CN113713388B - Game data processing method, device, equipment and storage medium - Google Patents
Game data processing method, device, equipment and storage medium Download PDFInfo
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
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Abstract
The application provides a game data processing method, a game data processing device and a game data storage medium, and relates to the technical field of computers. The method comprises the following steps: determining a target virtual scene under the current field of view of the virtual character controlled by the player; determining data of target non-player characters to be loaded in each grid in the target virtual scene according to information of the non-player characters corresponding to the target virtual scene; and starting and running at least one target process according to the data amount corresponding to the data of the target non-player character to be loaded in each grid in the target virtual scene, wherein the target process is used for loading the data of the target non-player character to be loaded in each grid in the target virtual scene. By applying the embodiment of the application, on the premise of limited hardware resources (game servers), the player is ensured to have high-quality game experience.
Description
Technical Field
The present application relates to the field of computer technologies, and in particular, to a game data processing method, apparatus, device, and storage medium.
Background
NPC (Non-PLAYER CHARACTER ) refers to a game character which is not operated by a player in a game, and can be generally divided into scenario NPC, combat NPC, service NPC and the like, and sometimes one NPC can have multiple functions, and the NPC is an important character indispensable in the game and has important effects on pushing and developing the game scenario.
Currently, in a world of game scenarios, in order for players to achieve a rich game experience, it is often necessary to create a huge number of NPCs, i.e., AI (ARTIFICIAL INTELLIGENCE ) units. When a large number of players join in a game through a plurality of logic services, the number of AI units to be loaded by a process running in a game server cluster can reach hundreds of millions, so that on the premise of limited hardware resources, the problem that a player has high-quality game experience is currently needed to be solved.
Disclosure of Invention
The application aims to overcome the defects in the prior art and provide a game data processing method, a device, equipment and a storage medium, which can ensure high-quality game experience for players on the premise of limited hardware resources.
In order to achieve the above purpose, the technical scheme adopted by the embodiment of the application is as follows:
In a first aspect, an embodiment of the present application provides a game data processing method, including:
Determining a target virtual scene under the current field of view of the virtual character controlled by the player;
Determining data of target non-player characters to be loaded in each grid in the target virtual scene according to the information of the non-player characters corresponding to the target virtual scene;
And starting and running at least one target process according to the data quantity corresponding to the data of the target non-player character to be loaded in each grid in the target virtual scene, wherein the target process is used for loading the data of the target non-player character to be loaded in each grid in the target virtual scene.
Optionally, the starting and running at least one target process according to the data amount corresponding to the data of the target non-player character to be loaded in each grid in the target virtual scene includes:
determining at least one initial process according to the load information of each process;
And starting and running at least one target process in the at least one initial process according to the data quantity corresponding to the data of the target non-player character to be loaded in each grid in the target virtual scene and the residual loading space of the initial process.
Optionally, the method further comprises:
If the load of a first target process in the target processes is greater than a first preset threshold, migrating the data of the target non-player character to be loaded in at least one target grid in the data of the target non-player character to be loaded in each grid loaded by the first target process to a migration process for loading.
Optionally, the migration process is a process in the at least one target process, and a load of the migration process is smaller than the first preset threshold.
Optionally, the migration process is a process other than the at least one target process;
The step of migrating the data of the target non-player character to be loaded in at least one target grid of the target non-player characters to be loaded in each network loaded by the first target process to the migration process for loading includes:
starting and running the migration process;
and migrating the data of the target non-player characters to be loaded in at least one target grid in the target non-player characters to be loaded in each network loaded by the first target process to the migration process for loading.
Optionally, the method further comprises:
if the load of a plurality of second target processes in the target processes is smaller than a second preset threshold, merging the data of the target non-player characters to be loaded in each grid loaded by the second target processes into one of the plurality of second target processes for loading.
Optionally, before the determining the target virtual scene in the current field of view of the virtual character controlled by the player, the method further includes:
And starting and running a management process corresponding to the target virtual scene, wherein the management process is used for loading and managing a non-player character, and the management non-player character is used for monitoring whether the virtual character enters the target virtual scene.
Optionally, the determining, according to the information of the non-player character corresponding to the target virtual scene, the data of the target non-player character to be loaded in each grid in the target virtual scene includes:
Determining information of the non-player character corresponding to the target virtual scene according to the identification information of the non-player character associated with the management non-player character;
And determining the data of the target non-player character to be loaded in each grid in the target virtual scene according to the information of the non-player character corresponding to the target virtual scene.
Optionally, the method further comprises:
And adding the data of the target non-player characters into a target queue, and sequentially reading the data of each target non-player character from the target queue for loading.
Optionally, the method further comprises:
and reducing the frame refreshing frequency of the target non-player character when the target non-player character exits the view of the virtual character operated by the player.
Optionally, the method further comprises:
And unloading the data of the target non-player character from the target process when the time length of the target non-player character exiting the visual field of the virtual character controlled by the player reaches a preset time length.
In a second aspect, an embodiment of the present application provides a game data processing apparatus, the apparatus including:
The first determining module is used for determining a target virtual scene in the current field of view of the virtual character controlled by the player;
The second determining module is used for determining data of target non-player characters to be loaded in each grid in the target virtual scene according to the information of the non-player characters corresponding to the target virtual scene;
And the starting operation module is used for starting and operating at least one target process according to the data quantity corresponding to the data of the target non-player character to be loaded in each grid in the target virtual scene, and the target process is used for loading the data of the target non-player character to be loaded in each grid in the target virtual scene.
