Game clip data processing method and device
By configuring an access entry on the game update loading interface and pushing game clip data, the interaction problem during game resource updates is solved, and the utilization rate of the loading interface and user experience are improved.
Patent Information
- Application Number
- CN202111552824.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-12-17
- Publication Date
- 2025-09-23
- Estimated Expiration
- 2041-12-17
AI Technical Summary
When game resources are updated, players need to wait for a long time and cannot interact with the game while downloading the updated resource package, resulting in a decrease in user stickiness.
Configure the access entry for game clip data on the update loading interface of game resources, detect access requests through the access entry, and push the game clip data of the game account at the historical moment while pushing the update resource package, so that the game client can load the clip data before the resource package is downloaded.
Improved the screen utilization of the game resource update loading interface, enhanced the user experience, allowed players to continue to interact with the game during the resource pack download process, and increased user stickiness.
Smart Images

Figure CN114225424B_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the field of computer technology, and in particular to a method and device for processing game clip data. Background Art
[0002] In the related art, when a large mobile game program is started and loaded, updates to the game data package occur frequently, and as the number of game resources increases, the download time of the above updates becomes longer and longer, especially when the mobile phone is in bandwidth priority conditions, the player's waiting time is obviously too long.
[0003] How to enable players to complete the resource pack update without leaving the game app or exiting the game program, thereby increasing stickiness with player users, is an urgent problem that game manufacturers need to solve.
[0004] Currently, no effective solution has been found for the above-mentioned problems existing in the related technologies. Summary of the Invention
[0005] Embodiments of the present invention provide a method and device for processing game clip data.
[0006] According to one embodiment of the present invention, a method for processing game clip data is provided, comprising: configuring an access entry for game clip data on an update loading interface of game resources; detecting an access request for the game clip data on the update loading interface through the access entry; and in response to the access request, while pushing an update resource package for the game resources to a game client, pushing game clip data of a game account at a historical moment to the game client, so that the game client loads the game clip data before the download of the update resource package is completed.
[0007] Optionally, after pushing the game clip data of the game account at a historical moment to the game client, the method further includes: monitoring the first push progress of the update resource package and the second push progress of the game clip data; when the update resource package has not been pushed and the game clip data has been pushed, controlling the game client to play the game clip data on the update loading interface; after the update resource package is pushed, controlling the game client to stop playing the game clip data on the update loading interface, and controlling the game client to jump from the game clip data playback interface to the loading interface of the update resource package.
[0008] Optionally, after controlling the game client to jump from the playback interface of the game clip data to the loading interface of the update resource package, the method includes: determining the playback progress of the game clip data when the update resource package is pushed; intercepting the specified video picture of the game clip data at the last playback moment according to the playback progress; controlling the game client to load the update resource package, and after loading is completed, controlling the game client to render the scene resources corresponding to the specified video picture.
[0009] Optionally, pushing game clip data of a game account at a historical moment to the game client includes: obtaining the game account in the update loading interface; forwarding the game account and single sign-on (SSO) authentication credentials to a data server, so that the data server uses the SSO authentication credentials to perform login verification on the game client, wherein the data server is connected to the game server; receiving the game clip data returned by the data server, and pushing the game clip data to the game client.
[0010] Optionally, before pushing the game clip data of the game account at a historical moment to the game client, the method also includes: monitoring whether the game screen displayed on the game client meets preset conditions; if the game screen loaded on the game client meets the preset conditions, triggering the rendering of the video or picture in the game clip to generate game clip data; storing the game clip data to a data server, wherein the data server is connected to the game server and / or the game client.
[0011] Optionally, monitoring whether the game screen displayed on the game client meets preset conditions includes: obtaining live barrage information of the game screen; using the live barrage information to calculate the excitement index of the game screen, wherein the excitement index is used to characterize the excitement level of the game screen; if the excitement index is greater than a first preset value, it is determined that the game screen meets the preset conditions.
[0012] Optionally, monitoring whether the game screen displayed on the game client meets the preset conditions includes: monitoring the degree of destruction of scene elements in the game screen; if the degree of destruction of scene elements in the game screen is greater than a second preset value, determining that the game screen meets the preset conditions.
[0013] Optionally, monitoring whether the game screen displayed on the game client meets the preset conditions includes: monitoring the character attribute value of the specified game character in the game screen; if the character attribute value of the specified game character in the game screen is greater than a third preset value, determining that the game screen meets the preset conditions.
[0014] Optionally, monitoring whether the game screen displayed on the game client meets preset conditions includes: monitoring the interaction status of specified elements in the game screen, wherein the specified elements are game elements customized by the game client in the game screen; when the interaction status is a state where a third-party virtual character joins, determining that the game screen meets the preset conditions.
[0015] Optionally, after generating the game clip data, the method further includes: parsing the game location information and the game copy information related to the game clip data; and pushing the game location information and the game copy information to the second game client.
[0016] Optionally, after generating the game clip data, the method further includes: calculating a popularity index of the game clip data based on the number of forwardings and comments on the game clip data; if the popularity index is greater than a fourth preset value, adjusting the attribute values of the game character in the game clip data in the game scene, and / or calculating virtual resources in the virtual game based on the popularity index.
[0017] Optionally, triggering the rendering of a video or picture in a game clip to generate game clip data includes: detecting a perspective selection instruction, selecting a virtual camera corresponding to the perspective selection instruction in the game screen; reading the video or picture rendered by the virtual camera to generate game clip data.
[0018] Optionally, before pushing the game clip data of the game account at a historical moment to the game client, the method further includes: detecting a wonderful starting point and a wonderful ending point in the game screen displayed on the game client; intercepting a video or picture in the time segment between the wonderful starting point and the wonderful ending point to generate game clip data; and storing the game clip data to a data server, wherein the data server is connected to the game server and / or the game client.
[0019] Optionally, pushing game clip data of a game account at a historical moment to the game client includes: obtaining popularity indexes of multiple game clip data from a data server; sorting the multiple game clip data based on the popularity index to obtain a data sequence; and pushing the game clip data to the game client using the sequence position of each game clip data in the data sequence as a push priority.
[0020] Optionally, pushing game clipping data of a game account at a historical moment to the game client includes: reading the game account currently logged in on the game client; identifying user identity information of the game account; searching for multiple game accounts associated with the user identity information; and pushing game clipping data of the multiple game accounts at a historical moment to the game client.
[0021] Optionally, pushing the game clip data of the game account at a historical moment to the game client includes: monitoring the first push progress of the updated resource package, and calculating the push completion time of the updated resource package based on the first push progress; calculating the remaining push duration of the updated resource package based on the push completion time, and selecting a specified game clip data whose playback duration is closest to the remaining push duration from multiple game clip data of the game account at a historical moment; and pushing the specified game clip data to the game client.
[0022] According to another embodiment of the present invention, a device for processing game clip data is provided, comprising: a configuration module for configuring an access entry for game clip data on an update loading interface of game resources; a detection module for detecting an access request for the game clip data on the update loading interface through the access entry; and a first push module for responding to the access request, while pushing an update resource package of the game resources to a game client, pushing game clip data of a game account at a historical moment to the game client, so that the game client loads the game clip data before the download of the update resource package is completed.
