WO2023147758A1 - 云游戏资源数据处理方法、装置、计算机设备和存储介质 - Google Patents

云游戏资源数据处理方法、装置、计算机设备和存储介质 Download PDF

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Publication number
WO2023147758A1
WO2023147758A1 PCT/CN2023/072004 CN2023072004W WO2023147758A1 WO 2023147758 A1 WO2023147758 A1 WO 2023147758A1 CN 2023072004 W CN2023072004 W CN 2023072004W WO 2023147758 A1 WO2023147758 A1 WO 2023147758A1
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WIPO (PCT)
Prior art keywords
data
game
cutscene
resource
cut
Prior art date
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PCT/CN2023/072004
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English (en)
French (fr)
Inventor
潘博渊
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腾讯科技(深圳)有限公司
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
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Publication date
Application filed by 腾讯科技(深圳)有限公司 filed Critical 腾讯科技(深圳)有限公司
Publication of WO2023147758A1 publication Critical patent/WO2023147758A1/zh
Priority to US18/239,670 priority Critical patent/US20230405455A1/en

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/352Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • A63F13/355Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/335Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/35Details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • A63F13/493Resuming a game, e.g. after pausing, malfunction or power failure
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating 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
    • A63F13/61Generating 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 using advertising information
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/86Watching games played by other players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features 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
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/538Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for performing operations on behalf of the game client, e.g. rendering

Definitions

  • the present application relates to the field of cloud technology, in particular to a cloud game resource data processing method, device, computer equipment and storage medium.
  • cloud game technology refers to the game mode based on cloud computing, using the server to render the game screen, and only displaying it on the user client, which belongs to the online game mode.
  • cloud game mode users do not need to download and install specific game programs on the terminal, and can play games directly through network transmission.
  • the cutscenes in various games are played directly in the game, and since the cloud game executes the game on the cloud game server, and in the cloud game, the playback operation of the corresponding cutscenes also requires Rely on the cloud game server for the output of cutscenes. That is to say, during the game process, the same cutscene content also needs to be repeatedly rendered, encoded, and output and played on the cloud game server. As a result, the computing resources of the cloud game server will be occupied by outputting repeated cutscenes, resulting in waste of resources. The utilization efficiency of server computing resources is low.
  • a cloud game resource data processing method device, computer equipment, and storage medium are provided.
  • a cloud game resource data processing method executed by a server, the method includes:
  • the resource distribution instruction is used to instruct the resource distribution server to match the cut-scene animation data identifier from the pre-stored static resource library Corresponding cut-scene animation data, and sending the cut-scene animation data to the terminal device for display;
  • the cloud game resource data of the current game progress is rendered, and output to the terminal device for display.
  • a cloud game resource data processing method executed by a server, the method comprising:
  • the resource distribution instruction is generated when the cloud game server detects that the current game process meets the cut-scene animation insertion condition;
  • the cloud game server is used for rendering the cloud game resource data of the current game process, output to the terminal device for display.
  • a cloud game resource data processing device comprising:
  • a resource distribution instruction generating module configured to obtain a cutscene data identifier to be inserted that matches the insertion condition when the current game process satisfies the insertion condition of the cutscene, and generate a resource distribution instruction;
  • a sending module configured to send the resource distribution instruction and the cut-scene animation data identifier to the resource distribution server; the resource distribution instruction is used to instruct the resource distribution server to match the The cut-scene animation data identifies the corresponding cut-scene animation data, and sends the cut-scene animation data to the terminal device for display; and
  • the cloud game resource data rendering module is configured to render the cloud game resource data of the current game progress and output it to the terminal device for display after it is determined that the playing of the cut-scene animation data is finished.
  • a cloud game resource data processing device comprising:
  • the receiving module is configured to receive the resource distribution instruction and the cutscene data identifier sent by the cloud game server; the resource distribution instruction is generated when the cloud game server detects that the current game process meets the cutscene insertion condition;
  • a cutscene data matching module configured to respond to the resource distribution instruction, and match the cutscene data corresponding to the current cutscene stage from the pre-stored static resource library according to the cutscene data identifier;
  • the cut-scene animation data sending module is used to send the cut-scene animation data to the terminal device for display; wherein, when it is determined that the cut-scene animation data is played on the terminal device, the cloud game server is used to update the current game progress The rendering of cloud game resource data is output to the terminal device for display.
  • a computer device including: a memory and a processor, the memory stores computer-readable instructions, and when the processor executes the computer-readable instructions stored in the memory, the first aspect or its various The method in the implementation manner or the second aspect or each implementation manner thereof.
  • a computer-readable storage medium on which computer-readable instructions are stored.
  • the computer-readable instructions are executed by a processor, the first aspect or its various implementations or the second aspect or its method in each implementation.
  • a computer program product including computer-readable instructions.
  • the computer-readable instructions are executed by a processor, the first aspect or its various implementations or the second aspect or its various implementations are implemented. method.
  • Fig. 1 is an application environment diagram of a cloud game resource data processing method in an embodiment
  • Fig. 2 is a schematic flowchart of a cloud game resource data processing method in an embodiment
  • Fig. 3 is a schematic diagram of deployment of a cloud game server and a resource distribution server in an embodiment
  • Fig. 4 is a schematic diagram of the division of labor between a cloud game server and a resource distribution server in an embodiment
  • Fig. 5 is a schematic flowchart of a method for processing cloud game resource data in another embodiment
  • Fig. 6 is a schematic diagram of invoking computing service resources of a cloud game server in an embodiment
  • Fig. 7 is a schematic diagram of deployment processing of video cutscenes in an embodiment
  • Fig. 8 is a schematic diagram of deployment processing of dialogue cutscenes in an embodiment
  • Fig. 9 is a schematic flowchart of a method for processing cloud game resource data in yet another embodiment
  • FIG. 10 is a schematic diagram of the sequence of a cloud game resource data processing method in an embodiment
  • Fig. 11 is a schematic diagram of switching and displaying cloud game resources in an embodiment
  • Figure 12 is a schematic diagram of work switching between the cloud game server and the resource distribution server in an embodiment
  • Fig. 13 is a schematic diagram of storage of cutscene animation resources in an embodiment
  • Fig. 14 is a structural block diagram of a cloud game resource data processing device in an embodiment
  • Fig. 15 is a structural block diagram of a cloud game resource data processing device in another embodiment
  • Figure 16 is a diagram of the internal structure of a computer device in one embodiment.
  • cloud technology refers to the unification of a series of resources such as hardware, software, and network in a wide area network or a local area network to realize data calculation, storage, A hosted technology for processing and sharing.
  • cloud technology is a general term for network technology, information technology, integration technology, management platform technology, application technology, etc. based on cloud computing business model applications. It can form a resource pool and be used on demand, which is flexible and convenient. Cloud computing technology will become an important support.
  • the background services of technical network systems require a lot of computing and storage resources, such as video websites, picture websites and more portal websites.
  • each item may have its own identification mark in the future, which needs to be transmitted to the background system for logical processing.
  • Data of different levels will be processed separately, and all kinds of industry data need to be powerful.
  • the system backing support can only be realized through cloud computing.
  • cloud gaming also known as gaming on demand
  • Cloud gaming technology enables thin clients with relatively limited graphics processing and data computing capabilities to run high-quality games.
  • the game is not played on the player's game terminal, but runs on the cloud server, and the cloud server renders the game scene as a video and audio stream, and transmits it to the player through the network.
  • Home game terminal The player's game terminal does not need to have powerful graphics computing and data processing capabilities, but only needs to have basic streaming media playback capabilities and the ability to obtain player input instructions and send them to the cloud server.
  • the cloud game resource data processing method provided in the embodiment of the present application specifically relates to cloud game technology in cloud technology, and can be applied to the application environment shown in FIG. 1 .
  • the terminal device 102 communicates with the cloud game server 104 and the resource distribution server 106 through the network.
  • the data storage system can store data that needs to be processed by the server 104 and the resource distribution server 106 .
  • the data storage system can be integrated on the server 104, the resource distribution server 106, or placed on the cloud or other network servers.
  • the cloud game server 104 and the resource distribution server 106 may be independent physical servers, or server clusters or distributed systems composed of multiple physical servers, or provide cloud services, cloud databases, cloud computing, cloud functions, Cloud servers for basic cloud computing services such as cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms.
  • the terminal device 102 may be a smart phone, a tablet computer, a notebook computer, a desktop computer, a smart speaker, a smart watch, etc., but is not limited thereto.
  • the terminal and the server may be connected directly or indirectly through wired or wireless communication, which is not limited in this application.
  • the embodiments of the present application can be applied to various scenarios, including but not limited to cloud technology, artificial intelligence, intelligent transportation, and assisted driving.
  • both the cloud game server 104 and the resource distribution server 106 can be used independently to execute the cloud game resource data processing method provided by the embodiment of the present application, and the terminal device 102, the cloud game server 104, and the resource distribution server 106 can also be used in cooperation to execute The cloud game resource data processing method provided in the embodiment of this application.
  • cloud game server 104 and resource distribution server 106 to jointly execute the cloud game resource data processing method provided by the embodiment of the present application as an example, when the cloud game server 104 detects that the current game process satisfies the cut-scene insertion condition , obtain the cut-scene animation data identifier to be inserted that matches the insertion condition, generate a resource distribution instruction, and send the resource distribution instruction and the cut-scene animation data identifier to the resource distribution server 106 .
  • the resource distribution server 106 matches the cut-scene animation data corresponding to the cut-scene animation data identifier from the pre-stored static resource library according to the resource distribution instruction, and sends the cut-scene animation data to the terminal device 102 for display. Further, when it is determined that the cut-scene animation data is played on the terminal device 102, the cloud game server 104 renders the cloud game resource data of the current game process, and outputs it to the terminal device 102 for display.
  • the resource distribution server 106 receives the resource distribution instruction sent by the cloud game server 104 and cut-scene data identifier, and in response to the resource distribution instruction, match the cut-scene animation data corresponding to the current cut-scene animation stage from the pre-stored static resource library according to the cut-scene animation data identifier.
  • the resource distribution instruction is generated when the cloud game server 104 detects that the current game process satisfies the cut-scene insertion condition.
  • the resource distribution server 106 sends the cut-scene animation data to the terminal device 102 for display.
  • the cloud game server 104 is used to render the cloud game resource data of the current game process, and output it to the terminal device 102 for display.
  • a cloud game resource data processing method is provided.
  • the method is applied to the cloud game server in FIG. 1 as an example for illustration, including the following steps:
  • Step S202 when the current game process satisfies the cutscene insertion condition, obtain the to-be-inserted animation that matches the insertion condition The cutscene data identification of the , and generate resource distribution instructions.
  • the cloud game server detects that the current game process satisfies the cut-scene animation insertion condition, it acquires the identification of the cut-scene animation to be inserted that matches the insertion condition.
  • satisfying the cut-scene animation insertion condition includes: the current game process enters the cut-scene animation stage, or the game use object triggers the cut-scene animation play button, or detects any one of the animation insertion logic built into the currently running program, when one of them occurs In either case, it can be deemed to meet the cutscene insertion conditions.
  • the cutscene data identifier corresponds to the cutscene data to be inserted or played, and the cutscene data may be a cutscene corresponding to the current game instance to which the current game process belongs, or may be advertisement data to be delivered.
  • the resource distribution command instructs the resource distribution server to send the cut-scene animation data matching the cut-scene animation data identifier to the terminal device for display. user view.
  • the rendering and output operation of the cloud game resource data of the current game process is suspended.
  • the current game process meets the cutscene insertion conditions, it means that the current game process has entered the cutscene stage, that is, it is necessary to suspend the rendering, encoding and output operations of cloud game resources by the cloud game server, and the currently occupied computing services Resources can be released for use by other terminal devices.
  • the current game process when the current game process satisfies the cut-scene animation insertion condition, after obtaining the cut-scene animation data identifier to be inserted that matches the insertion condition, and generating the resource distribution instruction, it further includes:
  • the current game process satisfies the cut-scene animation insertion condition, obtain the cut-scene animation data identifier to be inserted that matches the insertion condition, and after generating the resource distribution instruction, further determine the game instance to which it belongs according to the current game process, so as to Determine the cutscene animation data that needs to be played currently.
  • the cut-scene animation requirement corresponding to the current game progress can be determined, and according to the cut-scene animation requirement, the to-be-played picture matching the insertion condition can be determined. Specifically, it is necessary to determine which game instance the current game process belongs to during the cutscene animation stage, and obtain the cutscene animation requirements corresponding to the game instance, and then determine which screens or which video to play currently according to the cutscene animation requirements .
  • the cut-scene animation data identifier corresponding to the picture to be played is further obtained, and the cut-scene animation data identifier is added to the resource distribution instruction.
  • the resource distribution server can obtain the carried cutscene animation data identifier according to the resource distribution instruction, so as to match the cutscene animation data identifier according to the resource distribution instruction. Corresponding cutscene data.
  • Step S204 sending the resource distribution instruction and the cut-scene animation data identifier to the resource distribution server, and the resource The distribution instruction is used to instruct the resource distribution server to match the cut-scene animation data corresponding to the cut-scene animation data identifier from the pre-stored static resource library, and send the cut-scene animation data to the terminal device for display.
