CN111467797B - Game data processing method and device, computer storage medium and electronic equipment - Google Patents

Game data processing method and device, computer storage medium and electronic equipment Download PDF

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Publication number
CN111467797B
CN111467797B CN202010420821.6A CN202010420821A CN111467797B CN 111467797 B CN111467797 B CN 111467797B CN 202010420821 A CN202010420821 A CN 202010420821A CN 111467797 B CN111467797 B CN 111467797B
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Prior art keywords
game
background
game data
running
game client
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CN111467797A (en
Inventor
尚乐
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • A63F13/497Partially or entirely replaying previous game actions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/634Methods for processing data by generating or executing the game program for controlling the execution of the game in time for replaying partially or entirely the game actions since the beginning of the game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/636Methods for processing data by generating or executing the game program for controlling the execution of the game in time involving process of starting or resuming a game

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • User Interface Of Digital Computer (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The present disclosure provides a game data processing method, a game data processing device, a computer readable storage medium and an electronic device, and belongs to the technical field of computers. The method comprises the following steps: when the game client runs in the background, saving game data during the background running; when the game client is switched to the foreground operation, determining a corresponding display strategy according to the time length of the game client in the background operation; and displaying a game picture corresponding to the game data according to the display strategy. The method and the device can enhance the flexibility of displaying the game picture and promote the user experience.

Description

Game data processing method and device, computer storage medium and electronic equipment
Technical Field
The present disclosure relates to the field of computer technologies, and in particular, to a game data processing method, a game data processing device, a computer readable storage medium, and an electronic apparatus.
Background
With the continuous development of computer technology, users can install various application programs on terminal devices to meet demands in work, life, entertainment and the like.
In the game application, a user sometimes needs to switch the game application to background operation in the game operation process, and then switch the game application back to foreground after the operation is completed. In this process, when the game application switches back to the foreground, the current game state is synchronized to the game application by establishing a connection so that the game application can display the current game state, but in such a way that the user cannot know the game performance of the game application during the background, resulting in poor user experience.
It should be noted that the information disclosed in the above background section is only for enhancing understanding of the background of the present disclosure and thus may include information that does not constitute prior art known to those of ordinary skill in the art.
Disclosure of Invention
The present disclosure provides a game data processing method, a game data processing device, a computer readable storage medium and an electronic apparatus, thereby improving the problem of low user experience in the prior art at least to some extent.
Other features and advantages of the present disclosure will be apparent from the following detailed description, or may be learned in part by the practice of the disclosure.
According to a first aspect of the present disclosure, there is provided a game data processing method, the method comprising: when the game client runs in the background, saving game data during the background running; when the game client is switched to the foreground operation, determining a corresponding display strategy according to the time length of the game client in the background operation; and displaying a game picture corresponding to the game data according to the display strategy.
In an exemplary embodiment of the present disclosure, when the game client runs in the background, saving game data during the background running includes: and when the game client runs in the background, receiving game data sent by the server, and storing the game data according to the receiving time.
In an exemplary embodiment of the present disclosure, the determining, according to a duration of the game client running in the background, a corresponding display policy includes: when the time length of the game client side running in the background is greater than a preset threshold value, determining to adopt a first display strategy; when the display policy is the first display policy, displaying a game picture corresponding to the game data according to the display policy, including: acquiring game data at the current moment; executing the game data at the current moment to generate a current game picture of the game client; and displaying the current game picture.
In an exemplary embodiment of the present disclosure, when the game client is running in the background, the method further comprises: and recording the running time of the game client in the background, and stopping receiving the game data sent by the server when the running time of the game client in the background exceeds the preset threshold.
In an exemplary embodiment of the present disclosure, the determining, according to a duration of the game client running in the background, a corresponding display policy includes: when the time length of the game client side running in the background is smaller than a preset threshold value, determining to adopt a second display strategy; when the display policy is the second display policy, displaying a game picture corresponding to the game data according to the display policy, including: executing the game data to generate a game video of the game client during background running; and playing the game video according to a preset playing speed, wherein the preset playing speed is larger than the normal playing speed.
In an exemplary embodiment of the present disclosure, when playing the game video at a preset playing speed, the method further includes: receiving new game data transmitted by the server and adding the new game data to a storage queue of the game data; and sequentially taking out and executing game data from the storage queue to generate a game video of the game client, and playing the game video according to the preset playing speed until the storage queue is empty.