[0023] Optionally, the device also includes: a monitoring module for monitoring the first push progress of the update resource package and the second push progress of the game clip data after the first push module pushes the game clip data of the game account at a historical moment to the game client; a first control module for controlling the game client to play the game clip data on the update loading interface when the update resource package has not been pushed and the game clip data has been pushed; a second control module for controlling the game client to stop playing the game clip data on the update loading interface after the update resource package is pushed, and controlling the game client to jump from the game clip data playback interface to the update resource package loading interface.
[0024] Optionally, the device includes: a determination module for determining the playback progress of the game clip data when the update resource package is pushed after the second control module controls the game client to jump from the playback interface of the game clip data to the loading interface of the update resource package; an interception module for intercepting the specified video screen of the game clip data at the last playback moment according to the playback progress; and a rendering module for controlling the game client to load the update resource package, and after loading is completed, controlling the game client to render the scene resources corresponding to the specified video screen.
[0025] Optionally, the first push module includes: an acquisition unit for acquiring the game account in the update loading interface; a forwarding unit for forwarding the game account and single sign-on (SSO) authentication credentials to a data server, so that the data server uses the SSO authentication credentials to perform login verification on the game client, wherein the data server is connected to the game server; a receiving unit for receiving the game clip data returned by the data server and pushing the game clip data to the game client.
[0026] Optionally, the device also includes: a monitoring module, used to monitor whether the game screen displayed on the game client meets preset conditions before the first push module pushes the game clip data of the game account at a historical moment to the game client; a first generation module, used to trigger the rendering of the video or picture in the game clip and generate game clip data if the game screen loaded on the game client meets the preset conditions; a first storage module, used to store the game clip data to a data server, wherein the data server is connected to the game server and / or the game client.
[0027] Optionally, the monitoring module includes: an acquisition unit for acquiring live barrage information of the game screen; a calculation unit for using the live barrage information to calculate the excitement index of the game screen, wherein the excitement index is used to characterize the excitement level of the game screen; and a first determination unit for determining that the game screen meets preset conditions if the excitement index is greater than a first preset value.
[0028] Optionally, the monitoring module includes: a first monitoring unit, used to monitor the degree of destruction of scene elements in the game screen; and a second determination unit, used to determine that the game screen meets a preset condition if the degree of destruction of scene elements in the game screen is greater than a second preset value.
[0029] Optionally, the monitoring module includes: a second monitoring unit, used to monitor the character attribute value of the specified game character in the game screen; and a third determination unit, used to determine that the game screen meets a preset condition if the character attribute value of the specified game character in the game screen is greater than a third preset value.
[0030] Optionally, the monitoring module includes: a third monitoring unit, used to monitor the interaction status of a specified element in the game screen, wherein the specified element is a game element customized by the game client in the game screen; and a fourth determination unit, used to determine that the game screen meets preset conditions when the interaction status is a state where a third-party virtual character joins.
[0031] Optionally, the device also includes: a parsing module, used to parse the game location information and game copy information related to the game clip data after the first generation module generates the game clip data; a second push module, used to push the game location information and the game copy information to the second game client.
[0032] Optionally, the device also includes: a calculation module, which is used to calculate the popularity index of the game clip data based on the number of forwardings and comments on the game clip data after the first generation module generates the game clip data; an adjustment module, which is used to adjust the attribute values of the game character in the game clip data in the game scene if the popularity index is greater than a fourth preset value, and / or calculate the virtual resources in the virtual game based on the popularity index.
[0033] Optionally, the first generation module includes: a selection unit for detecting a perspective selection instruction and selecting a virtual camera corresponding to the perspective selection instruction in the game screen; and a generation unit for reading a video or picture rendered by the virtual camera and generating game clip data.
[0034] Optionally, the device also includes: a detection module, used to detect the exciting starting point and the exciting ending point in the game screen displayed on the game client before the first push module pushes the game clip data of the game account at the historical moment to the game client; a second generation module, used to capture the video or picture in the time segment between the exciting starting point and the exciting ending point to generate game clip data; a second storage module, used to store the game clip data to a data server, wherein the data server is connected to the game server and / or the game client.
[0035] Optionally, the first push module includes: an acquisition unit for acquiring the popularity index of multiple game clip data from the data server; a sorting unit for sorting the multiple game clip data based on the popularity index to obtain a data sequence; and a first push unit for pushing game clip data to the game client based on the sequence position of each game clip data in the data sequence as the push priority.
[0036] Optionally, the first push module includes: a reading unit for reading the game account currently logged in on the game client; an identification unit for identifying the user identity information of the game account; a search unit for searching for multiple game accounts associated with the user identity information; and a second push unit for pushing clipping data of the games of the multiple game accounts at historical moments to the game client.
[0037] Optionally, the first push module includes: a monitoring unit, used to monitor the first push progress of the updated resource package, and calculate the push completion time of the updated resource package based on the first push progress; a selection unit, used to calculate the remaining push time of the updated resource package based on the push completion time, and select the specified game clip data with the playback time closest to the remaining push time from multiple game clip data of the game account at historical moments; a third push unit, used to push the specified game clip data to the game client.
[0038] According to yet another embodiment of the present invention, a storage medium is provided, in which a computer program is stored. The computer program is configured to execute the steps of any one of the above method embodiments when running.
[0039] According to another embodiment of the present invention, an electronic device is provided, including a memory and a processor, wherein the memory stores a computer program, and the processor is configured to run the computer program to perform the steps in any one of the above method embodiments.
[0040] Through the present invention, an access entry for game clip data is configured on the update loading interface of game resources, and an access request for game clip data is detected on the update loading interface through the access entry. In response to the access request, while pushing the update resource package of game resources to the game client, the game clip data of the game account at the historical moment is pushed to the game client, so that the game client loads the game clip data before the update resource package is downloaded. By configuring the access entry for game clip data on the update loading interface of game resources, the game clip data is pushed while pushing the update resource package of game resources, thereby solving the technical problem of the related technology that the game cannot interact with the game when downloading the update resource package of game resources, improving the screen utilization rate of the update loading interface of game resources, and enhancing the user experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0041] The drawings described herein are used to provide a further understanding of the present invention and constitute a part of this application. The exemplary embodiments of the present invention and their descriptions are used to explain the present invention and do not constitute an improper limitation of the present invention. In the drawings:
[0042] Figure 1 This is a hardware structure block diagram of a computer for processing game clip data according to an embodiment of the present invention;
[0043] Figure 2 is a flowchart of a method for processing game clip data according to an embodiment of the present invention;
[0044] Figure 3 Schematic diagram of the game resource update loading interface in an embodiment of the present invention;
[0045] Figure 4 is a schematic diagram of destroying scene elements according to an embodiment of the present invention;
[0046] Figure 5 is a structural block diagram of a device for processing game clip data according to an embodiment of the present invention;
[0047] Figure 6 It is a structural diagram of an electronic device according to an embodiment of the present invention. DETAILED DESCRIPTION
[0048] In order to enable those skilled in the art to better understand the present application, the technical solutions in the embodiments of the present application will be clearly and completely described below in conjunction with the drawings in the embodiments of the present application. Obviously, the described embodiments are only embodiments of a part of the present application, not all embodiments. Based on the embodiments in the present application, all other embodiments obtained by ordinary technicians in this field without making creative work should fall within the scope of protection of this application. It should be noted that, in the absence of conflict, the embodiments in the present application and the features in the embodiments can be combined with each other.
