CN106730836B - Method and system for reducing network delay of ARPG game - Google Patents
Method and system for reducing network delay of ARPG game Download PDFInfo
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- CN106730836B CN106730836B CN201611197244.9A CN201611197244A CN106730836B CN 106730836 B CN106730836 B CN 106730836B CN 201611197244 A CN201611197244 A CN 201611197244A CN 106730836 B CN106730836 B CN 106730836B
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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
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
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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
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/358—Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features 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 output arrangements for receiving control signals generated by the game device
- A63F2300/302—Features 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 output arrangements for receiving control signals generated by the game device specially adapted for receiving control signals not targeted to a display device or game input means, e.g. vibrating driver's seat, scent dispenser
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features 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
- A63F2300/53—Features 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
- A63F2300/534—Features 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 network load management, e.g. bandwidth optimization, latency reduction
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- Information Transfer Between Computers (AREA)
- Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)
Abstract
The invention discloses a method and a system for reducing network delay of an ARPG game. Wherein the method comprises the following steps: the server broadcasts skill release request data sent by the first terminal to the second terminal when detecting that a user triggers a preset operation for requesting release of a target skill; the first terminal and the second terminal belong to the same game scene; the first terminal sends skill release effect data to the server and plays an animation corresponding to the released target skill; the server broadcasts skill release effect data sent by the first terminal to the second terminal; and when the second terminal receives the skill release effect data, playing the animation corresponding to the release target skill according to the network delay information of the second terminal. By the method, the fluency of the game picture can be improved, and the influence of network delay on the fluency of the game picture can be effectively reduced.
Description
Technical Field
The invention belongs to the field of communication, and particularly relates to a method and a system for reducing network delay of an ARPG game.
Background
The network game is a sustainable individual multiplayer online game which takes the Internet as a transmission medium, a game operator server and a user computer as processing terminals and game client software as an information interaction window and aims to realize entertainment, leisure, communication and virtual achievement. Network gaming is distinguished from stand-alone gaming in that players must play multiplayer games over an internet connection. Generally, a game product set is a game product set which is operated by a plurality of players through a computer network under a virtual environment according to a certain rule to achieve the purposes of entertainment and interaction.
People usually pay more attention to the performance of the online game when playing the online game, and the most intuitive feeling of the performance of the online game is the fluency of game pictures, such as whether to respond to different player pictures in real time when releasing a skill.
The performance of the online game is mainly influenced by the response and transmission speed of the network data packet, but the network conditions of different players are different, and when the network speed of the player is too low, the network delay is larger, so that the fluency and the retention rate of a game picture are influenced, and the popularization and operation of a game product are further influenced.
For example, in a single person interactive Game (Player VS Player, PV) of an Action Role Playing Game (ARPG) and a multiplayer PVP, a Player releases a skill to leave B Player KO, but B Player sees himself alive due to network delay, but cannot release other operations such as skill (actually Player B dies and cannot do other operations). As another example, in a multiplayer PVP competition, team a and B went to PK players C and D, player a may have moved to location F1 during the fighting process, and due to network latency, player B sees that player a may still be at location F. These seriously affect player experience and retention rates, which in turn affect the promotional operation of the gaming product.
disclosure of Invention
The invention provides a method and a system for reducing network delay of an ARPG game, which can improve game performance and effectively reduce the influence of network delay on the fluency of game pictures.
To solve the above problems, a first aspect of the present invention provides a method for reducing network latency of an ARPG game, the method comprising:
the server broadcasts skill release request data sent by the first terminal to the second terminal when detecting that a user triggers a preset operation for requesting release of a target skill; the first terminal and the second terminal belong to the same game scene;
The first terminal sends skill release effect data to the server and plays an animation corresponding to the released target skill;
the server broadcasts skill release effect data sent by the first terminal to the second terminal;
And when the second terminal receives the skill release effect data, playing the animation corresponding to the release target skill according to the network delay information of the second terminal.
To solve the above problems, a second aspect of the present invention provides a system for reducing network latency of an ARPG game, the system comprising:
The system comprises a first terminal, a server and a second terminal; the server is used for broadcasting the skill release request data sent by the first terminal to the second terminal when the preset operation of the user for triggering the request to release the target skill is detected; the first terminal and the second terminal belong to the same game scene;
The first terminal is used for sending skill release effect data to the server and playing an animation corresponding to the released target skill;
The server is used for broadcasting the skill release effect data sent by the first terminal to the second terminal;
And the second terminal is used for playing the animation corresponding to the release target skill according to the network delay information of the second terminal when the skill release effect data is received.