Optionally, the starting operation module is specifically configured to determine at least one initial process according to load information of each process; and starting and running at least one target process in the at least one process according to the data quantity corresponding to the data of the target non-player character to be loaded in each grid in the target virtual scene and the residual loading space of the initial process.
Optionally, the apparatus further comprises: a migration device; the migration device is configured to migrate, to a migration process, data of a target non-player character to be loaded in at least one target grid among data of target non-player characters to be loaded in each grid loaded by the first target process, if a load of the first target process in the target processes is greater than a first preset threshold.
Optionally, the migration process is a process in the at least one target process, and a load of the migration process is smaller than the first preset threshold.
Optionally, the migration process is a process other than the at least one target process;
Correspondingly, the migration device is also used for starting and running the migration process; and migrating the data of the target non-player characters to be loaded in at least one target grid in the target non-player characters to be loaded in each network loaded by the first target process to the migration process for loading.
Optionally, the apparatus further comprises: and the merging device is used for merging the data of the target non-player characters to be loaded in each grid loaded by the second target process into one of the plurality of second target processes for loading if the load of the plurality of second target processes in the target processes is smaller than a second preset threshold value.
Optionally, the starting operation module is further configured to start and operate a management process corresponding to the target virtual scene, where the management process is used to load and manage a non-player character, and the management non-player character is used to monitor whether the virtual character enters the target virtual scene.
Optionally, the second determining module is further configured to determine information of a non-player character corresponding to the target virtual scene according to identification information of the non-player character associated with the managed non-player character; and determining the data of the target non-player character to be loaded in each grid in the target virtual scene according to the information of the non-player character corresponding to the target virtual scene.
Optionally, the apparatus further comprises: a joining device; the joining device is used for joining the data of the target non-player characters into a target queue, and sequentially reading the data of each target non-player character from the target queue for loading.
Optionally, the apparatus further comprises: a processing device; the processing device is configured to reduce a frame refresh frequency of the target non-player character when the target non-player character exits the view of the virtual character operated by the player.
Optionally, the apparatus further comprises: an unloading module; and the unloading module is used for unloading the data of the target non-player character from the target process when the duration of the target non-player character exiting the visual field of the virtual character controlled by the player reaches the preset duration.
In a third aspect, an embodiment of the present application provides an electronic device, including: a processor, a storage medium, and a bus, the storage medium storing machine-readable instructions executable by the processor, the processor and the storage medium communicating over the bus when the electronic device is operating, the processor executing the machine-readable instructions to perform the steps of the game data processing method of the first aspect described above.
In a fourth aspect, an embodiment of the present application provides a storage medium having stored thereon a computer program which, when executed by a processor, performs the steps of the game data processing method as described in the first aspect above.
The beneficial effects of the application are as follows:
The embodiment of the application provides a game data processing method, a device, equipment and a storage medium, wherein the method comprises the following steps: determining a target virtual scene under the current field of view of the virtual character controlled by the player; determining data of target non-player characters to be loaded in each grid in the target virtual scene according to information of the non-player characters corresponding to the target virtual scene; and starting and running at least one target process according to the data amount corresponding to the data of the target non-player character to be loaded in each grid in the target virtual scene, wherein the target process is used for loading the data of the target non-player character to be loaded in each grid in the target virtual scene. By applying the embodiment of the application, the data amount corresponding to the data of the target player character to be loaded is determined according to the information (such as the number of the non-player characters) of the target virtual scene and the non-player character under the current visual field of the virtual character controlled by the player, and the number of the non-player characters to be loaded can be reduced according to the fact that the visual field range of the virtual character is limited, and the virtual character controlled by each player has the aggregation characteristic in the game scene from the dimension of the logic suit, so that the number of the non-player characters to be loaded can be reduced greatly, on the basis, the starting number of the target process can be reduced, and the phenomenon that the data of the target non-player character to be loaded by the process is overloaded can be avoided, namely, the player can be ensured to have high-quality game experience on the premise of limited hardware resources (game server) by the mode.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings that are needed in the embodiments will be briefly described below, it being understood that the following drawings only illustrate some embodiments of the present invention and therefore should not be considered as limiting the scope, and other related drawings may be obtained according to these drawings without inventive effort for a person skilled in the art.
Fig. 1 is a schematic diagram of a scenario in which a game server performs load balancing control according to an embodiment of the present application;
FIG. 2 is a schematic flow chart of a game data processing method according to an embodiment of the present application;
FIG. 3 is a diagram illustrating a visual field range of a virtual character according to an embodiment of the present application;
FIG. 4 is a flowchart of another game data processing method according to an embodiment of the present application;
FIG. 5 is a flowchart of another game data processing method according to an embodiment of the present application;
FIG. 6 is a flowchart of another game data processing method according to an embodiment of the present application;
FIG. 7 is a schematic diagram of a game data processing device according to an embodiment of the present application;
fig. 8 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
Detailed Description
For the purpose of making the objects, technical solutions and advantages of the embodiments of the present application more apparent, the technical solutions of 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 some embodiments of the present application, but not all embodiments of the present application. The components of the embodiments of the present application generally described and illustrated in the figures herein may be arranged and designed in a wide variety of different configurations.
Thus, the following detailed description of the embodiments of the application, as presented in the figures, is not intended to limit the scope of the application, as claimed, but is merely representative of selected embodiments of the application. All other embodiments, which can be made by those skilled in the art based on the embodiments of the application without making any inventive effort, are intended to be within the scope of the application.