  • the cloud game server sends the resource distribution instruction and the cut-scene animation data identification to the resource distribution server, and the resource distribution server receives and responds to the resource distribution instruction, and according to the received cut-scene animation data identification, from the pre-stored static resource library, The cut-scene animation data corresponding to the cut-scene animation data identifier is matched.
  • the resource distribution server determines the matching cutscene data according to the cutscene data identifier, it sends the cutscene data to the terminal device for display, so as to achieve seamless switching between cutscenes and game screens, avoiding the need for game objects to wait Problems with blank or buffered pages.
  • both the resource distribution server and the cloud game server are connected to the terminal device.
  • the cloud game server is used to feed back the game operation stage to the terminal device, render and code the game screen according to the cloud game resources
  • the resource distribution server is used to convert the pre-stored cutscene The data is sent to the terminal device for display for users to view.
  • the cloud game server can send notification information to the terminal device to obtain cutscene animation data from the resource distribution server when it is determined that the current game process meets the cutscene animation insertion condition and enters the cutscene animation stage, that is, in the cutscene animation stage, the cloud game server suspends work
  • the resource distribution server sends cutscene animation data from the terminal device, and the terminal device displays the cutscene animation data after receiving it.
  • FIG. 3 a schematic diagram of deployment of a cloud game server and a resource distribution server is provided.
  • the resource distribution server pre-stores a static resource library, including cut-scene animation data of various types of cloud games, the resource distribution server can use the cut-scene animation data After identifying the matching cut-scene animation data from the pre-stored static resource library, the cut-scene animation data is sent to the terminal device for display.
  • the cutscene data of multiple game instances can be deployed on the same resource distribution server. According to the principle of proximity, if two users are physically close to the same server, they can also choose to call the same resource distribution server. Similarly, the cutscene data of multiple game instances can also be deployed on different resource distribution servers. Specifically, it is necessary to determine the resource distribution for deploying the cutscene data according to the physical location of the terminal device where the game object is located. server.
  • the choice of cloud game server can also be selected according to the physical geographical distribution, that is, after the computing service resources are released, the cloud game server can receive resource data processing requests nearby according to the geographic location of different game users, rather than specific requirements. Receive the processing request of which game or which game instance, so as to realize the flexible reception and processing of resource data requests and the efficient utilization of computing service resources.
  • FIG 4 a schematic diagram of the division of labor between a cloud game server and a resource distribution server is provided.
  • the cloud game server will traditionally target the cutscene
  • the processing flow of rendering, encoding, and network sending operations in terms of animation data is replaced by the way that the resource distribution server obtains and sends the cutscene animation data over the network, that is, in the cutscene animation stage, there is no need for the cloud game server to perform rendering and encoding processing.
  • the computing service resources of the cloud game service can be released for invocation by other terminal devices, and directly sent and displayed through the resource distribution server, which can reduce the resource occupation and resource waste of cloud game services, and improve resource utilization.
  • Step S206 when it is determined that the play of the cutscene animation data ends, render the cloud game resource data of the current game progress, and output it to the terminal device for display.
  • the game operation phase is entered, and the cloud game server restores the cloud game resource data of the current game process in the game operation phase.
  • the rendering coding operation and according to the game screen data obtained through rendering coding processing, the game screen data is sent to the terminal device for viewing by game objects.
  • cut-scene animation data can be divided into two types according to playback requirements, including those that can be interrupted by the operation of the game object and those that cannot be interrupted by the user.
  • the uninterruptible complete broadcast is enough, that is, the operation of the game object will not directly affect which screen to be played.
  • the interrupted cutscene animation data will be broadcast completely and will not be affected by the objects used in the game. However, those that can be interrupted enter the next play point or exit the play after being interrupted, and return to the running state of the game.
  • the cloud game resource data of the current game process is rendered, and after being output to the terminal device for display, the following steps are also included:
  • the resource distribution server triggers the operation recovery instruction, and sends the operation recovery instruction to the cloud game server, and the cloud game service receives the operation recovery instruction sent by the resource distribution server , respond to the running resume instruction, and resume the rendering and encoding operation of the cloud game resource data of the current game process in the game operation phase.
  • the game screen data is further obtained according to the rendering and coding operation, and the game screen data is sent to the terminal during the game equipment for display.
  • the resource distribution instruction is used to instruct the resource distribution server to match the cut-scene animation data corresponding to the cut-scene animation data identifier from the pre-stored static resource library, and send the cut-scene animation data to the terminal device for display.
  • the cloud game resource data of the current game process is rendered and output to the terminal device for display.
  • the cutscene data to be played is directly transmitted through the resource distribution server, which can reduce the computing service resource occupation of the cloud game server. Furthermore, the separate processing of cut-scene animation data and cloud game resource data is realized, avoiding repeated cut-scene animation data occupying a large amount of service computing resources, reducing the waste of computing resources, and improving the utilization rate of computing service resources of cloud game servers.
  • a cloud game resource data processing method which specifically includes the following steps:
  • Step S502 when the current game process satisfies the cut-scene insertion condition, release the computing service resources, and adjust the current running state to the idle state.
  • the cloud game server when the cloud game server detects that the current game process satisfies the cut-scene animation insertion condition, that is, the current game process enters the cut-scene animation stage, the cloud game server can suspend the rendering and encoding operation of the cloud game resources, and in the cut-scene animation stage, the cut-scene The work of sending animation data is handled by the resource distribution server.
  • the cloud game server when it suspends the rendering and encoding operations on cloud game resources, it can release the currently occupied computing service resources, and adjust the current running state of the cloud game server itself to be idle.
  • the cloud game server in the idle state can accept resource data processing requests from other terminal devices, and call released computing service resources to process other resource data processing requests.
  • Step S504 when a resource data processing request sent by another terminal device is detected in an idle state, acquire the required resource consumption carried in the resource data processing request.
  • the cloud game server detects resource data processing requests sent by other terminal devices in an idle state, it acquires and parses the received resource data processing requests to extract the required resource consumption carried by the resource data processing requests.
  • the required resource consumption carried by the resource data processing request is used to indicate the amount of resources required to run the game instance and perform resource data processing, that is, the cloud game server detects resource data processing requests sent by other terminal devices in an idle state , it is necessary to determine whether there are enough resources to run the requested game instance. Wherein, only when it is determined that there are enough resources to run the requested game instance and process the resource data of the game instance, will the computing service resource be invoked to process the resource data of the game instance.
  • Step S506 when it is determined that the required resource consumption is satisfied, in response to the resource data processing request, call the computing service resource to execute the data processing operation corresponding to the resource data processing request.
  • the cloud game server determines that there are enough resources to run the requested game instance, and processes the resource data of the game instance, that is, when it determines that the resource consumption required to satisfy the resource data processing request, it further responds to the resource Data processing requests, and call the required computing service resources, perform data processing operations corresponding to resource data processing requests, avoid resource waste, and achieve effective use of resources.
  • FIG. 6 a schematic diagram of service resource invocation of a cloud game server for calculating required resource consumption is provided.
  • the cloud game server can serve multiple different game objects, For example, for the game use object 1, when the current game process of the terminal device where the game use object 1 is located enters the cutscene animation stage, the work can be suspended and the computing service resources can be released. After the end, resume the cloud game resource rendering, encoding and output operations of object 1 used by the game.
  • the game use object 2 when the current game process of the terminal device where the game use object 2 is located is the game operation stage, the game screen corresponding to the game screen that needs to be displayed on the terminal device where the game use object 2 is located can be performed. Rendering, encoding and output processing of cloud game resource data.
  • the cloud game server can detect the resource data processing request sent by the terminal device where the game object 3 is located in the idle state, and judge whether there are enough resources to run the requested game. instance, and process the resource data of the game instance. And when it is determined that the resource data processing request is satisfied When the resource consumption is required, respond to the resource data processing request, and call the corresponding computing service resource, and execute the data processing operation corresponding to the resource data processing request.
  • the current running state is adjusted to the idle state by releasing the computing service resource when the current game process satisfies the cutscene insertion condition.
  • the resource data processing request sent by other terminal devices is detected in the idle state, and the resource consumption required to meet the resource data processing request is determined, the resource data processing request is responded to, and the computing service resource is called to execute the data corresponding to the resource data processing request. Processing operations.
  • the effective utilization of cloud server resources is realized, and the rendering and encoding operations of repeated cut-scene animation data are avoided from occupying cloud server resources and resource waste is reduced.
  • the resource distribution server before sending the resource distribution instruction and the cut-scene animation data identifier to the resource distribution server, it further includes:
  • the cutscene data includes video cutscenes. It is understandable that most games will set a story background introduction at the beginning of the game, which can be used as one of the video cutscenes. These contents are aimed at all game users, regardless of When the game uses the object to open the game, it is a fixed content. Furthermore, the fixed content that needs to be played can be understood as the playback of a piece of video content. In games, a fixed command string is usually used to render the screen to obtain and play the video content, or the method of directly playing the video content built in the game is used. Realize the playback of video cutscenes.
  • the game starts playing when the current game progress displayed on the terminal device of the object enters the cutscene stage.
  • the resource distribution server before sending the resource distribution instruction and the cut-scene animation data identifier to the resource distribution server, it further includes:
  • the video cut-scene animation corresponding to the cut-scene animation data identifier is obtained, and the video cut-scene animation and the game instance are associated and stored in the resource distribution server.
  • the video cutscenes it is also possible to directly copy the video cutscenes in the game and deploy them to the resource distribution server, so that when the current game progress displayed on the terminal device of the game user enters the cutscenes stage, Starts a video cutscene.
  • the method of directly obtaining the video cutscene corresponding to the cutscene data identifier from the game instance may be adopted
  • video cutscenes and game instances are associated and stored in the resource distribution server, so that the video cutscenes can be played when the current game progress displayed on the terminal device of the game user enters the cutscenes stage.
  • FIG. 7 a schematic diagram of deployment processing of a video cutscene is provided.
  • one method is: by copying the video cutscene file corresponding to the game instance, Files are deployed on resource distribution servers.
  • Another way is: by running the game in advance on the game host, and recording the game screen to obtain a video cutscene file, and then deploying the video cutscene file on the resource distribution server.
  • the output image after rendering processing is generated, and then according to the rendering processing instruction
  • the output screen is encoded to generate a corresponding video cutscene, and the video cutscene is associated with the game instance and stored in the resource distribution server. Realize the pre-rendering, encoding and associated storage of video cutscenes, without the need for real-time rendering and encoding of video cutscenes during the game, reducing the processing time of video cutscenes, and can directly request from the resource distribution server when it needs to be played And play, improve the game process and resource data processing efficiency.
  • the resource distribution server before sending the resource distribution instruction and the cut-scene animation data identifier to the resource distribution server, it further includes:
  • the dialogue cutscene data includes each picture to be played, and the play time number corresponding to each picture to be played; according to the play time number, each picture to be played and the corresponding game instance, In turn, the association is stored in the resource distribution server.
  • the cutscene data includes the dialogue cutscenes, and the dialogue cutscenes are closer to the browsing of pictures, just like when manually showing a slide show, the user clicks to confirm, and the next picture will be played according to the playback order. It is understandable that dialogue cutscenes are not continuously played videos, but are composed of pictures, and the switching time of each picture is not fixed, and is triggered by the user.
  • each picture to be played and the corresponding game instance are sequentially associated and stored in the resource distribution server.
  • the transmission mode of each picture to be played is any one of one-time transmission and batch transmission.
  • the pictures to be played are transmitted to the terminal device at one time or in batches.
  • the confirmation operation of the game user's click on the terminal device is detected, the next picture is played in sequence according to the play time number of each picture to be played.
  • FIG. 8 a schematic diagram of deployment processing of dialogue cutscenes is provided. Referring to FIG. , and sequentially store the pictures to be played in the resource distribution server.
  • the picture to be played includes dialogue background and dialogue content, wherein the dialogue content includes question content and answer content
  • the content can correspond to different roles in the game instance and the current role of the object used in the game.
  • the resource distribution server will transmit the pictures to be played included in the corresponding dialogue cutscene animation data to the terminal device at one time or in batches. During operation, the next picture is played sequentially according to the play time numbers of the pictures to be played.
  • each picture to be played and the corresponding The game instance is associated and stored in the resource distribution server in turn. Realize the pre-rendering, encoding and associated storage of dialogue cutscenes, without the need for real-time rendering and encoding of dialogue cutscenes during the game process, reducing the processing time of dialogue cutscenes, and can directly request from the resource distribution server when playback is required And play, improve the game process and resource data processing efficiency.
  • a cloud game resource data processing method is provided.
  • the method is applied to the resource distribution server in FIG. 1 as an example for illustration, including the following steps:
  • Step S902 receiving the resource distribution instruction and the cutscene data identifier sent by the cloud game server.
  • the resource distribution instruction is generated when the cloud game server detects that the current game process satisfies the cutscene insertion condition.