[0049] It should be noted that the terms "first", "second", etc. in the specification and claims of the present application and the above-mentioned drawings are used to distinguish similar objects and are not necessarily used to describe a specific order or sequential order. It should be understood that the data used in this way can be interchangeable where appropriate, so that the embodiments of the present application described herein can be implemented in an order other than those illustrated or described herein. In addition, the terms "including" and "having" and any of their variations are intended to cover non-exclusive inclusions, for example, a process, method, product or device comprising a series of steps or units is not necessarily limited to those steps or units clearly listed, but may include other steps or units that are not clearly listed or inherent to these processes, methods, products or devices.
[0050] Example 1
[0051] The method embodiment provided in the first embodiment of the present application can be executed in a mobile phone, tablet, server, computer or similar electronic terminal. Taking running on a computer as an example, Figure 1 FIG. 1 is a hardware structure diagram of a computer for processing game clip data according to an embodiment of the present invention. Figure 1 As shown, the computer may include one or more ( Figure 1Only one is shown in the figure) processor 102 (processor 102 may include but is not limited to a microprocessor MCU or a programmable logic device FPGA and other processing devices) and a memory 104 for storing data. Optionally, the above computer may also include a transmission device 106 and an input and output device 108 for communication functions. It will be understood by those skilled in the art that Figure 1 The structure shown is only for illustration and does not limit the structure of the above-mentioned computer. Figure 1 More or fewer components than shown, or with Figure 1 Different configurations shown.
[0052] Memory 104 can be used to store computer programs, such as application software programs and modules, such as the computer program corresponding to a method for processing game clip data in an embodiment of the present invention. Processor 102 executes the computer program stored in memory 104 to execute various functional applications and data processing, thereby implementing the aforementioned method. Memory 104 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some embodiments, memory 104 may further include memory remotely located from processor 102, which can be connected to the computer via a network. Examples of such networks include, but are not limited to, the Internet, an intranet, a local area network, a mobile communication network, and combinations thereof. In this embodiment, processor 104 is configured to respond to human-computer interaction instructions and game strategies, controlling a target virtual character to perform designated operations to complete game tasks. Memory 104 is configured to store electronic game program scripts, configuration information, and virtual character attribute information.
[0053] The transmission device 106 is used to receive or send data via a network. A specific example of the aforementioned network may include a wireless network provided by a computer's communications provider. In one embodiment, the transmission device 106 includes a network interface controller (NIC), which can be connected to other network devices via a base station to enable communication with the Internet. In another embodiment, the transmission device 106 may be a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.
[0054] Optionally, the input and output device 108 further includes a human-computer interaction screen for obtaining human-computer interaction instructions through a human-computer interaction interface and for presenting game images in a virtual scene;
[0055] In this embodiment, a method for processing game clip data is provided. Figure 2FIG. 1 is a flow chart of a method for processing game clip data according to an embodiment of the present invention. Figure 2 As shown, the process includes the following steps:
[0056] Step S202: configuring an access entry for game clip data in the game resource update loading interface;
[0057] The access entry of this embodiment is the connection channel between the game clip data and the update resource package. Usually, these two parts of data are stored in different servers or data areas. This embodiment configures the access entry and adds the configuration information of the access entry to the header of the update resource package. When the update resource package is returned, the header arrives at the game client for the latest. The control interface of the access entry can be displayed on the update loading interface of the game client. The control interface is used to detect and receive access requests for game clip data to trigger the server to further send game clip data to the game client.
[0058] Figure 3 It is a schematic diagram of the update loading interface of game resources in an embodiment of the present invention, including an update switch for updating resource packages, an access entry for game clip data, a progress bar for updating resource packages, a display of the download progress of the update resource packages, and a playback area for game clip data.
[0059] Step S204: detecting an access request for the game clip data on the update loading interface through the access portal;
[0060] Optionally, the update loading interface also includes a game clip data request interface or virtual button for detecting and receiving access requests for game clip data.
[0061] Step S206, in response to the access request, while pushing the updated resource package of the game resources to the game client, pushes the game clip data of the game account at the historical moment to the game client, so that the game client loads the game clip data before the updated resource package is downloaded.
[0062] During the process of updating the game data resource package, users can log in first to browse the game clip data while waiting, and push the edited or processed game clip data of the wonderful moments in the previous game or previous games to the game client, so that players can interact with the game first.
[0063] In some examples, when pushing game clip data of a game account at a historical moment to a game client, the game clip data can be sorted according to the preference setting information of the game client (or game account), and the game clip data that meets the user's preference type can be screened and pushed to the game client first. Alternatively, a data list of game clip data can be loaded on the game client (the data list includes identification information of multiple game clip data, such as time, highlight introduction, thumbnail, etc.), and the player can actively pull and view the game clip data, and select the game clip data they want to view from the data list, and push the corresponding game clip data to the game client based on the user's selection instruction.
[0064] Through the above steps, an access entry for game clip data is configured on the update loading interface of game resources, and access requests for game clip data are detected on the update loading interface through the access entry. In response to the access request, while pushing the update resource package of game resources to the game client, the game clip data of the game account at the historical moment is pushed to the game client, so that the game client loads the game clip data before the update resource package is downloaded. By configuring the access entry for game clip data on the update loading interface of game resources, the game clip data is pushed while pushing the update resource package of game resources, thereby solving the technical problem that the related technology cannot interact with the game when downloading the update resource package of game resources, improving the screen utilization rate of the update loading interface of game resources, and enhancing the user experience.
[0065] In one implementation of this embodiment, after pushing the game clip data of the game account at a historical moment to the game client, it also includes: monitoring the first push progress of the update resource package and the second push progress of the game clip data; when the update resource package has not been pushed and the game clip data has been pushed, controlling the game client to play the game clip data on the update loading interface; after the update resource package is pushed, controlling the game client to stop playing the game clip data on the update loading interface, and controlling the game client to jump from the game clip data playback interface to the update resource package loading interface.
[0066] Based on the above implementation, after controlling the game client to jump from the playback interface of the game clip data to the loading interface of the update resource package, it also includes: determining the playback progress of the game clip data when the update resource package is pushed; intercepting the specified video screen of the game clip data at the last playback moment according to the playback progress; controlling the game client to load the update resource package, and after the loading is completed, controlling the game client to render the scene resources corresponding to the specified video screen.
