CN112657180A - Game running method and device, electronic equipment and storage medium - Google Patents

Game running method and device, electronic equipment and storage medium Download PDF

Info

Publication number
CN112657180A
CN112657180A CN202011516612.8A CN202011516612A CN112657180A CN 112657180 A CN112657180 A CN 112657180A CN 202011516612 A CN202011516612 A CN 202011516612A CN 112657180 A CN112657180 A CN 112657180A
Authority
CN
China
Prior art keywords
game
scene
service process
data
computing service
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN202011516612.8A
Other languages
Chinese (zh)
Inventor
韩宏毅
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Beijing Pixel Software Technology Co Ltd
Original Assignee
Beijing Pixel Software Technology Co Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Beijing Pixel Software Technology Co Ltd filed Critical Beijing Pixel Software Technology Co Ltd
Priority to CN202011516612.8A priority Critical patent/CN112657180A/en
Publication of CN112657180A publication Critical patent/CN112657180A/en
Pending legal-status Critical Current

Links

Images

Landscapes

  • User Interface Of Digital Computer (AREA)

Abstract

The application provides a game running method and device, electronic equipment and a storage medium, and relates to the technical field of games. In the application, a plurality of game scene objects are respectively bound with a plurality of scene computing service processes. And secondly, executing game operation based on the game data of the bound game scene objects through each scene computing service process to obtain game processing data corresponding to each game scene object. Then, the object identification data and the game association data of each game scene object are respectively sent to each other scene computing service process through the scene computing service process bound by the game scene object. Based on the method, the problem that the game running process is easy to be jammed in the existing game technology can be improved.

