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CN111957039A - Game special effect realization method and device and computer readable storage medium - Google Patents

Game special effect realization method and device and computer readable storage medium Download PDF

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Publication number
CN111957039A
CN111957039A CN202010920420.7A CN202010920420A CN111957039A CN 111957039 A CN111957039 A CN 111957039A CN 202010920420 A CN202010920420 A CN 202010920420A CN 111957039 A CN111957039 A CN 111957039A
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Prior art keywords
game
special effect
data packet
audio data
target
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CN202010920420.7A
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Chinese (zh)
Inventor
谭皓
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Oppo Chongqing Intelligent Technology Co Ltd
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Oppo Chongqing Intelligent Technology Co Ltd
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Priority to CN202010920420.7A priority Critical patent/CN111957039A/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
    • A63F13/50Controlling 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • 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
    • A63F2300/53Features 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 basic data processing
    • A63F2300/538Features 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 basic data processing for performing operations on behalf of the game client, e.g. rendering

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)

Abstract

The application provides a game special effect realization method, a game special effect realization device and a computer readable storage medium, wherein the game special effect realization method comprises the following steps: the server packages the game special effect parameters to the extension field of the game audio data packet to generate an extension data packet, and then sends the extension data packet to the game client; when the game client receives the extension data packet, the extension data packet is analyzed to obtain game audio data and game special effect parameters, and then corresponding game special effects are output according to the game special effect parameters while the game audio data are output. By implementing the scheme of the application, the game special effect parameters are transmitted by multiplexing the audio stream transmission channel, the game system architecture is effectively simplified, in addition, the game special effect parameters are packaged in the game audio data packet and transmitted together, and the synchronism of the game special effect output and the game audio output of the game client side is ensured.

Description

Game special effect realization method and device and computer readable storage medium
Technical Field
The present application relates to the field of electronic technologies, and in particular, to a method and an apparatus for implementing a special effect of a game, and a computer-readable storage medium.
Background
With the rapid development of terminal technology, electronic devices such as mobile phones and tablet computers are used more and more frequently in work and life of users. In practical applications, users often use the electronic device to play games, and in order to enhance the game experience of the users, the game client usually outputs a special game effect in a specific game scene during the running process.
At present, when a game client needs to output a game special effect, a game server usually transmits a game special effect parameter to the game client independently, however, in practical application, game data which the game server needs to transmit to the game client is not limited to the game special effect parameter, but also comprises other types of game data such as game audio data, and if each type of data is transmitted independently, the game special effect parameter and other types of game data are respectively transmitted to the game client at different moments under the influence of a transmission time sequence, so that the game special effect and other types of game data are easily asynchronous in output moments; in addition, if each type of data is transmitted separately, a transmission channel needs to be established for each type of data, which results in higher complexity of the game system architecture.
Disclosure of Invention
The embodiment of the application provides a game special effect realization method, a game special effect realization device and a computer readable storage medium, and at least can solve the problems of poor synchronism of game special effect output and high complexity of a game system architecture in the related technology.
The first aspect of the embodiments of the present application provides a method for implementing a special game effect, which is applied to a server, and includes:
when a game client is in a game special effect use scene, obtaining a target game special effect parameter;
packaging the target game special effect parameters into an extension field of a game audio data packet to generate an extension data packet;
sending the extended data packet to a game client based on a communication connection with the game client; the extension data packet is used for instructing the game client to output game audio data and game special effects.
A second aspect of the embodiments of the present application provides a method for implementing a special effect of a game, which is applied to a game client, and includes:
receiving an extended data packet sent by a server based on communication connection with the server; the extension data packet is a game audio data packet comprising an extension field, and a target game special effect parameter is encapsulated in the extension field;
analyzing the extended data packet to obtain game audio data in the game audio data packet and the target game special effect parameter;
and outputting the corresponding game special effect according to the target game special effect parameter while outputting the game audio data.
A third aspect of the embodiments of the present application provides a game effect implementing apparatus, which is applied to a server, and includes:
the acquisition module is used for acquiring the special effect parameters of the target game when the game client is in a game special effect use scene;
the encapsulation module is used for encapsulating the target game special effect parameters to the extension fields of the game audio data packets to generate extension data packets;
the sending module is used for sending the extended data packet to a game client based on communication connection with the game client; the extension data packet is used for instructing the game client to output game audio data and game special effects.
A fourth aspect of the embodiments of the present application provides a game special effect implementation apparatus, which is applied to a game client, and includes:
the receiving module is used for receiving the extended data packet sent by the server based on the communication connection with the server; the extension data packet is a game audio data packet comprising an extension field, and a target game special effect parameter is encapsulated in the extension field;
the analysis module is used for analyzing the extended data packet to obtain game audio data in the game audio data packet and the target game special effect parameter;
and the output module is used for outputting the corresponding game special effect according to the target game special effect parameter while outputting the game audio data.