[0067] In this embodiment, when generating game clip data, a map of highlight moments is drawn based on the game node information such as the virtual game map and levels, visually displaying the locations of these highlights for direct viewing. After the resource package is updated, the player can directly jump to the highlight moment map location to load further game resources and generate game screens. After the generation is complete, the player can then jump to the game node corresponding to the latest game data.
[0068] In one implementation of this embodiment, pushing game clip data of a game account at a historical moment to a game client includes: obtaining the game account in the update loading interface; forwarding the game account and single sign-on (SSO) authentication credentials to a data server, so that the data server uses the SSO authentication credentials to perform login verification on the game client, wherein the data server is connected to the game server (the game server is connected to the game client); receiving the game clip data returned by the data server, and pushing the game clip data to the game client.
[0069] After the user logs in, the user ID is bound to the current device information, and the device number corresponding to the user ID (such as the mobile phone MAC address or the corresponding mobile phone SIM card information) is recorded. When the APP program is loaded and started to update resources, a button is added to the resource loading interface of the game APP through the access portal to guide the user to access the web page or data of the game on the data server in advance. The access requires login verification of the user account. The method of logging into the data server in this embodiment is different from the game account login, because the user has not yet officially logged into the game server, but is only downloading resources. SSO processing is performed with the game account login, so one-click login is achieved, but the game account login cannot be completed. Only the short video content in the above-mentioned designated wonderful short video server can be accessed, and the SSO authentication credentials will automatically expire after the resource package update is completed.
[0070] In this embodiment, the game clip data is the highlights manually marked by the user or the highlights determined by the game server based on preset conditions for all related games under the game account (or games currently updating game resources or similar games), and the corresponding time segments of pictures, videos, etc. rendered and output by the game server. Here, the game clip data generated by automatic server monitoring and manually triggered by the user are explained separately:
[0071] In one implementation scenario of this embodiment, before pushing the game clip data of the game account at a historical moment to the game client, the following steps are also included:
[0072] S11, monitoring whether the game screen displayed on the game client meets the preset conditions;
[0073] S12, if the game screen loaded on the game client meets the preset conditions, trigger rendering of the video or picture in the game clip to generate game clip data;
[0074] The preset conditions of this embodiment include various conditions, such as the attributes of the characters in the game, the attributes of the scene elements in the game, the popularity value of the game, the interaction index of the game, the attention index, the excitement index, etc. Here are some examples:
[0075] In one example, monitoring whether the game screen displayed on the game client meets the preset conditions includes: obtaining live barrage information of the game screen; using the live barrage information to calculate the excitement index of the game screen, wherein the excitement index is used to characterize the excitement of the game screen; if the excitement index is greater than a first preset value, it is determined that the game screen meets the preset conditions.
[0076] For live broadcast players of games, further barrage information is obtained, and the results of barrage analysis are added to the exciting moments to trigger the generation of game clip data. In some examples, the live broadcast barrage information is used to calculate the exciting index of the game screen, including: extracting valid characters of the live broadcast barrage information, segmenting the valid characters, calculating the vector value of each segmentation (the direction of the vector is positive or negative, corresponding to the positive exciting index and the negative exciting index respectively), and then calculating the total vector of the vector values corresponding to all segmentations, and determining the total vector as the exciting index of the game screen. Among them, a certain weight distribution can also be set to increase the weight of the barrage information of the audience at the top of the live broadcast room, increase the weight of the barrage information of the gift-giving or VIP audience, etc., to avoid malicious score-brushing and barrage attacks.
[0077] In one example, monitoring whether the game screen displayed on the game client meets the preset conditions includes: monitoring the degree of destruction of scene elements in the game screen; if the degree of destruction of scene elements in the game screen is greater than a second preset value, determining that the game screen meets the preset conditions.
[0078] Information such as the impact and interaction of game characters with game elements in the game scene, such as buildings, mountains, water, air, fog, etc., can be used as factors to judge exciting moments. For example, when the degree of damage to rocks reaches a certain level, it can be used as a trigger condition for exciting moments. This can be applied to multiplayer online games and other types of games.
[0079] In one example, monitoring the degree of destructibility of scene elements in a game screen includes: calculating the moving distance of a central block of the scene element in the game screen, and calculating the farthest distance between the central block (center point) and the edge block, calculating the total distance of the moving distance and the farthest distance, and determining the total distance as the degree of destructibility of the scene element, wherein the scene element includes a central block and several edge blocks, the central block is a non-detachable block of the scene element, the edge block is a detachable block of the scene element, and the edge block can be a base block or a surrounding block of the scene element.
[0080] Figure 4 This is a schematic diagram of destroying scene elements according to an embodiment of the present invention. Taking a stone as an example, the scene element is a complete stone before being destroyed, but becomes a central block and four edge blocks after being destroyed.
[0081] In one example, monitoring whether the game screen displayed on the game client meets the preset conditions includes: monitoring the character attribute value of the specified game character in the game screen; if the character attribute value of the specified game character in the game screen is greater than a third preset value, determining that the game screen meets the preset conditions.
[0082] This example can be used to judge the exciting moments of turn-based games. In each round, you can see the specific data of the generated video and make judgments directly. When the combat value of the game character meets a certain value, a prompt will be given to generate the corresponding game clip data, and video generation will be started after the generation is triggered.
[0083] Optionally, the character attribute value may be an attack value, a defense value, the number of enemy characters killed consecutively, the activation state of a designated item (the item attributes of the item are transferred to the character attributes of the designated game character), etc.
[0084] In one example, monitoring whether the game screen displayed on the game client meets the preset conditions includes: monitoring the interaction status of specified elements in the game screen, wherein the specified elements are game elements customized by the game client in the game screen; when the interaction status is the state in which a third-party virtual character joins, determining that the game screen meets the preset conditions.
[0085] This example can be applied to metaverse games. In metaverse games, a feature is added to generate videos of highlights in user-created scenes (specified elements). When other players enter the user-created scene, the generation of game clip data is triggered. Optionally, after the game clip data is generated, it is also output to the participating player. After the participating player shares the video or revenue, the user of the self-created scene can share a portion of the revenue, and the platform will also share a portion of the revenue.
[0086] In addition to being self-built scene elements in the metaverse game, the designated elements of this embodiment can also be certain PPCs (Player-Controlled Characters) or NPCs (Non-Player-Controlled Characters) in the virtual game.
[0087] In one example, triggering the rendering of a video or picture in a game clip to generate game clip data includes: detecting a perspective selection instruction, selecting a virtual camera corresponding to the perspective selection instruction in the game screen; reading the video or picture rendered by the virtual camera, and generating game clip data.
[0088] For the photo-taking system in existing games, the above-mentioned entry prompt is added, and a red dot is generated on the camera icon of each virtual camera. After the user triggers it, he enters the copy where video generation can be performed, and conducts a PVP (user-to-user) or PVE (user-to-game environment) game duel to generate its wonderful moments. In PVE, the virtual camera can be used to locate the specific NPC used for video generation, and then the game editing data of the wonderful moments is generated with the specific NPC as the focus position of the virtual camera.