It should be noted that: like reference numerals and letters denote like items in the following figures, and thus once an item is defined in one figure, no further definition or explanation thereof is necessary in the following figures.
Before explaining the embodiment of the present application, an application scenario of the present application will be described first. The application scene of the application can be specifically as follows: a large number of players enter a world game scene through a plurality of logic clothes at the same time, and under the condition that the game server cluster needs to load billions of NPCs, the load balance control is carried out on each game server in the game server cluster, namely, the NPCs in the game are controlled. Fig. 1 is a schematic view of a scenario of load balancing control performed by a game server according to an embodiment of the present application, as shown in fig. 1, where the scenario includes multiple players 101, a game client corresponding to each player 101 corresponds to a game server 103, and a program for providing local services for the player by using the game client may be pre-installed on a terminal device held by each player 101 and needs to cooperate with the game server 103 to operate, where a specific form of the terminal device may include a mobile phone, a tablet computer, a desktop computer, and the application is not limited thereto. Also included in this scenario are a plurality of logical uniform 102, each logical uniform 102 being capable of supporting a plurality of players 101, the virtual characters played by players 101 located on the same logical uniform 102 being visible in the world's game scenario and the virtual characters played by players located on different logical uniform 102 being invisible in the world's game scenario.
The scenario further includes a game server cluster 100, where the game server cluster 100 may include a plurality of game servers 103, where the game servers 103 correspond to the game clients mentioned above, and may be installed in IDC (INTERNET DATA CENTER ) to provide a software program for forwarding and logically processing data for the game clients. Since the game client installed on the terminal device held by the player is easily broken and utilized for cheating, most of the logic processes are calculated in the game server in the network game such as MMORPG (Massive Multiplayer Online Role-PLAYING GAME, massively multiplayer online role playing game).
Each game server 103 can create a plurality of processes 104 according to actual demands, each process 104 is in a closed state in an initial state after the creation is completed, and when the data to be processed sent by the game client needs to be loaded, the corresponding process 104 can be started. The start-up management of the process 104 is carried out by the load balancing management unit 105 in the scenario, and the load balancing management unit 105 is associated with load information of each process 104 in each game server 103, where the load information may include a preset load threshold corresponding to the process 104 and load information currently occupied. Specifically, when the load balancing management unit 105 receives NPC to-be-processed data sent by the game client, the NPC to-be-processed data may be distributed to the target process according to the load condition of each current process in the following manner according to the embodiment of the present application, so that the target process loads NPC data to be loaded in each grid included in the target virtual scene by the virtual character controlled by the player 101 in the current field of view with the map instance (e.g., grid) of the minimum unit in the virtual scene as a dimension, and the load balancing management unit 105 feeds the NPC data obtained after loading back to the corresponding game client, so as to control each NPC in the target virtual scene to perform corresponding actions, such as moving, fighting and performing various game operations.
It should be noted that, in terms of player dimension, the data of NPCs to be loaded included in the target virtual scene in the current field of view of the virtual character controlled by one player 101 may be loaded into the processes 104 corresponding to different game servers 103, or may be loaded into the processes 104 corresponding to the same game server 103; in terms of the dimension of the logic suit, the data of NPCs to be loaded included in the target virtual scene in the current field of view of each virtual character controlled by each player 101 supported on one logic suit 102 may be loaded into the process 104 corresponding to the different game server 103, or may be loaded into the process 104 corresponding to the same game server 103, which is not limited by the present application.
The method for controlling a non-player character in a game according to the present application can be explained as follows by way of an embodiment of the present application. Fig. 2 is a flow chart of a game data processing method according to an embodiment of the present application. As shown in fig. 2, the method includes:
s201, determining a target virtual scene under the current view of the virtual character controlled by the player.
In a world game scenario (such as MMORPG), in order for players to achieve a rich game experience, a huge amount of NPCs often need to be created, especially when a large number of players join the game at the same time, a plurality of logic gowns often need to be created, the number of logic gowns is related to the number of players on line at the same time and the number of players supported by the logic gowns, virtual characters operated by players on the same logic gown are visible, and virtual characters operated by players on different logic gowns are invisible. A limited number of game servers, such as N game servers, may be included in a cluster of game servers corresponding to a plurality of logical services, each game server having a corresponding identification, as will be appreciated by those skilled in the art, that the identification may be represented by symbols, text, or any other combination. Each game server can pre-create a limited number of processes, such as M processes, where the processes of the game server can be used to load the game data to be processed sent by the game client, and each process corresponds to a respective identifier.
The data of NPCs to be loaded corresponding to virtual characters controlled by each player supported by one of the logic gowns (target logic gowns) are similar to the data of NPCs to be loaded corresponding to virtual characters controlled by each player supported by the other logic gowns. The method can divide the world scene into a plurality of grids according to the distribution density information of NPCs in the world scene, and the sizes of grids in the world scene can be different, for example, the area with high NPC distribution density can be divided into a large grid, the area with low NPC distribution density can be divided into a small grid, and the shapes of the grids in the world scene can be square, rectangular and the like. Each grid corresponds to position information and a view list in a game scene of the world, wherein the view list comprises the number of virtual characters corresponding to the grids and the number of non-player characters, the view range of the virtual characters controlled by each player can be preset, the view range can be specifically a region formed by presetting a plurality of grids around the grid where the virtual character is currently located, and the target virtual scene under the current view of the virtual character controlled by each player supported by each target logic server can be determined according to the position information of the region.