A fifth aspect of embodiments of the present application provides an electronic apparatus, including: the system comprises a memory, a processor and a bus, wherein the bus is used for realizing the connection and communication between the memory and the processor; the processor is configured to execute a first computer program and a second computer program stored on the memory, and when the processor executes the first computer program, the processor implements the steps in the method provided by the first aspect of the embodiment of the present application, and when the processor executes the second computer program, the processor implements the steps in the method provided by the second aspect of the embodiment of the present application.
A sixth aspect of the embodiments of the present application provides a computer-readable storage medium, on which a first computer program or a second computer program is stored, wherein when executed by a processor, the first computer program implements the steps in the method provided by the first aspect of the embodiments of the present application, and when executed by a processor, the second computer program implements the steps in the method provided by the second aspect of the embodiments of the present application.
As can be seen from the above, according to the game special effect implementation method, device and computer-readable storage medium provided by the present application, the server packages the game special effect parameters into the extension fields of the game audio data packets to generate extension data packets, and then sends the extension data packets to the game client; when the game client receives the extension data packet, the extension data packet is analyzed to obtain game audio data and game special effect parameters, and then corresponding game special effects are output according to the game special effect parameters while the game audio data are output. By implementing the scheme of the application, the game special effect parameters are transmitted by multiplexing the audio stream transmission channel, the game system architecture is effectively simplified, in addition, the game special effect parameters are packaged in the game audio data packet and transmitted together, and the synchronism of the game special effect output and the game audio output of the game client side is ensured.
Drawings
FIG. 1 is a schematic basic flowchart of a game effect implementation method applied to a server according to a first embodiment of the present application;
fig. 2 is a schematic diagram of an extended data packet according to a first embodiment of the present application;
FIG. 3 is a basic flowchart of a method for implementing a game effect applied to a game client according to a first embodiment of the present application;
FIG. 4 is a flowchart illustrating a method for implementing a special effect of a game according to a second embodiment of the present application;
FIG. 5 is a flowchart illustrating a method for implementing a special effect of a game according to a third embodiment of the present application;
FIG. 6 is a block diagram of a program of a game effect implementation apparatus applied to a server according to a fourth embodiment of the present disclosure;
FIG. 7 is a schematic diagram of a program module of a game effect implementing apparatus applied to a game client according to a fourth embodiment of the present application;
fig. 8 is a schematic structural diagram of an electronic device according to a fifth embodiment of the present application.
Detailed Description
In order to make the objects, features and advantages of the present invention more apparent and understandable, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present application, and it is apparent that the described embodiments are only a part of the embodiments of the present application, and not all the embodiments of the present application. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
In order to solve the defects of poor synchronization of game effect output and high complexity of a game system architecture in the related art, a first embodiment of the present application provides a game effect implementation method, which is applied to a server, where the server may be a Cloud game server (Cg _ server). Fig. 1 is a basic flowchart of a game effect implementation method applied to a server according to this embodiment, where the game effect implementation method includes the following steps:
step 101, when a game client is in a game special effect use scene, obtaining a target game special effect parameter.
Specifically, in the process of running the game application at the game client, on one hand, the server may actively monitor the game running scene at the game client, and when the current game running scene is identified as the game special effect use scene, it is determined that the game client has the game special effect output requirement; on the other hand, the game client actively reports the current game special effect use scene in the running process, so that the server senses that the game client has the game special effect output requirement. Therefore, when the server of the embodiment determines that the game client has a game effect output requirement, the server acquires the game effect parameter corresponding to the game effect which is required to be output by the game client currently.
It should be noted that, in this embodiment, the game special effect usage scene may include scenes of clearance, killing, upgrading and the like of a game character, and the game special effect may include a vibration special effect, an animation special effect, a light special effect and the like, and correspondingly, the game special effect parameter may be at least one of a vibration control parameter of a vibration motor, a picture rendering parameter of a display assembly, a light control parameter of a flash lamp/a breathing lamp and the like.
In some implementations of this embodiment, obtaining the target game special effect parameter includes: acquiring current game running state information of a game client; a target game effect parameter is selected from a plurality of available game effect parameters corresponding to the game effect use scenario based on the game play state information.
Further, in some implementations of this embodiment, selecting the target game effect parameter from a plurality of available game effect parameters corresponding to the game effect usage scenario based on the game play state information includes: determining the corresponding system performance residual amount based on the game running state information; a target game effect parameter is selected from a plurality of available game effect parameters corresponding to the game effect usage scenario, according to a remaining amount of system performance.