[0089] In MMO (Massive Multiplayer Online) games or card games, the camera data of a certain game character can be rendered. The rendering result can be generated based on the camera selected by the game user, or it can be a video compiled from the cameras of multiple game characters.
[0090] S13, storing the game clip data in a data server, wherein the data server is connected to the game server and / or the game client.
[0091] In this embodiment, the virtual game's combat system can be controlled, allowing players to trigger a request to generate a highlight moment. This triggers the physics engine to determine whether the moment meets the requirements, automatically triggering frame synchronization on the server side for judgment and caching, preparing for subsequent video rendering. The user can also trigger the end of video generation. By temporarily generating a server resource on the game server side, the game combat scene on the game screen is mirrored to create a server resource copy. After the end, the resource is released and restored to the original game server data or deleted.
[0092] In another implementation of this embodiment, before pushing the game clip data of the game account at the historical moment to the game client, the method further includes:
[0093] S21, detecting a highlight start point and a highlight end point in the game screen displayed on the game client;
[0094] S22, intercepting the video or picture in the time segment between the exciting start point and the exciting end point to generate game clip data;
[0095] S23, storing the game clip data in a data server, wherein the data server is connected to the game server and / or the game client.
[0096] In this embodiment, the exciting starting point and the exciting ending point are manually triggered by the user in the game screen, such as by touching the virtual camera, double-clicking the screen, etc. to trigger the exciting starting point or the exciting ending point.
[0097] In some examples, after generating the game clip data, the process also includes: parsing the game lot information and game copy information related to the game clip data; and pushing the game lot information and game copy information to the second game client.
[0098] In this example, by parsing the game location information and game copy information in the game clip data generated by all game accounts or game clients, the game locations and game copies that appear more frequently in the game clip data are obtained, and they are regarded as more popular or player-favorite game locations and copies. The locations or copies where players generate more video scenes are recommended to relevant game users to increase the number of players who generate videos for the copies or scenes. Feedback can also be given to game developers to redevelop or adjust the game locations and game copies that appear less frequently in the game clip data.
[0099] In some examples, after generating the game clip data, it also includes: calculating the popularity index of the game clip data based on the number of forwarding times and the number of comments on the game clip data; if the popularity index is greater than a fourth preset value, adjusting the attribute value of the game character in the game clip data in the game scene, and / or calculating the virtual resources in the virtual game based on the popularity index.
[0100] In one example, public opinion data such as the number of clicks, likes, reposts, and comments can be used. If the number of likes or reposts reaches a certain level, the attributes of the game character appearing in the game clip data (the game character can be the game character corresponding to the first-person perspective of the game clip data) can be adjusted. For example, the social power value and appearance value can be increased to increase the immersion and sense of substitution. At the same time, the combat power value of the game character can be released and reduced to balance the combat capabilities of other characters in the game.
[0101] The popularity index of game clip data generated and shared by users is calculated based on parameters such as click-through rate, and the popularity index is converted into virtual resources in the game, such as virtual props, which are rewarded to the corresponding game account as virtual resources and limited to the levels or copies corresponding to the currently updated game resources, so that they can be used immediately after the resources are updated.
[0102] In one implementation of this embodiment, pushing game clip data of a game account at a historical moment to a game client includes: obtaining the popularity index of multiple game clip data from a data server; sorting the multiple game clip data based on the popularity index to obtain a data sequence; and pushing the game clip data to the game client based on the sequence position of each game clip data in the data sequence as the push priority.
[0103] In this embodiment, in addition to pushing the game clip data generated by the currently logged-in game account itself, the more popular game clip data of the entire server can also be pushed synchronously. By sorting multiple game clip data based on the popularity index, game clip data with a higher popularity index is pushed first.
[0104] In one implementation of this embodiment, pushing game clipping data of a game account at a historical moment to a game client includes: reading the game account currently logged in on the game client; identifying the user identity information of the game account; searching for multiple game accounts associated with the user identity information; and pushing clipping data of games of multiple game accounts at a historical moment to the game client.
[0105] Optionally, the user identity information may be user mobile phone number, ID number or other user identity information. A user may have registered for multiple virtual games. When upgrading the update resource package of a certain game, if the game has not generated game clip data recently, game clip data of other games can also be pushed. In addition, game clip data generated by game accounts registered by the user's friends can also be pushed.
[0106] In one implementation of this embodiment, pushing game clip data of a game account at a historical moment to a game client includes: monitoring a first push progress of an updated resource package, and calculating a push completion moment of the updated resource package based on the first push progress; calculating a remaining push duration of the updated resource package based on the push completion moment, and selecting a specified game clip data whose playback duration is closest to the remaining push duration from multiple game clip data of the game account at the historical moment; and pushing the specified game clip data to the game client.
[0107] In one example, calculating the push completion time of the updated resource package according to the first push progress includes: calculating the bandwidth data of the updated resource package (the bandwidth data can be the average bandwidth, the fixed bandwidth data allocated by the game client or the game server, etc.) and the remaining resources, calculating the remaining time according to the bandwidth data and the remaining resources, and calculating the push completion time of the updated resource package based on the current time and the remaining time.
[0108] The solution of this embodiment increases the experience of generating gameplay from game clip data of exciting moments in the game, increases the sense of involvement and immersion in the game, and makes it easier for players to experience more exciting points in the game while waiting. It also completes the game update wait without jumping out of the game.
[0109] Through the description of the above embodiments, those skilled in the art can clearly understand that the method according to the above embodiment can be implemented by means of software plus the necessary general hardware platform, and of course it can also be implemented by hardware, but in many cases the former is a better implementation method. Based on this understanding, the technical solution of the present invention is essentially or the part that contributes to the prior art can be embodied in the form of a software product, which is stored in a storage medium (such as ROM / RAM, magnetic disk, optical disk), and includes a number of instructions for enabling a terminal device (which can be a mobile phone, computer, server, or network device, etc.) to execute the methods described in each embodiment of the present invention.
[0110] Example 2
[0111] In this embodiment, a device for processing game clip data is also provided to implement the above-mentioned embodiments and preferred implementations, which have been described and will not be repeated here. As used below, the term "module" can be a combination of software and / or hardware that implements a predetermined function. Although the devices described in the following embodiments are preferably implemented in software, implementation in hardware, or a combination of software and hardware, is also possible and contemplated.
[0112] Figure 5 is a structural block diagram of a device for processing game clip data according to an embodiment of the present invention. Figure 5 As shown, the device includes: a configuration module 50, a detection module 52, and a first push module 54, wherein:
[0113] Configuration module 50, configured to configure access entry for game clip data in the game resource update loading interface;
[0114] A detection module 52, configured to detect an access request for the game clip data on the update loading interface through the access entry;
[0115] The first push module 54 is used to respond to the access request and, while pushing the updated resource package of the game resources to the game client, push the game clip data of the game account at a historical moment to the game client, so that the game client loads the game clip data before the updated resource package is downloaded.
