A game AOI synchronization method, system and device
By building dynamically controlled reference objects in game scenarios, the problems of excessive number of reference objects and low computing efficiency in large game scenarios are solved, and more efficient game synchronization and smoother user experience are achieved.
Patent Information
- Application Number
- CN202111041295.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-09-07
- Publication Date
- 2025-04-15
- Estimated Expiration
- 2041-09-07
AI Technical Summary
The existing game AOI synchronization methods have problems in large game scenarios such as excessive reference objects, inability to dynamically adjust, resulting in excessive server computing load, low computing efficiency and easy scene lag.
By building reference objects that can be controlled on, off and moved in the game scene, the state of reference objects is controlled in real time according to the number, distribution and movement of objects in the game scene to ensure that all objects are located in the coverage area of the reference object.
It reduces the number of reference items required to set in the game scene, reduces the server's computing load, improves computing efficiency, reduces scene lag, and improves user experience.
Smart Images

Figure CN113856208B_ABST
Abstract
Description
Technical Field
[0001] The present disclosure relates to the technical field of game object synchronization, and in particular to a game AOI synchronization method, system and device. Background Art
[0002] The AOI (Area Of Interest) system is an indispensable technology in the game server of Massive Multiplayer Online Role-Playing Game (MMORPG). In a broad sense, the AOI system supports individual objects (such as characters, figures, etc.) in any game scene to process events that occur within a certain radius. When a user enters a game scene, based on the AOI system, the character controlled by the user can interact with the characters of other players in the game scene. For small-scale scenes such as arenas and rings, there are fewer character objects in the scene, and the server can simply synchronize all information updates in the scene to all players when processing.
[0003] In large-scale game scenes, there are often hundreds or thousands of users in the scene, and each user needs to update and synchronize his or her real-time information with other users in the scene. Without the assistance of the AOI system, the server needs to process millions of pieces of information. After using the AOI system, for a character controlled by a single user, the user usually only needs to pay attention to the dynamics of the characters within a certain radius around his or her own character. This can greatly reduce the amount of computing power on the server and improve processing efficiency.
[0004] The current existing game AOI synchronization method usually adopts the grid division method. The specific method is to divide the entire game scene into several identical grids, set coordinate objects at various positions according to the grids, and then construct a coordinate relationship table between various positions in the game scene and the coordinate objects (hereinafter collectively referred to as reference objects), and associate the characters in the game scene with the reference objects, thereby changing the search for characters into the search for reference objects, and then extracting the characters associated with the reference objects from the reference objects. In the above-mentioned grid division method, the reference objects are usually fixed according to certain rules when the game scene is initialized. This method has the following defects:
[0005] First, the number of reference objects required in the game scene is large, especially for large game scenes, which requires a lot of work when building the map;
[0006] Secondly, since the reference objects are fixed when the game scene is initialized, they cannot be adjusted according to the character information in the game scene. During the game, the server still needs to calculate the information of each reference object in the game scene in real time, even if there are no characters in the coverage area of some reference objects. This will increase the computing load of the server, and there will also be low computing efficiency and easy scene freezes. Summary of the invention
[0007] In order to solve the problems existing in the above-mentioned prior art, the purpose of the present disclosure is to provide a game AOI synchronization method, system and device. The present disclosure can control the opening, closing and movement of each reference object according to the number, distribution and movement of objects in the game scene, which can reduce the number of reference objects required to be set in the game scene, thereby reducing the workload when building the game scene, and at the same time can reduce the computing load of the server during the game operation, improve computing efficiency, reduce the scene freeze phenomenon and thus improve the user experience.
[0008] The present invention discloses a method for synchronizing a game AOI, comprising the following steps:
[0009] Constructing a number of reference objects in the game scene, the reference objects are used to update and synchronize the object information in the coverage area thereof, and the reference objects can be turned on, off and moved;
[0010] According to the number, distribution and movement of objects in the game scene, each of the reference objects is controlled to be turned on, closed or moved so that all objects in the game scene are located within the coverage area of the reference object.
[0011] Preferably, controlling each of the reference objects to be turned on, off or moved according to the number, distribution and movement of objects in the game scene so that all objects in the game scene are located within the coverage area of the reference object comprises the following steps:
[0012] When an object enters the game scene, it is detected whether the object is located in the coverage area of the currently opened reference object. If so, the object is associated with the reference object and the object information of the object is updated and synchronized. Otherwise, according to the position of the object, the reference object in the corresponding area is opened, the object is associated with the opened reference object and the object information of the object is updated and synchronized.