  • the resource distribution server when the resource distribution server receives the resource distribution instruction sent by the cloud game server, it acquires the cut-scene data identifier carried by the resource distribution instruction, wherein the cut-scene data identifier is used to match the current cut-scene animation from the pre-stored static resource library.
  • the cutscene data corresponding to the stage.
  • the resource distribution instruction is generated when the cloud game server detects that the current game process satisfies the cut-scene insertion condition, and the cut-scene data identifier corresponds to the cut-scene data to be inserted or played.
  • the cutscene data can be a cutscene corresponding to the current game instance to which the current game process belongs, or it can be advertisement data that needs to be placed, which can be flexibly set according to the needs of the actual application process, and is not limited to a specific type of data .
  • satisfying the cutscene insertion condition includes: the current game process enters the cutscene stage, or the game object triggers the cutscene play button, or detects any one of the built-in animation insertion logic of the currently running program.
  • Step S904 in response to the resource distribution instruction, match the cut-scene animation data corresponding to the current cut-scene animation stage from the pre-stored static resource library according to the cut-scene animation data identifier.
  • the resource distribution server when the resource distribution server receives the resource distribution instruction sent by the cloud game server and the corresponding cutscene data identifier, it matches the cutscene corresponding to the cutscene data identifier from the pre-stored static resource library according to the cutscene data identifier. animation data.
  • the resource distribution server and the cloud game server are both connected to the terminal device.
  • the cloud game server is used to feed back to the terminal device the game screen rendered and coded according to the cloud game resources during the game operation stage.
  • the resource distribution server pre-stores a static resource library.
  • the cutscene animation data of various types of cloud games are stored in the static resource block.
  • the resource distribution server can determine the matching cut-scene data from the pre-stored static resource library according to the cut-scene data identifier, and send the cut-scene data to the terminal device for display.
  • Step S906 Send the cutscene animation data to the terminal device for display, and when it is determined that the cutscene animation data is played on the terminal device, the cloud game server is used to render the cloud game resource data of the current game process and output it to the terminal equipment for display.
  • the cut-scene animation data is sent to the terminal device for display, so as to achieve seamless switching between the cut-scene animation and the game screen, Avoid situations that require game objects to wait for blank or buffered pages.
  • the cloud game server restores the cloud game resource data of the current game process in the game operation phase. Rendering and coding operations, and sending the game screen data to the terminal device according to the game screen data obtained through rendering and coding processing for viewing by game objects.
  • the resource distribution server when it is determined that the cut-scene animation data is played on the terminal device, triggers the operation recovery instruction, and sends the operation recovery instruction to the cloud game server. Further, the cloud game server receives and responds to the running recovery instruction, resumes the rendering and coding operation of the cloud game resource data of the current game process during the game operation phase, and sends the game screen data to the terminal according to the game screen data obtained through rendering and coding processing Device for viewing by game objects.
  • the cloud game server by receiving the resource distribution instruction and the cutscene animation data identifier sent by the cloud game server, and responding to the resource distribution instruction, according to the cutscene animation data identifier, match the current cutscene animation stage from the pre-stored static resource library. Corresponding cut-scene animation data, so as to send the cut-scene animation data to the terminal device for display.
  • the cloud game server can render the cloud game resource data of the current game process and output it to the terminal device for display.
  • FIG. 10 a timing diagram of a method for processing cloud game resource data is provided.
  • the method for processing cloud game resource data specifically includes:
  • Step S1001 when the cloud game server determines that the current game process satisfies the cut-scene animation insertion condition, acquires the cut-scene animation data identifier to be inserted that matches the insertion condition, and generates a resource distribution instruction.
  • Step S1002 when the current game process satisfies the cutscene insertion condition, the cloud game server suspends the rendering and output operation of the cloud game resource data of the current game process.
  • step S1003 the cloud game server determines the corresponding game instance according to the current game process, obtains the cutscene animation requirement corresponding to the game instance, and determines the screen to be played that matches the insertion condition according to the cutscene animation requirement.
  • Step S1004 the cloud game server acquires the cut-scene animation data identifier corresponding to the screen to be played, and adds the cut-scene animation data identifier to the resource distribution instruction.
  • Step S1005 the cloud game server sends the resource distribution instruction and the cut-scene animation data identifier to the resource distribution server.
  • Step S1006 the resource distribution server responds to the resource distribution instruction, and matches the cut-scene animation data corresponding to the cut-scene animation data identifier from the pre-stored static resource library according to the cut-scene animation data identifier.
  • Step S1007 the resource distribution server sends the cutscene animation data to the terminal device for display.
  • Step S1008 when it is determined that the play of the cutscene animation data ends, the cloud game server renders the cloud game resource data of the current game process, and outputs it to the terminal device for display.
  • step S1009 is executed.
  • the cloud game server judges that the current game process satisfies the cutscene insertion condition, it releases computing service resources and adjusts the current running state to idle state.
  • Step S1010 when the cloud game server detects resource data processing requests sent by other terminal devices in an idle state, acquire the required resource consumption carried in the resource data processing requests.
  • Step S1011 when the cloud game server determines that the required resource consumption is met, responding to the resource data processing request, calling computing service resources to perform data processing operations corresponding to the resource data processing request.
  • FIG. 11 a schematic diagram of cloud game resource switching display is provided.
  • the output picture corresponding to the animation is sent to the terminal device, and the terminal device displays the received output picture for viewing by the user.
  • the cloud game server suspends the rendering and encoding operation of the cloud game resource data of the game process.
  • the cloud game server renders and encodes the cloud game resource data of the game process, and outputs the produced game screen to the terminal device, and the terminal device displays the received game screen for users to view .
  • the corresponding resource distribution server or cloud game server still processes and sends the resource data.
  • FIG. 12 a schematic diagram of work switching between a cloud game server and a resource distribution server is provided.
  • the cloud game server suspends the rendering and encoding operation of the cloud game resource data in the game process, and the resource server determines the matching cutscene animation according to the cutscene animation data identifier, and compares the The output screen corresponding to the animation is sent to the terminal device.
  • the game operation stage is entered, the resource server suspends work, and the cloud game server resumes rendering and encoding processing operations on the cloud game resource data of the game process, and produces the obtained game
  • the screen is output to the terminal device.
  • FIG. 13 a schematic diagram of storage of cutscene animation resources is provided.
  • fixed video clips or picture resources in the game can be directly stored in the terminal of the cloud game after the first play.
  • the device when entering the link of the cutscene animation next time, it can read and play directly from the terminal device of the cloud game without requesting the resource distribution server.
  • the resource distribution instruction is used to instruct the resource distribution server to match the cut-scene animation data corresponding to the cut-scene animation data identifier from the pre-stored static resource library, and The animation data is sent to the terminal device for display. After it is determined that the cutscene animation data is played, the cloud game resource data of the current game process is rendered and output to the terminal device for display.
  • the cutscene data to be played can be directly transmitted through the resource distribution server, which can reduce the computing service resource occupation of the cloud game server. Furthermore, the separate processing of cut-scene animation data and cloud game resource data is realized, avoiding repeated cut-scene animation data occupying a large amount of service computing resources, reducing the waste of computing resources, and improving the utilization rate of computing service resources of cloud game servers.
  • steps in the flow charts involved in the above embodiments are shown sequentially according to the arrows, these steps are not necessarily executed sequentially in the order indicated by the arrows. Unless otherwise specified herein, there is no strict order restriction on the execution of these steps, and these steps can be executed in other orders. Moreover, at least some of the steps in the flow charts involved in the above embodiments may include multiple steps or stages, and these steps or stages are not necessarily executed at the same time, but may be executed at different times, The execution order of these steps or stages is not necessarily performed sequentially, but may be executed in turn or alternately with other steps or at least a part of steps or stages in other steps.
  • the embodiment of the present application also provides a cloud game resource data processing device for implementing the above-mentioned cloud game resource data processing method.
  • the solution to the problem provided by the device is similar to the implementation described in the above method, so the specific limitations in one or more embodiments of the cloud game resource data processing device provided below can be referred to above for cloud game resources Limitations on Data Processing Methods.
  • a cloud game resource data processing device including: a resource distribution instruction generation module 1402, a resource distribution instruction generation module 1402, and a cloud game resource data rendering module 1406, wherein:
  • a resource distribution instruction generating module 1402 configured to obtain a cutscene data identifier to be inserted that matches the insertion condition when the current game process satisfies the insertion condition of the cutscene, and generate a resource distribution instruction;
  • the sending module 1404 is configured to send the resource distribution instruction and the cut-scene animation data identifier to the resource distribution server, and the resource distribution instruction is used to instruct the resource distribution server to match the cut-scene animation corresponding to the cut-scene animation data identifier from the pre-stored static resource library data, and send the cutscene animation data to the terminal device for display; and
  • the cloud game resource data rendering module 1406 is configured to render the cloud game resource data of the current game progress and output it to the terminal device for display after it is determined that the playing of the cutscene animation data is finished.
  • the cloud game resource data processing device when the current game progress satisfies the cut-scene animation insertion condition, obtain the cut-scene animation data identifier to be inserted that matches the insertion condition, and generate a resource distribution instruction, and send the resource distribution instruction, and the cut-scene animation Data identifier, sent to the resource distribution server.
  • the resource distribution instruction is used to instruct the resource distribution server to match the cut-scene animation data corresponding to the cut-scene animation data identifier from the pre-stored static resource library, and send the cut-scene animation data to the terminal device for display.
  • the cloud game resource data of the current game process is rendered and output to the terminal device for display.
  • the cutscene data to be played can be directly transmitted through the resource distribution server, which can reduce the computing service resource occupation of the cloud game server. Furthermore, the separate processing of cut-scene animation data and cloud game resource data is realized, avoiding repeated cut-scene animation data occupying a large amount of service computing resources, reducing the waste of computing resources, And improve the computing service resource utilization of the cloud game server.
  • a cloud game resource data processing device further comprising:
  • the computing service resource release module is used to release computing service resources and adjust the current running state to idle state;
  • a resource data processing request detection module configured to obtain the required resource consumption carried by the resource data processing request when detecting resource data processing requests sent by other terminal devices in an idle state
  • the data processing operation execution module is configured to respond to the resource data processing request when it is determined that the required resource consumption is satisfied, and call the computing service resource to execute the data processing operation corresponding to the resource data processing request.
  • a cloud game resource data processing device further comprising:
  • the cutscene acquisition module is used to determine the corresponding game instance according to the current game process, and obtain the cutscene animation requirements corresponding to the game instance;
  • a picture-to-be-played determination module configured to determine a picture to be played that matches the insertion condition according to cut-scene animation requirements
  • the cut-scene animation data identification acquisition module is configured to acquire the cut-scene animation data identification corresponding to the picture to be played, and add the cut-scene animation data identification to the resource distribution instruction.
  • a cloud game resource data processing device further comprising a video cutscene storage module, used for:
  • Encoding is performed according to the rendered output image to generate a corresponding video cutscene, and the video cutscene is associated with the game instance and stored in the resource distribution server.
  • the video cutscene storage module is also used for:
  • a cloud game resource data processing device further comprising a dialogue and cutscene data storage module for:
  • the dialogue cutscene data includes each picture to be played, and the play time number corresponding to each picture to be played; according to the play time number, each picture to be played and the corresponding game instance, In turn, the association is stored in the resource distribution server.
  • a cloud game resource data processing device further comprising a pause module, configured to:
  • a cloud game resource data processing device further comprising;
  • An operation recovery instruction receiving module configured to receive an operation recovery instruction sent by the resource distribution server when it is determined that the play of the cut-scene animation data ends;
  • the operation recovery instruction response module is used to receive and respond to the operation recovery instruction, and resume the rendering and encoding operation of the cloud game resource data of the current game process during the game operation phase;
  • the game screen data obtaining module is used to obtain the game screen data according to the rendering and encoding operation, and convert the game
  • the play screen data is sent to the terminal device for display.
  • a cloud game resource data processing device including: a receiving module 1502, a cutscene data matching module 1504, and a cutscene data sending module 1506, wherein:
  • the receiving module 1502 is configured to receive the resource distribution instruction and the cutscene data identifier sent by the cloud game server, and the resource distribution instruction is generated when the cloud game server detects that the current game process meets the cutscene insertion condition;
  • the cutscene data matching module 1504 is configured to respond to the resource distribution instruction and match the cutscene data corresponding to the current cutscene stage from the pre-stored static resource library according to the cutscene data identifier;
  • the cutscene data sending module 1506 is used to send the cutscene data to the terminal device for display, and when it is determined that the cutscene data is played on the terminal device, the cloud game server is used to render the cloud game resource data of the current game process and output to the terminal device for display.
  • the cloud game server by receiving the resource distribution instruction and the cut-scene animation data identifier sent by the cloud game server, and responding to the resource distribution instruction, according to the cut-scene animation data identifier, match the current cut-scene animation stage from the pre-stored static resource library. Corresponding cut-scene animation data, so as to send the cut-scene animation data to the terminal device for display.
  • the cloud game server can render the cloud game resource data of the current game process and output it to the terminal device for display.