Description

Game running method and device, electronic equipment and storage medium
Technical Field
The application relates to the technical field of games, in particular to a game running method and device, electronic equipment and a storage medium.
Background
In the prior art, a game scene (such as a map) is generally divided into a plurality of parts, and then each part is individually controlled. Thus, when the game characters controlled by the user are concentrated on a small number of parts, the problem of jamming is likely to occur.
Disclosure of Invention
In view of the above, an object of the present application is to provide a game running method and apparatus, an electronic device, and a storage medium, so as to solve the problem that a game running process based on the existing game technology is prone to being stuck.
In order to achieve the above purpose, the embodiment of the present application adopts the following technical solutions:
a game running method is applied to electronic equipment, the electronic equipment is provided with a plurality of scene computing service processes, and the game running method comprises the following steps:
establishing a binding relationship between a plurality of game scene objects and a plurality of scene computing service processes respectively, wherein each scene computing service process is bound with at least one game scene object;
executing game operation based on the game data of the bound game scene objects through each scene computing service process to obtain game processing data corresponding to each game scene object;
and respectively sending the object identification data and the game association data of each game scene object to each other scene computing service process through the scene computing service process bound by the game scene object, wherein the game association data are data which have association relation among the game scene objects belonging to different scene computing service processes in the corresponding game processing data.
In a preferred option of the embodiment of the present application, in the game running method, the step of obtaining the game processing data corresponding to each game scene object by executing the game operation based on the game data of the bound game scene object through each of the scene computing service processes includes:
aiming at each scene computing service process, establishing a binding relationship between a plurality of game scene objects bound by the scene computing service process and a plurality of corresponding first computing service threads, wherein the plurality of first computing service threads are configured and formed aiming at the scene computing service process in advance, and each first computing service thread is bound with at least one game scene object;
and executing game operation based on the game data of the bound game scene objects through each first computing service thread to obtain game processing data corresponding to each game scene object.
In a preferred option of the embodiment of the present application, in the game running method, the step of obtaining the game processing data corresponding to each game scene object by executing the game operation based on the game data of the bound game scene object through each of the scene computing service processes includes:
aiming at each scene computing service process, respectively configuring corresponding second computing service threads for a plurality of game computing tasks included in the scene computing service process, wherein the second computing service threads and the game computing tasks have one-to-one correspondence;
and executing corresponding game computing tasks based on the game data of the game scene objects bound by the scene computing service process through each second computing service thread respectively to obtain the game processing data corresponding to each game scene object.
In a preferred option of the embodiment of the present application, in the game running method, the electronic device is further configured with a scene synchronization service process, and the step of sending the object identification data and the game association data of each game scene object to each other scene computation service process through the scene computation service process bound to the game scene object includes:
sending the object identification data and the game association data of each game scene object to the scene synchronization service process through the bound scene calculation service process respectively;
and sending the object identification data and the game association data of each game scene object to each scene computing service process except the scene computing service process bound with the game scene object through the scene synchronization service process.
In a preferred option of the embodiment of the present application, in the game running method, the electronic device is further configured with a scene storage service process, and the method further includes:
sending the object identification data and the game association data of each game scene object to the scene storage service process through the scene synchronization service process;
the scene storage service process is used for storing the object identification data and the game related data, and sending the object identification data and the game related data to the scene calculation service process when receiving data recovery request information of any one scene calculation service process.
In a preferred option of the embodiment of the present application, in the game running method, the electronic device is further configured with a scene interaction service process, and the method further includes:
through the scene computing service process, sending the position updating information of the target game scene object to the scene interaction service process, wherein the target game scene object is a game scene object bound by the scene computing service process;
performing visual relationship updating calculation processing on the target game scene object based on the position updating information through the scene interaction service process to determine other game scene objects having visual relationship with the target game scene object;
through the scene interaction service process, respectively updating the game scene objects in each target first view container, and sending the updated result to the scene calculation service process bound with the game scene objects corresponding to the target first view container, wherein each target first view container is a first view container which is respectively configured in the scene interaction service process aiming at the target game scene object, other game scene objects having a visual relationship with the target game scene object before the position information is updated, and other game scene objects having a visual relationship with the target game scene object before the position information is updated;
and each scene calculation service process receiving the result of the updating processing updates the game scene objects in the second view container configured in the bound scene calculation service process corresponding to the game scene objects based on the corresponding result of the updating processing.
An embodiment of the present application further provides a game running apparatus, which is applied to an electronic device, where the electronic device is configured with a plurality of scene computing service processes, and the game running apparatus includes:
the system comprises a binding relationship establishing module, a scene calculation service process establishing module and a scene calculation service processing module, wherein the binding relationship establishing module is used for respectively establishing a binding relationship between a plurality of game scene objects and a plurality of scene calculation service processes, and each scene calculation service process is bound with at least one game scene object;
the game operation execution module is used for executing game operation based on the game data of the bound game scene objects through each scene computing service process to obtain game processing data corresponding to each game scene object;
and the game data sending module is used for sending the object identification data and the game associated data of each game scene object to each other scene computing service process through the scene computing service process bound by the game scene object, wherein the game associated data is data which has an association relation among the game scene objects belonging to different scene computing service processes in the corresponding game processing data.
In a preferred option of the embodiment of the present application, in the game execution device, the game operation execution module includes:
the relationship establishing unit is used for establishing a binding relationship between a plurality of game scene objects bound by the scene computing service process and a plurality of corresponding first computing service threads aiming at each scene computing service process, wherein the plurality of first computing service threads are configured and formed aiming at the scene computing service process in advance, and at least one game scene object is bound to each first computing service thread;
and the operation execution unit is used for executing game operation based on the game data of the bound game scene objects through each first computing service thread to obtain game processing data corresponding to each game scene object.
On the basis, an embodiment of the present application further provides an electronic device, including:
a memory for storing a computer program;
and the processor is connected with the memory and is used for executing the computer program stored in the memory so as to realize the game running method.
On the basis of the foregoing, an embodiment of the present application further provides a computer-readable storage medium, which stores a computer program, and when the computer program is executed, the computer program implements the game running method described above.
According to the game running method and device, the electronic equipment and the storage medium, the binding relationship is established between the plurality of game scene objects and the plurality of scene computing service processes which are configured in advance, so that game operation can be executed on different game scene objects based on different scene computing service processes respectively, and then game association data in the obtained game processing data is sent to other scene computing service processes, so that data synchronization can be realized among the scene computing service processes. Based on this, because the synchronization of data can be realized among the scene computing service processes, and the game scenes (such as maps) are not required to be divided, the respective control can be realized, thereby avoiding the problem that the game scene objects are concentrated in a certain control easily caused by the division of the game scenes, and further causing the problem that the game running process is blocked under the condition that the resources are not particularly sufficient because the game scene objects are concentrated too much, and improving the problem that the game running process based on the existing game technology is blocked easily, and having higher practical value.
