CN109718543B - Same-screen processing method and device - Google Patents

Same-screen processing method and device Download PDF

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CN109718543B
CN109718543B CN201811620791.2A CN201811620791A CN109718543B CN 109718543 B CN109718543 B CN 109718543B CN 201811620791 A CN201811620791 A CN 201811620791A CN 109718543 B CN109718543 B CN 109718543B
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target player
screen
identification information
screen table
players
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CN109718543A (en
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杜江
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Beijing Pixel Software Technology Co Ltd
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Beijing Pixel Software Technology Co Ltd
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Abstract

The embodiment of the invention provides a method and a device for processing the same screen. The method is applied to a server, wherein the server is in communication connection with more than two clients, and the method comprises the following steps: receiving movement information which is sent by one client of the more than two clients and is generated based on movement operation of a target player, wherein the movement information comprises identification information of the target player and displacement of the target player; acquiring an on-screen table of the target player according to the identification information of the target player, wherein the on-screen table comprises the identification information of a preset amount of on-screen players around the target player; and sending the movement information to a plurality of clients to which the preset amount of on-screen players belong according to the on-screen table so as to enable the plurality of clients to obtain the displacement of the target player. Therefore, the calculation amount and the package number of the players around the server can be reduced, and the server pressure is relieved.

Description

Same-screen processing method and device
Technical Field
The invention relates to the field of game processing, in particular to a method and a device for processing a same screen.
Background
A massively multiplayer online game server requires a large number of moving objects (all online players and a large number npc) to be present in the scene, so that the visible relationships between all moving objects require the server to synchronize to each player's client, and furthermore, the action of each object to be seen by surrounding players also requires synchronization information to surrounding players.
When the game server is just opened, a large number of players enter the novice village and carry seats or pets, the server is large in bag sending quantity and large in calculated amount, and the current large-scale multiplayer game is easy to be jammed.
Disclosure of Invention
In view of this, the embodiment of the present invention provides a method and an apparatus for on-screen processing.
The embodiment of the invention provides a same-screen processing method which is applied to a server, wherein the server is in communication connection with more than two clients, and the method comprises the following steps:
receiving movement information which is sent by one client of the more than two clients and is generated based on movement operation of a target player, wherein the movement information comprises identification information of the target player and displacement of the target player;
acquiring an on-screen table of the target player according to the identification information of the target player, wherein the on-screen table comprises the identification information of a preset amount of on-screen players around the target player;
and sending the movement information to a plurality of clients to which the preset amount of on-screen players belong according to the on-screen table so as to enable the plurality of clients to obtain the displacement of the target player.
Optionally, an array is prestored in the server, where the array includes identification information of all objects in a scene and information in the on-screen table of the target player; the step of acquiring the on-screen table of the target player according to the identification information of the target player comprises the following steps:
and acquiring the same-screen table of the target player from the array according to the identification information of the target player.
Optionally, before acquiring the on-screen table of the target player from the array according to the identification information of the target player, the method further includes:
and when the target player enters a scene, establishing a same-screen table of the target player according to the identification information of the target player.
Optionally, the step of establishing the on-screen table of the target player according to the identification information of the target player includes:
obtaining mobile information sent by each client to obtain the position of each player;
establishing a scene area by taking the position of the target player as a center;
acquiring identification information of other players in the scene area in the preset amount according to the scene area and the preset amount;
and storing the identification information of the other players of the preset amount into the on-screen table.
Optionally, the step of sending the movement information to the plurality of clients to which the preset number of on-screen players belong according to the on-screen table includes:
according to the identification information of the preset amount of on-screen players around the target player included in the on-screen table,
and sending the mobile information to a plurality of clients to which the identification information of the plurality of on-screen players belongs.
Optionally, the list in the same screen table is generated by ***:dense _ hash _ set.
The embodiment of the invention also provides a same-screen processing device, which is applied to a server, wherein the server is in communication connection with more than two clients, and the device comprises:
the information receiving module: the mobile terminal is used for receiving movement information which is sent by one client side of the two or more client sides and is generated based on movement operation of a target player, wherein the movement information comprises identification information of the target player and displacement of the target player;
acquiring a same-screen table module: the on-screen table is used for acquiring the on-screen table of the target player according to the identification information of the target player, wherein the on-screen table comprises the identification information of a preset amount of on-screen players around the target player;
an information sending module: and the mobile information is sent to a plurality of clients to which the preset amount of on-screen players belong according to the on-screen table, so that the plurality of clients obtain the displacement of the target player.
