character is in a different relationship with the user of the client, and the corresponding different processing is indicated.
  • Step S42A, step S43A, and step S44A may be juxtaposed, and there is no prior sequence of execution time.
  • the data processing server may also send the current number of users of the recommended video to the clients corresponding to the participating users of the target virtual scene, so that the participating users of the target virtual scene are made.
  • the corresponding client may carry information about the number of currently viewed users of the recommended video when the prompt information is output.
  • the data server can periodically send the number of current viewing users of the recommended video to the clients of the participating users corresponding to the target virtual scene, so that the client refreshes the current number of viewing users of the recommended video at a certain frequency. And prompt the client user.
  • the data processing server may periodically update the current number of viewing users of the recommended video, and send the updated current number of viewing users to the clients of the participating users of the target virtual scene, thereby causing each of the target virtual scenes.
  • the participating users' clients periodically refresh, recommend the number of currently viewed users of the video, and display them to the client users.
  • each participating user of the target virtual scene can know that there is a recommended video in the target virtual scene, so that each participating user in the target virtual scene can actively control the performance of the virtual character and enhance the recommended video.
  • the quality of viewing which in turn leads to the recommendation of high quality video to users requesting to watch the video.
  • the recommended video determining method provided by the embodiment of the present invention can recommend a high-quality competitive game video to the user in the video recommendation interface of the game when holding an online competitive game game or the like.
  • FIG. 12 is a schematic diagram of an application in a game playing scene in the embodiment.
  • the game client can perform match matching, and after the match is successful, the game clients of each camp can load the game play scene, and the game characters of the game clients of each camp correspondingly enter the game play scene. Play the game in the middle.
  • the combat server can maintain the performance of each game, recording the performance data of the game characters in the game competition scene.
  • the game data processing server may determine a specific type of competitive match that is currently being performed according to a specific type of competitive match currently maintained by the combat server (eg, a match type of the match type, a competitive match of the user's ranking type, etc.) Determine the candidate competitive match (a competitive match corresponds to a game play scene).
  • a specific type of competitive match that is currently being performed according to a specific type of competitive match currently maintained by the combat server (eg, a match type of the match type, a competitive match of the user's ranking type, etc.) Determine the candidate competitive match (a competitive match corresponds to a game play scene).
  • the game data processing server determines, according to the user level of the participating users of each candidate competitive game, the target competitive game in which the level of the participating users reaches the set level (the target competitive match corresponding target game competitive scene).
  • the game data processing server may retrieve the number of kills, the number of assists, and the number of deaths of each game character of the target athletic game from the performance data of each game character of the target competitive game; respectively, the number of kills of each game character The sum of the number of assists, divided by the number of deaths, determines the ratio of the performance of the game character in the target match.
  • the game data processing server determines the number of coins to be acquired in the target competition game, and the game character with the largest ratio is determined as the target game character, and the recommended game character is generated from the perspective of the target game competition scene.
  • the game data processing server may determine whether the video recommendation pool has an idle recommended position, and if so, the game data processing server may display the recommended video, the role name of the target game character, and the user name corresponding to the target game character. Join the video recommendation pool to implement recommendations for recommended videos in the video recommendation interface.
  • the game data processing server may increase the number of current viewing users of the recommended video by one. If a certain user withdraws from viewing, the number of current viewing users of the recommended video is decreased by one.
  • the game data server can periodically update the current number of viewers of the recommended video.
  • the game data server may also notify the user of the target game character of the message recommended to the video recommendation interface and the number of current viewing users of the recommended video regularly updated by the game data server to each user of the target competitive game.
  • the user of the target competitive game After the user of the target competitive game receives the notification information sent by the game data server through the game client, if the user of the target game character is determined to be the local user, the number of current viewing users of the recommended and recommended video of the local user is output in the game interface. Tip message.
  • the prompt information may be output on a system chat channel of the game.
  • the game interface If the game client determines that the user of the target game character is a teammate of the local user, the game interface outputs the prompt information of the current viewing number of the recommended and recommended videos of the teammate in the game interface.
  • the game interface If the game client determines that the user of the target game character is the opponent of the local user, the game interface outputs the prompt information of the number of currently viewed users of the recommended and recommended video of the opponent.
  • the battle server, the game data processing server and the game client can be forwarded through an access server in the server cluster.
  • the determination of the high-quality competitive game video currently being performed can be implemented and recommended.
  • the recommended users, the teammates and opponents of the recommended users are able to perceive the presence of the recommended users in the competition game through the prompts of their respective clients, thereby increasing the competitive and confrontational competition of the competition, and further improving the recommendation video.
  • the quality also increases the probability that the recommended video will be clicked.
  • the data processing server provided by the embodiment of the present invention is introduced below, and the data portion described below is introduced.
  • the server can be cross-referenced with the method content described above.
  • the data processing server content described below can be considered as a functional module architecture required by the data processing server to implement the video recommendation method provided by the embodiment of the present invention.
  • FIG. 13 is a structural block diagram of a data processing server according to the embodiment.
  • the data processing server may include:
  • a candidate scenario determining module 100A configured to determine a candidate virtual scenario; a virtual character exists in the candidate virtual scenario, and the virtual character is controlled by the participating user;
  • the target scene selection module 200A is configured to select a target virtual scene from the candidate virtual scenes
  • the performance data determining module 300A is configured to determine performance data of each virtual character of the target virtual scene
  • the target character selection module 400A is configured to select a target virtual character from each virtual character of the target virtual scene according to performance data of each virtual character of the target virtual scene;
  • the first recommended video generating module 500A is configured to generate a recommended video in a perspective of the target virtual character in the target virtual scene.
  • the target role selection module 400A is configured to select a target virtual role from each virtual character of the target virtual scene according to the performance data of each virtual character of the target virtual scenario, including:
  • a first determining unit configured to determine first type performance data and second type performance data of each virtual character of the target virtual scene, where the data types of the first type performance data and the second type performance data are opposite;
  • the second determining unit is configured to determine a ratio of the first type of performance data and the second type of performance data of each virtual character, and determine the virtual character whose ratio meets the predetermined ratio condition as the target virtual character.
  • the target scene selection module 200A is configured to select a target virtual scene from the candidate virtual scene, and specifically includes:
  • FIG. 14 shows another structure of the data processing server according to the embodiment of the present invention.
  • the data processing server may further include:
  • the recommendation module 600A is used to recommend the recommended video to the video recommendation interface.
  • the recommendation module 600A is configured to recommend the recommended video to the video recommendation interface, and specifically includes:
  • the determining unit is configured to determine whether the video recommendation pool currently has a free recommended position, and the video recommendation pool maintains a recommended number corresponding to the video recommendation limit of the video recommendation interface, and the number of recommended digits and video of the video recommendation pool currently idle It is recommended that the recommended number of videos currently idle is corresponding;
  • the recommended video adding unit is configured to add the recommended video to the video recommendation pool to recommend the recommended video to the video recommendation interface if the video recommendation pool currently has a free recommended position.
  • the recommendation module 600A is further configured to add the role identifier and the user identifier to the video recommendation pool when the recommended video is added to the video recommendation pool; correspondingly, the video recommendation interface may be displayed The role ID and the user ID.
  • FIG. 15 shows still another structure of the data processing server according to the embodiment of the present invention.
  • the data processing server may further include:
  • the notification module 700A is configured to send notification information to a client corresponding to each participating user of the target virtual scenario, where the notification information is used to indicate that the user corresponding to the target virtual role is recommended.
  • the data processing server may further include:
  • the user number update module 800A is configured to periodically update the current number of viewing users of the recommended video
  • the user number sending module 900A is configured to send the updated current number of viewing users to the client corresponding to each participating user of the target virtual scene.
  • the user number sending module 900A and the notification module 700A may be integrated, that is, when the notification information is sent to the client corresponding to each participating user of the target virtual scene, the updated current information is carried in the notification information. View the number of users.
  • the candidate scene determining module 100A for determining the candidate virtual scene, may specifically include:
  • the candidate scenario determining module 100A determines a specific type of candidate competitive match that is currently being performed, and determines the determined competitive match scenario corresponding to the candidate competitive match as the candidate virtual scenario.
  • a virtual character exists in the candidate virtual scene, and the virtual character is controlled by the participating user.
  • the target scene selection module 200A is configured to select a target virtual scene from the candidate virtual scene, which may include:
  • the target scene selection module 200A determines the user level of the participating users of each candidate competitive game.
  • the target participating users all reach the set level of the target competitive match, wherein the target competitive match corresponds to the target game competitive scene.
  • the performance data determining module 300A is configured to determine performance data of each virtual character of the target virtual scene, and specifically includes:
  • the performance data determination module 300A determines performance data for each game character of the target athletic match.
  • the target role selection module 400A is configured to select a target virtual character from each virtual character of the target virtual scene according to the performance data of each virtual character of the target virtual scene, which may include:
  • the target character selection module 400A retrieves the number of kills, the number of assists, and the number of deaths of each game character of the target athletic match from the performance data of each game character of the target competitive match;
  • the target character selection module 400A divides the sum of the number of kills and the number of assists of each game character by the number of deaths, and determines the ratio corresponding to each game character;
  • the target character selection module 400A determines the game character having the largest ratio as the target game character.
  • the recommended video generating module 500A is configured to generate a recommended video in the perspective of the target virtual character in the target virtual scene, which may include:
  • the recommended video generation module 500A generates a recommended video with the perspective of the target game character in the target game competition scene.
  • the hardware structure of the data processing server provided by the embodiment of the present invention may be as shown in FIG. 16, including: a processor 1, a communication interface 2, a memory 3, and a communication bus 4;
  • the processor 1, the communication interface 2, and the memory 3 complete communication with each other through the communication bus 4;
  • the communication interface 2 can be an interface of the communication module, such as an interface of the GSM module;
  • the processor 1 may be a central processing unit CPU, or an Application Specific Integrated Circuit (ASIC), or one or more integrated circuits configured to implement embodiments of the present invention.
  • CPU central processing unit
  • ASIC Application Specific Integrated Circuit
  • the memory 3 may include a high speed RAM memory and may also include a non-volatile memory such as at least one disk memory.
  • the processor 1 can be specifically used to:
  • the recommended video is generated from the perspective of the target virtual character in the target virtual scene.
  • MOBA games can be displayed not only on personal computers (because of the full name: Personal Computer, PC: PC), but also on small terminals, such as mobile phones or portable multi-function digital multimedia players, or mini tablets. This will enable players to experience MOBA games better.
  • small terminals such as mobile phones or portable multi-function digital multimedia players, or mini tablets.
  • This will enable players to experience MOBA games better.
  • it is also possible to set the watch function of the MOBA game on the PC, so that the user can watch the game through the PC.
  • the watch-and-play function requires a large amount of battle information to be displayed to the user, and the user has to conveniently view the details of the battle.
  • the player wants to watch the game on the small terminal there will be certain difficulties. This is because the screen of the small terminal is usually small and the resolution is high. If the viewing interface on the PC is copied to the small terminal, it will cause A lot of interface information is crowded together, which makes the information difficult to identify, and the operating area on the interface becomes small and difficult to operate.
  • the embodiment of the present invention further provides a recommendation video determining system.
  • the structure of the recommended video determining system may be the same as that shown in FIG. 1 , and the specific content may be referred to the corresponding part above.
  • the recommended video determining system may include: a data processing server, configured to determine a candidate virtual scene; a virtual character exists in the candidate virtual scene, the virtual character is controlled by the participating user; In the scenario, the target virtual scene is selected; the performance data of each virtual character of the target virtual scene is determined; and the target virtual character is selected from each virtual character of the target virtual scene according to the performance data of each virtual character of the target virtual scene; The perspective of the character in the target virtual scene generates a recommended video.
  • the data processing server is further configured to target the virtual scene
  • the client corresponding to each participating user sends notification information, which is used to indicate that the user corresponding to the target virtual character is recommended.
  • the recommended video determining system may further include: a client; the client may be configured to receive the notification information, determine the relationship between the user corresponding to the target virtual character and the user of the client; if the client determines If the user corresponding to the target virtual role is the user of the client, the prompt information of the local user being recommended to the video recommendation interface is output; if the client determines that the user corresponding to the target virtual character is the client of the target virtual scene, the output teammate is The prompt information recommended to the video recommendation interface is recommended; if the client determines that the user corresponding to the target virtual character is the opponent of the target virtual scene, the output prompt is recommended to the video recommendation interface.
  • the notification information carries the user identifier corresponding to the target virtual role.
  • the client is configured to: determine the relationship between the user corresponding to the target virtual role and the user of the client, and specifically include:
  • the client obtains a user identifier in the target virtual scenario that is a teammate relationship with the client user, and a user identifier that is an opponent relationship with the client user;
  • the client matches the user identifier corresponding to the target virtual role with the user identifier of the client, the user identifier of the client user relationship with the client, and the user identifier of the client relationship with the client.
  • the client determines that the user corresponding to the target virtual role is the user of the client; if the user identifier corresponding to the target virtual role, and the user identifier of the client with the client relationship If the matching is performed, the client determines that the user corresponding to the target virtual role is the teammate of the user of the client; if the user identifier corresponding to the target virtual role matches the user identifier of the client relationship with the client, the client determines the target virtual character corresponding to the target virtual role. The user is the opponent of the user of the client.
  • the data processing server is further configured to periodically update the current number of viewing users of the recommended video; and send the updated current viewing user number to the client corresponding to each participating user of the target virtual scene.
  • the client may be further configured to: when the prompt information is output, carry the number of current viewing users of the received recommended video in the prompt information.
  • the embodiment of the present invention can implement the recommendation of the high-quality virtual scene video currently being performed, and improve the recommendation. The probability that the video was clicked.
  • the embodiment of the invention further provides a method and a terminal for information display, which can display preset basic information that is more important during wartime only on the display interface of the terminal, and hide non-critical preset secondary information to ensure user viewing.
  • the area of the battle is large enough to see the various details in the battle to improve the operability of the plan.
  • FIG. 17 is a structural diagram of an information display system according to an embodiment of the present invention.
  • a user may become a player in a game. You can also watch other players play games from the perspective of “outsiders”. For example, non-game players can use the popular live broadcast platform to watch other players play games to gain experience and fun.
  • the program can also directly watch the game in the MOBA game, that is, the user triggers the watch function on the terminal, so that the terminal requests the server to operate information of the plurality of opponents in the current battle station.
  • the terminal collects the operation statistics result in the background according to the operation information of each competition object sent by the server, and then uses the preset rule to divide the operation statistics result into the preset basic information and the preset secondary information, and the basic information is preset.
  • the level is usually higher than the preset secondary information.
  • the terminal can display basic and important preset basic information on the display interface. If the user wants to view the preset secondary information, the preset secondary information can also be called out through the corresponding operation. .
  • only the preset basic information may be displayed, or only the preset secondary information may be displayed, or the preset basic information and the preset secondary information may be displayed at the same time, or both The preset basic information and the preset secondary information are not displayed, and are not limited in this solution.
  • the terminal in the solution may specifically be a small terminal, such as a mobile phone, a mini tablet or a portable multifunctional digital multimedia player, because the display screen of such a terminal is small, if it is to be in a small area of the display screen. It is more difficult to display the details of the battle of the MOBA game, so the present invention is directed to solving the problem of displaying the details of the battle in a small interface.
  • FIG. 18 is a schematic diagram of an interaction embodiment of an information display method according to an embodiment of the present invention.
  • step 101B after the terminal requests operation information of multiple competition objects in the battle center, The operation information is sent by the server; in step 102B, the terminal can calculate the operation statistics in the background by using the operation information of the plurality of competition objects, and usually, the operation The statistical results contain detailed battle data of multiple opponents, but some battle data is more basic, and some battle data can be regarded as advanced data, that is, no advanced data will not lead to deterioration of the watch experience;
  • Step 103B The terminal distinguishes the operation statistics according to the preset rule, and obtains the first display information of the basic class and the second display information of the advanced class; the first display information is displayed in step 104B, and the second display is not limited. Whether you need to show.
  • an embodiment of the method for displaying information in the embodiment of the present invention includes:
  • the terminal when the user triggers the watching request of the MOBA game, acquires the operation information of the plurality of competing objects in the pair of battles in the MOBA game requested by the user from the server. If there is two teams in a match, and each team has 5 members, the terminal can obtain operation information of 10 opponents of the two teams.
  • the operation information of the competition object may include object movement information, object attack information, object attack information, and object skill launch information.
  • the terminal may calculate an operation statistics result according to the received operation information of each competition object. For example, the terminal can count the number of times the opponent in the battle team kills the enemy in a certain period of time, and can also count the number of times the opponent in the battle team assists the teammate to kill the enemy in a certain period of time. In practical applications, the operational statistics can also contain more information about the battles, which are not listed here.
  • the operation statistics result is divided into a first display information and a second display information according to a preset rule, where the first display information is preset basic information in the operation statistics result, and the second display information is a preset time in the operation statistics result.
  • Level information is preset basic information in the operation statistics result, and the second display information is a preset time in the operation statistics result.
  • the terminal divides the obtained operation statistical result into different types of information according to a preset rule, and generally divides the operation statistical result according to the importance degree of the information or the perspective.
  • the first display information and the second display information are obtained, wherein the dividing rule of the first display information and the second display information may be preset by the user, and the relatively basic battle information in the MOBA game is used as a preset.
  • the basic information that is, the first display information, uses the advanced competition information as the preset secondary information, that is, the second display information.
  • the terminal may also divide the operation statistics result into two or more types of information, and the manner of dividing the same type of information is set by the user in advance, and the solution uses preset basic information and preset secondary information as The examples are described, however, this does not constitute a limitation on the present scheme.
  • the terminal displays the first display information on the display interface by default, that is, displays more basic battle information.
  • the second display information it may be hidden in the terminal display interface, or may be displayed on the display interface as the first display information, but in order to display more visual space on the smaller terminal display interface for the user to watch.
  • the details of the battle usually the second display information is hidden.
  • a method for displaying information is provided.
  • the terminal acquires operation information of each game object from a server, and then determines an operation statistical result according to the operation information, and uses an initial rule to take an important part of the operation statistical result as the first.
  • the information is displayed, and the non-important part is used as the second display information, and finally the first display information is presented on the terminal display interface.
  • the preset basic information that is more important during the wartime can be displayed only on the display interface of the terminal, and the non-critical preset secondary information is hidden, so that the area where the user watches the battle is large enough to be able to see the battle.
  • the operation statistical result is divided into the first according to a preset rule.
  • the display information and the second display information may include:
  • the personal operation information of the main competition object included in the operation statistics result and the basic operation information of the plurality of competition players are detected, and the main competition object is one of the plurality of competition objects, and the plurality of competition players are the plurality of competition objects.
  • the basic operation information of the plurality of competition players is determined as the first presentation information.
  • the operation statistics obtained by the terminal may be classified according to a certain preset rule.
  • the commonly used preset rule is to divide the operation statistics according to the viewing angle, which will be seen when viewed from the perspective of God.
  • the basic operation information the information will be viewed as a personal operation information when viewed from a certain player's perspective.
  • the middle-viewing user can see the basic operation information of the players.
  • the basic operation information is the first display information, such as the character avatar of each opponent in the game, the number of killing the enemy, the number of deaths, the number of assisting teammates, and the virtual acquisition.
  • the total number of coins, the health value, the skill value, and the resurrection time, etc., one battle object corresponds to one game player.
  • the game user can also view the detailed information of the player in the main view, the main view player is the main battle object, the main battle object is one of a plurality of current battle objects, and the main battle object is also customized by the user. Selected.
  • the detailed information of the main battle object includes the personal operation information of the main battle object, that is, the second display information, such as the skill type used by the character, the specific combat power index, and the equipment information.
  • the first display information may be displayed on both sides of the terminal display interface, and the second display information may be displayed below the terminal display interface.
  • the first display information may also display one of the terminal display interfaces.
  • the specific display position can be set according to the user's needs, so it is not limited here.
  • a rule for distinguishing the first display information and the second display information by the terminal is introduced, wherein one way is to use the basic operation information of the plurality of competition players as the first display information, and the main battle object Personal operation information is used as the second display information.
  • the operation statistics of the respective opponents are distinguished according to the importance, and the basis for determining the importance may be the differentiation of the perspectives, so that different display information can be switched during the watching process according to the user's needs, thereby improving The flexibility and practicality of the program.
  • the method may further include:
  • the terminal may further receive a first information display instruction triggered by the user, and then display the terminal according to the first information display instruction.
  • the second display information is called out on the interface.
  • FIG. 20 is a schematic diagram of an interface of an interactive application according to an embodiment of the present invention.
  • a second display information can also be presented below the display interface.
  • Such an interface design can display the display area in the middle of the interface to the user for viewing, so that more details can be seen.
  • the operation of opening the second display information may specifically be clicking an arrow button at the upper right of the information bar, where the information bar is for presenting the second display information.
  • the first information display instruction may be triggered, so that the terminal displays the second display information on the display interface according to the instruction triggered by the user. .
  • the operation information of one or some of the opponents in the large multiplayer battle game can be more comprehensively reflected, and the terminal can also display the second display information according to the user's needs, thereby improving the operability of the solution and flexibility.
  • the method may further include:
  • the second display information is hidden on the terminal display interface according to the first information hiding instruction.
  • the user may further decide whether to continue to view the second display information according to the need.
  • the first information hiding instruction is triggered, and the terminal hides the second display information displayed on the terminal display interface according to the first information hiding instruction triggered by the user.
  • FIG. 21 is another schematic diagram of an interactive application according to an embodiment of the present invention.
  • the information display bar for presenting the second display information may be hidden on the terminal display interface, and an arrow button is displayed at the upper right of the information bar. Clicking the arrow button triggers the first information hiding instruction, and the terminal interface will hide the second display. Information, if the arrow button is clicked again, it is considered that the first information display instruction is triggered. The second display information will then be displayed again.
  • the information column for displaying the second display information can be flexibly pulled.
  • the first information hiding instruction may be triggered, so that the terminal according to the first information hiding instruction Hide the second display information.
  • the information displayed on the terminal display interface can be adjusted according to user requirements in real time, thereby improving the flexibility of the solution.
  • the terminal display interface will free up more space to display the battle situation in the large multiplayer battle game, thereby showing the user a better visual experience.
  • the fourth display embodiment of the present invention provides a display on the terminal display interface.
  • a display information can include:
  • Displaying the second display information on the terminal display interface may include:
  • the second display layer of the terminal display interface displays the second display information, wherein the first display information displayed on the first interface layer does not overlap with the second display information displayed on the second interface layer.
  • a method for displaying information through different interface display layers is provided, that is, the terminal display interface is divided into a first interface display layer and a second interface display layer, and the first interface display layer is displayed on the display layer. The information is displayed, and the second display information is displayed on the display layer of the second interface.
  • FIG. 22 is another schematic diagram of an interactive application according to an embodiment of the present invention.
  • the first interface display layer is displayed on the display interface, and the detailed game data of each game player is also displayed on the first interface display layer.
  • the second interface display layer is not called out, and if the second interface display layer is called out,
  • there are two interface display layers at the same time and the first display information and the second display information are simultaneously displayed. In order for the user to see the information content, the first display information and the second display information do not overlap. happening.
  • the first interface display layer and the second interface display layer are interface icon layers, that is, corresponding icons should be displayed on each layer interface to meet the needs of information display.
  • the first interface interface and the second level interface that is, the first interface display layer and the second interface display layer.
  • a more basic and important first display information is displayed in the first interface display layer, and a more detailed second display information is displayed in the second interface display layer.
  • the layered display interface of the terminal can be used to display the display information of the corresponding level, so that the entire level can be superimposed or replaced directly, without overlapping or replacing part of the displayed information in the same level. Reduce the modular processing to improve the application efficiency of the solution.
  • the operation statistics result is divided according to a preset rule.
  • the method may further include:
  • the user wants to see the details of the operation of the two parties in the process of watching the game, and also wants to see more information about the battle data and the evaluation of the battle, so the user needs to send the second information to the server through the terminal.
  • the command is displayed, and the server collects the interaction statistics of the plurality of opponents according to the second information display instruction, and then sends the statistics to the terminal, so that the terminal can display the interaction statistics on the display interface.
  • FIG. 23 is another schematic diagram of an interactive application according to an embodiment of the present invention.
  • the battle detailed information interface will pop up, that is, the interaction statistics obtained by the server in the background.
  • the second information display instruction may be triggered by the terminal to the server, so that the server generates each according to the instruction.
  • the interaction statistics of the battle object the terminal receives the interaction statistics sent by the server and presents it to the user.
  • the operation statistics result is divided according to a preset rule.
  • the method may further include:
  • the first display information and the second display information are hidden on the terminal display interface according to the second information hiding instruction.
  • the second information hiding instruction may be triggered, and the terminal displays according to the second information hiding instruction.
  • the first display information and the second display information on the interface are hidden so that the user can view the player's battle details in full screen.
  • FIG. 24 is another schematic diagram of an interactive application in the embodiment of the present invention.
  • the user clicks the hide all interface button at the upper right of the interface the first display information on both sides and the second display information located directly below are hidden.
  • the interactive application that hides the first display information and the second display information is basically the same as the interface seen by the player currently performing the operation, but there is a certain difference between the viewing angle and the game angle, so that Make the user better enter the game state.
  • the second information hiding instruction may be triggered, so that the terminal will terminal according to the second information hiding instruction.
  • the first display information and the second display information on the display interface are hidden. In this way, the viewing experience of a large multiplayer battle game can be improved, and the user's demand for different viewing habits can be satisfied, thereby improving the flexibility and diversity of the solution.
  • FIG. 25 is a schematic flowchart of information display in an application scenario, specifically:
  • Step 301B The game client installed in the terminal loads the operation information of each player delivered by the server, and each player specifically refers to each game player currently in a battle zone;
  • Step 302B according to the operation information of each player delivered by the server, simulate the operation of each player on the operation layer of the game client, such as the movement of the character, the attack, and the release of the skill;
  • Step 303B Simulate the operation of the player according to the operation information of each player delivered by the server, and calculate the result of each type of information according to the simulated operation, that is, the operation statistics result;
  • Step 304B the terminal extracts the user interface (English full name: User Interface, English abbreviation: The UI) layer needs to display the operation statistics result to the user, and classify the operation statistics result, and the classification is performed in steps 305B and 307B;
  • the UI English full name: User Interface, English abbreviation: The UI
  • Step 305B The operation statistics result includes different types of player information, and the classification rules of the information are pre-set in the terminal, and the terminal directly uses the classification rule to identify important basic information in the operation statistics result;
  • Step 306B The terminal displays important basic information in the operation statistics result on the basic UI layer by default;
  • Step 307B similar to step 305B, the terminal still adopts the classification rule as the secondary information in the statistics of the outbound operation, and the secondary information is considered to be less important than the basic information;
  • Step 308B The terminal displays the secondary information in the secondary UI layer, and also hides the secondary UI layer according to the user requirement, that is, only displays the basic UI layer on the terminal display interface;
  • Step 309B combining the operation layer and the basic UI layer is a basic function of watching the battle;
  • Step 310B In the process of watching the user watching, the user determines whether the user clicks the switch of the second UI layer in real time, and if yes, proceeds to step 311B; otherwise, the process jumps to step 309B to continue the basic battle;
  • step 311B if it is detected in step 310B that the user clicks the switch of the secondary UI layer during the watching process, the content of the secondary UI layer is displayed on the terminal display interface.