In an exemplary embodiment of the present disclosure, the duration of the game client running in the background is determined by the following method: when the game client side is switched to background operation, recording the current moment as a first moment; when the game client side is switched to the foreground to run, recording the current moment as a second moment; and calculating the difference value between the second moment and the first moment to obtain the running time of the game client in the background.
According to a second aspect of the present disclosure, there is provided a game data processing apparatus comprising: the storage module is used for storing game data in the background operation period when the game client side operates in the background; the determining module is used for determining a corresponding display strategy according to the time length of the game client in the background operation when the game client is switched to the foreground operation; and the display module is used for displaying the game picture corresponding to the game data according to the display strategy.
In an exemplary embodiment of the present disclosure, the saving module is configured to receive game data transmitted by a server when the game client is running in the background, and save the game data according to a reception time.
In an exemplary embodiment of the present disclosure, the determining module is configured to determine to use a first display policy when a duration of the game client running in the background is greater than a preset threshold; when the display strategy is the first display strategy, the display module displays the current game picture by executing the following method: acquiring game data at the current moment; executing the game data at the current moment to generate a current game picture of the game client; and displaying a game picture corresponding to the game data.
In an exemplary embodiment of the present disclosure, when the game client runs in the background, the saving module is further configured to record a duration of the game client running in the background, and when the duration of the game client running in the background exceeds the preset threshold, stop receiving the game data sent by the server.
In an exemplary embodiment of the present disclosure, the determining module is further configured to determine to employ a second display policy when a duration of the game client running in the background is less than a preset threshold; when the display strategy is the second display strategy, the display module displays a game picture corresponding to the game data by executing the following method: executing the game data to generate a game video of the game client during background running; and playing the game video according to a preset playing speed, wherein the preset playing speed is larger than the normal playing speed.
In an exemplary embodiment of the present disclosure, the display module further includes: a receiving unit configured to receive new game data transmitted by the server and to add the new game data to a storage queue of the game data; and the playing unit is used for sequentially taking out and executing game data from the storage queue to generate a game video of the game client, and playing the game video according to the preset playing speed until the storage queue is empty.
In an exemplary embodiment of the present disclosure, the duration of the game client running in the background is determined by the following method: when the game client side is switched to background operation, recording the current moment as a first moment; when the game client side is switched to the foreground to run, recording the current moment as a second moment; and calculating the difference value between the second moment and the first moment to obtain the running time of the game client in the background.
According to a third aspect of the present disclosure, there is provided a computer-readable storage medium having stored thereon a computer program which, when executed by a processor, implements any one of the above-described game data processing methods.
According to a fourth aspect of the present disclosure, there is provided an electronic device comprising: a processor; and a memory for storing executable instructions of the processor; wherein the processor is configured to perform any of the above-described game data processing methods via execution of the executable instructions.
The present disclosure has the following beneficial effects:
according to the game data processing method, the game data processing device, the computer-readable storage medium and the electronic apparatus in the present exemplary embodiment, when the game client runs in the background, the game data during the background running is saved, so that when the game client switches to the foreground running, the corresponding display policy can be determined according to the duration of the game client running in the background, and the game picture corresponding to the game data can be displayed according to the display policy. On the one hand, the present exemplary embodiment, by storing the game data of the game client during the background running, can quickly determine the game state according to the game data when the game client is switched to the foreground running, without sending a request to the server to acquire the game data, so that the starting period after the game client is switched to the foreground is shortened, the starting rate of the game client is improved, and the game experience of the user can be improved; on the other hand, a display strategy is determined according to the running time of the game client in the background, and corresponding game pictures are displayed according to the display strategy, so that the requirement of a user for checking the game process of the game client in the background running is met, the continuity of the game is improved to a certain extent, the flexibility of displaying the game pictures is enhanced by determining the display strategy, and the user experience is further improved.
It is to be understood that both the foregoing general description and the following detailed description are exemplary and explanatory only and are not restrictive of the disclosure.
Drawings
The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate embodiments consistent with the disclosure and together with the description, serve to explain the principles of the disclosure. It will be apparent to those of ordinary skill in the art that the drawings in the following description are merely some embodiments of the present disclosure and that other drawings may be derived from these drawings without undue effort.