[0013] Preferably, controlling each of the reference objects to be turned on, off or moved according to the number, distribution and movement of objects in the game scene so that all objects in the game scene are located within the coverage area of the reference object also includes the following steps:
[0014] S01, when an object in the game scene moves, determine whether the object exceeds the coverage area of the currently associated first reference object, if so, proceed to the next step, otherwise update the synchronization object movement information;
[0015] S02, determining whether the object is located in the coverage area of another turned-on second reference object, if so, associating the object with the second reference object and updating the synchronization object movement information, otherwise proceeding to the next step;
[0016] S03, determining whether the first reference object is movable, if so, moving the first reference object and updating the synchronization object movement information, otherwise proceeding to the next step;
[0017] S04. According to the moving position of the object, a third reference object in the corresponding area is enabled, the third reference object is associated with the object, and the synchronization object movement information is updated.
[0018] Preferably, controlling each of the reference objects to be turned on, off or moved according to the number, distribution and movement of objects in the game scene so that all objects in the game scene are located within the coverage area of the reference object also includes the following steps:
[0019] When an object leaves the game scene, the object is removed from the currently associated reference object, and it is detected whether there are other objects in the coverage area of the reference object. If so, the reference object is kept open, otherwise the reference object is closed.
[0020] Preferably, in step S03, determining whether the first reference object is movable includes:
[0021] It is detected whether there are other objects in the coverage area of the first reference object. If yes, the first reference object is determined to be immovable; otherwise, the first reference object is determined to be movable.
[0022] Preferably, the coverage area of the reference object includes a main area and a secondary area, and the main area and secondary area of two adjacent reference objects overlap with each other; for the coverage area of a single reference object, the information changes of the objects located in the main area are updated and synchronized to all objects in the main area and the secondary area, and the objects in the secondary area only receive update synchronization information.
[0023] The present disclosure also provides a game AOI synchronization system, comprising:
[0024] A construction module, the construction module is used to construct a number of reference objects in the game scene, the reference objects are used to update and synchronize the object information in the coverage area, and the reference objects can be turned on, off and moved;
[0025] A reference object control module, the reference object control module is used to control each of the reference objects to be turned on, off or moved according to the number, distribution and movement of objects in the game scene, so that all objects in the game scene are located within the coverage area of the reference object.
[0026] The present disclosure also provides a computer device, including a processor and a memory, wherein the memory stores at least one instruction or at least one program, and when the at least one instruction or the at least one program is loaded by the processor, the game AOI synchronization method as described above is executed.
[0027] The advantages of the game AOI synchronization method, system and device disclosed in the present invention are:
[0028] 1. The present invention constructs reference objects that can be controlled to be opened, closed and moved in the game scene. During the game operation, according to the number, distribution and movement of objects in the game scene, the opening, closing and movement of each reference object can be flexibly controlled to ensure that all objects in the game scene are located within the coverage area of the reference object, thereby achieving synchronous information update of all objects in the game scene and avoiding the phenomenon of idle reference objects. The number of reference objects opened in the game scene can be reasonably controlled according to the changes in the character information in the game scene, which can effectively reduce the computing load of the server during the game operation, improve computing efficiency, and significantly reduce the occurrence of freezes in large game scenes, thereby improving the smoothness of the game and thus improving the user experience.
[0029] 2. The reference objects disclosed in the present invention are movable, and the coverage area of a single reference object is larger. By rationally planning and designing the distribution of each reference object according to the game scene, the number of reference objects required to cover the game scene can be reduced, thereby reducing the workload when constructing the game scene. It can also reduce the size of the game itself and the time required to load the game scene, thereby enhancing the user's gaming experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0030] Figure 1 It is a flowchart of the steps of a game AOI synchronization method disclosed in the present invention;
[0031] Figure 2 It is a judgment flow chart of a game AOI synchronization method described in the present disclosure;
[0032] Figure 3 It is a structural block diagram of a game AOI synchronization system described in the present disclosure.
