Method, device, system and storage medium for processing combat video data

By creating and storing video data in the game server, and obtaining data from the client to generate combat videos, the problem of high pressure on server storage and transmission in the prior art is solved, and more efficient resource utilization and independent client playback are achieved.

CN114272598BActive Publication Date: 2025-03-21CHONGQING PERFECT WORLD INTERACTIVE TECH CO LTD
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Patent Information

Application Number
CN202111604466.9
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2021-12-24
Publication Date
2025-03-21
Estimated Expiration
2041-12-24

AI Technical Summary

Technical Problem

In the prior art, the game server needs to save player operation data and operation results, resulting in large storage space occupied and frequent data transmission during video playback, increasing server pressure.

Method used

After the game server receives the battle data of the target recording session, it produces and stores the video data in the preset video storage space. The game client obtains the video data through the storage address when requesting playback to generate the battle video.

Benefits of technology

It reduces the data storage and transmission pressure of game servers, avoids excessive consumption of server resources, improves the independence of game clients, and reduces data interaction between servers and clients.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application discloses a method, device and system, storage medium and computer equipment for processing battle video data, the method comprising: receiving battle data of a target recorded session in a game; based on the battle data, producing video data of the target recorded session, wherein the video data is used to generate a battle video of the target recorded session; storing the video data in a preset video storage space, wherein the game server is used to feedback the storage address of the preset video storage space when the game client requests video playback, so that the game client obtains the video data in the preset video storage space based on the storage address. The present application helps to alleviate the storage pressure and data transmission pressure of the game server.
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Description

Technical Field

[0001] The present application relates to the field of online game technology, and in particular to a method, device and system for processing battle video data, a storage medium, and a computer device. Background Art

[0002] In online games, the battle process can be summarized as the client sending the player's operation data to the server, and the server calculating the operation results based on the operation data and feeding them back to the client, so that the battle system in the client can output the battle screen in the game based on the operation results sent by the server. In order to meet the needs of players to review the battle process, many games provide a battle recording function.

[0003] In the prior art, if a player chooses to record a battle, the server will store the player's operation data sent by the client and the operation results calculated by the server in the server. When the battle needs to be replayed, the player's operation data and operation results are transmitted to the client in the order of the time axis, so that the battle video is output through the client's battle system. In this way, saving the operation data and operation results through the server will occupy a lot of server storage space. In addition, when replaying the video, data is continuously transmitted between the server and the client, which puts a lot of pressure on the server. Summary of the invention

[0004] In view of this, the present application provides a method, device and system for processing battle video data, a storage medium, and a computer device, which help to reduce the data storage pressure and data transmission pressure of the game server.

[0005] According to one aspect of the present application, a method for processing battle video data is provided, which is applied to a game server, comprising:

[0006] Receive combat data of recorded matches of the target in the game;

[0007] Based on the battle data, video data of the target recording session is produced, wherein the video data is used to generate a battle video of the target recording session;

[0008] The video data is stored in a preset video storage space, wherein the game server is used to feedback a storage address of the preset video storage space when the game client requests video playback, so that the game client obtains the video data in the preset video storage space based on the storage address.

[0009] Optionally, the video data includes video basic data and video production data, wherein the video basic data includes a target recording session identifier and the storage address, and the video production data is used to generate a combat video of the target recording session;

[0010] After storing the video data in the preset video storage space, the method further includes:

[0011] Receiving battle video request information from a game client, and determining a to-be-replayed match corresponding to the battle video request information;

[0012] The basic video data of the session to be replayed is obtained from the preset video storage space, and the basic video data of the session to be replayed is sent to the game client.

[0013] Optionally, storing the video data in a preset video storage space specifically includes:

[0014] The video basic data is stored in a first preset video storage space, and the video production data is stored in a second preset video storage space, wherein the storage address in the video basic data points to the second preset video storage space, the first preset storage space includes a Redis storage system, and the first preset video storage space and the second preset storage space are independent of the game server.

[0015] Optionally, the combat data includes a combat scene identifier, combat role initial state data, and uplink data and downlink data of at least one combat round;

[0016] The video production data of the target recording session is generated by the following steps:

[0017] Based on the uplink data and downlink data of each battle round, determine the total number of battle rounds, battle results, combat role operation data and combat role status change data of the target recording session;

[0018] The battle scene identifier, the initial state data of the battle character, the total number of battle rounds, the battle results, the battle character operation data of each battle round and the battle character state change data are made into video production data of the target recording session.