Optionally, an array is prestored in the server, where the array includes identification information of all objects in a scene and information in the on-screen table of the target player; the acquisition on-screen table module acquires the on-screen table of the target player in the following mode:
and acquiring the same-screen table of the target player from the array according to the identification information of the target player.
Optionally, the on-screen table acquiring module acquires the on-screen table of the target player in the following manner:
and when the target player enters a scene, establishing a same-screen table of the target player according to the identification information of the target player.
Optionally, the on-screen table obtaining module establishes an on-screen table of the target player in the following manner:
obtaining mobile information sent by each client to obtain the position of each player;
establishing a scene area by taking the position of the target player as a center;
acquiring identification information of other players in the scene area in the preset amount according to the scene area and the preset amount;
and storing the identification information of the other players of the preset amount into the on-screen table.
The on-screen processing method and the on-screen processing device provided by the embodiment of the invention receive the movement information generated based on the movement operation of the target player and sent by one client of more than two clients, wherein the movement information comprises the identification information of the target player and the displacement of the target player; and according to the same-screen table, sending the movement information to a plurality of clients to which a preset amount of same-screen players belong so as to enable the plurality of clients to obtain the displacement of the target player. Therefore, the calculation amount and the package number of the players around the server can be reduced, and the server pressure is relieved.
In order to make the aforementioned and other objects, features and advantages of the present invention comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
In order to more clearly illustrate the technical solutions of the embodiments of the present invention, the drawings needed to be used in the embodiments will be briefly described below, it should be understood that the following drawings only illustrate some embodiments of the present application and therefore should not be considered as limiting the scope, and for those skilled in the art, other related drawings can be obtained from the drawings without inventive effort.
Fig. 1 is a schematic block diagram of a server according to an embodiment of the present invention;
fig. 2 is a schematic flowchart of a same-screen processing method according to an embodiment of the present invention;
FIG. 3 is a flowchart illustrating the sub-steps included in step S120 of FIG. 2;
fig. 4 is a diagram illustrating an actual application effect of a co-screen processing method according to an embodiment of the present invention;
fig. 5 is a block diagram of a co-screen processing apparatus according to an embodiment of the present invention.
Icon: 100-a server; 110-a memory; 120-a processor; 200-one-screen processing device; 210-a receive information module; 220-acquiring a same-screen table module; 230-send information module.
Detailed Description
The technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention. It is to be understood that the described embodiments are merely a few embodiments of the invention, and not all embodiments. The components of embodiments of the present invention 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 present invention, presented in the figures, is not intended to limit the scope of the invention, as claimed, but is merely representative of selected embodiments of the invention. All other embodiments, which can be derived by a person skilled in the art from the embodiments of the present invention without making any creative effort, shall fall within the protection scope of the present invention.
It should be noted that: like reference numbers and letters refer to like items in the following figures, and thus, once an item is defined in one figure, it need not be further defined or explained in subsequent figures.
In the description of the present invention, it should be noted that the terms "middle", "upper", "parallel", "inner", "outer", and the like, indicate orientations or positional relationships based on the orientations or positional relationships shown in the drawings or orientations or positional relationships conventionally found in use of products of the present invention, and are used for convenience of description and simplicity of description only, and do not indicate or imply that the devices or elements referred to must have a specific orientation, be constructed in a specific orientation, and be operated, and thus, should not be construed as limiting the present invention.
Furthermore, the terms "horizontal", "vertical" and the like do not imply that the components are required to be absolutely horizontal or pendant, but rather may be slightly inclined. For example, "horizontal" merely means that the direction is more horizontal than "vertical" and does not mean that the structure must be perfectly horizontal, but may be slightly inclined.
In the description of the present invention, it should be noted that the terms "disposed," "connected," and "connected" are to be construed broadly and may be, for example, fixedly connected, detachably connected, or integrally connected unless otherwise specifically stated or limited. Either mechanically or electrically. They may be connected directly or indirectly through intervening media, or they may be interconnected between two elements. The specific meanings of the above terms in the present invention can be understood in specific cases to those skilled in the art.