Fig. 1 is a flowchart showing a game data processing method in the present exemplary embodiment;
FIG. 2 is a sub-flowchart showing a game data processing method in the present exemplary embodiment;
FIG. 3 is a sub-flowchart showing another game data processing method in the present exemplary embodiment;
fig. 4 is a block diagram showing a configuration of a game data processing apparatus in the present exemplary embodiment;
fig. 5 illustrates a computer-readable storage medium for implementing the above-described method in the present exemplary embodiment;
fig. 6 shows an electronic device for implementing the above method in the present exemplary embodiment.
Detailed Description
Example embodiments will now be described more fully with reference to the accompanying drawings. However, the exemplary embodiments may be embodied in many forms and should not be construed as limited to the examples set forth herein; rather, these embodiments are provided so that this disclosure will be thorough and complete, and will fully convey the concept of the example embodiments to those skilled in the art. The described features, structures, or characteristics may be combined in any suitable manner in one or more embodiments.
The exemplary embodiment of the present disclosure first provides a game data processing method, which may be applied to an electronic device where a game client is located, so that the game client may save game data during a background operation, and when the game client switches to a foreground, display a game screen corresponding to the game data according to a display policy.
Fig. 1 shows a flow of a game data processing method in the present exemplary embodiment, and may include the following steps S110 to S130:
and S110, when the game client runs in the background, saving game data during the background running.
Taking a game client operated by a smart phone as an example, when the smart phone receives an incoming call or a user switches to other program interfaces in the game process, the game client can switch to background operation.
In general, the game client may maintain execution of game logic, or at least for a period of time, while running in the background. During background operation, game data mainly includes two types:
local game data generated by the game logic executed by the game client, such as automatic attack of game characters during background running, wherein the injury value of each attack is generated locally by the game client, namely, the game data is generated;
when the remote game data received from the server, such as the game character, keeps automatic attack, the injury value of each attack is sent to the server, the server updates the residual life value of the enemy in real time and returns the residual life value to the game client, namely the remote game data.
The game data of the stand-alone game during the background running only includes the above-mentioned local game data, and the game data of the network game during the background running may include both of the above-mentioned data.
For local game data, the game client may be directly saved locally at the time the game data is generated.
For remote game data, the game client may continue to maintain a connection with the server during the background operation, receive game data sent by the server over the connection, and save according to the time of receipt. As described above, the game client may maintain execution of game logic, such as instructions for an automated attack, during background execution; in addition, the operation instruction of the null value can be sent to the server, so that the server can update the remote game data.
When the game data is stored locally, the game data can be arranged according to time sequence, wherein the local game data adopts the generation time, and the remote game data adopts the receiving time. The two game data may be stored in different storage queues.
In an alternative embodiment, the local time may be synchronized with the server time, such that the local game data and the remote game data are arranged together and stored in the same storage queue.
And S120, when the game client side is switched to the foreground operation, determining a corresponding display strategy according to the operation time of the game client side in the background.
The duration of the game client running in the background can be determined by the following method:
when the game client side is switched to the background operation, recording the current moment as a first moment t1;
when the game client side is switched to the foreground operation, recording the current moment as a second moment t2;
and calculating a difference delta t=t2-t 1 between the second moment and the first moment to obtain the running time of the game client in the background.
The display policy refers to whether or not to display a game screen during the background running in playback at the game client, or in what manner, and may include a display area, a play speed, a display frame rate, and the like. In the present exemplary embodiment, in order to enhance flexibility in playing back a displayed game screen, two or more display strategies may be predetermined, and may include, for example:
And the first display strategy does not display game pictures in the background running period and directly jumps to the current game picture.
And playing back game pictures in the background running period according to a second display strategy in a video playing mode.
And a third display strategy for normally displaying the current game picture and the subsequent game picture in the main window and playing back the game picture in the background operation period in the small window.
Therefore, the display strategy is flexibly adopted according to actual conditions and requirements.
In general, the duration of the game client running in the background determines the number of game frames during the background running, which in turn affects a specific display policy, so that an association relationship between the duration of the game client running in the background and the display policy can be established.
