WO2022007394A1 - 游戏数据的处理方法、装置、存储介质和电子装置 - Google Patents
游戏数据的处理方法、装置、存储介质和电子装置 Download PDFInfo
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- WO2022007394A1 WO2022007394A1 PCT/CN2021/074348 CN2021074348W WO2022007394A1 WO 2022007394 A1 WO2022007394 A1 WO 2022007394A1 CN 2021074348 W CN2021074348 W CN 2021074348W WO 2022007394 A1 WO2022007394 A1 WO 2022007394A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/31—Communication aspects specific to video games, e.g. between several handheld game devices at close range
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/73—Authorising game programs or game devices, e.g. checking authenticity
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
- A63F13/49—Saving the game status; Pausing or ending the game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/69—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/71—Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
Definitions
- the present disclosure relates to the field of data processing, and in particular, to a method, device, storage medium and electronic device for processing game data.
- the game data of the game running in the first terminal is usually sent to the second terminal having a communication connection with the first terminal, so that the second terminal can restore the game state according to the game data.
- the game data of the first terminal is sent to the second terminal, the game data is not verified, and the game data may be abnormal, so that the accuracy of the game data cannot be ensured when the game data is transferred.
- a method for processing game data may include: establishing a mapping relationship between the first client and the second client based on the first data transfer request of the first client; and delivering the first game data of the first client to the second client according to the mapping relationship terminal; obtain the second game data from the second client, wherein the second game data is the data obtained after the second client updates the first game data; based on the first user identification information of the first client, the second game The game data is verified to obtain a verification result; when the verification result indicates that the second game data has passed the verification, the first game data is updated to the second game data.
- another method for processing game data includes: the second client obtains first game data of the first client, wherein the first game data is sent by the server according to the mapping relationship between the first client and the second client, and the mapping relationship is sent by the server based on the first
- the first data transfer request of the client is established; the second client updates the first game data to obtain the second game data; the second client sends the second game data to the server, wherein the second game data is stored by the server based on the first game data.
- the first user identification information of a client is verified to obtain a verification result, and when the verification result indicates that the second game data has passed the verification, the first game data is updated to the second game data.
- another method for processing game data includes: the first client sends a first data transfer request to the server, wherein the first data transfer request is used to enable the server to establish a mapping relationship between the first client and the second client; the first client obtains the server The second game data sent, wherein the second game data is verified by the server based on the first user identification information of the first client, and the second game data is obtained after the second client updates the first game data of the first client The data of the first game is sent by the server to the second client according to the mapping relationship.
- an apparatus for processing game data comprising one or more processors, and one or more memories storing program units, wherein the program units are executed by the processors, and the program units It may include: establishing a component, configured to establish a mapping relationship between the first client and the second client based on the first data transfer request of the first client; and a delivery component, configured to transfer the first client's first client's first data according to the mapping relationship.
- a game data is sent to the second client;
- the first acquisition component is configured to acquire the second game data from the second client, wherein the second game data is obtained after the second client updates the first game data
- the verification component is set to verify the second game data based on the first user identification information of the first client to obtain the verification result;
- the first update component is set to when the verification result indicates that the second game data has passed the verification,
- the first game data is updated to the second game data.
- another apparatus for processing game data comprising one or more processors, and one or more memories storing program units, wherein the program units are executed by the processors, and the program The unit may include: a second acquiring component, configured to enable the second client to acquire the first game data of the first client, wherein the first game data is sent by the server according to the mapping relationship between the first client and the second client , the mapping relationship is established by the server based on the first data transfer request of the first client; the second updating component is set to enable the second client to update the first game data to obtain the second game data; the first sending component is set to Make the second client send the second game data to the server, wherein the second game data is verified by the server based on the first user identification information of the first client to obtain a verification result, and when the verification result indicates that the second game data passes the verification When the first game data is updated to the second game data.
- a second acquiring component configured to enable the second client to acquire the first game data of the first client, wherein the first game data is sent by the server according to
- another apparatus for processing game data comprising one or more processors, and one or more memories storing program units, wherein the program units are executed by the processors, and the program The unit may include: a second sending component configured to cause the first client to send a first data transfer request to the server, wherein the first data transfer request is used to cause the server to establish a mapping between the first client and the second client relationship; a third acquiring component, configured to enable the first client to acquire the second game data sent by the server, wherein the second game data is verified by the server based on the first user identification information of the first client, and the second game data is the first Data obtained after the second client updates the first game data of the first client, and the first game data is sent by the server to the second client according to the mapping relationship.
- a nonvolatile storage medium is provided.
- a computer program is stored in the non-volatile storage medium, wherein when the computer program is run by the processor, the device where the non-volatile storage medium is located is controlled to execute the game data processing method of the embodiment of the present disclosure.
- an electronic device includes a processor; and a memory connected to the processor and configured to store executable instructions of the processor; wherein the processor is configured to execute the executable instructions, and the executable instructions include: based on first data of the first client Transfer the request, establish a mapping relationship between the first client and the second client; deliver the first game data of the first client to the second client according to the mapping relationship; obtain the second game data from the second client , wherein the second game data is the data obtained after the second client updates the first game data; the second game data is verified based on the first user identification information of the first client, and the verification result is obtained; when the verification result indicates When the second game data passes the verification, the first game data is updated to the second game data.
- FIG. 1 is a block diagram of a hardware structure of a mobile terminal according to a method for processing game data according to an embodiment of the present disclosure
- FIG. 2 is a flowchart of a method for processing game data according to an embodiment of the present disclosure
- FIG. 3 is a flowchart of another method for processing game data according to an embodiment of the present disclosure.
- FIG. 4 is a flowchart of another method for processing game data according to an embodiment of the present disclosure.
- FIG. 5 is a schematic diagram of an apparatus for processing game data according to an embodiment of the present disclosure.
- FIG. 6 is a schematic diagram of an apparatus for processing game data according to an embodiment of the present disclosure.
- FIG. 7 is a schematic diagram of another apparatus for processing game data according to one embodiment of the present disclosure.
- FIG. 8 is a schematic structural diagram of a non-volatile storage medium according to one embodiment of the present disclosure.
- FIG. 9 is a schematic structural diagram of an electronic device according to one embodiment of the present disclosure.
- FIG. 1 is a hardware structural block diagram of a mobile terminal according to a method for processing game data according to an embodiment of the present disclosure.
- the mobile terminal may include one or more (only one is shown in FIG. 1 ) processor 102 (the processor 102 may include, but is not limited to, a processing device such as a microprocessor MCU or a programmable logic device FPGA) and a memory 104 for storing data, optionally, the above-mentioned mobile terminal may further include a transmission device 106 and an input/output device 108 for communication functions.
- processor 102 may include, but is not limited to, a processing device such as a microprocessor MCU or a programmable logic device FPGA
- a memory 104 for storing data
- the above-mentioned mobile terminal may further include a transmission device 106 and an input/output device 108 for communication functions.
- FIG. 1 is only a schematic diagram, which does not limit the structure of the above-mentioned mobile terminal.
- the mobile terminal may also include more or fewer components than those shown in FIG. 1 , or have a different configuration than that shown in FIG. 1 .
- the memory 104 can be used to store computer programs, for example, software programs and modules of application software, such as a computer program corresponding to a method for processing game data in an embodiment of the present disclosure.
- the processor 102 runs the computer program stored in the memory 104 by running the computer program. , so as to perform various functional applications and data processing, that is, to implement the above method.
- Memory 104 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory.
- the memory 104 may further include memory located remotely from the processor 102, and these remote memories may be connected to the mobile terminal through a network. Examples of such networks include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof.
- Transmission device 106 is used to receive or transmit data via a network.
- the specific example of the above-mentioned network may include a wireless network provided by a communication provider of the mobile terminal.
- the transmission device 106 includes a network adapter (Network Interface Controller, NIC for short), which can be connected to other network devices through a base station so as to communicate with the Internet.
- the transmission device 106 may be a radio frequency (Radio Frequency, RF for short) module, which is used to communicate with the Internet in a wireless manner.
- RF Radio Frequency
- FIG. 2 is a flowchart of a method for processing game data according to an embodiment of the present disclosure. As shown in Figure 2, the method may include the following steps:
- Step S202 establishing a mapping relationship between the first client and the second client based on the first data transfer request of the first client.
- the first client is a client logged in through a first account
- the second client is a client logged in through a second account
- the first client is a client at the first terminal
- the client running on the second terminal is the client running on the second terminal.
- the first client and the second client may both be clients that perform reloadable games.
- the server when the first client needs to transfer its game data to the second client, for example, when the first client needs to transfer the battle game data to the second client to continue the battle operation, the server The first data transfer request from the first client can be acquired, where the first data transfer request is used to request the server to transfer game data.
- the server may establish a mapping relationship between the first client and the second client based on the first data transfer request of the first client, where the second client is the server to which the server needs to transfer the game data originally belonging to the first client.
- the second client replaces the first client to perform game operations to complete the authority game.
- Step S204 delivering the first game data of the first client to the second client according to the mapping relationship.
- step S204 of the present disclosure after the server establishes a mapping relationship between the first client and the second client, the server sends the first game data of the first client to the second client according to the mapping relationship.
- the server obtains the first game data of the first client, and the first game data may be the battle data of the game in which the first client participated and the other data before the first client sends the first data transfer request. Information about the previously controlled virtual game character.
- the server determines the second client based on the mapping relationship, and then sends the above-mentioned first game data to the second client, and the second client can load it and enter the game that the first client originally entered, thereby restoring the game state .
- Step S206 Acquire second game data from the second client, where the second game data is data obtained after the second client updates the first game data.
- step S206 of the present disclosure after the server sends the first game data of the first client to the second client according to the mapping relationship, the second client updates the first game data to obtain the second Game data, the server obtains the second game data.
- the second game data is operation data performed by the second client instead of the first client to participate in the game, for example, movement operations, skill release operations, etc., which may be directly generated data, or may be based on
- the data obtained by calculating the directly generated data is not specifically limited here.
- Step S208 verifying the second game data based on the first user identification information of the first client to obtain a verification result.
- step S208 of the present disclosure after acquiring the second game data from the second client, the server verifies the second game data based on the first user identification information of the first client to obtain a verification result.
- the second game data is related to the virtual game character previously controlled by the first client, but cannot be related to other virtual game characters, that is, the second game data is related to the virtual game character previously controlled by the first client For virtual game characters, it is unique.
- the server of this embodiment may verify the second game data to ensure that it is unique and legal.
- the server may acquire second user identification information of the second client from the second game data, where the second user identification information is also the unique user identification (user_id) of the second client.
- the first user identification information of the corresponding first client is obtained based on the pre-established mapping relationship, and the first user identification information is also the unique user identification (user_id) of the first client.
- the data is calculated and verified, and the verification result is obtained.
- Step S210 when the verification result indicates that the second game data has passed the verification, update the first game data to the second game data.
- the server verifies the second game data based on the first user identification information of the first client, and after obtaining the verification result, determines whether the verification result indicates that the second game data has passed the verification.
- the verification result indicates that the second game data passes the verification
- the first game data is updated to the second game data.
- the verification result indicates that the second game data has passed the verification, it means that the second game data is valid, and the original first game data of the first client can be updated.
- the first game data is the original position of the virtual game character previously controlled by the first client
- the second game data is the movement request of the above-mentioned virtual game character sent by the second client, and the movement request may include the virtual game character.
- the server verifies it and calculates the latest position of the virtual game character, and updates the original position of the virtual character through it;
- the second game data is the skill ID sent by the second client, which can be a different skill type depending on the skill type.
- the position can also be the direction, or the specified object, or no object.
- the second client sends all necessary data to the server, and the server obtains second game data such as skill hit objects, hit effects and related parameters after calculation, and updates the first game data through them. That is, although the second client in this embodiment replaces the first client to perform game operations, it does not change the attribution of game data, and uses the second game data on the server to update the first game data of the first client. After the game is over, store the game results in the relevant data table of the first client, for example, store the calculated number of wins and losses, points, hero proficiency, etc. in the relevant data table of the first client, so that the game results affect The data is just the first client.
- the above-mentioned second game data in this embodiment is changeable data, and the server can store, verify, calculate, and forward the data. If it is handed over to a client for storage, verification, calculation, and forwarding, uncontrollable situations such as instability (client disconnection) and cheating (client plug-in) may occur.
- a mapping relationship is established between the first client and the second client based on the first data transfer request of the first client; according to the mapping relationship, the first game of the first client is The data is sent to the second client; the second game data from the second client is obtained, wherein the second game data is the data obtained after the second client updates the first game data; based on the first game data of the first client A user identification information verifies the second game data to obtain a verification result; when the verification result indicates that the second game data passes the verification, the first game data is updated to the second game data.
- the present disclosure allows game data to be transferred between different clients through the server, and the obtained new game data is verified to ensure the uniqueness, stability, and accuracy of the game data, and solve the problem of in-game data.
- the technical problem of the accuracy of the game data cannot be ensured, so as to achieve the technical effect of ensuring the accuracy of the game data when the game data is transferred.
- step S206 before acquiring the second game data from the second client, the method further includes: disconnecting the connection with the first client.