[0116] Optionally, the device also includes: a monitoring module for monitoring the first push progress of the update resource package and the second push progress of the game clip data after the first push module pushes the game clip data of the game account at a historical moment to the game client; a first control module for controlling the game client to play the game clip data on the update loading interface when the update resource package has not been pushed and the game clip data has been pushed; a second control module for controlling the game client to stop playing the game clip data on the update loading interface after the update resource package is pushed, and controlling the game client to jump from the game clip data playback interface to the update resource package loading interface.
[0117] Optionally, the device includes: a determination module for determining the playback progress of the game clip data when the update resource package is pushed after the second control module controls the game client to jump from the playback interface of the game clip data to the loading interface of the update resource package; an interception module for intercepting the specified video screen of the game clip data at the last playback moment according to the playback progress; and a rendering module for controlling the game client to load the update resource package, and after loading is completed, controlling the game client to render the scene resources corresponding to the specified video screen.
[0118] Optionally, the first push module includes: an acquisition unit for acquiring the game account in the update loading interface; a forwarding unit for forwarding the game account and single sign-on (SSO) authentication credentials to a data server, so that the data server uses the SSO authentication credentials to perform login verification on the game client, wherein the data server is connected to the game server; a receiving unit for receiving the game clip data returned by the data server and pushing the game clip data to the game client.
[0119] Optionally, the device also includes: a monitoring module, used to monitor whether the game screen displayed on the game client meets preset conditions before the first push module pushes the game clip data of the game account at a historical moment to the game client; a first generation module, used to trigger the rendering of the video or picture in the game clip and generate game clip data if the game screen loaded on the game client meets the preset conditions; a first storage module, used to store the game clip data to a data server, wherein the data server is connected to the game server and / or the game client.
[0120] Optionally, the monitoring module includes: an acquisition unit for acquiring live barrage information of the game screen; a calculation unit for using the live barrage information to calculate the excitement index of the game screen, wherein the excitement index is used to characterize the excitement level of the game screen; and a first determination unit for determining that the game screen meets preset conditions if the excitement index is greater than a first preset value.
[0121] Optionally, the monitoring module includes: a first monitoring unit, used to monitor the degree of destruction of scene elements in the game screen; and a second determination unit, used to determine that the game screen meets a preset condition if the degree of destruction of scene elements in the game screen is greater than a second preset value.
[0122] Optionally, the monitoring module includes: a second monitoring unit, used to monitor the character attribute value of the specified game character in the game screen; and a third determination unit, used to determine that the game screen meets a preset condition if the character attribute value of the specified game character in the game screen is greater than a third preset value.
[0123] Optionally, the monitoring module includes: a third monitoring unit, used to monitor the interaction status of a specified element in the game screen, wherein the specified element is a game element customized by the game client in the game screen; and a fourth determination unit, used to determine that the game screen meets preset conditions when the interaction status is a state where a third-party virtual character joins.
[0124] Optionally, the device also includes: a parsing module, used to parse the game location information and game copy information related to the game clip data after the first generation module generates the game clip data; a second push module, used to push the game location information and the game copy information to the second game client.
[0125] Optionally, the device also includes: a calculation module, which is used to calculate the popularity index of the game clip data based on the number of forwardings and comments on the game clip data after the first generation module generates the game clip data; an adjustment module, which is used to adjust the attribute values of the game character in the game clip data in the game scene if the popularity index is greater than a fourth preset value, and / or calculate the virtual resources in the virtual game based on the popularity index.
[0126] Optionally, the first generation module includes: a selection unit for detecting a perspective selection instruction and selecting a virtual camera corresponding to the perspective selection instruction in the game screen; and a generation unit for reading a video or picture rendered by the virtual camera and generating game clip data.
[0127] Optionally, the device also includes: a detection module, used to detect the exciting starting point and the exciting ending point in the game screen displayed on the game client before the first push module pushes the game clip data of the game account at the historical moment to the game client; a second generation module, used to capture the video or picture in the time segment between the exciting starting point and the exciting ending point to generate game clip data; a second storage module, used to store the game clip data to a data server, wherein the data server is connected to the game server and / or the game client.
[0128] Optionally, the first push module includes: an acquisition unit for acquiring the popularity index of multiple game clip data from the data server; a sorting unit for sorting the multiple game clip data based on the popularity index to obtain a data sequence; and a first push unit for pushing game clip data to the game client based on the sequence position of each game clip data in the data sequence as the push priority.
[0129] Optionally, the first push module includes: a reading unit for reading the game account currently logged in on the game client; an identification unit for identifying the user identity information of the game account; a search unit for searching for multiple game accounts associated with the user identity information; and a second push unit for pushing clipping data of the games of the multiple game accounts at historical moments to the game client.
[0130] Optionally, the first push module includes: a monitoring unit, used to monitor the first push progress of the updated resource package, and calculate the push completion time of the updated resource package based on the first push progress; a selection unit, used to calculate the remaining push time of the updated resource package based on the push completion time, and select the specified game clip data with the playback time closest to the remaining push time from multiple game clip data of the game account at historical moments; a third push unit, used to push the specified game clip data to the game client.
[0131] It should be noted that the above modules can be implemented through software or hardware. For the latter, it can be implemented in the following ways, but not limited to: the above modules are all located in the same processor; or the above modules are located in different processors in any combination.
[0132] Example 3
[0133] The embodiment of the present application also provides an electronic device, Figure 6 is a structural diagram of an electronic device according to an embodiment of the present invention, such as Figure 6 As shown, it includes a processor 61, a communication interface 62, a memory 63 and a communication bus 64, wherein the processor 61, the communication interface 62, and the memory 63 communicate with each other through the communication bus 64, and the memory 63 is used to store computer programs;
[0134] The processor 61 is used to implement the following steps when executing the program stored in the memory 63: configuring an access entry for game clip data on the update loading interface of the game resources; detecting an access request for the game clip data on the update loading interface through the access entry; and responding to the access request, while pushing the update resource package of the game resources to the game client, pushing the game clip data of the game account at a historical moment to the game client, so that the game client loads the game clip data before the download of the update resource package is completed.
[0135] Optionally, after pushing the game clip data of the game account at a historical moment to the game client, the method further includes: monitoring the first push progress of the update resource package and the second push progress of the game clip data; when the update resource package has not been pushed and the game clip data has been pushed, controlling the game client to play the game clip data on the update loading interface; after the update resource package is pushed, controlling the game client to stop playing the game clip data on the update loading interface, and controlling the game client to jump from the game clip data playback interface to the loading interface of the update resource package.
[0136] Optionally, after controlling the game client to jump from the playback interface of the game clip data to the loading interface of the update resource package, the method includes: determining the playback progress of the game clip data when the update resource package is pushed; intercepting the specified video picture of the game clip data at the last playback moment according to the playback progress; controlling the game client to load the update resource package, and after loading is completed, controlling the game client to render the scene resources corresponding to the specified video picture.
[0137] Optionally, pushing game clip data of a game account at a historical moment to the game client includes: obtaining the game account in the update loading interface; forwarding the game account and single sign-on (SSO) authentication credentials to a data server, so that the data server uses the SSO authentication credentials to perform login verification on the game client, wherein the data server is connected to the game server; receiving the game clip data returned by the data server, and pushing the game clip data to the game client.