According to the scheme, when the server detects that the preset operation of the user for triggering the request to release the target skill is detected, the server broadcasts the transmitted skill release request data to the second terminal; the first terminal sends skill release effect data to the server and plays animation corresponding to the released target skill; the server broadcasts skill release effect data sent by the first terminal to the second terminal; and when the second terminal receives the skill release effect data, playing the animation corresponding to the release target skill according to the network delay information of the second terminal. The first terminal sends skill release request data and skill release effect data to the server in sequence when detecting that the user requests to implement the target skill, and can inform the second terminals corresponding to other players of the target skill to release the target skill before releasing the target skill, so that the second terminals corresponding to other players can smoothly and transitionally release the game picture corresponding to the target skill when receiving the skill release effect data, thereby improving the fluency of the game picture, improving the game performance and effectively reducing the influence of network delay on the fluency of the game picture.
drawings
FIG. 1 is a schematic diagram of one embodiment of a system for reducing the network latency of an ARPG game of the present invention;
FIG. 2 is a flow chart of one embodiment of the method of the present invention for reducing the network latency of an ARPG game;
FIG. 3 is a flow chart of another embodiment of the method of the present invention for reducing the network latency of the ARPG game.
Detailed Description
In order to make the objects, technical solutions and advantages of the present invention more apparent, the present invention is described in further detail below with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are merely illustrative of the invention and are not intended to limit the invention.
Referring to fig. 1, fig. 1 is a schematic diagram of an embodiment of a system for reducing network latency of an ARPG game according to the present invention. The system for reducing the ARPG game network delay comprises a first terminal 110, a server 120 and a second terminal 130, wherein the first terminal 110 corresponds to a player requesting to release target skills, and the second terminal 130 corresponds to other players except the player requesting to implement the target skills in a game scene. The first terminal 110 and the second terminal 130 are both networked terminals, the server 120 is a server corresponding to the ARPG game application, and the first terminal 110 and the second terminal 130 may be networked desktop computers, or mobile terminals such as mobile phones and tablet computers. The number of the second terminals 130 may be one, or may be at least two, and is not limited herein.
the system for reducing the network delay of the ARPG Game in this embodiment can be used for single Player VS Player (PV) and multi-Player PVP (PVP) of an Action Role Playing Game (ARPG), but is not limited thereto, and may also be applied to other network Game scenes requiring skill release.
The server 120 broadcasts skill release request data sent by the first terminal 110 to the second terminal 130 when detecting that a user triggers a preset operation for requesting release of a target skill; the first terminal 110 and the second terminal 130 belong to the same game scene.
For example, when the first terminal 110 and the second terminal 130 are in the same ARPG game scene, the user of the first terminal 110 starts a network game application to play a single PVP or a multi-person PVP, and the user of the first terminal 110 needs to implement a certain skill in the current game scene, the user of the first terminal 110 selects a target skill to be released, and implements the target skill through a preset operation request. The preset operation may be clicking a name of a certain skill displayed in the current game interface, or clicking a display area corresponding to the certain skill, and the user may further implement a shortcut key corresponding to the certain skill by pressing a request.
When detecting that a user of the first terminal 110 triggers a preset operation requesting implementation of a target skill, the first terminal 110 sends skill release request data to the server 120 corresponding to the ARPG game application, plays animation corresponding to the skill release request data, and displays a game special effect picture corresponding to the skill release request data. The skill release request data is used to identify that the user of the first terminal 110 is to implement/release the target skill to inform the other players that the corresponding second terminals 130 are ready to perform the action of implementing/releasing the target skill.
Wherein, implementing/releasing a certain skill generally comprises singing before releasing the skill and releasing the skill. Singing is a preparation action before releasing the target skill, and the target skill is really released only after the preparation action is completed. The skill release request data may be singing information for a target skill.
When receiving the skill release request data sent by the first terminal 110, the server 120 broadcasts the skill release request data in the game scene corresponding to the user of the first terminal 110, so that the second terminals 130 corresponding to the other players in the game scene can all receive the skill release request data, and the second terminals 130 receiving the skill release request data can display the game special effect screen corresponding to the skill release request data.
Because the number of bits occupied by the singing information is small, and the requirement of transmitting the singing information on network transmission rate, delay time and the like is not high, the singing information sent by the first terminal 110 and the singing information broadcasted by the receiving server 120 cannot be influenced even if the network transmission rate is low.
The second terminal 130 is configured to play an animation corresponding to the skill release request data when receiving the skill release request data broadcast by the server 130.
for example, when receiving the skill release request data broadcast by the server 130, the second terminal 130 plays an animation corresponding to the skill release request data and displays a game special effect screen corresponding to the skill release request data.