In order to make the aforementioned objects, features and advantages of the present application more comprehensible, preferred embodiments accompanied with figures are described in detail below.
Drawings
Fig. 1 is a block diagram of an electronic device according to an embodiment of the present disclosure.
Fig. 2 is a schematic flow chart of a game running method according to an embodiment of the present application.
Fig. 3 is a schematic view of information interaction between a scene computing service process and each service deployed on an electronic device according to an embodiment of the present application.
Fig. 4 is a flowchart illustrating the sub-steps included in step S120 in fig. 2.
Fig. 5 is a flowchart illustrating other sub-steps included in step S120 in fig. 2.
Fig. 6 is a schematic diagram of information interaction between a scene computation service process and a scene synchronization service process provided in the embodiment of the present application.
Fig. 7 is a flowchart illustrating other sub-steps included in step S130 in fig. 2.
Fig. 8 is a schematic flowchart illustrating other steps of a game running method according to an embodiment of the present application.
Fig. 9 is a block diagram illustrating a game execution apparatus according to an embodiment of the present application.
Icon: 10-an electronic device; 12-a memory; 14-a processor; 100-a game play device; 110-binding relationship establishing module; 120-a game operation execution module; 130-game data transmission module.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present application clearer, the technical solutions in the embodiments of the present application will be clearly and completely described below with reference to the drawings in the embodiments of the present application, and it is obvious that the described embodiments are only a part of the embodiments of the present application, and not all the embodiments. The components of the embodiments of the present application, generally described and illustrated in the figures herein, can be arranged and designed in a wide variety of different configurations.
Thus, the following detailed description of the embodiments of the present application, presented in the accompanying drawings, is not intended to limit the scope of the claimed application, but is merely representative of selected embodiments of the application. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present application.
As shown in fig. 1, an embodiment of the present application provides an electronic device 10, which may include a memory 12, a processor 14, and a game execution apparatus 100.
Wherein the memory 12 and the processor 14 are electrically connected directly or indirectly to realize data transmission or interaction. For example, they may be electrically connected to each other via one or more communication buses or signal lines. The game execution apparatus 100 includes at least one software functional module that can be stored in the memory 12 in the form of software or firmware (firmware). The processor 14 is configured to execute an executable computer program stored in the memory 12, for example, a software functional module and a computer program included in the game running apparatus 100, so as to implement a game running method provided by an embodiment of the present application (as described below).
Alternatively, the Memory 12 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 processor 14 may be a general-purpose processor including a Central Processing Unit (CPU), a Graphics Processing Unit (GPU), and the like.
It will be appreciated that the configuration shown in FIG. 1 is merely illustrative and that the electronic device 10 may include more or fewer components than shown in FIG. 1 or may have a different configuration than shown in FIG. 1. For example, the electronic device 10 may further include a communication unit for interacting with other devices (e.g., a terminal device such as a mobile phone) to obtain information (e.g., game operation information input by a user).
Wherein, in an alternative example, the electronic device 10 may be a server having data processing capabilities.
With reference to fig. 2, an embodiment of the present application further provides a game running method, which can be applied to the electronic device 10. The electronic device 10 is configured with a plurality of scenario calculation service processes, and the method steps defined by the flow related to the game running method may be implemented by the electronic device 10.
The specific process shown in FIG. 2 will be described in detail below.
Step S110, a plurality of game scene objects are respectively bound with a plurality of scene computing service processes.
In this embodiment, the electronic device 10 may establish a binding relationship with a plurality of game scene objects in the game scene and a plurality of scene computing service processes configured in advance, respectively.
Wherein each scene computation service process is bound with at least one game scene object.
Step S120, executing game operation based on the game data of the bound game scene object through each of the scene computing service processes, respectively, to obtain game processing data corresponding to each game scene object.
In this embodiment, after establishing the binding relationship based on step S110, the electronic device 10 may execute a game operation based on the game data of the bound game scene object through each of the scene computing service processes, so as to obtain the game processing data corresponding to each game scene object.
That is, for each of the scene calculation service processes, the game data of the game scene object bound by the scene calculation service process may be processed (i.e., the game operation is performed) by the scene calculation service process, and thus, the game processing data corresponding to each game scene object may be obtained (i.e., the game operation is performed based on the game data, and the game processing data may be obtained).
Step S130, the object identification data and the game association data of each game scene object are respectively sent to each other scene computation service process through the scene computation service process bound to the game scene object.
In this embodiment, after obtaining the game processing data corresponding to each game scene object based on step S120, the electronic device 10 may send the object identification data of each game scene object and the game association data in the game processing data to each other scene computing service process through the scene computing service process bound to the game scene object.
The game associated data is data which corresponds to the incidence relation among game scene objects belonging to different scene computing service processes in the game processing data.
That is, for each game scene object, the object identification data and the game association data of the game scene object can be sent to each scene calculation service process except for the scene calculation service process through the scene calculation service process bound by the game scene object.
Based on the method, because the data synchronization can be realized among the scene computing service processes, and the game scenes (such as maps) can be respectively controlled without being divided, the problem that the game scene objects are concentrated in a certain control easily caused by the division of the game scenes, and the problem that the game running process is blocked easily caused by the fact that the game scene objects are concentrated excessively and the resources are not particularly sufficient is solved, and the problem that the game running process based on the existing game technology is blocked easily can be solved.
In the first aspect, it should be noted that, in step S110, a specific manner for establishing the binding relationship is not limited, and may be selected according to actual application requirements.
For example, in an alternative example, with reference to fig. 3, a global server is further installed in advance on the electronic device 10, and the global server may be configured to determine a binding relationship between the game scene object and the scene computing service process, that is, to respectively bind a plurality of game scene objects to different scene computing service processes according to a certain rule (e.g., a rule such as a balance rule).
In consideration of the fact that the scene calculation service process can be used for executing game operations, when the bound game scene objects belong to a role controlled by a user, in order to obtain game operation information (as game data) input by the user, and the like, the electronic device 10 is also pre-installed with a gateway server, and the gateway server can be further used for acquiring game operation information and the like sent by game clients corresponding to the users, and then sending the game operation information and the like to the bound scene calculation service process based on the corresponding game scene objects, so as to execute the game operations and the like.
Further, since game system information such as user properties and user tasks is generally included in a game, it is necessary to process the game system information. Based on this, in this embodiment, the electronic device 10 is pre-installed with a logic server for processing the game system information.
In order to enable the interaction to be effectively performed, the electronic device 10 is further pre-installed with a message queue server for performing information forwarding and the like on the interaction between the scene calculation service process and the logic server.
And, for the message queue server, in an alternative example, the message queue server may also be configured to perform information interaction between the scenario computing service process and other servers, for example, for some game data that needs to be persisted, the scenario computing service process may perform information interaction with a database server through the message queue server to obtain or store the game data (e.g., data such as the level, blood volume, attribute, and the like of a scenario object). Similarly, the logic server may also perform information interaction (such as data of user props, user equipment, user tasks, and the like) with the database server based on the message queue server.
In the second aspect, it should be noted that, in step S120, a specific manner of executing the game operation through the scene computing service process is not limited, and may be selected according to actual application requirements.