  • the terminal 40 in the embodiment of the present invention includes:
  • An obtaining module 401B configured to acquire operation information of multiple competition objects from a server
  • a determining module 402B configured to determine an operation statistical result according to operation information of the plurality of competition objects acquired by the obtaining module 401B;
  • the dividing module 403B is configured to divide the operation statistics determined by the determining module 402B into the first display information and the second display information according to the preset rule, where the first display information is preset basic information in the operation statistics result, and the second The display information is preset secondary information in the operation statistics result;
  • the first display module 404B is configured to display the first display information divided by the dividing module 403B on the terminal display interface.
  • the obtaining module 401B obtains the operation information of the plurality of competition objects from the server, and the determining module 402B determines the operation statistics result according to the operation information of the plurality of competition objects acquired by the obtaining module 401B, and the dividing module 403B determines according to the preset rule.
  • the operational statistics determined by module 402B The first display information is the preset basic information in the operation statistical result, and the second display information is the preset secondary information in the operation statistical result, and the first display module is The 404B displays the first display information divided by the dividing module 403B on the terminal display interface.
  • a terminal for information display acquires operation information of each game object from a server, and then determines an operation statistical result according to the operation information, and uses an initial rule to use an important part of the operation statistical result as a preset rule.
  • the first display information, and the non-important part is used as the second display information, and finally the first display information is presented on the terminal display interface.
  • FIG. 27 in another embodiment of the terminal 40B provided by the embodiment of the present invention,
  • the dividing module 403B includes:
  • the detecting unit 4031B is configured to detect personal operation information of the main competition object included in the operation statistical result and basic operation information of the plurality of competition players, wherein the main competition object is one of the plurality of competition objects;
  • a first determining unit 4032B configured to determine personal operation information of the primary competition object detected by the detecting unit 4031B as second display information
  • the second determining unit 4033B is configured to determine basic operation information of the plurality of competing players detected by the detecting unit 4031B as the first display information.
  • a rule for distinguishing the first display information and the second display information by the terminal is introduced, wherein one way is to use the basic operation information of the plurality of competition players as the first display information, and the main battle object Personal operation information is used as the second display information.
  • the operation statistics of the respective opponents are distinguished according to the importance, and the basis for determining the importance may be the differentiation of the perspectives, so that different display information can be switched during the watching process according to the user's needs, thereby improving The flexibility and practicality of the program.
  • the terminal 40B further includes:
  • the first receiving module 405B is configured to receive the first information display instruction after the dividing module 403B divides the operation statistical result into the first display information and the second display information according to the preset rule.
  • the second display module 406B is configured to display the second display information on the terminal display interface according to the first information display instruction received by the first receiving module 405B.
  • the first information display instruction may be triggered, so that the terminal displays the second display information on the display interface according to the instruction triggered by the user. .
  • the operation information of one or some of the opponents in the large multiplayer battle game can be more comprehensively reflected, and the terminal can also display the second display information according to the user's needs, thereby improving the operability of the solution and flexibility.
  • the terminal 40B further includes:
  • the second receiving module 407B is configured to receive, by the second display module 406B, the first information hiding instruction after displaying the second display information on the terminal display interface according to the first information display instruction;
  • the first hiding module 408B is configured to hide the second display information on the terminal display interface according to the first information hiding instruction received by the second receiving module 407B.
  • the first information hiding instruction may be triggered, so that the terminal according to the first information hiding instruction Then hide the second display information.
  • the information displayed on the terminal display interface can be adjusted according to the user's needs in real time, thereby improving the flexibility of the solution.
  • the terminal display interface will free up more. Space to show the battle situation in a massively multiplayer battle game to show users a better visual experience.
  • the first display module 404B includes:
  • the first display unit 4041B is configured to display the first display information on the first interface display layer of the terminal display interface
  • the second display module 406B includes:
  • the second display unit 4061B is configured to display the second display information on the second interface display layer of the terminal display interface, where the first display information displayed on the first interface layer and the second display information displayed on the second interface layer Do not overlap.
  • the first interface interface and the second level interface that is, the first interface display layer and the second interface display layer.
  • a more basic and important first display information is displayed in the first interface display layer, and a more detailed second display information is displayed in the second interface display layer.
  • the layered display interface of the terminal can be used to display the display information of the corresponding level, so that the entire level can be superimposed or replaced directly, without overlapping or replacing part of the displayed information in the same level. Reduce the modular processing to improve the application efficiency of the solution.
  • the terminal 40B further includes:
  • the sending module 409B is configured to: after the dividing module 403B divides the operation statistical result into the first display information and the second display information according to the preset rule, sends a second information display instruction to the server, where the second information display instruction is used to indicate that the server is configured according to the Operation information of the competition object determines interaction statistics;
  • the third receiving module 410B is configured to receive interaction statistics sent by the server.
  • the third display module 411B is configured to display the interaction statistics received by the third receiving module 410B on the terminal display interface.
  • the second information display instruction may be triggered by the terminal to the server, so that the server according to the instruction
  • the interaction statistics information of each of the competition objects is generated, and the terminal receives the interaction statistics sent by the server and presents the information to the user.
  • the terminal 40B further includes:
  • the fourth receiving module 412B is configured to divide the module 403B into operation statistics according to a preset rule. After the first display information and the second display information, receiving the second information hiding instruction;
  • the second hiding module 413B is configured to hide the first display information and the second display information on the terminal display interface according to the second information hiding instruction received by the fourth receiving module 412B.
  • the second information hiding instruction when the user wants to see more battle zones in the interactive application during the watching process, the second information hiding instruction may be triggered, so that the terminal displays the terminal according to the second information hiding instruction.
  • the first display information and the second display information on both are hidden. In this way, the viewing experience of a large multiplayer battle game can be improved, and the user's demand for different viewing habits can be satisfied, thereby improving the flexibility and diversity of the solution.
  • RTS Real-Time Strategy
  • one method adopted in the prior art is a state-synchronized game design mode.
  • the communication mode of the game is based on the key state of the server as the synchronization dimension, and the game logic performs calculation on the server.
  • the server synchronizes the key data in the game scene to each client according to a certain period or a critical time point, and the client only needs to receive the state change transmitted by the server, and then update its local action state, cache state, location data, Therefore, the client often only performs the corresponding state.
  • the amount of data increases with the amount of information that needs to be synchronized.
  • MOBA games it is often necessary to operate a large amount of information. If these need to be synchronized, the amount of data is unacceptable.
  • Another design method adopted in the prior art is a game design method of frame synchronization.
  • the frame synchronization game is different from the traditional state synchronization game.
  • the communication mode uses the input operation of the player as the synchronization dimension, and the frame synchronization does not require the synchronization state, and only Synchronous operation is all right. After each client receives the operation, it can achieve a consistent state through the operation. In this case, even if the amount of data is more, the synchronization amount will not increase.
  • the online viewing function is provided in MOBA games such as League of Legends designed using state synchronization, so that game users other than the participating parties can simultaneously watch the game, based on the game shape.
  • the online game of state synchronization realizes that, like the normal game, the watching client receives the state synchronization message broadcast by the server, and the viewing client performs simple calculation and performance. Because the state synchronization game needs to synchronize the game state frequently between the server and the client. This will cause a huge amount of data, especially for mobile game users. Because state synchronization requires a large amount of data to be synchronized during the battle, players will inevitably consume large traffic during the battle, resulting in traffic. The increase.
  • the mobile client will generate a large amount of communication traffic when performing online viewing.
  • the participating client in the MOBA game using frame synchronization can consume a small amount of traffic for the game play function, it is used.
  • the MOBA game designed by frame synchronization cannot realize the watching function, and can not meet the needs of the mobile client in the frame synchronization game.
  • an embodiment of the present invention provides a data processing method based on frame synchronization, a server, and a client, which are used to implement display of a simulated object operated by a client on other clients in a frame synchronization scenario.
  • An embodiment of the data processing method based on the frame synchronization of the present invention may be specifically applied to a simulated object scene in which the user operates the client to watch other client operations.
  • the frame synchronization scenario may specifically refer to a frame synchronization game.
  • a scenario may also refer to a frame synchronization operation scenario of an application, such as a frame synchronization application operation scenario of an office software, a frame synchronization application operation scenario of a character, and the like.
  • the MOBA (Multiplayer Online Battle Arena) game such as League of Legends provides online viewing function, but does not provide playback. This has a huge relationship with the game implementation.
  • the embodiment of the invention can realize the watching function based on the frame synchronization game, can greatly reduce the traffic consumption during the viewing process, and also provides the player with the function of playing back.
  • the embodiment of the present invention provides a solution for the server, the first client, and the second client.
  • the server side is illustrated. Referring to FIG. 33, the embodiment of the present invention provides a frame-based Synchronous data processing methods, which can include The following steps:
  • the server receives an input command from the first client, and generates a frame synchronization command sequence according to the input command, where the input command is used to control any simulated object displayed in the frame synchronization scenario.
  • the user can simultaneously control multiple simulated objects on the first client.
  • the user controls more than one virtual object, and the first client inputs operations. Used to control any of the multiple virtual objects; in other scenarios, the user only controls one mock object on the first client. For example, in the king glory game, the user only controls one virtual object, then A client input operation is used to control the mock object.
  • the first client acts as a competing client, and may generate an input command according to the user's control of the simulated object on the first client. And send this input to the server.
  • the competing client generates an input command according to the user controlling any simulated object in the frame synchronization scenario, and sends the input command to the server.
  • the server receives the input command separately sent by the competing client, and collects the input operation of the first client according to a certain policy, and then the server generates a frame synchronization command sequence according to the input command.
  • client 1 and client 2 are battle clients
  • client 3 is a battle client
  • client 1 controls the game.
  • the role 1 runs, the client 2 controls the game character 2 to run, the client 3 is used to display the running process of the game character 1, or the client 3 is used to display the running process of the game character 2, and the server broadcasts the respective simulations to the three clients.
  • the client 1 controls the game character 1 to run to generate an input command 1
  • the client 2 controls the game character 2 to run to generate an input command 2
  • the client 1 reports the input command 1 to the server
  • the client 2 reports to the server.
  • the server receives input command 1 and input command 2
  • the server integrates input command 1 and input command 2 to obtain a frame synchronization command sequence.
  • the step 101C receives an input command from the first client, and generates a frame synchronization command sequence according to the input command, including:
  • the server receives an input command generated by the first client to control the first simulation object and is respectively generated in multiple sequence frames.
  • the server generates a frame synchronization command sequence corresponding to different sequence frames according to input commands respectively generated in each sequence frame.
  • the first simulation object when the first client controls the first simulation object, the first simulation object may be separately operated in multiple sequence frames, and for each sequence frame (also referred to as a logical frame), the first client is A corresponding input command may be generated, and the input command of the operation user of the first client is random, but after being sent to the server, the server aggregates all input commands received by the current sequence frame in units of sequence frames to generate corresponding Sequence of frame synchronization commands for sequence frames.
  • the server sends the generated frame synchronization command sequence to the first client and the second client, where the second client and the first client are loaded with the same frame synchronization scenario.
  • the server sends the frame synchronization command sequence to the first client and the second client, because the first client is a competition client that controls the simulation object in the frame synchronization scenario
  • the first client may receive the frame synchronization command sequence, and calculate interactive application data generated by the multiple clients corresponding to the respective simulated objects in the frame synchronization scenario according to the received frame synchronization command sequence, and display multiple simulation objects.
  • Interactive application data The second client acts as a display client. Although the input command is not sent to the server, the server still needs to send a frame synchronization command sequence to the second client, and the second client calculates multiple client in the frame synchronization scenario according to the frame synchronization command sequence.
  • the interactive application data generated by the respective simulation objects is displayed, and the interactive application data of the plurality of simulation objects is displayed, whereby the operation user of the second client can see the interactive application data of the simulation object in the frame synchronization scenario. Therefore, the operation requirement of the operation user of the second client in the frame synchronization scenario is satisfied.
  • each of the competing clients generates an input command, and then sends the input command to the server, and the server generates a frame synchronization command sequence according to the received input command, and sends a frame synchronization command sequence to each of the competing clients, and to the viewing client.
  • the terminal sends a frame synchronization command sequence, and then the clients of the participating users and the clients of the watching users can perform data calculation processing and terminal performance, and all game logic and performance are completed on the client side, thereby providing the content in the frame synchronization scenario. Watch the game.
  • the server is configured to implement data processing in a frame synchronization scenario, where at least two clients enter the same frame synchronization scenario in this embodiment.
  • some clients can control the simulation object under the operation of the user.
  • the simulation object may be a game character in a frame synchronization game scenario, or may be a target content operated by a client in other frame synchronization scenarios.
  • Other clients do not participate in the control of the simulated object in the frame synchronization scenario, but are used to display other client control simulation objects, so that the user can see how other clients control through a client.
  • the simulation object may be a game character in a frame synchronization game scenario, or may be a target content operated by a client in other frame synchronization scenarios.
  • Other clients do not participate in the control of the simulated object in the frame synchronization scenario, but are used to display other client control simulation objects, so that the user can see how other clients control through a client.
  • the simulation object may be a game character in a frame synchronization game scenario, or may be
  • the server may further determine that different clients load the frame synchronization scenario with different entries in the frame synchronization scenario, that is, the embodiment further Can include:
  • the server acquires a first loading progress of the first client to load a frame synchronization scenario by using a competition entry.
  • the server acquires a second loading progress of the second client to load the frame synchronization scenario through the watching portal;
  • the server determines that the first client loading is completed according to the first loading progress, and determines that the second client loading is completed according to the second loading progress, the server broadcasts to the first client and the second client to start the simulated object running. The start command.
  • the first client and the second client are two different types of clients.
  • the first client can participate in the simulation object control in the frame synchronization scenario, and the second client can not participate in the simulation object control in the frame synchronization scenario. And used to display control of other clients on the simulated object.
  • the first client and the second client can access the frame synchronization scenario through different portals respectively. For example, the first client enters the frame synchronization scenario through the battle portal, and the second client enters the frame synchronization scenario through the watch portal. All the clients entering the frame synchronization scenario can report their loading progress to the server. For example, the first client loads the first loading progress of the frame synchronization scenario, and the second client loads the second loading progress of the frame synchronization scenario.
  • the server may determine, according to the loading progress reported by the client, whether each client has loaded the frame synchronization scenario. For example, the server determines whether the first client is loaded according to the first loading progress, and determines whether the second client is determined according to the second loading progress. Loading completed. After all the clients entering the frame synchronization scenario are loaded with the frame synchronization scenario, the server can trigger the simulation object in the frame synchronization scenario to start running each client. For example, when both the first client and the second client are loaded, the server A start command for starting the operation of the first simulated object is broadcast to the first client and the second client.
  • client 1 and client 2 are competing clients
  • client 3 is a watching client
  • client 1 controls game character 1
  • client 2 Controlling the game character 2
  • the client 3 is used to display the control of the game character 1 by the client 1, or to display the control of the game character 2 by the client 2
  • the server broadcasts to the three clients to start the operation of the respective simulation object.
  • client 1 starts to control game character 1
  • the client End 2 begins to control game character 2
  • client 3 begins to display control of game character 1 by client 1 or control of game character 2 by client 2.
  • the watch entry includes: an online delay watch entry, a referee real-time view entry, and a local playback view entry. Then, determining that the second client enters the frame synchronization scenario through the watching portal in step A2 may include:
  • the server determines that the second client enters the frame synchronization scenario by using an online delay watching portal; or
  • the server determines that the second client enters the frame synchronization scenario through the referee real-time viewing portal; or
  • the server determines that the second client enters the frame synchronization scenario by using a local playback view portal.
  • the viewing portal set in the frame synchronization scenario may include: an online delay viewing portal, a referee real-time viewing portal, and a local playback viewing portal
  • the second client as a viewing client may enter different viewings according to the selection of the viewing user.
  • the portal wherein the online delay viewing portal refers to a viewing portal where the viewing content is delayed when viewing the first client's control over the simulated object, for example, the content viewed by the viewing user may have a one-minute delay.
  • the referee real-time viewing portal refers to the viewing portal of the second client's operating user to view the first client's control of the simulated object as a referee.
  • the local playback view entry refers to the operation of the second client. The user can save the control of the first client to the simulated object, save it to the second client for local caching, and then play back according to the user's operation, such as local playback entry display. It is the playback file saved manually by the viewing client.
  • Step 103 The server sends the generated frame synchronization command sequence to the first client and the second client, including:
  • the server broadcasts a sequence of frame synchronization commands corresponding to each sequence frame to the first client and the second client in sequence.
  • the first client can enter the frame synchronization scenario through the battle entry, and the first client can receive the frame synchronization command sequence sent by the server in real time and display it on the first client.
  • the second client enters the frame synchronization scenario through the referee real-time viewing portal, and the second client needs to receive the frame synchronization command sequence sent by the server in real time, and displays it on the second client, and the server can adopt the broadcast mode to the first
  • the client and the second client simultaneously transmit the frame synchronization life corresponding to each sequence frame. Order sequence.
  • the server sends the generated frame synchronization command sequence to the first client and the second client, including:
  • the server sends the frame synchronization command sequence corresponding to each sequence frame to the first client in sequence according to the frame sequence;
  • the server integrates the generated frame synchronization command sequence corresponding to each sequence frame according to the delay integration period to obtain a frame synchronization command sequence stream;
  • the server sends the frame synchronization command sequence stream to the second client.
  • the first client needs to perform a frame synchronization scenario through the battle entry.
  • the first client needs to receive the frame synchronization command sequence sent by the server in real time and display it on the first client.
  • the second client enters the frame synchronization scenario through the line delay observation portal or the local playback observation portal, and the second client may delay the frame synchronization command sequence sent by the receiving server, and display on the second client, the server may follow
  • the delay integration period integrates the frame synchronization command sequence corresponding to each sequence frame to obtain a frame synchronization command sequence stream.
  • the server can follow the three sequence frames as the delay integration period, and the received corresponding ones correspond to three
  • the frame synchronization command sequence of the sequence frame is integrated, and the server sends the frame synchronization command sequence stream to the second client.
  • the server receives an input command from the first client, and generates a frame synchronization command sequence according to the input command, wherein the input instruction is used to control any simulated object displayed in the frame synchronization scenario; the server will generate The frame synchronization command sequence is sent to the first client and the second client, wherein the second client and the first client are loaded into the same frame synchronization scenario.
  • the server may send the generated frame synchronization command sequence to the first client and the second client, so the second client may obtain the frame synchronization command sequence through the server, and display the first in the frame synchronization scenario according to the frame synchronization command sequence.
  • the client controls the simulated object so that the user operating the second client can see how the first client controls the simulated object.
  • the spectator function can be realized, which satisfies the requirement of the spectator client in the frame synchronization game to realize the spectator.
  • the foregoing embodiment describes the frame synchronization-based data processing method provided by the embodiment of the present invention from the server side, and then performs frame synchronization-based data processing provided by the embodiment of the present invention from the client side.
  • the method is explained.
  • the second client needs to display the simulated object controlled by the first client, and the method can be specifically applied to the interactive interface operation of the interactive application.
  • the interactive application can be a gaming application, or an office application that requires user manipulation, or a numerical transaction application, and the like.
  • a data processing method based on frame synchronization provided by an embodiment of the present invention may include the following steps:
  • the second client preloads a frame synchronization scenario in which the simulation object is displayed, and the simulation object is controlled by the first client loaded with the frame synchronization scenario.
  • At least two clients enter the same frame synchronization scenario.
  • some clients can control the simulation object under the user's operation, and other clients can display other client control simulation objects, so that the user can see how other clients control through one client. Simulate the object.
  • step 201C the second client preloads a frame synchronization scenario in which the simulated object is displayed, including:
  • the second client enters a frame synchronization scenario through the watch entry to load the frame synchronization scenario.
  • the second client reports the second loading progress of the frame synchronization scenario to the server during the process of loading the frame synchronization scenario.
  • the second client After completing loading of the frame synchronization scenario, the second client receives a start command broadcasted by the server for starting the running of the simulated object.
  • the first client and the second client are two different types of clients.
  • the first client can participate in the simulation object control in the frame synchronization scenario, and the second client can not participate in the simulation object control in the frame synchronization scenario. And used to display control of other clients on the simulated object.
  • the first client and the second client can respectively access the frame synchronization scenario through different portals. All clients entering the frame synchronization scenario can report their loading progress to the server.
  • the server can determine whether each client has loaded the frame synchronization scenario according to the loading progress reported by the client. After all the clients entering the frame synchronization scenario are loaded with the frame synchronization scenario, the server can trigger the simulation of the client to start running in the frame synchronization scenario.
  • the second client of step E1 enters the frame synchronization scenario through the watching portal, including:
  • the second client enters the frame synchronization scenario by using an online delay observation portal; or
  • the second client enters the frame synchronization scenario through the referee real-time viewing portal;
  • the second client enters a frame synchronization scenario by using a local playback watch portal.
  • the watch entry set in the frame synchronization scenario may include: an online delay view entry, a referee real-time view entry, and a local playback view entry.
  • the second client as the display client may be based on the user. Choose to enter a different entrance to the battle.
  • the second client After the second client loads the frame synchronization scenario, the second client receives a frame synchronization command sequence sent by the server, where the frame synchronization command sequence is generated by the server according to an input command from the first client, where the input command is used to control the simulation. Object.
  • the server is configured to implement data processing in a frame synchronization scenario, and after the server determines that all clients in the same frame synchronization scenario are loaded, the first client compares the simulated object according to the user on the first client. Control generates an input command and sends the input to the server. The server receives the input command respectively sent by the first client, and generates a frame synchronization command sequence according to the received input command.
  • the second client when the second client enters the frame synchronization scenario through the referee real-time viewing portal, the second client receives the frame synchronization command sequence sent by the server, including:
  • the second client receives a frame synchronization command sequence corresponding to a plurality of sequence frames sequentially broadcasted by the server in a frame order.
  • the second client When the second client enters the frame synchronization scenario through the online delay viewing portal or the local playback viewing portal, the second client receives the frame synchronization command sequence sent by the server, including:
  • the second client receiving server streams the frame synchronization command sequence obtained by integrating the sequence synchronization command sequences of the corresponding sequence with the respective sequence frames.
  • the first client can receive the frame synchronization command sequence sent by the server in real time and display the second client. If the second client enters the frame synchronization scenario through the referee real-time viewing portal, the frame synchronization command sequence sent by the server can be received in real time and performed.
  • the server may simultaneously send a frame synchronization command sequence corresponding to each sequence frame to the first client and the second client in a broadcast manner; if the second client passes the online delay viewing portal or the local playback viewing portal After entering the frame synchronization scenario, the frame synchronization command sequence sent by the receiving server may be delayed and displayed, wherein the server may integrate the frame synchronization command sequence corresponding to each sequence frame according to the delay integration period to obtain Frame synchronization command sequence stream, and sends the frame synchronization command sequence stream to the second Client.
  • the second client displays the simulated object in a frame synchronization scenario according to the frame synchronization command sequence.
  • the second client acts as a watching client.
  • the server can still send a frame synchronization command sequence to the second client, and the second client can calculate according to the frame synchronization command sequence.
  • the plurality of clients correspond to the interactive application data generated by the respective simulation objects in the frame synchronization scenario, and display the interactive application data of the plurality of simulation objects in the frame synchronization scenario.
  • the operation user of the second client can view the interactive application data of some simulated objects in the frame synchronization scenario, so as to meet the viewing needs of the operation user of the second client in the frame synchronization scenario.
  • the second client displays the simulated object in the frame synchronization scenario according to the frame synchronization command sequence, including:
  • the second client when the second client enters the frame synchronization scenario through the referee real-time viewing portal, the second client displays the simulation object in real time in the frame synchronization scenario according to the frame synchronization command sequence having a corresponding relationship with each sequence frame;
  • the second client when the second client enters the frame synchronization scenario through the online delay observation portal, the second client delays displaying the simulation object in the frame synchronization scenario according to the frame synchronization command sequence flow;
  • the second client When the second client enters the frame synchronization scenario through the local playback watch portal, the second client saves the frame synchronization command sequence stream in the local cache, and plays back in the frame synchronization scenario according to the locally cached frame synchronization command sequence stream.
  • the running process of the simulated object When the second client enters the frame synchronization scenario through the local playback watch portal, the second client saves the frame synchronization command sequence stream in the local cache, and plays back in the frame synchronization scenario according to the locally cached frame synchronization command sequence stream.
  • the running process of the simulated object The running process of the simulated object.
  • the second client when the second client enters the frame synchronization scenario through the online delay viewing portal, the second client delays displaying the running process of the first simulated object in the frame synchronization scenario according to the frame synchronization command sequence flow, including :
  • the second client acquires a running time of the simulated object in the frame synchronization scenario.
  • the second client reverses a delay interval from the running time of the simulated object, and obtains a maximum time that the second client can display the simulated object in the frame synchronization scenario.
  • the second client backwards backwards from a buffer between the maximum time that can display the simulated object, and obtains a playing time of the simulated object in the frame synchronization scenario by the second client.
  • the second client displays the simulated object in a frame synchronization scenario according to a sequence of frame synchronization command sequences corresponding to the playing time.
  • the playback stream can be buffered in anticipation of being able to withstand certain network jitter. That is, the maximum time at which the simulation object can be displayed is reversed between buffers, and the time after the buffer processing is the display time of the simulation object.
  • the playhead can advance in the buffer space until it advances to the maximum time that the analog object can be displayed, thereby providing a smoother playback experience for the operating user of the second client.
  • step 203 the second client displays the simulated object in the frame synchronization scenario according to the frame synchronization command sequence, including:
  • the second client acquires a play speed control instruction
  • the second client stretches or shrinks the time axis according to the play speed control instruction
  • the second client speeds up the execution speed of the frame synchronization command sequence according to the time axis after the stretching, thereby speeding up the running process of the simulation object, or the client slows down the execution speed of the frame synchronization command sequence according to the contracted time axis. This slows down the running process of the simulated object.
  • the operation user of the second client may send a playback speed control instruction to the second client to change the playback speed, which may be implemented by stretching or shrinking the time axis.
  • the time axis can be stretched in proportion, so that the time point of the frame switching advances faster, so that the execution speed of the frame synchronization command is accelerated; when the user desires the playback speed
  • slowing down it is necessary to compress the time axis in a proportional manner, so that the time point of the frame switching advances slowly, and the execution speed of the frame synchronization command is slowed down.