Specifically, in this embodiment, the system performance occupation amounts corresponding to the plurality of available game special effect parameters are different, and the game running state information is associated with the usage amount of the system performance (for example, CPU, memory, GPU, and the like). In practical application, under different game running states, the system performance usage of the game client terminal is different, so that the corresponding system performance residual quantity is different, and the output of the game special effect usually occupies the system performance of the game client, if the current system performance margin is less, the system performance occupied by game effect output is larger, the performance of the game client, such as game jamming, game backspacing and the like, therefore, the embodiment sets a plurality of available game special effect parameters with different system performance occupation amounts aiming at the game special effect use scene, taking the game special effect parameter as the vibration control parameter as an example, the vibration duration and the vibration linearity indicated by a plurality of available vibration control parameters are different, the system performance occupation amount is in positive correlation with the vibration duration, and the system performance occupation amount is in negative correlation with the vibration linearity. Therefore, the embodiment can select the appropriate game special effect parameter from the plurality of available game special effect parameters according to the adaptability of the game running state, thereby meeting the special effect output requirement of the game client and avoiding the influence of the game special effect on the normal running of the game.
Still further, in some implementations of this embodiment, selecting the target game effect parameter from a plurality of available game effect parameters corresponding to the game effect usage scenario based on a remaining amount of system performance includes: determining the special effect processing level currently supported by the game client according to the system performance residual amount, and determining the special effect processing level required by the available game special effect parameters according to the system performance occupation amount; the supported special effect processing level is matched with the required special effect processing level, and a target game special effect parameter is selected from a plurality of available game special effect parameters corresponding to the game special effect use scene.
Specifically, in this embodiment, the game running state information is associated with a usage amount of system performance (for example, a CPU, a memory, a GPU, and the like), and the special effect processing level currently supported by the game client is used to represent a level of system performance of the game client.
102, packaging the special effect parameters of the target game into an extension field of a game audio data packet to generate an extension data packet.
Specifically, the game Audio data Packet of the embodiment is Audio data that needs to be output during the operation of the game client, and when a game special effect parameter needs to be transmitted to the game client, the game Audio data Packet is expanded, and then the game special effect parameter is encapsulated into an extension field ext data of the game Audio data Packet, so as to obtain an extension data Packet.
In some implementations of this embodiment, encapsulating the target game special effects parameter into an extension field of the game audio data packet includes: acquiring the audio stream position of target game audio data in a game audio data packet, wherein the target game audio data and the game special effect corresponding to the target game special effect parameter are synchronously output; inserting an extension field in the game audio data packet according to the position of the audio stream; the target game special effect parameters are packaged into the extension field.
Fig. 2 is a schematic diagram of an extension data packet provided in this embodiment, where positions indicated by arrows in the diagram are insertion positions of extension fields, a sequence formed by a represents game audio data streams, i.e., audio streams, and EA represents game special effect parameters. Specifically, in order to further ensure the synchronism of the game audio and the special effect output by the game client, when the server packages the game special effect parameters, the server determines the node where the game audio data triggered synchronously with the game special effect parameters is located on the audio stream, and then determines the node on the audio stream as the packaging position of the game special effect parameters, so as to complete the expansion of the audio data packet.
In addition, it should be further noted that, in order to prevent that the game special effect parameters analyzed by the game client are invalid or cannot be analyzed to obtain the game special effect parameters due to an error in packaging the game special effect parameters, in this embodiment, a plurality of extension fields may be created in the game audio data packet, so that the target game special effect parameters are repeatedly packaged into the plurality of extension fields to back up the game special effect parameters, and thus, the effectiveness of special effect output performed by the game client may be ensured.
In other embodiments of this embodiment, encapsulating the target game special effect parameter into an extension field of the game audio data packet includes: aiming at a plurality of sub-special effect parameters in the target game special effect parameters, respectively creating extension fields in the game audio data packet, wherein the special effect targets corresponding to the sub-special effect parameters are different; and respectively packaging the plurality of sub-special effect parameters to the corresponding extension fields.
Specifically, in this embodiment, the game special effect parameter in this embodiment is composed of a plurality of sub special effect parameters, action targets of the sub special effect parameters are different, where the action targets may be different special effect trigger timings or different special effect execution hardware in a game running scene, and in this embodiment, different sub special effect parameters are respectively encapsulated into different extension fields, so that after the game client parses the extension data packet, each sub special effect parameter can be effectively executed, and ordered and accurate output of a special effect is ensured.
And 103, transmitting the expansion data packet to the game client based on the communication connection with the game client.