For example, in an alternative example, the game scene objects belonging to the same scene computing service process may be processed based on the same thread, and thus, one thread may be configured for each scene computing service process to perform the game operation.
For another example, in another alternative example, for game scene objects belonging to the same scene computing service process, processing may also be performed based on different threads, so that reliability and stability of executing game operations may be ensured. That is, in this example, multiple threads may be configured separately for each of the scenario compute service processes.
For the example of configuring multiple threads in one scene computing service process, the specific configuration mode is different, which may cause the specific mode of executing the game operation to be different.
For example, in an alternative example, in conjunction with fig. 4, step S120 may include step S121 and step S122, as described in detail below.
Step S121, aiming at each scene computing service process, establishing a binding relationship between a plurality of game scene objects bound by the scene computing service process and a plurality of corresponding first computing service threads.
In this embodiment, after the binding relationship between the scene computing service process and the game scene object is established based on step S110, considering that there are generally a plurality of game scene objects bound by one scene computing service process and a plurality of first computing service threads are corresponding to the game scene objects, for each scene computing service process, a binding relationship may be established between a plurality of game scene objects bound by the scene computing service process and a plurality of corresponding first computing service threads, so that at least one game scene object is bound by each first computing service thread.
The plurality of first computing service threads may be formed based on a configuration for the scene computing service process in advance (may be an application that may be parallel and split in some execution logics between a plurality of game scene objects bound to the scene computing service process, and the plurality of first computing service threads are formed to perform parallel processing on game data of the plurality of game scene objects, for example, basic data of the game scene objects, such as coordinates, blood volume, battle force, attack force, and the like of the scene objects, may be updated respectively). That is, for each of the scenario computation service processes, a corresponding plurality of first computation service threads may be configured for the scenario computation service process in advance.
Step S122, executing a game operation based on the game data of the bound game scene object through each of the first computing service threads, respectively, to obtain game processing data corresponding to each game scene object.
In this embodiment, after the binding relationship between the game scene object and the first computing service thread is established based on step S121, the game operation may be executed based on the game data of the game scene object bound by the first computing service thread through each of the first computing service threads, and thus, the game processing data corresponding to each game scene object may be obtained.
That is, for each of the first computing service threads, operations may be performed by the first computing service thread based on game data (which may include stored data, such as level data of game scene objects, and data obtained in real-time, such as game operation information input by a user) of the game scene objects bound by the first computing service thread.
For another example, in another alternative example, in conjunction with fig. 5, step S120 may include step S123 and step S124, which are described in detail below.
Step S123, for each of the scene computation service processes, configuring corresponding second computation service threads for a plurality of game computation tasks included in the scene computation service process.
In this embodiment, after the binding relationship between the scene computing service process and the game scene object is established based on step S110, considering that a plurality of game computing tasks may exist in one scene computing service process, and different game computing tasks run relatively independently, for each scene computing service process, corresponding second computing service threads may be configured for the plurality of game computing tasks included in the scene computing service process, so that a plurality of second computing service threads corresponding to each scene computing service process may be obtained.
Wherein the second computing service thread has a one-to-one correspondence with the game computing task. That is, each second computing service thread may be configured to perform a game computing task in a scene computing service process, such as a routing task (e.g., obtaining a traversable path according to the start point coordinates and the end point coordinates), and a collision check task (e.g., calculating which objects in a game scene intersect an object on a straight line from the start point to the end point).
Step S124, executing a corresponding game computing task based on the game data of the game scene object bound by the belonging scene computing service process through each second computing service thread, respectively, to obtain game processing data corresponding to each game scene object.
In this embodiment, after configuring the corresponding second computing service thread for each game computing task based on step S123, the corresponding game computing task may be executed based on the game data of the game scene object bound by the belonging scene computing service process through each second computing service thread, that is, the game operation corresponding to the game computing task is executed, so that the game processing data corresponding to each game scene object may be obtained.
That is, for each of the second computing service threads, the game computing task corresponding to the second computing service thread may be executed based on the game data of the game scene object bound by the scene computing service process of the second computing service thread.
In the third aspect, it should be noted that, in step S130, a specific manner of sending the object identification data and the game related data through the scene computing service process is not limited, and may be selected according to actual application requirements.
For example, in an alternative example, the scenario computing service processes may communicate directly with each other, i.e., the scenario computing service processes may send the object identification data and the game association data directly to other scenario computing service processes.
For another example, in another alternative example, in consideration of the fact that the scene calculation service process is generally more in number, in order to ensure the validity of the transmission of the object identification data and the game association data, in conjunction with fig. 6 and 7, the electronic device 10 is further configured with a scene synchronization service process, and step S130 may include step S131 and step S132, which are specifically described below.
Step S131, the object identification data and the game association data of each game scene object are respectively sent to the scene synchronization service process through the bound scene calculation service process.
In this embodiment, after obtaining the game processing data corresponding to each game scene object based on step S120, the object identification data of each game scene object and the game association data in the game processing data may be sent to the scene synchronization service process through the scene computing service process bound to the game scene object.
Step S132, sending the object identification data and the game association data of each game scene object to each scene computing service process except the scene computing service process bound to the game scene object through the scene synchronization service process.
In this embodiment, after the object identification data and the game related data of each game scene object are sent to the scene synchronization service process based on step S131, the object identification data and the game related data of each game scene object may be sent to each scene computing service process other than the scene computing service process bound to the game scene object through the scene synchronization service process, so that the object identification data and the game related data of each game scene object may be synchronized between the scene computing service processes.
It is understood that, in the above example, the defined object identification data may refer to data that needs to be sent to the game client for processing (e.g., displaying), and may include, but is not limited to, type data of the game scene object (e.g., player character, non-player controlled character, static object, dynamic object, etc.), Unique identification data (Unique identity), appearance data, coordinate data, blood volume, or other attribute data.
In the above example, the player character may refer to a character that the user can control. A non-player controlled character (NPC) may be the only character that a non-user may control. The Static Object (Scene Static Object) may refer to an Object that cannot be moved in a game Scene, and may be preset or added during a game process, such as a house. The dynamic Object (Scene Movement Object) may refer to an Object that can move in a game Scene, and some objects that need to change positions, such as bullets, skill examples, and the like, may be generated by a player character or a non-player-controlled character.
As for the game association data, as described above, the game association data may be data having an association relationship between game scene objects belonging to different scene computing service processes in the corresponding game processing data, and may include, but is not limited to, data for computing an injury value in a battle, a hate value between game scene objects, and the like.
It can be understood that, in order to facilitate the synchronization processing of data between different processes, such as scene computation service processes, by the scene synchronization service process, in this embodiment, a mechanism with different data may also be configured.
For example, in an alternative example, all scene computing service processes may be added to the same data synchronization group, and thus, effective synchronization of data in the data synchronization group may be achieved, for example, after receiving the object identification data and the game association data sent by any scene computing service process, the scene computing service process may synchronize the object identification data and the game association data to each (other) scene computing service process in the corresponding data synchronization group.