  • a cloud game resource data processing device further comprising a running recovery command generating module, configured to:
  • the operation recovery instruction When it is determined that the play of the cut-scene animation data ends on the terminal device, trigger the operation recovery instruction, and send the operation recovery instruction to the cloud game server; wherein, the operation recovery instruction is used to instruct the cloud game server
  • the rendering and coding operation of the cloud game resource data of the current game process is resumed, and the game screen data is sent to the terminal device for display according to the game screen data obtained through rendering and coding processing.
  • a cloud game resource data processing device includes a dialogue cutscene, and the dialogue cutscene includes a plurality of pictures to be played, and a play time number corresponding to each of the pictures to be played, Also includes:
  • the pictures to be played sending module is used to send each of the pictures to be played to the terminal device when the current game process enters the cutscene animation stage;
  • the playing module is configured to play the next picture sequentially according to the playing time numbers of the pictures to be played when the confirmation operation triggered by the terminal device is detected.
  • Each module in the above-mentioned cloud game resource data processing device can be implemented in whole or in part by software, hardware and a combination thereof.
  • the above-mentioned modules can be embedded in or independent of the processor in the computer device in the form of hardware, and can also be stored in the memory of the computer device in the form of software, so that the processor can invoke and execute the corresponding operations of the above-mentioned modules.
  • a computer device is provided.
  • the computer device may be a server, and its internal structure may be as shown in FIG. 16 .
  • the computer device includes a processor, a memory, an input/output interface (Input/Output, referred to as Called I/O) and communication interface.
  • the processor, the memory and the input/output interface are connected through the system bus, and the communication interface is connected to the system bus through the input/output interface.
  • the processor of the computer device is used to provide calculation and control capabilities.
  • the memory of the computer device includes a non-volatile storage medium and an internal memory.
  • the non-volatile storage medium stores an operating system, computer readable instructions and a database.
  • the internal memory provides an environment for the execution of the operating system and computer readable instructions in the non-volatile storage medium.
  • the database of the computer device is used to store cut-scene animation data identifiers, resource distribution instructions, pre-stored static resource libraries, cut-scene animation data, and cloud game resource data.
  • the input/output interface of the computer device is used for exchanging information between the processor and external devices.
  • the communication interface of the computer device is used to communicate with an external terminal through a network connection.
  • FIG. 16 is only a block diagram of a part of the structure related to the solution of this application, and does not constitute a limitation on the computer equipment on which the solution of this application is applied.
  • the specific computer equipment can be More or fewer components than shown in the figures may be included, or some components may be combined, or have a different arrangement of components.
  • a computer device including a memory and a processor, where computer-readable instructions are stored in the memory, and the processor implements the steps in the foregoing method embodiments when executing the computer-readable instructions.
  • a computer-readable storage medium on which computer-readable instructions are stored, and when the computer-readable instructions are executed by a processor, the steps in the foregoing method embodiments are implemented.
  • a computer program product including computer readable instructions, and when the computer readable instructions are executed by a processor, the steps in the foregoing method embodiments are implemented.
  • the application target information (including but not limited to target device information, target personal information, etc.) and data (including but not limited to data used for analysis, stored data, displayed data, etc.) ), are all information and data authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with relevant laws, regulations and standards of relevant countries and regions. Among them, the users of the pushed advertisements can reject or can conveniently reject the advertisement push information, etc.
  • the computer-readable instructions can be stored in a non-volatile computer
  • the computer-readable instructions may include the processes of the embodiments of the above-mentioned methods when executed.
  • any reference to storage, database or other media used in the various embodiments provided in the present application may include at least one of non-volatile and volatile storage.
  • Non-volatile memory can include read-only memory (Read-Only Memory, ROM), magnetic tape, floppy disk, flash memory, optical memory, high-density embedded non-volatile memory, resistive variable memory (ReRAM), magnetic variable memory (Magnetoresistive Random Access Memory (MRAM), Ferroelectric Random Access Memory (FRAM), Phase Change Memory (Phase Change Memory, PCM), graphene memory, etc.
  • the volatile memory may include random access memory (Random Access Memory, RAM) or external cache memory.
  • RAM Random Access Memory
  • RAM Random Access Memory
  • RAM Random Access Memory
  • RAM Random Access Memory
  • RAM can be in various forms, such as Static Random Access Memory (SRAM) or Dynamic Random Access Memory (DRAM).
  • the databases involved in the various embodiments provided in this application may include at least one of a relational database and a non-relational database.