  • the second client and the first client are preloaded into the same frame synchronization scenario.
  • the first client controls the simulation object and sends the generated input command to the server.
  • the server may send the generated frame synchronization command sequence to the first client and the second client, so the second client may obtain the frame synchronization command sequence through the server, and display the simulation object in the frame synchronization scenario, so that the operation is performed.
  • the user of the second client can see the control of the simulated object by the first client, and implement the display of the simulated object controlled by the second client by the second client in the frame synchronization scenario.
  • the game provides a plurality of modes, each of which corresponds to an entry, and the player can select the battle entry according to his own preference.
  • the way of watching the battle can include: watching the gods, watching the friends, watching the battle, playing the game locally, and watching the referee.
  • "Great God” refers to players with the "Benchmark” strength selected according to certain rules.
  • the gods watched the battle, the friends watched the battle, and the team watched the battles, which belonged to the online delayed watch type.
  • the online content that the player saw was delayed by one minute.
  • the local playback watch entry shows the playback file manually saved by the player's local client.
  • the local playback mode saves all the frame information of the game, which is the player's operation.
  • the sequence data, the file is usually small (for example, around 1M).
  • the referee watched the real-time online content in real time.
  • the player can watch the running process of the game characters on both sides of the game, and can watch the game scenes of both sides in real time.
  • the second client enters the spectator scene in any way, and the player is presented with a unified spectator interaction interface.
  • the player watching the game can view the scores, money, towers, equipment, characters played by each opponent, and other players in the game.
  • the player can also pause and fast forward the viewing process. Among them, online viewing and local playback can be paused and fast forwarded, but the fast forward of online viewing is limited by the currently buffered video stream, and is fast forwarded to the current buffered position.
  • FIG. 36 is a schematic diagram of a process of entering a frame synchronization game scenario according to an embodiment of the present invention.
  • the core data flow in the battle process is consistent with the battle flow, that is, the battle process uses the same data flow as the normal battle process, and the data flow is the data sequence operated by the player.
  • the role of the character in the drive frame synchronization game scenario is the role of the character in the drive frame synchronization game scenario.
  • each client collects an input operation of a player who controls the client, and then formats the input operation as an input command, and then sends the input command to the server.
  • the server generates a frame synchronization command sequence according to the received input command, and then broadcasts the frame synchronization command sequence to all clients. Therefore, each client inevitably receives the same command sequence in the same sequence frame, and processes them in the same game logic, and calculates the result and performs.
  • the random input command may be various operations (moving, putting skills, etc.) of the player, and the frame synchronization command sequence carries information of all players received by the server.
  • the game logic includes hero movement, hero skill release and so on.
  • each client can check to see where the current hero is. Can you move forward, how far you can move forward, and then perform the move. These are the games. Logic, and each client is consistent. In the above process, if you enter the frame in a gaze mode Synchronous game scenes, the frame synchronization command sequence will be added to the viewing client.
  • the player will decide how to enter the game: the player's battle entrance, the online delay view entrance, the referee's real-time view entrance, and the local playback view.
  • the game begins to load and begins receiving a sequence of frame synchronization commands to drive the progress of the frame synchronized game scene.
  • the following process can be performed:
  • the frame synchronization command sequence generated by the player operation is divided into sequence frames, and each client uses the sequence frame as an execution unit to synchronously execute the frame synchronization command sequence.
  • the difference is that the data source of the frame synchronization command sequence obtained by different clients under each entry may be different.
  • the client can receive the frame synchronization command sequence broadcast by the server in real time, and the online delay is watching.
  • the frame synchronization command sequence stream of the server is read in a stream manner, and in the local playback watching mode, the frame synchronization command sequence stream of the local playback file is read.
  • FIG. 37 is a schematic diagram of a smoothing process provided by an embodiment of the present invention.
  • T0 is the real time of the current game. After the delay interval (for example, it can be 1 minute) to T1, T1 is the maximum time that the current client can play, but in order to resist certain network jitter, T1 is backed up by a buffer. (usually 3 seconds) to T2.
  • the usual playback time is at T2, and when the network is poor, the playhead can advance to T1 at most. When the network is worse, the buffers are consumed and the battle can only wait.
  • the player may trigger the suspension and recovery of the game through the client, wherein the pause operation may be processed as follows: First, the frame synchronization command may be driven to stop. Since the operation of the game is driven by a frame synchronization command by a certain period, after the pause, the frame driver can be stopped, the context is saved, and the subsequent command sequence is protected from being destroyed. Secondly, because the performance and logic of the frame synchronization game scene are completely separated, in order to achieve the real pause effect, all performance drivers can be stopped, including animation driving, particle driving (ie particle effects) and engine layer logic. Update, wherein the performance can be animations, actions, special effects, etc. that the player can see, and the logic is real game data, such as the player's position, blood volume, and the like.
  • the viewing interface has corresponding control buttons
  • the client can also perform the following processing:
  • the frame driver can shift the speed, and the shifting is performed by stretching or shrinking time.
  • the frame driver samples the frame driving time point on a fixed time axis. When the time reaches the frame switching time, the driver advances one frame. Therefore, when the speed becomes faster, the time axis can be stretched in proportion, so that the time point of the frame switching advances faster, so that the execution speed of the frame synchronization command is faster; when the speed becomes slower, it can be compared with the time axis.
  • the speed of the presentation level can be scaled proportionally, and only the time scaling factor provided by the game engine can be used to scale accordingly.
  • the performance level can refer to the double speed of animation playback, the double speed of particle effect playback, and the like.
  • the embodiment realizes the function of watching and playing back in the frame synchronization game scene, and can perform pause and fast forward operations on the viewing process.
  • the solution provided by the embodiment has the characteristics of lower traffic consumption, smoother experience, and flexible play control; and also provides local playback function for the user, enriching the user's game experience.
  • a server 600C may include: a processing module 601C, and a sending module 602C, where
  • the processing module 601C is configured to receive an input command from the first client, where the input command is used to control any simulated object displayed in the frame synchronization scenario, and generate a frame synchronization command sequence according to the input command;
  • the sending module 602C is configured to send the frame synchronization command sequence to the first client and the second client, where the first client and the second client are loaded with the same frame synchronization scenario.
  • the server 600C further includes:
  • the loading progress obtaining module 603C is configured to obtain a first loading progress of the first client loading the frame synchronization scenario by using the battle portal, and acquiring a second loading progress of the second client loading the frame synchronization scenario through the watching portal;
  • the startup module 604C is configured to: when determining that the first client loading is completed according to the first loading progress, and determining that the second client loading is completed according to the second loading progress, broadcasting to the first client and the second client to start the simulation The start command for the object to run.
  • the entrance to the battle includes: an online delay viewing entrance, a referee real-time viewing portal, and a local playback viewing portal;
  • the processing module 601C is configured to receive an input command generated by the first client control simulation object in a plurality of sequence frames, respectively, and generate corresponding to the input commands respectively generated in each sequence frame. Sequence of frame synchronization commands for sequence frames.
  • the sending module 602C when the first client enters the frame synchronization scenario through the competition entry, and the second client enters the frame synchronization scenario through the referee real-time viewing portal, the sending module 602C is specifically configured to be used with each sequence frame.
  • a frame synchronization command sequence having a corresponding relationship is sequentially broadcast to the first client and the second client in a frame order.
  • the sending module 602C is specifically configured to sequentially send the frame synchronization command sequence corresponding to each sequence frame to the first client according to the frame sequence; and the frame synchronization command sequence corresponding to each sequence frame according to the delay integration period Integrating together, obtaining a frame synchronization command sequence stream; sending the frame synchronization command sequence stream to the second client.
  • the second client can obtain a frame synchronization command sequence through the server, and display the simulation object in the frame synchronization scenario according to the frame synchronization command sequence.
  • the user operating the second client can see the control of the first simulated object by the first client, and implement the display of the simulated object controlled by the second client by the second client in the frame synchronization scenario.
  • a client is provided in the embodiment, where the client is specifically the second client 700C in the foregoing scenario, and the second client 700C includes: a scenario loading module 701C, a receiving module 702C and a display module 703C, wherein
  • a scene loading module 701C configured to preload a frame synchronization scenario in which a simulation object is displayed, where the simulation object is controlled by a first client loaded with the frame synchronization scenario;
  • the receiving module 702C is configured to receive a frame synchronization command sequence sent by the server, where the frame synchronization command sequence is generated by the server according to an input command from the first client, where the input command is used to control the simulation object;
  • the display module 703C is configured to display the simulated object in the frame synchronization scenario according to the frame synchronization command sequence.
  • the scenario loading module 701C includes:
  • the entry selection unit 7011C is configured to enter a frame synchronization scenario through the watching portal to load the frame synchronization scenario.
  • the progress reporting unit 7012C is configured to report a second loading progress of the frame synchronization scenario to the server during the process of loading the frame synchronization scenario;
  • the start command receiving unit 7013C is configured to receive a start command broadcasted by the server for starting the running of the simulated object after the loading of the frame synchronization scenario is completed.
  • the watch entry includes: an online delay watch entry, a referee live view entry, and/or a local playback view entry.
  • the receiving module 702C is specifically configured to receive, by the receiving server, a frame synchronization command that is sequentially broadcasted in a frame order and has a corresponding relationship with each sequence frame. sequence;
  • the receiving module 702C is specifically configured to receive, by the server, a frame synchronization command sequence stream obtained by integrating a frame synchronization command sequence having a correspondence relationship with each sequence frame.
  • the display module 703C includes:
  • the real-time display unit 7031C is configured to display the simulation object in real time in the frame synchronization scenario according to the frame synchronization command sequence corresponding to each sequence frame when the second client enters the frame synchronization scenario through the referee real-time viewing portal;
  • the delay display unit 7032C is configured to delay display of the simulation object in the frame synchronization scenario according to the frame synchronization command sequence flow when the second client enters the frame synchronization scenario through the online delay viewing portal;
  • the local playback unit 7033C is configured to save the frame synchronization command sequence stream in the local cache when the second client enters the frame synchronization scenario through the local playback watch portal, and stream the frame synchronization according to the locally buffered frame synchronization command sequence. Playback of the simulation object in the scene.
  • the delay display module 7032C when the second client enters the frame synchronization scenario through the online delay viewing portal, the delay display module 7032C includes:
  • the running time obtaining unit 70321C is configured to acquire, when the second client enters the frame synchronization scenario through the online delay viewing portal, the running time of the simulated object in the frame synchronization scenario;
  • the delay processing unit 70322C is configured to backward backward a delay interval from the running time of the simulated object, to obtain a maximum time that the second client can display the simulated object in the frame synchronization scenario;
  • the smoothing processing unit 70323C is configured to: after the second client reverses a buffer from a maximum time capable of displaying the simulated object, to obtain a playing time of the second client to display the simulated object in the frame synchronization scenario;
  • the smooth display unit 70324C is configured to display the running process of the simulated object in the frame synchronization scenario according to the frame synchronization command sequence stream corresponding to the playing time.
  • the display module 703C includes:
  • the instruction obtaining unit 7034C is configured to acquire a play speed control instruction
  • the time axis processing unit 7035C is configured to stretch or shrink the time axis according to the play speed control instruction
  • the speed control unit 7036C is configured to speed up the execution speed of the frame synchronization command sequence according to the time axis after the stretching, thereby speeding up the running process of the simulation object, or the client slows down the frame synchronization command sequence according to the contracted time axis. Execution speed, thereby slowing down the running process of the first simulated object.
  • the second client can obtain a frame synchronization command sequence through the server, and display the simulation object in the frame synchronization scenario according to the frame synchronization command sequence.
  • the user operating the second client can see the control of the first simulated object by the first client, and implement the display of the simulated object controlled by the second client by the second client in the frame synchronization scenario.
  • FIG. 40 is a schematic structural diagram of a server according to an embodiment of the present invention.
  • the server 1100C may have a large difference due to different configurations or performances, and may include one or more central processing units (CPUs) 1122 (for example, One or more processors and memory 1132, one or more storage media 1130 that store application 1142 or data 1144 (eg, one or one storage device in Shanghai).
  • the memory 1132 and the storage medium 1130 may be short-term storage or persistent storage.
  • the program stored on storage medium 1130 may include one or more modules (not shown), each of which may include a series of instruction operations in the server.
  • central processor 1122 can be configured to communicate with storage medium 1130, executing a series of instruction operations in storage medium 1130 on server 1100.
  • Server 1100 may also include one or more power sources 1126, one or more wired or wireless network interfaces 1150, one or more input and output interfaces 1158, and/or one or more operating systems 1141, such as Windows ServerTM, Mac OS XTM, UnixTM, LinuxTM, FreeBSDTM and more.
  • operating systems 1141 such as Windows ServerTM, Mac OS XTM, UnixTM, LinuxTM, FreeBSDTM and more.
  • the steps performed by the server in the above embodiment may be based on the server structure shown in FIG.
  • the embodiment of the present invention further provides another terminal.
  • the terminal may be any terminal device including a mobile phone, a tablet computer, a PDA (Personal Digital Assistant), a POS (Point of Sales), an in-vehicle computer, and the terminal is a mobile phone as an example:
  • FIG. 41 is a block diagram showing a partial structure of a mobile phone related to a terminal provided by an embodiment of the present invention.
  • the mobile phone includes: a radio frequency (RF) circuit 1010, a memory 1020, an input unit 1030, a display unit 1040, a sensor 1050, an audio circuit 1060, a wireless fidelity (WiFi) module 1070, and a processor 1080. And power supply 1090 and other components.
  • RF radio frequency
  • the RF circuit 1010 can be used for receiving and transmitting signals during the transmission or reception of information or during a call. In particular, after receiving the downlink information of the base station, it is processed by the processor 1080. In addition, the uplink data is designed to be sent to the base station. Generally, RF circuit 1010 includes, but is not limited to, an antenna, at least one amplifier, a transceiver, a coupler, a Low Noise Amplifier (LNA), a duplexer, and the like. In addition, RF circuit 1010 can also communicate with the network and other devices via wireless communication. The above wireless communication may use any communication standard or protocol, including but not limited to Global System of Mobile communication (GSM), General Packet Radio Service (GPRS), Code Division Multiple Access (Code Division). Multiple Access (CDMA), Wideband Code Division Multiple Access (WCDMA), Long Term Evolution (LTE), E-mail, Short Messaging Service (SMS), and the like.
  • GSM Global System of Mobile communication
  • GPRS General Packet Radio Service
  • the memory 1020 can be used to store software programs and modules, and the processor 1080 executes various functional applications and data processing of the mobile phone by running software programs and modules stored in the memory 1020.
  • the memory 1020 may mainly include a storage program area and a storage data area, wherein the storage program area may store an operating system, an application required for at least one function (such as a sound playing function, an image playing function, etc.), and the like; the storage data area may be stored according to Data created by the use of the mobile phone (such as audio data, phone book, etc.).
  • memory 1020 can include high speed random access memory, and can also include non-volatile memory, such as at least one magnetic disk storage device, flash memory device, or other volatile solid state storage device.
  • the input unit 1030 can be configured to receive input numeric or character information and to generate key signal inputs related to user settings and function controls of the handset.
  • the input unit 1030 can include a touch panel 1031 and other input devices 1032.
  • the touch panel 1031 also referred to as a touch screen, can collect touch operations on or near the user (such as the user using a finger, a stylus, or the like on the touch panel 1031 or near the touch panel 1031. Operation), and drive the corresponding connecting device according to a preset program.
  • the touch panel 1031 may include two parts of a touch detection device and a touch controller.
  • the touch detection device detects the touch orientation of the user, and detects a signal brought by the touch operation, and transmits a signal to the touch controller; the touch controller detects from the touch
  • the device receives the touch information and converts it into contact coordinates, which is sent to the processor 1080, and can receive commands from the processor 1080 and execute them.
  • the touch panel 1031 can be implemented in various types such as resistive, capacitive, infrared, and surface acoustic waves.
  • the input unit 1030 may also include other input devices 1032.
  • other input devices 1032 may include, but are not limited to, one or more of a physical keyboard, function keys (such as volume control buttons, switch buttons, etc.), trackballs, mice, joysticks, and the like.
  • the display unit 1040 can be used to display information input by the user or information provided to the user as well as various menus of the mobile phone.
  • the display unit 1040 can include a display panel 1041.
  • the display panel 1041 can be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), or the like.
  • the touch panel 1031 may cover the display panel 1041, and when the touch panel 1031 detects a touch operation thereon or nearby, the touch panel 1031 transmits to the processor 1080 to determine the type of the touch event, and then the processor 1080 according to the touch event. The type provides a corresponding visual output on display panel 1041.
  • touch panel 1031 and the display panel 1041 are used as two independent components to implement the input and input functions of the mobile phone in FIG. 41, in some embodiments, the touch panel 1031 and the display panel 1041 may be integrated. Realize the input and output functions of the phone.
  • the handset can also include at least one type of sensor 1050, such as a light sensor, motion sensor, and other sensors.
  • the light sensor may include an ambient light sensor and a proximity sensor, wherein the ambient light sensor may adjust the brightness of the display panel 1041 according to the brightness of the ambient light, and the proximity sensor may close the display panel 1041 when the mobile phone moves to the ear. And / or backlight.
  • the accelerometer sensor can detect the magnitude of acceleration in all directions (usually three axes). When it is stationary, it can detect the magnitude and direction of gravity.
  • the mobile phone can be used to identify the gesture of the mobile phone (such as horizontal and vertical screen switching, related Game, magnetometer attitude calibration), vibration recognition related functions (such as pedometer, tapping), etc.; as for the mobile phone can also be configured with gyroscopes, barometers, hygrometers, thermometers, infrared sensors and other sensors, no longer Narration.
  • the gesture of the mobile phone such as horizontal and vertical screen switching, related Game, magnetometer attitude calibration
  • vibration recognition related functions such as pedometer, tapping
  • the mobile phone can also be configured with gyroscopes, barometers, hygrometers, thermometers, infrared sensors and other sensors, no longer Narration.
  • An audio circuit 1060, a speaker 1061, and a microphone 1062 can provide an audio interface between the user and the handset.
  • the audio circuit 1060 can transmit the converted electrical data of the received audio data to the speaker 1061, and convert it into a sound signal output by the speaker 1061; on the other hand, the microphone 1062 converts the collected sound signal into an electrical signal, by the audio circuit 1060. Convert to audio data after receiving, then audio After the data output processor 1080 processes, it is sent via RF circuit 1010 to, for example, another handset, or the audio data is output to memory 1020 for further processing.
  • WiFi is a short-range wireless transmission technology.
  • the mobile phone through the WiFi module 1070 can help users to send and receive e-mail, browse the web and access streaming media, etc. It provides users with wireless broadband Internet access.
  • FIG. 41 shows the WiFi module 1070, it can be understood that it does not belong to the essential configuration of the mobile phone, and may be omitted in accordance with the scope of the invention without changing the essence of the invention.
  • the processor 1080 is the control center of the handset, which connects various portions of the entire handset using various interfaces and lines, by executing or executing software programs and/or modules stored in the memory 1020, and invoking data stored in the memory 1020, The phone's various functions and processing data, so that the overall monitoring of the phone.
  • the processor 1080 can include one or more processing units; in some implementations, the processor 1080 can integrate an application processor and a modem processor, wherein the application processor primarily processes the operating system, the user Interfaces, applications, etc., the modem processor primarily handles wireless communications. It will be appreciated that the above described modem processor may also not be integrated into the processor 1080.
  • the handset also includes a power supply 1090 (such as a battery) that powers the various components.
  • a power supply 1090 (such as a battery) that powers the various components.
  • the power supply can be logically coupled to the processor 1080 through a power management system to manage functions such as charging, discharging, and power management through a power management system. .
  • the mobile phone may further include a camera, a Bluetooth module, and the like, and details are not described herein again.
  • the processor 1080 included in the terminal further has a method flow for controlling execution by the second client.
  • an embodiment of the present invention further provides a device, where the device includes a processor and a memory;
  • the memory is configured to store the program code and transmit the program code to the processor
  • the processor is operative to perform the above-described recommended video determination method and/or information display method and/or frame synchronization based data processing method according to instructions in the program code.
  • the embodiment of the present invention further provides a storage medium for storing program code for performing the above-mentioned recommended video determining method and/or information display method and/or frame synchronization based data processing method.
  • Embodiments of the present invention also provide a computer program product comprising instructions that, when executed on a computer, cause the computer to perform the above-described recommended video determination method and/or information display method and/or A data processing method based on frame synchronization.
  • the device embodiments described above are merely illustrative, wherein the units described as separate components may or may not be physically separated, and the components displayed as units may or may not be Physical units can be located in one place or distributed to multiple network elements.
  • the purpose of the solution of the embodiment may be implemented according to actual part or all of the modules.
  • the connection relationship between the modules indicates that there is a communication connection between them, and specifically, one or more communication buses or signal lines can be realized.
  • the present invention can be implemented by means of software plus necessary general hardware, and of course, dedicated hardware, dedicated CPU, dedicated memory, dedicated memory, Special components and so on.
  • functions performed by computer programs can be easily implemented with the corresponding hardware, and the specific hardware structure used to implement the same function can be various, such as analog circuits, digital circuits, or dedicated circuits. Circuits, etc.
  • software program implementation is a better implementation in more cases.
  • the technical solution of the present invention which is essential or contributes to the prior art, can be embodied in the form of a software product stored in a readable storage medium, such as a floppy disk of a computer.
  • U disk mobile hard disk, read-only memory (ROM, Read-Only Memory), random access memory (RAM, Random Access Memory), disk or optical disk, etc., including a number of instructions to make a computer device (may be A personal computer, server, or network device, etc.) performs the methods described in various embodiments of the present invention.
  • a computer device may be A personal computer, server, or network device, etc.