- the server in order to ensure the uniqueness of the operation object, after it is determined that the second client performs the game operation instead of the first client, before acquiring the second game data from the second client, the server can be disconnected from the first client. A connection between clients, so that the server does not acquire the data request of the first client, but conducts data interaction with the second client to verify the data request of the second client, thereby ensuring the uniqueness of the operation object.
- the virtual game character belonging to the second client cannot continue to participate in the game.
- step S206 after acquiring the second game data from the second client, the method further includes: acquiring the second user identification information of the second client from the second game data; determining the first The second user identification information is in the target field; the first user identification information corresponding to the second user identification information is obtained in the target field.
- the second game data sent by the second client carries the second user identification information of the second client.
- the server After the server obtains the second game data from the second client, the server first extracts the second user identification information from the second game data, and then can check whether the second user identification information is in the target field in the record data table, wherein, the target field may be a field whose key is replace_user_id, and the record data table may be a battle record table for recording battle data. If it is determined that the second user identification information is in the target field, the first user identification information corresponding to the above-mentioned second user identification information can be obtained therefrom.
- step S208 verifying the second game data based on the first user identification information of the first client to obtain a verification result, including: obtaining identification information of the virtual game character from the second game data; When the identification information of the virtual game character is associated with the acquired first user identification information, it is determined that the second game data passes the verification.
- the second game data obtained by the second client performing the game operation must be related to the virtual game character associated with the first client, that is, related to the virtual game character previously controlled by the first client.
- the server obtains the identification information of the virtual game character from the second game data, and the identification information may be the skill identification (ID) of the virtual game character; when the identification information of the virtual game character in the second game data is the same as the obtained first user When the identification information is associated, that is, the second game data is for the first client, it can be determined that the second game data is verified.
- the second client requests the server to use a certain skill, the skill ID It cannot be the skill ID of other virtual game characters, but can only be the skill ID of the virtual game character previously controlled by the first client.
- the storage of the second game data will be bound to the first user identifier of the first client, and whether the second game data is legal can be verified through the first user identifier.
- step S202 establishing a mapping relationship between the first client and the second client based on the first data transfer request of the first client, including: obtaining the first data transfer request from the first data transfer request.
- the second user identification information of the two clients; the second user identification information is verified; when the verification of the second user identification information is passed, a mapping relationship is established between the first client and the second client.
- the second user identification information of the second client may be carried in the first data transfer request.
- the server can identify the second user identification information from the first data transfer request, and can verify the second user identification information, for example, verify whether the second user identification information is correct, if If it is verified that the second user identification information is correct, it can be determined that the verification of the second user identification information has passed, and if the verification of the second user identification information is incorrect, it can be determined that the verification of the second user identification information has failed.
- a mapping relationship is established between the first client and the second client.
- establishing a mapping relationship between the first client and the second client includes: when the verification of the second user identification information is passed, sending The second client sends the second data transfer request; obtains the response result sent by the second client in response to the second data transfer request; when the response result indicates that the second client allows to update the first game data, the first client A mapping relationship is established with the second client.
- the server when it passes the verification of the second user identification information, it can send a second data transfer request to the second client, where the second data transfer request can be obtained when the verification of the second user identification information is passed. notification message.
- the server in this embodiment may further forward the first data transfer request to the second client as the second data transfer request.
- the second client terminal After receiving the second data transfer request, the second client terminal responds to the second data transfer request, obtains the response result, and can enter the game display notification interface.
- the notification interface can display the above notification message, which can be used to query the second Whether the client can continue to participate in the game instead of the first client.
- the second client determines that it can continue to participate in the game instead of the first client, it can send a response result to the server, the response result indicates that the second client allows to update the first game data, that is, agrees to the request for data transfer, At this time, a one-to-one correspondence is established between the first client and the second client.
- step S202 establishing a mapping relationship between the first client and the second client includes: recording the first user identification information and the second user identification information in the target field.
- the first user identification information of the first client and the second user identification information of the second client may be recorded in the target In the field, the target field may be a field whose key is replace_user_id in the data record table, which is used to verify the second game data obtained by the second client performing the game operation thereafter.
- updating the first game data to the second game data includes: acquiring the target data table of the first client; and updating the first game data in the target data table to the second game data.
- a target data table bound to the first client can be obtained after the authority game ends, and the target data table can be used to store
- the original first game data of the first client for example, the first game data is the number of wins and losses, points, hero proficiency, etc.
- the server passes the verification of the second game data, it can be stored in the target data table.
- the first game data of is updated to the second game data, for example, the number of wins and losses, points, hero proficiency, etc. in the target data table are updated.
- the embodiment of the present disclosure also provides another method for processing game data from the second client side.
- FIG. 3 is a flowchart of another method for processing game data according to one embodiment of the present disclosure. As shown in Figure 3, the method may include the following steps:
- Step S302 the second client acquires the first game data of the first client.
- the first game data is sent by the server according to the mapping relationship between the first client and the second client, and the mapping relationship is established by the server based on the first data transfer request of the first client. .
- the second client is a client that can perform game operations instead of the first client, and the second client server sends the first game data of the first client, wherein the first data of the first client is transferred
- the request is acquired by the server, and the first data transfer request is used to request the server to transfer game data.
- the second client obtains the first game data sent by the server according to the mapping relationship.
- the first game data may be the battle data of the game in which the first client participated and the previous data before the first client sends the first data transfer request.
- the second client can load the information of the controlled virtual game character, enter the game that the first client originally entered, and restore the game state.
- Step S304 the second client updates the first game data to obtain second game data.
- step S304 of the present disclosure after the second client obtains the first game data of the first client, the second client updates the first game data to obtain the second game data.
- the second game data is the operation data performed by the second client instead of the first client to participate in the game, for example, the movement operation data, the release skill operation data, etc., which may be directly generated data, or may be It is the data obtained by further calculation based on the directly generated data, and there is no specific limitation here.
- Step S306 the second client sends the second game data to the server, wherein the second game data is verified by the server based on the first user identification information of the first client, and a verification result is obtained, and when the verification result indicates the second game data When the verification is passed, the first game data is updated to the second game data.
- step S306 of the present disclosure after the second client updates the first game data and obtains the second game data, the second client sends the second game data to the server, so that the server can update the first game data to the server. 2. Verify the game data.
- the second game data is related to the virtual game character previously controlled by the first client, but cannot be related to other virtual game characters, that is, the second game data is related to the virtual game character previously controlled by the first client For virtual game characters, it is unique.
- the second game data of this embodiment is verified by the server to ensure that it is unique and legal.
- the second game data includes the second user identification information of the second client, and the server can obtain the first user identification information of the corresponding first client through the mapping relationship, and the first user identification information is used for the second user identification information.
- the game data is calculated and verified, and the verification result is obtained.
- the verification result indicates that the second game data has passed the verification, it means that the second game data is valid, and the original first game data of the first client can be updated.
- the second client of this embodiment can send all necessary data to the server, and the server obtains second game data such as skill hit object and hit effect and related parameters through calculation, and updates the first game data through it. That is, although the second client in this embodiment replaces the first client to perform game operations, it does not change the attribution of game data, and uses the second game data on the server to update the first game data of the first client. After the game ends, the game result is stored in the relevant data table of the first client, so that the game result only affects the data of the first client.
- step S302 before the second client obtains the first game data of the first client sent by the server according to the mapping relationship, the method further includes: the second client obtains a second data transfer request, The second data transfer request is sent by the server when the verification of the second user identification information of the second client is passed; the second client responds to the second data transfer request and sends a response result to the server, wherein the response result is used to indicate the first The second client allows updating the first game data.
- the second client obtains the second data transfer request sent by the server, where the second data transfer request may be a notification message obtained when the verification of the second user identification information is passed.
- the second client responds to the second data transfer request, obtains the response result, and can enter the game open notification interface, which can display the above notification message, which can be used to inquire about the second data transfer request. Whether the client can continue to participate in the game instead of the first client.
- the second client determines that it can continue to participate in the game instead of the first client, it can send a response result to the server, the response result indicates that the second client allows the update of the first game data, that is, agrees to the request for data transfer , and establish a one-to-one correspondence between the first client and the second client.
- the embodiment of the present disclosure also provides another method for processing game data from the side of the first client.
- FIG. 4 is a flowchart of another method for processing game data according to an embodiment of the present disclosure. As shown in Figure 4, the method may include the following steps:
- Step S402 the first client sends a first data transfer request to the server, where the first data transfer request is used to enable the server to establish a mapping relationship between the first client and the second client.
- the first client when it needs to transfer its game data to the second client, it can send a first data transfer request to the server, where the first data transfer request is used to request
- the server transfers the game data, so that the server can establish a mapping relationship between the first client and the second client based on the first data transfer request.
- Step S404 the first client obtains the second game data sent by the server, wherein the second game data is verified by the server based on the first user identification information of the first client.
- step S404 of the present disclosure after the first client sends the first data transfer request to the server, the first client obtains the second game data sent by the server, wherein the second game data is sent by the server based on the first data transfer request.
- the first user identification information of a client is verified, and the second game data is the data obtained after the second client updates the first game data of the first client, and the first game data is sent by the server to the second client according to the mapping relationship end.
- the first client sends first game data to the server, where the first game data may be the battle data of the game in which the first client participated before the first client sends the first data transfer request, and Information about the virtual game character it previously controlled.
- the first game data when the first game data is sent by the server to the second client, it can be loaded by the second client, so that the first client enters the game that the first client originally entered and restores the game state.
- the first game data is updated by the second client to obtain second game data.
- the second game data is the operation data performed by the second client to participate in the game instead of the first client, such as moving operation data, releasing skills
- the operation data, etc. may be directly generated data, or may be data obtained by further calculation based on the directly generated data, which is not specifically limited here.
- the first client obtains the verified second game data sent by the server, which may be unique and legal second game data, and the server may perform calculation and verification on the second game data through the first user identification information of the first client.
- the server verifies the second game data based on the first user identification information of the first client and obtains the verification result
- the verification result indicates that the second game data has passed the verification
- the first game data is updated as: Second game data.
- the second client performs game operations in place of the first client, it does not change the attribution of the game data, and uses the second game data on the server to update the first game data of the first client.
- store the game results in the relevant data table of the first client for example, store the calculated number of wins and losses, points, hero proficiency, etc. in the relevant data table of the first client, so that the game result affects the Just the first client's data.
- the account numbers of the two terminals may be the same.
- the account login of the first terminal will be kicked out, and there is a time difference (considered disconnection), and the update data needs to be downloaded from the server; the difference between the first account and the second account
- the update data needs to be downloaded from the server; to transfer game data.
- the above method of this embodiment allows players to transfer game data under different terminals and different accounts, and to verify the new game data obtained, so as to have a wider range of application scenarios and determine the game
- the uniqueness of data the transfer of game data between different terminals or accounts does not change the ownership of the game data, and is still returned to the player's corresponding client after the battle; and because the game data is verified and stored by the server, and forwarded by the server , so it is safe and stable, and players can easily carry out.
- the game data of the currently running game running in the first terminal is usually sent to the second terminal that has a communication connection with the first terminal, so that the second terminal can use the of game data to restore the game state.
- the above method only solves the requirement of the player to change the terminal during the game.
- the game data of the first terminal is sent to the second terminal, it takes time for the second terminal to load the valid data.
- the game data may change, and the uniqueness of the game data is not verified, which will cause abnormality when the game data is restored to the game state on the second terminal; the above method does not consider the difference between different accounts. the transfer of game data. For example, if a player is temporarily busy and needs to have someone else complete the battle against the authorities on his behalf, in this case, data transfer between different accounts is required.
- players can be allowed to transfer game data under different terminals and different accounts, and verify the game data, thereby ensuring the uniqueness of the game data; the transfer of game data between different terminals or accounts, The attribution of game data will not be changed, and it will be returned to the account corresponding to the original player after the battle is over.
- the client corresponding to player B after the client corresponding to player B takes over the game, it only verifies the data request of the client corresponding to player B, and interrupts the data connection of the client corresponding to player A to ensure the uniqueness of the operation object;
- the data forwarding between the client of player B and the client corresponding to player B is performed through the server, for example, taking over the battle request and the battle data.
- the client corresponding to player A requests the server to transfer game data to the client corresponding to player B in the process of playing the game;
- the server forwards the request to the client corresponding to player B, and the client corresponding to player B agrees to transfer the game data, wherein the server records the mapping relationship between player A and B;
- the server sends the game data to the client corresponding to player B;
- the server obtains the new game data obtained by the client corresponding to the player B performing the game operation, performs player ID mapping, verifies the legitimacy of the new game data, and updates the original game data through the new game data when the verification is legal. game data;
- the game result affects the data of the client corresponding to player A.
- all changeable game data should be stored on the server, and all data operations of the client should be sent to the server, which will be calculated, stored and forwarded by the server.
- hero a in client A needs to move, it needs to send a move request to the server to inform the server of the moving direction and distance.
- the server verifies it and calculates the latest hero position, and then forwards it to each client, including client A.
- Each client updates the location of the local hero a according to the hero data sent by the server.