[0019] Optionally, the step of making the battle scene identifier, the initial state data of the combat role, the total number of battle rounds, the battle result, the combat role operation data of each battle round, and the combat role state change data into the video recording production data of the target recording session specifically includes:

[0020] Respectively parsing the combat role operation data and combat role status change data of each combat round into a plurality of sequentially arranged video sample data corresponding to each combat round;

[0021] Generate video production data with a three-layer structure based on the battle scene identifier, the initial state data of the battle character, the total number of battle rounds, the battle result, and a plurality of video sample data arranged in order corresponding to each battle round;

[0022] The first layer of video production data includes the battle scene identifier, the total number of battle rounds, the battle result, and round data of each battle round;

[0023] The second layer of video recording data is the round data of each battle round, and the round data of each battle round includes the round number of the current battle round and the round message packet data of the current battle round;

[0024] The third layer of video production data is the round message packet data of each battle round, and the round message packet data of each battle round includes the video sample data encoding and the video sample data in the current battle round. The round message packet data with round number 0 is the battle scene basic data for creating a battle scene.

[0025] Optionally, the basic video data further includes at least one of the number of views, the number of likes, the number of bullet comments, the session identifier, and the video description information of the target recording session; the method further includes:

[0026] Receive video basic data change information corresponding to the target recording session, wherein the video basic data change information includes at least one of video playback data, like data, and barrage data;

[0027] The basic video data of the target recording session in the first preset video storage space is modified according to the basic video data change information.

[0028] According to another aspect of the present application, a method for processing battle video data is provided, which is applied to a game client, and the method includes:

[0029] Send battle video request information to the game server;

[0030] Receiving basic video data fed back by the game server, wherein the basic video data includes a storage address of video production data;

[0031] The video production data is read based on the storage address, and a battle video is generated according to the video production data.

[0032] Optionally, the battle video request information includes video list request information of the games to be replayed; after receiving the video basic data fed back by the game server, the method further includes:

[0033] Based on the video basic data, displaying a video list interface, wherein the video list interface includes the session identifiers of the sessions to be replayed and the video playback options of each session to be replayed;

[0034] Correspondingly, the reading of the video production data based on the storage address specifically includes:

[0035] Based on the selection operation of any video playback option, a target playback session is determined, and a target storage address corresponding to the target playback session is obtained from the video basic data of the target playback session;

[0036] At the target storage address, the video production data of the target playback session is read.

[0037] Optionally, the basic video data is stored in a first preset storage space. After the game server receives the video list request information, it reads the basic video data of the to-be-played scene in the first preset storage space; the target storage address points to a second preset storage space; the first preset storage space and the second preset storage space are independent of the game server.

[0038] Optionally, generating a combat video according to the video production data specifically includes:

[0039] Inputting the video production data into the video recording system of the game client;

[0040] The video recording system renders a UI interface of the battle video based on the first layer of video recording production data, wherein the UI interface is used to directly display or display at least one of a battle scene identifier, a total number of battle rounds, a battle result, and a battle round selection option under an interactive operation trigger;

[0041] The video recording system determines the order of the combat rounds based on the second-layer video recording production data;

[0042] The video recording system generates a combat animation for each combat round based on the third-layer video recording production data, associates the combat animation with the corresponding combat round selection option, and splices the combat animations of each combat round according to the order of the combat rounds.

[0043] According to another aspect of the present application, a battle video data processing device is provided, which is applied to a game server, comprising:

[0044] A combat data receiving module, used to receive combat data of target recorded matches in the game;

[0045] A video data generation module, used to generate video data of the target recording session based on the battle data, wherein the video data is used to generate a battle video of the target recording session;

[0046] A video data storage module is used to store the video data in a preset video storage space, wherein the game server is used to feedback the storage address of the preset video storage space when the game client requests video playback, so that the game client obtains the video data in the preset video storage space based on the storage address.

[0047] Optionally, the video data includes video basic data and video production data, wherein the video basic data includes a target recording session identifier and the storage address, and the video production data is used to generate a combat video of the target recording session;

[0048] The device also includes:

[0049] The basic data sending module is used to receive battle video request information from a game client, determine the to-be-replayed session corresponding to the battle video request information; obtain the basic video data of the to-be-replayed session from the preset video storage space, and send the basic video data of the to-be-replayed session to the game client.

