Small game host system, small game host operation method, equipment and medium

Through the development and debugging module, deployment module and operation module of the mini-game host system, the compatibility and performance issues of mini-games on multiple platforms are solved, and real-time debugging and fast loading are achieved.

CN120704723APending Publication Date: 2025-09-26YOU SAN DI TECHNOLOGY (SHANGHAI) CO LTD
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Patent Information

Application Number
CN202510790436.3
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-06-13
Publication Date
2025-09-26

AI Technical Summary

Technical Problem

Existing mini-game platforms have performance issues such as poor compatibility, long loading time, game lag, and game crashes due to memory limit overflow, and cannot run compatibly on multiple platforms.

Method used

Provides a mini-game host system, including development and debugging modules, deployment modules, and running modules. By establishing a two-way communication mechanism between the integrated development environment and the mini-game to be debugged, debugging and packaging are performed to generate the target mini-game package, and the game is configured and run according to the running device environment at startup.

Benefits of technology

It solves the compatibility issues of mini-game development and deployment, improves running performance, and supports real-time debugging and fast loading.

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Patent Text Reader

Abstract

The invention discloses a small game host system, a small game host operation method, equipment and a medium, and the system comprises a development debugging module which builds an integrated development environment of a small game developer and a bidirectional communication mechanism of a to-be-debugged small game, and debugs the to-be-debugged small game through a debugging instruction of the integrated development environment; generating a small game package body of the debugged target small game; the small game deployment module packages the small game package body into a game package in a format corresponding to a construction target according to the construction target of a small game developer, and subpackages the game package to obtain a subpackage result; generating game resources of the target small game based on the subpackage result and pushing the game resources to the platform side; and the small game running module runs the target small game on the basis of the subpackage result and the running environment of the running equipment for running the target small game when the target small game is started. A developer is supported to debug the small game to be debugged in real time, the problem of compatibility of development and deployment of the small game is solved, and the running performance of the small game is improved.
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Description

Technical Field

[0001] The present invention relates to the field of computer technology, and in particular to a mini-game host system, a method for running the mini-game host, a device, and a medium. Background Art

[0002] The mini-game host serves the entire mini-game lifecycle, empowering all stages of mini-game development, deployment, and operation. Specifically, it includes the following three modules: the mini-game runtime container, which provides a high-performance runtime environment for mini-games and is provided to platforms in the form of a client SDK. After integrating the SDK, platforms gain the ability to run mini-games; the mini-game host plug-in and development and debugging tools that work with the Unity game engine, making it easier for mini-game developers to debug their games during the development phase and improve development efficiency; and the developer management portal, which is provided to mini-game developers and platforms in the form of a website, allowing developers to quickly deploy their games to the platform.

[0003] However, in the traditional process of developing mini-games using a game engine, the game engine is responsible for converting the developer's game logic scripts into the mini-game JavaScript code. Currently, the common mini-game runtime containers on the market can only provide debugging tools for the converted JavaScript code. Mini-game platforms currently on the market have different mini-game application programming interfaces (APIs), game formats, publishing models, and runtime environments, resulting in mini-games being incompatible with multiple platforms. Furthermore, mini-games are limited by their click-to-play gameplay model and unique runtime environment, and often encounter performance issues such as long loading times, game lags, and game crashes due to memory overflow. Summary of the Invention

[0004] The present invention provides a mini-game host system, a method for running the mini-game host, a device and a medium, so as to realize direct debugging during the mini-game development process and improve the compatibility and running performance of the mini-game.

[0005] According to a first aspect of the present invention, a mini-game host system is provided, comprising:

[0006] A development and debugging module is used to establish a two-way communication mechanism between the integrated development environment of the mini-game developer and the mini-game to be debugged, and to debug the mini-game to be debugged using the debugging instructions of the integrated development environment to generate a mini-game package of the debugged target mini-game;

[0007] A mini-game deployment module is used to package the mini-game package into a game package in a format corresponding to the build target according to the build target of the mini-game developer and perform sub-packaging to obtain a sub-packaging result;

[0008] Generate the game resources of the target mini-game based on the subcontracting result and push them to the platform;

[0009] The mini-game running module is used to obtain the sub-packaging result of the target mini-game when the target mini-game is started, and run the target mini-game based on the sub-packaging result and the running environment of the running device running the target mini-game.

[0010] According to a second aspect of the present invention, a method for running a mini-game host is provided, which is applied to a mini-game host system, and the method comprises:

[0011] A two-way communication mechanism is established between the integrated development environment of the mini-game developer and the mini-game to be debugged through the development and debugging module, and the mini-game to be debugged is debugged through the debugging instructions of the integrated development environment to generate a mini-game package of the debugged target mini-game;

[0012] The mini-game deployment module packages the mini-game package into a game package in a format corresponding to the build target according to the build target of the mini-game developer, and performs subpackaging to obtain a subpackaging result;

[0013] Generate the game resources of the target mini-game based on the subcontracting result and push them to the platform;

[0014] When the target mini-game is started, the mini-game running module obtains the subpackaging result of the target mini-game, and runs the target mini-game based on the subpackaging result and the running environment of the running device running the target mini-game.