- the client needs to send the skill ID to the server.
- the skill ID can be a location, a direction, a specified object, or no object. All in all, all necessary data should be sent to the server.
- the server calculates it, obtains such as skill hit object and hit effect and related parameters, and forwards it to each client.
- reloadable games must store variable data, and should be stored, verified, calculated, and forwarded by reliable objects, such as storage, verification, calculation, and forwarding through the server. If it is handed over to a client for storage, verification, calculation, and forwarding, uncontrollable situations such as instability (client disconnection) and cheating (client plug-in) may occur.
- the client corresponding to player A needs to first send a first data transfer request to the server, and the first data transfer request needs to carry the client corresponding to player B User identification information of the terminal, for example, user_id.
- the server verifies its correctness, and then sends a notification message to the client corresponding to player B.
- the client corresponding to player B After entering the game, the client corresponding to player B opens the notification interface, which can display the above notification message, and the client corresponding to player B can choose whether to accept or not to continue the battle, and if accepted, send a response result to the server.
- the server After receiving the above response result, the server terminates the battle connection with the client corresponding to player A, and records the alternate battle data of A->B in this battle.
- the alternate battle data can be the authority battle data and the control hero id (ie The virtual game character previously controlled by the client corresponding to player A).
- the server inserts the above data into the field with the key of replace_user_id, and records the user_id of the client corresponding to player A and the client corresponding to player B, which will be used by the client corresponding to player B in the future. Verify during game operation.
- the authority battle data and the control hero id are sent to the client corresponding to player B, and the client corresponding to player B loads and enters the game.
- the server when the game data is operation data, when the client corresponding to player B sends the operation data to the server during the battle, the server will verify whether the client corresponding to player B is in the replace_user_id field , if so, find out the user_id of the client corresponding to the corresponding player A.
- the above operation data is calculated and verified according to the user_id of the client corresponding to the corresponding player A.
- the data operated by the client corresponding to player B must be related to the hero controlled by the client corresponding to player A.
- the client corresponding to player B requests the server to use a certain skill, it cannot be The skill ID of other heroes can only be the skill ID of the hero used by the client corresponding to player A.
- the storage of game data will be bound to the user_id of the client corresponding to player A. The user_id of the client verifies whether the above operation data is legal.
- the data settlement should be stored in the relevant data table of the client corresponding to player A, for example, the calculation of the number of wins and losses, the increase or decrease of points, hero proficiency, etc. should be stored back to the client corresponding to player A in the relevant data sheet of the terminal.
- the client corresponding to player B after the client corresponding to player B takes over the battle, the client corresponding to player B replaces the client corresponding to player A to play the game, and the virtual game character belonging to the client corresponding to player B can no longer participate in the battle. .
- the above-mentioned method of this embodiment allows players to transfer game data under different terminals and different accounts, and verify the obtained new game data, thereby having wider application scenarios and determining the uniqueness of game data;
- the transfer of game data from different terminals or accounts does not change the ownership of the game data, and is still returned to the player's corresponding client after the battle; and because the game data is verified and stored by the server, and forwarded by the server, it is safe and stable.
- Players can do it conveniently.
- An embodiment of the present disclosure also provides a game data processing apparatus including one or more processors, and one or more memories storing program units, wherein the program units are executed by the processors, and the program units include: a building component, A delivery component, a first acquisition component, a verification component, and a first update component. It should be noted that the apparatus for processing game data in this embodiment can be used to execute the method for processing game data shown in FIG. 2 in the embodiment of the present disclosure.
- FIG. 5 is a schematic diagram of an apparatus for processing game data according to an embodiment of the present disclosure.
- the game data processing apparatus 50 may include: a establishing component 51 , a issuing component 52 , a first acquiring component 53 , a verifying component 54 and a first updating component 55 .
- the establishing component 51 is configured to establish a mapping relationship between the first client and the second client based on the first data transfer request of the first client.
- the delivery component 52 is configured to deliver the first game data of the first client to the second client according to the mapping relationship.
- the first obtaining component 53 is configured to obtain second game data from the second client, wherein the second game data is data obtained after the second client updates the first game data.
- the verification component 54 is configured to verify the second game data based on the first user identification information of the first client to obtain a verification result.
- the first update component 55 is configured to update the first game data to the second game data when the verification result indicates that the second game data has passed the verification.
- the establishment component 51, the issuing component 52, the first obtaining component 53, the verification component 54, and the first updating component 55 may be run in the terminal as part of the device, and may be generated by a processor in the terminal.
- the terminal can also be a smart phone (such as an Android mobile phone, an iOS mobile phone, etc.), a tablet computer, an applause computer, and a terminal device such as Mobile Internet Devices (MID) and PAD.
- MID Mobile Internet Devices
- Embodiments of the present disclosure further provide another apparatus for processing game data, including one or more processors, and one or more memories storing program units, wherein the program units are executed by the processors, and the program units include: a second An acquisition component, a second update component, and a first sending component.
- the apparatus for processing game data in this embodiment can be used to execute the method for processing game data shown in FIG. 3 in the embodiment of the present disclosure.
- FIG. 6 is a schematic diagram of another apparatus for processing game data according to one embodiment of the present disclosure.
- the game data processing apparatus 60 may include: a second acquiring component 61 , a second updating component 62 and a first sending component 63 .
- the second acquiring component 61 is configured to enable the second client to acquire the first game data of the first client, wherein the first game data is sent by the server according to the mapping relationship between the first client and the second client, and the mapping relationship Established by the server based on the first data transfer request of the first client.
- the second update component 62 is configured to enable the second client to update the first game data to obtain the second game data.
- the first sending component 63 is configured to enable the second client to send the second game data to the server, wherein the second game data is verified by the server based on the first user identification information of the first client, and the verification result is obtained, and when the verification is performed, the second game data is verified by the server.
- the result indicates that when the second game data passes the verification, the first game data is updated to the second game data.
- second obtaining component 61 may run in the terminal as part of the apparatus, and the functions implemented by the above-mentioned components may be executed by the processor in the terminal.
- Embodiments of the present disclosure further provide another apparatus for processing game data, including one or more processors, and one or more memories storing program units, wherein the program units are executed by the processors, and the program units include: a second Send component and third get component. It should be noted that the apparatus for processing game data in this embodiment can be used to execute the method for processing game data shown in FIG. 4 in the embodiment of the present disclosure.
- FIG. 7 is a schematic diagram of another apparatus for processing game data according to one embodiment of the present disclosure.
- the game data processing apparatus 70 may include: a second sending component 71 and a third obtaining component 72 .
- the second sending component 71 is configured to enable the first client to send a first data transfer request to the server, where the first data transfer request is used to enable the server to establish a mapping relationship between the first client and the second client.
- the third obtaining component 72 is configured to enable the first client to obtain the second game data sent by the server, wherein the second game data is verified by the server based on the first user identification information of the first client, and the second game data is the second game data.
- the above-mentioned second sending component 71 and the third obtaining component 72 may run in the terminal as a part of the apparatus, and the functions implemented by the above-mentioned components may be executed by a processor in the terminal.
- the game data is allowed to be transferred between different clients through the server, and the obtained new game data is verified to ensure the uniqueness, stability and accuracy of the game data.
- the technical problem that the accuracy of the game data cannot be ensured when the game data is transferred is solved, thereby achieving the technical effect of ensuring the accuracy of the game data when the game data is transferred.
- Embodiments of the present disclosure also provide a non-volatile storage medium, where a computer program is stored in the non-volatile storage medium, wherein when the computer program is executed by the processor, the device where the non-volatile storage medium is located is controlled to execute Steps in any one of the above method embodiments.
- Each functional component provided by the embodiments of the present disclosure may run in a game data processing device or a similar computing device, and may also be stored as a part of a non-volatile storage medium.
- FIG. 8 is a schematic structural diagram of a non-volatile storage medium according to one embodiment of the present disclosure.
- a program product 800 according to an embodiment of the present disclosure is described, on which a computer program is stored, and when the computer program is executed by a processor, program code for implementing the following steps:
- the second game data is data obtained after the second client updates the first game data
- the first game data is updated to the second game data.
- the program code of the following steps is further implemented: before acquiring the second game data from the second client, disconnecting the connection with the first client.
- the program code of the following steps is also implemented: after acquiring the second game data from the second client, acquiring the second user identification information of the second client from the second game data; It is determined that the second user identification information is in the target field; the first user identification information corresponding to the second user identification information is acquired in the target field.
- the program code of the following steps is also implemented: obtaining the identification information of the virtual game character from the second game data; when the identification information of the virtual game character is related to the obtained first user identification information; When connected, it is determined that the second game data passes the verification.
- the program code of the following steps is also implemented: obtaining the second user identification information of the second client from the first data transfer request; verifying the second user identification information; When the verification of the user identification information is passed, a mapping relationship is established between the first client and the second client.
- the program code of the following steps is also implemented: when the verification of the second user identification information is passed, send a second data transfer request to the second client; The response result sent by the data transfer request; when the response result indicates that the second client allows to update the first game data, a mapping relationship is established between the first client and the second client.
- the program code of the following steps is further implemented: recording the first user identification information and the second user identification information in the target field.
- the program code of the following steps is further implemented: acquiring the target data table of the first client; updating the first game data in the target data table to the second game data.
- the second client obtains the first game data of the first client, wherein the first game data is sent by the server according to the mapping relationship between the first client and the second client, and the mapping relationship is sent by the server based on the first client's first Data transfer request establishment;
- the second client updates the first game data to obtain the second game data
- the second client sends the second game data to the server, wherein the second game data is verified by the server based on the first user identification information of the first client to obtain a verification result, and when the verification result indicates that the second game data passes the verification , to update the first game data to the second game data.
- the program code of the following steps is also implemented: before the second client acquires the first game data of the first client sent by the server according to the mapping relationship, the second client acquires the second data transfer. request, wherein the second data transfer request is sent by the server when the verification of the second user identification information of the second client is passed; the second client responds to the second data transfer request and sends a response result to the server, wherein the response result is used for Indicates that the second client allows to update the first game data.
- the first client sends a first data transfer request to the server, wherein the first data transfer request is used to enable the server to establish a mapping relationship between the first client and the second client;
- the first client obtains the second game data sent by the server, wherein the second game data is verified by the server based on the first user identification information of the first client, and the second game data is the first game data of the second client to the first client.
- the data obtained after the game data is updated, the first game data is sent by the server to the second client according to the mapping relationship.
- a non-volatile storage medium may include a data signal in baseband or propagated as part of a carrier wave with readable program code embodied thereon. Such propagated data signals may take a variety of forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination of the foregoing.
- a non-volatile storage medium may transmit, propagate, or transport the program for use by or in connection with the instruction execution system, apparatus, or device.
- Program code embodied in a non-volatile storage medium may be transmitted using any suitable medium, including but not limited to wireless, wireline, optical fiber cable, radio frequency, etc., or any suitable combination of the foregoing.
- the above-mentioned non-volatile storage medium may include but is not limited to: a USB flash drive, a read-only memory (Read-Only Memory, referred to as ROM), a random access memory (Random Access Memory, referred to as ROM)
- ROM Read-Only Memory
- ROM Random Access Memory
- RAM random access memory
- Embodiments of the present disclosure also provide an electronic device.
- the electronic device includes a processor; and a memory connected to the processor and configured to store executable instructions of the processor; wherein the processor is configured to execute the executable instructions, and the executable instructions include: based on first data of the first client Transfer the request, establish a mapping relationship between the first client and the second client; deliver the first game data of the first client to the second client according to the mapping relationship; obtain the second game data from the second client , wherein the second game data is the data obtained after the second client updates the first game data; the second game data is verified based on the first user identification information of the first client, and the verification result is obtained; when the verification result indicates When the second game data passes the verification, the first game data is updated to the second game data.
- FIG. 9 is a schematic structural diagram of an electronic device according to one embodiment of the present disclosure.
- the electronic device 900 of this embodiment includes: a memory 901 and a processor 902.
- the memory 901 is used to store executable instructions of the processor, and the executable instructions may be computer programs; the processor 902 is configured to implement the following steps by executing the executable instructions:
- the first game data is updated to the second game data.
- the processor 902 is further configured to perform the following step by executing the executable instructions: before acquiring the second game data from the second client, disconnect the connection with the first client.
- the processor 902 is further configured to implement the following steps by executing the executable instructions: after acquiring the second game data from the second client, acquire the first game data of the second client from the second game data 2.
- User identification information determine that the second user identification information is in the target field; obtain the first user identification information corresponding to the second user identification information in the target field.
- the processor 902 is further configured to implement the following steps by executing the executable instructions: obtaining the identification information of the virtual game character from the second game data; When a user identification information is associated, it is determined that the second game data passes the verification.
- the processor 902 is further configured to implement the following steps by executing the executable instructions: acquiring the second user identification information of the second client from the first data transfer request; verifying the second user identification information ; When the verification of the second user identification information is passed, a mapping relationship is established between the first client and the second client.
