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Turn-based combat data processing method and device and storage medium

A data processing, turn-based technology, applied in sports accessories, indoor games, video games, etc., can solve problems such as player lag, large server calculation, high latency, etc., to reduce memory overhead, reduce memory recycling pressure, reduce The effect of the data serialization process

Pending Publication Date: 2020-12-18
CHONGQING PERFECT WORLD INTERACTIVE TECH CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

In addition, the results of each round of battle are calculated once in a large cycle. For a single battle, this processing is no problem, but at a certain moment when the server has a lot of battles going on, the server will have a lot of calculations , For example, in a boss battle, if all players are fighting the boss, multiple battles will be concentrated on the server for one frame calculation. Take 5 players versus 5 players as an example, assuming that a single shot by a player takes 1-10ms , the server 1s corresponds to 30 frames, that is, the calculation of one frame takes 33ms. When the calculation of multiple battles is concentrated in one frame, a relatively high delay will be generated, and in severe cases it will cause the player to freeze

Method used

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  • Turn-based combat data processing method and device and storage medium
  • Turn-based combat data processing method and device and storage medium
  • Turn-based combat data processing method and device and storage medium

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Embodiment Construction

[0044] Exemplary embodiments of the present invention will be described in more detail below with reference to the accompanying drawings. Although exemplary embodiments of the present invention are shown in the drawings, it should be understood that the invention may be embodied in various forms and should not be limited to the embodiments set forth herein. Rather, these embodiments are provided for more thorough understanding of the present invention and to fully convey the scope of the present invention to those skilled in the art.

[0045] In order to solve the above technical problems, an embodiment of the present invention provides a turn-based battle data processing method, figure 1 A schematic flowchart of a method for processing turn-based battle data according to an embodiment of the present invention is shown. see figure 1 The method for processing turn-based battle data includes step S102 to step S106.

[0046] Step S102, setting different plane identifiers for d...

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Abstract

The invention provides a turn-based combat data processing method and device and a storage medium. The method comprises the steps of setting different bit plane identifiers for different rounds of combats; packaging resources of the rounds of combats corresponding to different bit plane identifiers into different class objects, and mounting different class objects to combat scene objects, whereinthe class objects corresponding to the different bit plane identifiers are independent of one another; and processing combat data generated by each round of combat in each round, and feeding back a processing result to a client corresponding to the corresponding round of combat. According to the embodiment of the invention, players do not need to switch combat scenes and are logically distinguished, and the players (i.e., combat units) in different rounds of combats can be invisible, so that the data serialization process caused by switching the combat scenes is reduced, a large amount of server memory overhead can be reduced, and the memory recovery pressure of a server can be effectively reduced.

Description

technical field [0001] The invention relates to the technical field of game data processing, in particular to a turn-based battle data processing method, device and storage medium. Background technique [0002] In MMO (Massive Multiplayer Online, Massively Multiplayer Online Games) type games, the turn-based battle process generally creates a battle scene first, then cuts all combat units into the battle scene, and then adopts data synchronization, that is, server computing, client The data is processed in the way of playing, and in each big round system, the battle results of the server are calculated once in a big cycle, and then the calculation results are sent to the client together. [0003] Creating a battle scene has two parts of memory overhead, one is the memory overhead of the scene itself, and the other is to cut all players into the scene and serialize all player data. After the battle is over, switch the players back to the original scene and start the battle W...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): A63F13/60A63F13/35A63F13/52A63F13/843
CPCA63F13/60A63F13/35A63F13/52A63F13/843A63F2300/53
Inventor 张岩
Owner CHONGQING PERFECT WORLD INTERACTIVE TECH CO LTD
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