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Abstract

本发明提供一种推荐视频确定方法、数据处理服务器及系统,该方法包括:确定候选虚拟场景;所述候选虚拟场景当前存在用户参与,且一个用户对应所述候选虚拟场景中的一个虚拟角色;从所述候选虚拟场景中,选取目标虚拟场景;确定所述目标虚拟场景的各虚拟角色的表现数据;根据所述目标虚拟场景的各虚拟角色的表现数据,从所述目标虚拟场景的各虚拟角色中选取目标虚拟角色;以所述目标虚拟角色在所述目标虚拟场景中的视角,生成推荐视频。本发明实施例可确定出向用户推荐的虚拟场景视频,且推荐的视频具有较高的观看质量。此外,本发明还提供了一种信息显示的方法和终端,一种基于帧同步的数据处理方法、服务器及客户端。

Description

视频推荐确定、信息显示、基于帧同步的数据处理方法
本申请要求于2016年11月24日提交中国专利局、申请号为201611050866.9、申请名称为“一种推荐视频确定方法、数据处理服务器及系统”的中国专利申请的优先权,同时要求于2016年11月24日提交中国专利局、申请号为201611044186.6、申请名称为“一种信息显示的方法和终端”的中国专利申请的优先权,以及,同时要求于2016年11月24日提交中国专利局、申请号为201611044191.7、申请名称为“一种基于帧同步的数据处理方法和服务器以及客户端”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本发明涉及数据处理技术领域,具体涉及推荐视频确定方法、数据处理服务器及系统,信息显示的方法和终端,基于帧同步的数据处理方法、服务器及客户端。
背景技术
随着游戏、仿真等类型网络应用的兴起,用户可通过创建的虚拟角色在网络应用提供的虚拟场景中获得多种体验。一些网络应用(如MOBA类型的竞技游戏)提供的虚拟场景可支持多用户的参与,多个用户的虚拟角色可通过匹配、组队等方式进入虚拟场景中,并在虚拟场景中体验竞技等活动。
目前,通过视频技术在虚拟场景中的使用,可形成记录虚拟角色在虚拟场景中活动的视频(简称虚拟场景视频,虚拟场景视频的形式如游戏的竞技对局视频等)。用户出于熟练网络应用的使用方式等目的,往往具有观看其他用户当前的虚拟场景视频的需求,然而当前存在用户参与的虚拟场景可能有多个(如当前可能同时存在多个游戏竞技对局),因此如何确定向用户推荐的虚拟场景视频成为了需要考虑的问题。
发明内容
有鉴于此,本发明请实施例提供一种推荐视频确定方法、数据处理服务器及系统,以确定向用户推荐的虚拟场景视频。
为实现上述目的,本发明实施例提供如下技术方案:
第一方面,本发明实施例提供一种推荐视频确定方法,包括:
确定候选虚拟场景;候选虚拟场景中存在虚拟角色,该虚拟角色由参与用户操控;
从候选虚拟场景中,选取目标虚拟场景;
确定目标虚拟场景的各虚拟角色的表现数据;
根据目标虚拟场景的各虚拟角色的表现数据,从目标虚拟场景的各虚拟角色中选取目标虚拟角色;
以目标虚拟角色在目标虚拟场景中的视角,生成推荐视频。
通过上述过程,可从当前存在用户参与的虚拟场景中确定出推荐视频所在的目标虚拟场景,并以目标虚拟场景中所确定的目标虚拟角色的视角生成推荐视频,确定出向用户推荐的虚拟场景视频,推荐的视频具有较高的观看质量。
第二方面,本发明实施例还提供一种数据处理服务器,包括:
候选场景确定模块,用于确定候选虚拟场景;候选虚拟场景中存在虚拟角色,该虚拟角色由参与用户操控;
目标场景选取模块,用于从候选虚拟场景中,选取目标虚拟场景;
表现数据确定模块,用于确定目标虚拟场景的各虚拟角色的表现数据;
目标角色选取模块,用于根据目标虚拟场景的各虚拟角色的表现数据,从目标虚拟场景的各虚拟角色中选取目标虚拟角色;
推荐视频生成模块,用于以目标虚拟角色在目标虚拟场景中的视角,生成推荐视频。
第二方面实现方式的有益效果,参见第一方面对应的方法的有益效果。
第三方面,本发明实施例还提供一种推荐视频确定系统,包括:上述数据处理服务器,以及客户端;
其中,数据处理服务器还用于,向目标虚拟场景的各参与用户对应的客户端,发送通知信息,通知信息用于指示目标虚拟角色对应的用户被推荐;
客户端用于:
接收通知信息,判断目标虚拟角色对应的用户,与客户端的用户的关系;
如果确定目标虚拟角色对应的用户,为客户端的用户,输出本地用户被推荐到视频推荐界面的提示信息;
如果确定目标虚拟角色对应的用户,为客户端的用户在目标虚拟场景的队友,输出队友被推荐到视频推荐界面的提示信息;
如果确定目标虚拟角色对应的用户,为客户端的用户在目标虚拟场景的对手,输出对手被推荐到视频推荐界面的提示信息。
第三方面实现方式的有益效果,参见第一方面对应的方法的有益效果。
第四方面,本发明实施例还提供一种信息显示的方法,包括:
从服务器中获取多个对战对象的操作信息;
根据多个对战对象的操作信息确定操作统计结果;
按照预设规则将操作统计结果分为第一展示信息以及第二展示信息,第一展示信息为操作统计结果中的预设基础信息,第二展示信息为操作统计结果中的预设次级信息;
在终端显示界面上展示第一展示信息。
通过上述过程,可以只在终端的显示界面上展现对战时更为重要的预设基础信息,而隐藏非重要的预设次级信息,保证用户观看对战的区域足够大,从而能够看到战斗中的各种细节。
第五方面,本发明实施例还提供了一种终端,包括:
获取模块,用于从服务器中获取多个对战对象的操作信息;
确定模块,用于根据获取模块获取的多个对战对象的操作信息确定操作统计结果;
划分模块,用于按照预设规则将确定模块确定的操作统计结果分为第一展示信息以及第二展示信息,第一展示信息为操作统计结果中的预设基础信息,第二展示信息为操作统计结果中的预设次级信息;
第一展示模块,用于在终端显示界面上展示划分模块划分的第一展示信息。
第五方面实现方式的有益效果,参见第四方面对应的方法的有益效果。
第六方面,本发明实施例还提供一种基于帧同步的数据处理方法,包括:
服务器接收来自第一客户端的输入命令,输入命令用于控制帧同步场景中显示的任一模拟对象,并根据输入命令生成帧同步命令序列;
服务器将帧同步命令序列发送给第一客户端和第二客户端,其中,第二客户端和第一客户端加载有同一帧同步场景。
通过上述过程,第二客户端可以通过服务器获取到帧同步命令序列,并在帧同步场景下显示模拟对象,使得操作该第二客户端的用户可以看到第一客户端对该模拟对象的控制,实现帧同步场景下第二客户端对第一客户端控制的模拟对象的显示。
第七方面,本发明实施例还提供一种基于帧同步的数据处理方法,包括:
第二客户端预先加载显示有模拟对象的帧同步场景,模拟对象由加载有帧同步场景的第一客户端控制;
第二客户端接收服务器发送的帧同步命令序列,帧同步命令序列由服务器根据来自第一客户端的输入命令生成,输入命令用于控制模拟对象;
第二客户端根据帧同步命令序列,在帧同步场景下显示模拟对象。
第七方面实现方式的有益效果,参见第六方面对应的方法的有益效果。
第八方面,本发明实施例还提供一种服务器,包括:
处理模块,用于接收来自第一客户端的输入命令,输入命令用于控制帧同步场景中显示的任一模拟对象,并根据输入操作生成帧同步命令序列;
发送模块,用于将帧同步命令序列发送给第一客户端和第二客户端,其中,第二客户端和第一客户端加载有同一帧同步场景。
第八方面实现方式的有益效果,参见第六方面对应的方法的有益效果。
第九方面,本发明实施例还提供了一种客户端,包括场景加载模块,用于预先加载显示有模拟对象的帧同步场景,模拟对象由加载有帧同步场景的第一客户端控制;
接收模块,用于接收服务器发送的帧同步命令序列,帧同步命令序列由服务器根据来自第一客户端的输入命令生成,输入命令用于控制模拟对象;
显示模块,用于根据帧同步命令序列,在帧同步场景下显示模拟对象。
第九方面实现方式的有益效果,参见第六方面对应的方法的有益效果。
第十方面,本发明实施例提供一种设备,该设备包括:
处理器以及存储器;
存储器用于存储程序代码,并将程序代码传输给处理器;
处理器用于根据程序代码中的指令执行上述推荐视频确定方法和/或信息显示方法和/或基于帧同步的数据处理方法。
第十一方面,本发明实施例提供一种存储介质,存储介质用于存储程序代码,程序代码用于执行上述推荐视频确定方法和/或信息显示方法和/或基于帧同步的数据处理方法。
第十二方面,本发明实施例提供一种包括指令的计算机程序产品,当其在计算机上运行时,使得计算机执行上述推荐视频确定方法和/或信息显示方法和/或基于帧同步的数据处理方法。
附图说明
为了更清楚地说明本发明实施例或现有技术中的技术方案,下面将对实施例或现有技术描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本发明的实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据提供的附图获得其他的附图。
图1为本发明实施例提供的实现推荐视频确定方法的系统架构图;
图2为本发明实施例提供的游戏背景下的系统架构图;
图3为本发明实施例提供的推荐视频确定方法的流程图;
图4为本发明实施例提供的确定目标虚拟角色的方法流程图;
图5为本发明实施例提供的游戏背景下视频推荐界面的示意图;
图6为本发明实施例提供的将推荐视频加入到视频推荐界面的方法流程图;
图7为本发明实施例提供的游戏背景下视频推荐界面的另一示意图;
图8为本发明实施例提供的发送通知信息的信令流程图;
图9为本发明实施例提供的客户端输出提示信息的示意图;
图10为本发明实施例提供的客户端输出提示信息的另一示意图;
图11为本发明实施例提供的客户端输出提示信息的再一示意图;
图12为本发明实施例在游戏竞技场景下的应用示意图;
图13为本发明实施例提供的数据处理服务器的结构框图;
图14为本发明实施例提供的数据处理服务器的另一结构框图;
图15为本发明实施例提供的数据处理服务器的再一结构框图;
图16为本发明实施例提供的数据处理服务器的硬件结构框图;
图17为本发明实施例中信息显示系统架构图;
图18为本发明实施例中信息显示的方法一个交互实施例示意图;
图19为本发明实施例中信息显示的方法一个实施例示意图;
图20为本发明实施例中交互式应用的一个界面示意图;
图21为本发明实施例中交互式应用的另一个界面示意图;
图22为本发明实施例中交互式应用的另一个界面示意图;
图23为本发明实施例中交互式应用的另一个界面示意图;
图24为本发明实施例中交互式应用的另一个界面示意图;
图25为应用场景中信息显示的流程示意图;
图26为本发明实施例中终端一个实施例示意图;
图27为本发明实施例中终端另一个实施例示意图;
图28为本发明实施例中终端另一个实施例示意图;
图29为本发明实施例中终端另一个实施例示意图;
图30为本发明实施例中终端另一个实施例示意图;
图31为本发明实施例中终端另一个实施例示意图;
图32为本发明实施例中终端另一个实施例示意图;
图33为本发明实施例提供的一种基于帧同步的数据处理方法的流程方框示意图;
图34为本发明实施例提供的另一种基于帧同步的数据处理方法的流程方框示意图;
图35为本发明实施例提供的帧同步命令序列的发送过程示意图;
图36为本发明实施例提供的进入帧同步游戏场景的过程示意图;
图37为本发明实施例提供的平滑处理过程示意图;
图38-a为本发明实施例提供的一种服务器的组成结构示意图;
图38-b为本发明实施例提供的一种获取模块的组成结构示意图;
图39-a为本发明实施例提供的一种第二客户端的组成结构示意图;
图39-b为本发明实施例提供的一种场景加载模块的组成结构示意图;
图39-c为本发明实施例提供的一种显示模块的组成结构示意图;
图39-d为本发明实施例提供的一种延迟显示模块的组成结构示意图;
图39-e为本发明实施例提供的另一种显示模块的组成结构示意图;
图40为本发明实施例提供的基于帧同步的数据处理方法应用于终端的组成结构示意图;
图41为本发明实施例提供的终端的组成结构示意图。
具体实施方式
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做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。
图1示出了本发明实施例提供的实现推荐视频确定方法的系统架构,参照图1,该系统可以包括:客户端10A,维持服务器20A和数据处理服务器30A;
客户端10A可以装载在智能手机、平板电脑、笔记本电脑等用户设备上,为网络应用提供本地服务;客户端10A可以在用户请求进入虚拟场景时,通过加载虚拟场景,使得用户的虚拟角色能够进入到虚拟场景中。
维持服务器20A为网络应用所属服务器集群中的服务设备,架设在网络侧;维持服务器20A可以在多个用户分别通过各自的客户端10A请求进入虚拟场景时,维持多个用户的虚拟角色(一个用户一般控制一个虚拟角色)在虚拟场景中的活动,并记录各虚拟场景中各虚拟角色的表现;虚拟角色的表现一般由用户的操作决定,用户的操作越熟练,用户的虚拟角色在虚拟场景中的表现一般越好。
在一种可能的实施方式中,维持服务器所维持的虚拟场景数量可能存在多个,这些虚拟场景可能是同一场景内容的虚拟场景,但只要是参与的用户不同,则可以认为是不同的虚拟场景。
数据处理服务器30A为网络应用所属服务器集群中的服务设备,架设在网络侧,可用于进行数据处理。数据处理服务器30A可以通过数据处理方式,从当前存在用户参与的虚拟场景中,确定推荐视频相应的虚拟场景,并以该虚拟场景中某一虚拟角色的视角生成推荐视频,进行视频的推荐。
本发明实施例可应用在MOBA(Multiplayer Online Battle Arena,多人在线战术竞技游戏)类型的游戏中,在当前存在多场竞技对局时,向用户推荐竞技对局视频。相应的,图1所示系统在游戏背景下的形式可以如图2所示,客户端 10A可以是游戏客户端,维持服务器20A可以是战斗服务器,数据处理服务器30A可以是游戏数据处理服务器;相应的,虚拟场景可以是游戏的游戏竞技场景。
在用户请求游戏竞技,并且匹配到用户的竞技对手后,游戏客户端可以加载游戏竞技场景;相应的,用户操控的游戏角色将进入游戏竞技场景中,加入到一场竞技对局中;一场竞技对局一般对应一个游戏竞技场景。
战斗服务器可以维持多场竞技对局,且维持一场竞技对局可以是通过维持多个用户的游戏角色在一个游戏竞技场景中进行战斗竞技实现;同时,战斗服务器还可以记录各个竞技对局中用户的表现,即记录用户所操控的游戏角色在游戏竞技场景中的游戏数据。
游戏数据处理服务器可用于进行游戏数据的处理,从当前的多场竞技对局中确定推荐视频的竞技对局,并以该竞技对局中某一游戏角色在游戏竞技场景的视角,生成推荐视频,进行视频的推荐。
本发明实施例实现推荐视频确定可以是由图1所示数据处理服务器实现。站在数据处理服务器的角度,图3示出本发明实施例提供的推荐视频确定方法的流程图,该方法可应用于数据处理服务器,参照图3,该方法可以包括:
步骤S10A、数据处理服务器确定候选虚拟场景。
在一种可能的实施方式中,候选虚拟场景可以为当前存在用户参与的虚拟场景。
数据处理服务器可确定维持服务器当前所维持的,存在用户参与的虚拟场景,并将当前存在用户参与的虚拟场景确定为候选虚拟场景。在一些应用场景下,一个用户可以控制一个虚拟角色在虚拟场景中活动,即一个用户可对应候选虚拟场景中的一个虚拟角色;而在另一些应用场景中,一个用户也可以同时控制多个虚拟角色在虚拟场景中活动,即一个用户可对应候选虚拟场景中的多个虚拟角色。
在一种可能的实施方式中,本发明实施例也可以将设定类型的当前存在用户参与的虚拟场景确定为候选虚拟场景;如以游戏竞技背景为例,本发明实施例可从竞技级别的类型达到设定级别的竞技对局中,确定当前正在进行的竞技 对局,从而将所确定的竞技对局的游戏竞技场景,作为候选虚拟场景。
在一种可能的实施方式中,维持服务器可为当前存在用户参与的虚拟场景添加标识,同一类型但参与用户不同的虚拟场景认为是不同的虚拟场景,从而维持服务器可将当前存在用户参与的虚拟场景的标识,发送给数据处理服务器;相应的,数据服务器可基于各虚拟场景的标识,确定出当前存在用户参与的候选虚拟场景。
此外,除上述维持服务器主动将当前存在用户参与的各虚拟场景的标识,发送给数据处理服务器的方式外,也可以是数据处理服务器向维持服务器请求当前存在用户参与的各虚拟场景的标识。
步骤S11A、数据处理服务器从候选虚拟场景中,选取目标虚拟场景。
目标虚拟场景为推荐视频相应的虚拟场景。
可以理解的是,本发明实施例可定义目标虚拟场景的筛选条件,从而从候选虚拟场景中筛选出符合该筛选条件的目标虚拟场景。
作为一种示例性的实施方式,目标虚拟场景的筛选条件可以是,虚拟场景的参与用户的用户特征,均符合设定用户特征。相应的,本实施例可从候选虚拟场景中,选取出参与用户的用户特征均符合设定用户特征的目标虚拟场景。
作为一种示例,虚拟场景的参与用户的用户特征可以记录在用户数据库中,数据处理服务器在确定各候选虚拟场景的标识后,可确定该标识对应的参与用户的用户标识,从而基于用户标识从用户数据库中调取出相应的用户特征;候选虚拟场景的标识所对应的参与用户的用户标识,表示的是参与候选虚拟场景的用户的标识,可以由维持服务器记录后发送给数据处理服务器。
在一种可能的实施方式中,为向用户推荐高质量的虚拟场景视频,本实施例可设定用户等级为用户特征的一种可选表现形式,将参与用户的等级均达到设定等级的虚拟场景,确定为目标虚拟场景。一般而言,等级越高的用户在虚拟场景中的表现越好,因此本发明实施例可将参与用户的等级均达到设定等级的虚拟场景,设定为目标虚拟场景,从候选虚拟场景中排除出参与用户的等级不是全部达到设定等级的虚拟场景,从而达到向用户推荐高质量的视频的目的;
另外,用户的地理位置也可以是用户特征的一种可选表现形式。用户可能 会比较关注附近用户所参与的虚拟场景视频,本实施例可将参与用户的地理位置,均在请求观看视频的用户的设定地理位置范围的虚拟场景,确定为目标虚拟场景,从而从候选虚拟场景中排除出参与用户的地理位置,不在请求观看视频的用户的设定地理位置范围的虚拟场景,达到向用户推荐附近用户所参与的虚拟场景视频的目的。
作为另一种示例性的实施方式,目标虚拟场景的筛选条件也可以是,虚拟场景的运行状态符合设定运行状态。相应的,本实施例中,各候选虚拟场景的运行状态可以由维持服务器记录后发送给数据处理服务器,数据处理服务器可从候选虚拟场景中,选取出运行状态符合设定运行状态的目标虚拟场景。
实际应用中,用户在虚拟场景中的参与时间达到一定时间后,基于用户在该虚拟场景中的活动形成的虚拟场景视频才具有观看意义,因此本发明实施例可向用户推荐运行时间达到设定运行时间的虚拟场景视频。本实施例可设定虚拟场景对应的用户参与时间(如一个竞技对局的运行时间)为虚拟场景的运行状态的一种表现形式,从而数据处理服务器可以将用户参与时间达到设定时间的虚拟场景,确定为目标虚拟场景,并从候选虚拟场景中排除出用户参与时间未达到设定时间的虚拟场景。
上述描述的目标虚拟场景的筛选条件形式仅是示例性的,具体的筛选条件可以根据实际的视频推荐需求调整。在一种可能的实施方式中,目标虚拟场景的筛选条件可以是由运营人员设定,也可以是请求观看视频的用户通过客户端发送给数据处理服务器的。
步骤S12A、数据处理服务器确定目标虚拟场景的各虚拟角色的表现数据。
数据处理服务器在确定目标虚拟场景后,可从维持服务器获取目标虚拟场景中的各虚拟角色的表现数据,一个虚拟角色一般由一个参与虚拟场景的用户所控制,即一个虚拟角色对应一个用户。
步骤S13A、数据处理服务器根据目标虚拟场景的各虚拟角色的表现数据,从目标虚拟场景的各虚拟角色中选取目标虚拟角色。
在一种可能的实施方式中,目标虚拟角色可以是在目标虚拟场景中的表现符合设定推荐条件的虚拟角色,如目标虚拟场景中表现数据最佳的虚拟角色,或者,在设定表现维度的表现数据最佳的虚拟角色。
表现维度是衡量虚拟角色在虚拟场景表现的一个因素,如以游戏竞技为例,表现维度可以是游戏角色在竞技对局中的击杀数、助攻数等。
步骤S14A、数据处理服务器以目标虚拟角色在目标虚拟场景中的视角,生成推荐视频。
一个虚拟场景中可能具有多个虚拟角色,各个虚拟角色在虚拟场景中的视角是不同的,所反映的视频内容也是不同的。在确定目标虚拟场景中的目标虚拟角色后,由于目标虚拟角色在目标虚拟场景中的活动具有观看价值,因此本发明实施例可以目标虚拟角色在目标虚拟场景中的视角,生成推荐视频,实现推荐视频的确定。
在一种可能的实施方式中,不仅目标虚拟角色在目标虚拟场景中的活动具有观看价值,用户对于目标虚拟角色的操控过程也具有观看价值,因此,数据处理服务器还可以根据目标虚拟角色,确定操控该目标虚拟角色的参与用户,并以该参与用户的视角,生成推荐视频,实现推荐视频的确定。
本实施例提供的推荐视频确定方法,可确定出当前存在用户参与的候选虚拟场景,并从候选虚拟场景中筛选出目标虚拟场景,通过目标虚拟场景的各虚拟角色的表现数据,确定出生成推荐视频的目标虚拟角色,从而以目标虚拟角色在目标虚拟场景中的视角,生成推荐视频,实现推荐视频的确定。本发明实施例提供的推荐视频确定方法,可从当前存在用户参与的虚拟场景中确定出推荐视频所在的目标虚拟场景,并以目标虚拟场景中所确定的目标虚拟角色的视角生成推荐视频,确定出向用户推荐的虚拟场景视频,推荐的视频具有较高的观看质量。
作为一种示例,在确定目标虚拟场景的各虚拟角色的表现数据后,数据处理服务器可通过分析目标虚拟场景的各虚拟角色的正向表现数据和负向表现数据,确定出表现最佳的目标虚拟角色。图4示出了确定目标虚拟角色的可选方法流程图,参照图4,该方法可以包括:
步骤S20A、数据处理服务器确定目标虚拟场景的各虚拟角色的第一类表现数据和第二类表现数据。
在一种可能的实施方式中,第一类表现数据和第二类表现数据的数据类型 可以相反,如第一类表现数据和第二类表现数据所表示的虚拟角色在虚拟场景中的表现相反。第一类表现数据可以是虚拟角色在虚拟场景中正向表现对应的数据(即正向表现数据);以竞技游戏为例,第一类表现数据可以是游戏角色在竞技对局中击杀对手的次数(即击杀数),助攻队友击杀对手的次数(即助攻数)等。第二类表现数据可以是虚拟角色在虚拟场景中负向表现对应的数据(即负向表现数据);以竞技游戏为例,第二类表现数据可以是游戏角色在竞技对局中的死亡次数等。
步骤S21A、数据处理服务器分别确定各虚拟角色的第一类表现数据和第二类表现数据的比值,将比值符合预定比值条件的虚拟角色确定为目标虚拟角色。
对于目标虚拟场景的各虚拟角色,虚拟角色的第一类表现数据和第二类表现数的比值,表示的是虚拟角色的正向表现与负向表现的比例,比值越高,说明虚拟角色在虚拟场景中的表现越好。因此,本实施例可通过该比值表示虚拟角色在虚拟场景中的表现,并通过设定预定比值条件(如比值最高),将比值符合预定比值条件的虚拟角色确定为目标虚拟角色。
在一种可能的实施方式中,一个目标虚拟场景中所确定的目标虚拟角色的数量可以是至少一个。如以竞技游戏为例,本实施例可确定目标虚拟场景中各游戏角色的击杀数,助攻数和死亡数;对于各游戏角色,将游戏角色的击杀数与助攻数的和作为第一类表现数据,将游戏角色的死亡数作为第二类表现数据,将第一类表现数据除以第二类表现数据,得到反映游戏角色在目标虚拟场景中表现的比值,该比值越高,表明游戏角色在目标虚拟场景中的表现越好。
通过图4所示方法,本实施例可基于目标虚拟场景的各虚拟角色的表现数据,确定出在目标虚拟场景中表现符合设定推荐条件的目标虚拟角色,为推荐视频的确定提供基础。
显然,图4所示方法仅是分析目标虚拟场景中各虚拟角色的表现的可选方式,并不是唯一的。本实施例也可以分析目标虚拟场景的各虚拟角色的虚拟物品获取数(如游戏角色在游戏竞技场景中的金币获取数),确定虚拟物品获取数达到阈值(如目标虚拟场景的所有虚拟角色对应的虚拟物品获取数均值),且图4所示比值符合预定比值条件的目标虚拟角色。
在一种可能的实施方式中,在以目标虚拟角色在目标虚拟场景中的视角,生成推荐视频后,本实施例可确定目标虚拟角色的角色标识(如游戏角色的角色名),目标虚拟角色对应的用户的用户标识(如游戏角色对应的用户名),同时,将推荐视频推荐到视频推荐界面,并在视频推荐界面中展示目标虚拟角色的角色标识,目标虚拟角色对应用户的用户标识。将推荐视频推荐到视频推荐界面的实施方式,可以是将推荐视频的视频地址推荐到视频推荐界面。从而,数据处理服务器可以向请求观看视频的用户,广播视频推荐界面,使得请求观看视频的用户点击某一推荐视频后,数据处理服务器可根据该推荐视频的视频地址向该用户的客户端推送相应的推荐视频。相应的,该用户可在客户端进行推荐视频的观看。
在一种可能的实施方式中,视频推荐界面中展示的推荐视频可能有多个,本实施例可在视频推荐界面中为每个推荐视频设置一个推荐区,并在推荐区展示推荐视频对应的目标虚拟角色的角色标识(如角色名),目标虚拟角色对应的用户的用户标识(如用户名)等信息。可参照图5,图5示出了游戏背景下视频推荐界面的示意图。
另外,视频推荐界面所推荐的视频数量可以具有视频推荐限数,视频推荐限数与视频推荐界面的推荐区数量相对应。如果视频推荐界面中当前推荐的视频数量达到了该视频推荐限数,则数据处理服务器新确定的推荐视频暂时无法加入到视频推荐界面,需要等待视频推荐界面当前推荐的视频数量小于该视频推荐限数(即视频推荐界面具有空闲的推荐区)时,才可将新确定的推荐视频加入到视频推荐界面中。
作为一种示例,本实施例可设置推荐位数量与视频推荐界面的推荐区数量相应的视频推荐池,视频推荐界面当前推荐的视频与该视频推荐池中加入的推荐视频相对应,如视频推荐界面中展示的推荐视频可以是通过从视频推荐池中调取推荐视频实现。在一种实施方式中,数据处理服务器在确定新的推荐视频后,可判断视频推荐池中是否有空闲的推荐位,若否,则表示视频推荐界面当前推荐的视频数量达到视频推荐限数,数据处理服务器需要等待视频推荐池中具有空闲的推荐位后,再将推荐视频加入到视频推荐池中,以便在视频推荐界面进行推荐,若是,则数据处理服务器可无需等待,将推荐视频加入到视频推 荐池中,以便在视频推荐界面进行推荐视频的推荐。
图6示出了将推荐视频加入到视频推荐界面的方法流程,该方法可应用于数据处理服务器,参照图6,该方法可以包括:
步骤S30A、数据处理服务器判断视频推荐池当前是否有空闲的推荐位,若否,返回步骤S30A,若是,执行步骤S31A;
需要说明的是,视频推荐池维持有与视频推荐界面的视频推荐限数相应的推荐位,且视频推荐池当前空闲的推荐位数量,与视频推荐界面当前空闲的视频推荐数相应。