Some embodiments of the invention are described in detail below with reference to the accompanying drawings. The embodiments described below and the features of the embodiments can be combined with each other without conflict.
Referring to fig. 1, fig. 1 is a block diagram illustrating a server 100 according to an embodiment of the present invention. In an embodiment of the present invention, the server 100 may include a memory 110 and a processor 120.
The memory 110 and the processor 120 are electrically connected directly or indirectly to enable data transmission or interaction. For example, the components may be electrically connected to each other via one or more communication buses or signal lines. The memory 110 stores therein the on-screen processing device 200, and the on-screen processing device 200 includes at least one software functional module which can be stored in the memory 110 in the form of software or firmware (firmware). The processor 120 executes various functional applications and data processing by running software programs and modules stored in the memory 110, such as the on-screen processing device 200 in the embodiment of the present invention, so as to implement the on-screen processing method in the embodiment of the present invention.
The Memory 110 may be, but is not limited to, a Random Access Memory (RAM), a Read Only Memory (ROM), a Programmable Read-Only Memory (PROM), an Erasable Read-Only Memory (EPROM), an electrically Erasable Read-Only Memory (EEPROM), and the like. The memory 110 is used for storing a program, and the processor 120 executes the program after receiving an execution instruction. The processor 120, and possibly other components, may access the memory 110 directly.
The processor 120 may be an integrated circuit chip having signal processing capabilities. The Processor 120 may be a general-purpose Processor including a Central Processing Unit (CPU), a Network Processor (NP), and the like. But may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field Programmable Gate Array (FPGA) or other programmable logic device, discrete gate or transistor logic device, discrete hardware components. The various methods, steps, and logic blocks disclosed in the embodiments of the present invention may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like.
It will be appreciated that the configuration shown in fig. 1 is merely illustrative and that the server 100 may include more or fewer components than shown in fig. 1 or may have a different configuration than shown in fig. 1. The components shown in fig. 1 may be implemented in hardware, software, or a combination thereof.
Referring to fig. 2, fig. 2 is a schematic flow chart of a same-screen processing method according to an embodiment of the present invention. The on-screen processing method is applied to a server 100, and the server 100 is in communication connection with more than two clients and can be executed by a processor 120. The specific flow of the on-screen processing method is explained in detail below.
Step S110 is to receive movement information generated based on a movement operation of the target player and transmitted by one of the two or more clients, where the movement information includes identification information of the target player and a displacement of the target player.
In the embodiment of the present invention, the server 100 receives movement information generated based on a movement operation of a target player, which is sent by one of two or more clients, where the movement information includes identification information of the target player and a displacement of the target player.
Optionally, the identification information of the target player may be an ID of the target player, and the displacement of the target player includes coordinates before the target player moves and coordinates after the target player moves.
Step S120, acquiring a same-screen table of the target player according to the identification information of the target player, wherein the same-screen table comprises the identification information of a preset amount of same-screen players around the target player.
In the embodiment of the invention, the on-screen table of the target player is obtained according to the identification information of the target player, and the on-screen table comprises the identification information of a preset amount of on-screen players around the target player.
Optionally, an array is pre-stored in the server 100, where the array includes identification information of all objects in a scene and information in the on-screen table of the target player. And acquiring the same-screen table of the target player from the array according to the identification information of the target player. Wherein the information in the target player's on-screen table includes the player's ID, the coordinates of the player before and after the move, and 3 respective lists of monsters, other players, other player's booths visible around the player.
Relatively speaking, no matter how many objects are, the object can be found in one step, cpu consumption of the server 100 is saved, and creation and destruction of the objects in the array are carried out in a dynamically enlarged object memory pool which is allocated in advance, so that new needed for creating a large amount is reduced, time loss caused by delete needed during destruction is reduced, and system performance of the server 100 is reduced due to generation of memory fragments. Wherein the object refers to identification information of all players in the server 100 and displacement information of all players in the game.