The first terminal 110 is configured to send skill release effect data to the server 120, and play an animation corresponding to a release target skill.
For example, after sending the skill release request data to the server 120, the first terminal 110 acquires an animation frame corresponding to the release target skill from the local database, and when acquiring an animation frame corresponding to the release target skill, sends skill release effect data to the server 120, and plays an animation corresponding to the release target skill.
Further, the first terminal 110 is configured to send skill release effect data to the server 120; and playing the animation corresponding to the target skill according to the network delay information of the first terminal 110.
For example, after transmitting the skill release request data to the server 120, the first terminal 110 acquires an animation frame corresponding to the release target skill from the local database, and when acquiring an animation frame corresponding to the release target skill, transmits the skill release effect data to the server 120. The first terminal 110 obtains the current network delay information, determines the delay time corresponding to the current network delay information, and plays the animation corresponding to the release target skill according to the delay time corresponding to the network delay information of the first terminal 110. The network delay information may be obtained by real-time monitoring through network condition monitoring software, which is not described herein again.
specifically, the first terminal 110 may recognize that the network condition is better when it is determined that the network delay time is less than the preset threshold, and may play the animation frames of the preset number slowly according to the currently displayed game picture; when the network delay time is confirmed to be larger than or equal to the preset threshold value, the network condition is identified to be poor, the network speed is low, and the playing of animation frames with the preset number can be skipped according to the currently displayed game picture. Wherein the preset number of animation frames is determined from the currently displayed game screen. The playing rate corresponding to the absence of the network delay is pre-stored in the first terminal 110, and when the network delay time is obtained, the first terminal 110 may adjust the current playing rate according to the network delay time and the playing rate corresponding to the absence of the network delay, so as to make the current playing rate as close or equal to the playing rate corresponding to the absence of the network delay as possible.
The server 120 is configured to broadcast the skill releasing effect data transmitted by the first terminal 110 to the second terminal 130. For example, the server 120 broadcasts the received skill release effect data transmitted by the first terminal 110 to the second terminal 130 when receiving the skill release effect data transmitted by the first terminal 110.
The second terminal 130 is configured to play an animation corresponding to the release target skill according to the network delay information of the second terminal 130 when receiving the skill release effect data broadcast by the server 120.
for example, the second terminal 130 receives the skill release effect data broadcast by the server 120, and when receiving the skill release effect data broadcast by the server 120, acquires an animation frame corresponding to the release target skill from the local database, acquires the current network delay information, and determines the delay time corresponding to the current network delay information. When the animation frame corresponding to the release target skill is acquired, the second terminal 130 plays the animation corresponding to the release target skill according to the delay time corresponding to the network delay information of the second terminal 130. The network delay information may be obtained by real-time monitoring through network condition monitoring software, which is not described herein again.
Specifically, the second terminal 130 may recognize that the network condition is better when it is determined that the network delay time is less than the preset threshold, and may play the animation frames of the preset number slowly according to the currently displayed game picture; when the network delay time is confirmed to be larger than or equal to the preset threshold value, the network condition is identified to be poor, the network speed is low, and the playing of animation frames with the preset number can be skipped according to the currently displayed game picture. Wherein the preset number of animation frames is determined from the currently displayed game screen. The second terminal 130 pre-stores the corresponding playing rate without the network delay, and when the second terminal 130 obtains the network delay time, the second terminal can adjust the current playing rate according to the network delay time and the corresponding playing rate without the network delay, so that the current playing rate is the same as or similar to the playing rate without the network delay.
Further, the second terminal 130 is configured to play the animation corresponding to the release target skill at a first play rate when the delay time corresponding to the network delay information of the second terminal 130 is less than a first threshold.
For example, when acquiring the current network delay information, the second terminal 130 determines a first delay time corresponding to the current network delay information according to the current network delay information, compares the first delay time with a first threshold, and determines whether the first delay time is smaller than the first threshold.
the second terminal stores a first threshold corresponding to the delay time and a first playing speed corresponding to the first threshold in advance, and the first threshold is used for identifying that the current network condition is faster.
And when the second terminal confirms that the first delay time corresponding to the current network delay information is smaller than a first threshold value, slowly playing animation frames with preset number according to the currently displayed game picture, and playing the animation corresponding to the target data at a first playing speed so as to keep the game picture displayed by the first terminal and the game picture displayed by the second terminal as synchronous as possible. The preset number of animation frames is determined from the currently displayed game screen.
further, the second terminal 130 is further configured to play the animation corresponding to the release target skill at a second play rate when the delay time corresponding to the network delay information of the second terminal 130 is greater than a second threshold; the first threshold is smaller than the second threshold, and the first playing speed is smaller than the second playing speed.