[0138] Optionally, before pushing the game clip data of the game account at a historical moment to the game client, the method also includes: monitoring whether the game screen displayed on the game client meets preset conditions; if the game screen loaded on the game client meets the preset conditions, triggering the rendering of the video or picture in the game clip to generate game clip data; storing the game clip data to a data server, wherein the data server is connected to the game server and / or the game client.
[0139] Optionally, monitoring whether the game screen displayed on the game client meets preset conditions includes: obtaining live barrage information of the game screen; using the live barrage information to calculate the excitement index of the game screen, wherein the excitement index is used to characterize the excitement level of the game screen; if the excitement index is greater than a first preset value, it is determined that the game screen meets the preset conditions.
[0140] Optionally, monitoring whether the game screen displayed on the game client meets the preset conditions includes: monitoring the degree of destruction of scene elements in the game screen; if the degree of destruction of scene elements in the game screen is greater than a second preset value, determining that the game screen meets the preset conditions.
[0141] Optionally, monitoring whether the game screen displayed on the game client meets the preset conditions includes: monitoring the character attribute value of the specified game character in the game screen; if the character attribute value of the specified game character in the game screen is greater than a third preset value, determining that the game screen meets the preset conditions.
[0142] Optionally, monitoring whether the game screen displayed on the game client meets preset conditions includes: monitoring the interaction status of specified elements in the game screen, wherein the specified elements are game elements customized by the game client in the game screen; when the interaction status is a state where a third-party virtual character joins, determining that the game screen meets the preset conditions.
[0143] Optionally, after generating the game clip data, the method further includes: parsing the game location information and the game copy information related to the game clip data; and pushing the game location information and the game copy information to the second game client.
[0144] Optionally, after generating the game clip data, the method further includes: calculating a popularity index of the game clip data based on the number of forwardings and comments on the game clip data; if the popularity index is greater than a fourth preset value, adjusting the attribute values of the game character in the game clip data in the game scene, and / or calculating virtual resources in the virtual game based on the popularity index.
[0145] Optionally, triggering the rendering of a video or picture in a game clip to generate game clip data includes: detecting a perspective selection instruction, selecting a virtual camera corresponding to the perspective selection instruction in the game screen; reading the video or picture rendered by the virtual camera to generate game clip data.
[0146] Optionally, before pushing the game clip data of the game account at a historical moment to the game client, the method further includes: detecting a wonderful starting point and a wonderful ending point in the game screen displayed on the game client; intercepting a video or picture in the time segment between the wonderful starting point and the wonderful ending point to generate game clip data; and storing the game clip data to a data server, wherein the data server is connected to the game server and / or the game client.
[0147] Optionally, pushing game clip data of a game account at a historical moment to the game client includes: obtaining popularity indexes of multiple game clip data from a data server; sorting the multiple game clip data based on the popularity index to obtain a data sequence; and pushing the game clip data to the game client using the sequence position of each game clip data in the data sequence as a push priority.
[0148] Optionally, pushing game clipping data of a game account at a historical moment to the game client includes: reading the game account currently logged in on the game client; identifying user identity information of the game account; searching for multiple game accounts associated with the user identity information; and pushing game clipping data of the multiple game accounts at a historical moment to the game client.
[0149] Optionally, pushing the game clip data of the game account at a historical moment to the game client includes: monitoring the first push progress of the updated resource package, and calculating the push completion time of the updated resource package based on the first push progress; calculating the remaining push duration of the updated resource package based on the push completion time, and selecting a specified game clip data whose playback duration is closest to the remaining push duration from multiple game clip data of the game account at a historical moment; and pushing the specified game clip data to the game client.
[0150] The communication bus mentioned in the terminal can be a Peripheral Component Interconnect (PCI) bus or an Extended Industry Standard Architecture (EISA) bus. This communication bus can be divided into an address bus, a data bus, a control bus, etc. For ease of illustration, only one thick line is used in the figure, but this does not mean that there is only one bus or only one type of bus.
[0151] The communication interface is used for communication between the above terminal and other devices.
[0152] The memory may include random access memory (RAM) or non-volatile memory, such as at least one disk storage. Alternatively, the memory may be at least one storage device located away from the processor.
[0153] The above-mentioned processor can be a general-purpose processor, including a central processing unit (CPU), a network processor (NP), etc.; it can also be a digital signal processor (DSP), an application-specific integrated circuit (ASIC), a field-programmable gate array (FPGA) or other programmable logic devices, discrete gate or transistor logic devices, and discrete hardware components.
[0154] In another embodiment provided by the present application, a computer-readable storage medium is also provided, in which instructions are stored. When the computer-readable storage medium is run on a computer, the computer executes the method for processing game clip data described in any of the above embodiments.
[0155] In another embodiment provided by the present application, a computer program product including instructions is also provided, which, when executed on a computer, enables the computer to execute the method for processing game clip data described in any one of the above embodiments.
[0156] In the above embodiments, it can be implemented in whole or in part by software, hardware, firmware or any combination thereof. When software is used for implementation, it can be implemented in whole or in part in the form of a computer program product. The computer program product includes one or more computer instructions. When the computer program instructions are loaded and executed on a computer, the process or function described in the embodiment of the present application is generated in whole or in part. The computer can be a general-purpose computer, a special-purpose computer, a computer network, or other programmable device. The computer instructions can be stored in a computer-readable storage medium or transmitted from one computer-readable storage medium to another computer-readable storage medium. For example, the computer instructions can be transmitted from a website, computer, server or data center to another website, computer, server or data center via a wired (e.g., coaxial cable, optical fiber, digital subscriber line (DSL)) or wireless (e.g., infrared, wireless, microwave, etc.) method. The computer-readable storage medium can be any available medium that a computer can access or a data storage device such as a server or data center that includes one or more available media integrations. The available medium can be a magnetic medium (e.g., a floppy disk, a hard disk, a tape), an optical medium (e.g., a DVD), or a semiconductor medium (e.g., a solid-state drive (SSD)).
[0157] The serial numbers of the above-mentioned embodiments of the present application are for description only and do not represent the advantages or disadvantages of the embodiments.
[0158] In the above embodiments of the present application, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, please refer to the relevant description of other embodiments.
[0159] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. Among them, the device embodiments described above are only schematic. For example, the division of the units is only a logical function division. In actual implementation, there may be other division methods, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some interfaces, indirect coupling or communication connection of units or modules, which can be electrical or other forms.
[0160] The units described as separate components may or may not be physically separate, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed across multiple network units. Some or all of these units may be selected to achieve the purpose of this embodiment according to actual needs.
[0161] In addition, the functional units in the various embodiments of the present application may be integrated into a single processing unit, or each unit may exist physically separately, or two or more units may be integrated into a single unit. The aforementioned integrated units may be implemented in the form of hardware or software functional units.