Specifically, in this embodiment, the multiplexing audio stream transmission channel transmits the game special effect parameter, so that the complexity of the architecture can be simplified, and meanwhile, a series of strategies for ensuring stream transmission, such as packet loss retransmission, Forward Error Correction (FEC) detection, Negative feedback (NACK), and the like, in the audio stream transmission channel can be completely multiplexed. And the packet size of the audio data packet is smaller, and the use of network bandwidth can be reduced by expanding the audio data packet. In addition, the special effect data is encapsulated in the audio data packet, so that the problems of time delay, asynchronous audio and special effects and the like caused by independent transmission are avoided.
It should be further noted that, in the present embodiment, when the extended Packet is transmitted, the extended Packet may be re-encapsulated into a Real-time Transport Protocol Packet (RTP Packet), and then the RTP Packet is transmitted to the game client.
Correspondingly, the first embodiment of the present invention further provides a game effect implementing method, which is applied to a game client, and as shown in fig. 3, which is a basic flowchart of the game effect implementing method applied to the game client in this embodiment, the game effect implementing method includes the following steps:
step 301, receiving an extended data packet sent by a server based on communication connection with the server;
step 302, analyzing the extended data packet to obtain game audio data and target game special effect parameters in the game audio data packet;
and 303, outputting the corresponding game special effect according to the target game special effect parameter while outputting the game audio data.
Specifically, in this embodiment, the extension data packet is a game audio data packet including an extension field, and the extension field is encapsulated with the target game special effect parameter. When the game client receives the data stream transmitted by the server, the audio rendering module can judge whether the received data packet is a common audio data packet or an extended audio data packet, if the received data packet is the extended audio data packet, a special effect audio decoding module is called to analyze the data packet, game audio data and game effect data are respectively analyzed, then when the audio output module such as a loudspeaker is controlled to output game audio, the special effect output module such as a motor is triggered to output game effects, and a game client user can experience special effect experience which is not different from that of the server.
In some embodiments of this embodiment, outputting the corresponding game effect according to the target game effect parameter includes: comparing the current game running state information with standard game running state information corresponding to the target game special effect parameters; when the current game running state information does not accord with the standard game running state information, the target game special effect parameter is adjusted according to the difference of the game running state information to obtain an effective game special effect parameter; and outputting the corresponding game special effect according to the effective game special effect parameters.
Specifically, in this embodiment, the standard game running state information is game running state information required when the game client smoothly outputs a special effect corresponding to the game special effect parameter, and if the game running state information of the current game client does not match the standard game running state information, it indicates that the terminal cannot effectively support corresponding special effect output under the condition that the game is guaranteed to normally run in the current game running state, so that, in order to guarantee that the game client smoothly outputs the game special effect, the target game special effect parameter transmitted from the server is adjusted according to the state difference between the current game running state and the standard game running state, it should be noted that the adjustment of this embodiment may be positive adjustment or negative adjustment, that is, special effect enhancement or weakening processing is performed, so that an effective game special effect parameter suitable for the current game running state can be obtained, for execution by the game client.
In still other embodiments of this embodiment, outputting the corresponding game effect according to the target game effect parameter includes: determining a corresponding special effect processing level according to the current game running state information; respectively acquiring special effect output priorities corresponding to a plurality of sub-special effect parameters in the target game special effect parameters when the special effect processing level is lower than a preset level threshold; and outputting the corresponding game special effects according to the sorting of the special effect output priority and the plurality of sub-special effect parameters in sequence.
Specifically, since the game running state information is associated with the usage amount of the system performance (e.g., CPU, memory, GPU, etc.), the current system performance of the game client may be represented by a special effect processing level, where when the special effect processing level is lower, that is, the system performance is relatively poor, in this embodiment, it is considered that the simultaneous execution of multiple sub-special effect parameters may cause excessive consumption of the system performance, which may result in game jam or game backset, etc., in this embodiment, different output priorities are set for the sub-special effect parameters, and then the sub-special effect parameters are sequentially executed according to the priority order, so as to ensure that the special effect with a higher priority is preferentially output, and when the performance is sufficient, the special effect with a relatively lower priority is output.
Based on the technical scheme of the embodiment of the application, the server packages the game special effect parameters to the extension field of the game audio data packet to generate an extension data packet, and then sends the extension data packet to the game client; when the game client receives the extension data packet, the extension data packet is analyzed to obtain game audio data and game special effect parameters, and then corresponding game special effects are output according to the game special effect parameters while the game audio data are output. By implementing the scheme of the application, the game special effect parameters are transmitted by multiplexing the audio stream transmission channel, the game system architecture is effectively simplified, in addition, the game special effect parameters are packaged in the game audio data packet and transmitted together, and the synchronism of the game special effect output and the game audio output of the game client side is ensured.