It is now common practice to keep the player list around each player with an std: < player ID, player on-screen table > so that from a large number of objects n in a map (n is tens of thousands in general), the complexity required to find the player list around a player is log (n), and the method to reduce the cpu consumption of the server 100 is to directly remove this std: < map >.
The method in the embodiment of the invention is to put the same-screen table of the target player into the established array, the searching efficiency of every 50000 objects is improved by 15.6 times, and the whole searching efficiency is improved.
Step S130, according to the on-screen table, sending the movement information to a plurality of clients to which a preset number of on-screen players belong, so that the plurality of clients obtain the displacement of the target player.
In the embodiment of the invention, the movement information is sent to the plurality of clients of the same-screen players with preset quantity according to the lists of other players in the same-screen list, so that the plurality of clients obtain the displacement of the target player.
Optionally, the movement information of the target player is sent to a plurality of clients to which the identification information of the plurality of on-screen players belongs, according to the preset amount of on-screen player identification information around the target player included in the on-screen table.
Optionally, players on the same connection server 100 are found, and then the players send a package to the server 100, and then the package is sent to the corresponding players by the server 100, but the server 100 for a large number of players is generally designed as a distributed architecture consisting of a plurality of servers 100. In the embodiment of the invention, the package sending amount is limited by setting the preset amount of other players in the same-screen table of the player, so that the message packages are not sent to thousands of players, the package sending amount of the server 100 is reduced, and the pressure of the server 100 is relieved.
Referring to fig. 3, fig. 3 is a flowchart illustrating sub-steps included in step S120 in fig. 2. Step S120 includes substeps S121 to S124.
And a substep S121, obtaining the movement information sent by each client to obtain the position of each player.
In the embodiment of the invention, the server side obtains the positions of the players according to the obtained mobile information sent by the clients.
And a substep S122 of establishing a scene area by taking the position of the target player as the center.
In the embodiment of the invention, when a player just enters a scene, a 128 × 128 array is established in the whole 4096 × 4096 world, wherein the 128 × 128 array is equivalent to a 9 grid established by taking a target player as a center, and only an array pointer of each small grid is established first, and when an object enters a certain grid, other player data to be kept is established, so that a large amount of memory can be saved.
And a substep S123 of obtaining the identification information of other players located in the scene region by a preset amount according to the scene region and the preset amount.
In the embodiment of the invention, the identification information of other players in the preset amount in the scene area is acquired according to the created scene area with the target player as the center and the preset amount.
Alternatively, the peripheral players of the target players are found by this method, wherein the players in the scene area are regarded as the peripheral players of the target players, for example, a map with a size of 4096 × 4096, and divided by a size of 32 × 32, and then the player of the squared figure in which the target player is located is generally regarded as the peripheral player. However, when the number of players around the target player is too large and exceeds a preset number, the identification information of other players around the target player is acquired only according to the preset number.
And a substep S124 of storing a preset amount of identification information of other players in the on-screen table.
In the embodiment of the invention, the peripheral players of the target player are inserted into the on-screen table of the target player, but when the peripheral players of the target player are too many and exceed the preset amount, the identification information of other peripheral players of the relative number is stored into the on-screen table of the target player according to the preset amount.
Optionally, when the target player moves, the movement information of the target player is broadcasted from the server 100 to other surrounding players in the target player on-screen list, the target player displacement is recorded, and after the target player displacement is accumulated for 1 second, each other player which has moved in the previous second is calculated to judge whether the situation that the target player enters the visual field of another certain player or leaves the visual field of a certain player occurs.
And updating the small grid of the 32 x 32 scene area where the target player is located newly, and if other players in the target player on-screen list leave the own visual field, deleting the target player on-screen list from the on-screen lists of the two players.
If the peripheral players on the same-screen table of the target player do not reach the preset amount, the players of 9 grids around the new coordinate where the target player is located are calculated, if the players are in the view and are not in the same-screen table, the same-screen tables of the opposite sides need to be mutually inserted, the messages going in and out of the view are stored in a std-multiset dictionary, then a certain amount of messages are taken out from tick () of each frame of the scene where the geodesic map is located, and the messages are sent to the corresponding player client sides to enable the corresponding players to disappear or appear.
Current systems typically use std:: set containers to make the list in the same screen table, so that the complexity of looking up one player out of n players in the list length is log2 (n).