- the processor 902 is further configured to implement the following steps by executing the executable instructions: when the verification of the second user identification information is passed, send a second data transfer request to the second client; obtain the second data transfer request; The client sends a response result in response to the second data transfer request; when the response result indicates that the second client allows to update the first game data, a mapping relationship is established between the first client and the second client.
- the processor 902 is further configured to perform the following step by executing the executable instructions: recording the first user identification information and the second user identification information in the target field.
- the processor 902 is further configured to implement the following steps by executing the executable instructions: acquiring the target data table of the first client; updating the first game data in the target data table to the second game data .
- processor 902 is further configured to implement the following steps by executing the executable instructions:
- the second client obtains the first game data of the first client, wherein the first game data is sent by the server according to the mapping relationship between the first client and the second client, and the mapping relationship is sent by the server based on the first client's first Data transfer request establishment;
- the second client updates the first game data to obtain the second game data
- the second client sends the second game data to the server, wherein the second game data is verified by the server based on the first user identification information of the first client to obtain a verification result, and when the verification result indicates that the second game data passes the verification , to update the first game data to the second game data.
- the processor 902 is further configured to implement the following steps by executing the executable instructions: before the second client acquires the first game data of the first client sent by the server according to the mapping relationship, the second client Obtain a second data transfer request, where the second data transfer request is sent by the server when the second user identification information of the second client is verified successfully; the second client responds to the second data transfer request and sends a response result to the server, wherein , the response result is used to indicate that the second client allows to update the first game data.
- processor 902 is further configured to implement the following steps by executing the executable instructions:
- the first client sends a first data transfer request to the server, wherein the first data transfer request is used to enable the server to establish a mapping relationship between the first client and the second client;
- the first client obtains the second game data sent by the server, wherein the second game data is verified by the server based on the first user identification information of the first client, and the second game data is the first game data of the second client to the first client.
- the data obtained after the game data is updated, the first game data is sent by the server to the second client according to the mapping relationship.
- the above-mentioned electronic device may further include a transmission device and an input-output device, wherein the transmission device is connected to the above-mentioned processor, and the input-output device is connected to the above-mentioned processor.
- the electronic device may further include one or more processors, and a memory resource represented by memory for storing instructions executable by the processing component, such as application programs.
- An application program stored in memory may include one or more modules, each corresponding to a set of instructions.
- the processing component is configured to execute instructions to perform the processing of the game data described above.
- the electronic device may also include: a power supply assembly configured to perform power management of the electronic device; a wired or wireless network interface configured to connect the electronic device to a network; and an input output (I/O) interface.
- the electronic device can operate based on an operating system stored in memory, such as Android, iOS, Windows, Mac OS X, Unix, Linux, FreeBSD or the like.
- the structure shown in FIG. 9 is only an illustration, and the electronic device may be an electronic device such as a smart phone, a tablet computer, a handheld computer, a Mobile Internet Device (Mobile Internet Devices, MID), and a PAD.
- FIG. 9 does not limit the structure of the above electronic device.
- the electronic device may also include more or fewer components than those shown in FIG. 9 (eg, network interface, display device, etc.), or have a different configuration than that shown in FIG. 9 .
- modules or steps of the present disclosure can be implemented by a general-purpose computing device, and they can be centralized on a single computing device or distributed in a network composed of multiple computing devices Alternatively, they may be implemented in program code executable by a computing device, such that they may be stored in a storage device and executed by the computing device, and in some cases, in a different order than here
- the steps shown or described are performed either by fabricating them separately into individual integrated circuit modules, or by fabricating multiple modules or steps of them into a single integrated circuit module.
- the present disclosure is not limited to any particular combination of hardware and software.
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Abstract
一种游戏数据的处理方法、装置、存储介质和电子装置。该方法包括:基于第一客户端的第一数据转移请求,在第一客户端与第二客户端之间建立映射关系(S202);按照映射关系将第一客户端的第一游戏数据下发至第二客户端(S204);获取来自于第二客户端的第二游戏数据,其中,第二游戏数据是第二客户端对第一游戏数据进行更新后得到的数据(S206);基于第一客户端的第一用户标识信息对第二游戏数据进行验证,得到验证结果(S208);当验证结果表示第二游戏数据通过验证时,将第一游戏数据更新为第二游戏数据(S210)。
Description