[0050] Optionally, the video data storage module is specifically used to:

[0051] The video basic data is stored in a first preset video storage space, and the video production data is stored in a second preset video storage space, wherein the storage address in the video basic data points to the second preset video storage space, the first preset storage space includes a Redis storage system, and the first preset video storage space and the second preset storage space are independent of the game server.

[0052] Optionally, the combat data includes a combat scene identifier, combat role initial state data, and uplink data and downlink data of at least one combat round;

[0053] The video data generation module is specifically used to: determine the total number of battle rounds, battle results, combat role operation data and combat role status change data of the target recording session based on the uplink data and downlink data of each battle round; and produce the battle scene identifier, the combat role initial status data, the total number of battle rounds, the battle results, the combat role operation data and combat role status change data of each battle round as the video production data of the target recording session.

[0054] Optionally, the video data generation module is further used to: respectively parse the combat role operation data and combat role state change data of each combat round into a plurality of video sample data arranged in order corresponding to each combat round; based on the combat scene identifier, the combat role initial state data, the total number of combat rounds, the combat result, and the plurality of video sample data arranged in order corresponding to each combat round, generate video production data with a three-layer structure;

[0055] Among them, the first layer of video production data includes the battle scene identification, the total number of battle rounds, the battle results and the round data of each battle round; the second layer of video production data is the round data of each battle round, and the round data of each battle round includes the round number of the current battle round and the round message packet data of the current battle round; the third layer of video production data is the round message packet data of each battle round, and the round message packet data of each battle round includes the video sample data encoding and the video sample data in the current battle round, and the round message packet data with a round number of 0 is the battle scene basic data used to create a battle scene.

[0056] Optionally, the basic video data further includes at least one of the number of views, the number of likes, the number of bullet comments, the session identifier, and the video description information of the target recording session; and the device further includes:

[0057] A basic data change module is used to receive the basic data change information of the video recording corresponding to the target recording session, wherein the basic data change information of the video recording includes at least one of the video playback data, the like data, and the barrage data; based on the basic data change information of the video recording, the basic data of the video recording of the target recording session in the first preset video recording storage space is modified.

[0058] According to another aspect of the present application, a combat video data processing device is provided, which is applied to a game client, and the device includes:

[0059] A video recording request module, used to send battle video recording request information to the game server;

[0060] A basic data receiving module, used for receiving the basic video data fed back by the game server, wherein the basic video data includes the storage address of the video production data;

[0061] The video production module is used to read the video production data based on the storage address and generate a combat video according to the video production data.

[0062] Optionally, the battle video request information includes video list request information of the sessions to be replayed; and the device further includes:

[0063] A display module, configured to display a video list interface based on the video basic data after receiving the video basic data fed back by the game server, wherein the video list interface includes the session identifiers of the sessions to be replayed and the video playback options of each session to be replayed;

[0064] Correspondingly, the video production module is specifically used to: determine the target playback session based on the selection operation of any video playback option, and obtain the target storage address corresponding to the target playback session in the video basic data of the target playback session; and read the video production data of the target playback session at the target storage address.

[0065] Optionally, the basic video data is stored in a first preset storage space. After the game server receives the video list request information, it reads the basic video data of the to-be-played scene in the first preset storage space; the target storage address points to a second preset storage space; the first preset storage space and the second preset storage space are independent of the game server.

[0066] Optionally, the video production module is specifically used to:

[0067] Inputting the video production data into the video recording system of the game client;

[0068] The video recording system renders a UI interface of the battle video based on the first layer of video recording production data, wherein the UI interface is used to directly display or display at least one of a battle scene identifier, a total number of battle rounds, a battle result, and a battle round selection option under an interactive operation trigger;

[0069] The video recording system determines the order of the combat rounds based on the second-layer video recording production data;

[0070] The video recording system generates a combat animation for each combat round based on the third-layer video recording production data, associates the combat animation with the corresponding combat round selection option, and splices the combat animations of each combat round according to the order of the combat rounds.

[0071] According to another aspect of the present application, a battle video data processing system is provided, comprising: the above-mentioned game client, the above-mentioned game server, and a storage device corresponding to a preset video storage space.

[0072] According to another aspect of the present application, a storage medium is provided, on which a computer program is stored, and when the program is executed by a processor, the above-mentioned combat video data processing method is implemented.

[0073] According to another aspect of the present application, a computer device is provided, including a storage medium, a processor, and a computer program stored on the storage medium and executable on the processor, wherein the processor implements the above-mentioned method for processing combat video data when executing the program.