[0162] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of the present application is essentially or the part that contributes to the prior art or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a storage medium, including a number of instructions for enabling a computer device (which can be a personal computer, a server or a network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. The aforementioned storage medium includes: various media that can store program codes, such as a USB flash drive, a read-only memory (ROM), a random access memory (RAM), a mobile hard disk, a magnetic disk or an optical disk.
[0163] The above is only a preferred embodiment of the present application. It should be pointed out that for ordinary technicians in this technical field, several improvements and modifications can be made without departing from the principles of the present application. These improvements and modifications should also be regarded as the scope of protection of the present application.
Claims
1. A method for processing game clip data, characterized in that: include: Configure the access entry for game clip data in the game resource update loading interface; Detecting an access request for the game clip data on the update loading interface through the access entry; In response to the access request, while pushing the updated resource package of the game resources to the game client, push the game clip data of the game account at the historical moment to the game client, so that the game client loads the game clip data before the updated resource package is downloaded; Among them, when generating game clip data, map information of exciting moments is drawn based on the map and level game node information in the virtual game, so as to vividly display the location of the exciting moments and view them directly; after the update of the resource package is completed, it jumps directly to the map location of the exciting moment to load the game resources and generate the game screen. After the generation is completed, it jumps to the game node corresponding to the latest game resources.
2. The method according to claim 1, characterized in that After pushing the game clip data of the game account at the historical moment to the game client, the method further includes: Monitoring a first push progress of the updated resource package and a second push progress of the game clip data; When the update resource package has not been pushed completely but the game clip data has been pushed completely, controlling the game client to play the game clip data on the update loading interface; After the update resource package is pushed, the game client is controlled to stop playing the game clip data on the update loading interface, and the game client is controlled to jump from the playback interface of the game clip data to the loading interface of the update resource package.
3. The method according to claim 2, characterized in that After controlling the game client to jump from the playback interface of the game clip data to the loading interface of the update resource package, the method further includes: Determining the playback progress of the game clip data when the update resource package is pushed; intercepting a designated video frame of the game clip data at the last playback moment according to the playback progress; The game client is controlled to load the updated resource package, and after the loading is completed, the game client is controlled to render the scene resources corresponding to the specified video screen.
4. The method according to claim 1, wherein Pushing game clip data of the game account at a historical moment to the game client includes: Obtain the game account in the update loading interface; Forwarding the game account and single sign-on (SSO) authentication credentials to a data server, so that the data server uses the SSO authentication credentials to perform login verification on the game client, wherein the data server is connected to the game server; Receive the game clip data returned by the data server, and push the game clip data to the game client.
5. The method according to claim 1, wherein Before pushing the game clip data of the game account at the historical moment to the game client, the method further includes: Monitoring whether the game screen displayed on the game client meets the preset conditions; If the game screen loaded on the game client meets the preset conditions, trigger the rendering of the video or picture in the game clip to generate game clip data; The game clip data is stored in a data server, wherein the data server is connected to a game server and / or the game client.
6. The method according to claim 5, characterized in that Monitoring whether the game screen displayed on the game client meets the preset conditions includes: Obtaining live commentary information of the game screen; Calculating an exciting index of the game screen using the live broadcast barrage information, wherein the exciting index is used to represent the exciting degree of the game screen; If the exciting index is greater than a first preset value, it is determined that the game screen meets the preset condition.
7. The method according to claim 5, characterized in that Monitoring whether the game screen displayed on the game client meets the preset conditions includes: Monitoring the degree of destruction of scene elements in the game screen; If the degree of destruction of the scene elements in the game screen is greater than a second preset value, it is determined that the game screen meets the preset condition.
8. The method according to claim 5, characterized in that Monitoring whether the game screen displayed on the game client meets the preset conditions includes: Monitoring the character attribute values of a designated game character in the game screen; If the character attribute value of the designated game character in the game screen is greater than a third preset value, it is determined that the game screen meets the preset condition.
9. The method according to claim 5, characterized in that Monitoring whether the game screen displayed on the game client meets the preset conditions includes: Monitoring the interactive state of a specified element in the game screen, wherein the specified element is a game element customized by the game client in the game screen; When the interactive state is a state in which a third-party virtual character joins, it is determined that the game screen meets a preset condition.
10. The method according to claim 5, characterized in that After generating the game clip data, the method further includes: parsing game location information and game copy information related to the game clip data; Push the game location information and the game copy information to the second game client.
11. The method according to claim 5, characterized in that After generating the game clip data, the method further includes: Calculating the popularity index of the game clip data according to the number of reposts and comments on the game clip data; If the popularity index is greater than a fourth preset value, the attribute values of the game character in the game clip data are adjusted in the game scene, and / or the virtual resources in the virtual game are calculated according to the popularity index.
12. The method according to claim 5, characterized in that Trigger the rendering of the video or image in the game clip to generate game clip data, including: Detecting a viewing angle selection instruction, and selecting a virtual camera corresponding to the viewing angle selection instruction in the game screen; The video or picture rendered by the virtual camera is read to generate game clip data.
13. The method according to claim 1, wherein Before pushing the game clip data of the game account at the historical moment to the game client, the method further includes: Detecting a highlight starting point and a highlight ending point in a game screen displayed on the game client; Intercepting the video or picture in the time segment between the exciting starting point and the exciting ending point to generate game clip data; The game clip data is stored in a data server, wherein the data server is connected to a game server and / or the game client.
14. The method according to claim 1, wherein Pushing game clip data of the game account at a historical moment to the game client includes: Get the popularity index of multiple game clip data from the data server; Sort the plurality of game clip data based on the popularity index to obtain a data sequence; The game clip data are pushed to the game client using the sequence position of each game clip data in the data sequence as a push priority.
15. The method according to claim 1, wherein Pushing game clip data of the game account at a historical moment to the game client includes: Read the game account currently logged in on the game client; Identify user identity information of the game account; Searching for multiple game accounts associated with the user identity information; Push the editing data of the games of the multiple game accounts at historical moments to the game client.
16. The method according to claim 1, wherein Pushing game clip data of the game account at a historical moment to the game client includes: monitoring a first push progress of the update resource package, and calculating a push completion time of the update resource package according to the first push progress; Calculating the remaining push duration of the updated resource package based on the push completion time, and selecting a designated game clip data having a play duration closest to the remaining push duration from multiple game clip data of the game account at historical moments; Push the specified game clip data to the game client.
17. A device for processing game clip data, characterized in that: include: Configuration module, used to configure the access entry of game clip data in the update loading interface of game resources; A detection module, configured to detect an access request for the game clip data on the update loading interface through the access entry; a first push module, configured to respond to the access request and, while pushing the updated resource package of the game resources to the game client, also push the game clip data of the game account at a historical moment to the game client, so that the game client loads the game clip data before the updated resource package is downloaded; Among them, the device is also used to: when generating game clip data, draw and generate map information of exciting moments based on the map and level game node information in the virtual game, so as to vividly display the location of the exciting moments and view them directly; after the update of the resource package is completed, jump directly to the map location of the exciting moment, load the game resources and generate the game screen, and after the generation is completed, jump to the game node corresponding to the latest game resource.
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