In this description, taking a virtual character controlled by a player as an example, fig. 3 is a schematic view of a visual field range of a virtual character provided by an embodiment of the present application, as shown in fig. 3, a grid 301 in a shadow state in fig. 3 is a position in a game scene where the virtual character controlled by the player is currently located, and according to a preset visual field range (for example, 9 grids) corresponding to the virtual character controlled by the player, a target virtual scene 302 in the current visual field of the virtual character can be determined to be an area formed by the 9 grids. It will be appreciated that the field of view, i.e. the number of meshes, corresponding to different virtual characters may be the same or different, and the application is not limited thereto.
It should be noted that fig. 3 is only an example, and the present application is not limited to the size and shape of the mesh.
S202, determining data of target non-player characters to be loaded in each grid in the target virtual scene according to information of the non-player characters corresponding to the target virtual scene.
The area corresponding to the target virtual scene comprises a plurality of grids, and each grid corresponds to a map instance. In one implementation, the process loads in the map instance as the smallest unit, that is, the data of NPCs to be loaded in the same grid is loaded in the same process, so the grid is described herein as a dimension.
Each grid corresponding to the target virtual scene may correspond to position information and a view list, where the view list includes information of virtual characters corresponding to the grid and information of non-player characters (NPCs), and in an implementation embodiment, the information of virtual characters may include the number of virtual characters, and the information of non-player characters may include the number of non-player characters, where the description mainly includes information of non-player characters, and data of the target non-player characters in a grid may be determined according to the number of non-player characters in a certain grid.
Alternatively, the information of the non-player characters may include the number of non-player characters and the weight of the non-player characters, where the weight is used to indicate the demand level of the non-player characters for resources, the more resources are needed to represent the non-player characters, that is, the more resources are needed by the process to allocate a larger resource space for the non-player characters with the larger weight to load the data to be processed corresponding to the non-player characters.
For example, a certain grid includes target non-player characters a, target non-player characters B and target non-player characters C, and the number of target non-player characters a, the number of target non-player characters B and the number of target non-player characters C can be counted, so that the total number of target non-player characters in the grid can be obtained. In one implementation, the data amount corresponding to the data of the target non-player character to be loaded in the grid can be obtained according to the total number of the target non-player characters in the grid, the combat attribute proportion corresponding to the grid, and the weight corresponding to each combat attribute. The combat attribute proportion is a proportion of combat participation or a proportion of combat non-participation, specifically, the number of target non-player characters participating in combat and the number of target non-player characters not participating in combat are estimated according to the total number of target non-player characters in the grid and the proportion of combat participation, then the data quantity corresponding to the target non-player characters participating in combat is determined according to the number of target non-player characters participating in combat and the combat weights, the data quantity corresponding to the target non-player characters not participating in combat is determined according to the number of target non-player characters not participating in combat and the combat weights, and then the data quantity corresponding to the target non-player characters participating in combat is added with the data quantity corresponding to the target non-player characters not participating in combat, so that the data quantity corresponding to the data of the target non-player characters in the grid is obtained.
S203, starting and running at least one target process according to the data amount corresponding to the data of the target non-player character to be loaded in each grid in the target virtual scene, wherein the target process is used for loading the data of the target non-player character to be loaded in each grid in the target virtual scene.
The game server cluster comprises a plurality of game servers, wherein each game server in the game server cluster can be pre-established with a plurality of processes, the initial state of each process can be in a closed state, and after receiving a starting instruction, a target process corresponding to the starting instruction can be started.
When receiving an instruction of entering a target virtual scene sent by a game client, data of target non-player characters to be loaded in each grid in the target virtual scene can be calculated first, if a plurality of target non-player characters exist in a certain grid, total data to be loaded can be obtained according to the data of each target player character, and the data quantity corresponding to the total data is used as the data quantity of the grid.
In one embodiment, the game servers exceeding the load threshold are filtered according to the load of each game server and the server load threshold, namely, each process under the game servers is filtered, then, the process which does not exceed the process load threshold is determined according to the load of each process under the game server which does not exceed the load threshold and each process load threshold, the process which does not exceed the process load threshold is taken as a target process, finally, the data of each grid is loaded into the corresponding target process according to the process load threshold of the target process and the data required resource for loading each grid, the data required resource of each grid corresponds to the data amount corresponding to the data of each grid, and it can be understood that the more the data of the grid corresponds to the larger the data amount corresponding to the data of the grid. The target process processes the loaded data (namely the data of the target non-player character) and feeds the processed data back to the corresponding game client side so as to control the corresponding target non-player character to perform game operation.
In summary, according to the game data processing method provided by the embodiment of the present application, the data amount corresponding to the data of the target player character to be loaded is determined according to the information (such as the number of non-player characters) of the target virtual scene and the non-player character under the current view of the virtual character controlled by the player, and the number of non-player characters to be loaded can be fundamentally reduced due to the limited view range of the virtual character, and the virtual characters controlled by each player have the aggregation characteristic in the game scene from the dimension of the logic suit, so that the number of non-player characters to be loaded can be greatly reduced, on the basis of this, the starting number of the target process can be reduced, and the phenomenon that the overload occurs in the process loading data of the target non-player character can be avoided, that is, by the above manner, the player can be ensured to have high-quality game experience on the premise of limited hardware resources (game server).