When acquiring the current network delay information, the second terminal 130 determines a second delay time corresponding to the current network delay information according to the current network delay information, compares the second delay time with a second threshold, and determines whether the second delay time is greater than the second threshold.
The second terminal 130 pre-stores a first threshold and a second threshold corresponding to the delay time, a first playing rate corresponding to the first threshold, and a second playing rate corresponding to the second threshold. The first threshold is smaller than the second threshold, and the first playing speed is smaller than the second playing speed. The first threshold is used to identify that the current network condition is fast and the second threshold is used to identify that the current network condition is slow. When the delay time corresponding to the current delay information is greater than or equal to the first threshold and less than or equal to the second preset threshold, the network condition is identified to be good, and the network delay time is within an acceptable range without affecting the normal transmission of the network data.
when the second terminal 130 determines that the delay time corresponding to the current network delay information is greater than the second threshold, the playing of a preset number of animation frames is accelerated according to the currently displayed game picture, and the animation corresponding to the target data is played at the second playing rate, so that the game picture displayed by the first terminal and the game picture displayed by the second terminal are kept as synchronous as possible. The preset number of animation frames is determined from the currently displayed game screen.
According to the scheme, when the server detects that the preset operation of the user for triggering the request to release the target skill is detected, the server broadcasts the transmitted skill release request data to the second terminal; the first terminal sends skill release effect data to the server and plays animation corresponding to the released target skill; the server broadcasts skill release effect data sent by the first terminal to the second terminal; and when the second terminal receives the skill release effect data, playing the animation corresponding to the release target skill according to the network delay information of the second terminal. The first terminal sends skill release request data and skill release effect data to the server in sequence when detecting that the user requests to implement the target skill, and can inform the second terminals corresponding to other players of the target skill to release the target skill before releasing the target skill, so that the second terminals corresponding to other players can smoothly and transitionally release the game picture corresponding to the target skill when receiving the skill release effect data, thereby improving the fluency of the game picture, improving the game performance and effectively reducing the influence of network delay on the fluency of the game picture.
the second terminal can determine the playing speed matched with the current network delay information according to the current network delay information, so that the game picture corresponding to the target skill can be implemented in a smooth transition mode, the fluency of the game picture is kept, and the influence of network delay on the fluency of the game picture is further reduced.
Referring to fig. 2, fig. 2 is a flowchart illustrating a method for reducing network latency of an ARPG game according to an embodiment of the present invention. The method for reducing the network delay of the ARPG Game can be used for single person interactive sports (Player VS Player, PV) of Action Role Playing Games (ARPG) and multi-person PVP, but is not limited thereto, and can also be applied to other network Game scenes requiring skill release. The method for reducing the network delay of the ARPG game in the embodiment comprises the following steps:
S101: the server broadcasts skill release request data sent by the first terminal to the second terminal when detecting that a user triggers a preset operation for requesting release of a target skill; the first terminal and the second terminal belong to the same game scene.
For example, when the first terminal and the second terminal are in the same ARPG game scene, the first terminal user starts the network game application to play a single PVP or a multi-person PVP, and when the first terminal user needs to implement a certain skill in the current game scene, the first terminal user selects a target skill to be released, and implements the target skill through a preset operation request. The preset operation may be clicking a name of a certain skill displayed in the current game interface, or clicking a display area corresponding to the certain skill, and the user may further implement a shortcut key corresponding to the certain skill by pressing a request.
When detecting that a first terminal user triggers a preset operation for requesting implementation of target skills, the first terminal sends skill release request data to a server corresponding to the ARPG game application. The skill release request data is used to identify that the first terminal user is to implement/release the target skill to inform the other players that the corresponding second terminals are ready to implement/release the target skill.
Wherein, implementing/releasing a certain skill generally comprises singing before releasing the skill and releasing the skill. Singing is a preparation action before releasing the target skill, and the target skill is really released only after the preparation action is completed. The skill release request data may be singing information for a target skill.
When receiving the skill release request data sent by the first terminal, the server broadcasts the skill release request data in the game scene corresponding to the first terminal user, so that the second terminals corresponding to other players in the game scene can receive the skill release request data, and the second terminals receiving the skill release request data can display the game special effect picture corresponding to the skill release request data.