[0033] Explanation of the reference numerals: 1-building module, 2-reference control module. DETAILED DESCRIPTION
[0034] like Figure 1 , Figure 2As shown, a game AOI synchronization method disclosed in the present disclosure includes the following steps:
[0035] Several reference objects are constructed in the game scene. The reference objects are used to update and synchronize the object information in the coverage area. The reference objects can be turned on, off and moved. Specifically, the objects usually include characters and figures controlled by the user, and the object information may include data related to the game interaction such as the character appearance, character attributes, health, and location coordinates. The reference objects are used to associate objects with the server, and synchronize the information changes of the objects in the game scene to other objects through the server update. The reference objects can perform opening, closing and moving actions according to relevant control instructions. When the reference object is in the open state, the object information in the coverage area can be updated and synchronized. When it is closed, the reference object has no information update and will not occupy the server's computing power. Movement means that the reference object has a follow-up function and can move with the movement of the object to update the object information of the object in the moving state. Since the reference object has the characteristics of opening, closing and moving, and each reference object has its corresponding coverage area, its properties are similar to those of the stage spotlight, so the reference object disclosed in the present invention can also be named "spotlight" during the actual implementation process.
[0036] According to the number, distribution and movement of objects in the game scene, each reference object is controlled to be opened, closed or moved so that all objects in the game scene are within the coverage of the reference object. Specifically, according to the number, distribution and movement of objects in the game scene, the position information and movement status of each object in the game scene are monitored in real time, and then according to the detected position information and movement status, the opening, closing and movement of each reference object is controlled to minimize the number of reference objects opened while ensuring that the reference objects can effectively cover each object in the game scene.
[0037] The present invention constructs reference objects that can be controlled to be opened, closed and moved in the game scene. During the game operation, the opening, closing and movement of each reference object can be flexibly controlled according to the number, distribution and movement of objects in the game scene, so that all objects in the game scene are located in the coverage area of the reference object, and the information update synchronization of all objects in the game scene is achieved. At the same time, the phenomenon of reference objects being idle can be avoided, and the number of reference objects opened in the game scene can be reasonably controlled according to the changes in the character information in the game scene. In this way, the computing load of the server during the game operation can be effectively reduced, the computing efficiency can be improved, and the occurrence of freezes in large game scenes can be significantly reduced, thereby improving the fluency of the game and thus improving the user experience.
[0038] The reference objects disclosed in the present invention are movable, and the coverage area of a single reference object is larger. By rationally planning and designing the distribution of each reference object according to the game scene, the number of reference objects required to cover the game scene can be reduced, thereby reducing the workload when constructing the game scene, and can also reduce the size of the game body and the time required to load the game scene, thereby enhancing the user's gaming experience.
[0039] Further, in this embodiment, please refer to Figure 2 According to the number, distribution and movement of objects in the game scene, controlling each of the reference objects to be turned on, off or moved so that all objects in the game scene are located within the coverage area of the reference objects comprises the following steps:
[0040] When an object enters the game scene, detect whether the object is located in the coverage area of the currently opened reference object, if so, associate the object with the reference object and update and synchronize the object information of the object, otherwise, according to the position of the object, open the reference object in the corresponding area, associate the object with the opened reference object and update and synchronize the object information of the object;
[0041] When an object in the game scene moves, determine whether the object exceeds the coverage area of the currently associated first reference object, if so, proceed to the next step, otherwise update the synchronization object movement information;
[0042] S02, determining whether the object is located in the coverage area of another turned-on second reference object, if so, associating the object with the second reference object and updating the synchronization object movement information, otherwise proceeding to the next step;
[0043] S03, determining whether the first reference object is movable, if so, moving the first reference object and updating the synchronization object movement information, otherwise proceeding to the next step; more specifically, determining whether the first reference object is movable is to detect whether there are other objects in the coverage area of the first reference object, if so, determining that the first reference object is immovable, otherwise determining that the first reference object is movable;
[0044] S04. According to the moving position of the object, a third reference object in the corresponding area is opened, the third reference object is associated with the object, and the synchronization object movement information is updated;
[0045] When an object leaves the game scene, the object is removed from the currently associated reference object, and it is detected whether there are other objects in the coverage area of the reference object. If so, the reference object is kept open, otherwise the reference object is closed;
[0046] In the above process, when an object enters the game scene, first determine whether the position of the game scene that the object enters is within the coverage area of the currently opened reference object. If so, there is no need to open other new reference objects, which can reduce the number of reference objects opened. When the object moves, first determine whether it exceeds the coverage area of the currently associated reference object. If it exceeds, determine whether the object enters the coverage area of other opened reference objects, and then determine whether the originally associated reference object is movable, so that the originally associated reference object can cover the object to the maximum extent. Until the above attempts fail, open a new reference object, so as to minimize the number of reference objects opened, so as to minimize the computing load of the server during the game operation, improve computing efficiency, reduce scene freezes, and thus improve user experience.