  • Non-relational databases can include base Distributed databases based on blockchain, etc., are not limited to this.
  • the processors involved in the various embodiments provided by this application can be general-purpose processors, central processing units, graphics processors, digital signal processors, programmable logic devices, data processing logic devices based on quantum computing, etc., and are not limited to this.

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Abstract

本申请涉及一种云游戏资源数据处理方法、装置、计算机设备和存储介质。所述方法包括:在当前游戏进程满足过场动画***条件时,获取与***条件匹配的待***的过场动画数据标识,并生成资源分发指令(S202),将资源分发指令,以及过场动画数据标识,发送至资源分发服务器,资源分发指令用于指示资源分发服务器从预存静态资源库中,匹配出与过场动画数据标识对应的过场动画数据,并将过场动画数据发送至终端设备进行展示(S204)。当确定过场动画数据播放结束后,对当前游戏进程的云游戏资源数据进行渲染,输出至终端设备进行展示(S206)。

Description

云游戏资源数据处理方法、装置、计算机设备和存储介质
相关申请的交叉引用
本申请要求于2022年02月07日提交中国专利局,申请号为2022101157870,申请名称为“云游戏资源数据处理方法、装置、计算机设备和存储介质”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
技术领域
本申请涉及云技术领域,特别是涉及一种云游戏资源数据处理方法、装置、计算机设备和存储介质。
背景技术
随着云技术的发展,出现了云游戏技术,其中,云游戏技术是表示以云计算为基础,采用服务器渲染游戏画面,在用户客户端仅做显示的游戏模式,属于在线游戏模式。在云游戏模式下,用户无需在终端上下载安装具体游戏程序,可以直接通过网络传输进行游戏。
其中,各类游戏中的过场动画是直接在游戏中执行播放的,而由于云游戏是将游戏放在云游戏服务器上执行的,进而在云游戏中,相应的过场动画的播放操作,也需要依赖云游戏服务器进行过场动画的输出。也就是说,在游戏过过程中,相同的过场动画内容也需要在云游戏服务器上重复渲染,编码以及输出播放,导致云游戏服务器计算资源会被输出重复过场动画所占用,造成资源浪费,云服务器计算资源利用效率较低。
发明内容
根据本申请提供的各种实施例,提供一种云游戏资源数据处理方法、装置、计算机设备和存储介质。
第一方面,提供了一种云游戏资源数据处理方法,由服务器执行,所述方法包括:
在当前游戏进程满足过场动画***条件时,获取与所述***条件匹配的待***的过场动画数据标识,并生成资源分发指令;
将所述资源分发指令,以及所述过场动画数据标识,发送至资源分发服务器;所述资源分发指令用于指示所述资源分发服务器从预存静态资源库中,匹配出与所述过场动画数据标识对应的过场动画数据,并将所述过场动画数据发送至所述终端设备进行展示;以及
当确定所述过场动画数据播放结束后,对当前游戏进程的云游戏资源数据进行渲染,输出至所述终端设备进行展示。
第二方面,提供了一种云游戏资源数据处理方法,由服务器执行,所述方法包括:
接收云游戏服务器发送的资源分发指令和过场动画数据标识;所述资源分发指令为所述云游戏服务器检测到当前游戏进程满足过场动画***条件时生成;
响应所述资源分发指令,根据所述过场动画数据标识,从预存静态资源库中匹配出与 当前过场动画阶段对应的过场动画数据;以及
将所述过场动画数据发送至终端设备进行展示;其中,在确定所述过场动画数据在所述终端设备播放结束时,所述云游戏服务器用于对当前游戏进程的云游戏资源数据的渲染,输出至所述终端设备进行展示。
第三方面,提供了一种云游戏资源数据处理装置,所述装置包括:
资源分发指令生成模块,用于在当前游戏进程满足过场动画***条件时,获取与所述***条件匹配的待***的过场动画数据标识,并生成资源分发指令;
发送模块,用于将所述资源分发指令,以及所述过场动画数据标识,发送至资源分发服务器;所述资源分发指令用于指示所述资源分发服务器从预存静态资源库中,匹配出与所述过场动画数据标识对应的过场动画数据,并将所述过场动画数据发送至所述终端设备进行展示;以及
云游戏资源数据渲染模块,用于当确定所述过场动画数据播放结束后,对当前游戏进程的云游戏资源数据进行渲染,输出至所述终端设备进行展示。
第四方面,提供了一种云游戏资源数据处理装置,所述装置包括:
接收模块,用于接收云游戏服务器发送的资源分发指令和过场动画数据标识;所述资源分发指令为所述云游戏服务器检测到当前游戏进程满足过场动画***条件时生成;
过场动画数据匹配模块,用于响应所述资源分发指令,根据所述过场动画数据标识,从预存静态资源库中匹配出与当前过场动画阶段对应的过场动画数据;以及
过场动画数据发送模块,用于将所述过场动画数据发送至终端设备进行展示;其中,在确定所述过场动画数据在所述终端设备播放结束时,所述云游戏服务器用于对当前游戏进程的云游戏资源数据的渲染,输出至所述终端设备进行展示。
第五方面,提供了一种计算机设备,包括:存储器和处理器,该存储器存储有计算机可读指令,该处理器执行该存储器中存储的计算机可读指令时,实现如第一方面或其各实现方式中或者第二方面或其各实现方式中的方法。
第六方面,提供了一种计算机可读存储介质,其上存储有计算机可读指令,计算机可读指令被处理器执行时,实现如第一方面或其各实现方式中或者第二方面或其各实现方式中的方法。
第七方面,提供了一种计算机程序产品,包括计算机可读指令,计算机可读指令被处理器执行时,实现如第一方面或其各实现方式中或者第二方面或其各实现方式中的方法。
本申请的一个或多个实施例的细节在下面的附图和描述中提出。本申请的其他特征、目的和优点将从说明书、附图以及权利要求书变得明显。
附图说明
为了更清楚地说明本申请实施例或传统技术中的技术方案,下面将对实施例或传统技术描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本申请的实施例,对于本领域普通技术人员来讲,在不付出创造性劳动的前提下,还可以根据公 开的附图获得其他的附图。
图1为一个实施例中云游戏资源数据处理方法的应用环境图;
图2为一个实施例中云游戏资源数据处理方法的流程示意图;
图3为一个实施例中云游戏服务器和资源分发服务器的部署示意图;
图4为一个实施例中云游戏服务器和资源分发服务器的分工示意图;
图5为另一个实施例中云游戏资源数据处理方法的流程示意图;
图6为一个实施例中云游戏服务器的计算服务资源调用示意图;
图7为一个实施例中视频过场动画的部署处理示意图;
图8为一个实施例中对白过场动画的部署处理示意图;
图9为再一个实施例中云游戏资源数据处理方法的流程示意图;
图10为一个实施例中云游戏资源数据处理方法的时序示意图;
图11为一个实施例中云游戏资源切换显示示意图;
图12为一个实施例中云游戏服务器和资源分发服务器的工作切换示意图;
图13为一个实施例中过场动画资源存储示意图;
图14为一个实施例中云游戏资源数据处理装置的结构框图;
图15为另一个实施例中云游戏资源数据处理装置的结构框图;
图16为一个实施例中计算机设备的内部结构图。
具体实施方式
下面将结合本申请实施例中的附图,对本申请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申请一部分实施例,而不是全部的实施例。基于本申请中的实施例,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,都属于本申请保护的范围。
本申请实施例提供的云游戏资源数据处理方法涉及云技术,其中,云技术(Cloud technology)是指在广域网或局域网内将硬件、软件、网络等系列资源统一起来,实现数据的计算、储存、处理和共享的一种托管技术。其中,云技术(Cloud technology)是基于云计算商业模式应用的网络技术、信息技术、整合技术、管理平台技术、应用技术等的总称,可以组成资源池,按需所用,灵活便利。云计算技术将变成重要支撑。技术网络***的后台服务需要大量的计算、存储资源,如视频网站、图片类网站和更多的门户网站。伴随着互联网行业的高度发展和应用,将来每个物品都有可能存在自己的识别标志,都需要传输到后台***进行逻辑处理,不同程度级别的数据将会分开处理,各类行业数据皆需要强大的***后盾支撑,只能通过云计算来实现。
其中,云游戏(Cloud gaming)又可称为游戏点播(gaming on demand),是一种以云计算技术为基础的在线游戏技术。云游戏技术使图形处理与数据运算能力相对有限的轻端设备(thin client)能运行高品质游戏。在云游戏场景下,游戏并不在玩家游戏终端,而是在云端服务器中运行,并由云端服务器将游戏场景渲染为视频音频流,通过网络传输给玩 家游戏终端。玩家游戏终端无需拥有强大的图形运算与数据处理能力,仅需拥有基本的流媒体播放能力与获取玩家输入指令并发送给云端服务器的能力即可。
本申请实施例提供的云游戏资源数据处理方法,具体涉及云技术中的云游戏技术,可以应用于如图1所示的应用环境中。其中,终端设备102通过网络与云游戏服务器104、资源分发服务器106进行通信。数据存储***可以存储服务器104以及资源分发服务器106需要处理的数据。数据存储***可以集成在服务器104、资源分发服务器106上,也可以放在云上或其他网络服务器上。其中,云游戏服务器104以及资源分发服务器106以是独立的物理服务器,也可以是多个物理服务器构成的服务器集群或者分布式***,还可以是提供云服务、云数据库、云计算、云函数、云存储、网络服务、云通信、中间件服务、域名服务、安全服务、CDN、以及大数据和人工智能平台等基础云计算服务的云服务器。终端设备102可以是智能手机、平板电脑、笔记本电脑、台式计算机、智能音箱、智能手表等,但并不局限于此。终端以及服务器可以通过有线或无线通信方式进行直接或间接地连接,本申请在此不做限制。本申请实施例可应用于各种场景,包括但不限于云技术、人工智能、智慧交通以及辅助驾驶等。
进一步地,云游戏服务器104以及资源分发服务器106均可单独用于执行本申请实施例提供的云游戏资源数据处理方法,终端设备102、云游戏服务器104以及资源分发服务器106也可以协同用于执行本申请实施例提供的云游戏资源数据处理方法。举例来说,以终端设备102、云游戏服务器104以及资源分发服务器106协同执行本申请实施例提供的云游戏资源数据处理方法为例,当云游戏服务器104检测到当前游戏进程满足过场动画***条件时,获取与***条件匹配的待***的过场动画数据标识,并生成资源分发指令,并将资源分发指令以及过场动画数据标识,发送至资源分发服务器106。资源分发服务器106根据资源分发指令从预存静态资源库中,匹配出与过场动画数据标识对应的过场动画数据,并将过场动画数据发送至终端设备102进行展示。进一步地,当确定过场动画数据在终端设备102播放结束后,云游戏服务器104对当前游戏进程的云游戏资源数据进行渲染,输出至终端设备102进行展示。
同样地,以终端设备102、云游戏服务器104以及资源分发服务器106协同执行本申请实施例提供的云游戏资源数据处理方法为例,资源分发服务器106通过接收云游戏服务器104发送的资源分发指令和过场动画数据标识,并响应所述资源分发指令,根据所述过场动画数据标识,从预存静态资源库中匹配出与当前过场动画阶段对应的过场动画数据。其中,所述资源分发指令是云游戏服务器104在检测到当前游戏进程满足过场动画***条件时生成的。进一步地,资源分发服务器106将所述过场动画数据发送至终端设备102进行展示。其中,在确定所述过场动画数据在所述终端设备播放结束时,云游戏服务器104用于对当前游戏进程的云游戏资源数据的渲染,输出至所述终端设备102进行展示。
在一个实施例中,如图2所示,提供了一种云游戏资源数据处理方法,以该方法应用于图1中的云游戏服务器为例进行说明,包括以下步骤:
步骤S202,在当前游戏进程满足过场动画***条件时,获取与***条件匹配的待*** 的过场动画数据标识,并生成资源分发指令。
具体地,当云游戏服务器检测到当前游戏进程满足过场动画***条件时,获取与***条件匹配的待***过场动画标识。其中,满足过场动画***条件包括:当前游戏进程进入过场动画阶段,或游戏使用对象触发了过场动画播放按键,或检测到当前正在运行程序内置的动画***逻辑中的任意一种,当出现其中的任意一种情况时,均可认定为满足过场动画***条件。
其中,过场动画数据标识对应待***或者待播放的过场动画数据,过场动画数据可以是和当前游戏进程所属当前游戏实例对应的过场动画,也可以是需要投放的广告数据。
进一步地,在确定当前游戏进程满足过场动画***条件时,需要进入过场动画阶段,即进行过场动画的播放,无需云游戏服务器实时进行渲染、编码和发送处理,即需要暂停云游戏服务器的处理操作,而是采用生成资源分发指令,并将资源分发指令发送至资源分发服务器的方式,通过资源分发指令指示资源分发服务器将与过场动画数据标识匹配的过场动画数据,发送至终端设备展示,以供用户查看。
在一个实施例中,在当前游戏进程满足过场动画***条件时,暂停对当前游戏进程的云游戏资源数据的渲染输出操作。
具体地,由于在当前游戏进程满足过场动画***条件时,即表明当前游戏进程进入了过场动画阶段,即需要暂停云游戏服务器对云游戏资源的渲染、编码及输出操作,当前所占用的计算服务资源可进行释放,以供其他终端设备进行调用。
在一个实施例中,在当前游戏进程满足过场动画***条件时,获取与***条件匹配的待***的过场动画数据标识,并生成资源分发指令之后,还包括:
根据当前游戏进程确定对应的游戏实例,并获取游戏实例对应的过场动画需求;根据过场动画需求,确定与***条件匹配的待播放画面;获取与待播放画面对应的过场动画数据标识,并将过场动画数据标识添加至资源分发指令中。
具体地,在当前游戏进程满足过场动画***条件时,获取与***条件匹配的待***的过场动画数据标识,并生成资源分发指令之后,进一步根据当前游戏进程确定所属的游戏实例,以根据游戏实例确定出当前需要播放的过场动画数据。