Fig. 4 is a flowchart of another game data processing method according to an embodiment of the present application. Optionally, as shown in fig. 4, starting to run at least one target process according to the data amount corresponding to the data of the target non-player character to be loaded in each grid in the target virtual scene includes:
S401, determining at least one initial process according to load information of each process.
S402, starting at least one target process in at least one initial process according to the data quantity corresponding to the data of the target non-player character to be loaded in each grid in the target virtual scene and the residual loading space of the initial process.
The load information of each process may include current load information of each process and a process load threshold, where the current load information of each process may be understood as a resource occupation condition of a CPU (Central Processing Unit ) in a corresponding game server currently occupied by each process, and the process load threshold may be understood as a preset corresponding load threshold of each process. In one implementation embodiment, the current load information of each process may be compared with the corresponding process load threshold to determine an initial process with the current load information smaller than the corresponding process threshold, where when there are multiple initial processes, each initial process may belong to the same game server or may belong to different game servers, and the present application is not limited thereto.
After each initial process is determined, a residual loading space can be determined according to current loading information of each initial process and a corresponding process loading threshold value, then a grid is used as a dimension, and a corresponding process is matched according to the residual loading space corresponding to each slave initial process and the data amount corresponding to the data of the target non-player character to be loaded in each grid under the target scene, namely, the required loading space corresponding to the data of the target non-player character, and the matched process can be called as a target process. And associating the matched grid identification with the target process identification, and loading the data of each target non-player character to be loaded in the grid with the association relationship into the target process with the corresponding identification, namely starting the running target process.
Optionally, the method may further include: if the load of a first target process in the target processes is greater than a first preset threshold, migrating the data of the target non-player character to be loaded in at least one target grid in the data of the target non-player character to be loaded in each grid loaded by the first target process to a migration process for loading.
Wherein the first preset threshold is associated with the above-mentioned process load threshold and is generally smaller than the process load threshold, and the degree to which the first preset threshold is smaller than the process load threshold may be set according to the actual situation, which is not limited by the present application. The loading space required for the data of the target non-player character to be loaded in each grid may vary with the association relationship between the virtual character manipulated by the player in the target virtual scene and each target non-player character. For example, assuming that, at the previous time, the virtual character manipulated by the player in the target virtual scene is in a non-battle state with the plurality of target non-player characters in a certain grid, and at the current time, the virtual character manipulated by the player is in a battle state with the plurality of target non-player characters in the grid, the loading space required by the first target process to load the data of the target non-player characters to be loaded in the grid at the current time is larger than the loading space required by the first target process to load the data of the target non-player characters to be loaded in the grid at the previous time, that is, the first target process occupies more CPU resources to load the data of the grid at the current time (the data of the target non-player characters to be loaded).
When the load of the first target process is determined to be greater than a first preset threshold, data of target non-player characters to be loaded in a certain target grid need to be migrated from the first target process, wherein the target grid can be a grid under the target virtual scene corresponding to a virtual character controlled by the player, can also be a grid under the target virtual scene corresponding to a virtual character controlled by other players belonging to the same logic suit, can also be a grid under the target virtual scene corresponding to a virtual character controlled by other players belonging to different logic suits, and can be one or more.
Alternatively, the migration process may be at least one target process, and the migration process is smaller than the first preset threshold mentioned above.
In an implementation embodiment, the target processes may be sequenced according to current load information of the target processes except the first target process and a first preset threshold value, and it is determined that the target process with the current load information smaller than the first threshold value is used as the migration process, where it is to be noted that the number of migration processes is not limited in the present application.
It can be seen that when the current load is smaller than the target load of the first preset threshold value and the game operation between the virtual character and the non-player character in the game scene changes to the target load with the load larger than the first preset threshold value, the data of the target non-player character originally belonging to the target load can be dynamically migrated to the migration process, so that the performance of the target process can be ensured, and the phenomenon that the player corresponding to the target process feels a card at the game client can be avoided.
Fig. 5 is a flowchart of another game data processing method according to an embodiment of the present application. Optionally, as shown in fig. 5, the migration process is a process other than at least one target process, and the step of migrating, to the migration process, data of a target non-player character to be loaded in at least one target grid of target non-player characters to be loaded in each network loaded by the first target process includes:
s501, starting an operation migration process;
S502, migrating data of the target non-player characters to be loaded in at least one target grid of the target non-player characters to be loaded in each network loaded by the first target process to the migration process for loading.
If the game server cluster further includes a process whose initial state is a closed state, then the process which can be used as the migration process whose initial state is the closed state may be determined according to the CPU resource information pre-allocated by each process whose initial state is the closed state and the loading space information required by the data of the target non-player character to be loaded in the target grid. The process which is the initial state of the migration process is in the closed state can be started and run, and then the data of the target non-player character to be loaded in the target grid is loaded in the corresponding migration process.
Optionally, the method may further include: if the load of a plurality of second target processes in the target processes is smaller than a second preset threshold, merging the data of the target non-player characters to be loaded in each grid loaded by the second target processes into one of the plurality of second target processes for loading.