[0015] According to a third aspect of the present invention, there is provided an electronic device, comprising:

[0016] at least one processor; and

[0017] a memory communicatively connected to the at least one processor; wherein,

[0018] The memory stores a computer program that can be executed by the at least one processor, and the computer program is executed by the at least one processor so that the at least one processor can execute the method for running the mini-game host described in any embodiment of the present invention.

[0019] According to a fourth aspect of the present invention, a computer-readable storage medium is provided, wherein the computer-readable storage medium stores computer instructions, and the computer instructions are used to enable a processor to implement the method for running the mini-game host described in any embodiment of the present invention when executed.

[0020] According to a fifth aspect of the present invention, an embodiment of the present invention further provides a computer program product, which includes a computer program. When the computer program is executed by a processor, it implements the method for running the mini-game host of any embodiment of the present invention.

[0021] The technical solution of the embodiment of the present invention provides a system including a development and debugging module for establishing a two-way communication mechanism between the integrated development environment of the mini-game developer and the mini-game to be debugged, debugging the mini-game to be debugged through the debugging instructions of the integrated development environment to generate a mini-game package for the debugged target mini-game; a mini-game deployment module for packaging the mini-game package into a game package in a format corresponding to the build target according to the mini-game developer's build target and performing sub-packaging to obtain a sub-packaging result; generating game resources for the target mini-game based on the sub-packaging result and pushing it to the platform; and a mini-game running module for obtaining the sub-packaging result of the target mini-game when starting the target mini-game, and running the target mini-game based on the sub-packaging result and the operating environment of the running device running the target mini-game. This mechanism realizes a two-way communication mechanism between the integrated development environment and the running mini-game, supports developers in real-time debugging, solves the compatibility issues of mini-game development and deployment, and improves the running performance of the mini-game.

[0022] It should be understood that the content described in this section is not intended to identify the key or important features of the embodiments of the present invention, nor is it intended to limit the scope of the present invention. Other features of the present invention will become readily understood through the following description. BRIEF DESCRIPTION OF THE DRAWINGS

[0023] In order to more clearly illustrate the technical solutions in the embodiments of the present invention, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present invention. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.

[0024] Figure 1 This is a structural diagram of a mini-game host system provided according to the first embodiment of the present invention;

[0025] Figure 2 This is a schematic diagram of a debugging structure in a mini-game host system provided according to the first embodiment of the present invention;

[0026] Figure 3 This is a flow chart of a method for running a mini-game host according to a second embodiment of the present invention;

[0027] Figure 4 It is a schematic structural diagram of an electronic device implementing an embodiment of the present invention. DETAILED DESCRIPTION

[0028] In order to enable those skilled in the art to better understand the solutions of the present invention, the technical solutions in the embodiments of the present invention will be clearly and completely described below in conjunction with the drawings in the embodiments of the present invention. Obviously, the embodiments described are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without making creative efforts should fall within the scope of protection of the present invention.

[0029] It should be noted that the terms "first", "second", etc. in the description and claims of the present invention and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that the numbers used in this way can be interchanged where appropriate so that the embodiments of the present invention described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any variations thereof are intended to cover non-exclusive inclusions. For example, a process, method, system, product or device that includes a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.

[0030] Example 1

[0031] Figure 1 This is a structural diagram of a mini-game host system provided by the first embodiment of the present invention. Figure 1 As shown, the system includes: a development and debugging module 11, a mini-game deployment module 12 and a mini-game running module 13.

[0032] A development and debugging module 11 is used to establish a two-way communication mechanism between the integrated development environment of the mini-game developer and the mini-game to be debugged, and to debug the mini-game to be debugged through the debugging instructions of the integrated development environment to generate a mini-game package of the debugged target mini-game; a mini-game deployment module 12 is used to package the mini-game package into a game package in a format corresponding to the build target according to the build target of the mini-game developer and subpackage it to obtain a subpackage result; based on the subpackage result, the game resources of the target mini-game are generated and pushed to the platform; a mini-game running module 13 is used to obtain the subpackage result of the target mini-game when starting the target mini-game, and to run the target mini-game based on the subpackage result and the running environment of the running device running the target mini-game.

[0033] Game services are provided to the platform through a software development kit (SDK). The SDK's core functions include: a game container, which provides a mini-game runtime environment, multi-game instance management, and lifecycle control; a platform-customizable interface, which allows the platform to independently implement core platform functions such as login, social links, advertising, payment, data reporting, and permission control; and performance monitoring, which collects CPU and memory data in real time and supports platform-customized reporting.

[0034] Among them, management services can also be provided to the mini-game developer and the platform in the form of a management portal. The workflow of the mini-game developer is as follows: after building the game using the Unity engine, use the engine's authentication token to automatically upload it to the management portal; perform version control of the game in the management portal, such as updating, rolling back, etc.; enter game metadata in the management portal, such as package name, icon, host version, etc. The platform access process can be: access the host SDK in the platform application; trial play and screening. Log in to the management portal, filter games by game type and host version, the management portal supports online trial play; association and deployment. Allow developers and platform parties to submit association applications to each other. After confirmation by both parties, the game resources will be pushed to the platform and a platform-specific configuration will be generated.

[0035] In this embodiment, the mini-game developer can be understood as the person who develops and maintains the mini-game. The integrated development environment (IDE) can be understood as a software application that provides software developers with the tools required for comprehensive development. The mini-game to be debugged can be understood as the mini-game process running on the mini-game host of the mini-game that needs to be debugged. The two-way communication mechanism can be understood as a method for providing two-way data transmission. Debugging instructions can be understood as instructions for controlling the mini-game process, such as breakpoints and single-step execution instructions, to control changes in the running mini-game process. The mini-game package can be understood as all the content required for the mini-game to run.

[0036] In this embodiment, game resources can be understood as a collection of various elements and data that constitute a mini-game. The build target can be understood as the different operating systems used to characterize the operation of the mini-game, such as Windows or Android. The target mini-game can be understood as a mini-game that can be deployed on the platform after debugging. The subpackaging result can be understood as the mini-game package divided according to the loading order. The running device can be understood as the device that runs the target mini-game, such as the user's mobile phone or computer. The operating environment can be understood as the sum of various conditions and resources that the mini-game depends on to run.

[0037] Specifically, the mini-game host can broadcast its own information during the mini-game startup phase through the development and debugging module 11, and establish an association with the host corresponding to the mini-game process through the integrated development environment through the broadcast package, so as to establish a two-way communication mechanism between the mini-game developer's integrated development environment and the mini-game to be debugged through the development and debugging module 11 of the mini-game host, and debug the mini-game to be debugged by receiving the debugging instructions of the integrated development environment and forwarding them to the running mini-game to be debugged, and receive debugging information of the mini-game to be debugged relative to the debugging instructions and feed it back to the integrated development environment until the mini-game developer determines that the debugging is completed, so as to generate the mini-game package of the debugged target mini-game. The mini-game host can provide the mini-game developer with multi-language unified API support through the mini-game deployment module 12, including C# API for the Unity engine and JavaScript API for mini-games. According to the build target selected by the mini-game developer, the mini-game deployment module 12 can package the mini-game package into a game package in the format corresponding to the build target, and allow the mini-game developer to perform wasm sub-packaging to reduce the size of the first game package, obtain the first package and sub-packages after sub-packaging, and obtain the sub-packaging results; the mini-game deployment module 12 can also generate the game resources of the target mini-game based on the sub-packaging results and push them to the platform party and generate a platform-specific configuration to provide the target mini-game with the platform software corresponding to the platform party. The mini-game host can obtain the sub-packaging results of the target mini-game through the mini-game running module 13 when starting the target mini-game, first load the first package based on the sub-packaging results, and configure the running architecture based on the running environment of the running device running the target mini-game to run the target mini-game under the running architecture corresponding to the running device.

[0038] The technical solution of the embodiment of the present invention realizes a two-way communication mechanism between the integrated development environment and the running mini-game, supports developers to perform real-time debugging, solves the compatibility problem of mini-game development and deployment, and improves the running performance of the mini-game.

[0039] Furthermore, the development and debugging module 11 is specifically used to:

[0040] After starting the mini-game to be debugged, the built-in intermediary server is initialized and its own data packet is broadcast to the local area network at a specific port, so that the integrated development environment of the mini-game developer can monitor the data packet under the specific port and establish an association with the intermediary server; when the intermediary server accepts the connection of the integrated development environment, a two-way communication channel is established through the intermediary server; the debugging instructions from the integrated development environment are received through the intermediary server and forwarded to the mini-game process of the running mini-game to be debugged; the debugging information of the mini-game process relative to the debugging instructions is determined and forwarded to the integrated development environment; until the debugging is completed, the mini-game package of the debugged target mini-game is generated.

[0041] In this embodiment, the mini-game host system serves as a container for running mini-games, and has a built-in intermediary server. The intermediary server is used to play the role of connection and coordination in different host environments and is part of the mini-game host function. The specific port can be understood as a method for distinguishing different processes, and the port number is used to distinguish different mini-game processes. The local area network can be understood as a private network that contains multiple mini-game processes. The data packet can be understood as a data packet in a specific format that contains the mini-game's own information. The mini-game process can be understood as a part of the program of the target mini-game running in the mini-game host system. The debugging information can be understood as the running data of the target mini-game (such as variable values ​​and logs, etc.).

[0042] Specifically, during the mini-game startup phase, the mini-game host system can initialize the built-in intermediary server immediately after starting the game through the development and debugging module 11, and broadcast its own information to the local area network at a specific port, that is, broadcast a data packet in a specific format; the integrated development environment IDE running in the same local area network will continuously monitor the data packets broadcasted by the corresponding port number (the port number of the above-mentioned specific port), and after receiving the data packet from the mini-game host, it will identify the mini-game host as the game process of the mini-game to be debugged and list it in the list of associated processes, completing the process of automatic discovery of the game process. During the game running process, if the mini-game developer wants to debug the currently running mini-game in the IDE, he can select the mini-game to be debugged to be associated with the process in the IDE, and set the mini-game host of the mini-game to be debugged as the target, so that he can associate it with the mini-game process running in the mini-game host for debugging; after the association is completed, that is, after the intermediary server accepts the IDE connection, a two-way communication channel is established between the mini-game process and the IDE. The intermediary server can receive debugging instructions from the IDE and forward the debugging instructions to the mini-game process running in the mini-game host system. At the same time, it receives debugging information from the mini-game process relative to the debugging instructions and forwards it to the IDE until the mini-game developer finishes debugging and generates a mini-game package for the debugged target mini-game.

[0043] For example, a specific example can be used to illustrate: Figure 2 This is a schematic diagram of a debugging structure in a mini-game host system provided by the first embodiment of the present invention. Figure 2 As shown, it includes the integrated development environment IDE of the mini-game developer, the mini-game host system, and the mini-game to be debugged running on the mini-game host system. First, the mini-game to be debugged can be run through the mini-game host system, and broadcast through the above method to establish an association between the IDE and the mini-game to be debugged. After the association is completed, the mini-game developer can click the step over button of single-step debugging in the IDE (execute the current line of code) to generate debugging instructions. The IDE will send the debugging instructions to the mini-game host system, and then send them to the mini-game process to be debugged through the intermediary server. The mini-game process will run the corresponding code and send the execution results, such as variable value updates and logs and other debugging information, back to the mini-game host system. The mini-game host system forwards the debugging information to the IDE, and these debugging information can be displayed on the IDE.

[0044] Through the above steps, the mini-game host system opens up the communication between the IDE and the mini-game through the development and debugging module 11. The mini-game developer can dynamically debug the game logic through the IDE during the running of the mini-game and receive real-time feedback from the mini-game.

[0045] Furthermore, the mini-game deployment module 12 includes:

[0046] A game package construction unit is used to package the mini-game package into a game package in a format corresponding to the construction target according to the construction target of the mini-game developer; a game package subpackaging unit is used to subpackage the game package to obtain a subpackaging result; and a resource pushing unit is used to generate game resources of the target mini-game based on the subpackaging result and push them to the platform.

[0047] Specifically, the mini-game host system provides multi-language unified API support for mini-game developers, including a C# API for the Unity engine and a JavaScript API for mini-games, and a built-in mini-game host build target in the engine for mini-game developers to select according to their needs. The mini-game deployment module 12 can use a game package construction unit to package the mini-game package into a game package in the format corresponding to the build target according to the build target of the mini-game developer. For example, when the mini-game developer sets the build target to Windows, the corresponding format is the exe format, and when the build target is set to Android, the corresponding format is the apk format, so as to generate a mini-game that can be run in the host through the game package. The game package sub-packaging unit sub-packs the game package to obtain a sub-packaging result. And a resource push unit is used to generate the game resources of the target mini-game based on the sub-packaging result and push them to the platform.

[0048] Furthermore, the game package subcontracting unit is specifically used to:

[0049] When the target mini-game is started, the feature analysis of the mini-game package is performed, and the game type of the target mini-game is identified through predefined matching rules. The adaptation layer is loaded based on the game type to inject the API bridge code corresponding to the game type and run the target mini-game; a code instrumentation tool is injected into the target mini-game and an acquisition package generated by the code instrumentation tool is obtained, wherein the acquisition package includes functions called during the game running process; the function information determined by the mini-game developer relative to the acquisition package is received, and the wasm file in the game package is trimmed based on the function information to generate a game first package containing only the initial scene, and other wasm files are placed in sub-packages; non-preloaded function calls collected during the actual operation of the target mini-game are received to generate a differential patch file; the sub-packaging result of the target mini-game is determined according to the game first package, the sub-package and the differential patch file.

[0050] In this embodiment, predefined matching rules can be understood as identification rules set for game types. Feature values ​​can include characteristics that characterize the mini-game package, such as directory structure, configuration files, and API call methods. The game type can be understood as reflecting the characteristics of the platform currently running the mini-game, such as Platform A, Platform B, and Platform C. API bridging code can be understood as the intermediate layer code used to connect different systems, services, or APIs. Its core function is to resolve issues such as protocol differences, data format conversion, and functional adaptation, achieving seamless cross-platform or cross-system interaction. Code instrumentation tools can be understood as tools that insert additional code during program execution to implement specific functions. A capture package can be understood as a special game package that includes function information called when running the game. Function information is used to identify the called functions. Functions can be understood as program code blocks called during game execution to implement various functions. A wasm file can be understood as a binary file written in the WebAssembly instruction set. The initial scene can be understood as the first scene displayed when the player enters the game. The first game package can be understood as the data packet used to load the initial scene. Subpackaging can be understood as loading data packets for scenes other than the initial scene. Since the acquisition package may omit game function information when collecting it, differential patch files can be used to supplement the initial scene's functions. Differential patch files can be understood as functions used to supplement the initial scene's functions. Non-preloaded function calls can be understood as function calls that are not preloaded when the initial scene is running—that is, functions that are not recorded in the initial game package but are actually called during runtime.

[0051] Specifically, when the target mini-game is started, the game package sub-packaging unit can perform feature analysis on the mini-game package, identify the game type of the target mini-game through predefined matching rules, load the adaptation layer based on the game type, inject the API bridge code corresponding to the game type, and run the target mini-game. The code instrumentation tool can be injected into the target mini-game in advance and the acquisition package generated by the code instrumentation tool can be obtained. The acquisition package includes the functions called during the game running process and the acquisition package is sent to the mini-game developer (such as uploading it to the background of the management portal). The mini-game developer can execute the acquisition package in the debugging application integrated with the host SDK, traverse the game process, and determine the function information used. The game package sub-packaging unit can receive the function information determined by the mini-game developer relative to the acquisition package, and based on the function information, cut the wasm file in the game package to generate the first game package containing only the initial scene, and put other wasm files into the sub-package. The game package subpackaging unit can receive non-preloaded function calls collected during the actual operation of the target mini-game to generate a differential patch file; and determine the subpackaging result of the target mini-game based on the game first package, the subpackaging and the differential patch file.

[0052] Through the above steps, the glue layer code corresponding to the target mini-game type is dynamically loaded, ensuring compatibility with the mini-game host system. This allows mini-game developers to perform wasm sub-packaging during the mini-game development process, reducing the initial game package size and shortening the mini-game loading time. All function calls in the initial scene are supplemented with differential patch files to avoid game lag.

[0053] Furthermore, the mini-game running module 13 includes:

[0054] The architecture configuration unit is used to configure the running architecture of the target mini-game according to the running environment of the running device running the target mini-game when starting the target mini-game; the subpackaging startup unit is used to obtain the subpackaging result and differential patch file of the target mini-game, and run the target mini-game in the running architecture based on the subpackaging result and the differential patch file.

[0055] In this embodiment, the running architecture can be understood as an architecture for supporting the running of the mini-game, for example, it may include running resources, threads, and graphics APIs.

[0056] Specifically, when launching the target mini-game, the architecture configuration unit configures the target mini-game's operating architecture (such as operating resources, threads, and graphics APIs) according to the operating environment of the operating device running the target mini-game, in accordance with the corresponding requirements of the operating environment. The subpackaging startup unit obtains the subpackaging results and differential patch files of the target mini-game, and runs the target mini-game in the operating architecture based on the subpackaging results and the differential patch files.

[0057] Wherein, the architecture configuration unit includes:

[0058] A thread optimization subunit is used to separate the logical thread from the rendering thread in the running architecture of the running device; a graphics API replacement subunit is used to determine the target graphics API of the target mini-game in the running architecture according to the type of the running device; and a resource monitoring subunit is used to generate a resource release message to release resources when the device pressure indicator in the running environment reaches a set threshold.

[0059] In this embodiment, the logic thread can be understood as the logic operation used to perform the target mini-game. The rendering thread can be understood as the rendering thread used to perform the target mini-game. The target graphics API can be understood as the core interface for building the game graphics system. The device pressure indicator can be understood as the state of the running device when the target mini-game is running, for example, it may include CPU occupancy and memory pressure, etc. The set threshold can be understood as the set resource threshold used to determine whether the running device has insufficient resources to support the operation of the target mini-game. The resource release message can be understood as a resource release request sent to the platform application to which the target mini-game belongs.

[0060] Specifically, the thread optimization sub-unit extracts the logic code of the logical thread in the running device from the main loop of the game to a dedicated thread, and binds it to a specific CPU core of the running device to avoid frame rate fluctuations caused by the game logic; the rendering thread transfers the OpenGL call to the GPU thread for execution, and provides a fallback mechanism. When the GPU burden reaches the threshold, it falls back to the CPU for rendering, so as to separate the logic thread from the rendering thread in the running architecture of the running device. During the rendering process, the graphics API replacement sub-unit dynamically selects a suitable target graphics API according to the type of the current running device, such as Vulkan, Metal or OpenGL, to replace the default WebGL API in the target mini-game to improve rendering efficiency. At the same time, corresponding options are provided in the engine, allowing mini-game developers to actively check the graphics API they want to run in the Unity engine. Some functions of the Unity engine, such as the physics engine and asset management, are separated from the engine and built into the mini-game host system to reduce the package size and improve running efficiency. The resource monitoring sub-unit monitors the device pressure indicators such as CPU usage and memory pressure of the current operating environment. When any device pressure indicator reaches the pre-defined threshold, a resource release message is sent to the platform APP. After receiving the resource release message, the platform APP releases resources, such as closing background services, to ensure the normal operation of the target mini-game.

[0061] The mini-game host system provided by the embodiment of the present invention can execute the operation method of the mini-game host provided by any embodiment of the present invention, and has the corresponding functional modules and beneficial effects of the execution method.

[0062] Example 2

[0063] Figure 2 A flowchart of a method for running a mini-game host is provided for the second embodiment of the present invention. This embodiment is applicable to the development, deployment and operation of mini-games. The method can be executed by a mini-game host system. The mini-game host system can be implemented in the form of hardware and / or software. The mini-game host system can be configured in an electronic device. Figure 2 As shown, the method includes:

[0064] S110: Establish a two-way communication mechanism between the integrated development environment of the mini-game developer and the mini-game to be debugged through the development and debugging module, debug the mini-game to be debugged through the debugging instructions of the integrated development environment to generate a mini-game package of the debugged target mini-game.

[0065] S120. The mini-game deployment module packages the mini-game package into a game package in a format corresponding to the build target according to the build target of the mini-game developer, and performs sub-packaging to obtain a sub-packaging result.

[0066] S130: Generate game resources for the target mini-game based on the subpackaging results and push them to the platform.

[0067] S140. When starting a target mini-game, the mini-game running module obtains a sub-packaging result of the target mini-game, and runs the target mini-game based on the sub-packaging result and the running environment of the running device running the target mini-game.

[0068] The technical solution of the embodiment of the present invention establishes a two-way communication mechanism between the integrated development environment of the mini-game developer and the mini-game to be debugged through a development and debugging module. The mini-game to be debugged is debugged through the debugging instructions of the integrated development environment to generate a mini-game package of the debugged target mini-game. The mini-game deployment module packages the mini-game package into a game package in a format corresponding to the build target according to the build target of the mini-game developer and performs sub-packaging to obtain a sub-packaging result. Based on the sub-packaging result, the game resources of the target mini-game are generated and pushed to the platform. The mini-game running module obtains the sub-packaging result of the target mini-game when the target mini-game is started, and runs the target mini-game based on the sub-packaging result and the operating environment of the running device running the target mini-game. The mechanism of two-way communication between the integrated development environment and the running mini-game is realized, which supports developers to perform real-time debugging, solves the compatibility problem of mini-game development and deployment, and improves the running performance of the mini-game.

[0069] Example 3

[0070] Figure 4 A schematic diagram of the structure of an electronic device 40 that can be used to implement an embodiment of the present invention is shown. The electronic device is intended to represent various forms of digital computers, such as laptop computers, desktop computers, workstations, personal digital assistants, servers, blade servers, mainframe computers, and other suitable computers. The electronic device can also represent various forms of mobile devices, such as personal digital processing, cellular phones, smart phones, wearable devices (such as helmets, glasses, watches, etc.) and other similar computing devices. The components shown herein, their connections and relationships, and their functions are merely examples and are not intended to limit the implementation of the present invention described and / or claimed herein.

[0071] like Figure 4 As shown, the electronic device 40 includes at least one processor 41 and a memory, such as a read-only memory (ROM) 42, a random access memory (RAM) 43, etc., which is communicatively connected to the at least one processor 41. The memory stores a computer program that can be executed by the at least one processor, and the processor 41 can perform various appropriate actions and processes according to the computer program stored in the read-only memory (ROM) 42 or the computer program loaded from the storage unit 48 into the random access memory (RAM) 43. Various programs and data required for the operation of the electronic device 40 can also be stored in the RAM 43. The processor 41, ROM 42, and RAM 43 are connected to each other via a bus 44. An input / output (I / O) interface 45 is also connected to the bus 44.

[0072] Multiple components in the electronic device 40 are connected to the I / O interface 45, including an input unit 46, such as a keyboard, a mouse, etc.; an output unit 47, such as various types of displays, speakers, etc.; a storage unit 48, such as a magnetic disk, an optical disk, etc.; and a communication unit 49, such as a network card, a modem, a wireless communication transceiver, etc. The communication unit 49 allows the electronic device 40 to exchange information / data with other devices via a computer network such as the Internet and / or various telecommunication networks.

[0073] The processor 41 may be any general-purpose and / or specialized processing component with processing and computing capabilities. Examples of the processor 41 include, but are not limited to, a central processing unit (CPU), a graphics processing unit (GPU), various specialized artificial intelligence (AI) computing chips, various processors for running machine learning model algorithms, a digital signal processor (DSP), and any suitable processor, controller, microcontroller, etc. The processor 41 executes the various methods and processes described above, such as the method for running the mini-game host.

[0074] In some embodiments, the method for running the mini-game host can be implemented as a computer program, which is tangibly contained in a computer-readable storage medium, such as a storage unit 48. In some embodiments, part or all of the computer program can be loaded and / or installed on the electronic device 40 via the ROM 42 and / or the communication unit 49. When the computer program is loaded into the RAM 43 and executed by the processor 41, one or more steps of the method for running the mini-game host described above can be performed. Alternatively, in other embodiments, the processor 41 can be configured to execute the method for running the mini-game host by any other appropriate means (for example, by means of firmware).

[0075] Various embodiments of the systems and techniques described herein can be implemented in digital electronic circuit systems, integrated circuit systems, field programmable gate arrays (FPGAs), application specific integrated circuits (ASICs), application specific standard products (ASSPs), system-on-chip systems (SOCs), programmable logic devices (CPLDs), computer hardware, firmware, software, and / or combinations thereof. These various embodiments can include being implemented in one or more computer programs that are executable and / or interpreted on a programmable system comprising at least one programmable processor, which can be a special purpose or general purpose programmable processor that can receive data and instructions from a storage system, at least one input device, and at least one output device, and transmit data and instructions to the storage system, the at least one input device, and the at least one output device.

[0076] Computer programs for implementing the methods of the present invention may be written in any combination of one or more programming languages. These computer programs may be provided to a processor of a general-purpose computer, a special-purpose computer, or other programmable data processing device, such that when the computer program is executed by the processor, the functions / operations specified in the flowcharts and / or block diagrams are implemented. The computer program may be executed entirely on the machine, partially on the machine, as a stand-alone software package, partially on the machine and partially on a remote machine, or entirely on a remote machine or server.

[0077] In the context of the present invention, computer-readable storage media can be tangible media that can contain or store a computer program for use with an instruction execution system, device or equipment or used in combination with an instruction execution system, device or equipment. Computer-readable storage media can include but are not limited to electronic, magnetic, optical, electromagnetic, infrared or semiconductor systems, devices or equipment, or any suitable combination of the foregoing. Alternatively, computer-readable storage media can be machine-readable signal media. More specific examples of machine-readable storage media can include electrical connections based on one or more lines, portable computer disks, hard disks, random access memories (RAM), read-only memories (ROM), erasable programmable read-only memories (EPROM or flash memory), optical fibers, portable compact disk read-only memories (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination of the foregoing.

[0078] To provide interaction with a user, the systems and techniques described herein can be implemented on an electronic device having: a display device (e.g., a CRT (cathode ray tube) or LCD (liquid crystal display) monitor) for displaying information to the user; and a keyboard and pointing device (e.g., a mouse or trackball) through which the user can provide input to the electronic device. Other types of devices can also be used to provide interaction with the user; for example, the feedback provided to the user can be any form of sensory feedback (e.g., visual feedback, auditory feedback, or tactile feedback); and input from the user can be received in any form (including acoustic input, voice input, or tactile input).

[0079] The systems and techniques described herein can be implemented in a computing system that includes back-end components (e.g., as a data server), or a computing system that includes middleware components (e.g., an application server), or a computing system that includes front-end components (e.g., a user computer with a graphical user interface or web browser through which a user can interact with implementations of the systems and techniques described herein), or a computing system that includes any combination of such back-end components, middleware components, or front-end components. The components of the system can be interconnected by any form or medium of digital data communication (e.g., a communication network). Examples of communication networks include: a local area network (LAN), a wide area network (WAN), a blockchain network, and the Internet.

[0080] A computing system may include clients and servers. The clients and servers are typically remote from each other and typically interact via a communication network. This client-server relationship arises through computer programs running on the respective computers, creating a client-server relationship. The server may be a cloud server, also known as a cloud computing server or cloud host. This server is a hosting product within the cloud computing service ecosystem that addresses the management difficulties and limited scalability of traditional physical hosting and VPS services.

[0081] In one embodiment, the present invention further includes a computer program product, which includes a computer program. When the computer program is executed by a processor, it implements the method for running the mini-game host of any embodiment of the present invention.

[0082] The computer program product may be implemented by writing computer program code for performing the operations of the present invention in one or more programming languages, or a combination thereof, including object-oriented programming languages ​​such as Java, Smalltalk, C++, and conventional procedural programming languages ​​such as "C" or similar programming languages. The program code may be executed entirely on the user's computer, partially on the user's computer, as a stand-alone software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In cases involving a remote computer, the remote computer may be connected to the user's computer via any type of network, including a local area network (LAN) or a wide area network (WAN), or may be connected to an external computer (e.g., via the Internet using an Internet service provider).

[0083] It should be understood that the various forms of the processes shown above can be used to reorder, add, or delete steps. For example, the steps described in the present invention can be performed in parallel, sequentially, or in a different order, as long as the desired results of the technical solution of the present invention can be achieved. This is not limited herein.

[0084] The above specific embodiments do not limit the scope of protection of the present invention. Those skilled in the art will appreciate that various modifications, combinations, sub-combinations, and substitutions may be made based on design requirements and other factors. Any modifications, equivalent substitutions, and improvements made within the spirit and principles of the present invention are intended to be included within the scope of protection of the present invention.

Claims

1. A mini-game host system, characterized in that: include: A development and debugging module is used to establish a two-way communication mechanism between the integrated development environment of the mini-game developer and the mini-game to be debugged, and to debug the mini-game to be debugged using the debugging instructions of the integrated development environment to generate a mini-game package of the debugged target mini-game; A mini-game deployment module is used to package the mini-game package into a game package in a format corresponding to the build target according to the build target of the mini-game developer and perform sub-packaging to obtain a sub-packaging result; Generate the game resources of the target mini-game based on the subcontracting result and push them to the platform; The mini-game running module is used to obtain the sub-packaging result of the target mini-game when the target mini-game is started, and run the target mini-game based on the sub-packaging result and the running environment of the running device running the target mini-game.

2. The system according to claim 1, wherein: The development and debugging module is specifically used for: After starting the mini-game to be debugged, the built-in intermediary server is initialized and its own data packet is broadcast to the local area network through a specific port, so that the integrated development environment of the mini-game developer listens to the data packet under the specific port and establishes an association with the intermediary server; After the intermediary server accepts the connection of the integrated development environment, a two-way communication channel is established through the intermediary server; Receiving the debugging instruction from the integrated development environment through the intermediary server and forwarding it to the running mini-game process of the mini-game to be debugged; Determining debugging information of the mini-game process relative to the debugging instruction and forwarding the information to the integrated development environment; Until debugging is completed, the game package of the debugged target game is generated.

3. The system according to claim 1, wherein: The mini-game deployment module includes: A game package construction unit, configured to package the mini-game package into a game package in a format corresponding to the construction target according to the construction target of the mini-game developer; A game package subpackaging unit, configured to subpack the game package and obtain a subpackaging result; The resource pushing unit is used to generate the game resources of the target mini-game based on the subpackaging result and push them to the platform.

4. The system according to claim 3, characterized in that The game package subcontracting unit is specifically used to: When the target mini-game is started, the mini-game package is analyzed for features, and the game type of the target mini-game is identified through predefined matching rules. An adaptation layer is loaded based on the game type to inject an application programming interface (API) bridge code corresponding to the game type, and the target mini-game is run. Injecting a code instrumentation tool into the target mini-game and obtaining a collection package generated by the code instrumentation tool, wherein the collection package includes functions called during the game running process; Receive the function information determined by the mini-game developer relative to the acquisition package, trim the wasm files in the game package based on the function information, generate a first game package containing only the initial scene, and place other wasm files into sub-packages; Receiving non-preloaded function calls collected during the actual running of the target mini-game to generate a differential patch file; Determine the subpackaging result of the target mini-game according to the game first package, the subpackaging and the differential patch file.

5. The system according to claim 1, wherein: The mini-game running module includes: An architecture configuration unit, configured to configure the target mini-game's running architecture according to the running environment of the running device running the target mini-game when the target mini-game is started; The subpackaging startup unit is configured to obtain the subpackaging result and the differential patch file of the target mini-game, and run the target mini-game in the running architecture based on the subpackaging result and the differential patch file.

6. The system according to claim 5, characterized in that The architecture configuration unit includes: A thread optimization subunit, configured to separate a logic thread from a rendering thread in an operating architecture of the operating device; A graphics API replacement subunit, configured to determine a target graphics API for the target mini-game in the running architecture according to the type of the running device; The resource monitoring subunit is used to generate a resource release message to release resources when the device pressure index in the operating environment reaches a set threshold.

7. The system according to claim 1, wherein: Game services are provided to the platform in the form of a software development kit (SDK), and management services are provided to the mini-game developer and the platform in the form of a management portal.

8. A method for running a mini-game host, characterized in that: Applied to a mini-game host system, the method includes: A two-way communication mechanism is established between the integrated development environment of the mini-game developer and the mini-game to be debugged through the development and debugging module, and the mini-game to be debugged is debugged through the debugging instructions of the integrated development environment to generate a mini-game package of the debugged target mini-game; The mini-game deployment module packages the mini-game package into a game package in a format corresponding to the build target according to the build target of the mini-game developer, and performs subpackaging to obtain a subpackaging result; Generate the game resources of the target mini-game based on the subcontracting result and push them to the platform; When the target mini-game is started, the mini-game running module obtains the subpackaging result of the target mini-game, and runs the target mini-game based on the subpackaging result and the running environment of the running device running the target mini-game.

9. An electronic device, characterized in that: The electronic device comprises: at least one processor; and a memory communicatively connected to the at least one processor; wherein, The memory stores a computer program that can be executed by the at least one processor, and the computer program is executed by the at least one processor so that the at least one processor can execute the method for running the mini-game host according to any one of claims 1-7.

10. A computer-readable storage medium, characterized in that The computer-readable storage medium stores computer instructions, and the computer instructions are used to enable a processor to implement the method for running the mini-game host according to any one of claims 1 to 7 when executed.