Because the number of bits occupied by the singing information is small, the requirements of network transmission rate, delay time and the like for transmitting the singing information are not high, the singing information sent by the first terminal cannot be influenced even if the network transmission rate is low, and the singing information broadcasted by the server and received by the second terminal cannot be influenced.
It can be understood that when the first terminal detects that the user triggers the preset operation of requesting to release the target skill, the animation corresponding to the skill release request data is played, and the game special effect picture corresponding to the skill release request data is displayed. S102: and the first terminal sends skill release effect data to the server and plays the animation corresponding to the released target skill.
For example, after sending the skill release request data to the server, the first terminal obtains an animation frame corresponding to the release target skill from the local database, and when obtaining the animation frame corresponding to the release target skill, sends the skill release effect data to the server, and plays the animation corresponding to the release target skill. S103: and the server broadcasts the skill release effect data sent by the first terminal to the second terminal.
For example, when receiving the skill release effect data transmitted by the first terminal, the server broadcasts the received skill release effect data transmitted by the first terminal to the second terminal.
S104: and when the second terminal receives the skill release effect data, playing the animation corresponding to the release target skill according to the network delay information of the second terminal.
For example, the second terminal receives skill release effect data broadcasted by the server, and when receiving the skill release effect data broadcasted by the server, acquires an animation frame corresponding to a release target skill from the local database, acquires current network delay information, and determines a delay time corresponding to the current network delay information. And when the second terminal acquires the animation frame corresponding to the release target skill, playing the animation corresponding to the release target skill according to the delay time corresponding to the network delay information of the second terminal. The network delay information may be obtained by real-time monitoring through network condition monitoring software, which is not described herein again.
Specifically, the second terminal may recognize that the network condition is good when it is determined that the network delay time is less than the preset threshold, and may play a preset number of animation frames slowly according to the currently displayed game picture; when the network delay time is confirmed to be larger than or equal to the preset threshold value, the network condition is identified to be poor, the network speed is low, and the playing of animation frames with the preset number can be skipped according to the currently displayed game picture. Wherein the preset number of animation frames is determined from the currently displayed game screen. The second terminal prestores the corresponding playing speed without network delay, and when the second terminal acquires the network delay time, the second terminal can adjust the current playing speed according to the network delay time and the corresponding playing speed without network delay, so that the current playing speed is the same as or similar to the playing speed corresponding to the playing speed without network delay as far as possible.
According to the scheme, when the server detects that the preset operation of the user for triggering the request to release the target skill is detected, the server broadcasts the transmitted skill release request data to the second terminal; the first terminal sends skill release effect data to the server and plays animation corresponding to the released target skill; the server broadcasts skill release effect data sent by the first terminal to the second terminal; and when the second terminal receives the skill release effect data, playing the animation corresponding to the release target skill according to the network delay information of the second terminal. The first terminal sends skill release request data and skill release effect data to the server in sequence when detecting that the user requests to implement the target skill, and can inform the second terminals corresponding to other players of the target skill to release the target skill before releasing the target skill, so that the second terminals corresponding to other players can smoothly and transitionally release the game picture corresponding to the target skill when receiving the skill release effect data, thereby improving the fluency of the game picture, improving the game performance and effectively reducing the influence of network delay on the fluency of the game picture.
Referring to fig. 3, fig. 3 is a flowchart illustrating another embodiment of the method for reducing network latency of the ARPG game according to the present invention. The method for reducing the network delay of the ARPG Game can be used for single person interactive sports (Player VS Player, PV) of Action Role Playing Games (ARPG) and multi-person PVP, but is not limited thereto, and can also be applied to other network Game scenes requiring skill release. The method for reducing the network delay of the ARPG game in the embodiment comprises the following steps:
S201: the server broadcasts skill release request data sent by the first terminal to the second terminal when detecting that a user triggers a preset operation for requesting release of a target skill; the first terminal and the second terminal belong to the same game scene.
For example, when the first terminal and the second terminal are in the same ARPG game scene, the first terminal user starts the network game application to play a single PVP or a multi-person PVP, and when the first terminal user needs to implement a certain skill in the current game scene, the first terminal user selects a target skill to be released, and implements the target skill through a preset operation request. The preset operation may be clicking a name of a certain skill displayed in the current game interface, or clicking a display area corresponding to the certain skill, and the user may further implement a shortcut key corresponding to the certain skill by pressing a request.
when detecting that a first terminal user triggers a preset operation for requesting implementation of target skills, the first terminal sends skill release request data to a server corresponding to the ARPG game application. The skill release request data is used to identify that the first terminal user is to implement/release the target skill to inform the other players that the corresponding second terminals are ready to implement/release the target skill.