其中,根据游戏实例可确定出与当前游戏进程对应的过场动画需求,并根据过场动画需要,确定出与***条件匹配的待播放画面。具体来说,需要在过场动画阶段,确定出当前游戏进程具体是属于哪个游戏实例,并获取游戏实例对应的过场动画需求,进而根据过场动画需求确定出当前具体要播放哪些画面,或者哪一段视频。
进一步地,在确定出与***条件匹配的待播放画面后,进一步获取与待播放画面对应的过场动画数据标识,并将过场动画数据标识添加至资源分发指令中。其中,资源分发指令中携带有过场动画数据标识后,将资源分发指令发送至资源分发服务器时,资源分发服务器可根据资源分发指令获取所携带的过场动画数据标识,以根据过场动画数据标识匹配出对应的过场动画数据。
步骤S204,将资源分发指令,以及过场动画数据标识,发送至资源分发服务器,资源 分发指令用于指示资源分发服务器从预存静态资源库中,匹配出与过场动画数据标识对应的过场动画数据,并将过场动画数据发送至终端设备进行展示。
具体地,云游戏服务器通过将资源分发指令以及过场动画数据标识,发送至资源分发服务器,资源分发服务器接收并响应资源分发指令,根据所接收到的过场动画数据标识,从预存静态资源库中,匹配出与过场动画数据标识对应的过场动画数据。
其中,在资源分发服务器根据过场动画数据标识确定出匹配的过场动画数据后,将过场动画数据发送至终端设备进行展示,以达到过场动画和游戏画面的无缝切换,避免出现需要游戏使用对象等待空白页面或者缓冲页面的问题。
进一步地,资源分发服务器和云游戏服务器均与终端设备连接,云游戏服务器用于向终端设备反馈游戏操作阶段,根据云游戏资源渲染编码成的游戏画面,资源分发服务器用于将预存的过场动画数据发送至终端设备进行展示,以供用户查看。其中,云游戏服务器可在确定当前游戏进程满足过场动画***条件,进入过场动画阶段时,向终端设备发送向资源分发服务器获取过场动画数据的通知信息,即在过场动画阶段,云游戏服务器暂停工作,由资源分发服务器从终端设备发送过场动画数据,终端设备接收过场动画数据后进行展示。
在一个实施例中,如图3所示,提供了一种云游戏服务器和资源分发服务器的部署示意图,参照图3可知,资源分发服务器和云游戏服务器均与终端设备连接,云游戏服务器用于向终端设备反馈游戏操作阶段中,根据云游戏资源渲染编码成的游戏画面,资源分发服务器预存有静态资源库,包括多种类型的云游戏的过场动画数据,则资源分发服务器可根据过场动画数据标识,从预存静态资源库中确定出匹配的过场动画数据后,并将过场动画数据发送至终端设备进行展示。
具体地,多个游戏实例的过场动画数据可以选择部署在同一个资源分发服务器,根据就近原则,若两个用户都离同一台服务器在物理位置上近,也可以选择调用同一台资源分发服务器。同样地,多个游戏实例的过场动画数据也可以选择部署在不同的资源分发服务器,具体是是需要根据游戏使用对象所在的终端设备的物理位置,分别确定出用于部署过场动画数据的资源分发服务器。
其中,云游戏服务器选择也可根据物理上的地域分布来选择,即在计算服务资源释放后,云游戏服务器可根据不同游戏使用对象的地理位置就近接收到资源数据处理请求,而不是具体限定需要接收哪个游戏或者哪个游戏实例的处理请求,从而实现灵活接收并处理资源数据请求,以及对计算服务资源的高效利用。
进一步地,如图4所示,提供了一种云游戏服务器和资源分发服务器的分工示意图,参照图4可知,在过场动画阶段,即满足过场动画***条件时,云游戏服务器将传统上针对过场动画数据而言的渲染、编码、网络发送操作的处理流程,转而替换成资源分发服务器获取并网络发送过场动画数据的方式,即在过场动画阶段,无需云游戏服务器进行渲染编码处理,所占据的计算服务资源可进行释放,以供其他终端设备调用,通过资源分发服务器直接发送并展示,可减少云游戏服务资源占用和资源浪费,以提升资源利用率。
步骤S206,当确定过场动画数据播放结束后,对当前游戏进程的云游戏资源数据进行渲染,输出至终端设备进行展示。
具体地,当确定在终端设备的过场动画数据播放结束后,即当前游戏进程已结束过场动画阶段时,则进入游戏操作阶段,云游戏服务器在游戏操作阶段恢复对当前游戏进程的云游戏资源数据的渲染编码操作,并根据渲染编码处理得到的游戏画面数据,将游戏画面数据发送至终端设备以供游戏使用对象查看。
其中,过场动画数据根据播放要求可分为两种,包括可被游戏使用对象操作打断的和不可被用户打断的。其中,不可打断的完整播完即可,即游戏使用对象的操作不会直接影响到底该播放哪一段画面,例如有一段过场动画是强制播完的剧情,则无论游戏使用对象如何操作,不可打断的过场动画数据均会完整播下去不受游戏使用对象影响。而可被打断的在被打断后进入下一个播放点或退出播放,回到游戏运行状态。
在一个实施例中,在确定过场动画数据播放结束后,对当前游戏进程的云游戏资源数据进行渲染,输出至终端设备进行展示后,还包括:
当确定所述过场动画数据播放结束时,接收所述资源分发服务器发送的运行恢复指令;接收并响应运行恢复指令,在游戏操作阶段恢复对当前游戏进程的云游戏资源数据的渲染编码操作;根据所述渲染编码操作得到游戏画面数据,并将所述游戏画面数据发送至终端设备进行展示。
具体地,在确定所述过场动画数据在终端设备播放结束时,资源分发服务器触发运行恢复指令,并将运行恢复指令发送至云游戏服务器,而云游戏服务接收到资源分发服务器发送的运行恢复指令时,响应运行恢复指令,并在游戏操作阶段恢复对当前游戏进程的云游戏资源数据的渲染编码操作。
进一步地,在云游戏服务器恢复对当前游戏进程的云游戏资源数据的渲染编码操作后,进一步根据所述渲染编码操作得到游戏画面数据,并在游戏过程中,将所述游戏画面数据发送至终端设备进行展示。
上述云游戏资源数据处理方法中,在当前游戏进程满足过场动画***条件时,获取与***条件匹配的待***的过场动画数据标识,并生成资源分发指令,并将资源分发指令,以及过场动画数据标识,发送至资源分发服务器。其中,资源分发指令用于指示资源分发服务器从预存静态资源库中,匹配出与过场动画数据标识对应的过场动画数据,并将过场动画数据发送至终端设备进行展示。当确定过场动画数据播放结束后,对当前游戏进程的云游戏资源数据进行渲染,输出至终端设备进行展示。由于无需云游戏服务器实时对过场动画数据进行渲染、编码处理,而通过资源分发服务器直接传送待播放的过场动画数据,可减少对云游戏服务器的计算服务资源占用。进而实现了对过场动画数据和云游戏资源数据的分开处理,避免重复的过场动画数据占据大量的服务计算资源,减少计算资源浪费,并提升云游戏服务器的计算服务资源利用率。
在一个实施例中,如图5所示,提供了一种云游戏资源数据处理方法,具体包括以下步骤:
步骤S502,在当前游戏进程满足过场动画***条件时,释放计算服务资源,调整当前运行状态为空闲状态。
具体地,当云游戏服务器检测到当前游戏进程满足过场动画***条件时,即当前游戏进程进入过场动画阶段,则云游戏服务器可暂停对云游戏资源的渲染编码操作,并在过场动画阶段将过场动画数据发送的工作转由资源分发服务器处理。
进一步地,当云游戏服务器暂停对云游戏资源的渲染编码操作时,可释放当前占用的计算服务资源,并调整云游戏服务器自身的当前运行状态为空闲状态。其中,在空闲状态下的云游戏服务器可接受其他终端设备的资源数据处理请求,并调用已经释放的计算服务资源处理其他资源数据处理请求。
步骤S504,当在空闲状态下检测到其他终端设备发送的资源数据处理请求时,获取资源数据处理请求携带的所需资源消耗量。
具体地,当云游戏服务器在空闲状态下检测到其他终端设备发送的资源数据处理请求时,获取并解析所接收到的资源数据处理请求,以提取资源数据处理请求携带的所需资源消耗量。
其中,资源数据处理请求携带的所需资源消耗量,用于表示运行游戏实例和执行资源数据处理所需的资源量,即云游戏服务器在空闲状态下检测到其他终端设备发送的资源数据处理请求时,需要判断当前是否有足够的资源可以来运行所请求的游戏实例。其中,只有当确定当前有足够的资源可以来运行所请求的游戏实例,以及对该游戏实例进行资源数据处理时,才会调用计算服务资源对该游戏实例进行资源数据处理。
步骤S506,在确定满足所需资源消耗量时,响应资源数据处理请求,调用计算服务资源执行与资源数据处理请求对应的数据处理操作。
具体地,当云游戏服务器确定当前有足够的资源可以来运行所请求的游戏实例,以及对该游戏实例进行资源数据处理时,即确定满足资源数据处理请求所需资源消耗量时,进一步响应资源数据处理请求,并调用所需的计算服务资源,执行与资源数据处理请求对应的数据处理操作,避免资源浪费,以实现资源的有效利用。
在一个实施例中,如图6所示,提供了一种云游戏服务器的计算所需资源消耗量时服务资源调用示意图,参照图6可知,云游戏服务器可为多个不同游戏使用对象服务,比如针对游戏使用对象1而言,可在游戏使用对象1所在终端设备的当前游戏进程进入过场动画阶段时,暂停工作,释放计算服务资源,当确定游戏使用对象1所在终端设备的过场动画数据播放结束后,恢复对游戏使用对象1的云游戏资源渲染、编码及输出操作。
其中,针对游戏使用对象2而言,则可在游戏使用对象2所在终端设备的当前游戏进程为游戏操作阶段时,对游戏使用对象2所在终端设备需要展示的游戏画面,进行与游戏画面对应的云游戏资源数据的渲染、编码及输出处理。
同样地,针对游戏使用对象3而言,云游戏服务器可在空闲状态下,检测游戏使用对象3所在终端设备发送的资源数据处理请求,并判断当前是否有足够的资源可以来运行所请求的游戏实例,并对该游戏实例进行资源数据处理。而当确定满足资源数据处理请求所 需资源消耗量时,响应资源数据处理请求,并调用相应的计算服务资源,执行与资源数据处理请求对应的数据处理操作。
上述云游戏资源数据处理方法中,通过在当前游戏进程满足过场动画***条件时,释放计算服务资源,调整当前运行状态为空闲状态。并在空闲状态下检测到其他终端设备发送的资源数据处理请求,并确定满足资源数据处理请求所需资源消耗量时,响应资源数据处理请求,调用计算服务资源执行与资源数据处理请求对应的数据处理操作。实现了对云服务器资源的有效利用,避免重复的过场动画数据的渲染、编码操作占据云服务器资源,减少资源浪费。
在一个实施例中,在将资源分发指令,以及过场动画数据标识,发送至资源分发服务器之前,还包括:
获取与过场动画数据标识对应的渲染处理指令,并根据渲染处理指令对当前进程游戏的待输出画面数据进行渲染处理,生成渲染处理后的输出画面;根据渲染处理后的输出画面进行编码处理,生成对应的视频过场动画,并将视频过场动画和游戏实例关联存储在资源分发服务器。
其中,过场动画数据包括视频过场动画,可以理解的是,大部分游戏在游戏的开头会设置一段故事背景介绍,可以作为视频过场动画的其中一段,该些内容针对所以游戏使用对象而言,无论游戏使用对象什么时候打开游戏,都是固定不变的内容。进而可将需要播放的固定内容理解成一段视频内容的播放,游戏中通常采用使用固定的指令串去渲染画面得到视频内容并播放的方式,或者采用直接播放内置在游戏中的视频内容的方式,实现视频过场动画的播放。
具体地,针对需要提前渲染的方式,可以采用提前玩一次游戏,获取游戏的输出画面,并将游戏的输出画面渲染和编码成视频文件的方式,并将视频文件部署至资源分发服务器上,在游戏使用对象的终端设备显示的当前游戏进程进入过场动画阶段时开始播放。
进一步地,针对需要提前渲染的方式,通过提前玩一次游戏,以获取与过场动画数据标识对应的渲染处理指令,并根据渲染处理指令对当前进程游戏的待输出画面数据进行渲染处理,生成渲染处理后的输出画面,并根据渲染处理后的输出画面进行编码处理,生成对应的视频过场动画,并将视频过场动画和游戏实例关联存储在资源分发服务器,从而可在游戏使用对象的终端设备显示的当前游戏进程进入过场动画阶段时开始播放
在一个实施例中,在将资源分发指令,以及过场动画数据标识,发送至资源分发服务器之前,还包括:
获取与过场动画数据标识对应的视频过场动画,并将视频过场动画和游戏实例关联存储在资源分发服务器。
其中,针对视频过场动画,还可以采用直接将游戏中的视频过场动画拷贝出来,并部署至资源分发服务器上的方式,以在游戏使用对象的终端设备显示的当前游戏进程进入过场动画阶段时,开始播放视频过场动画。
具体来说,可采用从游戏实例中直接获取与过场动画数据标识对应的视频过场动画的 方式,将视频过场动画和游戏实例关联存储在资源分发服务器,从而可在游戏使用对象的终端设备显示的当前游戏进程进入过场动画阶段时,开始播放视频过场动画。
在一个实施例中,如图7所示,提供了一种视频过场动画的部署处理示意图,参照图7可知,其中一个方式为:通过拷贝游戏实例对应的视频过场动画文件,并将视频过场动画文件部署在资源分发服务器上。另一种方式为:通过在游戏主机提前运行游戏,并录制游戏画面得到视频过场动画文件,进而将视频过场动画文件部署在资源分发服务器上。
其中,采用不同的部署方式,实现将视频过场动画文件部署在资源分发服务器上,从而可在游戏使用对象的终端设备显示的当前游戏进程进入过场动画阶段时,开始播放视频过场动画。
本实施例中,通过获取与过场动画数据标识对应的渲染处理指令,并根据渲染处理指令对当前进程游戏的待输出画面数据进行渲染处理,生成渲染处理后的输出画面,进而根据渲染处理后的输出画面进行编码处理,生成对应的视频过场动画,并将视频过场动画和游戏实例关联存储在资源分发服务器。实现了对视频过场动画的提前渲染、编码以及关联存储,而无需游戏过程中实时进行视频过场动画的渲染、编码处理,减少视频过场动画的处理时间,需要播放时可直接可从资源分发服务器请求并播放,提升了游戏进程冲资源数据处理效率。
在一个实施例中,在将资源分发指令,以及过场动画数据标识,发送至资源分发服务器之前,还包括:
获取与过场动画数据标识对应的对白过场动画数据;对白过场动画数据包括各待播放图片,以及各待播放图片对应的播放时间编号;按照播放时间编号,将各待播放图片和对应的游戏实例,依次关联存储在资源分发服务器。
其中,过场动画数据包括对白过场动画,而对白过场动画更接近图片的浏览,如同平时手动放映幻灯片时,使用对象按一下确认,则根据播放顺序播放下一张图。可以理解的是,对白过场动画不是连续播放的视频,而是由一张张图片组成,且各张图片的切换时间不固定,由使用对象触发。
具体来说,可通过获取对白过场动画数据包括各待播放图片,以及各待播放图片对应的播放时间编号,并按照播放时间编号,将各待播放图片和对应的游戏实例,依次关联存储在资源分发服务器。
进一步地,各待播放图片的传输方式为一次性传输和分批传输中的任意一种方式,当游戏使用对象的当前游戏进程进入过场动画阶段时,则将对应的对白过场动画数据所包括各待播放图片,一次性传输或分批传输至终端设备上,当检测到游戏使用对象针对终端设备点击的确认操作时,则按照各待播放图片的播放时间编号,依次播放下一张图片。