Wherein the second preset threshold is associated with the above-mentioned process load threshold and is generally smaller than the process load threshold, and the degree to which the second preset threshold is smaller than the process load threshold may be set according to the actual situation, which is not limited by the present application. The load balancing management unit may detect the load of each target process according to a preset frequency, may use a target process with a load smaller than a second preset threshold as a second target process, may use a second target process with a maximum deviation value as a main second target process according to the deviation between the load of each second target process and the second preset threshold, and if the remaining loading space of the main second target process can load all the data of the target non-player character to be loaded in each grid loaded by a plurality of other second target processes, and the load of the main second target process is smaller than the first preset threshold, then the data of the target non-player character to be loaded in each grid loaded by a plurality of other second target processes may be merged into the main second target process; if the main second target process cannot record all the data loaded by the other second target processes, the second main second target process can be determined from the other second target processes in the above-described manner, and it should be noted that the number of the main second target processes is not limited by the present application.
It can be understood that if the load of the target process is smaller than the second preset threshold, it proves that the target process has wasted loading space, when the data loaded on the second target process with lower loads are combined to one main second target process, more idle processes can be vacated, and the idle processes can be distributed to a busier logic service. That is, the logic clothes with more players can occupy more processes, and the logic clothes with fewer players can occupy fewer processes, so that the purpose of load balancing is achieved.
Optionally, before determining the target virtual scene in the current field of view of the virtual character controlled by the player, the method may further include: and starting a management process corresponding to the running target virtual scene, wherein the management process is used for loading and managing non-player characters, and the management non-player characters are used for monitoring whether the virtual characters enter the target virtual scene.
It can be seen from the above description that the game scene is composed of a plurality of grids, and a plurality of adjacent grids can compose a certain virtual scene in the game scene. Assuming that a game scene is divided into a plurality of fixed virtual scenes, for each virtual scene, the non-player characters assigned thereto may be divided into two categories, such as non-player characters for monitoring whether a virtual character enters the virtual scene, i.e., managing non-player characters, and other non-player characters associated with managing non-player characters, for example, one managing non-player character may be associated with 10 other non-player characters.
For one of the target virtual scenes, when the distance between the virtual character controlled by the player and the target virtual scene meets the first distance condition, a management process corresponding to the target virtual scene can be started to run, the management process can be the target process, the management process can load data of a management non-player character, the management non-player character is created in the target virtual scene, whether the distance between the virtual character and the target virtual scene meets the second distance condition is monitored through the management non-player character, and if the second distance condition is met, the virtual player is proved to enter the target virtual scene. A process is then initiated that loads data associated with other non-player characters that manage the non-player character, which may be the management process mentioned above. It can be seen that, by means of distributed data loading, the number of non-player characters which need to be loaded simultaneously by a process can be reduced, and overload of the process is avoided.
Fig. 6 is a flowchart of another game data processing method according to an embodiment of the present application. Optionally, as shown in fig. 6, the determining, according to the information of the non-player character corresponding to the target virtual scene, the data of the target non-player character to be loaded in each grid in the target virtual scene includes:
s601, determining information of the non-player character corresponding to the target virtual scene according to the information of the non-player character associated with the management non-player character.
S602, determining data of target non-player characters to be loaded in each grid in the target virtual scene according to information of the non-player characters corresponding to the target virtual scene.
The non-player character as the management non-player character belongs to a static non-player character, that is, the management non-player character does not actively attack the virtual character controlled by the player or impact the virtual character touched by the player, so that after the management non-player character is created in advance, the data of the management non-player character can not be processed later.
The management non-player character may be associated with a plurality of non-player characters, and the number set of the plurality of non-player characters may form the total number of non-player characters on the target virtual scene, and of course, one target virtual scene may also correspond to a plurality of management non-player characters, which is not limited by the present application.
The area corresponding to the target virtual scene comprises a plurality of grids, the management non-player character is positioned on one grid, the management non-player character sends the monitoring result of the virtual character entering the target virtual scene to the mentioned load balancing management unit, the load balancing management unit determines non-player character identification information related to the management non-player character according to the monitoring result, and determines the number of the non-player characters according to the non-player character identification information. In terms of the grids as dimensions, the data of the target non-player characters to be loaded in each grid in the target virtual scene can be determined according to the number of non-player characters on each grid, and a process for loading the data of other non-player characters with managed non-player characters is started, wherein the process can be the above-mentioned management process.
Optionally, the method further comprises: and adding the data of the plurality of target non-player characters into a target queue, and sequentially reading the data of each target non-player character from the target queue for loading.
The method comprises the steps that for a target process, data of each target non-player character to be loaded by the target process can be placed in a global target queue in advance, and the loading of the data of a preset number of non-player characters per frame is set until the target process finishes the loading of the data of each target non-player character to be loaded, so that the phenomenon of picture blocking on a game interface of a game client can be avoided.
Optionally, the method further comprises: when a target non-player character exits the view of the virtual character being manipulated by the player, the frame refresh frequency of the target non-player character is reduced.
The virtual character controlled by the player can move in the game scene according to the game task, during the moving process, the target non-player character in the visual field of the virtual character gradually exits the visual field of the virtual character, when a certain target non-player character exits the visual field of the virtual character, the frequency of loading the data of the target non-player character by a process can be reduced, namely the refreshing frequency of the target non-player character is reduced, so that CPU resources corresponding to the process can be reserved for the data of the target non-player character loaded in the visual field of the virtual character.
Optionally, the method further comprises: and unloading the data of the target from the target process when the duration of the target non-player character exiting the visual field of the virtual character controlled by the player reaches the preset duration.
When the visual field duration of a certain target non-player character exiting the virtual character reaches a preset duration (such as 5S), the data of the target non-player character loaded in the target process can be directly removed, so that the data volume loaded by the process can be reduced, and the overload phenomenon of the process is avoided.
Fig. 7 is a schematic structural diagram of a game data processing device according to an embodiment of the present application. As shown in fig. 7, the apparatus includes:
A first determining module 701, configured to determine a target virtual scene in a current field of view of a virtual character controlled by a player;
a second determining module 702, configured to determine, according to information of a non-player character corresponding to a target virtual scene, data of a target non-player character to be loaded in each grid in the target virtual scene;
The starting running module 703 is configured to start and run at least one target process according to a data amount corresponding to data of a target non-player character to be loaded in each grid in the target virtual scene.
Optionally, the start-up running module 703 is specifically configured to determine at least one initial process according to load information of each process; and starting and running at least one target process in at least one initial process according to the data quantity corresponding to the data of the target non-player character to be loaded in each grid in the target virtual scene and the residual loading space of the initial process.
Optionally, the apparatus further comprises: a migration device; the migration device is used for migrating the data of the target non-player character to be loaded in at least one target grid in the data of the target non-player character to be loaded in each grid loaded by the first target process to the migration process for loading if the load of the first target process in the target processes is larger than a first preset threshold.
Optionally, the migration process is a process in the at least one target process, and a load of the migration process is smaller than a first preset threshold.
Optionally, the migration process is a process other than the at least one target process;
Correspondingly, the migration device is also used for starting and running a migration process; and migrating the data of the target non-player characters to be loaded in at least one target grid in the target non-player characters to be loaded in each network loaded by the first target process to the migration process for loading.
Optionally, the apparatus further comprises: and the merging device is used for merging the data of the target non-player characters to be loaded in each grid loaded by each second target process into one of the plurality of second target processes for loading if the loads of the plurality of second target processes in the target processes are smaller than a second preset threshold value.
Optionally, the starting running module 703 is further configured to start a management process corresponding to the running target virtual scene, where the management process is used to load and manage a non-player character, and the management non-player character is used to monitor whether the virtual character enters the target virtual scene.
Optionally, the second determining module 702 is further configured to determine information of a non-player character corresponding to the target virtual scene according to identification information of the non-player character associated with managing the non-player character; and determining the data of the target non-player character to be loaded in each grid in the target virtual scene according to the information of the non-player character corresponding to the target virtual scene.
Optionally, the apparatus further comprises: a joining device; the joining device is used for joining the data of a plurality of target non-player characters into the target queue, and reading the data of each target non-player character from the target queue in sequence for loading.
Optionally, the apparatus further comprises: a processing device; the processing means is for reducing a frame refresh frequency of the target non-player character when the target non-player character exits the field of view of the virtual character manipulated by the player.
Optionally, the apparatus further comprises: an unloading module; the unloading module is used for unloading the data of the target non-player character from the target process when the duration of the target non-player character exiting the visual field of the virtual character controlled by the player reaches the preset duration.
The foregoing apparatus is used for executing the method provided in the foregoing embodiment, and its implementation principle and technical effects are similar, and are not described herein again.
The above modules may be one or more integrated circuits configured to implement the above methods, for example: one or more Application SPECIFIC INTEGRATED Circuits (ASIC), or one or more microprocessors, or one or more field programmable gate arrays (Field Programmable GATE ARRAY FPGA), etc. For another example, when a module above is implemented in the form of a processing element scheduler code, the processing element may be a general-purpose processor, such as a central processing unit (Central Processing Unit, CPU) or other processor that may invoke the program code. For another example, the modules may be integrated together and implemented in the form of a system-on-a-chip (SOC).
Fig. 8 is a schematic structural diagram of an electronic device according to an embodiment of the present application. As shown in fig. 8, the electronic device may include: a processor 801, a storage medium 802, and a bus 803, the storage medium 802 storing machine-readable instructions executable by the processor 801, the processor 801 executing machine-readable instructions to perform the steps of the method embodiments described above when the electronic device is operating, by communicating between the processor 801 and the storage medium 802 via the bus 803. The specific implementation manner and the technical effect are similar, and are not repeated here.
Optionally, the present application further provides a storage medium, on which a computer program is stored, which when being executed by a processor performs the steps of the above-described method embodiments. The specific implementation manner and the technical effect are similar, and are not repeated here.
In the several embodiments provided by the present application, it should be understood that the disclosed apparatus and method may be implemented in other manners. For example, the apparatus embodiments described above are merely illustrative, e.g., the division of the units is merely a logical function division, and there may be additional divisions when actually implemented, e.g., multiple units or components may be combined or integrated into another system, or some features may be omitted or not performed. Alternatively, the coupling or direct coupling or communication connection shown or discussed with each other may be an indirect coupling or communication connection via some interfaces, devices or units, which may be in electrical, mechanical or other form.
The units described as separate units may or may not be physically separate, and units shown as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.
In addition, each functional unit in the embodiments of the present application may be integrated in one processing unit, or each unit may exist alone physically, or two or more units may be integrated in one unit. The integrated units may be implemented in hardware or in hardware plus software functional units.
The integrated units implemented in the form of software functional units described above may be stored in a computer readable storage medium. The software functional unit is stored in a storage medium, and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor (english: processor) to perform some of the steps of the methods according to the embodiments of the application. And the aforementioned storage medium includes: u disk, mobile hard disk, read-Only Memory (ROM), random access Memory (Random Access Memory, RAM), magnetic disk or optical disk, etc.