Wherein, implementing/releasing a certain skill generally comprises singing before releasing the skill and releasing the skill. Singing is a preparation action before releasing the target skill, and the target skill is really released only after the preparation action is completed. The skill release request data may be singing information for a target skill.
When receiving the skill release request data sent by the first terminal, the server broadcasts the skill release request data in the game scene corresponding to the first terminal user, so that the second terminals corresponding to other players in the game scene can receive the skill release request data, and the second terminals receiving the skill release request data can display the game special effect picture corresponding to the skill release request data.
Because the number of bits occupied by the singing information is small, the requirements of network transmission rate, delay time and the like for transmitting the singing information are not high, the singing information sent by the first terminal cannot be influenced even if the network transmission rate is low, and the singing information broadcasted by the server and received by the second terminal cannot be influenced.
S202: and when the second terminal receives the skill release request data, playing the animation corresponding to the skill release request data.
for example, when receiving the skill release request data broadcast by the server, the second terminal plays an animation corresponding to the skill release request data and displays a game special effect screen corresponding to the skill release request data.
S203: and the first terminal sends skill release effect data to the server and plays the animation corresponding to the released target skill.
for example, after sending the skill release request data to the server, the first terminal obtains an animation frame corresponding to the release target skill from the local database, and when obtaining the animation frame corresponding to the release target skill, sends the skill release effect data to the server, and plays the animation corresponding to the release target skill.
Further, step S203 specifically includes: the first terminal sends skill release effect data to the server; and playing and releasing the animation corresponding to the target skill according to the network delay information of the first terminal.
for example, after sending the skill release request data to the server, the first terminal acquires an animation frame corresponding to the release target skill from the local database, and sends skill release effect data to the server when acquiring the animation frame corresponding to the release target skill. The first terminal acquires the current network delay information, determines the delay time corresponding to the current network delay information, and plays and releases the animation corresponding to the target skill according to the delay time corresponding to the network delay information of the first terminal. The network delay information may be obtained by real-time monitoring through network condition monitoring software, which is not described herein again.
Specifically, the first terminal may recognize that the network condition is good when it is determined that the network delay time is less than the preset threshold, and may play a preset number of animation frames slowly according to the currently displayed game picture; when the network delay time is confirmed to be larger than or equal to the preset threshold value, the network condition is identified to be poor, the network speed is low, and the playing of animation frames with the preset number can be skipped according to the currently displayed game picture. Wherein the preset number of animation frames is determined from the currently displayed game screen. The playing speed corresponding to the situation without network delay is prestored in the first terminal, and when the first terminal acquires the network delay time, the current playing speed can be adjusted according to the network delay time and the playing speed corresponding to the situation without network delay, so that the current playing speed is the same as or similar to the playing speed corresponding to the situation without network delay as far as possible.
s204: and the server broadcasts the skill release effect data sent by the first terminal to the second terminal.
For example, when receiving the skill release effect data transmitted by the first terminal, the server broadcasts the received skill release effect data transmitted by the first terminal to the second terminal.
S205: and when the second terminal receives the skill release effect data, playing the animation corresponding to the release target skill according to the network delay information of the second terminal.
for example, the second terminal receives skill release effect data broadcasted by the server, and when receiving the skill release effect data broadcasted by the server, acquires an animation frame corresponding to a release target skill from the local database, acquires current network delay information, and determines a delay time corresponding to the current network delay information. And when the second terminal acquires the animation frame corresponding to the release target skill, playing the animation corresponding to the release target skill according to the delay time corresponding to the network delay information of the second terminal. The network delay information may be obtained by real-time monitoring through network condition monitoring software, which is not described herein again.
Specifically, the second terminal may recognize that the network condition is good when it is determined that the network delay time is less than the preset threshold, and may play a preset number of animation frames slowly according to the currently displayed game picture; when the network delay time is confirmed to be larger than or equal to the preset threshold value, the network condition is identified to be poor, the network speed is low, and the playing of animation frames with the preset number can be skipped according to the currently displayed game picture. Wherein the preset number of animation frames is determined from the currently displayed game screen. The second terminal prestores the corresponding playing speed without network delay, and when the second terminal acquires the network delay time, the second terminal can adjust the current playing speed according to the network delay time and the corresponding playing speed without network delay, so that the current playing speed is the same as or similar to the playing speed corresponding to the playing speed without network delay as far as possible.
further, step S205 may be: and when the delay time corresponding to the network delay information of the second terminal is less than a first threshold value, playing the animation corresponding to the target skill at a first playing speed.