A second embodiment of the present application provides a method for implementing a game effect, which is applied to a communication system including a server and a game client, and as shown in fig. 4, the method for implementing a game effect provided in this embodiment includes:
step 401, the server respectively obtains the game special effect parameter and the game audio data packet to be transmitted.
Specifically, the game special effects of the embodiment may include a vibration special effect, an animation special effect, a light special effect, and the like, and correspondingly, the game special effect parameter may be at least one of a vibration control parameter of a vibration motor, a picture rendering parameter of a display assembly, a light control parameter of a flash lamp/a breathing lamp, and the like, and the game audio data packet is audio data required to be output in the operation process of the game client.
Step 402, the server obtains the audio stream position of the target game audio data in the game audio data packet.
It should be noted that the target game audio data of the present embodiment is output in synchronization with the game effect corresponding to the target game effect parameter.
And step 403, inserting an extension field into the game audio data packet according to the position of the audio stream by the server, and packaging the game special effect parameter into the extension field to obtain an extension data packet.
Specifically, in this embodiment, when encapsulating the game special effect parameter, the server determines a node on a time axis of an audio stream triggered in synchronization with the game special effect parameter, and then determines the node on the audio stream as an encapsulation position of the game special effect parameter. Therefore, the game client can ensure the synchronism of game audio and special effect output when the game client analyzes and executes the data packet in sequence.
Step 404, the server sends the extension data packet to the game client based on the communication connection with the game client.
It should be noted that, in this embodiment, the multiplexing audio stream transmission channel transmits game special effect parameters, which can simplify the complexity of the architecture, and the audio data packet is smaller than the packet size of other types of data packets (e.g., video data packets), and the network occupation can be reduced by expanding the audio data packet.
Step 405, when the game client receives the extended data packet sent by the server, the extended data packet is analyzed to obtain game audio data and game special effect parameters.
Step 406, the game client compares the current game running state information with the standard game running state information corresponding to the game special effect parameter obtained by analyzing.
Specifically, the standard game running state of this embodiment is a game running state required when the game client smoothly outputs a special effect corresponding to the game special effect parameter, and if the game running state of the current game client does not match the standard game running state, it indicates that the current game running state cannot effectively support the corresponding special effect output according to the analyzed game special effect parameter.
Step 407, when the current game running state information does not match the standard game running state information, the game client adjusts the game special effect parameter obtained by analysis according to the difference of the game running state information to obtain an effective game special effect parameter.
Specifically, in order to ensure that the game client outputs the game special effect smoothly without affecting the normal operation of the game, the embodiment adjusts the analyzed game special effect parameter according to the state difference between the current game operation state and the standard game operation state, so that an effective game special effect parameter suitable for the current game operation state can be obtained for the game client to execute.
Step 408, the game client outputs the corresponding game special effect according to the effective game special effect parameter while outputting the game audio data.
Specifically, in this embodiment, when the audio output module, such as a speaker, is controlled to output the game audio, the special effect output module, such as a motor, is triggered to output the game special effect, so that the game client can experience the special effect experience which is not different from that of the server.
It should be understood that, the size of the serial number of each step in this embodiment does not mean the execution sequence of the step, and the execution sequence of each step should be determined by its function and inherent logic, and should not be limited uniquely to the implementation process of the embodiment of the present application.
The embodiment of the application discloses a game special effect realization method, wherein a server packages game special effect parameters to an extension field of a game audio data packet to generate an extension data packet, and then sends the extension data packet to a game client; when the game client receives the extension data packet, the extension data packet is analyzed to obtain game audio data and game special effect parameters, and then corresponding game special effects are output according to the game special effect parameters while the game audio data are output. By implementing the scheme of the application, the game special effect parameters are transmitted by multiplexing the audio stream transmission channel, the game system architecture is effectively simplified, in addition, the game special effect parameters are packaged in the game audio data packet and transmitted together, and the synchronism of the game special effect output and the game audio output of the game client side is ensured.
A third embodiment of the present application provides a specific game effect implementing method, which is applied to a communication system including a server and a game client, and fig. 5 is a flowchart of the game effect implementing method provided in this embodiment.
On the server side, target game audio data required to be output by the game client side is intercepted through an audio acquisition module, and whether a game special effect is required to be output in the game process is detected by a special effect detection module; if yes, generating a game audio data packet by the special effect audio coding module, expanding the game audio data packet, and packaging game special effect parameters into the game audio data packet to obtain an expanded data packet; if not, generating a game audio data packet only comprising game audio data by the audio coding module; finally, the extended data packet or the game audio data packet is encapsulated again into a real-time transmission data packet and is pushed to the game client;
at the game client side, transmitting the received real-time transmission data packet to an audio rendering module; if the real-time transmission data packet contains an extended data packet obtained by packaging game special effect parameters of the game audio data packet, the data packet is transmitted to the special effect audio decoding module by the audio rendering module; if the game audio data packet only containing the game audio data is contained in the transmission data packet, the audio rendering module transmits the data packet to the audio decoding module; the special effect audio decoding module transmits the game audio data obtained by decoding to the audio output module for outputting, and transmits the game special effect parameters to the special effect generating module for outputting, and the audio decoding module transmits the game audio data obtained by decoding to the audio output module for outputting.
