Game synchronization method, system and related device

A technology for games and game data, applied in the field of data processing, can solve the problems of large development workload, poor flexibility, inability to effectively reduce game development costs, etc., to achieve efficient fluency and consistency, and reduce development costs.

Active Publication Date: 2017-09-29
TENCENT TECH (SHENZHEN) CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

According to different game content, it is necessary to develop completely different network synchronization processes, that is, to write different network synchronization strategies for different game operations. Since the gameplay itself is very diverse, when debugging different synchronization strategies and experience effects, It is necessary to frequently and massively modify the sending and receiving processing strategies of network synchronization data packets in different gameplay states, resulting in a very large development workload, high technical cost, poor flexibility, and low efficiency
It can be seen that the existing game synchronization strategy cannot flexibly and efficiently control the fluency and consistency of the game, nor can it effectively reduce the development cost of the game

Method used

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  • Game synchronization method, system and related device
  • Game synchronization method, system and related device
  • Game synchronization method, system and related device

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Embodiment Construction

[0038] The following will clearly and completely describe the technical solutions in the embodiments of the present invention with reference to the accompanying drawings in the embodiments of the present invention. Obviously, the described embodiments are only some of the embodiments of the present invention, not all of them. Based on the embodiments of the present invention, all other embodiments obtained by persons of ordinary skill in the art without creative efforts fall within the protection scope of the present invention.

[0039] The clients described in the embodiments of the present invention may specifically include smartphones, tablet computers, notebooks, desktop computers, mobile Internet devices (Mobile Internet Device, MID), smart wearable devices, and the like.

[0040] see figure 1 , is a schematic structural diagram of a game system provided by an embodiment of the present invention. The game system described in this embodiment includes: a server 101 and a p...

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Abstract

The embodiments of the invention provide a game synchronization method, a system and a related device. The method comprises the following steps: acquiring an input game operation instruction; when the local pre-rendering time is up, running a game logic corresponding to the game operation instruction according to the number of pre-rendering times and a preset pre-rendering number-of-times threshold to pre-render game pictures; and when receiving a network data packet sent by a server, running a game logic corresponding to the network data packet to synchronize clients of which the game pictures are in the same game scene, and zeroing the number of pre-rendering times, wherein the network data packet includes game data sent by the clients. Through the embodiments of the invention, the smoothness and consistency of the game pictures can be controlled flexibly and efficiently, and the development cost of games can be reduced.

Description

technical field [0001] The invention relates to the technical field of data processing, in particular to a game synchronization method, system and related equipment. Background technique [0002] At present, the development of real-time synchronization games often requires developers to write a large number of specific codes for specific game types under different network conditions to balance and adapt the consistency of the game (that is, the synchronization effect of the game screen) and fluency . According to different game content, it is necessary to develop completely different network synchronization processes, that is, to write different network synchronization strategies for different game operations. Since the gameplay itself is very diverse, when debugging different synchronization strategies and experience effects, It is necessary to frequently and massively modify the sending and receiving processing strategies of network synchronization data packets in differe...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): H04L29/06A63F13/35
CPCA63F13/35A63F2300/40A63F2300/538H04L67/131
Inventor 韩伟艾风吴佳伟蔡锦彬王伟光许路平潘兵辉杨凯
Owner TENCENT TECH (SHENZHEN) CO LTD
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