For other types of data or data synchronization modes between other processes, configuration may be performed according to actual application requirements, and details are not repeated here.
Based on the above example, through further research by the inventors of the present application, it is found that, in the process of executing a game operation based on a plurality of scenario computing service processes, data may be lost due to downtime and other factors in some scenario computing service processes, and thus, a data recovery operation is required.
Based on this, in order to realize effective execution of game operation, the electronic device 10 is further configured with a scene storage service process, and the game running method may further include the steps of:
and sending the object identification data and the game association data of each game scene object to the scene storage service process through the scene synchronization service process.
The scene storage service process is used for storing the object identification data and the game related data, and sending the object identification data and the game related data to the scene calculation service process when receiving data recovery request information of any one scene calculation service process.
It is understood that, for the above data recovery process, in a specific application example, the following steps can be implemented:
the scene computation service process may send a synchronization data request to the scene synchronization service process, and after the scene synchronization service process receives the synchronization data request, the scene synchronization service process sends a synchronization message number ID to the scene computation service process and notifies the scene storage service process to return data to the scene synchronization service process (the notified information includes the synchronization message number ID), and then the scene storage service process sends reply data to the scene synchronization service process (the reply data includes the synchronization message number ID). Then, the scene calculation service process may record the synchronization message number ID after receiving the synchronization message number ID, and thus, the scene calculation service process may store the forwarded reply data of the scene synchronization service process first after receiving the forwarded reply data, and thus, all data stored before the synchronization message number ID may be further discarded based on the synchronization message number ID, and only the reply data including the synchronization message number ID is retained.
Further, considering that the game scene is generally large and the positions of the game scene objects are different, so that the different game scene objects have different game views (i.e. it is difficult to make the entire contents of the game scene as the effective view of each game scene object), different view containers are generally formed for the different game scene objects (it can be understood that the real-time relationship data between the game scene objects, i.e. the other game scene objects that the game scene objects can see within the view range). Based on this, in order to effectively perform processes such as updating of the view containers (corresponding data) of the game scene objects, the game running method may further include step S140, step S150, step S160, and step S170, which are described below in detail with reference to fig. 8.
Step S140, the position updating information of the target game scene object is sent to the scene interaction service process through the scene calculation service process.
In this embodiment, the electronic device 10 is further configured with a scene interaction service process, based on which, the electronic device 10 may send the location update information of the target game scene object to the scene interaction service process through the scene calculation service process (for example, in an alternative example, the scene calculation service process may send the location update information to the scene interaction service process through the scene synchronization service process).
The target game scene object is a game scene object bound by the scene computing service process, and the position of the game scene object needs to be updated or changed.
Step S150, performing, by the scene interaction service process, a visual relationship update calculation process on the target game scene object based on the location update information, so as to determine another game scene object having a visual relationship with the target game scene object.
In this embodiment, after sending the location update information to the scene interaction service process based on step S140, the electronic device 10 may perform, through the scene interaction service process, a visual relationship update calculation process on the target game scene object based on the location update information, so as to determine another game scene object having a visual relationship with the target game scene object (for example, in an alternative example, another game scene object of the target game scene object within a certain radius range or a certain field of view may be determined).
Step S160, respectively performing update processing on the game scene object in each target first view container through the scene interaction service process, and sending a result of the update processing to the scene calculation service process bound to the game scene object corresponding to the target first view container.
In this embodiment, after determining other game scene objects having a visual relationship with the target game scene object based on step S150, the electronic device 10 may perform, through the scene interaction service process, update processing on the game scene object in each target first view container, and send a result of the update processing to a scene calculation service process bound to the game scene object corresponding to the target first view container (for example, in an alternative example, forwarding may also be performed based on the scene synchronization service process).
Each of the target first view containers is a first view container configured in advance in the scene interaction service process for the target game scene object, another game scene object having a visual relationship with the target game scene object before the position information is updated, and another game scene object having a visual relationship with the target game scene object before the position information is updated.
Step S170, each scene calculation service process receiving the result of the update processing performs update processing on the game scene object in the second view container configured in the bound scene calculation service process corresponding to the game scene object, based on the corresponding result of the update processing.
In this embodiment, after sending the result of the update processing to the scene calculation service process bound to the corresponding game scene object based on step S160, the electronic device 10 may perform the update processing on the game scene object in the second view container configured by the corresponding game scene object in the bound scene calculation service process based on the result of the corresponding update processing, respectively, by each scene calculation service process receiving the result of the update processing, and thus, the update of the view container (i.e., view data) in the scene calculation service process may be implemented.
On the basis of the above example, in order to facilitate understanding of updating the view container, the present embodiment further provides a specific application example, and the specific contents are as follows:
firstly, when determining that the position of a game scene object A is updated, a scene calculation service process 1 may send position update information (such as updated position coordinate information) corresponding to the update to a scene interaction service process;
second, after receiving the location update information, the scene interaction service process may perform a visual relationship update calculation process based on the location update information, such as determining that the game scene object a has the game scene object B and the game scene object C in the visual range, and based on determining whether an upper limit of the visual number is reached (this step may not be configured in other examples), such as reaching the visual number, only selecting a part of the game scene objects, such as only using the game scene object B as another game scene object having a visual relationship with the game scene object a, such that the game scene object B is added to the first view container of the game scene object a and the game scene object a is added to the first view container of the game scene object B (i.e., implementing an update to the first view container), and notifying the scene calculation service process bound to the game scene object a (i.e., the scene calculation service process 1) and the game scene object B (i.e., the game scene calculation service process 1) and the game scene object B The scenario computational service process of (e.g., exhaustion computational service process 2);
then, the scene computation service process bound by the game scene object a may add the game scene object B to the second view container of the game scene object a based on the notification; the scene computation service process bound by the game scene object B can add the game scene object A to the second view container of the game scene object B (namely, update of the second view container is realized) based on the notification;
finally, the scene calculation service process bound to the game scene object a and the scene calculation service process bound to the game scene object B may respectively send the result of the update processing of the second view container to the corresponding game client (it can be understood that this step is effective when the game scene object a and the game scene object B belong to a player character).
Further, in the above example, considering that configuring too many scenario computing service processes on one device may result in higher performance requirements on the device or result in difficulty for the device to effectively run too many scenario computing service processes, a part of the scenario computing service processes may also be deployed on other electronic devices other than the electronic device 10, and a scenario synchronization agent service process may be deployed on the other electronic devices for implementing information interaction between the scenario computing service processes on the other electronic devices and the scenario computing service processes on the electronic device 10.