本公开公开要求于2020年07月10日提交中国专利局、申请号为202010664331.0、发明名称为“游戏数据的处理方法、装置、存储介质和电子装置”的中国专利申请的优先权,其全部内容通过引用结合在本公开中。
本公开涉及数据处理领域,具体而言,涉及一种游戏数据的处理方法、装置、存储介质和电子装置。
目前,在进行游戏数据转移时,通常是将第一终端中正在运行的游戏的游戏数据发送给与第一终端具有通信连接关系的第二终端,以供第二终端根据游戏数据恢复游戏状态。但是,当将第一终端的游戏数据发送给第二终端时,并未对游戏数据进行验证,而游戏数据可能会发生异常,从而在游戏数据转移时,无法确保游戏数据的准确性。
针对现有技术中对在游戏数据转移时,无法确保游戏数据的准确性的技术问题低的技术问题,目前尚未提出有效的解决方案。
发明内容
根据本公开的一个方面,提供了一种游戏数据的处理方法。该方法可以包括:基于第一客户端的第一数据转移请求,在第一客户端与第二客户端之间建立映射关系;按照映射关系将第一客户端的第一游戏数据下发至第二客户端;获取来自于第二客户端的第二游戏数据,其中,第二游戏数据是第二客户端对第一游戏数据进行更新后得到的数据;基于第一客户端的第一用户标识信息对第二游戏数据进行验证,得到验证结果;当验证结果表示第二游戏数据通过验证时,将第一游戏数据更新为第二游戏数据。
根据本公开的另一方面,还提供了另一种游戏数据的处理方法。该方法包括:第二客户端获取第一客户端的第一游戏数据,其中,第一游戏数据为服务器按照第一客户端与第二客户端之间的映射关系发送,映射关系由服务器基于第一客户端的第一数据转移请求建立;第二客户端对第一游戏数据进行更新,得到第二游戏数据;第二客户端将第二游戏数据发送至服务器,其中,第二游戏数据由服务器基于第一 客户端的第一用户标识信息进行验证,得到验证结果,且当验证结果表示第二游戏数据通过验证时,将第一游戏数据更新为第二游戏数据。
根据本公开的另一方面,还提供了另一种游戏数据的处理方法。该方法包括:第一客户端向服务器发送第一数据转移请求,其中,第一数据转移请求用于使服务器在第一客户端与第二客户端之间建立映射关系;第一客户端获取服务器发送的第二游戏数据,其中,第二游戏数据经由服务器基于第一客户端的第一用户标识信息验证通过,第二游戏数据是第二客户端对第一客户端的第一游戏数据进行更新后得到的数据,第一游戏数据由服务器按照映射关系发送至第二客户端。
根据本公开的另一方面,还提供了一种游戏数据的处理装置,包括一个或多个处理器,以及一个或多个存储程序单元的存储器,其中,程序单元由处理器执行,该程序单元可以包括:建立组件,设置为基于第一客户端的第一数据转移请求,在第一客户端与第二客户端之间建立映射关系;下发组件,设置为按照映射关系将第一客户端的第一游戏数据下发至第二客户端;第一获取组件,设置为获取来自于第二客户端的第二游戏数据,其中,第二游戏数据是第二客户端对第一游戏数据进行更新后得到的数据;验证组件,设置为基于第一客户端的第一用户标识信息对第二游戏数据进行验证,得到验证结果;第一更新组件,设置为当验证结果表示第二游戏数据通过验证时,将第一游戏数据更新为第二游戏数据。
根据本公开的另一方面,还提供了另一种游戏数据的处理装置,包括一个或多个处理器,以及一个或多个存储程序单元的存储器,其中,程序单元由处理器执行,该程序单元可以包括:第二获取组件,设置为使第二客户端获取第一客户端的第一游戏数据,其中,第一游戏数据为服务器按照第一客户端与第二客户端之间的映射关系发送,映射关系由服务器基于第一客户端的第一数据转移请求建立;第二更新组件,设置为使第二客户端对第一游戏数据进行更新,得到第二游戏数据;第一发送组件,设置为使第二客户端将第二游戏数据发送至服务器,其中,第二游戏数据由服务器基于第一客户端的第一用户标识信息进行验证,得到验证结果,且当验证结果表示第二游戏数据通过验证时,将第一游戏数据更新为第二游戏数据。
根据本公开的另一方面,还提供了另一种游戏数据的处理装置,包括一个或多个处理器,以及一个或多个存储程序单元的存储器,其中,程序单元由处理器执行,该程序单元可以包括:第二发送组件,设置为使第一客户端向服务器发送第一数据转移请求,其中,第一数据转移请求用于使服务器在第一客户端与第二客户端之间建立映射关系;第三获取组件,设置为使第一客户端获取服务器发送的第二游戏数据,其中,第二游戏数据经由服务器基于第一客户端的第一用户标识信息验证通过,第二游戏数据是第二客户端对第一客户端的第一游戏数据进行更新后得到的数 据,第一游戏数据由服务器按照映射关系发送至第二客户端。
根据本公开的另一方面,提供了一种非易失性存储介质。该非易失性存储介质中存储有计算机程序,其中,在计算机程序被处理器运行时控制非易失性存储介质所在设备执行本公开实施例的游戏数据的处理方法。
根据本公开的另一方面,提供了一种电子装置。该电子装置包括处理器;以及存储器,与处理器相连接,设置为存储处理器的可执行指令;其中,处理器设置为执行可执行指令,可执行指令包括:基于第一客户端的第一数据转移请求,在第一客户端与第二客户端之间建立映射关系;按照映射关系将第一客户端的第一游戏数据下发至第二客户端;获取来自于第二客户端的第二游戏数据,其中,第二游戏数据是第二客户端对第一游戏数据进行更新后得到的数据;基于第一客户端的第一用户标识信息对第二游戏数据进行验证,得到验证结果;当验证结果表示第二游戏数据通过验证时,将第一游戏数据更新为第二游戏数据。
图1是本公开其中一实施例的一种游戏数据的处理方法的移动终端的硬件结构框图;
图2是根据本公开其中一实施例的一种游戏数据的处理方法的流程图;
图3是根据本公开其中一实施例的另一种游戏数据的处理方法的流程图;
图4是根据本公开其中一实施例的另一种游戏数据的处理方法的流程图;
图5是根据本公开其中一实施例的一种游戏数据的处理装置的示意图;
图6是根据本公开其中一实施例的一种游戏数据的处理装置的示意图;
图7是根据本公开其中一实施例的另一种游戏数据的处理装置的示意图;
图8是根据本公开其中一实施例的非易失性存储介质的结构示意图;以及
图9是根据本公开其中一实施例的电子装置的结构示意图。
需要说明的是,在不冲突的情况下,本公开中的实施例及实施例中的特征可以相互组合。下面将参考附图并结合实施例来详细说明本公开。
为了使本技术领域的人员更好地理解本公开方案,下面将结合本公开实施例中的 附图,对本公开实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本公开一部分的实施例,而不是全部的实施例。基于本公开中的实施例,本领域普通技术人员在没有做出创造性劳动前提下所获得的所有其他实施例,都应当属于本公开保护的范围。
需要说明的是,本公开的说明书和权利要求书及上述附图中的术语“第一”、“第二”等是用于区别类似的对象,而不必用于描述特定的顺序或先后次序。应该理解这样使用的数据在适当情况下可以互换,以便这里描述的本公开的实施例。此外,术语“包括”和“具有”以及他们的任何变形,意图在于覆盖不排他的包含,例如,包含了一系列步骤或组件的过程、方法、***、产品或设备不必限于清楚地列出的那些步骤或组件,而是可包括没有清楚地列出的或对于这些过程、方法、产品或设备固有的其它步骤或组件。
本公开实施例所提供的方法实施例可以在移动终端、计算机终端或者类似的运算装置中执行。以运行在移动终端上为例,图1是本公开其中一实施例的一种游戏数据的处理方法的移动终端的硬件结构框图。如图1所示,移动终端可以包括一个或多个(图1中仅示出一个)处理器102(处理器102可以包括但不限于微处理器MCU或可编程逻辑器件FPGA等的处理装置)和用于存储数据的存储器104,可选地,上述移动终端还可以包括用于通信功能的传输设备106以及输入输出设备108。本领域普通技术人员可以理解,图1所示的结构仅为示意,其并不对上述移动终端的结构造成限定。例如,移动终端还可包括比图1中所示更多或者更少的组件,或者具有与图1所示不同的配置。
存储器104可用于存储计算机程序,例如,应用软件的软件程序以及模块,如本公开实施例中的一种游戏数据处理的方法对应的计算机程序,处理器102通过运行存储在存储器104内的计算机程序,从而执行各种功能应用以及数据处理,即实现上述的方法。存储器104可包括高速随机存储器,还可包括非易失性存储器,如一个或者多个磁性存储装置、闪存、或者其他非易失性固态存储器。在一些实例中,存储器104可进一步包括相对于处理器102远程设置的存储器,这些远程存储器可以通过网络连接至移动终端。上述网络的实例包括但不限于互联网、企业内部网、局域网、移动通信网及其组合。
传输设备106用于经由一个网络接收或者发送数据。上述的网络具体实例可包括移动终端的通信供应商提供的无线网络。在一个实例中,传输设备106包括一个网络适配器(Network Interface Controller,简称为NIC),其可通过基站与其他网络设备相连从而可与互联网进行通讯。在一个实例中,传输设备106可以为射频(Radio Frequency,简称为RF)模块,其用于通过无线方式与互联网进行通讯。
在本实施例中提供了一种运行于上述移动终端的一种游戏数据的处理方法,该方法可以由服务器执行。图2是根据本公开其中一实施例的一种游戏数据的处理方法的流程图。如图2所示,该方法可以包括如下步骤:
步骤S202,基于第一客户端的第一数据转移请求,在第一客户端与第二客户端之间建立映射关系。
在本公开上述步骤S202提供的技术方案中,第一客户端为通过第一账号登录的客户端,第二客户端为通过第二账号登录的客户端;或者第一客户端为在第一终端上运行的客户端,第二客户端为在第二终端上运行的客户端。其中,第一客户端和第二客户端可以均为进行可重新加载的游戏的客户端。
在该实施例中,当第一客户端有将其游戏数据转移至第二客户端的需求时,比如,第一客户端需要将对战游戏数据转移至第二客户端以继续进行对战操作时,服务器可以获取第一客户端的第一数据转移请求,该第一数据转移请求用于请求服务器进行游戏数据的转移。服务器可以基于第一客户端的第一数据转移请求,在第一客户端与第二客户端之间建立映射关系,其中,第二客户端为服务器需要将本来属于第一客户端的游戏数据转移至的对象,由第二客户端代替第一客户端进行游戏操作,以完成当局游戏。
步骤S204,按照映射关系将第一客户端的第一游戏数据下发至第二客户端。
在本公开上述步骤S204提供的技术方案中,服务器在第一客户端与第二客户端之间建立映射关系之后,按照映射关系将第一客户端的第一游戏数据下发至第二客户端。
在该实施例中,服务器获取第一客户端的第一游戏数据,该第一游戏数据可以为第一客户端在发送第一数据转移请求之前,第一客户端所参与的游戏的对战数据以及其之前所控制的虚拟游戏角色的信息。服务器基于映射关系确定第二客户端,进而将上述第一游戏数据下发至第二客户端,第二客户端可以对其进行加载,进入第一客户端原来所进入的游戏,从而恢复游戏状态。
步骤S206,获取来自于第二客户端的第二游戏数据,其中,第二游戏数据是第二客户端对第一游戏数据进行更新后得到的数据。
在本公开上述步骤S206提供的技术方案中,服务器在按照映射关系将第一客户端的第一游戏数据下发至第二客户端之后,第二客户端对第一游戏数据进行更新,得到第二游戏数据,服务器获取该第二游戏数据。
在该实施例中,第二游戏数据为第二客户端代替第一客户端参与游戏所进行的操 作数据,比如,为移动操作、释放技能操作等,可以是直接产生的数据,也可以是基于直接产生的数据进行计算所得到的数据,此处不做具体限制。
步骤S208,基于第一客户端的第一用户标识信息对第二游戏数据进行验证,得到验证结果。
在本公开上述步骤S208提供的技术方案中,服务器在获取来自于第二客户端的第二游戏数据之后,基于第一客户端的第一用户标识信息对第二游戏数据进行验证,得到验证结果。
在该实施例中,第二游戏数据与第一客户端之前所控制的虚拟游戏角色有关,而不能与其它的虚拟游戏角色有关,也即,第二游戏数据针对第一客户端之前所控制的虚拟游戏角色而言,具有唯一性。该实施例的服务器可以对第二游戏数据进行验证,以确保其具有唯一性且合法。服务器可以从第二游戏数据中获取第二客户端的第二用户标识信息,该第二用户标识信息也即第二客户端的唯一用户标识(user_id)。然后基于预先建立的映射关系获取对应的第一客户端的第一用户标识信息,该第一用户标识信息也即第一客户端的唯一用户标识(user_id),然后通过第一用户标识信息对第二游戏数据进行计算验证,得到验证结果。
步骤S210,当验证结果表示第二游戏数据通过验证时,将第一游戏数据更新为第二游戏数据。
在本公开上述步骤S210提供的技术方案中,服务器在基于第一客户端的第一用户标识信息对第二游戏数据进行验证,得到验证结果之后,判断验证结果是否表示第二游戏数据通过验证。当验证结果表示第二游戏数据通过验证时,将第一游戏数据更新为第二游戏数据。
在该实施例中,当验证结果表示第二游戏数据通过验证时,则说明第二游戏数据有效,可以对第一客户端原来的第一游戏数据进行更新。可选地,第一游戏数据为第一客户端之前控制的虚拟游戏角色的原始位置,第二游戏数据为第二客户端发送的上述虚拟游戏角色的移动请求,该移动请求可以包括虚拟游戏角色在游戏场景中的移动方向及移动距离。服务器对其进行验证并计算出虚拟游戏角色最新的位置,通过其更新虚拟角色原来所在的位置;可选地,第二游戏数据为第二客户端发送的技能ID,根据技能类型不同,可以是位置,也可以是方向,也可以是指定对象,也可以没有对象。总而言之,第二客户端将所有必要的数据发给服务器,服务器经过计算,得到诸如技能命中对象和命中效果以及相关参数等第二游戏数据,通过其对第一游戏数据进行更新。也即,该实施例的第二客户端虽然替代了第一客户端进行游戏操作,但不改变游戏数据归属,在服务器上使用第二游戏数据对第一客户端的第一游戏数据进行更 新,可以在游戏结束后,将游戏结果存储在第一客户端的相关数据表里,比如,将计算得到的胜败局数、积分、英雄熟练度等存储在第一客户端的相关数据表中,从而游戏结果影响的仅仅是第一客户端的数据。
该实施例的上述第二游戏数据为可变化的数据,服务器可以对其进行存储、验证、计算、转发。如果交由某个客户端进行存储、验证、计算、转发,则可能出现不稳定(客户端掉线),作弊(客户端外挂)等不可控的情况出现。