[0074] By means of the above technical scheme, the present application provides a method, device and system for processing battle video data, a storage medium, and a computer device. After the game server receives the battle data of the target recorded session, the server produces the video data of the target recorded session based on the battle data, and stores the video data in a preset video storage space, so that when the game client requests to replay the video of the target recorded session, the game server feeds back the storage address of the video data to the client, so that the game client can read the video data according to the storage address and generate a battle video. In the embodiment of the present application, the game server produces the video data of the battle, and stores the video data in the preset video storage space, so as to avoid occupying the storage space of the game server, and when the game client requests to replay the video, the client reads the video data from the storage space, and converts the video playback into the local behavior of the client, so as to solve the problem that the frequent data transmission between the server and the client causes the increased pressure on the server.

[0075] The above description is only an overview of the technical solution of the present application. In order to more clearly understand the technical means of the present application, it can be implemented in accordance with the contents of the specification. In order to make the above and other purposes, features and advantages of the present application more obvious and easy to understand, the specific implementation methods of the present application are listed below. BRIEF DESCRIPTION OF THE DRAWINGS

[0076] The drawings described herein are used to provide a further understanding of the present application and constitute a part of the present application. The illustrative embodiments of the present application and their descriptions are used to explain the present application and do not constitute an improper limitation on the present application. In the drawings:

[0077] Figure 1 A flowchart of a method for processing combat video data provided by an embodiment of the present application is shown;

[0078] Figure 2 A schematic diagram showing a method for storing video data provided by an embodiment of the present application is shown;

[0079] Figure 3 A schematic flow chart of another method for processing battle video data provided by an embodiment of the present application is shown;

[0080] Figure 4 A schematic flow chart of another method for processing battle video data provided in an embodiment of the present application is shown;

[0081] Figure 5A schematic diagram of a video list interface provided in an embodiment of the present application is shown;

[0082] FIG6( a ) shows a schematic flow chart of a method for storing combat video data provided in an embodiment of the present application;

[0083] FIG6( b ) shows a flow chart of a method for using combat video data provided in an embodiment of the present application;

[0084] Figure 7 A schematic diagram showing the structure of a combat video data processing device provided in an embodiment of the present application is shown;

[0085] Figure 8 A schematic diagram of the structure of another combat video data processing device provided in an embodiment of the present application is shown. DETAILED DESCRIPTION

[0086] The present application will be described in detail below with reference to the accompanying drawings and in combination with embodiments. It should be noted that the embodiments and features in the embodiments of the present application can be combined with each other without conflict.

[0087] In this embodiment, a method for processing battle video data is provided, which is applied to a game server, such as Figure 1 As shown, the method includes:

[0088] Step 101, receiving combat data of a target recorded match in the game;

[0089] Step 102, based on the battle data, producing video data of the target recording session, wherein the video data is used to generate a battle video of the target recording session;

[0090] Step 103, storing the video data in a preset video storage space, wherein the game server is used to feedback the storage address of the preset video storage space when the game client requests video playback, so that the game client obtains the video data in the preset video storage space based on the storage address.

[0091] In the embodiment of the present application, for the target recording session that needs to be recorded, the game server receives the battle data in the game, and after the battle is over, the video data of the target recording session is produced according to the received battle data, wherein the battle data may specifically include the player operation data, operation results and broadcast data in the target recording session. In a specific application scenario, a battle may include multiple participating players, and when any one of the players chooses to record this battle, the game server may record the player's operation data, operation results and the operation data and operation results (i.e., broadcast data) of other participating players broadcasted by the game server to the player. After the battle of this session is over, the game server may produce the video data of the target recording session according to the battle data of the target recording session, and the video data may be used to generate a battle video locally on the game client, and specifically, a pre-built video system may be used to build the video system into the game client, so that when a battle playback is required, the video data is input into the local video system of the game client, and the battle video of the target recording session is produced by the video system, so as to avoid the frequent transmission of data between the game server and the game client and bring greater pressure to the server. Finally, after the game server produces the video data of the target recording session, it stores the video data in a preset video storage space to avoid occupying the game server space.