It is to be understood that the above-mentioned multiple processes may be configured for one game scene, and may be referred to as one process group. That is, when a game corresponds to a plurality of game scenes (in an alternative example, the game scene may be understood as a map), a corresponding one of the process groups may be configured for each game scene.
With reference to fig. 9, an embodiment of the present application further provides a game running apparatus 100, which can be applied to the electronic device 10. The game execution device 100 may include a binding relationship establishing module 110, a game operation executing module 120, and a game data transmitting module 130.
The binding relationship establishing module 110 may be configured to establish a binding relationship between a plurality of game scene objects and the plurality of scene computing service processes, respectively, where each scene computing service process is bound with at least one game scene object. In this embodiment, the binding relationship establishing module 110 may be configured to execute step S110 shown in fig. 2, and reference may be made to the foregoing description of step S110 for relevant contents of the binding relationship establishing module 110.
The game operation executing module 120 may be configured to execute, through each of the scene computing service processes, a game operation based on the game data of the bound game scene object, and obtain game processing data corresponding to each game scene object. In this embodiment, the game operation execution module 120 may be configured to execute step S120 shown in fig. 2, and reference may be made to the foregoing description of step S120 for relevant contents of the game operation execution module 120.
The game data sending module 130 may be configured to send the object identification data and the game association data of each game scene object to each other scene computing service process through the scene computing service process bound to the game scene object, respectively, where the game association data is data having an association relationship between game scene objects belonging to different scene computing service processes in the corresponding game processing data. In this embodiment, the game data sending module 130 may be configured to execute step S130 shown in fig. 2, and reference may be made to the foregoing description of step S130 for relevant contents of the game data sending module 130.
Alternatively, in an alternative example, the game operation execution module 120 may include a relationship establishment unit and an operation execution unit.
The relationship establishing unit may be configured to, for each of the scene computing service processes, establish a binding relationship between a plurality of game scene objects bound to the scene computing service process and a plurality of corresponding first computing service threads, where the plurality of first computing service threads are configured and formed in advance for the scene computing service process, and each of the first computing service threads is bound to at least one game scene object. The operation execution unit may be configured to execute, by each of the first computing service threads, a game operation based on the game data of the bound game scene object, and obtain game processing data corresponding to each game scene object.
Based on the above example, the game execution apparatus 100 may further include other modules having different functions based on different requirements.
For example, in an alternative example, the electronic device 10 is further configured with a scene synchronization service process and a scene storage service process, and the other modules may be configured to:
sending the object identification data and the game association data of each game scene object to the scene storage service process through the scene synchronization service process; the scene storage service process is used for storing the object identification data and the game related data, and sending the object identification data and the game related data to the scene calculation service process when receiving data recovery request information of any one scene calculation service process.
For another example, in another alternative example, the electronic device 10 is further configured with a scene interaction service process, and the other modules may also be configured to:
through the scene computing service process, sending the position updating information of the target game scene object to the scene interaction service process, wherein the target game scene object is a game scene object bound by the scene computing service process; performing visual relationship updating calculation processing on the target game scene object based on the position updating information through the scene interaction service process to determine other game scene objects having visual relationship with the target game scene object; through the scene interaction service process, respectively updating the game scene objects in each target first view container, and sending the updated result to the scene calculation service process bound with the game scene objects corresponding to the target first view container, wherein each target first view container is a first view container which is respectively configured in the scene interaction service process aiming at the target game scene object, other game scene objects having a visual relationship with the target game scene object before the position information is updated, and other game scene objects having a visual relationship with the target game scene object before the position information is updated; and each scene calculation service process receiving the result of the updating processing updates the game scene objects in the second view container configured in the bound scene calculation service process corresponding to the game scene objects based on the corresponding result of the updating processing.
In an embodiment of the present application, there is also provided a computer-readable storage medium, in which a computer program is stored, and the computer program executes the steps of the game running method when running.
The steps executed when the computer program runs are not described in detail herein, and reference may be made to the above explanation of the game running method.
In summary, the game running method and apparatus, the electronic device, and the storage medium provided by the present application establish a binding relationship between a plurality of game scene objects and a plurality of scene computing service processes configured in advance, so that game operations can be performed on different game scene objects based on different scene computing service processes, respectively, and then game association data in the obtained game processing data is sent to other scene computing service processes, so that data synchronization can be achieved between the scene computing service processes. Based on this, because the synchronization of data can be realized among the scene computing service processes, and the game scenes (such as maps) are not required to be divided, the respective control can be realized, thereby avoiding the problem that the game scene objects are concentrated in a certain control easily caused by the division of the game scenes, and further causing the problem that the game running process is blocked under the condition that the resources are not particularly sufficient because the game scene objects are concentrated too much, and improving the problem that the game running process based on the existing game technology is blocked easily, and having higher practical value.
In the embodiments provided in the present application, it should be understood that the disclosed apparatus and method can be implemented in other ways. The apparatus and method embodiments described above are illustrative only, as the flowcharts and block diagrams in the figures illustrate the architecture, functionality, and operation of possible implementations of apparatus, methods and computer program products according to various embodiments of the present application. In this regard, each block in the flowchart or block diagrams may represent a module, segment, or portion of code, which comprises one or more executable instructions for implementing the specified logical function(s). It should also be noted that, in some alternative implementations, the functions noted in the block may occur out of the order noted in the figures. For example, two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved. It will also be noted that each block of the block diagrams and/or flowchart illustration, and combinations of blocks in the block diagrams and/or flowchart illustration, can be implemented by special purpose hardware-based systems which perform the specified functions or acts, or combinations of special purpose hardware and computer instructions.
In addition, functional modules in the embodiments of the present application may be integrated together to form an independent part, or each module may exist separately, or two or more modules may be integrated to form an independent part.
The functions, if implemented in the form of software functional modules and sold or used as a stand-alone product, may be stored in a computer readable storage medium. Based on such understanding, the technical solution of the present application or portions thereof that substantially contribute to the prior art may be embodied in the form of a software product stored in a storage medium and including instructions for causing a computer device (which may be a personal computer, an electronic device, or a network device) to perform all or part of the steps of the method according to the embodiments of the present application. And the aforementioned storage medium includes: a U-disk, a removable hard disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a magnetic disk or an optical disk, and other various media capable of storing program codes. It should be noted that, in this document, the terms "comprises," "comprising," or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises a list of elements does not include only those elements but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Without further limitation, an element defined by the phrase "comprising an … …" does not exclude the presence of other identical elements in a process, method, article, or apparatus that comprises the element.
The above description is only a preferred embodiment of the present application and is not intended to limit the present application, and various modifications and changes may be made by those skilled in the art. Any modification, equivalent replacement, improvement and the like made within the spirit and principle of the present application shall be included in the protection scope of the present application.