In the embodiment of the invention, the ***:: dense _ hash _ set is adopted, the searching speed is 2.88 times faster than std:: set, insert is 6 times faster than the earliest speed, and the operation performance is greatly improved under the operation brought by the movement of a large number of intensive players.
Referring to fig. 4, fig. 4 is a diagram illustrating an actual application effect of a one-screen processing method according to an embodiment of the present invention.
In the embodiment of the invention, a one-screen processing method is applied to a certain end game.
Prior to optimization, the single gzs server 1000 player has a cpu occupancy of 99% and other players can see his movements approximately 7 seconds after a player moves.
After optimization, the single gzs server 3000 players have a cpu occupancy of 90% and some player moves about 0.1 second before other players can see his movement.
The problem that a new player is stuck in village when a large number of players simultaneously rush into the server 100 is solved, the number of packages sent by the server 100 is reduced, and the pressure of the server 100 is relieved.
Referring to fig. 5, fig. 5 is a block diagram of a co-screen processing device 200 according to an embodiment of the present invention. The on-screen processing device 200 may include an information receiving module 210, an on-screen table obtaining module 220, and an information sending module 230.
A receiving information module 210, configured to receive movement information generated based on a movement operation of a target player and sent by one of the two or more clients, where the movement information includes identification information of the target player and a displacement of the target player.
In the embodiment of the present invention, the receiving information module 210 is configured to perform step S110 in fig. 2, and the detailed description about the receiving information module 210 may refer to the description of step S110 in fig. 2.
The on-screen table obtaining module 220 is configured to obtain an on-screen table of the target player according to the identification information of the target player, where the on-screen table includes identification information of a preset amount of on-screen players around the target player.
In the embodiment of the present invention, the on-screen table obtaining module 220 is configured to perform step S120 in fig. 2, and the detailed description about the on-screen table obtaining module 220 may refer to the description of step S120 in fig. 2.
A sending information module 230, configured to send the movement information to multiple clients to which the preset amount of on-screen players belong according to the on-screen table, so that the multiple clients obtain the displacement of the target player.
In the embodiment of the present invention, the sending information module 230 is configured to execute step S130 in fig. 2, and the detailed description about the sending information module 230 may refer to the description of step S130 in fig. 2.
As will be appreciated by one skilled in the art, embodiments of the present invention may be provided as a method, apparatus, or computer program product. Accordingly, embodiments of the present invention may take the form of an entirely hardware embodiment, an entirely software embodiment or an embodiment combining software and hardware aspects. Furthermore, embodiments of the present invention may take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, and the like) having computer-usable program code embodied therein.
Embodiments of the present invention are described with reference to flowchart illustrations and/or block diagrams of methods, apparatus (systems), and computer program products according to embodiments of the invention. It will be understood that each flow and/or block of the flow diagrams and/or block diagrams, and combinations of flows and/or blocks in the flow diagrams and/or block diagrams, can be implemented by computer program instructions. These computer program instructions may be provided to a processor 120 of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor 120 of the computer or other programmable data processing apparatus, create means for implementing the functions specified in the flowchart flow or flows and/or block diagram block or blocks.
In summary, the embodiment of the present invention provides a method and an apparatus for processing on-screen. The method is applied to a server, wherein the server is in communication connection with more than two clients, and the method comprises the following steps: receiving movement information which is sent by one client of the more than two clients and is generated based on movement operation of a target player, wherein the movement information comprises identification information of the target player and displacement of the target player; acquiring an on-screen table of the target player according to the identification information of the target player, wherein the on-screen table comprises the identification information of a preset amount of on-screen players around the target player; and sending the movement information to a plurality of clients to which the preset amount of on-screen players belong according to the on-screen table so as to enable the plurality of clients to obtain the displacement of the target player. Therefore, the calculation amount and the package number of the players around the server can be reduced, and the server pressure is relieved.
Optionally, the problem that when a game server is opened, a large number of players enter a novice village and carry seats or pets at the same time, the calculated amount is huge, large-scale multiplayer games are easy to jam, and the loss of the players is easy to cause is solved.