可以理解的是,视频推荐池具有空闲的推荐位,可能是视频推荐界面中推荐的视频结束、或者视频推荐界面中推荐的视频对应的目标虚拟角色退出目标虚拟场景。
步骤S31A、将推荐视频加入到视频推荐池。
在一个示例中,将推荐视频加入到视频推荐池可以是将推荐视频的视频地址加入到视频推荐池中。可以理解的是,若视频推荐界面展示有目标虚拟角色的角色标识、和目标虚拟角色对应的用户的用户标识,则还需在将推荐视频加入到视频推荐池时,将目标虚拟角色的角色标识、和目标虚拟角色对应的用户的用户标识加入到视频推荐池。
在一种可能的实施方式中,在请求观看视频的用户,请求视频推荐界面推荐的某一视频时,数据处理服务器可以将该视频的观看用户数加1,在用户退出观看时,数据处理服务器可以将该视频的观看用户数减1,从而数据处理服务器可统计出视频推荐界面所推荐的各视频的当前观看用户数,并将各视频的当前观看用户数展示在视频推荐界面相应的推荐区中。
另外,数据处理服务器还可定时的更新视频推荐界面所推荐的各视频的当前观看用户数。可参照图7进行理解,图7示出了游戏背景下视频推荐界面的另一示意图。
可以理解的是,当前观看用户数越多的视频,表明该视频越受欢迎,因此视频推荐界面中推荐的视频可以按照当前观看用户数进行排序,将当前观看用户数较多的视频靠前排列,即推荐视频中当前观看用户数越多,该推荐视频的排序越靠前。
另外,视频推荐界面中推荐的视频也可以按照视频加入视频推荐界面的时长进行排序,即可以是时长越长,排序越靠前,时长越短,排序越靠后。
此外,视频推荐界面中推荐的视频,也可以根据请求观看视频的用户的需求而定。例如,可根据请求观看视频的用户的视频偏好,将用户偏好的视频排序在前;又如,可以分析各视频对应的目标虚拟角色的用户与请求观看视频的用户的亲密度,根据该亲密度进行视频在视频推荐界面的排序。
数据处理服务器在将推荐视频加入到视频推荐界面进行推荐后,为使得目标虚拟场景中的各参与用户,知晓目标虚拟场景中存在被推荐的用户,以使得目标虚拟场景中的各参与用户更能积极的控制虚拟角色进行表现,数据服务器可向目标虚拟场景中的各参与用户发送,目标虚拟角色对应的用户被推荐到视频推荐界面的通知信息。
可参照图8,图8示出了数据处理服务器向客户端发送通知信息的信令流程图,该流程可以包括:
步骤S40A、数据处理服务器向目标虚拟场景的各参与用户对应的客户端,发送通知信息;该通知信息用于指示目标虚拟角色对应的用户被推荐。
通知信息,可用于具体指示目标虚拟角色对应的用户被推荐到视频推荐界面。
步骤S41A、客户端接收通知信息后,判断目标虚拟角色对应的用户,与客户端的用户的关系。
可以理解的是,目标虚拟角色对应的用户,与客户端的用户的关系可能是:同一用户,目标虚拟场景中的队友关系,目标虚拟场景中的对手关系等。
作为一种示例,该通知信息可以携带有目标虚拟角色对应的用户标识;客户端的用户在参与到目标虚拟场景后,客户端可获取目标虚拟场景中,与客户端的用户为队友关系的用户标识,及与客户端的用户为对手关系的用户标识;从而通过将目标虚拟角色对应的用户标识,分别与客户端的用户标识、与客户端的用户为队友关系的用户标识,与客户端的用户为对手关系的用户标识进行匹配。
如果目标虚拟角色对应的用户标识与客户端的用户标识匹配成功,则可确定目标虚拟角色对应的用户为客户端的用户;如果目标虚拟角色对应的用户标 识与客户端的用户为队友关系的用户标识匹配成功,则可确定目标虚拟角色对应的用户为客户端的用户的队友;如果目标虚拟角色对应的用户标识与客户端的用户为对手关系的用户标识匹配,则可确定目标虚拟角色对应的用户为客户端的用户的对手。
步骤S42A、如果客户端确定目标虚拟角色对应的用户,为客户端的用户,输出本地用户被推荐到视频推荐界面的提示信息。
以游戏背景为例,图9示出了在客户端输出本地用户被推荐到视频推荐界面的提示信息的示意图。客户端在确认本地用户被推荐时,可以在游戏界面输出相应的提示信息给该用户查看。
步骤S43A、如果客户端确定目标虚拟角色对应的用户,为客户端的用户在目标虚拟场景的队友,输出队友被推荐到视频推荐界面的提示信息。
同样以游戏背景为例,图10示出了在客户端输出队友被推荐到视频推荐界面的提示信息的示意图。客户端在确认本地用户的队友被推荐时,可以在游戏界面输出相应的提示信息给该用户查看。
步骤S44A、如果客户端确定目标虚拟角色对应的用户,为客户端的用户在目标虚拟场景的对手,输出对手被推荐到视频推荐界面的提示信息。
仍以游戏背景为例,图11示出了在客户端输出对手被推荐到视频推荐界面的提示信息的示意图。客户端在确认本地用户的对手被推荐时,可以在游戏界面输出相应的提示信息给该用户查看。
需要说明的是,步骤S42A、步骤S43A和步骤S44A为目标虚拟角色对应的用户,与客户端的用户在不同关系下,对应的不同处理示意。步骤S42A、步骤S43A和步骤S44A之间可以是并列的,没有执行时间上的先后顺序。
另外,如图9、图10和图11所示,数据处理服务器还可以将推荐视频的当前观看用户数发送至目标虚拟场景的各参与用户对应的客户端,从而使得目标虚拟场景的各参与用户对应的客户端,在输出提示信息时可携带推荐视频当前观看用户数的信息。
在一个示例中,数据服务器可定时的将推荐视频的当前观看用户数发送至目标虚拟场景所对应的的各参与用户的客户端,从而使得客户端以一定的频率刷新推荐视频的当前观看用户数,并提示给客户端用户。
在另一个示例中,数据处理服务器可定时更新推荐视频的当前观看用户数,并将更新后的当前观看用户数,发送给目标虚拟场景的各参与用户的客户端,从而使得目标虚拟场景的各参与用户的客户端定期的刷新,推荐视频的当前观看用户数,并展示给客户端用户。
通过图8所示方法,可使得目标虚拟场景的各参与用户,知晓目标虚拟场景中存在被推荐的视频,使得目标虚拟场景中的各参与用户更能积极的控制虚拟角色进行表现,提升推荐视频的观看质量,进而达到向请求观看视频的用户推荐高质量视频的目的。
下面以MOBA类的竞技游戏为例,采用本发明实施例提供的推荐视频确定方法,可在举办线上竞技游戏比赛等活动时,在游戏的视频推荐界面向用户推荐高质量的竞技游戏视频。
如图12所示,图12为本实施例中在游戏竞技场景下的应用示意图。在匹配一场竞技对局时,游戏客户端可进行竞技匹配,并在匹配成功后,各阵营的游戏客户端可加载游戏竞技场景,各阵营的游戏客户端的游戏角色相应的进入到游戏竞技场景中进行游戏竞技。
战斗服务器可维持各场竞技对局,记录各场竞技对局中,游戏角色在游戏竞技场景的表现数据。
游戏数据处理服务器可根据战斗服务器当前所维持的特定类型的竞技对局(如比赛类型的竞技对局,用户排名类型的竞技对局等),确定当前正进行的特定类型的竞技对局,从而确定出候选竞技对局(一场竞技对局对应一个游戏竞技场景)。
游戏数据处理服务器根据各候选竞技对局的参与用户的用户等级,确定出参与用户的等级均达到设定等级的目标竞技对局(目标竞技对局对应目标游戏竞技场景)。
游戏数据处理服务器可从目标竞技对局的各游戏角色的表现数据中,调取出目标竞技对局的各游戏角色的击杀数、助攻数、死亡数;分别将各游戏角色的击杀数与助攻数的和,除以死亡数,确定出表示游戏角色在目标竞技对局中表现的比值。
游戏数据处理服务器将金币获取数达到目标竞技对局的金币获取数均值,且比值最大的游戏角色,确定为目标游戏角色,以目标游戏角色在目标游戏竞技场景的视角,生成推荐视频。
在生成推荐视频后,游戏数据处理服务器可判断视频推荐池是否有空闲的推荐位,若有,则游戏数据处理服务器可将推荐视频,目标游戏角色的角色名,和目标游戏角色对应的用户名加入到视频推荐池,从而在视频推荐界面实现推荐视频的推荐。
某一用户请求观看视频推荐界面推荐的推荐视频后,游戏数据处理服务器可将推荐视频的当前观看用户数加1,如果某一用户退出观看,则推荐视频的当前观看用户数减1。游戏数据服务器可定期的更新出推荐视频的当前观看用户数。
此外,游戏数据服务器还可以将目标游戏角色的用户被推荐到视频推荐界面的消息,及游戏数据服务器定期更新的推荐视频的当前观看用户数,通知给目标竞技对局的各用户。
目标竞技对局的用户通过游戏客户端接收到游戏数据服务器发送的通知信息后,如果判断目标游戏角色的用户为本地用户,则在游戏界面中输出本地用户被推荐及推荐视频的当前观看用户数的提示信息。在一种实施方式中,可在游戏的系统聊天频道,输出该提示信息。
游戏客户端如果判断目标游戏角色的用户为本地用户的队友,则在游戏界面中输出队友被推荐及推荐视频的当前观看用户数的提示信息。
游戏客户端如果判断目标游戏角色的用户为本地用户的对手,则在游戏界面中输出对手被推荐及推荐视频的当前观看用户数的提示信息。
一种实施方式中,战斗服务器,游戏数据处理服务器与游戏客户端的交互可通过服务器集群中的接入服务器转发。
本实施例可实现当前正进行的高质量竞技对局视频的确定,并进行推荐。被推荐用户,被推荐用户的队友和对手均能够通过各自客户端的提示,感知到本场竞技对局中存在被推荐的用户,从而增加竞技对局的竞技性及对抗性,进一步的提高推荐视频的质量,同时也提高了推荐视频被点击的概率。
下面对本发明实施例提供的数据处理服务器进行介绍,下文描述的数据处 理服务器可与上文描述的方法内容相互参照。下文描述的数据处理服务器内容,可以认为是数据处理服务器为实现本发明实施例所提供的视频推荐方法,所需设置的功能模块架构。
图13为本实施例提供的数据处理服务器的结构框图,参照图13,该数据处理服务器可以包括:
候选场景确定模块100A,用于确定候选虚拟场景;该候选虚拟场景中存在虚拟角色,该虚拟角色由参与用户操控;
目标场景选取模块200A,用于从候选虚拟场景中,选取目标虚拟场景;
表现数据确定模块300A,用于确定目标虚拟场景的各虚拟角色的表现数据;
目标角色选取模块400A,用于根据目标虚拟场景的各虚拟角色的表现数据,从目标虚拟场景的各虚拟角色中选取目标虚拟角色;
第一推荐视频生成模块500A,用于以目标虚拟角色在目标虚拟场景中的视角,生成推荐视频。
在一种可能的实施方式中,目标角色选取模块400A,用于根据目标虚拟场景的各虚拟角色的表现数据,从目标虚拟场景的各虚拟角色中选取目标虚拟角色,具体包括:
第一确定单元,用于确定目标虚拟场景的各虚拟角色的第一类表现数据和第二类表现数据,第一类表现数据和第二类表现数据的数据类型相反;
第二确定单元,用于分别确定各虚拟角色的第一类表现数据和第二类表现数据的比值,将比值符合预定比值条件的虚拟角色确定为目标虚拟角色。
在一种可能的实施方式中,目标场景选取模块200A,用于从候选虚拟场景中,选取目标虚拟场景,具体包括:
从候选虚拟场景中,选取参与用户的用户特征均符合设定用户特征的目标虚拟场景;
或,从候选虚拟场景中,选取运行状态符合设定运行状态的目标虚拟场景。
另外,图14示出了本发明实施例提供的数据处理服务器的另一结构,结合图13和图14所示,该数据处理服务器还可以包括:
推荐模块600A,用于将推荐视频推荐到视频推荐界面。
在一种可能的实施方式中,推荐模块600A,用于将推荐视频推荐到视频推荐界面,具体包括:
判断单元,用于判断视频推荐池当前是否有空闲的推荐位,该视频推荐池维持有与视频推荐界面的视频推荐限数相应的推荐位,且该视频推荐池当前空闲的推荐位数量与视频推荐界面当前空闲的视频推荐数相对应;
推荐视频加入单元,用于若该视频推荐池当前有空闲的推荐位,将该推荐视频加入到该视频推荐池,以将该推荐视频推荐到视频推荐界面。
在一种可能的实施方式中,推荐模块600A还可用于,在将推荐视频加入到该视频推荐池时,将角色标识和用户标识加入到该视频推荐池;相应的,视频推荐界面可展示有该角色标识和该用户标识。
另外,图15示出了本发明实施例提供的数据处理服务器的再一结构,结合图13和图15所示,该数据处理服务器还可以包括:
通知模块700A,用于向目标虚拟场景的各参与用户对应的客户端,发送通知信息;该通知信息用于指示目标虚拟角色对应的用户被推荐。
在一种可能的实施方式中,如图15所示,数据处理服务器还可以包括:
观看用户数更新模块800A,用于定时更新推荐视频的当前观看用户数;
用户数发送模块900A,用于将更新的当前观看用户数发送至目标虚拟场景的各参与用户对应的客户端。
在一种可能的实施方式中,用户数发送模块900A和通知模块700A可以相整合,即在向目标虚拟场景的各参与用户对应的客户端,发送通知信息时,在通知信息中携带更新的当前观看用户数。
作为一种示例,在游戏竞技背景下,候选场景确定模块100A,用于确定候选虚拟场景具体可以包括:
候选场景确定模块100A确定当前正进行的特定类型的候选竞技对局,将所确定的候选竞技对局对应的游戏竞技场景确定为候选虚拟场景。其中,候选虚拟场景中存在虚拟角色,该虚拟角色由参与用户操控。+
相应的,目标场景选取模块200A,用于从候选虚拟场景中,选取目标虚拟场景,具体可以包括:
目标场景选取模块200A根据各候选竞技对局的参与用户的用户等级,确 定参与用户的等级均达到设定等级的目标竞技对局,其中,目标竞技对局对应目标游戏竞技场景。
相应的,表现数据确定模块300A,用于确定目标虚拟场景的各虚拟角色的表现数据,具体可以包括:
表现数据确定模块300A确定目标竞技对局的各游戏角色的表现数据。
相应的,目标角色选取模块400A,用于根据目标虚拟场景的各虚拟角色的表现数据,从目标虚拟场景的各虚拟角色中选取目标虚拟角色,具体可以包括:
目标角色选取模块400A从目标竞技对局的各游戏角色的表现数据中,调取出目标竞技对局的各游戏角色的击杀数、助攻数、死亡数;
目标角色选取模块400A分别将各游戏角色的击杀数与助攻数的和,除以死亡数,确定出各游戏角色对应的比值;
目标角色选取模块400A将比值最大的游戏角色,确定为目标游戏角色。
相应的,推荐视频生成模块500A,用于以目标虚拟角色在目标虚拟场景中的视角,生成推荐视频,具体可以包括:
推荐视频生成模块500A以目标游戏角色在目标游戏竞技场景中的视角,生成推荐视频。
本发明实施例提供的数据处理服务器的硬件结构可如图16所示,包括:处理器1,通信接口2,存储器3和通信总线4;
其中处理器1、通信接口2、存储器3通过通信总线4完成相互间的通信;
在一种可能的实施方式中,通信接口2可以为通信模块的接口,如GSM模块的接口;
处理器1可能是一个中央处理器CPU,或者是特定集成电路ASIC(Application Specific Integrated Circuit),或者是被配置成实施本发明实施例的一个或多个集成电路。
存储器3可能包含高速RAM存储器,也可能还包括非易失性存储器(non-volatile memory),例如至少一个磁盘存储器。
其中,处理器1具体可以用于:
确定候选虚拟场景;该候选虚拟场景中存在虚拟角色,该虚拟角色由参与 用户操控;
从候选虚拟场景中,选取目标虚拟场景;
确定该目标虚拟场景的各虚拟角色的表现数据;
根据目标虚拟场景的各虚拟角色的表现数据,从目标虚拟场景的各虚拟角色中选取目标虚拟角色;
以目标虚拟角色在目标虚拟场景中的视角,生成推荐视频。
随着互联网技术的不断发展,体验多人在线战术(英文全称:Multiplayer Online Battle Arena,英文缩写:MOBA)游戏也渐渐成为人们热衷的娱乐项目。
目前,MOBA游戏不但可以呈现在个人电脑(因为全称:Personal Computer,英文缩写:PC)上,还可以在小型终端上展示,例如手机或者便携式多功能数字多媒体播放器,还可以是迷你平板电脑,这样能够令玩家更好地体验MOBA游戏。同时,为了满足一部分用户的观战需求,还可以在PC上设置有MOBA游戏的观战功能,使得用户通过PC进行观战。
观战功能作为MOBA游戏中一个比较重要的功能,需要展示大量的对战信息给用户,而且还要用户方便地观看战斗中的各处细节。然而,如果玩家想要在小型终端上进行观战就会出现一定的困难,这是由于小型终端的屏幕通常较小且分辨率高,如果将PC上的观战界面照搬到小型终端上,就会造成很多界面信息挤在一起,导致信息难以辨认,而且界面上的操作区域也会变的很小,很难进行操作。
本发明实施例还提供一种推荐视频确定系统,该推荐视频确定系统的结构可与图1所示相同,具体内容可与上文相应部分相参照。
本发明实施例提供的推荐视频确定系统,可以包括:数据处理服务器,该数据处理服务器用于,确定候选虚拟场景;该候选虚拟场景中存在虚拟角色,该虚拟角色由参与用户操控;从候选虚拟场景中,选取目标虚拟场景;确定目标虚拟场景的各虚拟角色的表现数据;根据目标虚拟场景的各虚拟角色的表现数据,从目标虚拟场景的各虚拟角色中选取目标虚拟角色;以该目标虚拟角色在目标虚拟场景中的视角,生成推荐视频。
在一种可能的实施方式中,该数据处理服务器还可用于,向目标虚拟场景 的各参与用户对应的客户端,发送通知信息,该通知信息用于指示目标虚拟角色对应的用户被推荐。
相应的,本发明实施例提供的推荐视频确定系统,还可以包括:客户端;该客户端可用于,接收通知信息,判断目标虚拟角色对应的用户与该客户端的用户的关系;如果客户端确定目标虚拟角色对应的用户为客户端的用户,则输出本地用户被推荐到视频推荐界面的提示信息;如果客户端确定目标虚拟角色对应的用户为客户端的用户在目标虚拟场景的队友,则输出队友被推荐到视频推荐界面的提示信息;如果客户端确定目标虚拟角色对应的用户为客户端的用户在目标虚拟场景的对手,输出对手被推荐到视频推荐界面的提示信息。
在一种可能的实施方式中,通知信息携带有目标虚拟角色对应的用户标识;则客户端用于,判断该目标虚拟角色对应的用户,与客户端的用户的关系,具体可以包括:
客户端获取目标虚拟场景中与客户端的用户为队友关系的用户标识,及与客户端的用户为对手关系的用户标识;
客户端将目标虚拟角色对应的用户标识,分别与客户端的用户标识、与客户端的用户为队友关系的用户标识、与客户端的用户为对手关系的用户标识进行匹配;
如果目标虚拟角色对应的用户标识与客户端的用户标识匹配,则客户端确定目标虚拟角色对应的用户为该客户端的用户;如果目标虚拟角色对应的用户标识,与客户端的用户为队友关系的用户标识匹配,则客户端确定目标虚拟角色对应的用户为该客户端的用户的队友;如果目标虚拟角色对应的用户标识,与客户端的用户为对手关系的用户标识匹配,则客户端确定目标虚拟角色对应的用户为客户端的用户的对手。
在一种可能的实施方式中,该数据处理服务器还可用于,定时更新推荐视频的当前观看用户数;将更新的当前观看用户数发送至目标虚拟场景的各参与用户对应的客户端。
在一种可能的实施方式中,该客户端还可用于,在输出提示信息时,在提示信息中携带所接收的推荐视频的当前观看用户数。
本发明实施例可实现当前正进行的高质量虚拟场景视频的推荐,提升推荐 的视频被点击的概率。
本发明实施例还提供了一种信息显示的方法及终端,可以只在终端的显示界面上展现对战时更为重要的预设基础信息,而隐藏非重要的预设次级信息,保证用户观看对战的区域足够大,从而能够看到战斗中的各种细节,以此提升方案的可操作性。
应理解,本发明应用于信息显示系统,请参阅图17,图17为本发明实施例中信息显示系统架构图,如图17所示,对于MOBA游戏而言,用户除了可以成为游戏中的玩家,还可以以“局外人”的视角观看其他玩家进行游戏,比如非游戏中的玩家可以利用当下流行的直播平台观看其他玩家进行游戏,以此获取经验和乐趣。而本方案还可以在MOBA游戏中直接观战,即用户在终端上触发观战功能,以使终端向服务器请求当前观战局中多个对战对象的操作信息。
终端根据服务器下发的各个对战对象的操作信息,在后台统计出操作统计结果,然后采用预设规则将这些操作统计结果划分为预设基础信息和预设次级信息,预设基础信息的重要程度通常高于预设次级信息。为了保证用户观战的区域足够大,终端在显示界面上显示较为基础且重要的预设基础信息即可,如果用户想要观看预设次级信息,也可通过相应的操作呼出预设次级信息。在启动MOBA游戏的观战模式时,在默认的观战界面中可以只显示预设基础信息,或者只显示预设次级信息,或者同时显示预设基础信息和预设次级信息,又或者是均不显示预设基础信息和预设次级信息,在本方案中不做限定。
需要说明的是,本方案中的终端具体可以为小型终端,例如手机、迷你平板电脑或者便携式多功能数字多媒体播放器,因为这类终端的显示屏幕较小,如果要在显示屏幕较小的区域显示MOBA游戏的对战细节则比较困难,所以本发明致力于解决在小界面中显示观战细节的问题。
为了便于理解,请参阅图18,图18为本发明实施例中信息显示的方法一个交互实施例示意图,如图所示,在步骤101B中,终端请求对战局中多个对战对象的操作信息后,由服务器下发这些操作信息;步骤102B中,终端即可利用多个对战对象的操作信息在后台计算得到操作统计结果,通常情况下,操 作统计结果中包含了多个对战对象的详细对战数据,但是有些对战数据较为基础,而有些对战数据则可以视为进阶数据,即没有进阶数据也不会导致观战体验变差;步骤103B中,终端根据预设规则来区分操作统计结果,并得到基础类的第一展示信息和进阶类的第二展示信息;在步骤104B中显示出第一展示信息,而并不限定第二展示是否需要展示。
下面将从终端的角度,对本发明中信息显示的方法进行介绍,请参阅图19,本发明实施例中信息显示的方法一个实施例包括:
201B、从服务器中获取多个对战对象的操作信息;
本实施例中,当用户触发MOBA游戏的观战请求时,终端将从服务器获取用户所请求的MOBA游戏中,某一对战局内多个对战对象的操作信息。若在一个对战局中分为两队进行对战,且每队有5名成员,则终端可以获取两队共10名对战对象的操作信息。
其中,对战对象的操作信息可以包括对象移动信息、对象攻击信息、对象受攻击信息以及对象技能发动信息等。
202B、根据多个对战对象的操作信息确定操作统计结果;
本实施例中,终端可以根据接收到的各个对战对象的操作信息统计出操作统计结果。比如,终端可以统计出对战对象在对战局中一段时间内的击杀敌方的次数,还可以统计出对战对象在对战局中一段时间内助攻队友击杀敌方的次数。在实际应用中,操作统计结果还可以包含更多的对战信息,此处不一一列举。
203B、按照预设规则将操作统计结果分为第一展示信息以及第二展示信息,第一展示信息为操作统计结果中的预设基础信息,第二展示信息为操作统计结果中的预设次级信息;
本实施例中,终端按照预设规则将得到的操作统计结果划分成不同类型的信息,通常是根据信息的重要程度或者视角的不同来区分操作统计结果。终端划分操作统计结果后得到第一展示信息和第二展示信息,其中,第一展示信息与第二展示信息的划分规则可以由用户预先设置的,将MOBA游戏中较为基础的对战信息作为预设基础信息,即第一展示信息,将进阶的对战信息作为预设次级信息,即第二展示信息。
需要说明的是,终端还可以将操作统计结果划分为两类以上的信息,且同一类信息的划分方式是由用户提前设置好的,本方案将以预设基础信息和预设次级信息为例进行介绍,然而这并不构成对本方案的限定。
204B、在终端显示界面上展示第一展示信息。
本实施例中,终端默认在显示界面上显示出第一展示信息,即展示出更为基础的对战信息。而对于第二展示信息而言,可以隐藏于终端显示界面,也可以与第一展示信息一样展示于显示界面,但是为了在较小的终端显示界面上空余出更多的视野空间来供用户观看战斗中的各处细节,通常情况下,会对第二展示信息进行隐藏处理。
本实施例中,提供了一种信息显示的方法,终端从服务器获取各个游戏对象的操作信息,然后根据操作信息来确定操作统计结果,利用预设规则将操作统计结果中重要的部分作为第一展示信息,而将非重要的部分作为第二展示信息,最后在终端显示界面上呈现第一展示信息即可。通过上述方式,可以只在终端的显示界面上展现对战时更为重要的预设基础信息,而隐藏非重要的预设次级信息,保证用户观看对战的区域足够大,从而能够看到战斗中的各种细节,以此提升方案的可操作性。
在一种可能的实施方式中,在上述图19对应的实施例的基础上,本发明实施例提供的信息显示的方法第一个实施例中,按照预设规则将操作统计结果分为第一展示信息以及第二展示信息,可以包括:
检测操作统计结果中所包含的主对战对象的个人操作信息以及多个对战玩家的基本操作信息,主对战对象为多个对战对象中的其中一个对象,多个对战玩家为多个对战对象中除主对战对象之外的其他对象;
将主对战对象的个人操作信息确定为第二展示信息;
将多个对战玩家的基本操作信息确定为第一展示信息。
本实施例中,还可以将终端得到的操作统计结果按照一定的预设规则进行分类,其中,常用的预设规则为根据观战视角来划分操作统计信息,将以上帝视角观战时所看到的信息作为基本操作信息,将以某个玩家视角观战时所看到的信息作为个人操作信息。
作为一种示例,可以以一款名为“王者荣耀”的游戏为例进行介绍,在游戏 中观战用户可以看到玩家双方的基本操作信息,这些基本操作信息即为第一展示信息,例如游戏中每个对战对象的角色头像、击杀敌方次数、阵亡次数、助攻队友次数、获取虚拟币总数、生命值、技能值以及复活时间等,一个对战对象对应一个游戏玩家。
此外,在游戏中观战用户还可以观看主视角玩家的详细信息,主视角玩家即为主对战对象,该主对战对象是多个当前对战对象中的其中一个,且主对战对象也是由用户自定义选择的。主对战对象的详细信息包括了主对战对象的个人操作信息,即第二展示信息,例如角色使用的技能类型、具体战斗力指数以及装备信息等。
需要说明的是,第一展示信息可以展示于终端显示界面的两侧,第二展示信息可以展示与终端显示界面的下方,在实际应用中,第一展示信息也可以展示与终端显示界面的一侧,而第二展示信息展示与终端显示界面的上方,具体的展示位置可根据用户需求进行设置,故此处不做限定。
其次,本发明实施例中,介绍了终端区分第一展示信息和第二展示信息的规则,其中一种方式是将多个对战玩家的基本操作信息作为第一展示信息,并将主对战对象的个人操作信息作为第二展示信息。通过上述方式,将各个对战对象的操作统计结果根据重要性进行区分,且重要性的判定依据可以是视角的差异化,以此可以根据用户的需求在观战过程中切换不同的展示信息,从而提升方案的灵活性和实用性。
在一种可能的实施方式中,在上述图19以及图19对应的第一个实施例的基础上,本发明实施例提供的信息显示的方法第二个可选实施例中,按照预设规则将操作统计结果分为第一展示信息以及第二展示信息之后,还可以包括:
接收第一信息显示指令;
根据第一信息显示指令,在终端显示界面上展示第二展示信息。
本实施例中,终端在按照一定的预设规则区分出第一展示信息和第二展示信息之后,还可以进一步接收用户触发的第一信息显示指令,然后根据该第一信息显示指令在终端显示界面上呼出第二展示信息。