Fig. 6 is a game effect realizing device according to a fourth embodiment of the present application. As shown in fig. 6, the game special effect implementation apparatus applied to the server mainly includes:
the obtaining module 601 is configured to obtain a target game special effect parameter when the game client is in a game special effect use scene;
a packaging module 602, configured to package the target game special effect parameter into an extension field of a game audio data packet, and generate an extension data packet;
a sending module 603, configured to send the extension data packet to the game client based on a communication connection with the game client; the extension data packet is used for instructing the game client to output game audio data and game special effects.
In some embodiments of this embodiment, the obtaining module 601 is specifically configured to: acquiring current game running state information of a game client; a target game effect parameter is selected from a plurality of available game effect parameters corresponding to the game effect use scenario based on the game play state information.
Further, in some embodiments of this embodiment, when the obtaining module 601 selects the target game special effect parameter from a plurality of available game special effect parameters corresponding to the game special effect use scene based on the game running state information, specifically: determining the corresponding system performance residual amount based on the game running state information; and according to the system performance residual quantity, selecting a target game special effect parameter from a plurality of available game special effect parameters corresponding to the game special effect use scene, wherein the system performance occupation quantities corresponding to the plurality of available game special effect parameters are different.
Further, in some embodiments of this embodiment, when the obtaining module 601 selects the target game special effect parameter from a plurality of available game special effect parameters corresponding to the game special effect usage scenario according to the remaining amount of system performance, specifically: determining the special effect processing level currently supported by the game client according to the system performance residual amount, and determining the special effect processing level required by the available game special effect parameters according to the system performance occupation amount; the supported special effect processing level is matched with the required special effect processing level, and a target game special effect parameter is selected from a plurality of available game special effect parameters corresponding to the game special effect use scene.
In some embodiments of this embodiment, the encapsulation module 602 is specifically configured to: acquiring the audio stream position of target game audio data in a game audio data packet, wherein the target game audio data and the game special effect corresponding to the target game special effect parameter are synchronously output; inserting an extension field in the game audio data packet according to the position of the audio stream; the target game special effect parameters are packaged into the extension field.
In other embodiments of this embodiment, the encapsulation module 602 is specifically configured to: aiming at a plurality of sub-special effect parameters in the target game special effect parameters, respectively creating extension fields in the game audio data packet, wherein the special effect targets corresponding to the sub-special effect parameters are different; and respectively packaging the plurality of sub-special effect parameters to the corresponding extension fields.
Correspondingly, the present embodiment further provides a game special effect implementing device applied to a game client, as shown in fig. 7, the game special effect implementing device mainly includes:
a receiving module 701, configured to receive an extended data packet sent by a server based on a communication connection with the server; the extension data packet is a game audio data packet comprising an extension field, and the extension field is encapsulated with a target game special effect parameter;
the analysis module 702 is configured to analyze the extension data packet to obtain game audio data and a target game special effect parameter in the game audio data packet;
the output module 703 is configured to output a corresponding game special effect according to the target game special effect parameter while outputting the game audio data.
In some embodiments of this embodiment, when the output module 703 executes outputting the corresponding game special effect according to the target game special effect parameter, it is specifically configured to: comparing the current game running state information with standard game running state information corresponding to the target game special effect parameters; when the current game running state information does not accord with the standard game running state information, the target game special effect parameter is adjusted according to the difference of the game running state information to obtain an effective game special effect parameter; and outputting the corresponding game special effect according to the effective game special effect parameters.
In other embodiments of this embodiment, when the output module 703 executes outputting the corresponding game special effect according to the target game special effect parameter, it is specifically configured to: determining a corresponding special effect processing level according to the current game running state information; respectively acquiring special effect output priorities corresponding to a plurality of sub-special effect parameters in the target game special effect parameters when the special effect processing level is lower than a preset level threshold; and outputting the corresponding game special effects according to the sorting of the special effect output priority and the plurality of sub-special effect parameters in sequence.
It should be noted that, the game special effect implementation methods in the first, second, and third embodiments can be implemented based on the game special effect implementation device provided in this embodiment, and it can be clearly understood by those skilled in the art that, for convenience and simplicity of description, the specific working process of the game special effect implementation device described in this embodiment may refer to the corresponding process in the foregoing method embodiment, and details are not described here.