在相关技术中,当将一个终端的游戏数据发送给另一终端时,并未对游戏数据进行验证,而游戏数据可能会发生异常,从而在游戏数据转移时,无法确保游戏数据的准确性。而该实施例通过上述步骤S202至步骤S210,基于第一客户端的第一数据转移请求,在第一客户端与第二客户端之间建立映射关系;按照映射关系将第一客户端的第一游戏数据下发至第二客户端;获取来自于第二客户端的第二游戏数据,其中,第二游戏数据是第二客户端对第一游戏数据进行更新后得到的数据;基于第一客户端的第一用户标识信息对第二游戏数据进行验证,得到验证结果;当验证结果表示第二游戏数据通过验证时,将第一游戏数据更新为第二游戏数据。也就是说,本公开允许不同的客户端之间通过服务器来转移游戏数据,并且对得到的新的游戏数据进行校验,确保游戏数据的唯一性、稳定性、准确性,解决了在游戏数据转移时,无法确保游戏数据的准确性的技术问题,从而达到了在游戏数据转移时,确保游戏数据的准确性的技术效果。
下面对该实施例的上述方法进行进一步介绍。
作为一种可选的实施方式,在步骤S206,获取来自于第二客户端的第二游戏数据之前,该方法还包括:断开与第一客户端之间的连接。
在该实施例中,为了保证操作对象的唯一性,在确定第二客户端代替第一客户端进行游戏操作之后,在获取来自于第二客户端的第二游戏数据之前,可以断开服务器与第一客户端之间的连接,这样服务器就不会获取第一客户端的数据请求,而进行与第二客户端之间的数据交互,验证第二客户端的数据请求,从而保证操作对象的唯一性。
需要说明的是,在该实施例的第二客户端代替第一客户端进行游戏操作之后,属于第二客户端的虚拟游戏角色就无法再继续参与游戏。
作为一种可选的实施方式,在步骤S206,获取来自于第二客户端的第二游戏数据之后,该方法还包括:从第二游戏数据中获取第二客户端的第二用户标识信息;确定第二用户标识信息在目标字段中;在目标字段中获取与第二用户标识信息对应的第一用户标识信息。
在该实施例中,第二客户端发送的第二游戏数据中携带了第二客户端的第二用户标识信息。在服务器获取来自第二客户端的第二游戏数据之后,服务器首先从第二游戏数据中提取出第二用户标识信息,然后可以在记录数据表中查看第二用户标识信息是否有在目标字段中,其中,目标字段可以是键(key)为replace_user_id的字段,记录数据表可以用于记录战斗数据的战斗记录表。如果确定第二用户标识信息在目标字段中,可以从中获取与上述第二用户标识信息对应的第一用户标识信息。
作为一种可选的实施方式,步骤S208,基于第一客户端的第一用户标识信息对第二游戏数据进行验证,得到验证结果,包括:从第二游戏数据中获取虚拟游戏角色的标识信息;当虚拟游戏角色的标识信息与获取到的第一用户标识信息相关联时,确定第二游戏数据通过验证。
在该实施例中,第二客户端进行游戏操作得到的第二游戏数据必须与第一客户端关联的虚拟游戏角色有关,也即,与第一客户端之前所控制的虚拟游戏角色有关。服务器从第二游戏数据中获取虚拟游戏角色的标识信息,该标识信息可以是虚拟游戏角色的技能标识(ID);当第二游戏数据中的虚拟游戏角色的标识信息与获取到的第一用户标识信息相关联时,也即,第二游戏数据针对第一客户端而言的,则可以确定第二游戏数据通过验证,比如,第二客户端向服务器请求使用某个技能,则该技能ID不能是其它虚拟游戏角色的技能ID,而只能是第一客户端之前所控制的虚拟游戏角色的技能ID。可选地,在该实施例中,第二游戏数据的存储会跟第一客户端的第一用户标识相绑定,可以通过第一用户标识验证第二游戏数据是否合法。
作为一种可选的实施方式,步骤S202,基于第一客户端的第一数据转移请求,在第一客户端与第二客户端之间建立映射关系,包括:从第一数据转移请求中获取第二客户端的第二用户标识信息;对第二用户标识信息进行验证;当对第二用户标识信息验证通过时,在第一客户端与第二客户端之间建立映射关系。
在该实施例中,第一客户端有需要将游戏操作交由第二客户端继续进行的需求,则可以在第一数据转移请求中携带第二客户端的第二用户标识信息。服务器在获取到第一数据转移请求之后,可以从第一数据转移请求中识别出第二用户标识信息,可以对该第二用户标识信息进行验证,比如,验证第二用户标识信息是否正确,如果验证第二用户标识信息正确,则可以确定对第二用户标识信息验证通过,如果验证第二用户标识信息不正确,则可以确定对第二用户标识信息验证未通过。当对第二用户标识信息验证通过时,则在第一客户端与第二客户端之间建立映射关系。
作为一种可选的实施方式,当对第二用户标识信息验证通过时,在第一客户端与第二客户端之间建立映射关系,包括:当对第二用户标识信息验证通过时,向第二客户端发送第二数据转移请求;获取第二客户端响应第二数据转移请求发送的响应结 果;当响应结果表示第二客户端允许对第一游戏数据进行更新时,在第一客户端与第二客户端之间建立映射关系。
在该实施例中,当服务器对第二用户标识信息验证通过时,可以向第二客户端发送第二数据转移请求,该第二数据转移请求可以为对第二用户标识信息验证通过时得到的通知消息。可选地,该实施例的服务器还可以将第一数据转移请求作为上述第二数据转移请求转发至第二客户端。第二客户端在接收到第二数据转移请求之后,对第二数据转移请求进行响应,得到响应结果,可以进入游戏显示通知界面,该通知界面上可以显示上述通知消息,可以用于询问第二客户端是否可以代替第一客户端继续参与游戏。如果第二客户端确定可以代替第一客户端继续参与游戏,可以向服务器发送响应结果,该响应结果表示第二客户端允许对第一游戏数据进行更新,也即,同意进行数据转移的请求,此时将第一客户端与第二客户端之间建立一一对应关系。
作为一种可选的实施方式,步骤S202,在第一客户端与第二客户端之间建立映射关系,包括:将第一用户标识信息和第二用户标识信息记录在目标字段中。
在该实施例中,在具体实现在第一客户端与第二客户端之间建立映射关系时,可以将第一客户端的第一用户标识信息和第二客户端的第二用户标识信息记录在目标字段中,该目标字段可以为数据记录表中的key为replace_user_id的字段,用于此后对第二客户端进行游戏操作所得到的第二游戏数据进行验证。
作为一种可选的实施方式,将第一游戏数据更新为第二游戏数据,包括:获取第一客户端的目标数据表;将目标数据表中的第一游戏数据,更新为第二游戏数据。
在该实施例中,在实现将第一游戏数据更新为第二游戏数据时,可以在当局游戏结束之后,获取与第一客户端相绑定的目标数据表,该目标数据表可以用于存储第一客户端原来的第一游戏数据,比如,第一游戏数据为胜败局数、积分、英雄熟练度等,则在服务器对第二游戏数据验证通过的情况下,可以在将目标数据表中的第一游戏数据,更新为第二游戏数据,比如,更新目标数据表中的胜败局数、积分、英雄熟练度等。
本公开实施例还从上述第二客户端一侧提供了另一种游戏数据的处理方法。
图3是根据本公开其中一实施例的另一种游戏数据的处理方法的流程图。如图3所示,该方法可以包括以下步骤:
步骤S302,第二客户端获取第一客户端的第一游戏数据。
在本公开上述步骤S302提供的技术方案中,第一游戏数据为服务器按照第一客户端与第二客户端之间的映射关系发送,映射关系由服务器基于第一客户端的第一数 据转移请求建立。
在该实施例中,第二客户端为可以代替第一客户端进行游戏操作的客户端,第二客户端服务器发送的第一客户端的第一游戏数据,其中,第一客户端的第一数据转移请求由服务器获取,第一数据转移请求用于请求服务器进行游戏数据的转移。该实施例的第二客户端与第一客户端之间具有映射关系,可以是由服务器基于上述第一数据转移请求建立得到。
第二客户端获取服务器按照映射关系发送的第一游戏数据,该第一游戏数据可以为第一客户端在发送第一数据转移请求之前,第一客户端所参与的游戏的对战数据以及其之前所控制的虚拟游戏角色的信息,第二客户端可以对其进行加载,进入第一客户端原来所进入的游戏,恢复游戏状态。
步骤S304,第二客户端对第一游戏数据进行更新,得到第二游戏数据。
在本公开上述步骤S304提供的技术方案中,在第二客户端获取第一客户端的第一游戏数据之后,第二客户端对第一游戏数据进行更新,得到第二游戏数据。
在该实施例中,第二游戏数据为第二客户端代替第一客户端参与游戏所进行的操作数据,比如,为移动操作数据、释放技能操作数据等,可以是直接产生的数据,也可以是基于直接产生的数据进行进一步计算所得到的数据,此处不做具体限制。
步骤S306,第二客户端将第二游戏数据发送至服务器,其中,第二游戏数据由服务器基于第一客户端的第一用户标识信息进行验证,得到验证结果,且当验证结果表示第二游戏数据通过验证时,将第一游戏数据更新为第二游戏数据。
在本公开上述步骤S306提供的技术方案中,在第二客户端对第一游戏数据进行更新,得到第二游戏数据之后,第二客户端将第二游戏数据发送至服务器,以使得服务器对第二游戏数据进行验证。
在该实施例中,第二游戏数据与第一客户端之前所控制的虚拟游戏角色有关,而不能与其它的虚拟游戏角色有关,也即,第二游戏数据针对第一客户端之前所控制的虚拟游戏角色而言,具有唯一性。该实施例的第二游戏数据由服务器进行验证,以确保其具有唯一性且合法。可选地,第二游戏数据中包括第二客户端的第二用户标识信息,可以由服务器通过映射关系获取对应的第一客户端的第一用户标识信息,该第一用户标识信息用于对第二游戏数据进行计算验证,得到验证结果。
在该实施例中,当验证结果表示第二游戏数据通过验证时,则说明第二游戏数据有效,可以对第一客户端原来的第一游戏数据进行更新。该实施例的第二客户端可以将所有必要的数据发给服务器,服务器经过计算,得到诸如技能命中对象和命中效果 以及相关参数等第二游戏数据,通过其对第一游戏数据进行更新。也即,该实施例的第二客户端虽然替代了第一客户端进行游戏操作,但不改变游戏数据归属,在服务器上使用第二游戏数据对第一客户端的第一游戏数据进行更新,可以在游戏结束后,将游戏结果存储在第一客户端的相关数据表里,从而游戏结果影响的仅仅是第一客户端的数据。
作为一种可选的实施方式,在步骤S302,第二客户端获取服务器按照映射关系发送的第一客户端的第一游戏数据之前,该方法还包括:第二客户端获取第二数据转移请求,其中,第二数据转移请求为服务器在对第二客户端的第二用户标识信息验证通过时发送;第二客户端响应第二数据转移请求,向服务器发送响应结果,其中,响应结果用于表示第二客户端允许对第一游戏数据进行更新。
在该实施例中,第二客户端获取服务器发送的第二数据转移请求,该第二数据转移请求可以为对第二用户标识信息验证通过时得到的通知消息。第二客户端在接收到第二数据转移请求之后,对第二数据转移请求进行响应,得到响应结果,可以进入游戏打开通知界面,该通知界面上可以显示上述通知消息,可以用于询问第二客户端是否可以代替第一客户端继续参与游戏。如果第二客户端确定可以代替第一客户端继续参与游戏,则可以向服务器发送响应结果,该响应结果表示第二客户端允许对第一游戏数据进行更新,也即,同意进行数据转移的请求,此时将第一客户端与第二客户端之间建立一一对应关系。
本公开实施例还从第一客户端一侧提供了另一种游戏数据的处理方法。
图4是根据本公开其中一实施例的另一种游戏数据的处理方法的流程图。如图4所示,该方法可以包括以下步骤:
步骤S402,第一客户端向服务器发送第一数据转移请求,其中,第一数据转移请求用于使服务器在第一客户端与第二客户端之间建立映射关系。
在本公开上述步骤S402提供的技术方案中,当第一客户端有将其游戏数据转移至第二客户端的需求时,可以向服务器发送第一数据转移请求,该第一数据转移请求用于请求服务器进行游戏数据的转移,使得服务器可以基于上述第一数据转移请求,在第一客户端与第二客户端之间建立映射关系。
步骤S404,第一客户端获取服务器发送的第二游戏数据,其中,第二游戏数据经由服务器基于第一客户端的第一用户标识信息验证通过。
在本公开上述步骤S404提供的技术方案中,在第一客户端向服务器发送第一数据转移请求之后,第一客户端获取服务器发送的第二游戏数据,其中,第二游戏数据经由服务器基于第一客户端的第一用户标识信息验证通过,第二游戏数据是第二客户 端对第一客户端的第一游戏数据进行更新后得到的数据,第一游戏数据由服务器按照映射关系发送至第二客户端。
在该实施例中,第一客户端向服务器发送第一游戏数据,该第一游戏数据可以为第一客户端在发送第一数据转移请求之前,第一客户端所参与的游戏的对战数据以及其之前所控制的虚拟游戏角色的信息。其中,当第一游戏数据由服务器下发至第二客户端时,可以由第二客户端进行加载,使得第一客户端进入第一客户端原来所进入的游戏,恢复游戏状态。第一游戏数据由第二客户端进行更新,得到第二游戏数据,该第二游戏数据为第二客户端代替第一客户端参与游戏所进行的操作数据,比如,为移动操作数据、释放技能操作数据等,可以是直接产生的数据,也可以是基于直接产生的数据进行进一步计算所得到的数据,此处不做具体限制。
由于第二游戏数据与第一客户端之前所控制的虚拟游戏角色有关,而不能与其它的虚拟游戏角色有关。第一客户端获取服务器发送的验证通过的第二游戏数据,可以是唯一且合法的第二游戏数据,可以由服务器通过第一客户端的第一用户标识信息对第二游戏数据进行计算验证。
可选地,上述服务器在基于第一客户端的第一用户标识信息对第二游戏数据进行验证,得到验证结果之后,当验证结果表示第二游戏数据通过验证时,则将第一游戏数据更新为第二游戏数据。
在该实施例中,第二客户端虽然替代了第一客户端进行游戏操作,但不改变游戏数据归属,在服务器上使用第二游戏数据对第一客户端的第一游戏数据进行更新,可以在游戏结束后,将游戏结果存储在第一客户端的相关数据表里,比如,将计算得到的胜败局数、积分、英雄熟练度等存储在第一客户端的相关数据表中,从而游戏结果影响的仅仅是第一客户端的数据。
可选地,在该实施例中,当在不同的第一终端和第二终端之间转移游戏数据时,两个终端的账号可以相同。在第二终端登录同一个账号时,第一终端的账号登录会被踢出,这中间存在时间差(视为掉线),需要从服务器下载更新数据;不同的第一账号和第二账号之间转移游戏数据时,是否可以在同一终端上,但其中也同样存在时间差,需要从服务器下载更新数据;优选地,该实施例的上述游戏数据转移方法适用在不同设备对应不同的账号的情况下,来转移游戏数据。
需要说明的是,该实施例的上述方法允许玩家在不同的终端、不同的账号下,转移游戏数据,并对得到的新的游戏数据进行校验,从而具有更广泛的应用场景,以及确定游戏数据的唯一性;不同终端或账号的游戏数据转移,不改变游戏数据的归属,在对战结束后仍然返回给玩家对应的客户端;并且由于游戏数据是经过服务器验证并 存储,以及由服务器进行转发,因而安全稳定,玩家可以方便地进行。