[0092] It should be noted that the game server does not save the specific data used to generate the battle video, but the game server can save the storage address of the video data, so that when the game client requests the video playback of the target recording session, the storage address is fed back to the game client, so that the game client can obtain the video data according to the storage address. The game server may also not save the storage address of the video data, but save the storage address in other locations (specifically, it can be saved in the above-mentioned preset video storage space, or it can be saved in an independent space specifically used to save the storage address). When the game client requests the video playback of the target recording session, the game server first reads the storage address of the video data from the location, and then sends the storage address to the game client.

[0093] By applying the technical solution of this embodiment, after the game server receives the battle data of the target recorded session, the server produces the video data of the target recorded session based on the battle data, and stores the video data in a preset video storage space, so that when the game client requests to replay the video of the target recorded session, the game server feeds back the storage address of the video data to the client, so that the game client can read the video data according to the storage address and generate a battle video. The embodiment of the present application produces the video data of the battle by the game server, and stores the video data in a preset video storage space, so as to avoid occupying the storage space of the game server, and when the game client requests to replay the video, the client reads the video data from the storage space, and converts the video playback into a local behavior of the client, so as to solve the problem that the frequent data transmission between the server and the client causes the increased pressure on the server.

[0094] In an embodiment of the present application, optionally, the video data includes basic video data and video production data, wherein the basic video data includes a target recording session identifier and the storage address, and the video production data is used to generate a battle video of the target recording session; step 103 includes: storing the basic video data in a first preset video storage space, and storing the video production data in a second preset video storage space, wherein the storage address in the basic video data points to the second preset video storage space, the first preset storage space includes a Redis storage system, and the first preset video storage space and the second preset storage space are independent of the game server.

[0095] Accordingly, after step 103, the following steps are further included:

[0096] Step 104, receiving a battle video request message from a game client, and determining a to-be-replayed match corresponding to the battle video request message;

[0097] Step 105, obtaining the basic video data of the session to be replayed from the preset video storage space, and sending the basic video data of the session to be replayed to the game client.

[0098] In the above embodiment, the video data can be specifically divided into two parts, one part is the basic video data, and the other part is the video production data, wherein the video production data is used to generate battle videos, and the basic video data is used to record the scene identification of the target recording scene and the storage address of the video recording data. In actual application scenarios, the basic video data and the video production data can be stored in different physical devices that are independent of the game server. For example, the basic video data is stored in a first preset video storage space based on Redis. When the game client sends a battle video request message to the game server, the game server can read the basic video data of the scene to be replayed in the first preset storage space based on the scene identification of the scene to be replayed requested by the client. Based on the high concurrency and high throughput characteristics of redis, the game server can realize fast recording of basic data. In addition, the video production data can be stored in the second preset storage space, so that after receiving the basic video data, the game client can read the recording production data from the second preset storage space based on the storage address in the basic video data. Figure 2 As shown, after the game server produces the video data of the target recording session, the basic video data can be saved in redis, and the video production data can be saved in the designated cloud.

[0099] In the embodiment of the present application, optionally, the basic video data further includes at least one of the number of views, the number of likes, the number of bullet comments, the session identifier, and the video description information of the target recording session; the method further includes:

[0100] Step 106, receiving video basic data change information corresponding to the target recording session, wherein the video basic data change information includes at least one of video playback data, like data, and barrage data;

[0101] Step 107: modify the basic video data of the target recording session in the first preset video storage space according to the basic video data change information.

[0102] In the above embodiment, the basic video data may also include the playback volume, the number of likes, and the number of bullet comments of the target recorded session. These data may be updated at any time with the playback, likes, and bullet comment sending of the battle video of the target recorded session. For example, each time the battle video is played, the game client that plays the video sends the battle video playback data and the session ID to the game server. The game server finds the basic video data of the session based on the session ID and adds 1 to the playback volume in the basic data. In addition, the video description information may be a battle situation overview generated based on the battle data, such as key events and economic trends in the battle in a timeline order, so that players can quickly understand the battle situation through the video description information and then choose whether to watch the video again.

[0103] In the embodiment of the present application, optionally, the combat data includes combat scene identification, combat role initial state data, and uplink data and downlink data of at least one combat round; the video production data of the target recording session is generated by the following steps:

[0104] S1, based on the uplink data and downlink data of each battle round, determine the total number of battle rounds, battle results, combat role operation data and combat role status change data of the target recording session;

[0105] S2, the battle scene identifier, the initial state data of the battle character, the total number of battle rounds, the battle result, the battle character operation data of each battle round and the battle character state change data are made into the video production data of the target recording session.