According to the game special effect implementation device provided by the embodiment, the server packages the game special effect parameters into the extension fields of the game audio data packets to generate extension data packets, and then sends the extension data packets to the game client; when the game client receives the extension data packet, the extension data packet is analyzed to obtain game audio data and game special effect parameters, and then corresponding game special effects are output according to the game special effect parameters while the game audio data are output. By implementing the scheme of the application, the game special effect parameters are transmitted by multiplexing the audio stream transmission channel, the game system architecture is effectively simplified, in addition, the game special effect parameters are packaged in the game audio data packet and transmitted together, and the synchronism of the game special effect output and the game audio output of the game client side is ensured.
Referring to fig. 8, fig. 8 is an electronic device according to a fifth embodiment of the present disclosure. The electronic device can be used for realizing the game special effect realization method in the embodiment. As shown in fig. 8, the electronic device mainly includes:
a memory 801, a processor 802, a bus 803, and computer programs stored on the memory 801 and executable on the processor 802, the memory 801 and the processor 802 being connected by the bus 803. The processor 802, when executing the computer program, implements the game effect implementation method in the foregoing embodiments. Wherein the number of processors may be one or more.
The Memory 801 may be a high-speed Random Access Memory (RAM) Memory or a non-volatile Memory (non-volatile Memory), such as a disk Memory. The memory 801 is used to store executable program code, and the processor 802 is coupled to the memory 801.
Further, an embodiment of the present application also provides a computer-readable storage medium, where the computer-readable storage medium may be provided in an electronic device in the foregoing embodiments, and the computer-readable storage medium may be the memory in the foregoing embodiment shown in fig. 8.
The computer-readable storage medium has stored thereon a computer program which, when executed by a processor, implements the game effect implementing method in the foregoing embodiments. Further, the computer-readable storage medium may be various media that can store program codes, such as a usb disk, a removable hard disk, a Read-Only Memory (ROM), a RAM, a magnetic disk, or an optical disk.
In the several embodiments provided in the present application, it should be understood that the disclosed apparatus and method may be implemented in other ways. For example, the above-described apparatus embodiments are merely illustrative, and for example, a division of modules is merely a division of logical functions, and an actual implementation may have another division, for example, a plurality of modules or components may be combined or integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, devices or modules, and may be in an electrical, mechanical or other form.
Modules described as separate parts may or may not be physically separate, and parts displayed as modules may or may not be physical modules, may be located in one place, or may be distributed on a plurality of network modules. Some or all of the modules may be selected according to actual needs to achieve the purpose of the solution of the present embodiment.
In addition, functional modules in the embodiments of the present application may be integrated into one processing module, or each of the modules may exist alone physically, or two or more modules are integrated into one module. The integrated module can be realized in a hardware mode, and can also be realized in a software functional module mode.
The integrated module, if implemented in the form of a software functional module and sold or used as a separate product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application may be substantially implemented or contributed to by the prior art, or all or part of the technical solution may be embodied in a software product, which is stored in a readable storage medium and includes instructions for causing a computer device (which may be a personal computer, a server, or a network device) to execute all or part of the steps of the method of the embodiments of the present application. And the aforementioned readable storage medium includes: various media capable of storing program codes, such as a U disk, a removable hard disk, a ROM, a RAM, a magnetic disk, or an optical disk.
It should be noted that, for the sake of simplicity, the above-mentioned method embodiments are described as a series of acts or combinations, but those skilled in the art should understand that the present application is not limited by the described order of acts, as some steps may be performed in other orders or simultaneously according to the present application. Further, those skilled in the art should also appreciate that the embodiments described in the specification are preferred embodiments and that the acts and modules referred to are not necessarily required in this application.
In the above embodiments, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
In view of the above description of the game effect implementation method, device and computer-readable storage medium provided by the present application, those skilled in the art will be able to change the embodiments and application scope of the present application according to the ideas of the embodiments of the present application.

Claims (13)

1. A game special effect realization method is applied to a server and is characterized by comprising the following steps:
when a game client is in a game special effect scene, obtaining a target game special effect parameter;
packaging the target game special effect parameters into an extension field of a game audio data packet to generate an extension data packet;
sending the extended data packet to a game client based on a communication connection with the game client; the extension data packet is used for instructing the game client to output game audio data and game special effects.
2. The game effect implementation method of claim 1, wherein the obtaining target game effect parameters comprises:
acquiring current game running state information of the game client;
based on the game play state information, a target game effect parameter is selected from a plurality of available game effect parameters corresponding to the game effect use scenario.