Claims (10)

1. A game running method is applied to an electronic device, the electronic device is provided with a plurality of scene computing service processes, and the game running method comprises the following steps:
establishing a binding relationship between a plurality of game scene objects and a plurality of scene computing service processes respectively, wherein each scene computing service process is bound with at least one game scene object;
executing game operation based on the game data of the bound game scene objects through each scene computing service process to obtain game processing data corresponding to each game scene object;
and respectively sending the object identification data and the game association data of each game scene object to each other scene computing service process through the scene computing service process bound by the game scene object, wherein the game association data are data which have association relation among the game scene objects belonging to different scene computing service processes in the corresponding game processing data.
2. The game execution method of claim 1, wherein the step of executing, by each of the scene computation service processes, a game operation based on the game data of the bound game scene object to obtain the game processing data corresponding to each game scene object comprises:
aiming at each scene computing service process, establishing a binding relationship between a plurality of game scene objects bound by the scene computing service process and a plurality of corresponding first computing service threads, wherein the plurality of first computing service threads are configured and formed aiming at the scene computing service process in advance, and each first computing service thread is bound with at least one game scene object;
and executing game operation based on the game data of the bound game scene objects through each first computing service thread to obtain game processing data corresponding to each game scene object.
3. The game execution method of claim 1, wherein the step of executing, by each of the scene computation service processes, a game operation based on the game data of the bound game scene object to obtain the game processing data corresponding to each game scene object comprises:
aiming at each scene computing service process, respectively configuring corresponding second computing service threads for a plurality of game computing tasks included in the scene computing service process, wherein the second computing service threads and the game computing tasks have one-to-one correspondence;
and executing corresponding game computing tasks based on the game data of the game scene objects bound by the scene computing service process through each second computing service thread respectively to obtain the game processing data corresponding to each game scene object.
4. A game execution method according to any one of claims 1 to 3, wherein the electronic device is further configured with a scene synchronization service process, and the step of sending the object identification data and the game association data of each game scene object to each other scene computation service process bound to the game scene object respectively comprises:
sending the object identification data and the game association data of each game scene object to the scene synchronization service process through the bound scene calculation service process respectively;
and sending the object identification data and the game association data of each game scene object to each scene computing service process except the scene computing service process bound with the game scene object through the scene synchronization service process.
5. A game execution method according to claim 4, wherein the electronic device is further configured with a scenario storage service process, the method further comprising:
sending the object identification data and the game association data of each game scene object to the scene storage service process through the scene synchronization service process;
the scene storage service process is used for storing the object identification data and the game related data, and sending the object identification data and the game related data to the scene calculation service process when receiving data recovery request information of any one scene calculation service process.
6. A game execution method according to any one of claims 1 to 3, wherein the electronic device is further provided with a scene interaction service process, and the method further comprises:
through the scene computing service process, sending the position updating information of the target game scene object to the scene interaction service process, wherein the target game scene object is a game scene object bound by the scene computing service process;
performing visual relationship updating calculation processing on the target game scene object based on the position updating information through the scene interaction service process to determine other game scene objects having visual relationship with the target game scene object;
through the scene interaction service process, respectively updating the game scene objects in each target first view container, and sending the updated result to the scene calculation service process bound with the game scene objects corresponding to the target first view container, wherein each target first view container is a first view container which is respectively configured in the scene interaction service process aiming at the target game scene object, other game scene objects having a visual relationship with the target game scene object before the position information is updated, and other game scene objects having a visual relationship with the target game scene object before the position information is updated;
and each scene calculation service process receiving the result of the updating processing updates the game scene objects in the second view container configured in the bound scene calculation service process corresponding to the game scene objects based on the corresponding result of the updating processing.
7. A game execution apparatus applied to an electronic device provided with a plurality of scenario calculation service processes, the game execution apparatus comprising:
the system comprises a binding relationship establishing module, a scene calculation service process establishing module and a scene calculation service processing module, wherein the binding relationship establishing module is used for respectively establishing a binding relationship between a plurality of game scene objects and a plurality of scene calculation service processes, and each scene calculation service process is bound with at least one game scene object;
the game operation execution module is used for executing game operation based on the game data of the bound game scene objects through each scene computing service process to obtain game processing data corresponding to each game scene object;
and the game data sending module is used for sending the object identification data and the game associated data of each game scene object to each other scene computing service process through the scene computing service process bound by the game scene object, wherein the game associated data is data which has an association relation among the game scene objects belonging to different scene computing service processes in the corresponding game processing data.
8. A game execution apparatus as claimed in claim 7, wherein the game operation execution module comprises:
the relationship establishing unit is used for establishing a binding relationship between a plurality of game scene objects bound by the scene computing service process and a plurality of corresponding first computing service threads aiming at each scene computing service process, wherein the plurality of first computing service threads are configured and formed aiming at the scene computing service process in advance, and at least one game scene object is bound to each first computing service thread;
and the operation execution unit is used for executing game operation based on the game data of the bound game scene objects through each first computing service thread to obtain game processing data corresponding to each game scene object.
9. An electronic device, comprising:
a memory for storing a computer program;
a processor coupled to the memory for executing the computer program stored in the memory to implement the game execution method of any one of claims 1-6.
10. A computer-readable storage medium storing a computer program, wherein the computer program is executed to implement the game execution method of any one of claims 1 to 6.
CN202011516612.8A 2020-12-21 2020-12-21 Game running method and device, electronic equipment and storage medium Pending CN112657180A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202011516612.8A CN112657180A (en) 2020-12-21 2020-12-21 Game running method and device, electronic equipment and storage medium