[0106] In the above embodiment, taking a turn-based game as an example, a battle may include several battle rounds, and the game server may parse the uplink data and downlink data of each battle round respectively, obtain the combat role initial state data, combat results, total number of combat rounds, combat role operation data, combat role state change data of each battle round, and then make the above data obtained by parsing into video production data, so as to generate a battle video using a pre-built in-game video recording system. Among them, the combat role includes a player role and a non-player role.

[0107] In the embodiment of the present application, optionally, S2 specifically includes: respectively parsing the combat role operation data and combat role state change data of each combat round into a plurality of video sample data arranged in order corresponding to each combat round; based on the combat scene identifier, the combat role initial state data, the total number of combat rounds, the combat result, and the plurality of video sample data arranged in order corresponding to each combat round, generating video production data with a three-layer structure;

[0108] Among them, the first layer of video production data includes the battle scene identification, the total number of battle rounds, the battle results and the round data of each battle round; the second layer of video production data is the round data of each battle round, and the round data of each battle round includes the round number of the current battle round and the round message packet data of the current battle round; the third layer of video production data is the round message packet data of each battle round, and the round message packet data of each battle round includes the video sample data encoding and the video sample data in the current battle round, and the round message packet data with a round number of 0 is the battle scene basic data used to create a battle scene.

[0109] The embodiment of the present application first parses the combat role operation data and combat role state change data of each battle round into multiple video sample data in order of the time axis. The video sample data has a sequence. After the video sample data is input into the video recording system in sequence, the video recording system can output the battle video of the battle round. The video production data can be stored as a three-layer data structure. The first layer structure includes the battle scene identifier stageId (for example, the unique ID of the battle copy), the total number of battle rounds maxRound, the battle result battleResult (for example, 1 attacker wins, 2 defenders win, 3 draws), and the round data curRoundlist of each battle round.

[0110] The second layer structure is a representation of the round data curRoundlist of each battle round in the first layer. The round data of any battle round in this layer structure includes the round number curRound of the current battle round and the round message packet data msgList of the current battle round. The embodiment of the present application makes special processing for the start of recording, using curRound=0 to store all the basic data of the battle scene appear, which is used to inform the client of each combat unit object and the basic data of the battle scene in the battle recording. The round message packet data with curRound=0 can be used to initialize the battle scene and build the battle environment.

[0111] The third layer structure represents the round message packet data msgList in the second layer. Any round message packet data in this layer structure contains the video sample data code msgId and the video sample data buffer (for example, it can be a binary message data byte[] type).

[0112] The present application embodiment provides a method for processing battle video data, which is applied to a game client, such as Figure 3 As shown, the method includes:

[0113] Step 201, sending a battle video request message to a game server;

[0114] Step 202, receiving basic video data fed back by the game server, wherein the basic video data includes a storage address of video production data;

[0115] Step 203, reading the video production data based on the storage address, and generating a battle video according to the video production data.

[0116] In the above embodiment, if a player wants to watch a video of a certain battle, he can send a battle video request message through the game client. After receiving the battle video request message, the game server parses the request message, determines the battle session requested by the player, and feeds back the video recording basic data of the battle session to the game client, so that the game client can read the video production data at the storage address according to the storage address carried by the video recording basic data, thereby calling the local video recording system of the game client to generate the battle video. Among them, the battle video request message can carry one or more sessions to be replayed to be requested, and the game server can directly obtain the corresponding video recording basic data based on these sessions to be replayed. The battle video request message may not carry the requested session, and the game server automatically obtains the video recording basic data of the most recently recorded session based on the request time, which is not limited here. The embodiment of the present application converts the battle video into a local behavior of the game client, reduces the data interaction between the game client and the game server, and relieves the pressure on the server.

[0117] In addition, the embodiments of the present application can also be used to request playback of related battle videos of a certain battle scene in the battle scene. Optionally, before step 201, it can include: after entering the target battle scene, displaying a video playback option in the game interface; based on the selection operation of the video playback option, generating the battle video request information, wherein the battle video request information carries the target scene identifier of the target battle scene.

[0118] Furthermore, after receiving the battle recording request information, the game server reads the basic recording data corresponding to the battle scenes related to the target battle scene according to the target scene identifier carried in the information, and feeds back the basic recording data of these battle scenes to the game client. The game client can read the recording production data according to the storage address in the recording basic data, so as to use these data to produce the battle recording of the target battle scene locally on the client.