下面结合优选的实施方式对本公开实施例的上述方法进行进一步地举例说明。
在相关技术中,在进行游戏数据的转移时,通常是将第一终端中正在运行的当前运行游戏的游戏数据发送给与第一终端具有通信连接关系的第二终端,以供第二终端根据的游戏数据恢复游戏状态。
但是,上述方法仅仅解决玩家在游戏过程中更换终端的需求。其中,在将第一终端的游戏数据发送给第二终端时,第二终端加载有效数据需要时间。在这加载的过程中,游戏数据可能发生变化,并未对游戏数据进行唯一性的校验,会导致游戏数据在第二终端上恢复游戏状态时产生异常;上述方法也未考虑不同账号之间的游戏数据的转移情况。比如,玩家临时有事,需要让其他人代替自己完成当局对战,这种情况下就需要不同账号的数据转移。
而在本公开实施例中,可以允许玩家在不同的终端、不同的账号下,转移游戏数据,并对游戏数据进行校验,从而确保游戏数据的唯一性;不同终端或账号的游戏数据转移,不改变游戏数据归属,在对战结束后返回给原玩家对应的账号。
在该实施例中,玩家B对应的客户端在接手游戏之后,只验证玩家B对应的额客户端的数据请求,并且中断玩家A对应的客户端的数据连接,以保证操作对象唯一性;玩家A对应的客户端与玩家B对应的客户端之间的数据转发是通过服务器进行的,比如,接手对战请求,对战数据。
该实施例的游戏数据转移的方法可以包括以下步骤:
S1,玩家A对应的客户端在进行游戏的过程中,向服务器请求将游戏数据转移给玩家B对应的客户端;
S2,服务器将请求转发给玩家B对应的客户端,玩家B对应的客户端同意进行游戏数据的转移,其中,服务器记录玩家A和B的映射关系;
S3,服务器将游戏数据下发给玩家B对应的客户端;
S4,服务器获取玩家B对应的客户端进行游戏操作所得到的新的游戏数据,进行玩家ID映射,验证新的游戏数据的合法性,并在验证合法的情况下,通过新的游戏数据更新原来的游戏数据;
S5,在游戏结束后,游戏结果影响的是玩家A对应的客户端的数据。
下面对该实施例的上述方法进行进一步介绍。
在游戏中,所有可变化的游戏数据应存储在服务器,客户端的所有数据操作应发给服务器,由服务器进行计算,存储与转发。比如,在对战类游戏中,客户端A中英雄a如果需要移动,则需要向服务器发送移动请求,向服务器告知移动方向及距离。服务器对其进行验证并计算出最新的英雄位置,进而转发给各个客户端,包括客户端A,各个客户端根据服务器传来的英雄数据,更新本地英雄a的所在位置。
同理,当客户端需要进行释放技能的操作时,客户端需要向服务器发送技能ID,根据技能类型不同,可以是位置,也可以是方向,也可以是指定对象,也可以没有对象。总而言之,就是将所有必要的数据应发给服务器。服务器对其经过计算,得到诸如技能命中对象和命中效果以及相关参数,并转发给各个客户端。
由上述可知,可重新加载的游戏,必须将可变化的数据存储起来,而且应由可靠的对象进行存储、验证、计算、转发,比如,通过服务器进行存储、验证、计算、转发。如果交由某个客户端进行存储、验证、计算、转发,则可能出现不稳定(客户端掉线),作弊(客户端外挂)等不可控的情况。
在该实施例中,玩家A如果想让有些对战交由玩家B继续进行,则玩家A对应的客户端需先向服务器发送第一数据转移请求,第一数据转移请求需携带玩家B对应的客户端的用户标识信息,比如,user_id。服务器验证其正确性,然后向玩家B对应的客户端发送通知消息。
玩家B对应的客户端在进入游戏之后,打开通知界面,该通知界面可以显示上述通知消息,玩家B对应的客户端可以选择是否接受继续对战,若接受,则向服务器发送响应结果。
服务器在接收到上述响应结果之后,中止与玩家A对应的客户端的战斗连接,记录下此次战斗中A->B的替代对战数据,该替代对战数据可以为当局对战数据以及控制英雄id(即玩家A对应的客户端之前控制的虚拟游戏角色)。服务器在此次战斗记录数据表里,将上述数据***到key为replace_user_id的字段中,并记录玩家A对应的客户端和玩家B对应的客户端的user_id,以用于此后玩家B对应的客户端进行游戏操作时进行验证。在该实施例中,向玩家B对应的客户端发送当局对战数据以及控制英雄id,玩家B对应的客户端进行加载,进入游戏。
在该实施例中,在游戏数据为操作数据时,在玩家B对应的客户端在对战中向服务器发送操作数据时,服务器会对进行验证,查看玩家B对应的客户端是否有在replace_user_id字段中,如果在,则从中找出对应的玩家A对应的客户端的user_id。根据对应的玩家A对应的客户端的user_id对上述操作数据进行计算验证等。
在该实施例中,玩家B对应的客户端进行操作的数据必须是与玩家A对应的客户 端所控制的英雄有关,比如,玩家B对应的客户端向服务器请求使用某个技能,则不能是别的英雄的技能ID,只能是玩家A对应的客户端之前使用的英雄的技能ID,一般来说,游戏数据的存储会跟玩家A对应的客户端的user_id绑定,可以通过玩家A对应的客户端的user_id验证上述操作数据是否合法。
在该实施例中,在对战结束之后,数据结算应存回玩家A对应的客户端的相关数据表里,比如,将胜败局数计算,积分增减,英雄熟练度等存回玩家A对应的客户端的相关数据表里。
需要说明的是,在玩家B对应的客户端接手对战后,玩家B对应的客户端代替玩家A对应的客户端进行对战,则属于玩家B对应的客户端的虚拟游戏角色就无法再继续参与对战了。
该实施例的上述方法允许玩家在不同的终端、不同的账号下,转移游戏数据,并对得到的新的游戏数据进行校验,从而具有更广泛的应用场景,以及确定游戏数据的唯一性;不同终端或账号的游戏数据转移,不改变游戏数据的归属,在对战结束后仍然返回给玩家对应的客户端;并且由于游戏数据是经过服务器验证并存储,以及由服务器进行转发,因而安全稳定,玩家可以方便地进行。
本公开实施例还提供了一种游戏数据的处理装置包括一个或多个处理器,以及一个或多个存储程序单元的存储器,其中,程序单元由处理器执行,该程序单元包括:建立组件、下发组件、第一获取组件、验证组件和第一更新组件。需要说明的是,该实施例的游戏数据的处理装置可以用于执行本公开实施例的图2所示的游戏数据的处理方法。
图5是根据本公开其中一实施例的一种游戏数据的处理装置的示意图。如图5所示,该游戏数据的处理装置50可以包括:建立组件51、下发组件52、第一获取组件53、验证组件54和第一更新组件55。
建立组件51,设置为基于第一客户端的第一数据转移请求,在第一客户端与第二客户端之间建立映射关系。
下发组件52,设置为按照映射关系将第一客户端的第一游戏数据下发至第二客户端。
第一获取组件53,设置为获取来自于第二客户端的第二游戏数据,其中,第二游戏数据是第二客户端对第一游戏数据进行更新后得到的数据。
验证组件54,设置为基于第一客户端的第一用户标识信息对第二游戏数据进行验证,得到验证结果。
第一更新组件55,设置为当验证结果表示第二游戏数据通过验证时,将第一游戏数据更新为第二游戏数据。
此处需要说明的是,上述建立组件51、下发组件52、第一获取组件53、验证组件54和第一更新组件55可以作为装置的一部分运行在终端中,可以通过终端中的处理器来执行上述组件实现的功能,终端也可以是智能手机(如Android手机、iOS手机等)、平板电脑、掌声电脑以及移动互联网设备(Mobile Internet Devices,MID)、PAD等终端设备。
本公开实施例还提供了另一种游戏数据的处理装置包括一个或多个处理器,以及一个或多个存储程序单元的存储器,其中,程序单元由处理器执行,该程序单元包括:第二获取组件、第二更新组件和第一发送组件。需要说明的是,该实施例的游戏数据的处理装置可以用于执行本公开实施例的图3所示的游戏数据的处理方法。
图6是根据本公开其中一实施例的另一种游戏数据的处理装置的示意图。如图6所示,该游戏数据的处理装置60可以包括:第二获取组件61、第二更新组件62和第一发送组件63。
第二获取组件61,设置为使第二客户端获取第一客户端的第一游戏数据,其中,第一游戏数据为服务器按照第一客户端与第二客户端之间的映射关系发送,映射关系由服务器基于第一客户端的第一数据转移请求建立。
第二更新组件62,设置为使第二客户端对第一游戏数据进行更新,得到第二游戏数据。
第一发送组件63,设置为使第二客户端将第二游戏数据发送至服务器,其中,第二游戏数据由服务器基于第一客户端的第一用户标识信息进行验证,得到验证结果,且当验证结果表示第二游戏数据通过验证时,将第一游戏数据更新为第二游戏数据。
此处需要说明的是,上述第二获取组件61、第二更新组件62和第一发送组件63可以作为装置的一部分运行在终端中,可以通过终端中的处理器来执行上述组件实现的功能。
本公开实施例还提供了另一种游戏数据的处理装置包括一个或多个处理器,以及一个或多个存储程序单元的存储器,其中,程序单元由处理器执行,该程序单元包括:第二发送组件和第三获取组件。需要说明的是,该实施例的游戏数据的处理装置可以用于执行本公开实施例的图4所示的游戏数据的处理方法。
图7是根据本公开其中一实施例的另一种游戏数据的处理装置的示意图。如图7 所示,该游戏数据的处理装置70可以包括:第二发送组件71和第三获取组件72。
第二发送组件71,设置为使第一客户端向服务器发送第一数据转移请求,其中,第一数据转移请求用于使服务器在第一客户端与第二客户端之间建立映射关系。
第三获取组件72,设置为使第一客户端获取服务器发送的第二游戏数据,其中,第二游戏数据经由服务器基于第一客户端的第一用户标识信息验证通过,第二游戏数据是第二客户端对第一客户端的第一游戏数据进行更新后得到的数据,第一游戏数据由服务器按照映射关系发送至第二客户端。
此处需要说明的是,上述第二发送组件71和第三获取组件72可以作为装置的一部分运行在终端中,可以通过终端中的处理器来执行上述组件实现的功能。
该实施例的游戏数据的处理装置中,允许不同的客户端之间通过服务器来转移游戏数据,并且对得到的新的游戏数据进行校验,确保游戏数据的唯一性、稳定性、准确性,解决了在游戏数据转移时,无法确保游戏数据的准确性的技术问题,从而达到了在游戏数据转移时,确保游戏数据的准确性的技术效果。
本公开的实施例还提供了一种非易失性存储介质,该非易失性存储介质中存储有计算机程序,其中,在计算机程序被处理器运行时控制非易失性存储介质所在设备执行上述任一项方法实施例中的步骤。
本公开实施例所提供的各个功能组件可以在游戏数据的处理装置或者类似的运算装置中运行,也可以作为非易失性存储介质的一部分进行存储。
图8是根据本公开其中一实施例的非易失性存储介质的结构示意图。如图8所示,描述了根据本公开的实施方式的程序产品800,其上存储有计算机程序,计算机程序被处理器执行时实现如下步骤的程序代码:
基于第一客户端的第一数据转移请求,在第一客户端与第二客户端之间建立映射关系;
按照映射关系将第一客户端的第一游戏数据下发至第二客户端;
获取来自于第二客户端的第二游戏数据,其中,第二游戏数据是第二客户端对第一游戏数据进行更新后得到的数据;
基于第一客户端的第一用户标识信息对第二游戏数据进行验证,得到验证结果;
当验证结果表示第二游戏数据通过验证时,将第一游戏数据更新为第二游戏数据。
可选地,计算机程序被处理器执行时还实现如下步骤的程序代码:在获取来自于第二客户端的第二游戏数据之前,断开与第一客户端之间的连接。
可选地,计算机程序被处理器执行时还实现如下步骤的程序代码:在获取来自于第二客户端的第二游戏数据之后,从第二游戏数据中获取第二客户端的第二用户标识信息;确定第二用户标识信息在目标字段中;在目标字段中获取与第二用户标识信息对应的第一用户标识信息。
可选地,计算机程序被处理器执行时还实现如下步骤的程序代码:从第二游戏数据中获取虚拟游戏角色的标识信息;当虚拟游戏角色的标识信息与获取到的第一用户标识信息相关联时,确定第二游戏数据通过验证。
可选地,计算机程序被处理器执行时还实现如下步骤的程序代码:从第一数据转移请求中获取第二客户端的第二用户标识信息;对第二用户标识信息进行验证;当对第二用户标识信息验证通过时,在第一客户端与第二客户端之间建立映射关系。
可选地,计算机程序被处理器执行时还实现如下步骤的程序代码:当对第二用户标识信息验证通过时,向第二客户端发送第二数据转移请求;获取第二客户端响应第二数据转移请求发送的响应结果;当响应结果表示第二客户端允许对第一游戏数据进行更新时,在第一客户端与第二客户端之间建立映射关系。
可选地,计算机程序被处理器执行时还实现如下步骤的程序代码:将第一用户标识信息和第二用户标识信息记录在目标字段中。
可选地,计算机程序被处理器执行时还实现如下步骤的程序代码:获取第一客户端的目标数据表;将目标数据表中的第一游戏数据,更新为第二游戏数据。
作为一种可选的示例,计算机程序被处理器执行时实现如下步骤的程序代码:
第二客户端获取第一客户端的第一游戏数据,其中,第一游戏数据为服务器按照第一客户端与第二客户端之间的映射关系发送,映射关系由服务器基于第一客户端的第一数据转移请求建立;
第二客户端对第一游戏数据进行更新,得到第二游戏数据;
第二客户端将第二游戏数据发送至服务器,其中,第二游戏数据由服务器基于第一客户端的第一用户标识信息进行验证,得到验证结果,且当验证结果表示第二游戏数据通过验证时,将第一游戏数据更新为第二游戏数据。
可选地,计算机程序被处理器执行时还实现如下步骤的程序代码:在第二客户端获取服务器按照映射关系发送的第一客户端的第一游戏数据之前,第二客户端获取第 二数据转移请求,其中,第二数据转移请求为服务器在对第二客户端的第二用户标识信息验证通过时发送;第二客户端响应第二数据转移请求,向服务器发送响应结果,其中,响应结果用于表示第二客户端允许对第一游戏数据进行更新。
作为另一种可选的示例,计算机程序被处理器执行时实现如下步骤的程序代码:
第一客户端向服务器发送第一数据转移请求,其中,第一数据转移请求用于使服务器在第一客户端与第二客户端之间建立映射关系;
第一客户端获取服务器发送的第二游戏数据,其中,第二游戏数据经由服务器基于第一客户端的第一用户标识信息验证通过,第二游戏数据是第二客户端对第一客户端的第一游戏数据进行更新后得到的数据,第一游戏数据由服务器按照映射关系发送至第二客户端。
可选地,本实施例中的具体示例可以参考上述实施例中所描述的示例,本实施例在此不再赘述。
非易失性存储介质可以包括在基带中或者作为载波一部分传播的数据信号,其中承载了可读程序代码。这种传播的数据信号可以采用多种形式,包括但不限于电磁信号、光信号或上述的任意合适的组合。非易失性存储介质可以发送、传播或者传输用于由指令执行***、装置或者器件使用或者与其结合使用的程序。