在一个实施例中,如图8所示,提供了一种对白过场动画的部署处理示意图,参照图8可知,通过获取过场动画包括的待播放图片和对应的播放时间编号,并按照播放时间编号,依次将待播放图片存储至资源分发服务器中。
其中,待播放图片包括对白背景以及对话内容,其中对话内容包括提问内容和回答内 容,可分别对应游戏实例中的不同角色,以及游戏使用对象的当前角色。
进一步地,当检测到进入过场动画阶段时,则资源分发服务器将对应的对白过场动画数据所包括各待播放图片,一次性或分批传到终端设备上,当检测到游戏使用对象点击的确认操作时,则按照各待播放图片的播放时间编号依次播放下一张图片。
本实施例中,通过获取与过场动画数据标识对应的对白过场动画数据,包括各待播放图片,以及各待播放图片对应的播放时间编号,并按照播放时间编号,将各待播放图片和对应的游戏实例,依次关联存储在资源分发服务器。实现了对对白过场动画的提前渲染、编码以及关联存储,而无需游戏过程中实时进行对白过场动画的渲染、编码处理,减少对白过场动画的处理时间,需要播放时可直接可从资源分发服务器请求并播放,提升了游戏进程冲资源数据处理效率。
在一个实施例中,如图9所示,提供了一种云游戏资源数据处理方法,以该方法应用于图1中的资源分发服务器为例进行说明,包括以下步骤:
步骤S902,接收云游戏服务器发送的资源分发指令和过场动画数据标识,资源分发指令为云游戏服务器检测到当前游戏进程满足过场动画***条件时生成。
具体地,当资源分发服务器接收到云游戏服务器发送的资源分发指令时,获取资源分发指令携带的过场动画数据标识,其中,过场动画数据标识用于从预存静态资源库中匹配出与当前过场动画阶段对应的过场动画数据。
其中,资源分发指令是云游戏服务器检测到当前游戏进程满足过场动画***条件时生成的,而过场动画数据标识则对应待***或者待播放的过场动画数据。其中,过场动画数据可以是和当前游戏进程所属当前游戏实例对应的过场动画,也可以是需要投放的广告数据,可根据实际应用过程中的需求进行灵活设置,不局限于某种特定类型的数据。
其中,满足过场动画***条件包括:当前游戏进程进入过场动画阶段,或游戏使用对象触发了过场动画播放按键,或检测到当前正在运行程序内置的动画***逻辑中的任意一种。
步骤S904,响应资源分发指令,根据过场动画数据标识,从预存静态资源库中匹配出与当前过场动画阶段对应的过场动画数据。
具体地,当资源分发服务器接收到云游戏服务器发送的资源分发指令,以及对应的过场动画数据标识时,根据过场动画数据标识,从预存静态资源库中,匹配出与过场动画数据标识对应的过场动画数据。
其中,资源分发服务器和云游戏服务器均与终端设备连接,云游戏服务器用于向终端设备反馈游戏操作阶段中,根据云游戏资源渲染编码成的游戏画面,资源分发服务器预存有静态资源库,预存静态资源块中存储有多种类型的云游戏的过场动画数据。资源分发服务器可根据过场动画数据标识,从预存静态资源库中确定出匹配的过场动画数据后,并将过场动画数据发送至终端设备进行展示。
步骤S906,将过场动画数据发送至终端设备进行展示,在确定过场动画数据在终端设备播放结束时,云游戏服务器用于对当前游戏进程的云游戏资源数据的渲染,输出至终端 设备进行展示。
具体地,在资源分发服务器从预存静态资源库中匹配出与当前过场动画阶段对应的过场动画数据后,将过场动画数据发送至终端设备进行展示,以达到过场动画和游戏画面的无缝切换,避免出现需要游戏使用对象等待空白页面或者缓冲页面的情问题。
进一步地,在确定过场动画数据在终端设备播放结束时,即当前游戏进程已结束过场动画阶段时,则进入游戏操作阶段,云游戏服务器在游戏操作阶段恢复对当前游戏进程的云游戏资源数据的渲染编码操作,并根据渲染编码处理得到的游戏画面数据,将游戏画面数据发送至终端设备以供游戏使用对象查看。
在一个实施例中,在确定过场动画数据在终端设备播放结束时,资源分发服务器触发运行恢复指令,并将运行恢复指令发送至云游戏服务器。进一步地,云游戏服务器接收并响应运行恢复指令,在游戏操作阶段恢复对当前游戏进程的云游戏资源数据的渲染编码操作,并根据渲染编码处理得到的游戏画面数据,将游戏画面数据发送至终端设备以供游戏使用对象查看。
上述云游戏资源数据处理方法中,通过接收云游戏服务器发送的资源分发指令和过场动画数据标识,并响应资源分发指令,根据过场动画数据标识,从预存静态资源库中匹配出与当前过场动画阶段对应的过场动画数据,以将过场动画数据发送至终端设备进行展示。而在确定过场动画数据在终端设备播放结束时,云游戏服务器可对当前游戏进程的云游戏资源数据的渲染,输出至终端设备进行展示。实现了通过资源分发服务器直接传送待播放的过场动画数据,可减少对云游戏服务器的计算服务资源占用,达到对过场动画数据和云游戏资源数据的分开处理的目的,避免重复的过场动画数据占据大量的服务计算资源,减少计算资源浪费。
在一个实施例中,如图10所示,提供了一种云游戏资源数据处理方法的时序示意图,参照图10可知,该云游戏资源数据处理方法具体包括:
步骤S1001,当云游戏服务器确定当前游戏进程满足过场动画***条件时,获取与***条件匹配的待***的过场动画数据标识,并生成资源分发指令。
步骤S1002,在当前游戏进程满足过场动画***条件时,云游戏服务器暂停对当前游戏进程的云游戏资源数据的渲染输出操作。
步骤S1003,云游戏服务器根据当前游戏进程确定对应的游戏实例,获取游戏实例对应的过场动画需求,并根据过场动画需求,确定与***条件匹配的待播放画面。
步骤S1004,云游戏服务器获取与待播放画面对应的过场动画数据标识,并将过场动画数据标识添加至资源分发指令中。
步骤S1005,云游戏服务器将资源分发指令,以及过场动画数据标识,发送至资源分发服务器。
步骤S1006,资源分发服务器响应资源分发指令,根据过场动画数据标识从预存静态资源库中,匹配出与过场动画数据标识对应的过场动画数据。
步骤S1007,资源分发服务器将过场动画数据发送至终端设备进行展示。
步骤S1008,当确定过场动画数据播放结束后,云游戏服务器对当前游戏进程的云游戏资源数据进行渲染,并输出至终端设备进行展示。
执行步骤S1002后,执行步骤S1009,当云游戏服务器判断当前游戏进程满足过场动画***条件时,释放计算服务资源,调整当前运行状态为空闲状态。
步骤S1010,当云游戏服务器在空闲状态下检测到其他终端设备发送的资源数据处理请求时,获取资源数据处理请求携带的所需资源消耗量。
步骤S1011,当云游戏服务器确定满足所需资源消耗量时,响应资源数据处理请求,调用计算服务资源执行与资源数据处理请求对应的数据处理操作。
在一个实施例中,如图11所示,提供了一种云游戏资源切换显示示意图,参照图11可知,以游戏实例的游戏进程时间轴为基础,在过场动画阶段,由资源服务器将与过场动画对应的输出画面发送至终端设备,终端设备显示接收到的输出画面以供使用对象查看。同时,在过场动画阶段,云游戏服务器暂停对游戏进程的云游戏资源数据的渲染编码操作。
其中,在游戏操作阶段,由云游戏服务器对游戏进程的云游戏资源数据进行渲染、编码处理,并将生产得到的游戏画面输出至终端设备,终端设备显示接收到的游戏画面以供使用对象查看。
同样地,后续如进入过场动画阶段或游戏操作阶段,仍旧是由对应的资源分发服务器或云游戏服务器进行资源数据的处理和发送。
在一个实施例中,如图12所示,提供了一种云游戏服务器和资源分发服务器的工作切换示意图,参照图12可知,当确定当前游戏进程进入过场动画阶段时,云游戏服务器暂停工作,并通知资源分发服务器开始工作,即在过场动画阶段,云游戏服务器暂停对游戏进程的云游戏资源数据的渲染编码操作,而资源服务器根据过场动画数据标识确定出匹配的过场动画,并将与过场动画对应的输出画面发送至终端设备。
进一步地,当确定在终端设备的过程动画播放结束时,进入游戏操作阶段,资源服务器暂停工作,云游戏服务器恢复对游戏进程的云游戏资源数据进行渲染、编码处理操作,并将生产得到的游戏画面输出至终端设备。
在一个实施例中,如图13所示,提供了一种过场动画资源存储示意图,参照图13可知,游戏中固定的视频片段或者图片资源,可以在首次播放后,直接存放在云游戏的终端设备中,进而在下次进入这个过场动画的环节时,可以不需要向资源分发服务器请求,直接从云游戏的终端设备中读取并播放。
具体来说,可以理解为:一个游戏实例中的一个终端设备播放一次过场动画后,下次同一个终端设备重新进行该过场动画播放时,直接从终端设备存储的本地数据中获取,并进行播放。
上述云游戏资源数据处理方法中,在当前游戏进程满足过场动画***条件时,获取与***条件匹配的待***的过场动画数据标识,并生成资源分发指令,并将资源分发指令,以及过场动画数据标识,发送至资源分发服务器。其中,资源分发指令用于指示资源分发服务器从预存静态资源库中,匹配出与过场动画数据标识对应的过场动画数据,并将过场 动画数据发送至终端设备进行展示。当确定过场动画数据播放结束后,对当前游戏进程的云游戏资源数据进行渲染,输出至终端设备进行展示。由于无需云游戏服务器实时对过场动画数据进行渲染、编码处理,通过资源分发服务器直接传送待播放的过场动画数据,可减少对云游戏服务器的计算服务资源占用。进而实现了对过场动画数据和云游戏资源数据的分开处理,避免重复的过场动画数据占据大量的服务计算资源,减少计算资源浪费,并提升云游戏服务器的计算服务资源利用率。
应该理解的是,虽然如上的各实施例所涉及的流程图中的各个步骤按照箭头的指示依次显示,但是这些步骤并不是必然按照箭头指示的顺序依次执行。除非本文中有明确的说明,这些步骤的执行并没有严格的顺序限制,这些步骤可以以其它的顺序执行。而且,如上的各实施例所涉及的流程图中的至少一部分步骤可以包括多个步骤或者多个阶段,这些步骤或者阶段并不必然是在同一时刻执行完成,而是可以在不同的时刻执行,这些步骤或者阶段的执行顺序也不必然是依次进行,而是可以与其它步骤或者其它步骤中的步骤或者阶段的至少一部分轮流或者交替地执行。
基于同样的发明构思,本申请实施例还提供了一种用于实现上述所涉及的云游戏资源数据处理方法的云游戏资源数据处理装置。该装置所提供的解决问题的实现方案与上述方法中所记载的实现方案相似,故下面所提供的一个或多个云游戏资源数据处理装置实施例中的具体限定可以参见上文中对于云游戏资源数据处理方法的限定。
在一个实施例中,如图14所示,提供了一种云游戏资源数据处理装置,包括:资源分发指令生成模块1402、资源分发指令生成模块1402以及云游戏资源数据渲染模块1406,其中:
资源分发指令生成模块1402,用于在当前游戏进程满足过场动画***条件时,获取与***条件匹配的待***的过场动画数据标识,并生成资源分发指令;
发送模块1404,用于将资源分发指令,以及过场动画数据标识,发送至资源分发服务器,资源分发指令用于指示资源分发服务器从预存静态资源库中,匹配出与过场动画数据标识对应的过场动画数据,并将过场动画数据发送至终端设备进行展示;以及
云游戏资源数据渲染模块1406,用于当确定过场动画数据播放结束后,对当前游戏进程的云游戏资源数据进行渲染,输出至终端设备进行展示。
上述云游戏资源数据处理装置中,通过在当前游戏进程满足过场动画***条件时,获取与***条件匹配的待***的过场动画数据标识,并生成资源分发指令,并将资源分发指令,以及过场动画数据标识,发送至资源分发服务器。其中,资源分发指令用于指示资源分发服务器从预存静态资源库中,匹配出与过场动画数据标识对应的过场动画数据,并将过场动画数据发送至终端设备进行展示。当确定过场动画数据播放结束后,对当前游戏进程的云游戏资源数据进行渲染,输出至终端设备进行展示。由于无需云游戏服务器实时对过场动画数据进行渲染、编码处理,通过资源分发服务器直接传送待播放的过场动画数据,可减少对云游戏服务器的计算服务资源占用。进而实现了对过场动画数据和云游戏资源数据的分开处理,避免重复的过场动画数据占据大量的服务计算资源,减少计算资源浪费, 并提升云游戏服务器的计算服务资源利用率。
在一个实施例中,提供了一种云游戏资源数据处理装置,还包括:
计算服务资源释放模块,用于释放计算服务资源,调整当前运行状态为空闲状态;
资源数据处理请求检测模块,用于在空闲状态下检测到其他终端设备发送的资源数据处理请求时,获取资源数据处理请求携带的所需资源消耗量;以及
数据处理操作执行模块,用于在确定满足所需资源消耗量时,响应资源数据处理请求,调用计算服务资源执行与资源数据处理请求对应的数据处理操作。
在一个实施例中,提供了一种云游戏资源数据处理装置,还包括:
过场动画获取模块,用于根据当前游戏进程确定对应的游戏实例,并获取游戏实例对应的过场动画需求;
待播放画面确定模块,用于根据过场动画需求,确定与***条件匹配的待播放画面;以及
过场动画数据标识获取模块,用于获取与待播放画面对应的过场动画数据标识,并将过场动画数据标识添加至资源分发指令中。
在一个实施例中,提供了一种云游戏资源数据处理装置,还包括视频过场动画存储模块,用于:
获取与过场动画数据标识对应的渲染处理指令,并根据渲染处理指令对当前进程游戏的待输出画面数据进行渲染处理,生成渲染处理后的输出画面;以及
根据渲染处理后的输出画面进行编码处理,生成对应的视频过场动画,并将视频过场动画和游戏实例关联存储在资源分发服务器。
在一个实施例中,视频过场动画存储模块还用于:
获取与过场动画数据标识对应的视频过场动画,并将视频过场动画和游戏实例关联存储在资源分发服务器。在一个实施例中,提供了一种云游戏资源数据处理装置,还包括对白过场动画数据存储模块,用于:
获取与过场动画数据标识对应的对白过场动画数据;对白过场动画数据包括各待播放图片,以及各待播放图片对应的播放时间编号;按照播放时间编号,将各待播放图片和对应的游戏实例,依次关联存储在资源分发服务器。
在一个实施例中,提供了一种云游戏资源数据处理装置,还包括暂停模块,用于:
在当前游戏进程满足过场动画***条件时,暂停对当前游戏进程的云游戏资源数据的渲染输出操作。
在一个实施例中,提供了一种云游戏资源数据处理装置,还包括;
运行恢复指令接收模块,用于当确定所述过场动画数据播放结束时,接收所述资源分发服务器发送的运行恢复指令;
运行恢复指令响应模块,用于接收并响应运行恢复指令,在游戏操作阶段恢复对当前游戏进程的云游戏资源数据的渲染编码操作;以及
游戏画面数据获得模块,用于根据所述渲染编码操作得到游戏画面数据,并将所述游 戏画面数据发送至终端设备进行展示。
在一个实施例中,如图15所示,提供了一种云游戏资源数据处理装置,包括:接收模块1502、过场动画数据匹配模块1504以及过场动画数据发送模块1506,其中:
接收模块1502,用于接收云游戏服务器发送的资源分发指令和过场动画数据标识,资源分发指令为云游戏服务器检测到当前游戏进程满足过场动画***条件时生成;
过场动画数据匹配模块1504,用于响应资源分发指令,根据过场动画数据标识,从预存静态资源库中匹配出与当前过场动画阶段对应的过场动画数据;以及