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202011516612.8A CN112657180A (en) 2020-12-21 2020-12-21 Game running method and device, electronic equipment and storage medium

Publications (1)

Publication Number Publication Date
CN112657180A true CN112657180A (en) 2021-04-16

Family

ID=75406569

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202011516612.8A Pending CN112657180A (en) 2020-12-21 2020-12-21 Game running method and device, electronic equipment and storage medium

Country Status (1)

Country Link
CN (1) CN112657180A (en)

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN113350800A (en) * 2021-08-09 2021-09-07 北京蔚领时代科技有限公司 Physical engine data processing system based on cloud computing
CN113413586A (en) * 2021-06-23 2021-09-21 腾讯科技(上海)有限公司 Virtual object transmission method, device, equipment and storage medium
CN113457125A (en) * 2021-07-02 2021-10-01 珠海金山网络游戏科技有限公司 Game scene management method and system

Citations (10)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20020128065A1 (en) * 2001-01-16 2002-09-12 Chung Ho Ming Real time data exchange system
CN1945538A (en) * 2006-10-27 2007-04-11 北京金山软件有限公司 Method and system for distributing data of net surfing server based on multiple nuclear CPU framework
CN104133724A (en) * 2014-04-03 2014-11-05 腾讯科技(深圳)有限公司 Concurrent task scheduling method and concurrent task scheduling device
CN108579093A (en) * 2018-05-10 2018-09-28 腾讯科技(上海)有限公司 The running protection method, apparatus and readable medium of target process
CN110227254A (en) * 2019-06-21 2019-09-13 腾讯科技(深圳)有限公司 View angle switch control method and device, storage medium and electronic device
CN110898428A (en) * 2019-11-12 2020-03-24 腾讯科技(深圳)有限公司 Multi-virtual object interaction method, device, server and storage medium
CN111459626A (en) * 2020-03-11 2020-07-28 完美世界(北京)软件科技发展有限公司 Method and device for realizing non-branching seamless game world
CN111672105A (en) * 2020-05-28 2020-09-18 腾讯科技(深圳)有限公司 Visual field data packet sending method, device, equipment and medium based on virtual environment
CN112044061A (en) * 2020-08-11 2020-12-08 腾讯科技(深圳)有限公司 Game picture processing method and device, electronic equipment and storage medium
CN112090066A (en) * 2020-09-10 2020-12-18 腾讯科技(深圳)有限公司 Scene display method and device based on virtual interactive application

Patent Citations (10)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20020128065A1 (en) * 2001-01-16 2002-09-12 Chung Ho Ming Real time data exchange system
CN1945538A (en) * 2006-10-27 2007-04-11 北京金山软件有限公司 Method and system for distributing data of net surfing server based on multiple nuclear CPU framework
CN104133724A (en) * 2014-04-03 2014-11-05 腾讯科技(深圳)有限公司 Concurrent task scheduling method and concurrent task scheduling device
CN108579093A (en) * 2018-05-10 2018-09-28 腾讯科技(上海)有限公司 The running protection method, apparatus and readable medium of target process
CN110227254A (en) * 2019-06-21 2019-09-13 腾讯科技(深圳)有限公司 View angle switch control method and device, storage medium and electronic device
CN110898428A (en) * 2019-11-12 2020-03-24 腾讯科技(深圳)有限公司 Multi-virtual object interaction method, device, server and storage medium
CN111459626A (en) * 2020-03-11 2020-07-28 完美世界(北京)软件科技发展有限公司 Method and device for realizing non-branching seamless game world
CN111672105A (en) * 2020-05-28 2020-09-18 腾讯科技(深圳)有限公司 Visual field data packet sending method, device, equipment and medium based on virtual environment
CN112044061A (en) * 2020-08-11 2020-12-08 腾讯科技(深圳)有限公司 Game picture processing method and device, electronic equipment and storage medium
CN112090066A (en) * 2020-09-10 2020-12-18 腾讯科技(深圳)有限公司 Scene display method and device based on virtual interactive application

Cited By (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN113413586A (en) * 2021-06-23 2021-09-21 腾讯科技(上海)有限公司 Virtual object transmission method, device, equipment and storage medium
CN113413586B (en) * 2021-06-23 2023-09-15 腾讯科技(上海)有限公司 Virtual object transmission method, device, equipment and storage medium
CN113457125A (en) * 2021-07-02 2021-10-01 珠海金山网络游戏科技有限公司 Game scene management method and system
CN113457125B (en) * 2021-07-02 2024-02-23 珠海金山数字网络科技有限公司 Game scene management method and system, computing device and computer readable storage medium
CN113350800A (en) * 2021-08-09 2021-09-07 北京蔚领时代科技有限公司 Physical engine data processing system based on cloud computing
CN113350800B (en) * 2021-08-09 2021-10-26 北京蔚领时代科技有限公司 Physical engine data processing system based on cloud computing

Similar Documents

Publication Publication Date Title
CN112657180A (en) Game running method and device, electronic equipment and storage medium
CN107952243B (en) Path determining method and device
US9878244B2 (en) Storage medium having stored therein game program, game apparatus, game system, and game processing method
JP6535159B2 (en) Program, game system, control method and recording medium
CN109966741B (en) Position updating method, device, equipment and storage medium
US10717010B2 (en) Systems and methods for providing efficient game access
US9037725B2 (en) Online game system, method, and computer-readable medium
KR101731971B1 (en) User device for processing response to request related application and computer program for providing respond to request related application
US8944920B1 (en) Push messaging architecture for online games
CN112084044B (en) Event processing method in system and related device
CN109529357A (en) Troop's data processing method and device
US20230271089A1 (en) Program, server device, and control method
CN113082694A (en) Game mode switching method and device and electronic equipment
CN110544159B (en) Map information processing method and device, readable storage medium and electronic equipment
CN111800491A (en) Data transmission method, system, computing device and storage medium
CN112131240A (en) Dirty data processing method and device, storage medium and electronic equipment
WO2020247535A1 (en) System and methods for generating a platform-agnostic game shortcut to launch a game for cloud gaming
CN109701275B (en) Operation interaction method and device based on network game shadow role
US20140113727A1 (en) Online game system, method, and computer-readable medium
CN111467808B (en) Game entity updating method and device
CN114470746A (en) Server system, data transmission method, device, equipment and storage medium
CN114070853A (en) Immersive activity system, application method thereof and electronic device
CN108446365B (en) Address information query method, system, device and storage medium
US11673052B2 (en) Non-player character action control using game server
US20230277933A1 (en) Method and apparatus for providing a computer implemented application

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination