Game data processing method and device, equipment and storage medium
By sending the pending data of the strategy simulation game to the target service cluster and processing the data using a mirrored scene map and preset trigger rules, the problem of excessive game server load was solved, and the data processing speed and user experience were improved.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- DUOYI NETWORK CO LTD
- Filing Date
- 2026-03-31
- Publication Date
- 2026-05-26
AI Technical Summary
In existing technologies, strategy simulation game servers experience excessive load when processing large amounts of player data and interacting with game NPCs, leading to decreased response speed and impacting user experience.
By sending the game data to be processed, which is associated with the user's role control operations, to the target service cluster, the target node in the target service cluster processes the data and executes the corresponding actions in the game running scene, and uses the mirrored scene map and preset trigger rules to process the data.
It reduced the load on game servers, improved data processing speed and user experience, and enhanced the flexibility and efficiency of data processing.
Smart Images

Figure CN122076035A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of data processing technology, and in particular to a method, apparatus, device, and storage medium for processing game data. Background Technology
[0002] Strategy simulation games are games where the user's primary gameplay revolves around developing and executing strategies. In strategy simulation games, users typically need to manage a large number of units, buildings, and resources, and interact with multiple non-player characters (NPCs) to achieve game objectives.
[0003] Currently, game servers primarily handle large amounts of player data and computational tasks. However, as the number of players increases and the complexity of interactions with game NPCs rises, the load on game servers gradually increases, leading to a decrease in processing power and response speed, thus impacting the player experience. Summary of the Invention
[0004] This invention provides a game data processing method, apparatus, device, and storage medium, which reduces the load on game servers, improves data processing speed, and ensures user experience.
[0005] According to one aspect of the present invention, a game data processing method is provided, applied in a game server, the method comprising: In response to the user's first character control operation on the client, the game data to be processed associated with the first character control operation is sent to the target service cluster, so that the target node in the target service cluster can determine the first character feedback information corresponding to the first character control operation. The target node has created a mirror scene map of the game running scene to which the first character control operation belongs, and the game data to be processed is related to the preset triggering rules corresponding to the first character control operation. Receive feedback information from the first character, and control the character to be controlled to perform target actions in the actual scene map of the game running scene based on the feedback information from the first character. The character to be controlled includes at least the main character and the slave character associated with the main character. Among them, the mirrored scene map is a map mirror corresponding to the actual scene map.
[0006] According to another aspect of the present invention, a game data processing apparatus is provided, applied in a game server, the apparatus comprising: The game data sending module is used to respond to the user's first character control operation on the client and send the game data to be processed associated with the first character control operation to the target service cluster, so that the target node in the target service cluster can determine the first character feedback information corresponding to the first character control operation. The target node has created a mirror scene map of the game running scene to which the first character control operation belongs, and the game data to be processed is related to the preset triggering rules corresponding to the first character control operation. The action control execution module is used to receive feedback information from the first character and control the character to be controlled to perform target actions in the actual scene map of the game running scene based on the feedback information from the first character. The character to be controlled includes at least the main character and the slave character associated with the main character. Among them, the mirrored scene map is a map mirror corresponding to the actual scene map.
[0007] According to another aspect of the present invention, an electronic device is provided, the electronic device comprising: At least one processor; and A memory that is communicatively connected to at least one processor; wherein, The memory stores a computer program that can be executed by at least one processor, such that the at least one processor is able to perform the game data processing method of any embodiment of the present invention.
[0008] According to another aspect of the present invention, a computer-readable storage medium is provided that stores computer instructions for causing a processor to execute and implement the game data processing method of any embodiment of the present invention.
[0009] According to another aspect of the present invention, a computer program product is provided, comprising a computer program that, when executed by a processor, implements a game data processing method as described in any embodiment of the present invention.
[0010] The technical solution of this invention, in response to a user's first character control operation on the client, sends the game data to be processed associated with the first character control operation to a target service cluster, so that the target node in the target service cluster can determine the first character feedback information corresponding to the first character control operation. Based on this, data related to game decisions is processed through the target service cluster, improving the flexibility and efficiency of data processing. The first character feedback information is received, and based on this information, the controlled character is controlled to perform a target action in the actual scene map of the game's running scenario. This invention solves the problems of high load and low data processing efficiency when processing large amounts of game data through the game server in the prior art. By sending the game data to be processed that meets preset trigger rules to the target service cluster, and processing the game data through the target service cluster, the load on the game server is reduced, the data processing speed is improved, and the user experience is guaranteed.
[0011] It should be understood that the description in this section is not intended to identify key or essential features of the embodiments of the present invention, nor is it intended to limit the scope of the invention. Other features of the invention will become readily apparent from the following description. Attached Figure Description
[0012] To more clearly illustrate the technical solutions in the embodiments of the present invention, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.
[0013] Figure 1 This is a flowchart of a game data processing method provided in an embodiment of the present invention; Figure 2 This is a system architecture diagram of the game data processing system provided in an embodiment of the present invention; Figure 3 This is a flowchart of a game data processing method provided in an embodiment of the present invention; Figure 4 This is a schematic diagram of the structure of a game data processing device provided in an embodiment of the present invention; Figure 5 This is a schematic diagram of the structure of an electronic device that implements the game data processing method of this invention. Detailed Implementation
[0014] To enable those skilled in the art to better understand the present invention, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings of the embodiments of the present invention. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present invention.
[0015] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this invention are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of the invention described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.
[0016] It is understood that before using the technical solutions disclosed in the various embodiments of this disclosure, users should be informed of the types, scope of use, and usage scenarios of the personal information involved in this disclosure in an appropriate manner in accordance with relevant laws and regulations, and user authorization should be obtained.
[0017] Before introducing the embodiments of the present invention, the application scenarios corresponding to these embodiments can be described. In a game scenario, when the game server of a user detects a corresponding trigger operation by the user, it sends game data related to the trigger operation to a target service cluster. This allows the target service cluster to perform operations such as mirror map creation, mirror map updates, or game command issuance based on the relevant game data. Based on this, the problems of low data processing efficiency, slow response speed, and poor user experience caused by centralizing all data processing tasks on the game server in existing technologies can be solved.
[0018] Example 1 Figure 1 This is a flowchart of a game data processing method provided in Embodiment 1 of the present invention. This embodiment is applied to a game server and is applicable to situations where game data corresponding to user operations is processed through a target service cluster to improve data processing efficiency and reduce the load on the game server. This method can be executed by a game data processing device, which can be implemented in hardware and / or software and can be configured in electronic devices such as mobile phones, computers, or servers. Figure 1 As shown, the method includes: S110. In response to the user's first character control operation on the client, send the game data to be processed associated with the first character control operation to the target service cluster, so that the target node in the target service cluster can determine the first character feedback information corresponding to the first character control operation.
[0019] It should be noted that in practical application scenarios, interaction can occur between a game service cluster and a target service cluster. The game service cluster includes multiple game servers, and each game server can interact with the target service cluster using the technical solution provided in this embodiment of the invention. That is, when applying the technical solution of this embodiment, each game server can respond to the operations of the client of its associated user. In other words, before a user starts playing the game, they can select a suitable game server, and the selected game server will then process the game data corresponding to that user.
[0020] In this context, "user" refers to the player. The client can be the electronic device the user uses to play the game. For example, the client can be a mobile phone, computer, or other electronic device. The first character control operation can be an operation performed by the user within the game interface presented on the client, satisfying preset trigger rules. Optionally, the first character control operation can be an operation involving interaction with a non-player character. For example, taking a strategy simulation game as an example, the first character control operation could be the operation of controlling troops to march. The preset trigger rules can be pre-set rules corresponding to the character control operations. The game data associated with the operations corresponding to the preset trigger rules needs to be processed by the target service cluster, which will then provide feedback.
[0021] Correspondingly, the game data to be processed is related to the preset trigger rules corresponding to the first character's control operation. The game data to be processed can be game data associated with the first character's control operation. For example, if the first character's control operation is to control troops to go on an expedition, the corresponding game data to be processed can be the coordinate information of the troops corresponding to the user in the game, so that the target service cluster can determine the status of the troops based on the coordinate information and provide feedback on whether the troops can go on an expedition.
[0022] The target service cluster can be a cluster that communicates and interacts with the game server and processes the game data sent by the game server. The target service cluster includes a scheduling center and multiple service nodes. The scheduling center analyzes the game data to be processed to determine the service node used to process the data, i.e., the target node. The target node has a mirrored scene map created that corresponds to the game scene controlled by the first character.
[0023] The first character's feedback information can be the operation instruction information corresponding to the first character's control operation. For example, if the first character's control operation is a trigger operation to control the deployment of troops, the first character's feedback information can be feedback information that allows control of troop deployment, thereby enabling the game server to control the deployment of the corresponding troops in the game's running scene based on this first character's feedback information.
[0024] Specifically, upon detecting a user's trigger operation on the client, the trigger operation is validated. If it is determined that the trigger operation meets preset trigger rules, it is identified as a first role control operation. Based on the first role control operation, the game data to be processed associated with it is determined. The game data to be processed is sent to the target service cluster, enabling the scheduling center of the target service cluster to determine the target node for processing the game data from multiple service nodes. Correspondingly, the target node analyzes the data to be processed based on the mirrored scene map it has created and maintained, determining the first role feedback information corresponding to the data to be processed.
[0025] For example, see Figure 2 , Figure 2 This is a system architecture diagram of the game data processing system. The AI service cluster corresponds to the target service cluster mentioned above, and the AI service cluster has multiple AI service nodes deployed in a distributed manner. The AI service nodes correspond to the service nodes in the target service cluster mentioned above. The game service cluster corresponds to the game service cluster to which the game server mentioned above belongs. Taking Game Server 1 as an example, Game Server 1 corresponds to the game server (GS) mentioned above, Player 1 corresponds to the user's client mentioned above, player actions correspond to the first character control operations mentioned above, and decision commands correspond to the first character feedback information mentioned above.
[0026] Game server 1 responds to player 1's actions and sends the game data to be processed, associated with the player's actions, to the AI service cluster. The AI service cluster's scheduling center then determines the AI service node 1 to process the game data. AI service node 1 processes the game data based on its maintained lightweight decision mirror map (corresponding to the aforementioned mirror scene map), executes AI decision logic (such as pathfinding, target selection, combat evaluation, and strategy generation), and determines the decision instructions corresponding to the game data (corresponding to the aforementioned first-role feedback information; for example, decision instructions could be troop movement instructions or attack instructions) and sends them to the corresponding game server 1.
[0027] S120. Receive feedback information from the first character and control the character to be controlled to perform the target action in the actual scene map of the game running scene based on the feedback information from the first character.
[0028] The controlled characters include at least a main character and a secondary character associated with the main character. The main character can be understood as the character controlled by the user. The secondary character can be understood as the system-controlled character, i.e., a non-player character (NPC). The target action can be an action performed by controlling the main character and the secondary character in the actual scene map.
[0029] It should also be noted that the actual scene map can be the scene map of the game's running scene where the controlled character resides. A mirrored scene map is a map mirrored to the actual scene map. In other words, a mirrored scene map can be a copy of a map based on at least some of the map data from the actual scene map, using a preset data structure.
[0030] Specifically, after the game server receives feedback information from the first character, it controls the character to be controlled to perform the target action in the actual scene map of the game's running scene based on the feedback information.
[0031] For example, in conjunction with the above example, after game server 1 receives the decision instruction, it analyzes the control operation of the first character in conjunction with the decision instruction to drive the game entity it manages (the character to be controlled in player 1's game running scene) to perform the corresponding target action.
[0032] Optionally, the target node determines the first character feedback information based on the mirrored scene map in the following manner: when receiving the game data to be processed corresponding to the first character's control operation, it determines the first sub-feedback information corresponding to the main character based on the mirrored scene map; and, based on at least one preset associated trigger task corresponding to the first character's control operation, it determines the second sub-feedback information corresponding to each slave character; and the first sub-feedback information and at least one second sub-feedback information are determined as the first character feedback information.
[0033] The first sub-feedback information can be control information corresponding to the main character. The preset associated trigger task can be an operation triggered by the control operation of the main character. For example, if the main character's control operation is to control troops to go on an expedition, then the corresponding preset associated trigger task can be an operation triggered by other non-player characters associated with the troops. The second sub-feedback information can be control information of a secondary character of the main character's color. It should be noted that the main character can be associated with at least one secondary character, and therefore can have at least one second sub-feedback information.
[0034] Specifically, upon receiving game data to be processed corresponding to a first character control operation, the game data is analyzed based on a mirrored scene map to determine the first sub-feedback information corresponding to the main character. Based on the first character control operation corresponding to the game data to be processed, at least one preset associated trigger task corresponding to the first character control operation is retrieved. Based on the at least one preset associated trigger task and the mirrored scene map, second sub-feedback information corresponding to each secondary character is determined. The first sub-feedback information and at least one second sub-feedback information are designated as the first character feedback information, and the main character and associated secondary characters corresponding to the first character control operation are controlled to perform corresponding target actions based on the first character feedback information.
[0035] Optionally, the target service cluster can also respond to the event of the timed game task being triggered, determine the task feedback information corresponding to the timed game task based on the mirrored scene map, and send the task feedback information to the game server so that the game server controls the corresponding slave character to perform the task action.
[0036] The technical solution of this embodiment, in response to a user's first character control operation on the client, sends the game data to be processed associated with the first character control operation to the target service cluster, so that the target node in the target service cluster can determine the first character feedback information corresponding to the first character control operation. Based on this, data related to game decisions is processed through the target service cluster, improving the flexibility and efficiency of data processing. The first character feedback information is received, and based on the first character feedback information, the controlled character is controlled to perform a target action in the actual scene map of the game's running scene. This invention solves the problems of excessive load and low data processing efficiency when processing large amounts of game data through the game server in the prior art. By sending the game data to be processed that meets preset trigger rules to the target service cluster, and processing the game data through the target service cluster, the load on the game server is reduced, the data processing speed is improved, and the user experience is guaranteed.
[0037] Example 2 Figure 3 This is a flowchart of a game data processing method provided in Embodiment 2 of the present invention. This embodiment, based on the above embodiments, allows for the creation of a mirrored scene map before determining the feedback information of the first character based on the mirrored scene map. Specific implementation details can be found in the technical solution of this embodiment. Technical terms that are the same as or corresponding to those in the above embodiments will not be repeated here. Figure 3 As shown, the method includes: S210, In response to the event that the second role control operation is triggered for the first time in the actual scene map, a map creation request is sent to the target service cluster so that the target service cluster can determine the target node from multiple service nodes based on the map creation request.
[0038] The event that triggers the second character's control operation for the first time in the actual scene map could be the event where the user first enters the actual scene map corresponding to the game and controls the main character. The second character's control operation could be the user's control of the main character when first entering the actual scene map. The map creation request must at least include the map type of the actual scene map. The target node can be a service node dynamically selected from multiple service nodes based on a load balancing strategy used by the target service cluster.
[0039] Specifically, upon detecting a user's first entry into the actual scene map and their control of the main character's actions, the map type corresponding to the actual scene map is determined. Based on the map type, a map creation request is generated. The map creation request is then sent to the target service cluster, enabling the target service cluster to determine the target node from multiple service nodes based on the map creation request.
[0040] For example, referring to the examples above, see [link to previous section]. Figure 2 When Game Server 1 detects that Player 1 enters the actual scene map for the first time, it can determine the map creation request based on the map type of the actual scene map and send the map creation request to the target service cluster. This allows the scheduling center to determine the AI service node 1 corresponding to Game Server 1 (corresponding to the target node mentioned above) based on the map type of the actual scene map carried in the map creation request.
[0041] S220. Obtain scene game data corresponding to the actual scene map.
[0042] The scenario game data includes at least: character data of the controllable character within the actual scenario map and map element data of the actual scenario map. The controllable character includes: the main character controlled by the user, and at least one secondary character (non-player character) controlled by the game server. Character data can be the character information of the controllable character; for example, character data can include: troop data (e.g., troop affiliation, current troop strength, location coordinates, etc.). Map element data can include: building data (e.g., building type, building location, players included in the building, building status, etc.), and land data (e.g., land location).
[0043] Specifically, the system acquires the character data of the controllable character within the actual scene map, as well as the map element data within the actual scene map; that is, it acquires scene game data to construct a map mirror using the scene game data.
[0044] For example, in conjunction with the above example, game server 1 obtains scene game data for creating a map mirror corresponding to the actual scene map.
[0045] S230. After filtering the scene game data, it is sent to the target node of the target service cluster so that the target node can generate a mirror scene map corresponding to the actual scene map based on the filtered scene game data.
[0046] The filtered scene game data is data adapted to at least one preset game decision logic. The preset game decision logic may include at least one pre-set decision logic associated with interaction with a non-player character. Optionally, the scene game data can be filtered by object-level and field-level filtering to obtain the filtered scene game data.
[0047] Specifically, after obtaining the scene game data, the game server can perform object-level and field-level filtering to obtain filtered scene game data. This filtered scene game data is then sent to the target node in the target service cluster. The target node processes the filtered scene game data to generate a mirrored scene map corresponding to the actual scene map.
[0048] For example, in conjunction with the above example, the scene game data is filtered to determine the most basic data required to create a mirror scene map corresponding to the actual scene map (corresponding to the filtered scene game data mentioned above), which is then sent to the corresponding AI service node 1. AI service node 1 processes the most basic data to construct a lightweight copy of the map state specifically for AI decision-making, i.e., the mirror scene map.
[0049] In this embodiment of the invention, scene game data can be filtered in the following manner: Based on multiple preset object types, determine the data to be filtered corresponding to each preset object type in the scene game data; wherein, the preset object type is related to preset game decision logic information; based on at least one preset field under each preset object type, perform filtering processing on the data to be filtered to obtain attribute data corresponding to the preset field; wherein, the preset field is determined based on the dependency information corresponding to the preset game decision logic information; and determine the filtered scene game data based on the attribute data corresponding to each preset field under multiple preset object types.
[0050] The preset object type is related to the preset game decision logic information. This preset game decision logic information can include at least one pre-set decision logic associated with interaction with non-player characters. Optionally, the preset game decision logic information can include at least one pre-set AI decision logic. Correspondingly, the object type that the AI decision logic needs to focus on can be determined as the preset object type. For example, by processing scene game data based on multiple preset object types, filterable data can be obtained related to troops, buildings, and land parcels.
[0051] Preset fields are attribute fields included under each preset object type, determined based on the dependency information corresponding to the preset game decision logic information. Examples include the faction affiliation, current troop strength, and location coordinates of a unit; and the player and status of a building. It should be noted that, taking AI decision logic as an example, the dependency information corresponding to the preset game decision logic information can be information upon which the AI decision logic depends for execution.
[0052] Specifically, based on multiple preset object types, the data to be filtered corresponding to each preset object type in the scene game data is determined. For the data to be filtered under each preset object type, the data is filtered based on at least one preset field under each preset object type to determine the attribute data belonging to each preset field. The attribute data belonging to each preset field under all preset object types are then used as the filtered scene game data.
[0053] For example, the game server can first determine the data to be filtered under each preset object type from the scene game data based on the preset object types that the AI decision-making logic needs to focus on (such as troops, preset buildings, etc.), so as to achieve object-level filtering of the data.
[0054] For each preset object type, the attribute data of the preset fields that the AI decision-making logic truly relies on is determined from the data to be filtered under each preset object type, thus achieving field-level filtering of the data. The filtered scene game data is then synchronized to AI service node 1 of the AI service cluster. Based on this, the mirror objects corresponding to the mirror scene maps generated by AI service node 1 can include only the attribute data under the preset fields. For example, a mirror unit object may only contain data under preset fields such as "Owning Player ID", "Current Troop Value", "X Coordinate", and "Y Coordinate". By implementing dual filtering at the object and field levels, it is ensured that the AI service node only builds and stores the mirror scene maps necessary for running the AI decision-making logic. Testing showed that synchronizing all data for a single map to the AI service node consumed 30.95MB of memory; after applying the dual-layer filtering mechanism to filter the scene game data, the memory consumption dropped to 10.99MB, reducing memory consumption by approximately 2 / 3, effectively eliminating irrelevant data redundancy, and reducing network and memory load.
[0055] Optionally, after receiving a map creation request, the target service cluster can determine the target node from multiple service nodes in the following ways: Specifically, it can analyze the map type carried in the map creation request according to hash mapping rules to determine the target node that matches the map type; or, it can determine the target node based on the node load information of each service node in the target service cluster.
[0056] The hash mapping rules can be pre-defined, representing the mapping relationship between the map type of each actual scene map in the game and the service nodes of the target service cluster. In other words, the hash mapping rules can determine the service nodes used to process data for each map type.
[0057] Node load information includes at least: the number of mirror maps processed by the node, node computing resource usage information, and network bandwidth information. The number of mirror maps processed by the node can be understood as the number of mirror maps currently running and maintained by the service node. Node computing resource usage information may include at least the service node's CPU utilization and memory utilization. Network bandwidth information can be understood as the service node's bandwidth information.
[0058] Specifically, when a map creation request is received, the service node that matches the map type in the map creation request can be determined first according to the hash mapping rules. This service node is then used as the target node and fed back to the game server so that the game server can synchronize the filtered scene game data to the target node.
[0059] Correspondingly, if a service node compatible with the map type cannot be determined, the target node can be dynamically selected from multiple service nodes based on the node load information of each service node. Based on this, both the operational performance of service nodes in the target service cluster and cluster load balancing can be guaranteed.
[0060] Accordingly, the target nodes of the target service cluster can process the filtered scene game data to obtain a mirrored scene map in the following way: Based on a preset data structure, the filtered scene game data is restructured to determine the structured content; and based on the structured content of the preset data structure, a mirrored scene map is generated.
[0061] The preset data structure can be a pre-defined map data structure used to preset game decision-making logic. The structured content can be filtered scene game data after structured processing.
[0062] Specifically, the filtered scene game data is restructured according to a preset data structure to obtain structured content. Based on the structured content, a mirrored scene map is generated.
[0063] It should also be noted that, in order to ensure that the target service cluster can process data accurately and in a timely manner, the running status of all service nodes in the target service cluster can be evaluated according to a preset detection cycle. When an abnormal running status of the target node is detected, a backup node corresponding to the target node can be identified and used as the target node for communication with the game server.
[0064] The preset detection cycle can be a pre-set interval for evaluating the operational status of each service node. The backup node can be a service node used to replace the target node and communicate with the game server.
[0065] Specifically, based on a preset detection cycle, the operating status of all service nodes in the target service cluster is periodically evaluated. When an abnormal operating status of the target node is detected, a backup node is identified from other service nodes, and communication and interaction with the game server are conducted through the backup node.
[0066] For example, in conjunction with the above example, the scheduling center of the target service cluster performs periodic health checks on all AI service nodes. When an anomaly is detected in a certain AI service node, a backup node is determined to replace the abnormal service node. The backup node communicates with the game server to achieve automatic migration in case of failure.
[0067] Optionally, embodiments of the present invention further include: responding to a scene content change event in the actual scene map, acquiring scene change data corresponding to the scene content change event; when the scene change data includes change data under at least one preset object type, sending the change data under at least one preset object type to the target service cluster, so that the target service cluster updates the mirror scene map based on the change data and feeds back update feedback information corresponding to the change data.
[0068] The scene content change event can be a change in map elements within the actual scene map or a change in the character to be controlled. The scene change data can be map element data or character data of the character to be controlled corresponding to the scene content change event.
[0069] The data includes at least one set of changed object types, which can be data determined after object-level and field-level filtering of scene change data. Update feedback information can be feedback information corresponding to scene content change events.
[0070] Specifically, when the game server detects changes in the position or attributes of map elements or controllable characters in the actual scene map, it can obtain scene change data corresponding to the scene content change event. Object-level and field-level filtering is performed on the scene change data to determine if there is change data under at least one preset object type. When the scene change data includes change data under at least one preset object type, this change data is sent to the target service cluster. This allows the target nodes in the target service cluster to update the mirrored scene map based on the change data and provide corresponding update feedback information.
[0071] It should also be noted that if the scene content change event is similar to the first character's control operation, that is, if it meets the preset triggering rules, the update feedback information may include: the instructions used to control the operation of the character to be controlled, and the feedback that the map update is complete; if the scene content change event is only a change in game resources, the update feedback information will only include the feedback that the map update is complete.
[0072] For example, in conjunction with the above example, when the game state (such as unit position, troop strength) on game server 1 changes, game server 1 determines whether the scene change data includes attribute data of the preset fields that the AI decision-making logic actually relies on. If so, the attribute data of the preset fields in the scene change data ( Figure 2 The changed fields in the map are synchronously updated to the corresponding AI service node 1 to refresh the decision mirror map (corresponding to the mirror scene map) it maintains.
[0073] It should also be noted that the distributed architecture of the target service cluster allows complex logic to be broken down into independent, reusable components (such as movement, target acquisition, attack, and strategy evaluation), and complex behaviors can be constructed by combining them, greatly improving data processing flexibility and AI operation efficiency. Performance comparison shows that when processing coupled full data in a traditional way, the average AI computation frame rate is 150 FPS within 5 minutes; when using the technical solution provided in this embodiment of the invention, the average frame rate jumps to 500 FPS, and the AI computation efficiency is improved by more than 233%.
[0074] The technical solution of this embodiment, in response to the event of the first triggering of a second character's control operation in the actual scene map, sends a map creation request to the target service cluster. The target service cluster then determines a target node from multiple service nodes based on the map creation request and a load balancing strategy, facilitating the subsequent direct transmission of filtered scene game data to the target node. Determining the target node from multiple service nodes using a load balancing strategy improves the utilization of the target service cluster's computing resources. The target service cluster adopts a distributed cluster architecture, which is easily horizontally scalable and can effectively cope with the computing demands brought about by player growth and increased computational complexity. Scene game data corresponding to the actual scene map is acquired, filtered, and then sent to the target node of the target service cluster to generate a mirrored scene map corresponding to the actual scene map based on the target node. This dual filtering mechanism significantly reduces the memory usage of the target node and avoids data redundancy. This invention solves the problems of excessive load and low data processing efficiency when processing large amounts of game data through game servers in the prior art. It dynamically builds and maintains mirror scene maps through a distributed architecture target service cluster, so as to facilitate feedback information corresponding to character control operations through mirror scene maps. This not only reduces the load on game servers, but also improves data processing speed and ensures user experience.
[0075] Example 3 Figure 4 This is a schematic diagram of the structure of a game data processing device provided in Embodiment 3 of the present invention. Figure 4 As shown, the device includes a game data transmission module 310 and an action control execution module 320.
[0076] The game data sending module 310 is used to respond to a user's first character control operation on the client and send the game data to be processed associated with the first character control operation to the target service cluster, so that the target node in the target service cluster can determine the first character feedback information corresponding to the first character control operation. The target node has created a mirrored scene map of the game running scene to which the first character control operation belongs, and the game data to be processed is related to a preset triggering rule corresponding to the first character control operation. The action control execution module 320 is used to receive the first character feedback information and, based on the first character feedback information, control the character to be controlled to perform a target action in the actual scene map to which the game running scene belongs. The character to be controlled includes at least a main character and a secondary character associated with the main character. The mirrored scene map is a map mirror corresponding to the actual scene map.
[0077] The technical solution of this embodiment, in response to a user's first character control operation on the client, sends the game data to be processed associated with the first character control operation to the target service cluster, so that the target node in the target service cluster can determine the first character feedback information corresponding to the first character control operation. Based on this, data related to game decisions is processed through the target service cluster, improving the flexibility and efficiency of data processing. The first character feedback information is received, and based on the first character feedback information, the controlled character is controlled to perform a target action in the actual scene map of the game's running scene. This invention solves the problems of excessive load and low data processing efficiency when processing large amounts of game data through the game server in the prior art. By sending the game data to be processed that meets preset trigger rules to the target service cluster, and processing the game data through the target service cluster, the load on the game server is reduced, the data processing speed is improved, and the user experience is guaranteed.
[0078] Based on the above embodiments, optionally, the device includes: a mirror map generation module, which includes: a target node determination unit, configured to send a map creation request to the target service cluster in response to an event that triggers a second character control operation for the first time in the actual scene map, so that the target service cluster determines a target node from multiple service nodes based on the map creation request; wherein the map creation request carries at least the map type of the actual scene map; a scene game data acquisition unit, configured to acquire scene game data corresponding to the actual scene map; wherein the scene game data includes at least: character data of the character to be controlled in the actual scene map and map element data of the actual scene map; and a mirror map generation unit, configured to filter the scene game data and send it to the target node of the target service cluster, so that the target node generates a mirror scene map corresponding to the actual scene map based on the filtered scene game data; wherein the filtered scene game data is data adapted to at least one preset game decision logic information.
[0079] Optionally, the mirror map generation unit includes: a data filtering subunit, used to determine, based on multiple preset object types, the data to be filtered in the scene game data corresponding to each preset object type; wherein, the preset object type is related to the preset game decision logic information; to filter the data to be filtered based on at least one preset field under each preset object type, to obtain attribute data corresponding to the preset field; wherein, the preset field is determined based on the dependency information corresponding to the preset game decision logic information; and to determine the filtered scene game data based on the attribute data corresponding to each preset field under multiple preset object types.
[0080] Optionally, the target node determination unit is used to analyze the map type carried in the map creation request according to hash mapping rules and determine the target node that matches the map type; or, to determine the target node according to the node load information of each service node in the target service cluster; wherein, the node load information includes at least: the number of mirror maps processed by the node, node computing resource usage information, and network bandwidth information; the mirror map generation unit includes: a data structuring processing subunit, used to perform structured reconstruction processing on the filtered scene game data according to a preset data structure to determine the structured content; and to generate a mirror scene map according to the structured content of the preset data structure.
[0081] Optionally, the cluster node determination subunit is further configured to perform operational status evaluation processing on all service nodes in the target service cluster according to a preset detection period, so as to determine the backup node corresponding to the target node and use the backup node as the target node for communication with the game server when an abnormal operational status of the target node is detected.
[0082] Optionally, the mirror map generation module further includes: a mirror map update unit, used to respond to scene content change events in the actual scene map, obtain scene change data corresponding to the scene content change events; when the scene change data includes change data under at least one preset object type, send at least one set of preset object type change data to the target service cluster, so that the target service cluster updates the mirror scene map based on the change data and feeds back update feedback information corresponding to the change data.
[0083] Optionally, the game data sending module includes: a first character feedback information determining unit, configured to, upon receiving game data to be processed corresponding to the first character's control operation, determine a first sub-feedback information corresponding to the main character based on the mirrored scene map; and, based on at least one preset associated trigger task corresponding to the first character's control operation, determine a second sub-feedback information corresponding to each secondary character; and determine the first sub-feedback information and at least one second sub-feedback information as the first character feedback information.
[0084] The game data processing device provided in the embodiments of the present invention can execute the game data processing method provided in any embodiment of the present invention, and has the corresponding functional modules and beneficial effects of the method execution.
[0085] Example 4 Figure 5 This is a schematic diagram of the structure of an electronic device provided in Embodiment 4 of the present invention. The electronic device 10 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 may also represent various forms of mobile devices, such as personal digital assistants, cellular phones, smartphones, 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 illustrative and are not intended to limit the implementation of the invention described and / or claimed herein.
[0086] like Figure 5As shown, the electronic device 10 includes at least one processor 11 and a memory, such as a read-only memory (ROM) 12 or a random access memory (RAM) 13, communicatively connected to the at least one processor 11. The memory stores computer programs executable by the at least one processor. The processor 11 can perform various appropriate actions and processes based on the computer program stored in the ROM 12 or loaded from storage unit 18 into the RAM 13. The RAM 13 can also store various programs and data required for the operation of the electronic device 10. The processor 11, ROM 12, and RAM 13 are interconnected via a bus 14. An input / output (I / O) interface 15 is also connected to the bus 14.
[0087] Multiple components in electronic device 10 are connected to I / O interface 15, including: input unit 16, such as keyboard, mouse, etc.; output unit 17, such as various types of displays, speakers, etc.; storage unit 18, such as disk, optical disk, etc.; and communication unit 19, such as network card, modem, wireless transceiver, etc. Communication unit 19 allows electronic device 10 to exchange information / data with other devices through computer networks such as the Internet and / or various telecommunications networks.
[0088] Processor 11 can be a variety of general-purpose and / or special-purpose processing components with processing and computing capabilities. Some examples of processor 11 include, but are not limited to, a central processing unit (CPU), a graphics processing unit (GPU), various special-purpose artificial intelligence (AI) computing chips, various processors running machine learning model algorithms, digital signal processors (DSPs), and any suitable processor, controller, microcontroller, etc. Processor 11 performs the various methods and processes described above, such as game data processing methods.
[0089] In some embodiments, the game data processing method may be implemented as a computer program tangibly contained in a computer-readable storage medium, such as storage unit 18. In some embodiments, part or all of the computer program may be loaded and / or installed on electronic device 10 via ROM 12 and / or communication unit 19. When the computer program is loaded into RAM 13 and executed by processor 11, one or more steps of the game data processing method described above may be performed. Alternatively, in other embodiments, processor 11 may be configured to execute the game data processing method by any other suitable means (e.g., by means of firmware).
[0090] Various embodiments of the systems and techniques described above 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-a-chip (SoCs), complex programmable logic devices (CPLDs), computer hardware, firmware, software, and / or combinations thereof. These various embodiments may include implementations in one or more computer programs that can be executed and / or interpreted on a programmable system including at least one programmable processor, which may be a dedicated or general-purpose programmable processor, capable of receiving data and instructions from a storage system, at least one input device, and at least one output device, and transmitting data and instructions to the storage system, the at least one input device, and the at least one output device.
[0091] Computer programs used to implement the game data processing method of the present invention can be written in any combination of one or more programming languages. These computer programs can be provided to a processor of a general-purpose computer, a special-purpose computer, or other programmable data processing device, such that when executed by the processor, the computer programs cause the functions / operations specified in the flowcharts and / or block diagrams to be implemented. The computer programs can be executed entirely on the machine, partially on the machine, as a standalone software package partially on the machine and partially on a remote machine, or entirely on a remote machine or server.
[0092] In particular, according to embodiments of the present invention, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of the present invention include a computer program product comprising a computer program carried on a non-transitory computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via communication unit 19, or installed from storage unit 18, or installed from ROM 12. When the computer program is executed by processor 11, it performs the functions defined in the methods of the embodiments of the present invention.
[0093] Example 5 Embodiment 5 of the present invention also provides a computer-readable storage medium storing computer instructions for causing a processor to execute a game data processing method, the method comprising: In response to a user’s first character control operation on the client, the game data to be processed associated with the first character control operation is sent to the target service cluster, so that the target node in the target service cluster can determine the first character feedback information corresponding to the first character control operation. The target node has created a mirror scene map of the game running scene to which the first character control operation belongs, and the game data to be processed is related to the preset triggering rules corresponding to the first character control operation. The system receives feedback information from the first character and controls the character to be controlled to perform a target action in the actual scene map to which the game running scene belongs, based on the feedback information from the first character. The character to be controlled includes at least a main character and a secondary character associated with the main character. The mirrored scene map is a map mirror corresponding to the actual scene map.
[0094] In the context of this invention, a computer-readable storage medium can be a tangible medium that may contain or store a computer program for use by or in conjunction with an instruction execution system, apparatus, or device. A computer-readable storage medium may include, but is not limited to, electronic, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatus, or devices, or any suitable combination thereof. Alternatively, a computer-readable storage medium may be a machine-readable signal medium. More specific examples of machine-readable storage media include electrical connections based on one or more wires, portable computer disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fibers, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination thereof.
[0095] 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 provides input to the electronic device. Other types of devices can also be used to provide interaction with the user; for example, 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 sound input, voice input, or tactile input).
[0096] The systems and technologies described herein can be implemented in computing systems that include backend components (e.g., as data servers), or computing systems that include middleware components (e.g., application servers), or computing systems that include frontend components (e.g., user computers with graphical user interfaces or web browsers through which users can interact with implementations of the systems and technologies described herein), or any combination of such backend, middleware, or frontend components. The components of the system can be interconnected via digital data communication of any form or medium (e.g., communication networks). Examples of communication networks include local area networks (LANs), wide area networks (WANs), blockchain networks, and the Internet.
[0097] A computing system can include clients and servers. Clients and servers are generally located far apart and typically interact through communication networks. The client-server relationship is created by computer programs running on the respective computers and having a client-server relationship with each other. The server can be a cloud server, also known as a cloud computing server or cloud host, which is a hosting product within the cloud computing service system to address the shortcomings of traditional physical hosts and VPS services, such as high management difficulty and weak business scalability.
[0098] It should be understood that the various forms of processes shown above can be used, with steps reordered, added, or deleted. For example, the steps described in this invention can be executed in parallel, sequentially, or in different orders, as long as the desired result of the technical solution of this invention can be achieved, and this is not limited herein.
[0099] The specific embodiments described above do not constitute a limitation on the scope of protection of this invention. Those skilled in the art should understand that various modifications, combinations, sub-combinations, and substitutions can be made according to design requirements and other factors. Any modifications, equivalent substitutions, and improvements made within the spirit and principles of this invention should be included within the scope of protection of this invention.
Claims
1. A game data processing method, characterized in that, When applied to a game server, the method includes: In response to a user’s first character control operation on the client, the game data to be processed associated with the first character control operation is sent to the target service cluster, so that the target node in the target service cluster can determine the first character feedback information corresponding to the first character control operation. The target node has created a mirror scene map of the game running scene to which the first character control operation belongs, and the game data to be processed is related to the preset triggering rules corresponding to the first character control operation. The system receives feedback information from the first character and controls the character to be controlled to perform a target action in the actual scene map to which the game running scene belongs, based on the feedback information from the first character. The character to be controlled includes at least a main character and a secondary character associated with the main character. The mirrored scene map is a map mirror corresponding to the actual scene map.
2. The method according to claim 1, characterized in that, The method further includes: In response to an event that triggers a second role control operation for the first time in the actual scene map, a map creation request is sent to the target service cluster, so that the target service cluster determines the target node from multiple service nodes based on the map creation request; wherein the map creation request carries at least the map type of the actual scene map; Obtain scene game data corresponding to the actual scene map; wherein, the scene game data includes at least: character data of the character to be controlled within the actual scene map and map element data of the actual scene map; After filtering the scene game data, it is sent to the target node of the target service cluster so that the target node can generate a mirror scene map corresponding to the actual scene map based on the filtered scene game data. The filtered scene game data is data adapted to at least one preset game decision logic information.
3. The method according to claim 2, characterized in that, The game data for the scene is filtered using the following method: Based on multiple preset object types, determine the data to be filtered in the scene game data corresponding to each preset object type; wherein, the preset object type is related to the preset game decision logic information; Based on at least one preset field under each preset object type, the data to be filtered is processed to obtain attribute data corresponding to the preset field; wherein, the preset field is determined based on the dependency information corresponding to the preset game decision logic information; Based on the attribute data corresponding to each preset field under multiple preset object types, the filtered scene game data is determined.
4. The method according to claim 2, characterized in that, The target service cluster determines the target node in the following manner: Based on the hash mapping rules, the map type carried in the map creation request is analyzed to determine the target node that matches the map type; or, The target node is determined based on the node load information of each service node in the target service cluster; wherein, the node load information includes at least: the number of mirrored maps processed by the node, node computing resource usage information, and network bandwidth information; Accordingly, the target node processes the filtered scene game data to obtain a mirrored scene map in the following manner: Based on the preset data structure, the filtered scene game data is restructured to determine the structured content; A mirrored scene map is generated based on the structured content of the preset data structure.
5. The method according to claim 4, characterized in that, The method further includes: Based on a preset detection cycle, the operating status of all service nodes in the target service cluster is evaluated. When an abnormal operating status of the target node is detected, a backup node corresponding to the target node is determined and the backup node is used as the target node for communication with the game server.
6. The method according to claim 2, characterized in that, The method further includes: In response to scene content change events in the actual scene map, obtain scene change data corresponding to the scene content change events; When the scene change data includes change data under at least one preset object type, the change data under at least one preset object type is sent to the target service cluster, so that the target service cluster updates the mirror scene map based on the change data and feeds back update feedback information corresponding to the change data.
7. The method according to claim 1, characterized in that, The target node determines the first role's feedback information based on the mirrored scene map in the following manner: Upon receiving the game data to be processed corresponding to the control operation of the first character, the first sub-feedback information corresponding to the main character is determined based on the mirrored scene map; as well as, Based on at least one preset associated trigger task corresponding to the control operation of the first role, determine the second sub-feedback information corresponding to each slave role; The first sub-feedback information and at least one second sub-feedback information are determined as the first role feedback information.
8. A game data processing device, characterized in that, The device, used in game servers, includes: The game data sending module is used to respond to the user's first character control operation on the client and send the game data to be processed associated with the first character control operation to the target service cluster, so that the target node in the target service cluster can determine the first character feedback information corresponding to the first character control operation. The target node has created a mirror scene map of the game running scene to which the first character control operation belongs, and the game data to be processed is related to the preset triggering rule corresponding to the first character control operation. An action control execution module is used to receive feedback information from the first character and control the character to be controlled to perform a target action in the actual scene map to which the game running scene belongs based on the feedback information from the first character. The character to be controlled includes at least a main character and a slave character associated with the main character. The mirrored scene map is a map mirror corresponding to the actual scene map.
9. An electronic device, characterized in that, The electronic device includes: 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, the computer program being executed by the at least one processor to enable the at least one processor to perform the game data processing method 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 that cause a processor to execute the game data processing method according to any one of claims 1-7.