非易失性存储介质中包含的程序代码可以用任何适当的介质传输,包括但不限于无线、有线、光缆、射频等等,或者上述的任意合适的组合。
可选地,在本实施例中,上述非易失性存储介质可以包括但不限于:U盘、只读存储器(Read-Only Memory,简称为ROM)、随机存取存储器(Random Access Memory,简称为RAM)、移动硬盘、磁碟或者光盘等各种可以存储计算机程序的介质。
本公开的实施例还提供了一种电子装置。该电子装置包括处理器;以及存储器,与处理器相连接,设置为存储处理器的可执行指令;其中,处理器设置为执行可执行指令,可执行指令包括:基于第一客户端的第一数据转移请求,在第一客户端与第二客户端之间建立映射关系;按照映射关系将第一客户端的第一游戏数据下发至第二客户端;获取来自于第二客户端的第二游戏数据,其中,第二游戏数据是第二客户端对第一游戏数据进行更新后得到的数据;基于第一客户端的第一用户标识信息对第二游戏数据进行验证,得到验证结果;当验证结果表示第二游戏数据通过验证时,将第一游戏数据更新为第二游戏数据。
图9是根据本公开其中一实施例的电子装置的结构示意图。如图9所示,本实施 例的电子装置900包括:存储器901和处理器902。其中,存储器901,用于存储所述处理器的可执行指令,所述可执行指令可以为计算机程序;所述处理器902配置为经由执行所述可执行指令来实现如下步骤:
基于第一客户端的第一数据转移请求,在第一客户端与第二客户端之间建立映射关系;
按照映射关系将第一客户端的第一游戏数据下发至第二客户端;获取来自于第二客户端的第二游戏数据,其中,第二游戏数据是第二客户端对第一游戏数据进行更新后得到的数据;
基于第一客户端的第一用户标识信息对第二游戏数据进行验证,得到验证结果;
当验证结果表示第二游戏数据通过验证时,将第一游戏数据更新为第二游戏数据。
可选地,所述处理器902还配置为经由执行所述可执行指令来实现如下步骤:在获取来自于第二客户端的第二游戏数据之前,断开与第一客户端之间的连接。
可选地,所述处理器902还配置为经由执行所述可执行指令来实现如下步骤:在获取来自于第二客户端的第二游戏数据之后,从第二游戏数据中获取第二客户端的第二用户标识信息;确定第二用户标识信息在目标字段中;在目标字段中获取与第二用户标识信息对应的第一用户标识信息。
可选地,所述处理器902还配置为经由执行所述可执行指令来实现如下步骤:从第二游戏数据中获取虚拟游戏角色的标识信息;当虚拟游戏角色的标识信息与获取到的第一用户标识信息相关联时,确定第二游戏数据通过验证。
可选地,所述处理器902还配置为经由执行所述可执行指令来实现如下步骤:从第一数据转移请求中获取第二客户端的第二用户标识信息;对第二用户标识信息进行验证;当对第二用户标识信息验证通过时,在第一客户端与第二客户端之间建立映射关系。
可选地,所述处理器902还配置为经由执行所述可执行指令来实现如下步骤:当对第二用户标识信息验证通过时,向第二客户端发送第二数据转移请求;获取第二客户端响应第二数据转移请求发送的响应结果;当响应结果表示第二客户端允许对第一游戏数据进行更新时,在第一客户端与第二客户端之间建立映射关系。
可选地,所述处理器902还配置为经由执行所述可执行指令来实现如下步骤:将第一用户标识信息和第二用户标识信息记录在目标字段中。
可选地,所述处理器902还配置为经由执行所述可执行指令来实现如下步骤:获取第一客户端的目标数据表;将目标数据表中的第一游戏数据,更新为第二游戏数据。
作为一种可选的示例,所述处理器902还配置为经由执行所述可执行指令来实现如下步骤:
第二客户端获取第一客户端的第一游戏数据,其中,第一游戏数据为服务器按照第一客户端与第二客户端之间的映射关系发送,映射关系由服务器基于第一客户端的第一数据转移请求建立;
第二客户端对第一游戏数据进行更新,得到第二游戏数据;
第二客户端将第二游戏数据发送至服务器,其中,第二游戏数据由服务器基于第一客户端的第一用户标识信息进行验证,得到验证结果,且当验证结果表示第二游戏数据通过验证时,将第一游戏数据更新为第二游戏数据。
可选地,所述处理器902还配置为经由执行所述可执行指令来实现如下步骤:在第二客户端获取服务器按照映射关系发送的第一客户端的第一游戏数据之前,第二客户端获取第二数据转移请求,其中,第二数据转移请求为服务器在对第二客户端的第二用户标识信息验证通过时发送;第二客户端响应第二数据转移请求,向服务器发送响应结果,其中,响应结果用于表示第二客户端允许对第一游戏数据进行更新。
作为另一种可选的示例,所述处理器902还配置为经由执行所述可执行指令来实现如下步骤:
第一客户端向服务器发送第一数据转移请求,其中,第一数据转移请求用于使服务器在第一客户端与第二客户端之间建立映射关系;
第一客户端获取服务器发送的第二游戏数据,其中,第二游戏数据经由服务器基于第一客户端的第一用户标识信息验证通过,第二游戏数据是第二客户端对第一客户端的第一游戏数据进行更新后得到的数据,第一游戏数据由服务器按照映射关系发送至第二客户端。
可选地,上述电子装置还可以包括传输设备以及输入输出设备,其中,该传输设备和上述处理器连接,该输入输出设备和上述处理器连接。
在可选的实施方式中,所述电子装置其进一步可以包括一个或多个处理器,以及由存储器所代表的存储器资源,用于存储可由处理组件执行的指令,例如应用程序。存储器中存储的应用程序可以包括一个或一个以上的每一个对应于一组指令的模块。此外,处理组件被配置为执行指令,以执行上述的游戏数据的处理。
该电子装置还可以包括:一个电源组件,电源组件被配置成对执行电子设备进行电源管理;一个有线或无线网络接口,被配置成将电子设备连接到网络;以及一个输入输出(I/O)接口。该电子设备可以操作基于存储在存储器的操作***,例如Android、iOS、Windows,Mac OS X,Unix,Linux,FreeBSD或类似。
本领域普通技术人员可以理解,图9所示的结构仅为示意,电子装置可以是智能手机、平板电脑、掌上电脑以及移动互联网设备(Mobile Internet Devices,MID)、PAD等电子装置。图9其并不对上述电子装置的结构造成限定。例如,电子装置还可包括比图9中所示更多或者更少的组件(如网络接口、显示装置等),或者具有与图9所示不同的配置。
显然,本领域的技术人员应该明白,上述的本公开的各模块或各步骤可以用通用的计算装置来实现,它们可以集中在单个的计算装置上,或者分布在多个计算装置所组成的网络上,可选地,它们可以用计算装置可执行的程序代码来实现,从而,可以将它们存储在存储装置中由计算装置来执行,并且在某些情况下,可以以不同于此处的顺序执行所示出或描述的步骤,或者将它们分别制作成各个集成电路模块,或者将它们中的多个模块或步骤制作成单个集成电路模块来实现。这样,本公开不限制于任何特定的硬件和软件结合。
以上所述仅为本公开的优选实施例而已,并不用于限制本公开,对于本领域的技术人员来说,本公开可以有各种更改和变化。凡在本公开的原则之内,所作的任何修改、等同替换、改进等,均应包含在本公开的保护范围之内。
Claims (17)
- 一种游戏数据的处理方法,包括:基于第一客户端的第一数据转移请求,在所述第一客户端与第二客户端之间建立映射关系;按照所述映射关系将所述第一客户端的第一游戏数据下发至所述第二客户端;获取来自于所述第二客户端的第二游戏数据,其中,所述第二游戏数据是所述第二客户端对所述第一游戏数据进行更新后得到的数据;基于所述第一客户端的第一用户标识信息对所述第二游戏数据进行验证,得到验证结果;当所述验证结果表示所述第二游戏数据通过验证时,将所述第一游戏数据更新为所述第二游戏数据。
- 根据权利要求1所述的方法,其中,在获取来自于所述第二客户端的第二游戏数据之前,所述方法还包括:断开与所述第一客户端之间的连接。
- 根据权利要求1所述的方法,其中,在获取来自于所述第二客户端的第二游戏数据之后,所述方法还包括:从所述第二游戏数据中获取所述第二客户端的第二用户标识信息;确定所述第二用户标识信息在目标字段中;在所述目标字段中获取与所述第二用户标识信息对应的所述第一用户标识信息。
- 根据权利要求3所述的方法,其中,基于所述第一客户端的第一用户标识信息对所述第二游戏数据进行验证,得到验证结果,包括:从所述第二游戏数据中获取虚拟游戏角色的标识信息;当所述虚拟游戏角色的标识信息与获取到的所述第一用户标识信息相关联时,确定所述第二游戏数据通过验证。
- 根据权利要求1所述的方法,其中,基于第一客户端的第一数据转移请求,在所述第一客户端与第二客户端之间建立映射关系,包括:从所述第一数据转移请求中获取所述第二客户端的第二用户标识信息;对所述第二用户标识信息进行验证;当对所述第二用户标识信息验证通过时,在所述第一客户端与所述第二客户端之间建立所述映射关系。
- 根据权利要求5所述的方法,其中,当对所述第二用户标识信息验证通过时,在所述第一客户端与所述第二客户端之间建立所述映射关系,包括:当对所述第二用户标识信息验证通过时,向所述第二客户端发送第二数据转移请求;获取所述第二客户端响应所述第二数据转移请求发送的响应结果;当所述响应结果表示所述第二客户端允许对所述第一游戏数据进行更新时,在所述第一客户端与所述第二客户端之间建立所述映射关系。
- 根据权利要求6所述的方法,其中,在所述第一客户端与所述第二客户端之间建立所述映射关系,包括:将所述第一用户标识信息和所述第二用户标识信息记录在目标字段中。
- 根据权利要求6所述的方法,其中,将所述第一游戏数据更新为所述第二游戏数据,包括:获取所述第一客户端的目标数据表;将所述目标数据表中的所述第一游戏数据,更新为所述第二游戏数据。
- 根据权利要求1至8中任意一项所述的方法,其中,所述第一客户端为通过第一账号登录的客户端,所述第二客户端为通过第二账号登录的客户端;或者所述第一客户端为在第一终端上运行的客户端,所述第二客户端为在第二终端上运行的客户端。
- 一种游戏数据的处理方法,其中,包括:第二客户端获取第一客户端的第一游戏数据,其中,所述第一游戏数据为服务器按照所述第一客户端与所述第二客户端之间的映射关系发送,所述映射关系由所述服务器基于所述第一客户端的第一数据转移请求建立;所述第二客户端对所述第一游戏数据进行更新,得到第二游戏数据;所述第二客户端将所述第二游戏数据发送至所述服务器,其中,所述第二游 戏数据由所述服务器基于所述第一客户端的第一用户标识信息进行验证,得到验证结果,且当所述验证结果表示所述第二游戏数据通过验证时,将所述第一游戏数据更新为所述第二游戏数据。
- 根据权利要求10所述的方法,其中,在第二客户端获取服务器按照映射关系发送的第一客户端的第一游戏数据之前,所述方法还包括:所述第二客户端获取第二数据转移请求,其中,所述第二数据转移请求为所述服务器在对所述第二客户端的第二用户标识信息验证通过时发送;所述第二客户端响应所述第二数据转移请求,向所述服务器发送响应结果,其中,所述响应结果用于表示所述第二客户端允许对所述第一游戏数据进行更新。
- 一种游戏数据的处理方法,包括:第一客户端向服务器发送第一数据转移请求,其中,所述第一数据转移请求用于使所述服务器在所述第一客户端与第二客户端之间建立映射关系;所述第一客户端获取所述服务器发送的第二游戏数据,其中,所述第二游戏数据经由所述服务器基于所述第一客户端的第一用户标识信息验证通过,所述第二游戏数据是所述第二客户端对所述第一客户端的第一游戏数据进行更新后得到的数据,所述第一游戏数据由所述服务器按照所述映射关系发送至所述第二客户端。
- 一种游戏数据的处理装置,包括一个或多个处理器,以及一个或多个存储程序单元的存储器,其中,所述程序单元由所述处理器执行,所述程序单元包括:建立组件,设置为基于第一客户端的第一数据转移请求,在所述第一客户端与第二客户端之间建立映射关系;下发组件,设置为按照所述映射关系将所述第一客户端的第一游戏数据下发至所述第二客户端;第一获取组件,设置为获取来自于所述第二客户端的第二游戏数据,其中,所述第二游戏数据是所述第二客户端对所述第一游戏数据进行更新后得到的数据;验证组件,设置为基于所述第一客户端的第一用户标识信息对所述第二游戏数据进行验证,得到验证结果;第一更新组件,设置为当所述验证结果表示所述第二游戏数据通过验证时,将所述第一游戏数据更新为所述第二游戏数据。
- 一种游戏数据的处理装置,包括一个或多个处理器,以及一个或多个存储程序单元的存储器,其中,所述程序单元由所述处理器执行,所述程序单元包括:第二获取组件,设置为使第二客户端获取第一客户端的第一游戏数据,其中,所述第一游戏数据为服务器按照所述第一客户端与所述第二客户端之间的映射关系发送,所述映射关系由所述服务器基于所述第一客户端的第一数据转移请求建立;第二更新组件,设置为使所述第二客户端对所述第一游戏数据进行更新,得到第二游戏数据;第一发送组件,设置为使所述第二客户端将所述第二游戏数据发送至所述服务器,其中,所述第二游戏数据由所述服务器基于所述第一客户端的第一用户标识信息进行验证,得到验证结果,且当所述验证结果表示所述第二游戏数据通过验证时,将所述第一游戏数据更新为所述第二游戏数据。
- 一种游戏数据的处理装置,包括一个或多个处理器,以及一个或多个存储程序单元的存储器,其中,所述程序单元由所述处理器执行,所述程序单元包括:第二发送组件,设置为使第一客户端向服务器发送第一数据转移请求,其中,所述第一数据转移请求用于使服务器在所述第一客户端与第二客户端之间建立映射关系;第三获取组件,设置为使所述第一客户端获取所述服务器发送的第二游戏数据,其中,所述第二游戏数据经由所述服务器基于所述第一客户端的第一用户标识信息验证通过,所述第二游戏数据是所述第二客户端对所述第一客户端的第一游戏数据进行更新后得到的数据,所述第一游戏数据由所述服务器按照所述映射关系发送至所述第二客户端。
- 一种非易失性存储介质,所述非易失性存储介质中存储有计算机程序,其中,在所述计算机程序被处理器运行时控制所述非易失性存储介质所在设备执行所述权利要求1至12任一项中所述的方法。
- 一种电子装置,包括存储器和处理器,其中,所述存储器中存储有计算机程序,所述处理器被设置为运行所述计算机程序以执行所述权利要求1至12任一项中所述的方法。
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