In an optional implementation manner, when the duration of the game client running in the background is greater than a preset threshold, determining to adopt the first display strategy; and when the time length of the game client side running in the background is smaller than a preset threshold value, determining to adopt the second display strategy. The preset threshold is a time threshold, which can be set by the user, can be determined by hardware conditions, network conditions and the like, and can be determined by counting the time for the user to switch the game client to the background operation in a period of time, for example, can be set as a time average value for the user to switch the game client to the background operation. The background running time is longer than a preset threshold value, which indicates that the number of game pictures in the background running period is large, and if playback is performed, a large pressure is caused to the running of the game client, so that a first display strategy is adopted; conversely, the number of game pictures during background running is smaller, and if playback is performed, no great stress is applied to the running of the game client, so that the second display strategy is adopted.
In another optional implementation manner, three time intervals may be set, where the three time intervals are arranged in order from small to large, and correspond to the second display policy, the third display policy and the first display policy respectively, and the corresponding display policy is determined according to which time interval the duration of the game client running in the background falls into.
And S130, displaying a game picture corresponding to the game data according to the display strategy.
In the present exemplary embodiment, after switching the game client to the foreground, the game client may generate a certain number of game screens by executing the game data saved during the background operation, and display the game screens according to the above-described display policy. The implementation manner of step S130 is specifically described below by taking the above-mentioned first display policy, second display policy, and third display policy as examples, respectively.
Referring to fig. 2, when a game screen is displayed according to a first display policy, it can be realized by the following steps S210 to S230:
s210, acquiring game data at the current moment;
s220, executing the game data at the current moment to generate a current game picture of the game client;
And S230, displaying the current game picture.
The current time refers to the time when the game client switches to the foreground, i.e., t2. The game data at the current time refers to game data with a time stamp of the current time, and may include local game data generated at the current time or remote game data received from a server at the current time.
The game client may read the game data with the time stamp of t2 from the storage queue storing the game data, and generate a corresponding game picture, that is, a current game picture by executing the game data, for example, the game data at the current moment includes the current state value of the game character and the current state value of the enemy, and update the state values to the combat picture of the game, so as to obtain the current game picture. The current game picture is displayed in the display screen of the game client, in other words, the game picture in the background running period is skipped, so that the user directly obtains the current game information to play the next game at the current moment.
Referring to fig. 3, when a game screen is displayed according to the second display policy, it can be realized by the following steps S310 to S320:
S310, executing game data to generate a game video of a game client in a background running period;
s320, playing the game video according to a preset playing speed, wherein the preset playing speed is larger than the normal playing speed.
By executing the game data stored by the game client during the background running, game pictures at different moments can be generated, and the game pictures are arranged into continuous frame images according to the time stamps of the game data, so that the game video of the game client during the background running can be generated. The game video is played according to a faster preset playing speed, the preset playing speed is 1.5 times or 2 times of the normal playing speed, and the like, the game video can be set by a user, and also can be set automatically according to the background running time, and the longer the background running time is, the more game pictures are needed to be displayed, and the faster the preset playing speed is. Therefore, the quick play is realized on the game picture in the background running period of the game, the user can be helped to quickly know the game process and quickly recover to the current game, and the excessive pressure on the running of the game client is avoided.
In practical application, the complete video recording of the game during the background running of the game client can be simplified to a certain extent, for example, a frame is lost (for example, one frame is discarded every two frames, every three frames and the like), or the resolution of the video recording is reduced by compression, and the video recording is played again, so that the running pressure of the game client is further reduced.
The method steps of fig. 2 and 3 described above may be combined when displaying the game screen according to the third display policy, specifically: executing the game data at the current moment to obtain a current game picture, and displaying the current game picture in a main window of a game client; and simultaneously executing game data stored by the game client during background running to obtain game videos, and displaying the game videos in a small window of the game client. Thus, the requirement that the user can watch the game picture and perform game operation is met. When the main window of the game client is the whole display screen, the small window can be embedded into the current game picture for display, can also be suspended and displayed at any edge of the current game picture, and a user can move the small window to any area in the display screen in a dragging mode and the like, so that the user can conveniently view the small window.