For example, when acquiring the current network delay information, the second terminal determines a first delay time corresponding to the current network delay information according to the current network delay information, compares the first delay time with a first threshold, and determines whether the first delay time is smaller than the first threshold.
The second terminal stores a first threshold corresponding to the delay time and a first playing speed corresponding to the first threshold in advance, and the first threshold is used for identifying that the current network condition is faster.
And when the second terminal confirms that the first delay time corresponding to the current network delay information is smaller than a first threshold value, slowly playing animation frames with preset number according to the currently displayed game picture, and playing the animation corresponding to the target data at a first playing speed so as to keep the game picture displayed by the first terminal and the game picture displayed by the second terminal as synchronous as possible. The preset number of animation frames is determined from the currently displayed game screen.
further, step S205 may be: when the delay time corresponding to the network delay information of the second terminal is greater than a second threshold value, playing the animation corresponding to the target skill at a second playing speed; wherein the first threshold is smaller than the second threshold, and the first play rate is smaller than the second play rate.
When the second terminal acquires the current network delay information, determining second delay time corresponding to the current network delay information according to the current network delay information, comparing the second delay time with a second threshold value, and judging whether the second delay time is greater than the second threshold value.
The first threshold and the second threshold corresponding to the delay time, the first playing speed corresponding to the first threshold and the second playing speed corresponding to the second threshold are pre-stored in the second terminal. The first threshold is smaller than the second threshold, and the first playing speed is smaller than the second playing speed. The first threshold is used to identify that the current network condition is fast and the second threshold is used to identify that the current network condition is slow. When the delay time corresponding to the current delay information is greater than or equal to the first threshold and less than or equal to the second preset threshold, the network condition is identified to be good, and the network delay time is within an acceptable range without affecting the normal transmission of the network data.
And when the second terminal confirms that the delay time corresponding to the current network delay information is greater than a second threshold value, accelerating to play the animation frames with the preset number according to the currently displayed game picture, and playing the animation corresponding to the target data at a second play speed, so that the game picture displayed by the first terminal and the game picture displayed by the second terminal are kept synchronous as far as possible. The preset number of animation frames is determined from the currently displayed game screen.
According to the scheme, when the server detects that the preset operation of the user for triggering the request to release the target skill is detected, the server broadcasts the transmitted skill release request data to the second terminal; the first terminal sends skill release effect data to the server and plays animation corresponding to the released target skill; the server broadcasts skill release effect data sent by the first terminal to the second terminal; and when the second terminal receives the skill release effect data, playing the animation corresponding to the release target skill according to the network delay information of the second terminal. The first terminal sends skill release request data and skill release effect data to the server in sequence when detecting that the user requests to implement the target skill, and can inform the second terminals corresponding to other players of the target skill to release the target skill before releasing the target skill, so that the second terminals corresponding to other players can smoothly and transitionally release the game picture corresponding to the target skill when receiving the skill release effect data, thereby improving the fluency of the game picture, improving the game performance and effectively reducing the influence of network delay on the fluency of the game picture.
The second terminal can determine the playing speed matched with the current network delay information according to the current network delay information, so that the game picture corresponding to the target skill can be implemented in a smooth transition mode, the fluency of the game picture is kept, and the influence of network delay on the fluency of the game picture is further reduced.
The above description is only for the purpose of illustrating the preferred embodiments of the present invention and is not to be construed as limiting the invention, and any modifications, equivalents and improvements made within the spirit and principle of the present invention are intended to be included within the scope of the present invention.
Claims (10)
1. A method of reducing ARPG game network latency, the method comprising:
The server broadcasts skill release request data sent by the first terminal to the second terminal when detecting that a user triggers a preset operation for requesting release of a target skill; the first terminal and the second terminal belong to the same game scene; the skill release request data is used for identifying that the first terminal user is going to implement/release a target skill so as to inform a second terminal corresponding to other players of a preparation action for implementing/releasing the target skill, the implemented/released target skill comprises skill release pre-singing and skill release, and the skill release request data is singing information of the target skill;
The first terminal sends skill release effect data to the server and plays an animation corresponding to the released target skill;
The server broadcasts skill release effect data sent by the first terminal to the second terminal;
And when the second terminal receives the skill release effect data, playing the animation corresponding to the release target skill according to the network delay information of the second terminal.
2. The method according to claim 1, wherein when the second terminal receives the skill release effect data, playing an animation corresponding to a release target skill according to the network delay information of the second terminal comprises:
And when the delay time corresponding to the network delay information of the second terminal is less than a first threshold value, playing the animation corresponding to the target skill at a first playing speed.