3. The game effect implementation method of claim 2, wherein the selecting a target game effect parameter from a plurality of available game effect parameters corresponding to the game effect usage scenario based on the game play state information comprises:
determining the corresponding system performance residual amount based on the game running state information;
selecting a target game effect parameter from a plurality of available game effect parameters corresponding to the game effect use scenario according to the system performance residual amount; wherein the system performance footprints corresponding to the plurality of available game special effect parameters are different.
4. The game effect implementation method of claim 3, wherein selecting a target game effect parameter from a plurality of available game effect parameters corresponding to the game effect usage scenario as a function of the amount of system performance remaining comprises:
determining the special effect processing level currently supported by the game client according to the system performance residual amount, and determining the special effect processing level required by the available game special effect parameter according to the system performance occupation amount;
matching the supported special effect processing level with the required special effect processing level, and selecting a target game special effect parameter from a plurality of available game special effect parameters corresponding to the game special effect use scene.
5. The game effect implementation method of any one of claims 1 to 4, wherein the encapsulating the target game effect parameter into an extension field of a game audio data packet comprises:
acquiring the position of an audio stream where target game audio data in a game audio data packet is located; the target game audio data and the game special effect corresponding to the target game special effect parameter are synchronously output;
inserting an extension field in the game audio data packet according to the audio stream position;
encapsulating the target game special effect parameter into the extension field.
6. The game effect implementation method of any one of claims 1 to 4, wherein the encapsulating the target game effect parameter into an extension field of a game audio data packet comprises:
aiming at a plurality of sub-special effect parameters in the target game special effect parameters, respectively creating extension fields in a game audio data packet; wherein the special effect targets corresponding to the plurality of sub-special effect parameters are different;
and respectively packaging the plurality of sub-special effect parameters to the corresponding extension fields.
7. A game special effect realization method is applied to a game client side and is characterized by comprising the following steps:
receiving an extended data packet sent by a server based on communication connection with the server; the extension data packet is a game audio data packet comprising an extension field, and a target game special effect parameter is encapsulated in the extension field;
analyzing the extended data packet to obtain game audio data in the game audio data packet and the target game special effect parameter;
and outputting the corresponding game special effect according to the target game special effect parameter while outputting the game audio data.
8. The game effect implementation method of claim 7, wherein outputting the corresponding game effect according to the target game effect parameter comprises:
comparing the current game running state information with standard game running state information corresponding to the target game special effect parameters;
when the current game running state information does not accord with the standard game running state information, the target game special effect parameter is adjusted according to the difference of the game running state information to obtain an effective game special effect parameter;
and outputting the corresponding game special effect according to the effective game special effect parameters.
9. The game effect implementation method of claim 7, wherein outputting the corresponding game effect according to the target game effect parameter comprises:
determining a corresponding special effect processing level according to the current game running state information;
when the special effect processing level is lower than a preset level threshold, respectively obtaining special effect output priorities corresponding to a plurality of sub-special effect parameters in the target game special effect parameters;
and outputting the corresponding game special effects according to the sequence of the special effect output priority and the plurality of sub-special effect parameters in sequence.
10. A game special effect realizing device is applied to a server and is characterized by comprising the following components:
the acquisition module is used for acquiring the special effect parameters of the target game when the game client is in a game special effect use scene;
the encapsulation module is used for encapsulating the target game special effect parameters to the extension fields of the game audio data packets to generate extension data packets;
the sending module is used for sending the extended data packet to a game client based on communication connection with the game client; the extension data packet is used for instructing the game client to output game audio data and game special effects.
11. A game special effect realization device is applied to a game client side and is characterized by comprising:
the receiving module is used for receiving the extended data packet sent by the server based on the communication connection with the server; the extension data packet is a game audio data packet comprising an extension field, and a target game special effect parameter is encapsulated in the extension field;
the analysis module is used for analyzing the extended data packet to obtain game audio data in the game audio data packet and the target game special effect parameter;
and the output module is used for outputting the corresponding game special effect according to the target game special effect parameter while outputting the game audio data.
12. An electronic device, comprising: the system comprises a memory, a processor and a bus, wherein the bus is used for realizing connection communication between the memory and the processor; the processor is configured to execute a first computer program and a second computer program stored on the memory, the processor implementing the steps of the method of any one of claims 1 to 6 when executing the first computer program, and implementing the steps of the method of any one of claims 7 to 9 when executing the second computer program.
13. A computer-readable storage medium, on which a first computer program or a second computer program is stored, characterized in that the first computer program, when executed by a processor, carries out the steps of the method of any one of claims 1 to 6, and the second computer program, when executed by a processor, carries out the steps of the method of any one of claims 7 to 9.
CN202010920420.7A 2020-09-04 2020-09-04 Game special effect realization method and device and computer readable storage medium Pending CN111957039A (en)

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