When playing the video game according to the second, third, etc. display strategies, the display time may be synchronized, for example, the time of displaying the video game screen at the upper right corner of the screen, or the time of the inverse of the time t2 (the time indicating the end of the video game distance); some operation controls such as "close", "fast forward" or draggable game video progress bars can be set, so that the user can select the playing mode of the game video according to the requirement, for example, the user can end playing of the game video in the display screen of the game client in advance by selecting the "close" control.
By the method for displaying the game pictures according to the display strategy, the continuity of the game can be maintained to a certain extent, and the flexibility of displaying the game pictures is enhanced, so that the game experience of a user can be improved.
Because the game client can still maintain executing the game logic when playing the game video according to the preset playing speed, and the server can also maintain connection with the game client and send new game data to the game client, the game client can still receive the game data. In order to enable the game client to play the game picture corresponding to the new game data in the process of playing the game video, in an alternative implementation manner, the game client may sequentially execute the received game data and insert the generated game picture into the game video for playing, specifically, the method may be implemented by:
receiving new game data sent by a server, and adding the new game data to a storage queue of the game data;
and sequentially taking out and executing game data from the storage queue to generate a game video of the game client, and playing the game video according to the preset playing speed until the storage queue is empty.
After receiving the new game data, the game client can still insert the new game data into the queue storing the game data in the background operation period according to the receiving time, meanwhile, the game client can read the received new game data from the queue to generate a game picture, and insert the game picture into the playing game video to play until the playing is finished, and the game data are not stored in the storage queue.
In addition, when the time that the game client runs in the background exceeds the preset threshold, considering that the game client keeps receiving the game data sent by the server and causes a certain resource waste, in an alternative implementation manner, when the game client runs in the background, the time that the game client runs in the background can be recorded, and when the time that the game client runs in the background exceeds the preset threshold, the game client can stop receiving the game data sent by the server.
In summary, according to the game data processing method provided in the present exemplary embodiment, when the game client runs in the background, the game data during the background running is saved, so when the game client switches to the foreground running, the corresponding display policy may be determined according to the time of the game client running in the background, and the game screen corresponding to the game data may be displayed according to the display policy. On the one hand, the present exemplary embodiment, by storing the game data of the game client during the background running, can quickly determine the game state according to the game data when the game client is switched to the foreground running, without sending a request to the server to acquire the game data, so that the starting period after the game client is switched to the foreground is shortened, the starting rate of the game client is improved, and the game experience of the user can be improved; on the other hand, a display strategy is determined according to the running time of the game client in the background, and corresponding game pictures are displayed according to the display strategy, so that the requirement of a user for checking the game process of the game client in the background running is met, the continuity of the game is improved to a certain extent, the flexibility of displaying the game pictures is enhanced by determining the display strategy, and the user experience is further improved.
Exemplary embodiments of the present disclosure also provide a game data processing apparatus, referring to fig. 4, a game data processing apparatus 400 may include: a saving module 410, configured to save game data during background operation when the game client is running in the background; the determining module 420 may be configured to determine, when the game client switches to the foreground operation, a corresponding display policy according to a duration of the game client running in the background; the display module 430 may be configured to display a game screen corresponding to the game data according to a display policy.
In one exemplary embodiment of the present disclosure, the save module 410 may be used to receive game data transmitted by a server when a game client is running in the background, and save the game data according to the reception time.
In an exemplary embodiment of the present disclosure, the determining module 420 may be configured to determine to employ the first display policy when a duration of the game client running in the background is greater than a preset threshold; when the display policy is the first display policy, the display module 430 may display the current game screen by performing the following method: acquiring game data at the current moment; executing the game data at the current moment to generate a current game picture of the game client; and displaying a game picture corresponding to the game data.
In an exemplary embodiment of the present disclosure, the saving module 410 may be further configured to record a duration of the game client running in the background when the game client runs in the background, and stop receiving the game data sent by the server when the duration of the game client running in the background exceeds a preset threshold.
In an exemplary embodiment of the present disclosure, the determining module 420 may be further configured to determine to employ the second display policy when a duration of the game client running in the background is less than a preset threshold; when the display policy is the second display policy, the display module 430 may display a game screen corresponding to the game data by performing the following method: executing game data to generate a game video of the game client in the background running period; and playing the game video according to a preset playing speed, wherein the preset playing speed is larger than the normal playing speed.
In one exemplary embodiment of the present disclosure, the display module 430 may further include: a receiving unit operable to receive new game data transmitted by the server and to add the new game data to the storage queue of the game data; the playing unit can be used for sequentially taking out and executing the game data from the storage queue to generate the game video of the game client, and playing the game video according to the preset playing speed until the storage queue is empty.
In one exemplary embodiment of the present disclosure, the duration of the game client running in the background may be determined by: when the game client side is switched to the background operation, recording the current moment as a first moment; when the game client side is switched to the foreground to run, recording the current moment as a second moment; and calculating the difference between the second moment and the first moment to obtain the running time of the game client in the background.
The specific details of each module in the above apparatus are already described in the method section embodiments, and the details of the undisclosed solution may be referred to the method section embodiments, so that they will not be described in detail.
Those skilled in the art will appreciate that the various aspects of the present disclosure may be implemented as a system, method, or program product. Accordingly, various aspects of the disclosure may be embodied in the following forms, namely: an entirely hardware embodiment, an entirely software embodiment (including firmware, micro-code, etc.) or an embodiment combining hardware and software aspects may be referred to herein as a "circuit," module "or" system.
Exemplary embodiments of the present disclosure also provide a computer-readable storage medium having stored thereon a program product capable of implementing the method described above in the present specification. In some possible implementations, various aspects of the disclosure may also be implemented in the form of a program product comprising program code for causing a terminal device to carry out the steps according to the various exemplary embodiments of the disclosure as described in the "exemplary methods" section of this specification, when the program product is run on the terminal device.
Referring to fig. 5, a program product 500 for implementing the above-described method according to an exemplary embodiment of the present disclosure is described, which may employ a portable compact disc read only memory (CD-ROM) and include program code, and may be run on a terminal device, such as a personal computer. However, the program product of the present disclosure is not limited thereto, and in this document, a readable storage medium may be any tangible medium that can contain, or store a program for use by or in connection with an instruction execution system, apparatus, or device.
Program product 500 may employ any combination of one or more readable media. The readable medium may be a readable signal medium or a readable storage medium. The readable storage medium can be, for example, but is not limited to, an electronic, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or a combination of any of the foregoing. More specific examples (a non-exhaustive list) of the readable storage medium would include the following: an electrical connection having one or more wires, a portable disk, a hard disk, random Access Memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), an optical storage device, a magnetic storage device, or any suitable combination of the foregoing.
The computer readable signal medium may include a data signal propagated in baseband or as part of a carrier wave with readable program code embodied therein. Such a propagated data signal may take any of a variety of forms, including, but not limited to, electro-magnetic, optical, or any suitable combination of the foregoing. A readable signal medium may also be any readable medium that is not a readable storage medium and that can communicate, propagate, or transport a program for use by or in connection with an instruction execution system, apparatus, or device.
Program code embodied on a readable medium may be transmitted using any appropriate medium, including but not limited to wireless, wireline, optical fiber cable, RF, etc., or any suitable combination of the foregoing.
Program code for carrying out operations of the present disclosure may be written in any combination of one or more programming languages, including an object oriented programming language such as Java, C++ or the like and conventional procedural programming languages, such as the "C" programming language or similar programming languages. The program code may execute entirely on the user's computing device, partly on the user's device, as a stand-alone software package, partly on the user's computing device, partly on a remote computing device, or entirely on the remote computing device or server. In the case of remote computing devices, the remote computing device may be connected to the user computing device through any kind of network, including a Local Area Network (LAN) or a Wide Area Network (WAN), or may be connected to an external computing device (e.g., connected via the Internet using an Internet service provider).
The exemplary embodiment of the disclosure also provides an electronic device capable of implementing the method. An electronic device 600 according to such an exemplary embodiment of the present disclosure is described below with reference to fig. 6. The electronic device 600 shown in fig. 6 is merely an example and should not be construed to limit the functionality and scope of use of embodiments of the present disclosure in any way.
As shown in fig. 6, the electronic device 600 may be embodied in the form of a general purpose computing device. Components of electronic device 600 may include, but are not limited to: the at least one processing unit 610, the at least one memory unit 620, a bus 630 connecting the different system components (including the memory unit 620 and the processing unit 610), and a display unit 640.
Wherein the storage unit 620 stores program code that can be executed by the processing unit 610, such that the processing unit 610 performs the steps according to various exemplary embodiments of the present disclosure described in the above-described "exemplary methods" section of the present specification. For example, the processing unit 610 may perform the method steps shown in fig. 1 to 3, etc.
The storage unit 620 may include readable media in the form of volatile storage units, such as Random Access Memory (RAM) 621 and/or cache memory 622, and may further include Read Only Memory (ROM) 623.
The storage unit 620 may also include a program/utility 624 having a set (at least one) of program modules 625, such program modules 625 including, but not limited to: an operating system, one or more application programs, other program modules, and program data, each or some combination of which may include an implementation of a network environment.
Bus 630 may be a local bus representing one or more of several types of bus structures including a memory unit bus or memory unit controller, a peripheral bus, an accelerated graphics port, a processing unit, or using any of a variety of bus architectures.
The electronic device 600 may also communicate with one or more external devices 700 (e.g., keyboard, pointing device, bluetooth device, etc.), one or more devices that enable a user to interact with the electronic device 600, and/or any device (e.g., router, modem, etc.) that enables the electronic device 600 to communicate with one or more other computing devices. Such communication may occur through an input/output (I/O) interface 650. Also, electronic device 600 may communicate with one or more networks such as a Local Area Network (LAN), a Wide Area Network (WAN), and/or a public network, such as the Internet, through network adapter 660. As shown, network adapter 660 communicates with other modules of electronic device 600 over bus 630. It should be appreciated that although not shown, other hardware and/or software modules may be used in connection with electronic device 600, including, but not limited to: microcode, device drivers, redundant processing units, external disk drive arrays, RAID systems, tape drives, data backup storage systems, and the like.
It should be noted that although in the above detailed description several modules or units of a device for action execution are mentioned, such a division is not mandatory. Indeed, the features and functionality of two or more modules or units described above may be embodied in one module or unit in accordance with exemplary embodiments of the present disclosure. Conversely, the features and functions of one module or unit described above may be further divided into a plurality of modules or units to be embodied.
Furthermore, the above-described figures are only schematic illustrations of processes included in the method according to the exemplary embodiments of the present disclosure, and are not intended to be limiting. It will be readily appreciated that the processes shown in the above figures do not indicate or limit the temporal order of these processes. In addition, it is also readily understood that these processes may be performed synchronously or asynchronously, for example, among a plurality of modules.
From the description of the embodiments above, those skilled in the art will readily appreciate that the exemplary embodiments described herein may be implemented in software, or may be implemented in software in combination with the necessary hardware. Thus, the technical solution according to the exemplary embodiments of the present disclosure may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (may be a CD-ROM, a U-disk, a mobile hard disk, etc.) or on a network, including several instructions to cause a computing device (may be a personal computer, a server, a terminal device, or a network device, etc.) to perform the method according to the exemplary embodiments of the present disclosure.
Other embodiments of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the disclosure disclosed herein. This application is intended to cover any adaptations, uses, or adaptations of the disclosure following, in general, the principles of the disclosure and including such departures from the present disclosure as come within known or customary practice within the art to which the disclosure pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.

Claims (7)

1. A game data processing method, comprising:
when the game client runs in the background, saving game data during the background running;
when the game client is switched to the foreground operation, determining a corresponding display strategy according to the time length of the game client in the background operation;
displaying a game picture corresponding to the game data according to the display strategy;
when the game client runs in the background, saving game data during the background running, including:
when the game client runs in the background, receiving game data sent by a server, and storing the game data according to the receiving time;
The determining a corresponding display strategy according to the running time of the game client in the background comprises the following steps: when the time length of the game client side running in the background is located in a first time interval, determining to adopt a first display strategy;
when the display policy is the first display policy, displaying a game picture corresponding to the game data according to the display policy, including: acquiring game data at the current moment; executing the game data at the current moment to generate a current game picture of the game client; displaying the current game picture;
the determining a corresponding display strategy according to the running time of the game client in the background comprises the following steps: when the time length of the game client side running in the background is in a second time interval, determining to adopt a second display strategy;
when the display policy is the second display policy, displaying a game picture corresponding to the game data according to the display policy, including: executing the game data to generate a game video of the game client during background running; playing the game video according to a preset playing speed, wherein the preset playing speed is greater than a normal playing speed;
The determining a corresponding display strategy according to the running time of the game client in the background comprises the following steps: when the time length of the game client side running in the background is in a third time interval, determining to adopt a third display strategy;
when the display policy is the third display policy, displaying a game picture corresponding to the game data according to the display policy, including: executing the game data at the current moment to obtain a current game picture, and displaying the current game picture in a main window of the game client; simultaneously executing game data stored by the game client during background running to obtain a game video, and displaying the game video in a small window of the game client;
wherein the second time interval, the third time interval and the first time interval are arranged in order from small to large.