3. The method according to claim 2, wherein the playing, by the second terminal, the animation corresponding to the release target skill according to the network delay information of the second terminal when receiving the skill release effect data further comprises:
When the delay time corresponding to the network delay information of the second terminal is greater than a second threshold value, playing the animation corresponding to the target skill at a second playing speed; wherein the first threshold is smaller than the second threshold, and the first play rate is smaller than the second play rate.
4. The method according to claim 1, wherein after the server broadcasts skill release request data sent by a first terminal to a second terminal when detecting that a user triggers a preset operation requesting release of a target skill, the first terminal sends skill release effect data to the server and before playing an animation corresponding to the target skill release, the method further comprises:
And when the second terminal receives the skill release request data, playing the animation corresponding to the skill release request data.
5. The method according to any one of claims 1 to 4, wherein the first terminal sends skill release effect data to the server, and playing an animation corresponding to a release target skill comprises:
the first terminal sends skill release effect data to the server;
And playing the animation corresponding to the target skill according to the network delay information of the first terminal.
6. A system for reducing the network delay of an ARPG game is characterized by comprising a first terminal, a server and a second terminal; the server is used for broadcasting the skill release request data sent by the first terminal to the second terminal when the preset operation of the user for triggering the request to release the target skill is detected; the first terminal and the second terminal belong to the same game scene; the skill release request data is used for identifying that the first terminal user is going to implement/release a target skill so as to inform a second terminal corresponding to other players of a preparation action for implementing/releasing the target skill, the implemented/released target skill comprises skill release pre-singing and skill release, and the skill release request data is singing information of the target skill;
The first terminal is used for sending skill release effect data to the server and playing an animation corresponding to the released target skill;
The server is used for broadcasting the skill release effect data sent by the first terminal to the second terminal;
and the second terminal is used for playing the animation corresponding to the release target skill according to the network delay information of the second terminal when the skill release effect data is received.
7. the system of claim 6, wherein the second terminal is specifically configured to: and when the skill release effect data is received and the delay time corresponding to the network delay information of the second terminal is less than a first threshold value, playing the animation corresponding to the release target skill at a first playing speed.
8. The system according to claim 7, wherein the second terminal is specifically configured to play the animation corresponding to the release target skill at a second play rate when the skill release effect data is received and the delay time corresponding to the network delay information of the second terminal is greater than a second threshold; wherein the first threshold is smaller than the second threshold, and the first play rate is smaller than the second play rate.
9. The system according to claim 6, wherein the second terminal is further configured to play an animation corresponding to the skill release request data when receiving the skill release request data.
10. The system according to any one of claims 6 to 9, wherein the first terminal is specifically configured to send skill release effect data to the server; and playing the animation corresponding to the target skill according to the network delay information of the first terminal.
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CN109672918B (en) * | 2017-10-17 | 2020-11-03 | 腾讯科技(深圳)有限公司 | Animation synchronous playing method and device |
CN108079578B (en) * | 2017-10-26 | 2020-12-01 | 咪咕互动娱乐有限公司 | Code rate adjusting method and device based on cloud game and storage medium |
CN108310766B (en) * | 2018-02-06 | 2021-12-21 | 网易(杭州)网络有限公司 | Data processing method and device, storage medium, processor and terminal |
CN108415749B (en) * | 2018-03-02 | 2022-03-22 | 网易(杭州)网络有限公司 | Display processing method, medium, device and computing equipment |
CN108404406A (en) * | 2018-03-22 | 2018-08-17 | 腾讯科技(深圳)有限公司 | Display methods, device, equipment and the readable medium of ballistic trajectory in virtual environment |
CN108804013B (en) * | 2018-06-15 | 2021-01-15 | 网易(杭州)网络有限公司 | Information prompting method and device, electronic equipment and storage medium |
CN109144642B (en) * | 2018-08-14 | 2022-02-18 | Oppo广东移动通信有限公司 | Display control method, display control device, electronic equipment and storage medium |
CN109603151A (en) * | 2018-12-13 | 2019-04-12 | 腾讯科技(深圳)有限公司 | Skin display methods, device and the equipment of virtual role |
CN110855861B (en) * | 2019-10-16 | 2021-11-30 | 建荣半导体(深圳)有限公司 | Online game method and device for child camera and child camera |
CN111888759A (en) * | 2020-07-27 | 2020-11-06 | 腾讯科技(深圳)有限公司 | Game skill release method, data processing method and device |
CN112221148B (en) * | 2020-10-15 | 2024-03-22 | 网易(杭州)网络有限公司 | Game skill release state synchronization method, server and readable storage medium |
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