[0047] Furthermore, in this embodiment, the coverage area of the reference object includes a main area and a secondary area. The main areas and secondary areas of two adjacent reference objects overlap each other. For the coverage area of a single reference object, the information changes of the objects in the main area are updated synchronously to all objects in the main area and the secondary area, and the objects in the secondary area only receive the update synchronization information. The main area and the secondary area mainly solve the boundary problem of the coverage areas between reference objects. When the information of the objects in the main area changes, the update notification will be sent to all objects in the main area and the secondary area through the reference object to achieve information synchronization. For the coverage area of a single reference object, the objects in the secondary area only receive the update synchronization information, and the information update of the objects in the secondary area is the responsibility of other reference objects. By dividing the coverage area into the main area and the secondary area, the problem of the boundary of the coverage areas between reference objects can be solved, making the layout design of the reference objects more reasonable.
[0048] like Figure 3 As shown, the embodiment of the present disclosure also provides a game AOI synchronization system, including:
[0049] Construction module 1, the construction module 1 is used to construct a number of reference objects in the game scene, the reference objects are used to update and synchronize the object information in the coverage area, and the reference objects can be opened, closed and moved;
[0050] The reference object control module 2 is used to control the opening, closing or movement of each reference object according to the number, distribution and movement of objects in the game scene, so that all objects in the game scene are located within the coverage area of the reference object.
[0051] The game AOI synchronization system described in the embodiment of the present disclosure is based on the same inventive concept as the above-mentioned game AOI synchronization method, and can be understood by referring to the above description of the game AOI synchronization method, which will not be repeated here.
[0052] The game AOI synchronization system described in the embodiment of the present disclosure can control the opening, closing and movement of each reference object according to the number, distribution and movement of objects in the game scene, which can reduce the number of reference objects required to be set in the game scene, thereby reducing the workload when building the game scene. At the same time, it can reduce the computing load of the server during the game operation, improve computing efficiency, reduce scene freezes and thus enhance user experience.
[0053] The embodiment of the present disclosure also provides a computer device, including a processor and a memory, wherein at least one instruction or at least one program is stored in the memory, and when the at least one instruction or at least one program is loaded by the processor, the game AOI synchronization method as described above is executed, and the memory can be used to store software programs and modules, and the processor executes various functional applications by running the software programs and modules stored in the memory. The memory may mainly include a program storage area and a data storage area, wherein the program storage area may store an operating system, application programs required for functions, etc.; the data storage area may store data created according to the use of the device, etc. In addition, the memory may include a high-speed random access memory, and may also include a non-volatile memory, such as at least one disk storage device, a flash memory device, or other volatile solid-state storage devices. Accordingly, the memory may also include a memory controller to provide the processor with access to the memory.
[0054] The method embodiments provided in the embodiments of the present disclosure may be executed in a computer terminal, a server or a similar computing device, that is, the above-mentioned computer device may include a computer terminal, a server or a similar computing device. The internal structure of the computer device may include but is not limited to: a processor, a network interface and a memory. Among them, the processor, network interface and memory in the computer device may be connected via a bus or other means.
[0055] Among them, the processor (or CPU (Central Processing Unit)) is the computing core and control core of the computer device. The network interface may optionally include a standard wired interface, a wireless interface (such as WI-FI, a mobile communication interface, etc.). The memory is a memory device in a computer device for storing programs and data. It is understandable that the memory here can be a high-speed RAM storage device, or a non-volatile storage device (non-volatile memory), such as at least one disk storage device; optionally, it can also be at least one storage device located away from the aforementioned processor. The memory provides a storage space, which stores the operating system of the electronic device, which may include but is not limited to: Windows system (an operating system), Linux (an operating system), Android (Android, a mobile operating system) system, IOS (a mobile operating system) system, etc., and the present disclosure does not limit this; and, in the storage space, one or more instructions suitable for being loaded and executed by the processor are also stored, and these instructions may be one or more computer programs (including program codes). In the embodiment of this specification, the processor loads and executes one or more instructions stored in the memory to implement the game AOI synchronization method described in the above method embodiment.
[0056] In the description of the present disclosure, it is necessary to understand that the directions or positional relationships indicated by directional words such as "front, back, up, down, left, right", "lateral, vertical, horizontal" and "top, bottom" are usually based on the directions or positional relationships shown in the drawings, and are only for the convenience of describing the present disclosure and simplifying the description. Unless otherwise specified, these directional words do not indicate or imply that the device or element referred to must have a specific orientation or be constructed and operated in a specific orientation, and therefore cannot be understood as limiting the scope of protection of the present disclosure.
[0057] For those skilled in the art, various other corresponding changes and deformations can be made according to the technical solutions and concepts described above, and all of these changes and deformations should fall within the protection scope of the claims of the present disclosure.