为了便于理解,下面将以一款名为“王者荣耀”的游戏为例进行介绍,请参阅图20,图20为本发明实施例中交互式应用的一个界面示意图,如图所示, 在显示界面下方还可以呈现第二展示信息,这样的界面设计可以把界面中间的显示区域展示给用户观看,便于看到更多的细节。其中,开启第二展示信息的操作具体可以是点击信息栏右上方的箭头按钮,该信息栏是用于呈现第二展示信息的。
再次,本发明实施例中,如果用户需要查看大型多人战斗游戏中的一些非重要信息,则可以触发第一信息显示指令,使得终端根据用户触发的该指令在显示界面上展示第二展示信息。通过上述方式,能够更全面地反映大型多人战斗游戏中某个或某些对战对象的操作信息,同时,终端还能根据用户需求来展示第二展示信息,从而提升了方案的可操作性和灵活性。
在一种可能的实施方式中,在上述图19对应的第二个实施例的基础上,本发明实施例提供的信息显示的方法第三个可选实施例中,根据第一信息显示指令,在终端显示界面上展示第二展示信息之后,还可以包括:
接收第一信息隐藏指令;
根据第一信息隐藏指令,在终端显示界面上隐藏第二展示信息。
本实施例中,如果当前终端显示界面上已经显示了第二展示信息,则用户还可以根据需要决定是否继续观看第二展示信息。当用户不想继续观看第二展示信息时,触发第一信息隐藏指令,终端根据用户触发的该第一信息隐藏指令将显示在终端显示界面上的第二展示信息隐藏起来。
为了便于理解,下面将以一款名为“王者荣耀”的游戏为例进行介绍,请参阅图21,图21为本发明实施例中交互式应用的另一个界面示意图,如图所示,在终端显示界面上可以隐藏用于呈现第二展示信息的信息栏,信息栏的右上方有一个箭头按钮,点击该箭头按钮即触发了第一信息隐藏指令,此时终端界面将会隐藏第二展示信息,如果再次点击箭头按钮,则认为触发了第一信息显示指令。于是又会再次显示第二展示信息。结合图20和图21可知,用于显示第二展示信息的信息栏是能够被灵活拉取的。
此外,本发明实施例中,在终端显示界面上展示了第二展示信息之后,如果用户不希望继续查看这些信息,则还可以触发第一信息隐藏指令,使得终端根据该第一信息隐藏指令再将第二展示信息进行隐藏。通过上述方式,一方面可以实时根据用户需求调整终端显示界面上所展示的信息,提升方案的灵活 性,另一方面,当第二展示信息被隐藏时,终端显示界面上将腾出更多的空间来展示大型多人战斗游戏中的战斗情况,以此向用户展现更好的视觉体验效果。
在一种可能的实施方式中,在上述图19对应的第二个实施例的基础上,本发明实施例提供的信息显示的方法第四个可选实施例中,在终端显示界面上展示第一展示信息,可以包括:
在终端显示界面的第一界面显示层展示第一展示信息;
在终端显示界面上展示第二展示信息,可以包括:
在终端显示界面的第二界面显示层展示第二展示信息,其中,第一界面层上所显示的第一展示信息与第二界面层所显示的第二展示信息不重叠。
本实施例中,提供了一种通过不同的界面显示层来展示信息的方法,也就是将终端显示界面分为第一界面显示层和第二界面显示层,在第一界面显示层上显示第一展示信息,而在第二界面显示层上显示第二展示信息。
为了便于理解,下面将以一款名为“王者荣耀”的游戏为例进行介绍,请参阅图22,图22为本发明实施例中交互式应用的另一个界面示意图,如图所示,在显示界面上呈现了第一界面显示层,在第一界面显示层上还具有各个游戏玩家的详细游戏数据,此时,第二界面显示层并未被呼出,如果第二界面显示层被呼出,则如图20所示,同时存在两个界面显示层,并同时显示第一展示信息和第二展示信息,为了用户可以看清信息内容,第一展示信息和第二展示信息不会出现重叠的情况。
第一界面显示层和第二界面显示层均为界面图标层,也就是说在每层界面上应展示相应的图标,以满足对信息展示的需要。
另外,本发明实施例中,对于终端显示界面而言,还可以分为一级界面和二级界面,即第一界面显示层和第二界面显示层。在第一界面显示层中显示更为基础且重要的第一展示信息,而在第二界面显示层中显示更为详细的第二展示信息。通过上述方式,可以利用对终端显示界面的分层来展示相应层级的展示信息,以此可以直接对整个层级进行叠加或替换,而不需要在同一个层级中做部分展示信息的叠加或替换,减少了模块化的处理,以此提升方案的应用效率。
在一种可能的实施方式中,在上述图19对应的实施例的基础上,本发明实施例提供的信息显示的方法第五个可选实施例中,按照预设规则将操作统计结果分为第一展示信息以及第二展示信息之后,还可以包括:
向服务器发送第二信息显示指令,第二信息显示指令用于指示服务器根据多个对战对象的操作信息确定交互统计信息;
接收服务器发送的交互统计信息;
在终端显示界面上展示交互统计信息。
本实施例中,很多时候用户除了希望在观战过程中看到双方对战的操作细节,还希望能够看到更多对战数据和对战斗的评价等信息,于是用户需要通过终端向服务器发送第二信息显示指令,服务器根据第二信息显示指令统计出多个对战对象的交互统计信息,然后下发至终端,使得终端可以在显示界面上展示出交互统计信息。
为了便于理解,下面将以一款名为“王者荣耀”的游戏为例进行介绍,请参阅图23,图23为本发明实施例中交互式应用的另一个界面示意图,如图所示,当用户点击游戏界面右上方的信息面板按钮,则会弹出战斗详细信息界面,即服务器在后台统计得到的交互统计信息。在这个界面汇总可以观看到所有对战玩家的战斗信息、角色属性信息、双方玩家的经验走势图以及经济走势图等。
需要说明的是,图23中的交互统计信息展示方式仅为一个示意,并不应理解为对本方案的限定。
本发明实施例中,当用户想要了解大型多人战斗游戏中的每个对战对象在一段时间内的具体表现,还可以通过终端向服务器触发第二信息显示指令,使得服务器根据该指令生成每个对战对象的交互统计信息,终端接收服务器下发的交互统计信息并展示给用户。通过上述方式,用户可以在终端显示界面上看到更多详细的对战情况,满足用户获取大型多人战斗游戏中各信息的需求,从而提升方案的实用性和灵活性。
在一种可能的实施方式中,在上述图19对应的实施例的基础上,本发明实施例提供的信息显示的方法第六个可选实施例中,按照预设规则将操作统计结果分为第一展示信息以及第二展示信息之后,还可以包括:
接收第二信息隐藏指令;
根据二信息隐藏指令,在终端显示界面上隐藏第一展示信息以及第二展示信息。
本实施例中,如果当前用户希望在终端显示界面上只观看玩家之间的战斗细节,不需要观看具体的对战数据,则可以触发第二信息隐藏指令,终端根据该第二信息隐藏指令将显示界面上的第一展示信息以及第二展示信息隐藏起来,以使得用户可以全屏观看玩家的战斗细节。
为了便于理解,下面将以一款名为“王者荣耀”的游戏为例进行介绍,请参阅图24,图24为本发明实施例中交互式应用的另一个界面示意图,如图所示,当用户点击界面右上方的隐藏全部界面按钮时,位于两侧的第一展示信息和位于正下方的第二展示信息都被隐藏了。与此同时,还可以进一步将观战的镜头提高,以增大俯角的方式调整观看视角,使得用户可以看到更多的战斗区域。
隐藏了第一展示信息和第二展示信息的交互式应用从界面来看,与当前正在进行操作的玩家所看到的界面基本一致,只是观战角度与游戏角度之间存在一定的差异,从而能够使得用户更好地进入游戏状态。
其次,本发明实施例中,当用户想要在观战过程中看到大型多人战斗游戏中更多的战斗区域,还可以触发第二信息隐藏指令,使得终端根据该第二信息隐藏指令将终端显示界面上的第一展示信息和第二展示信息都隐藏起来。通过上述方式,可以提升大型多人战斗游戏的观看体验,同时还能满足用户对不同观看习惯的需求,从而提升方案的灵活性和多样性。
为便于理解,下面可以以一个具体应用场景对本发明中一种信息显示的方法进行详细描述,请参阅图25,图25为应用场景中信息显示的流程示意图,具体为:
步骤301B,安装于终端的游戏客户端载入服务器下发的各个玩家的操作信息,各个玩家具体指当前在一个对战局中各个游戏玩家;
步骤302B,根据服务器下发的各个玩家的操作信息,在游戏客户端的操作层上模拟出各个玩家的操作,例如角色的移动、攻击以及技能释放等行为;
步骤303B,根据服务器下发的各个玩家的操作信息,分别模拟玩家的操作,并根据模拟出的操作计算得到各类信息的结果,即操作统计结果;
步骤304B,终端提取用户界面(英文全称:User Interface,英文缩写: UI)层需要展示给用户的操作统计结果,并对操作统计结果进行分类,分类的方式如步骤305B和步骤307B;
步骤305B,操作统计结果中包含了不同类型的玩家信息,而这些信息的分类规则已经预先设置于终端,终端直接利用分类规则识别出操作统计结果中的重要基础信息;
步骤306B,终端默认在基础UI层上展示操作统计结果中的重要基础信息;
步骤307B,与步骤305B类似,终端依旧采用分类规则是被出操作统计结果中的次级信息,次级信息被认为重要性低于基础信息;
步骤308B,终端在二级UI层展示次级信息,同时还可以根据用户需求隐藏二级UI层,也就是只在终端显示界面上显示基础UI层;
步骤309B,把操作层和基础UI层结合起来就是观战的基本功能;
步骤310B,在用户观战的过程中实时判断用户是否点击二级UI层的开关,若是,则进入步骤311B,否则就跳转至步骤309B,继续进行基础观战;
步骤311B,如果在步骤310B中检测到用户在观战过程中点击了二级UI层的开关,则会在终端显示界面上显示二级UI层的内容。
下面对本发明中的终端进行详细描述,请参阅图26,本发明实施例中的终端40包括:
获取模块401B,用于从服务器中获取多个对战对象的操作信息;
确定模块402B,用于根据获取模块401B获取的多个对战对象的操作信息确定操作统计结果;
划分模块403B,用于按照预设规则将确定模块402B确定的操作统计结果分为第一展示信息以及第二展示信息,该第一展示信息为操作统计结果中的预设基础信息,该第二展示信息为操作统计结果中的预设次级信息;
第一展示模块404B,用于在终端显示界面上展示划分模块403B划分的第一展示信息。
本实施例中,获取模块401B从服务器中获取多个对战对象的操作信息,确定模块402B根据获取模块401B获取的多个对战对象的操作信息确定操作统计结果,划分模块403B按照预设规则将确定模块402B确定的操作统计结 果分为第一展示信息以及第二展示信息,该第一展示信息为操作统计结果中的预设基础信息,该第二展示信息为操作统计结果中的预设次级信息,第一展示模块404B在终端显示界面上展示划分模块403B划分的第一展示信息。
本发明实施例中,提供了一种信息显示的终端,该终端从服务器获取各个游戏对象的操作信息,然后根据操作信息来确定操作统计结果,利用预设规则将操作统计结果中重要的部分作为第一展示信息,而将非重要的部分作为第二展示信息,最后在终端显示界面上呈现第一展示信息即可。通过上述方式,可以只在终端的显示界面上展现对战时更为重要的预设基础信息,而隐藏非重要的预设次级信息,保证用户观看对战的区域足够大,从而能够看到战斗中的各种细节,以此提升方案的可操作性。
在一种可能的实施方式中,在上述图26所对应的实施例的基础上,请参阅图27,本发明实施例提供的终端40B的另一实施例中,
划分模块403B包括:
检测单元4031B,用于检测操作统计结果中所包含的主对战对象的个人操作信息以及多个对战玩家的基本操作信息,该主对战对象为多个对战对象中的其中一个对象;
第一确定单元4032B,用于将检测单元4031B检测到的主对战对象的个人操作信息确定为第二展示信息;
第二确定单元4033B,用于将检测单元4031B检测到的多个对战玩家的基本操作信息确定为第一展示信息。
其次,本发明实施例中,介绍了终端区分第一展示信息和第二展示信息的规则,其中一种方式是将多个对战玩家的基本操作信息作为第一展示信息,并将主对战对象的个人操作信息作为第二展示信息。通过上述方式,将各个对战对象的操作统计结果根据重要性进行区分,且重要性的判定依据可以是视角的差异化,以此可以根据用户的需求在观战过程中切换不同的展示信息,从而提升方案的灵活性和实用性。
在一种可能的实施方式中,在上述图26或图27所对应的实施例的基础上,请参阅图28,本发明实施例提供的终端40B的另一实施例中,
终端40B还包括:
第一接收模块405B,用于划分模块403B按照预设规则将操作统计结果分为第一展示信息以及第二展示信息之后,接收第一信息显示指令;
第二展示模块406B,用于根据第一接收模块405B接收的第一信息显示指令,在终端显示界面上展示第二展示信息。
再次,本发明实施例中,如果用户需要查看大型多人战斗游戏中的一些非重要信息,则可以触发第一信息显示指令,使得终端根据用户触发的该指令在显示界面上展示第二展示信息。通过上述方式,能够更全面地反映大型多人战斗游戏中某个或某些对战对象的操作信息,同时,终端还能根据用户需求来展示第二展示信息,从而提升了方案的可操作性和灵活性。
在一种可能的实施方式中,在上述图28所对应的实施例的基础上,请参阅图29,本发明实施例提供的终端40B的另一实施例中,
终端40B还包括:
第二接收模块407B,用于第二展示模块406B根据第一信息显示指令,在终端显示界面上展示第二展示信息之后,接收第一信息隐藏指令;
第一隐藏模块408B,用于根据第二接收模块407B接收的第一信息隐藏指令,在终端显示界面上隐藏第二展示信息。
进一步地,本发明实施例中,在终端显示界面上展示了第二展示信息之后,如果用户不希望继续查看这些信息,则还可以触发第一信息隐藏指令,使得终端根据该第一信息隐藏指令再将第二展示信息进行隐藏。通过上述方式,一方面可以实时根据用户需求调整终端显示界面上所展示的信息,提升方案的灵活性,另一方面,当第二展示信息被隐藏时,终端显示界面上将腾出更多的空间来展示大型多人战斗游戏中的战斗情况,以此向用户展现更好的视觉体验效果。
在一种可能的实施方式中,在上述图28所对应的实施例的基础上,请参阅图30,本发明实施例提供的终端40B的另一实施例中,
第一展示模块404B包括:
第一展示单元4041B,用于在终端显示界面的第一界面显示层展示第一展示信息;
第二展示模块406B包括:
第二展示单元4061B,用于在终端显示界面的第二界面显示层展示第二展示信息,其中,第一界面层上所显示的第一展示信息与第二界面层所显示的第二展示信息不重叠。
进一步地,本发明实施例中,对于终端显示界面而言,还可以分为一级界面和二级界面,,即第一界面显示层和第二界面显示层。在第一界面显示层中显示更为基础且重要的第一展示信息,而在第二界面显示层中显示更为详细的第二展示信息。通过上述方式,可以利用对终端显示界面的分层来展示相应层级的展示信息,以此可以直接对整个层级进行叠加或替换,而不需要在同一个层级中做部分展示信息的叠加或替换,减少了模块化的处理,以此提升方案的应用效率。
在一种可能的实施方式中,在上述图26所对应的实施例的基础上,请参阅图31,本发明实施例提供的终端40B的另一实施例中,
终端40B还包括:
发送模块409B,用于划分模块403B按照预设规则将操作统计结果分为第一展示信息以及第二展示信息之后,向服务器发送第二信息显示指令,第二信息显示指令用于指示服务器根据多个对战对象的操作信息确定交互统计信息;
第三接收模块410B,用于接收服务器发送的交互统计信息;
第三展示模块411B,用于在终端显示界面上展示第三接收模块410B接收的交互统计信息。
其次,本发明实施例中,当用户想要了解大型多人战斗游戏中的每个对战对象在一段时间内的具体表现,还可以通过终端向服务器触发第二信息显示指令,使得服务器根据该指令生成每个对战对象的交互统计信息,终端接收服务器下发的交互统计信息并展示给用户。通过上述方式,用户可以在终端显示界面上看到更多详细的对战情况,满足用户获取大型多人战斗游戏中各信息的需求,从而提升方案的实用性和灵活性。
在一种可能的实施方式中,在上述图26所对应的实施例的基础上,请参阅图32,本发明实施例提供的终端40B的另一实施例中,
终端40B还包括:
第四接收模块412B,用于划分模块403B按照预设规则将操作统计结果分 为第一展示信息以及第二展示信息之后,接收第二信息隐藏指令;
第二隐藏模块413B,用于根据第四接收模块412B接收的二信息隐藏指令,在终端显示界面上隐藏第一展示信息以及第二展示信息。
其次,本发明实施例中,当用户想要在观战过程中看到交互式应用中更多的战斗区域,还可以触发第二信息隐藏指令,使得终端根据该第二信息隐藏指令将终端显示界面上的第一展示信息和第二展示信息都隐藏起来。通过上述方式,可以提升大型多人战斗游戏的观看体验,同时还能满足用户对不同观看习惯的需求,从而提升方案的灵活性和多样性。
在多人在线战术竞技(Multiplayer Online Battle Arena,MOBA)游戏中,玩家在战斗中一般需要购买装备,玩家通常被分为两队,两队在分散的游戏地图中互相竞争,每个玩家都通过一个即时战略(Real-Time Strategy,RTS)游戏风格的界面控制所选的角色,这类游戏通常无需操作RTS游戏中常见的建筑群、资源、训练兵种等组织单位,玩家只控制自己所选的角色即可完成战斗。
在MOBA游戏的设计实现过程中,现有技术中采用的一种方法是状态同步的游戏设计方式,这种游戏的通信方式是以服务器的关键状态作为同步维度的,游戏逻辑在服务器上进行计算,然后服务器按一定的周期或关键时间点将游戏场景中的关键数据同步到各个客户端,客户端只需要接收服务器传过来的状态变化,然后更新自己本地的动作状态、缓存状态、位置数据,因此客户端往往只做相应状态的表现。
在前述的状态同步方式中,数据量会随着需要同步的信息数量增长,对于MOBA游戏来讲经常需要操作大量信息,如果这些都需要同步的话,数据量是不能被接受的。现有技术中采用的另一种设计方法是帧同步的游戏设计方式,帧同步游戏区别于传统的状态同步游戏,通信方式以玩家的输入操作作为同步维度,帧同步不需要同步状态,可以只同步操作就可以了,每个客户端接受到操作以后,通过运算可以达到一致的状态,这样的情况下就算数据量再多,同步量也不会随之增加。
目前,在使用状态同步方式设计的英雄联盟等MOBA游戏中提供了在线观战功能,使得除参战双方以外的其它游戏用户也能同步观看游戏,基于游戏状 态同步实现的在线观战,与正常游戏一样,观战客户端接收服务器广播的状态同步消息,观战客户端再作简单运算以及表现,由于状态同步游戏需要在服务器与客户端之间频繁的同步游戏状态,这就会造成数据量巨大,特别是对手机游戏用户十分敏感,由于状态同步需要在观战过程中同步大量的数据,因此玩家在观战过程中不可避免的要消耗较大的流量,造成通信流量剧增。
综上可知,使用状态同步设计的MOBA游戏中,手机客户端实现在线观战时会产生大量的通信流量,虽然使用帧同步设计的MOBA游戏中参战客户端能够消耗少量流量进行游戏对战功能,但是使用帧同步设计的MOBA游戏无法实现观战功能,无法满足帧同步游戏中手机客户端实现观战的需求。
基于此,本发明实施例提供了一种基于帧同步的数据处理方法和服务器以及客户端,用于实现帧同步场景下的客户端对其它客户端操作的模拟对象的显示。
本发明基于帧同步的数据处理方法的一个实施例,具体可以应用于用户操作己方客户端观战其它客户端操作的模拟对象场景中,本发明实施例中帧同步场景具体可以指的是帧同步游戏场景,也可以指的是应用程序的帧同步操作场景,例如办公软件的帧同步应用操作场景、角色的帧同步应用操作场景等。以游戏场景为例,英雄联盟等MOBA(Multiplayer Online Battle Arena,多人在线战术竞技)游戏提供了在线观战功能,但没有提供回放功能。这与游戏实现方式有巨大关系,由于状态同步游戏需要在服务器与客户端频繁同步游戏状态,这就会造成数据量巨大,通信流量剧增,同时也不利于实现本地回放功能。本发明实施例可以基于帧同步游戏实现观战功能,能够大幅降低观看过程中的流量消耗,而且也为玩家提供了回放的功能。
基于状态同步的观战方案有诸多问题,一方面是流量问题,在状态同步过程中需要同步大量的数据,因此玩家在观看过程中不可避免的要消耗较多的流量。另一方面是本地回放的问题,观看比赛回放是MOBA玩家的一大需求,基于状态同步保存比赛回放,不仅在技术实现上存在困难,而且会导致回放文件偏大,降低了用户的使用体验。为解决上述问题,本发明实施例提供了服务器、第一客户端和第二客户端的解决方案,首先从服务器一侧来说明,请参阅图33所示,本发明实施例提供了一种基于帧同步的数据处理方法,可以包括 如下步骤:
101C、服务器接收来自第一客户端的输入命令,并根据输入命令生成帧同步命令序列,其中,输入命令用于控制帧同步场景中显示的任一模拟对象。
需要说明的是,在某些场景下,用户可以在第一客户端上同时操控多个模拟对象,例如,在澄海3C游戏中,用户操控的虚拟对象往往不止一个,则第一客户端的输入操作用于控制多个虚拟对象中的任一模拟对象;在另一些场景下,用户在第一客户端上只操控一个模拟对象,例如,在王者荣耀游戏中,用户只操控一个虚拟对象,则第一客户端的输入操作用于控制该模拟对象。
在本发明实施例中,服务器确定同一个帧同步场景下的所有客户端加载完成之后,第一客户端作为对战客户端,可以根据用户在第一客户端上对模拟对象的控制生成输入命令,并将该输入操作发送至服务器。例如,对战客户端根据用户在帧同步场景下对任一模拟对象进行控制而生成输入命令,并将该输入命令发送给服务器。服务器接收对战客户端分别发送的输入命令,并按一定的策略搜集到第一客户端的输入操作之后,然后服务器根据该输入命令生成帧同步命令序列。以用户操控一个虚拟对象为例,在帧同步游戏场景下共有三个客户端加载完成,其中客户端1和客户端2是对战客户端,客户端3是观战客户端,则客户端1控制游戏角色1运行,客户端2控制游戏角色2运行,客户端3用于显示游戏角色1的运行过程,或者客户端3用于显示游戏角色2的运行过程,服务器向三个客户端广播启动各自模拟对象运行的开始命令之后,客户端1控制游戏角色1运行生成输入命令1,客户端2控制游戏角色2运行生成输入命令2,则客户端1向服务器上报输入命令1,客户端2向服务器上报输入命令2,则服务器接收到输入命令1和输入命令2,服务器将输入命令1和输入命令2整合在一起得到帧同步命令序列。
在本发明的一些实施例中,步骤101C服务器接收来自第一客户端的输入命令,并根据该输入命令生成帧同步命令序列,包括:
B1、服务器接收第一客户端控制第一模拟对象而在多个序列帧分别产生的输入命令;
B2、服务器根据在每个序列帧分别产生的输入命令,分别生成对应于不同序列帧的帧同步命令序列。
其中,第一客户端控制第一模拟对象时,在多个序列帧中可能分别对第一模拟对象进行了操作,则对于每个序列帧(也可以称为逻辑帧),第一客户端都可以产生相应的输入命令,第一客户端的操作用户的输入命令是随机的,但发送给服务器后,服务器以序列帧为单位把当前序列帧收到的所有输入命令汇总在一起从而生成对应于不同序列帧的帧同步命令序列。
102C、服务器将生成的帧同步命令序列发送给第一客户端和第二客户端,其中,第二客户端和第一客户端加载有同一帧同步场景。
在本实施例中,服务器生成帧同步命令序列之后,服务器将帧同步命令序列发送给第一客户端和第二客户端,由于第一客户端是帧同步场景下控制模拟对象的对战客户端,则第一客户端可以接收帧同步命令序列,并根据接收到的帧同步命令序列,计算多个客户端在帧同步场景下对应各自的模拟对象产生的交互式应用数据,并显示多个模拟对象的交互式应用数据。第二客户端作为显示客户端,虽然没有向服务器发送输入命令,但是服务器仍需要向第二客户端发送帧同步命令序列,第二客户端根据帧同步命令序列计算多个客户端在帧同步场景下对应各自的模拟对象产生的交互式应用数据,并显示多个模拟对象的交互式应用数据,由此,第二客户端的操作用户可以看到在帧同步场景下模拟对象的交互式应用数据,从而满足第二客户端的操作用户在帧同步场景下的观战需要。
本实施例中,各个对战客户端生成输入命令,然后将该输入命令发送给服务器,服务器根据接收的输入命令生成帧同步命令序列,并向各个对战客户端发送帧同步命令序列,以及向观战客户端发送帧同步命令序列,然后各个参战用户的客户端、观战用户的客户端都可以进行数据的计算处理和终端表现,所有游戏逻辑与表现均在客户端完成,从而在帧同步场景下实现提供观战功能。
在本实施例中,服务器用于实现帧同步场景下的数据处理,其中,本实施例中至少有两个客户端进入相同的帧同步场景。在同一个帧同步场景下,一些客户端可以在用户的操作下控制模拟对象,该模拟对象具体可以是帧同步游戏场景下的游戏角色,也可以其它帧同步场景下由客户端操作的对象内容;另一些客户端没有参与帧同步场景下的对模拟对象的控制,而是用于显示其它客户端控制模拟对象,从而用户可以通过一个客户端观看到其它客户端具体如何控 制模拟对象。
作为一种示例,在本实施例中,服务器在接收来自第一客户端的输入操作之前,还可以在帧同步场景下确定不同的客户端以不同入口分别加载该帧同步场景,即本实施例还可以包括:
A1、服务器获取第一客户端通过对战入口加载帧同步场景的第一加载进度;
A2、服务器获取第二客户端通过观战入口加载帧同步场景的第二加载进度;
A3、当服务器根据第一加载进度确定第一客户端加载完成,且根据第二加载进度确定第二客户端加载完成时,服务器向第一客户端和第二客户端广播用于启动模拟对象运行的开始命令。
其中,第一客户端和第二客户端是两种不同类型的客户端,第一客户端可以参与帧同步场景下的模拟对象控制,第二客户端可以不参与帧同步场景下的模拟对象控制,而用于显示其他客户端对模拟对象的控制。第一客户端和第二客户端可以分别通过不同的入口接入到帧同步场景中,例如,第一客户端通过对战入口进入帧同步场景,第二客户端通过观战入口进入帧同步场景。帧同步场景下进入的所有客户端可以都向服务器上报各自的加载进度,例如,第一客户端加载帧同步场景的第一加载进度,第二客户端加载帧同步场景的第二加载进度,则服务器可以根据客户端上报的加载进度判断各个客户端是否已经加载完成帧同步场景,例如,服务器根据第一加载进度确定第一客户端是否加载完成,以及根据第二加载进度确定第二客户端是否加载完成。在帧同步场景下进入的所有客户端都加载帧同步场景完成后,服务器可以触发帧同步场景下开始运行各个客户端的模拟对象,例如当第一客户端和第二客户端都加载完成时,服务器向第一客户端和第二客户端广播用于启动第一模拟对象运行的开始命令。举例说明,在帧同步游戏场景下共有三个客户端加载完成,其中客户端1和客户端2是对战客户端,客户端3是观战客户端,则客户端1控制游戏角色1,客户端2控制游戏角色2,客户端3用于显示客户端1对游戏角色1的控制,或者用于显示客户端2对游戏角色2的控制,则服务器向三个客户端广播启动各自模拟对象开始运行的命令之后,客户端1开始控制游戏角色1,客户 端2开始控制游戏角色2,客户端3开始显示客户端1对游戏角色1的控制或客户端2对游戏角色2的控制。