2. The game data processing method according to claim 1, wherein when the game client is running in the background, the method further comprises:
and recording the running time of the game client in the background, and stopping receiving the game data sent by the server when the running time of the game client in the background exceeds a preset threshold.
3. The game data processing method according to claim 1, wherein when playing the game video at a preset play speed, the method further comprises:
receiving new game data transmitted by the server and adding the new game data to a storage queue of the game data;
and sequentially taking out and executing game data from the storage queue to generate a game video of the game client, and playing the game video according to the preset playing speed until the storage queue is empty.
4. The game data processing method according to claim 1, wherein the duration of the game client running in the background is determined by:
when the game client side is switched to background operation, recording the current moment as a first moment;
when the game client side is switched to the foreground to run, recording the current moment as a second moment;
and calculating the difference value between the second moment and the first moment to obtain the running time of the game client in the background.
5. A game data processing device, the device comprising:
the storage module is used for storing game data in the background operation period when the game client side operates in the background;
The determining module is used for determining a corresponding display strategy according to the time length of the game client in the background operation when the game client is switched to the foreground operation;
the display module is used for displaying a game picture corresponding to the game data according to the display strategy;
when the game client runs in the background, saving game data during the background running, including:
when the game client runs in the background, receiving game data sent by a server, and storing the game data according to the receiving time;
the determining a corresponding display strategy according to the running time of the game client in the background comprises the following steps: when the time length of the game client side running in the background is located in a first time interval, determining to adopt a first display strategy;
when the display policy is the first display policy, displaying a game picture corresponding to the game data according to the display policy, including: acquiring game data at the current moment; executing the game data at the current moment to generate a current game picture of the game client; displaying the current game picture;
the determining a corresponding display strategy according to the running time of the game client in the background comprises the following steps: when the time length of the game client side running in the background is in a second time interval, determining to adopt a second display strategy;
When the display policy is the second display policy, displaying a game picture corresponding to the game data according to the display policy, including: executing the game data to generate a game video of the game client during background running; playing the game video according to a preset playing speed, wherein the preset playing speed is greater than a normal playing speed;
the determining a corresponding display strategy according to the running time of the game client in the background comprises the following steps: when the time length of the game client side running in the background is in a third time interval, determining to adopt a third display strategy;
when the display policy is the third display policy, displaying a game picture corresponding to the game data according to the display policy, including: executing the game data at the current moment to obtain a current game picture, and displaying the current game picture in a main window of the game client; simultaneously executing game data stored by the game client during background running to obtain a game video, and displaying the game video in a small window of the game client;
wherein the second time interval, the third time interval and the first time interval are arranged in order from small to large.
6. A computer readable storage medium, on which a computer program is stored, characterized in that the computer program, when being executed by a processor, implements the method of any of claims 1-4.
7. An electronic device, comprising:
a processor;
a memory for storing executable instructions of the processor; and
a display;
wherein the processor is configured to perform the method of any of claims 1-4 via execution of the executable instructions.
CN202010420821.6A 2020-05-18 2020-05-18 Game data processing method and device, computer storage medium and electronic equipment Active CN111467797B (en)

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JP2014215913A (en) * 2013-04-26 2014-11-17 株式会社サミーネットワークス Control method for application program
CN109165076A (en) * 2018-10-17 2019-01-08 Oppo广东移动通信有限公司 Display methods, device, terminal and the storage medium of game application

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* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2014215913A (en) * 2013-04-26 2014-11-17 株式会社サミーネットワークス Control method for application program
CN109165076A (en) * 2018-10-17 2019-01-08 Oppo广东移动通信有限公司 Display methods, device, terminal and the storage medium of game application

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