过场动画数据发送模块1506,用于将过场动画数据发送至终端设备进行展示,在确定过场动画数据在终端设备播放结束时,云游戏服务器用于对当前游戏进程的云游戏资源数据的渲染,输出至终端设备进行展示。
上述云游戏资源数据处理装置中,通过接收云游戏服务器发送的资源分发指令和过场动画数据标识,并响应资源分发指令,根据过场动画数据标识,从预存静态资源库中匹配出与当前过场动画阶段对应的过场动画数据,以将过场动画数据发送至终端设备进行展示。而在确定过场动画数据在终端设备播放结束时,云游戏服务器可对当前游戏进程的云游戏资源数据的渲染,输出至终端设备进行展示。实现了通过资源分发服务器直接传送待播放的过场动画数据,可减少对云游戏服务器的计算服务资源占用,达到对过场动画数据和云游戏资源数据的分开处理的目的,避免重复的过场动画数据占据大量的服务计算资源,减少计算资源浪费。
在一个实施例中,提供了一种云游戏资源数据处理装置,还包括运行恢复指令生成模块,用于:
在确定所述过场动画数据在终端设备播放结束时,触发运行恢复指令,并将运行恢复指令发送至所述云游戏服务器;其中,所述运行恢复指令,用于指示所述云游戏服务器在游戏操作阶段恢复对当前游戏进程的云游戏资源数据的渲染编码操作,并根据渲染编码处理得到的游戏画面数据,将游戏画面数据发送至终端设备进行展示。
在一个实施例中,提供了一种云游戏资源数据处理装置,过场动画数据包括对白过场动画,所述对白过场动画包括多张待播放图片,以及各所述待播放图片对应的播放时间编号,还包括:
待播放图片发送模块,用于在当前游戏进程进入过场动画阶段时,将各所述待播放图片发送至到终端设备上;以及
播放模块,用于在检测到基于终端设备触发的确认操作时,按照各所述待播放图片的播放时间编号,依次播放下一张图片。
上述云游戏资源数据处理装置中的各个模块可全部或部分通过软件、硬件及其组合来实现。上述各模块可以硬件形式内嵌于或独立于计算机设备中的处理器中,也可以以软件形式存储于计算机设备中的存储器中,以便于处理器调用执行以上各个模块对应的操作。
在一个实施例中,提供了一种计算机设备,该计算机设备可以是服务器,其内部结构图可以如图16所示。该计算机设备包括处理器、存储器、输入/输出接口(Input/Output,简 称I/O)和通信接口。其中,处理器、存储器和输入/输出接口通过***总线连接,通信接口通过输入/输出接口连接到***总线。其中,该计算机设备的处理器用于提供计算和控制能力。该计算机设备的存储器包括非易失性存储介质和内存储器。该非易失性存储介质存储有操作***、计算机可读指令和数据库。该内存储器为非易失性存储介质中的操作***和计算机可读指令的运行提供环境。该计算机设备的数据库用于存储过场动画数据标识、资源分发指令、预存静态资源库、过场动画数据以及云游戏资源数据等。该计算机设备的输入/输出接口用于处理器与外部设备之间交换信息。该计算机设备的通信接口用于与外部的终端通过网络连接通信。该计算机可读指令被处理器执行时以实现一种云游戏资源数据处理方法。
本领域技术人员可以理解,图16中示出的结构,仅仅是与本申请方案相关的部分结构的框图,并不构成对本申请方案所应用于其上的计算机设备的限定,具体的计算机设备可以包括比图中所示更多或更少的部件,或者组合某些部件,或者具有不同的部件布置。
在一个实施例中,还提供了一种计算机设备,包括存储器和处理器,存储器中存储有计算机可读指令,该处理器执行计算机可读指令时实现上述各方法实施例中的步骤。
在一个实施例中,提供了一种计算机可读存储介质,其上存储有计算机可读指令,该计算机可读指令被处理器执行时实现上述各方法实施例中的步骤。
在一个实施例中,提供了一种计算机程序产品,包括计算机可读指令,该计算机可读指令被处理器执行时实现上述各方法实施例中的步骤。
需要说明的是,本申请所涉及的使用对象信息(包括但不限于使用对象设备信息、使用对象个人信息等)和数据(包括但不限于用于分析的数据、存储的数据、展示的数据等),均为经使用对象授权或者经过各方充分授权的信息和数据,且相关数据的收集、使用和处理需要遵守相关国家和地区的相关法律法规和标准。其中,推送的广告,使用对象可以拒绝或可以便捷拒绝广告推送信息等。
本领域普通技术人员可以理解实现上述实施例方法中的全部或部分流程,是可以通过计算机可读指令来指令相关的硬件来完成,所述的计算机可读指令可存储于一非易失性计算机可读取存储介质中,该计算机可读指令在执行时,可包括如上述各方法的实施例的流程。其中,本申请所提供的各实施例中所使用的对存储器、数据库或其它介质的任何引用,均可包括非易失性和易失性存储器中的至少一种。非易失性存储器可包括只读存储器(Read-Only Memory,ROM)、磁带、软盘、闪存、光存储器、高密度嵌入式非易失性存储器、阻变存储器(ReRAM)、磁变存储器(Magnetoresistive Random Access Memory,MRAM)、铁电存储器(Ferroelectric Random Access Memory,FRAM)、相变存储器(Phase Change Memory,PCM)、石墨烯存储器等。易失性存储器可包括随机存取存储器(Random Access Memory,RAM)或外部高速缓冲存储器等。作为说明而非局限,RAM可以是多种形式,比如静态随机存取存储器(Static Random Access Memory,SRAM)或动态随机存取存储器(Dynamic Random Access Memory,DRAM)等。本申请所提供的各实施例中所涉及的数据库可包括关系型数据库和非关系型数据库中至少一种。非关系型数据库可包括基 于区块链的分布式数据库等,不限于此。本申请所提供的各实施例中所涉及的处理器可为通用处理器、中央处理器、图形处理器、数字信号处理器、可编程逻辑器、基于量子计算的数据处理逻辑器等,不限于此。
以上实施例的各技术特征可以进行任意的组合,为使描述简洁,未对上述实施例中的各个技术特征所有可能的组合都进行描述,然而,只要这些技术特征的组合不存在矛盾,都应当认为是本说明书记载的范围。
以上所述实施例仅表达了本申请的几种实施方式,其描述较为具体和详细,但并不能因此而理解为对本申请专利范围的限制。应当指出的是,对于本领域的普通技术人员来说,在不脱离本申请构思的前提下,还可以做出若干变形和改进,这些都属于本申请的保护范围。因此,本申请的保护范围应以所附权利要求为准。

Claims (20)

  1. 一种云游戏资源数据处理方法,由服务器执行,其特征在于,所述方法包括:
    在当前游戏进程满足过场动画***条件时,获取与所述***条件匹配的待***的过场动画数据标识,并生成资源分发指令;
    将所述资源分发指令,以及所述过场动画数据标识,发送至资源分发服务器;所述资源分发指令用于指示所述资源分发服务器从预存静态资源库中,匹配出与所述过场动画数据标识对应的过场动画数据,并将所述过场动画数据发送至终端设备进行展示;以及
    当确定所述过场动画数据播放结束后,对当前游戏进程的云游戏资源数据进行渲染,输出至所述终端设备进行展示。
  2. 根据权利要求1所述的方法,其特征在于,在当前游戏进程满足过场动画***条件时,所述方法还包括:
    释放计算服务资源,调整当前运行状态为空闲状态;
    当在空闲状态下检测到其他终端设备发送的资源数据处理请求时,获取所述资源数据处理请求携带的所需资源消耗量;以及
    在确定满足所述所需资源消耗量时,响应所述资源数据处理请求,调用所述计算服务资源执行与所述资源数据处理请求对应的数据处理操作。
  3. 根据权利要求1所述的方法,其特征在于,所述在当前游戏进程满足过场动画***条件时,获取与所述***条件匹配的待***的过场动画数据标识,并生成资源分发指令之后,还包括:
    根据所述当前游戏进程确定对应的游戏实例,并获取所述游戏实例对应的过场动画需求;
    根据所述过场动画需求,确定与所述***条件匹配的待播放画面;以及
    获取与所述待播放画面对应的过场动画数据标识,并将所述过场动画数据标识添加至所述资源分发指令中。
  4. 根据权利要求1至3任意一项所述的方法,其特征在于,所述过场动画数据包括视频过场动画;在所述将所述资源分发指令,以及所述过场动画数据标识,发送至资源分发服务器之前,还包括:
    获取与所述过场动画数据标识对应的渲染处理指令,并根据所述渲染处理指令,对所述当前进程游戏的待输出画面数据进行渲染处理,生成渲染处理后的输出画面;以及
    根据渲染处理后的输出画面进行编码处理,生成对应的视频过场动画,并将所述视频过场动画和游戏实例关联存储在所述资源分发服务器。
  5. 根据权利要求1至3任意一项所述的方法,其特征在于,在所述将所述资源分发指令,以及所述过场动画数据标识,发送至资源分发服务器之前,还包括:
    获取与所述过场动画数据标识对应的视频过场动画,并将所述视频过场动画和游戏实例关联存储在所述资源分发服务器。
  6. 根据权利要求1至3任意一项所述的方法,其特征在于,所述过场动画数据包括 对白过场动画;在所述将所述资源分发指令,以及所述过场动画数据标识,发送至资源分发服务器之前,还包括:
    获取与所述过场动画数据标识对应的对白过场动画数据;所述对白过场动画数据包括各待播放图片,以及各所述待播放图片对应的播放时间编号;以及
    按照所述播放时间编号,将各所述待播放图片和对应的游戏实例,依次关联存储在所述资源分发服务器。
  7. 根据权利要求1至3任意一项所述的方法,其特征在于,所述方法还包括:
    在当前游戏进程满足过场动画***条件时,暂停对所述当前游戏进程的云游戏资源数据的渲染输出操作。
  8. 根据权利要求1至3任意一项所述的方法,其特征在于,所述满足过场动画***条件包括:当前游戏进程进入过场动画阶段、触发过场动画播放按键、以及检测到当前正常运行程序内置的动画***逻辑中的至少一种。
  9. 根据权利要求1至3任意一项所述的方法,其特征在于,所述过场动画数据根据播放要求分为可被游戏使用对象操作打断的动画数据、以及不可被游戏使用对象操作打断的动画数据;
    其中,所述不可被游戏使用对象操作打断的动画数据,在游戏使用对象操作过程中完整播放,不受游戏使用对象操作影响;所述可被游戏使用对象操作打断的动画数据,在被游戏使用对象操作打断后,返回游戏运行状态。
  10. 根据权利要求1至3任意一项所述的方法,其特征在于,所述方法还包括:
    当确定所述过场动画数据播放结束时,接收所述资源分发服务器发送的运行恢复指令;
    接收并响应运行恢复指令,在游戏操作阶段恢复对当前游戏进程的云游戏资源数据的渲染编码操作;以及
    根据所述渲染编码操作得到游戏画面数据,并将所述游戏画面数据发送至终端设备进行展示。
  11. 根据权利要求6所述的方法,其特征在于,所述待播放图片包括对白背景和对话内容;所述对话内容包括提问内容和回答内容,分别对应游戏实例中的不同角色以及游戏使用对象的当前角色。
  12. 根据权利要求6所述的方法,其特征在于,所述待播放图片的传输方式为一次性传输和分批传输中的任意一种。
  13. 一种云游戏资源数据处理方法,由服务器执行,其特征在于,包括:
    接收云游戏服务器发送的资源分发指令和过场动画数据标识;所述资源分发指令是所述云游戏服务器检测到当前游戏进程满足过场动画***条件时生成的;
    响应所述资源分发指令,根据所述过场动画数据标识,从预存静态资源库中匹配出与当前过场动画阶段对应的过场动画数据;以及
    将所述过场动画数据发送至终端设备进行展示;其中,在确定所述过场动画数据在所述终端设备播放结束时,所述云游戏服务器用于对当前游戏进程的云游戏资源数据的渲染, 输出至所述终端设备进行展示。
  14. 根据权利要求13所述的方法,其特征在于,所述方法还包括:
    在确定所述过场动画数据在终端设备播放结束时,触发运行恢复指令,并将运行恢复指令发送至所述云游戏服务器;
    其中,所述运行恢复指令,用于指示所述云游戏服务器在游戏操作阶段恢复对当前游戏进程的云游戏资源数据的渲染编码操作,并根据渲染编码处理得到的游戏画面数据,将游戏画面数据发送至终端设备进行展示。
  15. 根据权利要求13所述的方法,其特征在于,所述过场动画数据包括对白过场动画,所述对白过场动画包括多张待播放图片,以及各所述待播放图片对应的播放时间编号;所述方法还包括:
    在当前游戏进程进入过场动画阶段时,将各所述待播放图片发送至到终端设备上;以及
    在检测到基于终端设备触发的确认操作时,按照各所述待播放图片的播放时间编号,依次播放下一张图片。
  16. 一种云游戏资源数据处理装置,其特征在于,包括:
    资源分发指令生成模块,用于在当前游戏进程满足过场动画***条件时,获取与所述***条件匹配的待***的过场动画数据标识,并生成资源分发指令;
    发送模块,用于将所述资源分发指令,以及所述过场动画数据标识,发送至资源分发服务器;所述资源分发指令用于指示所述资源分发服务器从预存静态资源库中,匹配出与所述过场动画数据标识对应的过场动画数据,并将所述过场动画数据发送至终端设备进行展示;以及
    云游戏资源数据渲染模块,用于当确定所述过场动画数据播放结束后,对当前游戏进程的云游戏资源数据进行渲染,输出至所述终端设备进行展示。
  17. 一种云游戏资源数据处理装置,其特征在于,所述装置包括:
    接收模块,用于接收云游戏服务器发送的资源分发指令和过场动画数据标识;所述资源分发指令为所述云游戏服务器检测到当前游戏进程满足过场动画***条件时生成;
    过场动画数据匹配模块,用于响应所述资源分发指令,根据所述过场动画数据标识,从预存静态资源库中匹配出与当前过场动画阶段对应的过场动画数据;以及
    过场动画数据发送模块,用于将所述过场动画数据发送至终端设备进行展示;其中,在确定所述过场动画数据在所述终端设备播放结束时,所述云游戏服务器用于对当前游戏进程的云游戏资源数据的渲染,输出至所述终端设备进行展示。
  18. 一种计算机设备,包括存储器和处理器,所述存储器存储有计算机可读指令,其特征在于,所述处理器执行所述计算机可读指令时实现权利要求1至15中任一项所述的方法的步骤。
  19. 一种计算机可读存储介质,其上存储有计算机可读指令,其特征在于,所述计算机可读指令被处理器执行时实现权利要求1至15中任一项所述的方法的步骤。
  20. 一种计算机程序产品,其特征在于,包括计算机可读指令,所述计算机可读指令被处理器执行时如实现利要求1至15中任一项所述的方法。
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