It should be noted that in this document, relational terms such as "first" and "second" and the like are used solely to distinguish one entity or action from another entity or action without necessarily requiring or implying any actual such relationship or order between such entities or actions. Moreover, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising one … …" does not exclude the presence of other like elements in a process, method, article, or apparatus that comprises the element.
The above description is only of the preferred embodiments of the present application and is not intended to limit the present application, but various modifications and variations can be made to the present application by those skilled in the art. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application should be included in the protection scope of the present application. It should be noted that: like reference numerals and letters denote like items in the following figures, and thus once an item is defined in one figure, no further definition or explanation thereof is necessary in the following figures. The above description is only of the preferred embodiments of the present application and is not intended to limit the present application, but various modifications and variations can be made to the present application by those skilled in the art. Any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application should be included in the protection scope of the present application.
Claims (13)
1. A method of game data processing, the method comprising:
Determining a target virtual scene in a current view of a virtual character controlled by a player, wherein the target virtual scene in the current view comprises a plurality of grids, and the grids comprise: the virtual character is located in a current grid and at least one preset grid around the current grid;
Determining data of target non-player characters to be loaded in each grid in the target virtual scene according to the information of the non-player characters corresponding to the target virtual scene;
starting and running at least one target process according to the data amount corresponding to the data of the target non-player character to be loaded in each grid in the target virtual scene, wherein the target process is used for loading the data of the target non-player character to be loaded in each grid in the target virtual scene;
The method further comprises the steps of:
If the load of a first target process in the target processes is greater than a first preset threshold, migrating the data of the target non-player character to be loaded in at least one target grid in the data of the target non-player character to be loaded in each grid loaded by the first target process to a migration process for loading.
2. The method according to claim 1, wherein the starting at least one target process according to the data amount corresponding to the data of the target non-player character to be loaded in each grid in the target virtual scene includes:
determining at least one initial process according to the load information of each process;
And starting and running at least one target process in the at least one initial process according to the data quantity corresponding to the data of the target non-player character to be loaded in each grid in the target virtual scene and the residual loading space of the initial process.
3. The method of claim 1, wherein the migration process is a process of the at least one target process, and wherein a load of the migration process is less than the first preset threshold.
4. The method of claim 1, wherein the migration process is a process other than the at least one target process;
The step of migrating the data of the target non-player character to be loaded in at least one target grid of the target non-player characters to be loaded in each network loaded by the first target process to the migration process for loading includes:
starting and running the migration process;
and migrating the data of the target non-player characters to be loaded in at least one target grid in the target non-player characters to be loaded in each network loaded by the first target process to the migration process for loading.
5. The method according to claim 1, wherein the method further comprises:
if the load of a plurality of second target processes in the target processes is smaller than a second preset threshold, merging the data of the target non-player characters to be loaded in each grid loaded by the second target processes into one of the plurality of second target processes for loading.
6. The method of claim 1, wherein prior to determining the target virtual scene in the current view of the virtual character being manipulated by the player, the method further comprises:
And starting and running a management process corresponding to the target virtual scene, wherein the management process is used for loading and managing a non-player character, and the management non-player character is used for monitoring whether the virtual character enters the target virtual scene.
7. The method according to claim 6, wherein the determining, according to the information of the non-player character corresponding to the target virtual scene, the data of the target non-player character to be loaded in each grid in the target virtual scene includes:
Determining information of the non-player character corresponding to the target virtual scene according to the identification information of the non-player character associated with the management non-player character;
And determining the data of the target non-player character to be loaded in each grid in the target virtual scene according to the information of the non-player character corresponding to the target virtual scene.
8. The method according to claim 1, wherein the method further comprises:
And adding the data of the target non-player characters into a target queue, and sequentially reading the data of each target non-player character from the target queue for loading.
9. The method according to claim 1, wherein the method further comprises:
and reducing the frame refreshing frequency of the target non-player character when the target non-player character exits the view of the virtual character operated by the player.
10. The method according to claim 1, wherein the method further comprises:
And unloading the data of the target non-player character from the target process when the time length of the target non-player character exiting the visual field of the virtual character controlled by the player reaches a preset time length.
11. A game data processing device, the device comprising:
A first determining module, configured to determine a target virtual scene in a current view of a virtual character controlled by a player, where the target virtual scene in the current view includes a plurality of grids, and the plurality of grids include: the virtual character is located in a current grid and at least one preset grid around the current grid;
The second determining module is used for determining data of target non-player characters to be loaded in each grid in the target virtual scene according to the information of the non-player characters corresponding to the target virtual scene;
the starting operation module is used for starting and operating at least one target process according to the data amount corresponding to the data of the target non-player character to be loaded in each grid in the target virtual scene, wherein the target process is used for loading the data of the target non-player character to be loaded in each grid in the target virtual scene;
The apparatus further comprises: a migration device;
The migration device is configured to migrate, to a migration process, data of a target non-player character to be loaded in at least one target grid among data of target non-player characters to be loaded in each grid loaded by the first target process, if a load of the first target process in the target processes is greater than a first preset threshold.
12. An electronic device, comprising: a processor, a storage medium and a bus, said storage medium storing machine-readable instructions executable by said processor, said processor and said storage medium communicating over the bus when said electronic device is operating, said processor executing said machine-readable instructions to perform the steps of the game data processing method according to any one of claims 1-10.
13. A storage medium having stored thereon a computer program which, when executed by a processor, performs the steps of the in-game data processing method according to any of claims 1-10.
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