Claims
1. A game AOI synchronization method, characterized in that: The following steps are involved: Constructing a number of reference objects in the game scene, the reference objects are used to update and synchronize the object information in the coverage area thereof, and the reference objects can be turned on, off and moved; According to the number, distribution and movement of objects in the game scene, control each of the reference objects to be turned on, off or moved so that all objects in the game scene are located within the coverage area of the reference objects; The controlling of opening, closing or moving each of the reference objects according to the number, distribution and movement of the objects in the game scene so that all the objects in the game scene are located within the coverage area of the reference object comprises the following steps: When an object enters the game scene, detect whether the object is located in the coverage area of the currently opened reference object, if so, associate the object with the reference object and update and synchronize the object information of the object, otherwise, according to the position of the object, open the reference object in the corresponding area, associate the object with the opened reference object and update and synchronize the object information of the object; The following steps are also included: S01, when an object in the game scene moves, determine whether the object exceeds the coverage area of the currently associated first reference object, if so, proceed to the next step, otherwise update the synchronization object movement information; S02, determining whether the object is located in the coverage area of another turned-on second reference object, if so, associating the object with the second reference object and updating the synchronization object movement information, otherwise proceeding to the next step; S03, determining whether the first reference object is movable, if so, moving the first reference object and updating the synchronization object movement information, otherwise proceeding to the next step; S04. According to the moving position of the object, a third reference object in the corresponding area is opened, the third reference object is associated with the object, and the synchronization object movement information is updated; When an object leaves the game scene, the object is removed from the currently associated reference object, and it is detected whether there are other objects in the coverage area of the reference object. If so, the reference object is kept open, otherwise the reference object is closed; In the step S03, determining whether the first reference object is movable includes: It is detected whether there are other objects in the coverage area of the first reference object. If yes, the first reference object is determined to be immovable; otherwise, the first reference object is determined to be movable.
2. The game AOI synchronization method according to claim 1, characterized in that: The coverage area of the reference object includes a main area and a secondary area, and the main area and secondary area of two adjacent reference objects overlap with each other; for the coverage area of a single reference object, the information changes of the objects located in the main area are updated and synchronized to all objects in the main area and the secondary area, and the objects in the secondary area only receive update synchronization information.
3. A game AOI synchronization system, characterized in that: include: A construction module, the construction module is used to construct a number of reference objects in the game scene, the reference objects are used to update and synchronize the object information in the coverage area, and the reference objects can be turned on, off and moved; A reference object control module, the reference object control module is used to control each of the reference objects to be turned on, off or moved according to the number, distribution and movement of objects in the game scene, so that all objects in the game scene are located within the coverage area of the reference object; The controlling of opening, closing or moving each of the reference objects according to the number, distribution and movement of the objects in the game scene so that all the objects in the game scene are located within the coverage area of the reference object comprises the following steps: When an object enters the game scene, detect whether the object is located in the coverage area of the currently opened reference object, if so, associate the object with the reference object and update and synchronize the object information of the object, otherwise, according to the position of the object, open the reference object in the corresponding area, associate the object with the opened reference object and update and synchronize the object information of the object; The following steps are also included: S01, when an object in the game scene moves, determine whether the object exceeds the coverage area of the currently associated first reference object, if so, proceed to the next step, otherwise update the synchronization object movement information; S02, determining whether the object is located in the coverage area of another turned-on second reference object, if so, associating the object with the second reference object and updating the synchronization object movement information, otherwise proceeding to the next step; S03, determining whether the first reference object is movable, if so, moving the first reference object and updating the synchronization object movement information, otherwise proceeding to the next step; S04. According to the moving position of the object, a third reference object in the corresponding area is opened, the third reference object is associated with the object, and the synchronization object movement information is updated; When an object leaves the game scene, the object is removed from the currently associated reference object, and it is detected whether there are other objects in the coverage area of the reference object. If so, the reference object is kept open, otherwise the reference object is closed; In the step S03, determining whether the first reference object is movable includes: It is detected whether there are other objects in the coverage area of the first reference object. If yes, the first reference object is determined to be immovable; otherwise, the first reference object is determined to be movable.
4. A computer device comprising a processor and a memory, characterized in that: The memory stores at least one instruction or at least one program, and when the at least one instruction or the at least one program is loaded by the processor, the game AOI synchronization method according to any one of claims 1 to 2 is executed.
Citation Information
Patent Citations
Immersive virtual experience method, system and device
CN110221691A