The above description is only a preferred embodiment of the present invention and is not intended to limit the present invention, and various modifications and changes may be made by those skilled in the art. Any modification, equivalent replacement, or improvement made within the spirit and principle of the present invention should be included in the protection scope of the present invention.
It will be evident to those skilled in the art that the invention is not limited to the details of the foregoing illustrative embodiments, and that the present invention may be embodied in other specific forms without departing from the spirit or essential attributes thereof. The present embodiments are therefore to be considered in all respects as illustrative and not restrictive, the scope of the invention being indicated by the appended claims rather than by the foregoing description, and all changes which come within the meaning and range of equivalency of the claims are therefore intended to be embraced therein. Any reference sign in a claim should not be construed as limiting the claim concerned.

Claims (8)

1. The on-screen processing method is applied to a server, wherein the server is in communication connection with more than two clients, and the method comprises the following steps:
receiving movement information which is sent by one client of the more than two clients and is generated based on movement operation of a target player, wherein the movement information comprises identification information of the target player and displacement of the target player;
acquiring an on-screen table of the target player according to the identification information of the target player, wherein the on-screen table comprises the identification information of a preset amount of on-screen players around the target player;
according to the on-screen table, the mobile information is sent to a plurality of clients to which the on-screen players with the preset amount belong, so that the clients obtain the displacement of the target player;
the server is pre-stored with a one-dimensional array, wherein the array comprises identification information of all objects in a scene and information in a same-screen table of the target player; the step of acquiring the on-screen table of the target player according to the identification information of the target player comprises the following steps:
and acquiring the on-screen table of the target player from the array according to the identification information of the target player.
2. The on-screen processing method according to claim 1, wherein before acquiring the on-screen table of the target player from the array according to the identification information of the target player, the method further comprises:
and when the target player enters a scene, establishing a same-screen table of the target player according to the identification information of the target player.
3. The on-screen processing method of claim 2, wherein the step of creating the on-screen table of the target player based on the identification information of the target player comprises:
obtaining mobile information sent by each client to obtain the position of each player;
establishing a scene area by taking the position of the target player as a center;
acquiring identification information of other players in the scene area in the preset amount according to the scene area and the preset amount;
and storing the identification information of the other players of the preset amount into the on-screen table.
4. The on-screen processing method of claim 1, wherein the step of sending the movement information to the plurality of clients to which the preset number of on-screen players belong according to the on-screen table comprises:
according to the identification information of the preset amount of on-screen players around the target player included in the on-screen table,
and sending the mobile information to a plurality of clients to which the identification information of the plurality of on-screen players belongs.
5. The on-screen processing method according to claim 2,
and the list in the same screen list is generated by ***:dense _ hash _ set.
6. The same-screen processing device is applied to a server, wherein the server is in communication connection with more than two clients, and the device comprises:
the information receiving module: the mobile terminal comprises a client, a server and a server, wherein the client is used for receiving mobile information which is sent by one of the two or more clients and is generated based on mobile operation of a target player, and the mobile information comprises identification information of the target player and displacement of the target player;
acquiring a same-screen meter module: the on-screen table is used for acquiring the on-screen table of the target player according to the identification information of the target player, wherein the on-screen table comprises the identification information of a preset amount of on-screen players around the target player;
a message sending module: the mobile information is sent to a plurality of clients to which the preset amount of on-screen players belong according to the on-screen table, so that the clients obtain the displacement of the target player;
the server is pre-stored with a one-dimensional array, wherein the array comprises identification information of all objects in a scene and information in a same-screen table of the target player; the acquisition on-screen table module acquires the on-screen table of the target player in the following mode:
and acquiring the same-screen table of the target player from the array according to the identification information of the target player.
7. The on-screen processing device of claim 6, wherein the get on-screen table module gets the on-screen table of the target player by:
and when the target player enters a scene, establishing a same-screen table of the target player according to the identification information of the target player.
8. The on-screen processing device of claim 7, wherein the get on-screen table module creates the on-screen table for the target player by:
obtaining mobile information sent by each client to obtain the position of each player;
establishing a scene area by taking the position of the target player as a center;
acquiring identification information of other players in the scene area in the preset amount according to the scene area and the preset amount;
and storing the identification information of the other players of the preset amount into the on-screen table.
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