在一些可能的实施方式中,观战入口包括:在线延迟观战入口、裁判实时观战入口、本地回放观战入口。则,步骤A2中的确定第二客户端通过观战入口进入帧同步场景,可以包括:
A21、服务器确定第二客户端通过在线延迟观战入口进入帧同步场景;或,
A22、服务器确定第二客户端通过裁判实时观战入口进入帧同步场景;或,
A23、服务器确定第二客户端通过本地回放观战入口进入帧同步场景。
由于在帧同步场景下设置的观战入口可以包括:在线延迟观战入口、裁判实时观战入口、本地回放观战入口这三种入口,第二客户端作为观战客户端可以根据观战用户的选择进入不同的观战入口,其中,在线延迟观战入口是指观看用户在观看第一客户端对模拟对象的控制时,观看内容存在延迟的观战入口,例如,观战用户看到的内容可以存在一分钟延迟。裁判实时观战入口是指第二客户端的操作用户以裁判身份观看第一客户端对模拟对象的控制的观战入口。本地回放观战入口是指第二客户端的操作用户可以将第一客户端对模拟对象的控制,保存到第二客户端进行本地缓存后,按照用户的操作进行回放的观战入口,例如本地回放入口展示的是观战客户端手动保存的回放文件。
在一些可能的实施方式中,在前述执行步骤B1至步骤B2的实现场景下,当第一客户端通过对战入口进入帧同步场景、且第二客户端通过裁判实时观战入口进入帧同步场景时,步骤103服务器将生成的帧同步命令序列发送给第一客户端和第二客户端,包括:
C1、服务器将与各个序列帧具有对应关系的帧同步命令序列,按照帧顺序依次广播给第一客户端和第二客户端。
其中,第一客户端可以通过对战入口进入帧同步场景,第一客户端可以实时的接收服务器发送的帧同步命令序列,并在第一客户端上进行显示。第二客户端通过裁判实时观战入口进入帧同步场景,则第二客户端需要实时的接收服务器发送的帧同步命令序列,并在第二客户端上进行显示,服务器可以采用广播的方式向第一客户端和第二客户端同时发送对应于每个序列帧的帧同步命 令序列。
在一些可能的实施方式中,在前述执行步骤B1至步骤B2的实现场景下,当第一客户端通过对战入口进入帧同步场景、且第二客户端通过在线延迟观战入口或本地回放观战入口进入帧同步场景时,步骤102C服务器将生成的帧同步命令序列发送给第一客户端和第二客户端,包括:
D1、服务器将与各个序列帧具有对应关系的帧同步命令序列按照帧顺序依次发送给第一客户端;
D2、服务器按照延时整合周期将生成的对应于每个序列帧的帧同步命令序列整合在一起,得到帧同步命令序列流;
D3、服务器将帧同步命令序列流发送给第二客户端。
其中,第一客户端通过对战入口进行帧同步场景,第一客户端需要实时的接收服务器发送的帧同步命令序列并在第一客户端上进行显示。第二客户端通过线延迟观战入口或本地回放观战入口进入帧同步场景,则第二客户端可以延时的接收服务器发送的帧同步命令序列,并在第二客户端上进行显示,服务器可以按照延时整合周期将与各个序列帧具有对应关系的帧同步命令序列整合在一起,得到帧同步命令序列流,例如服务器可以按照3个序列帧为延时整合周期,将接收到的对应于3个序列帧的帧同步命令序列整合在一起,服务器再将帧同步命令序列流发送给第二客户端。
通过以上实施例的描述可知,服务器接收来自第一客户端的输入命令,并根据输入命令生成帧同步命令序列,其中,输入指令用于控制帧同步场景中显示的任一模拟对象;服务器将生成的帧同步命令序列发送给第一客户端和第二客户端,其中,第二客户端与第一客户端加载到同一个帧同步场景。服务器可以将生成的帧同步命令序列发送给第一客户端和第二客户端,因此第二客户端可以通过服务器获取到帧同步命令序列,并根据帧同步命令序列在帧同步场景下显示第一客户端对模拟对象的控制,使得操作该第二客户端的用户可以看到第一客户端如何对模拟对象进行控制。在基于帧同步设计的帧同步游戏场景中,可以实现观战功能,满足帧同步游戏中观战客户端实现观战的需求。
前述实施例从服务器侧对本发明实施例提供的基于帧同步的数据处理方法进行说明,接下来从客户端侧对本发明实施例提供的基于帧同步的数据处理 方法进行说明。作为一种示例,从第二客户端的角度来说明,第二客户端需要显示第一客户端控制的模拟对象,该方法具体可以应用于交互式应用的交互界面操作中。在一些示例中,该交互式应用可以是游戏应用程序,或者需要用户操作的办公应用程序,或者数值交易应用程序等。请参阅图34,本发明一个实施例提供的基于帧同步的数据处理方法,可以包括如下步骤:
201C、第二客户端预先加载显示有模拟对象的帧同步场景,该模拟对象由加载有帧同步场景的第一客户端控制。
在本实施例中,至少有两个客户端进入相同的帧同步场景。在同一个帧同步场景下,一些客户端可以在用户的操作下控制模拟对象,另一些客户端用于显示其它客户端控制模拟对象,从而用户可以通过一个客户端观看到其它客户端具体如何控制模拟对象。
在本发明的一些实施例中,步骤201C第二客户端预先加载显示有模拟对象的帧同步场景,包括:
E1、第二客户端通过观战入口进入帧同步场景,以加载帧同步场景;
E2、第二客户端在加载帧同步场景过程中,向服务器上报该帧同步场景的第二加载进度;
E3、第二客户端完成该帧同步场景的加载后,接收服务器广播的用于启动模拟对象运行的开始命令。
其中,第一客户端和第二客户端是两种不同类型的客户端,第一客户端可以参与帧同步场景下的模拟对象控制,第二客户端可以不参与帧同步场景下的模拟对象控制,而用于显示其他客户端对模拟对象的控制。第一客户端和第二客户端可以通过不同的入口分别接入到帧同步场景中。帧同步场景下进入的所有客户端可以都向服务器上报各自的加载进度,则服务器可以根据客户端上报的加载进度判断各个客户端是否已经加载完成帧同步场景。在帧同步场景下进入的所有客户端都加载帧同步场景完成后,服务器可以触发帧同步场景下开始运行各个客户端的模拟对象。
在一些可能的实施方式中,步骤E1第二客户端通过观战入口进入帧同步场景,包括:
E11、第二客户端通过在线延迟观战入口进入帧同步场景;或,
E12、第二客户端通过裁判实时观战入口进入帧同步场景;或,
E23、第二客户端通过本地回放观战入口进入帧同步场景。
在一些可能的实施方式中,帧同步场景下设置的观战入口可以包括:在线延迟观战入口、裁判实时观战入口、本地回放观战入口这三种入口,第二客户端作为显示客户端可以根据用户的选择进入不同的观战入口。
202C、当第二客户端加载帧同步场景之后,第二客户端接收服务器发送的帧同步命令序列,该帧同步命令序列由服务器根据来自第一客户端的输入命令生成,该输入命令用于控制模拟对象。
在本实施例中,服务器用于实现帧同步场景下的数据处理,服务器确定同一个帧同步场景下的所有客户端加载完成之后,第一客户端根据用户在第一客户端上对模拟对象的控制生成输入命令,并将该输入操作发送至服务器。服务器接收第一客户端分别发送的输入命令,并根据接收到的输入命令生成帧同步命令序列。
在本发明的一些实施例中,当第二客户端通过裁判实时观战入口进入帧同步场景时,步骤202C第二客户端接收服务器发送的帧同步命令序列,包括:
F1、第二客户端接收服务器按照帧顺序依次广播的对应于多个序列帧的帧同步命令序列。
当第二客户端通过在线延迟观战入口或本地回放观战入口进入帧同步场景时,步骤202C第二客户端接收服务器发送的帧同步命令序列,包括:
F2、第二客户端接收服务器将与各个序列帧就由对应关系的帧同步命令序列整合得到的帧同步命令序列流。
其中,第一客户端可以实时的接收服务器发送的帧同步命令序列并进行显示;第二客户端若通过裁判实时观战入口进入帧同步场景,则可以实时的接收服务器发送的帧同步命令序列并进行显示,其中,服务器可以采用广播的方式向第一客户端和第二客户端同时发送与各个序列帧具有对应关系的帧同步命令序列;第二客户端若通过在线延迟观战入口或本地回放观战入口进入帧同步场景,则可以延时的接收服务器发送的帧同步命令序列并在进行显示,其中,服务器可以按照延时整合周期将与各个序列帧具有对应关系的帧同步命令序列整合在一起,得到帧同步命令序列流,并将该帧同步命令序列流发送给第二 客户端。
203C、第二客户端根据帧同步命令序列,在帧同步场景下显示模拟对象。
在本实施例中,第二客户端作为观战客户端,虽然没有向服务器发送输入命令,但是服务器仍可以向第二客户端发送帧同步命令序列,第二客户端可以根据帧同步命令序列,计算多个客户端在帧同步场景下对应各自的模拟对象产生的交互式应用数据,并在帧同步场景下显示多个模拟对象的交互式应用数据。相应的,第二客户端的操作用户可以看到在帧同步场景下某些模拟对象的交互式应用数据,从而满足第二客户端的操作用户在帧同步场景下的观战需要。
在本发明的一些实施例中,步骤203C第二客户端根据帧同步命令序列,在帧同步场景下显示模拟对象,包括:
G1、当第二客户端通过裁判实时观战入口进入帧同步场景时,第二客户端根据与各个序列帧具有对应关系的帧同步命令序列,在帧同步场景下实时显示模拟对象;
G2、当第二客户端通过在线延迟观战入口进入帧同步场景时,第二客户端根据帧同步命令序列流在帧同步场景下延迟显示模拟对象;
G3、当第二客户端通过本地回放观战入口进入帧同步场景时,第二客户端将帧同步命令序列流保存在本地缓存中,并根据本地缓存的帧同步命令序列流在帧同步场景下回放模拟对象的运行过程。
在一些可能的实施方式中,当第二客户端通过在线延迟观战入口进入帧同步场景时,第二客户端根据帧同步命令序列流在帧同步场景下延迟显示第一模拟对象的运行过程,包括:
G21、第二客户端获取在帧同步场景下模拟对象的运行时间;
G22、第二客户端从该模拟对象的运行时间向后倒退一个延迟区间,得到第二客户端在帧同步场景下能够显示该模拟对象的最大时间;
G23、第二客户端从能够显示该模拟对象的最大时间向后倒退一个缓冲区间,得到第二客户端在帧同步场景下显示该模拟对象的播放时间;
G24、第二客户端在根据播放时间对应的帧同步命令序列流在帧同步场景下显示该模拟对象。
需要说明的是,在线延迟观战的模式下,由于帧同步命令序列流是按流的形式传输,在网络较差的情况下可能会产生抖动。因此针对这种模式,可以对播放流进行缓冲,以期望能够抵抗一定的网络抖动。即,将能够显示模拟对象的最大时间倒退一个缓冲区间,该缓冲处理后的时间为显示该模拟对象的播放时间。当网络较差时,播放头可以在缓冲区间内向前推进,直至推进到能够显示该模拟对象的最大时间,从而给第二客户端的操作用户带来更平滑的播放体验。
在一些可能的实施方式中,步骤203C第二客户端根据帧同步命令序列,在帧同步场景下显示模拟对象,包括:
H1、第二客户端获取播放速度控制指令;
H2、第二客户端根据播放速度控制指令对时间轴进行拉伸或者收缩;
H3、第二客户端按照拉伸后的时间轴加快帧同步命令序列的执行速度,从而加快模拟对象的运行过程,或,客户端按照收缩后的时间轴减慢帧同步命令序列的执行速度,从而减慢模拟对象的运行过程。
其中,第二客户端的操作用户可以向第二客户端发送播放速度控制指令,以便变更播放速度,可以是通过拉伸或者收缩时间轴的方式实现的。作为一种示例,当操作用户期望播放速度变快时,可以对时间轴等比拉伸,这样帧切换的时间点推进变快,从而帧同步命令的执行速度就加快;当操作用户期望播放速度变慢时,需要对时间轴等比压缩,这样帧切换的时间点推进变慢,从而帧同步命令的执行速度就减慢。
通过上述实施例的描述可知,第二客户端与第一客户端预先加载到同一个帧同步场景,在该帧同步场景下第一客户端控制模拟对象并将生成的输入命令发送给服务器,该服务器可以将生成的帧同步命令序列发送给第一客户端和第二客户端,因此第二客户端可以通过服务器获取到帧同步命令序列,并在帧同步场景下显示模拟对象,使得操作该第二客户端的用户可以看到第一客户端对该模拟对象的控制,实现帧同步场景下第二客户端对第一客户端控制的模拟对象的显示。
为便于更好的理解和实施本发明实施例的技术方案,下面将结合MOBA游戏场景来进行具体举例说明。
如图35所示,在本实施例提供的帧同步游戏场景中,观战提供了诸多方式,每一种方式对应一种入口,玩家可以根据自己的偏好选择观战入口。其中,观战方式可以包括:大神观战,好友观战,战队观战,本地回放,裁判观战。其中,“大神”是指按一定规则筛选出来的具有“标杆”实力的玩家。大神观战,好友观战,战队观战都属于在线延迟观战类型,玩家看到的在线内容有一分钟延迟。本地回放观战入口展示的是玩家本地客户端手动保存的回放文件,由于都不是实时观看,它与在线观战的入口整合在一起,本地回放模式下保存了该局游戏所有的帧信息,是玩家操作的序列数据,文件通常较小(例如1M左右)。裁判实时观战观看的是实时在线的内容,游戏开始后玩家能观看到对战双方的游戏角色运行过程,并能实时观看到双方的对局场面。本实施例中第二客户端无论以哪种方式进入观战场景中,呈现给玩家的是统一的观战交互界面。在游戏场景下,进行观战的玩家可以以中立视角观看到对战双方的比分、金钱、破塔、装备、每个对战玩家操控的角色等信息,另外玩家还可以暂停以及快进观看进程。其中,在线观看和本地回放都可以暂停与快进,但是在线观战的快进要受当前缓冲的视频流限制,最多快进到当前缓冲的位置。
请参阅图36,图36示出了本发明实施例提供的进入帧同步游戏场景的过程示意图。在图36所示的帧同步游戏场景中,观战过程中最核心的数据流程与战斗流程是一致的,即观战过程与普通战斗过程使用相同的数据流,数据流是玩家操作的数据序列,用于驱动帧同步游戏场景下角色的运行。
在帧同步游戏场景中,各个客户端搜集操控该该客户端的玩家的输入操作,然后将输入操作格式化为输入命令后,将该输入命令发送给服务器。服务器根据接收到的输入命令生成帧同步命令序列,然后将该帧同步命令序列广播到所有客户端。因此,各个客户端在同一个序列帧里必然收到相同的命令序列,并按相同的游戏逻辑依次处理,计算结果并作表现。如图36所示,随机输入命令可以是玩家的各种操作(移动,放技能等),帧同步命令序列携带的是服务器接收到的所有玩家的信息。其中,游戏逻辑包括英雄移动,英雄技能释放等等。以英雄移动来说,收到一个向前移动命令后,每个客户端都可以去查看当前英雄所处的位置能不能向前走、能向前走多远,然后执行移动,这些都是游戏逻辑,且每个客户端是一致的。在上述流程中,如果是以观战方式进入帧 同步游戏场景,帧同步命令序列就会额外流入观战的客户端。
请一并参阅图36,接下来描述进入游戏中进行对战以及观战流程的过程。在游戏的大厅服务器,玩家将决定以怎样的方式进入游戏:玩家对战入口,在线延迟观战入口,裁判实时观战入口,以及本地回放观战入口。在确定进入这些入口后,游戏开始加载,并开始接收帧同步命令序列,从而驱动帧同步游戏场景的进行。作为一种示例,进入帧同步游戏场景后可以执行如下流程:
1、游戏入口虽然繁多,但游戏框架设计过程中进行了抽象与复用,多数模块进行了复用,模块的连接主要通过消息驱动。例如游戏逻辑模块的复用,比如地图模块,移动模块,技能模块。
2、在帧同步游戏场景中,每个客户端收到游戏的初始化信息包后,游戏即开始加载,加载过程中各个客户端不断上报自己的加载进度,当所有客户端加载完成后,服务器统一通知各个客户端开始游戏,开始游戏也是一条帧同步命令,存在于各种形式的帧同步命令序列中。
3、开始游戏的命令之后,便是按序列帧切分玩家操作产生的帧同步命令序列,各个客户端以序列帧为执行单元,同步的执行帧同步命令序列。区别在于各个入口下的不同客户端所获取的帧同步命令序列数据源可能有差异,例如,在对战与裁判实时观战模式下,客户端可以实时的接收服务器广播的帧同步命令序列,在线延迟观战模式下以流的方式读取服务器的帧同步命令序列流,在本地回放观战模式下,读取本地回放文件的帧同步命令序列流。
4、最后,在用户交互上,用户进行对战时使用的是战斗交互界面,进入其它入口的用户使用的是观战界面。
在本发明的一些实施例中,在线延迟观战模式下,由于命令数据是按流的形式传输,在网络较差的情况下可能会产生抖动。因此针对这种模式,可以对播放流进行缓冲,以期望能够抵抗一定的网络抖动。如图37所示,为本发明实施例提供的平滑处理过程示意图。T0为当前游戏的真实时间,经过延时区间(例如可以是1分钟)至T1,T1即为当前客户端所能播放的最大时间,但是为了抵抗一定的网络抖动,将T1再倒退一个缓冲区间(通常可以是3秒)到T2。通常的播放时间点在T2,当网络较差时,播放头可以最多推进到T1。当网络再差,缓冲区间被消耗完毕,观战只能等待了。
在一些可能的实施方式中,玩家可以通过客户端触发游戏的暂停与恢复,其中,暂停操作可以作如下处理:首先,可以将帧同步命令驱动停止。由于游戏的运行是靠帧同步命令按一定的周期驱动推进的,所以在暂停后,可以将帧驱动器停止,保存上下文,并且保护后续的命令序列不被破坏。其次,由于帧同步游戏场景的表现与逻辑是完全分离的,为了达到真实的暂停效果,还可以将所有的表现驱动停止下来,其中包括动画驱动,粒子驱动(即粒子特效)以及引擎层的逻辑更新,其中,表现可以是玩家能够看到的动画、动作、特效等,逻辑是真实的游戏数据,如玩家的位置,血量等。
在一些可能的实施方式中,当用户通过观战界面变更了播放速度,观战界面有对应的控制按钮,客户端同样可以作如下处理:首先,帧驱动器可以变速,这个变速是通过拉伸或者收缩时间轴的方式实现的。其中,帧驱动器是在一个固定的时间轴上采样帧驱动时间点,当时间到达帧切换的时间点,驱动器进行一帧的推进。因此,当速度变快时,可以对时间轴等比拉伸,这样帧切换的时间点推进变快,从而帧同步命令的执行速度就加快;当速度变慢时,可以就对时间轴等比压缩,这样帧切换的时间点推进变慢,从而帧同步命令的执行速度就减慢。其次,同暂停控制一致,可以对表现层面的速度进行等比缩放,只可以使用游戏引擎提供的时间缩放因子进行相应的缩放。其中,表现层面可以指动画播放的倍速,粒子特效播放的倍速等。
本实施例实现了在帧同步游戏场景中进行观战与回放的功能,并且能够对观看进程进行暂停与快进操作。本实施例提供的方案相对现有方案具有流量消耗更低,体验更平滑,播放控制灵活的特点;同时还能够为用户提供本地回放的功能,丰富了用户的游戏体验。
需要说明的是,对于前述的各方法实施例,为了简单描述,故将其都表述为一系列的动作组合,但是本领域技术人员应该知悉,本发明并不受所描述的动作顺序的限制,因为依据本发明,某些步骤可以采用其他顺序或者同时进行。其次,本领域技术人员也应该知悉,说明书中所描述的实施例均属于部分可实现的实施例,所涉及的动作和模块并不一定是本发明所必须的。
为便于更好的实施本发明实施例的上述方案,下面还提供用于实施上述方案的相关装置。
请参阅图38-a所示,本发明实施例提供的一种服务器600C,可以包括:处理模块601C、发送模块602C,其中,
处理模块601C,用于接收来自第一客户端的输入命令,该输入命令用于控制帧同步场景中显示的任一模拟对象,并根据该输入命令生成帧同步命令序列;
发送模块602C,用于将该帧同步命令序列发送给第一客户端和第二客户端,其中,第一客户端和第二客户端加载有同一帧同步场景。
在一些可能的实施方式中,请参阅图38-b所示,服务器600C还包括:
加载进度获取模块603C,用于获取第一客户端通过对战入口加载帧同步场景的第一加载进度,以及获取第二客户端通过观战入口加载帧同步场景的第二加载进度;
启动模块604C,用于当根据第一加载进度确定第一客户端加载完成,且根据第二加载进度确定第二客户端加载完成时,向第一客户端和第二客户端广播用于启动模拟对象运行的开始命令。
在一些可能的实施方式中,观战入口包括:在线延迟观战入口、裁判实时观战入口、本地回放观战入口;
在一些可能的实施方式中,处理模块601C,具体用于接收第一客户端控制模拟对象在多个序列帧分别产生的输入命令;根据在每个序列帧分别产生的输入命令分别生成对应于不同序列帧的帧同步命令序列。
在本发明的一些实施例中,当第一客户端通过对战入口进入帧同步场景、且第二客户端通过裁判实时观战入口进入帧同步场景时,发送模块602C,具体用于将与各个序列帧具有对应关系的帧同步命令序列,按照帧顺序依次广播给第一客户端和第二客户端。
在一些可能的实施方式中,当所述第一客户端通过对战入口进入帧同步场景、且所述第二客户端通过在线延迟观战入口或本地回放观战入口进入所述帧同步场景时,所述发送模块602C,具体用于将与各个序列帧具有对应关系的帧同步命令序列,按照帧顺序依次发送给第一客户端;按照延时整合周期将与各个序列帧具有对应关系的帧同步命令序列整合在一起,得到帧同步命令序列流;将所述帧同步命令序列流发送给所述第二客户端。
通过上述实施例的描述可知,第二客户端可以通过服务器获取到帧同步命令序列,并根据帧同步命令序列在帧同步场景下显示模拟对象。操作该第二客户端的用户可以看到第一客户端对第一模拟对象的控制,实现帧同步场景下第二客户端对第一客户端控制的模拟对象的显示。
请参阅图39-a所示,本发明实施例提供的一种客户端,该客户端具体为前述场景下的第二客户端700C,所述第二客户端700C,包括:场景加载模块701C、接收模块702C和显示模块703C,其中,
场景加载模块701C,用于预先加载显示有模拟对象的帧同步场景,该模拟对象由加载有所述帧同步场景的第一客户端控制;
接收模块702C,用于接收服务器发送的帧同步命令序列,该帧同步命令序列由服务器根据来自第一客户端的输入命令生成,该输入命令用于控制该模拟对象;
显示模块703C,用于根据帧同步命令序列,在所述帧同步场景下显示模拟对象。
在一些可能的实施方式中,请参阅图39-b所示,所述场景加载模块701C,包括:
入口选择单元7011C,用于通过观战入口进入帧同步场景,以加载所述帧同步场景;
进度上报单元7012C,用于在加载帧同步场景的过程中,向服务器上报帧同步场景的第二加载进度;
开始命令接收单元7013C,用于完成帧同步场景的加载后,接收所述服务器广播的用于启动所述模拟对象运行的开始命令。
在一些可能的实施方式中,观战入口包括:在线延迟观战入口、裁判实时观战入口和\或本地回放观战入口。
在一些可能的实施方式中,当第二客户端通过裁判实时观战入口进入帧同步场景时,接收模块702C,具体用于接收服务器按照帧顺序依次广播的与各个序列帧具有对应关系的帧同步命令序列;
或,
当第二客户端通过在线延迟观战入口或本地回放观战入口进入帧同步场 景时,接收模块702C,具体用于接收服务器将与各个序列帧具有对应关系的帧同步命令序列整合得到的帧同步命令序列流。
在一些可能的实施方式中,请参阅图39-c所示,显示模块703C,包括:
实时显示单元7031C,用于当第二客户端通过裁判实时观战入口进入帧同步场景时,根据与各个序列帧具有对应关系的帧同步命令序列,在帧同步场景下实时显示模拟对象;
延迟显示单元7032C,用于当第二客户端通过在线延迟观战入口进入帧同步场景时,根据帧同步命令序列流,在帧同步场景下延迟显示模拟对象;
本地回放单元7033C,用于当第二客户端通过本地回放观战入口进入帧同步场景时,将帧同步命令序列流保存在本地缓存中,并根据本地缓存的帧同步命令序列流在所述帧同步场景下回放模拟对象的运行过程。
在一些可能的实施方式中,请参阅图39-d所示,当第二客户端通过在线延迟观战入口进入帧同步场景时,延迟显示模块7032C,包括:
运行时间获取单元70321C,用于当所述第二客户端通过在线延迟观战入口进入帧同步场景时,获取在帧同步场景下模拟对象的运行时间;
延迟处理单元70322C,用于从模拟对象的运行时间向后倒退一个延迟区间,得到所述第二客户端在所述帧同步场景下能够显示模拟对象的最大时间;
平滑处理单元70323C,用于第二客户端从能够显示模拟对象的最大时间向后倒退一个缓冲区间,得到第二客户端在所述帧同步场景下显示模拟对象的播放时间;
平滑显示单元70324C,用于在根据播放时间对应的帧同步命令序列流,在帧同步场景下显示模拟对象的运行过程。
在一些可能的实施方式中,请参阅图39-e所示,显示模块703C,包括:
指令获取单元7034C,用于获取播放速度控制指令;
时间轴处理单元7035C,用于根据播放速度控制指令对时间轴进行拉伸或者收缩;
速度控制单元7036C,用于按照拉伸后的时间轴加快帧同步命令序列的执行速度,从而加快模拟对象的运行过程,或,客户端按照收缩后的时间轴减慢所述帧同步命令序列的执行速度,从而减慢所述第一模拟对象的运行过程。
通过上述实施例的描述可知,第二客户端可以通过服务器获取到帧同步命令序列,并根据帧同步命令序列在帧同步场景下显示模拟对象。操作该第二客户端的用户可以看到第一客户端对第一模拟对象的控制,实现帧同步场景下第二客户端对第一客户端控制的模拟对象的显示。
图40是本发明实施例提供的一种服务器结构示意图,该服务器1100C可因配置或性能不同而产生比较大的差异,可以包括一个或一个以上中央处理器(central processing units,CPU)1122(例如,一个或一个以上处理器)和存储器1132,一个或一个以上存储应用程序1142或数据1144的存储介质1130(例如一个或一个以上海量存储设备)。其中,存储器1132和存储介质1130可以是短暂存储或持久存储。存储在存储介质1130的程序可以包括一个或一个以上模块(图示没标出),每个模块可以包括对服务器中的一系列指令操作。更进一步地,中央处理器1122可以设置为与存储介质1130通信,在服务器1100上执行存储介质1130中的一系列指令操作。
服务器1100还可以包括一个或一个以上电源1126,一个或一个以上有线或无线网络接口1150,一个或一个以上输入输出接口1158,和/或,一个或一个以上操作系统1141,例如Windows ServerTM,Mac OS XTM,UnixTM,LinuxTM,FreeBSDTM等等。
上述实施例中由服务器所执行的步骤可以基于该图40所示的服务器结构。
本发明实施例还提供了另一种终端,如图41所示,为了便于说明,仅示出了与本发明实施例相关的部分,具体技术细节未揭示的,请参照本发明实施例方法部分。该终端可以为包括手机、平板电脑、PDA(Personal Digital Assistant,个人数字助理)、POS(Point of Sales,销售终端)、车载电脑等任意终端设备,以终端为手机为例:
图41示出的是与本发明实施例提供的终端相关的手机的部分结构的框图。参考图41,手机包括:射频(Radio Frequency,RF)电路1010、存储器1020、输入单元1030、显示单元1040、传感器1050、音频电路1060、无线保真(wireless fidelity,WiFi)模块1070、处理器1080、以及电源1090等部件。本领域技术人员可以理解,图41中示出的手机结构并不构成对手机的限定, 可以包括比图示更多或更少的部件,或者组合某些部件,或者不同的部件布置。
下面结合图41对手机的各个构成部件进行具体的介绍:
RF电路1010可用于收发信息或通话过程中,信号的接收和发送,特别地,将基站的下行信息接收后,给处理器1080处理;另外,将设计上行的数据发送给基站。通常,RF电路1010包括但不限于天线、至少一个放大器、收发信机、耦合器、低噪声放大器(Low Noise Amplifier,LNA)、双工器等。此外,RF电路1010还可以通过无线通信与网络和其他设备通信。上述无线通信可以使用任一通信标准或协议,包括但不限于全球移动通讯系统(Global System of Mobile communication,GSM)、通用分组无线服务(General Packet Radio Service,GPRS)、码分多址(Code Division Multiple Access,CDMA)、宽带码分多址(Wideband Code Division Multiple Access,WCDMA)、长期演进(Long Term Evolution,LTE)、电子邮件、短消息服务(Short Messaging Service,SMS)等。
存储器1020可用于存储软件程序以及模块,处理器1080通过运行存储在存储器1020的软件程序以及模块,从而执行手机的各种功能应用以及数据处理。存储器1020可主要包括存储程序区和存储数据区,其中,存储程序区可存储操作系统、至少一个功能所需的应用程序(比如声音播放功能、图像播放功能等)等;存储数据区可存储根据手机的使用所创建的数据(比如音频数据、电话本等)等。此外,存储器1020可以包括高速随机存取存储器,还可以包括非易失性存储器,例如至少一个磁盘存储器件、闪存器件、或其他易失性固态存储器件。
输入单元1030可用于接收输入的数字或字符信息,以及产生与手机的用户设置以及功能控制有关的键信号输入。作为一种示例,输入单元1030可包括触控面板1031以及其他输入设备1032。触控面板1031,也称为触摸屏,可收集用户在其上或附近的触摸操作(比如用户使用手指、触笔等任何适合的物体或附件在触控面板1031上或在触控面板1031附近的操作),并根据预先设定的程式驱动相应的连接装置。作为一种示例,触控面板1031可包括触摸检测装置和触摸控制器两个部分。其中,触摸检测装置检测用户的触摸方位,并检测触摸操作带来的信号,将信号传送给触摸控制器;触摸控制器从触摸检测 装置上接收触摸信息,并将它转换成触点坐标,再送给处理器1080,并能接收处理器1080发来的命令并加以执行。此外,可以采用电阻式、电容式、红外线以及表面声波等多种类型实现触控面板1031。除了触控面板1031,输入单元1030还可以包括其他输入设备1032。作为一种示例,其他输入设备1032可以包括但不限于物理键盘、功能键(比如音量控制按键、开关按键等)、轨迹球、鼠标、操作杆等中的一种或多种。
显示单元1040可用于显示由用户输入的信息或提供给用户的信息以及手机的各种菜单。显示单元1040可包括显示面板1041,在一些实施方式中,可以采用液晶显示器(Liquid Crystal Display,LCD)、有机发光二极管(Organic Light-Emitting Diode,OLED)等形式来配置显示面板1041。进一步的,触控面板1031可覆盖显示面板1041,当触控面板1031检测到在其上或附近的触摸操作后,传送给处理器1080以确定触摸事件的类型,随后处理器1080根据触摸事件的类型在显示面板1041上提供相应的视觉输出。虽然在图41中,触控面板1031与显示面板1041是作为两个独立的部件来实现手机的输入和输入功能,但是在某些实施例中,可以将触控面板1031与显示面板1041集成而实现手机的输入和输出功能。
手机还可包括至少一种传感器1050,比如光传感器、运动传感器以及其他传感器。作为一种示例,光传感器可包括环境光传感器及接近传感器,其中,环境光传感器可根据环境光线的明暗来调节显示面板1041的亮度,接近传感器可在手机移动到耳边时,关闭显示面板1041和/或背光。作为运动传感器的一种,加速计传感器可检测各个方向上(一般为三轴)加速度的大小,静止时可检测出重力的大小及方向,可用于识别手机姿态的应用(比如横竖屏切换、相关游戏、磁力计姿态校准)、振动识别相关功能(比如计步器、敲击)等;至于手机还可配置的陀螺仪、气压计、湿度计、温度计、红外线传感器等其他传感器,在此不再赘述。
音频电路1060、扬声器1061,传声器1062可提供用户与手机之间的音频接口。音频电路1060可将接收到的音频数据转换后的电信号,传输到扬声器1061,由扬声器1061转换为声音信号输出;另一方面,传声器1062将收集的声音信号转换为电信号,由音频电路1060接收后转换为音频数据,再将音频 数据输出处理器1080处理后,经RF电路1010以发送给比如另一手机,或者将音频数据输出至存储器1020以便进一步处理。
WiFi属于短距离无线传输技术,手机通过WiFi模块1070可以帮助用户收发电子邮件、浏览网页和访问流式媒体等,它为用户提供了无线的宽带互联网访问。虽然图41示出了WiFi模块1070,但是可以理解的是,其并不属于手机的必须构成,完全可以根据可以在不改变发明的本质的范围内而省略。
处理器1080是手机的控制中心,利用各种接口和线路连接整个手机的各个部分,通过运行或执行存储在存储器1020内的软件程序和/或模块,以及调用存储在存储器1020内的数据,执行手机的各种功能和处理数据,从而对手机进行整体监控。在一些实施方式中,处理器1080可包括一个或多个处理单元;在一些实施方式中,处理器1080可集成应用处理器和调制解调处理器,其中,应用处理器主要处理操作系统、用户界面和应用程序等,调制解调处理器主要处理无线通信。可以理解的是,上述调制解调处理器也可以不集成到处理器1080中。
手机还包括给各个部件供电的电源1090(比如电池),作为一种示例,电源可以通过电源管理系统与处理器1080逻辑相连,从而通过电源管理系统实现管理充电、放电、以及功耗管理等功能。
尽管未示出,手机还可以包括摄像头、蓝牙模块等,在此不再赘述。
在本发明实施例中,该终端所包括的处理器1080还具有控制执行以上由第二客户端执行的方法流程。
此外,本发明实施例还提供了一种设备,该设备包括处理器以及存储器;
该存储器用于存储程序代码,并将该程序代码传输给处理器;
该处理器用于根据程序代码中的指令执行上述推荐视频确定方法和/或信息显示方法和/或基于帧同步的数据处理方法。
本发明实施例还提供给了一种存储介质,该存储介质用于存储程序代码,该程序代码用于执行上述推荐视频确定方法和/或信息显示方法和/或基于帧同步的数据处理方法。
本发明实施例还提供给了一种包括指令的计算机程序产品,当其在计算机上运行时,使得该计算机执行上述推荐视频确定方法和/或信息显示方法和/或 基于帧同步的数据处理方法。
另外需说明的是,以上所描述的装置实施例仅仅是示意性的,其中所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的可以选择其中的部分或者全部模块来实现本实施例方案的目的。另外,本发明提供的装置实施例附图中,模块之间的连接关系表示它们之间具有通信连接,具体可以实现为一条或多条通信总线或信号线。本领域普通技术人员在不付出创造性劳动的情况下,即可以理解并实施。
通过以上的实施方式的描述,所属领域的技术人员可以清楚地了解到本发明可借助软件加必需的通用硬件的方式来实现,当然也可以通过专用硬件包括专用集成电路、专用CPU、专用存储器、专用元器件等来实现。一般情况下,凡由计算机程序完成的功能都可以很容易地用相应的硬件来实现,而且,用来实现同一功能的具体硬件结构也可以是多种多样的,例如模拟电路、数字电路或专用电路等。但是,对本发明而言更多情况下软件程序实现是更佳的实施方式。基于这样的理解,本发明的技术方案本质上或者说对现有技术做出贡献的部分可以以软件产品的形式体现出来,该计算机软件产品存储在可读取的存储介质中,如计算机的软盘、U盘、移动硬盘、只读存储器(ROM,Read-Only Memory)、随机存取存储器(RAM,Random Access Memory)、磁碟或者光盘等,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)执行本发明各个实施例所述的方法。
综上所述,以上实施例仅用以说明本发明的技术方案,而非对其限制;尽管参照上述实施例对本发明进行了详细的说明,本领域的普通技术人员应当理解:其依然可以对上述各实施例所记载的技术方案进行修改,或者对其中部分技术特征进行等同替换;而这些修改或者替换,并不使相应技术方案的本质脱离本发明各实施例技术方案的精神和范围。

Claims (41)

  1. 一种推荐视频确定方法,包括:
    确定候选虚拟场景;所述候选虚拟场景中存在虚拟角色,所述虚拟角色由参与用户操控;
    从所述候选虚拟场景中,选取目标虚拟场景;
    确定所述目标虚拟场景的各虚拟角色的表现数据;
    根据所述目标虚拟场景的各虚拟角色的表现数据,从所述目标虚拟场景的各虚拟角色中选取目标虚拟角色;
    以所述目标虚拟角色在所述目标虚拟场景中的视角,生成推荐视频。
  2. 根据权利要求1所述的推荐视频确定方法,所述根据所述目标虚拟场景的各虚拟角色的表现数据,从所述目标虚拟场景的各虚拟角色中选取目标虚拟角色包括:
    确定目标虚拟场景的各虚拟角色的第一类表现数据和第二类表现数据,所述第一类表现数据和第二类表现数据的数据类型相反;
    分别确定各虚拟角色的第一类表现数据和第二类表现数据的比值,将比值符合预定比值条件的虚拟角色确定为目标虚拟角色。
  3. 根据权利要求1所述的推荐视频确定方法,所述从所述候选虚拟场景中,选取目标虚拟场景包括:
    从所述候选虚拟场景中,选取所述参与用户的用户特征均符合设定用户特征的候选虚拟场景,作为目标虚拟场景;
    或,从所述候选虚拟场景中,选取运行状态符合设定运行状态的候选虚拟场景,作为目标虚拟场景。
  4. 根据权利要求1所述的推荐视频确定方法,还包括:
    将所述推荐视频推荐到视频推荐界面。
  5. 根据权利要求4所述的推荐视频确定方法,所述将所述推荐视频推荐到视频推荐界面包括:
    判断视频推荐池当前是否有空闲的推荐位,所述视频推荐池维持有与视频推荐界面的视频推荐限数相应的推荐位,且所述视频推荐池当前空闲的推荐位数量,与视频推荐界面当前空闲的视频推荐数相应;
    若所述视频推荐池当前有空闲的推荐位,将所述推荐视频加入到所述视频推荐池,以将所述推荐视频推荐到视频推荐界面。
  6. 根据权利要求5所述的推荐视频确定方法,还包括:
    在将所述推荐视频加入到所述视频推荐池时,将所述角色标识和所述用户标识加入到所述视频推荐池;
    在所述视频推荐界面展示所述角色标识和所述用户标识。
  7. 根据权利要求1-6任一项所述的推荐视频确定方法,还包括:
    向所述目标虚拟场景的各参与用户对应的客户端,发送通知信息;所述通知信息用于指示目标虚拟角色对应的用户被推荐。
  8. 根据权利要求7所述的推荐视频确定方法,还包括:
    定时更新所述推荐视频的当前观看用户数;
    将更新的当前观看用户数发送至所述目标虚拟场景的各参与用户对应的客户端。
  9. 根据权利要求1所述的推荐视频确定方法,所述确定候选虚拟场景包括:
    确定当前正进行的特定类型的候选竞技对局,将所述候选竞技对局对应的游戏竞技场景确定为候选虚拟场景;
    所述从所述候选虚拟场景中,选取目标虚拟场景包括:
    根据各候选竞技对局的参与用户的用户等级,确定参与用户的等级均达到设定等级的目标竞技对局,所述目标竞技对局对应目标游戏竞技场景;
    所述根据所述目标虚拟场景的各虚拟角色的表现数据,从所述目标虚拟场景的各虚拟角色中选取目标虚拟角色包括:
    从目标竞技对局的各游戏角色的表现数据中,调取出目标竞技对局的各游戏角色的击杀数、助攻数、死亡数;
    分别将各游戏角色的击杀数与助攻数的和,除以死亡数,确定出各游戏角色对应的比值;
    将比值最大的游戏角色,确定为目标虚拟角色。
  10. 根据权利要求1所述的推荐视频确定方法,所述方法还包括:
    确定操控所述目标虚拟角色的参与用户;
    以所述参与用户的视角,生成推荐视频。
  11. 一种数据处理服务器,包括:
    候选场景确定模块,用于确定候选虚拟场景;所述候选虚拟场景中存在虚拟角色,所述虚拟角色由参与用户操控;
    目标场景选取模块,用于从所述候选虚拟场景中,选取目标虚拟场景;
    表现数据确定模块,用于确定所述目标虚拟场景的各虚拟角色的表现数据;
    目标角色选取模块,用于根据所述目标虚拟场景的各虚拟角色的表现数据,从所述目标虚拟场景的各虚拟角色中选取目标虚拟角色;
    第一推荐视频生成模块,用于以所述目标虚拟角色在所述目标虚拟场景中的视角,生成推荐视频。
  12. 一种推荐视频确定系统,所述视频推荐确定系统包括:上述权利要求11中所述的数据处理服务器,以及客户端;
    其中,所述数据处理服务器还用于,向所述目标虚拟场景的各参与用户对应的客户端,发送通知信息,所述通知信息用于指示目标虚拟角色对应的用户被推荐;
    所述客户端用于:
    接收所述通知信息,判断所述目标虚拟角色对应的用户,与所述客户端的用户的关系;
    如果确定所述目标虚拟角色对应的用户,为所述客户端的用户,输出本地用户被推荐到视频推荐界面的提示信息;
    如果确定所述目标虚拟角色对应的用户,为所述客户端的用户在目标虚拟场景的队友,输出队友被推荐到视频推荐界面的提示信息;
    如果确定所述目标虚拟角色对应的用户,为所述客户端的用户在目标虚拟场景的对手,输出对手被推荐到视频推荐界面的提示信息。
  13. 根据权利要求12所述的推荐视频确定系统,所述数据处理服务器还用于,定时更新所述推荐视频的当前观看用户数;将更新的当前观看用户数发送至所述目标虚拟场景的各参与用户对应的客户端;
    所述客户端还用于,在输出所述提示信息时,在所述提示信息中携带所接 收的所述推荐视频的当前观看用户数。
  14. 一种推荐视频确定方法,包括:
    数据处理服务器执行上述权利要求1-10任意一项所述的推荐视频确定方法。
  15. 一种信息显示的方法,包括:
    从服务器中获取多个对战对象的操作信息;
    根据所述多个对战对象的操作信息确定操作统计结果;
    按照预设规则将所述操作统计结果分为第一展示信息以及第二展示信息,所述第一展示信息为所述操作统计结果中的预设基础信息,所述第二展示信息为所述操作统计结果中的预设次级信息;
    在终端显示界面上展示所述第一展示信息。
  16. 根据权利要求15所述的方法,所述按照预设规则将所述操作统计结果分为第一展示信息以及第二展示信息,包括:
    检测所述操作统计结果中所包含的主对战对象的个人操作信息以及所述多个对战玩家的基本操作信息,所述主对战对象为所述多个对战对象中的其中一个对象;
    将所述主对战对象的个人操作信息确定为所述第二展示信息;
    将所述多个对战玩家的基本操作信息确定为所述第一展示信息。
  17. 根据权利要求15或16所述的方法,所述按照预设规则将所述操作统计结果分为第一展示信息以及第二展示信息之后,所述方法还包括:
    接收第一信息显示指令;
    根据所述第一信息显示指令,在所述终端显示界面上展示所述第二展示信息。
  18. 根据权利要求17所述的方法,所述根据所述第一信息显示指令,在所述终端显示界面上展示所述第二展示信息之后,所述方法还包括:
    接收第一信息隐藏指令;
    根据所述第一信息隐藏指令,在所述终端显示界面上隐藏所述第二展示信息。
  19. 根据权利要求17所述的方法,所述在终端显示界面上展示所述第一 展示信息,包括:
    在所述终端显示界面的第一界面显示层展示所述第一展示信息;
    所述在所述终端显示界面上展示所述第二展示信息,包括:
    在所述终端显示界面的第二界面显示层展示所述第二展示信息,其中,所述第一界面层上所显示的所述第一展示信息与所述第二界面层所显示的所述第二展示信息不重叠。
  20. 根据权利要求15所述的方法,所述按照预设规则将所述操作统计结果分为第一展示信息以及第二展示信息之后,所述方法还包括:
    向所述服务器发送第二信息显示指令,所述第二信息显示指令用于指示所述服务器根据所述多个对战对象的操作信息确定交互统计信息;
    接收所述服务器发送的所述交互统计信息;
    在所述终端显示界面上展示所述交互统计信息。
  21. 根据权利要求15所述的方法,所述按照预设规则将所述操作统计结果分为第一展示信息以及第二展示信息之后,所述方法还包括:
    接收第二信息隐藏指令;
    根据所述二信息隐藏指令,在所述终端显示界面上隐藏所述第一展示信息以及所述第二展示信息。
  22. 一种终端,包括:
    获取模块,用于从服务器中获取多个对战对象的操作信息;
    确定模块,用于根据所述获取模块获取的所述多个对战对象的操作信息确定操作统计结果;
    划分模块,用于按照预设规则将所述确定模块确定的所述操作统计结果分为第一展示信息以及第二展示信息,所述第一展示信息为所述操作统计结果中的预设基础信息,所述第二展示信息为所述操作统计结果中的预设次级信息;
    第一展示模块,用于在终端显示界面上展示所述划分模块划分的所述第一展示信息。
  23. 一种信息显示的方法,包括:
    终端执行上述权利要求15-21任意一项所述信息显示的方法。
  24. 一种基于帧同步的数据处理方法,包括:
    服务器接收来自第一客户端的输入命令,所述输入命令用于控制帧同步场景中显示的任一模拟对象,并根据所述输入命令生成帧同步命令序列;
    所述服务器将所述帧同步命令序列发送给所述第一客户端和第二客户端,其中,所述第二客户端和所述第一客户端加载有同一帧同步场景。
  25. 根据权利要求24所述的方法,所述方法还包括:
    所述服务器获取所述第一客户端通过对战入口加载所述帧同步场景的第一加载进度,以及获取所述第二客户端通过观战入口加载所述帧同步场景的第二加载进度;当所述服务器根据所述第一加载进度确定所述第一客户端加载完成,且根据所述第二加载进度确定所述第二客户端加载完成时,所述服务器向所述第一客户端和所述第二客户端广播用于启动模拟对象运行的开始命令。
  26. 根据权利要求24所述的方法,
    所述输入命令,具体用于在多个序列帧分别控制帧同步场景中显示的模拟对象;所述帧同步命令序列与各个序列帧具有对应关系。
  27. 根据权利要求26所述的方法,所述观战入口包括:在线延迟观战入口、裁判实时观战入口和\或本地回放观战入口。
  28. 根据权利要求27所述的方法,所述服务器将所述帧同步命令序列发送给所述第一客户端和第二客户端,包括:
    所述服务器将与各个序列帧具有对应关系的帧同步命令序列,按照帧顺序依次广播给所述第一客户端和第二客户端;其中,所述第一客户端通过所述对战入口进入所述帧同步场景,所述第二客户端通过所述裁判实时观战入口进入所述帧同步场景。
  29. 根据权利要求27所述的方法,所述服务器将所述帧同步命令序列发送给所述第一客户端和第二客户端,包括:
    所述服务器将与各个序列帧具有对应关系的帧同步命令序列,按照帧顺序依次发送给所述第一客户端;
    所述服务器按照延时整合周期,将与各个序列帧具有对应关系的帧同步命令序列进行整合,得到帧同步命令序列流;
    所述服务器将所述帧同步命令序列流发送给第二客户端;其中,所述第一客户端通过对战入口进入所述帧同步场景,所述第二客户端通过所述在线延迟 观战入口或所述本地回放观战入口进入所述帧同步场景。
  30. 一种基于帧同步的数据处理方法,包括:
    第二客户端预先加载显示有模拟对象的帧同步场景,所述模拟对象由加载有所述帧同步场景的第一客户端控制;
    所述第二客户端接收服务器发送的帧同步命令序列,所述帧同步命令序列由所述服务器根据来自所述第一客户端的输入命令生成,所述输入命令用于控制所述模拟对象;
    所述第二客户端根据所述帧同步命令序列,在所述帧同步场景下显示所述模拟对象。
  31. 根据权利要求30所述的方法,所述第二客户端预先加载显示有模拟对象的帧同步场景,包括:
    所述第二客户端通过观战入口进入帧同步场景,以加载所述帧同步场景;
    所述第二客户端在加载所述帧同步场景过程中,向服务器上报所述帧同步场景的第二加载进度;
    所述第二客户端完成所述帧同步场景的加载后,接收所述服务器广播的用于启动所述模拟对象运行的开始命令。
  32. 根据权利要求31所述的方法,所述观战入口包括:在线延迟观战入口、裁判实时观战入口和\或本地回放观战入口。
  33. 根据权利要求32所述的方法,所述第二客户端接收服务器发送的帧同步命令序列,包括:
    所述第二客户端接收服务器按照帧顺序依次广播的与各个序列帧具有对应关系的帧同步命令序列,其中,所述第二客户端通过所述裁判实时观战入口进入所述帧同步场景;
    或,
    所述第二客户端接收服务器发送的帧同步命令序列,包括:
    所述第二客户端接收服务器将与各个序列帧具有对应关系的帧同步命令序列进行整合后得到的帧同步命令序列流,其中,所述第二客户端通过所述在线延迟观战入口或所述本地回放观战入口进入所述帧同步场景。
  34. 根据权利要求33所述的方法,所述第二客户端根据所述帧同步命令 序列,在所述帧同步场景中显示所述模拟对象,包括:
    当所述第二客户端通过所述裁判实时观战入口进入所述帧同步场景时,所述第二客户端根据所述与各个序列帧具有对应关系的帧同步命令序列,在所述帧同步场景下实时显示所述模拟对象;
    当所述第二客户端通过所述在线延迟观战入口进入所述帧同步场景时,所述第二客户端根据所述帧同步命令序列流,在所述帧同步场景下延迟显示所述模拟对象;
    当所述第二客户端通过所述本地回放观战入口进入所述帧同步场景时,所述第二客户端将所述帧同步命令序列流保存在本地缓存中,并根据本地缓存的帧同步命令序列流在所述帧同步场景下回放所述模拟对象的运行过程。
  35. 根据权利要求34所述的方法,当所述第二客户端通过所述在线延迟观战入口进入所述帧同步场景时,所述第二客户端根据所述帧同步命令序列流,在所述帧同步场景下延迟显示所述模拟对象,包括:
    当所述第二客户端通过所述在线延迟观战入口进入所述帧同步场景时,所述第二客户端获取在所述帧同步场景下所述模拟对象的运行时间;
    所述第二客户端从所述模拟对象的运行时间向后倒退一个延迟区间,得到所述第二客户端在所述帧同步场景下能够显示所述模拟对象的最大时间;
    所述第二客户端从所述最大时间向后倒退一个缓冲区间,得到所述第二客户端在所述帧同步场景下显示所述模拟对象的播放时间;
    所述第二客户端根据所述播放时间对应的帧同步命令序列流,在所述帧同步场景下显示所述模拟对象。
  36. 根据权利要求30至35中任一项所述的方法,所述第二客户端根据所述帧同步命令序列,在所述帧同步场景下显示所述模拟对象,包括:
    所述第二客户端获取播放速度控制指令;
    所述第二客户端根据所述播放速度控制指令对时间轴进行拉伸或者收缩;
    所述第二客户端按照拉伸后的时间轴加快所述帧同步命令序列的执行速度,从而加快所述模拟对象的显示速度,或,所述客户端按照收缩后的时间轴减慢所述帧同步命令序列的执行速度,从而减慢所述模拟对象的显示速度。
  37. 一种服务器,包括:
    处理模块,用于接收来自第一客户端的输入命令,所述输入命令用于控制帧同步场景中显示的任一模拟对象,并根据所述输入操作生成帧同步命令序列;
    发送模块,用于将所述帧同步命令序列发送给所述第一客户端和所述第二客户端,其中,所述第二客户端和所述第一客户端加载有同一帧同步场景。
  38. 一种客户端,所述客户端具体为第二客户端,所述第二客户端,包括:
    场景加载模块,用于预先加载显示有模拟对象的帧同步场景,所述模拟对象由加载有所述帧同步场景的第一客户端控制;
    接收模块,用于接收服务器发送的帧同步命令序列,所述帧同步命令序列由所述服务器根据来自所述第一客户端的输入命令生成,所述输入命令用于控制所述模拟对象;
    显示模块,用于根据所述帧同步命令序列,在所述帧同步场景下显示所述模拟对象。
  39. 一种设备,所述设备包括:
    处理器以及存储器;
    所述存储器用于存储程序代码,并将所述程序代码传输给所述处理器;
    所述处理器用于根据所述程序代码中的指令执行权利要求1-10、15-21、24-36中任一项所述的方法。
  40. 一种存储介质,所述存储介质用于存储程序代码,所述程序代码用于执行权利要求1-10、15-21、24-36中任一项所述的方法。
  41. 一种包括指令的计算机程序产品,当其在计算机上运行时,使得所述计算机执行权利要求1-10、15-21、24-36中任一项所述的方法。
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CN111935291A (zh) * 2020-08-14 2020-11-13 腾讯科技(深圳)有限公司 游戏推送方法、装置、设备及计算机可读存储介质
CN111935291B (zh) * 2020-08-14 2023-04-18 腾讯科技(深圳)有限公司 游戏推送方法、装置、设备及计算机可读存储介质
CN113144620A (zh) * 2021-05-20 2021-07-23 北京字节跳动网络技术有限公司 帧同步游戏的检测方法、装置、平台、可读介质和设备

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