[0119] Optionally, after step 203, the step further includes: playing the battle video in the video playback window of the game interface.

[0120] For example, after a player enters copy A, he clicks the "View Battle Recording" button on the interface. Based on this operation, the game client sends a battle recording request message carrying the copy A logo to the game server. The game server reads the basic recording data of copy A from the storage space corresponding to the basic recording data and feeds it back to the game client. After receiving the basic recording data, the client displays a recording list. Players can select the game they want to replay in the list and watch the recording in the battle scene. The recording can be played in a specific recording playback window to avoid blocking the current battle screen, so that players can fight in the copy while reviewing the historical battle situation of the copy, which helps players better understand the gameplay of the copy and improve the success rate of passing the copy.

[0121] Further, as a refinement and extension of the specific implementation of the above embodiment, in order to fully illustrate the specific implementation process of this embodiment, another method for processing combat video data is provided, such as Figure 4 As shown, the method includes:

[0122] Step 301, sending a request message for a list of recordings to be replayed to a game server;

[0123] Step 302, receiving basic video data fed back by the game server;

[0124] Step 303: Based on the video basic data, display a video list interface, wherein the video list interface includes the session identifiers of the sessions to be replayed and the video playback options of each session to be replayed;

[0125] In this embodiment, after the player selects the in-game video playback function, the game client can send a video list request message to the game server. The to-be-played sessions corresponding to the video list request message can be the sessions that can be displayed on one page of the video list. For example, if one page of the video list can display 4 sessions, then the to-be-played sessions can be the 4 most recent recorded sessions. After receiving the video basic data fed back by the game server, the client displays the video list interface based on the video basic data, such as Figure 5 As shown, the interface includes the session identification of the session to be replayed and the recording playback option. In addition, the interface may also include information such as the number of likes, number of barrages, and number of plays of the recording.

[0126] Step 304, based on the selection operation of any video playback option, determine the target playback session, and obtain the target storage address corresponding to the target playback session from the video basic data of the target playback session;

[0127] Step 305, reading the video production data of the target playback session at the target storage address;

[0128] Step 306, generating a battle video according to the video production data.

[0129] In this embodiment, the player can select the target replay session that he wants to review from the video playback options included in the list interface. Based on the player's selection, the game client can determine the target storage address in the video basic data of the target replay session according to the target replay session, and read the video production data of the target replay session under the target storage address, and finally call the video system to input the video production data into the system to generate a battle video.

[0130] In an embodiment of the present application, optionally, step 306 may include: inputting the video production data into the video recording system of the game client; the video recording system renders the UI interface of the battle video based on the first layer of video production data, wherein the UI interface is used to directly display or display at least one of the battle scene identification, the total number of battle rounds, the battle results and the battle round selection options under the triggering of an interactive operation; the video recording system determines the order of the battle rounds based on the second layer of video production data; the video recording system generates the battle animation of each battle round respectively based on the third layer of video production data, associates the battle animation with the corresponding battle round selection option, and splices the battle animation of each battle round according to the order of the battle rounds.

[0131] In the above embodiment, the battle video provided in the game can support the round selection function, and the battle round selection option can be included in the UI interface of the battle video so as to quickly switch the battle round. In addition, the battle scene identification (such as the copy name of the battle copy), the total number of battle rounds, the battle results and other contents can also be displayed in the UI interface of the battle video. For each battle round, the battle animation of each battle round can be generated according to the video sample data encoding and the video sample data in the third layer of video production data, and then according to the order of each battle round included in the second layer of video production data, the battle animations of each round are spliced ​​to form a completed battle animation. In addition, the battle animation of each round can be associated with the battle round selection option in the UI interface. After the player selects the selection option of a certain battle round, the battle animation of the round can be directly jumped to.

[0132] In a specific application scenario, as shown in Figure 6(a), after the player chooses to record a battle in a certain game, the game server generates the basic video data and video production data of the battle based on the received battle data of the battle, and saves the basic video data in redis and the video production data in the cloud. Further, as shown in Figure 6(b), when the player requests to replay the battle video of the battle, the client sends a request for replaying the battle video of the battle to the game server, and the game server reads the basic video data of the battle from redis and forwards it to the game client. Thus, the game client obtains the video production data of the battle in the cloud according to the storage address in the basic video data, and calls the local video system to generate and play the battle video.

[0133] Further, as Figure 1 The specific implementation of the method, the embodiment of the present application provides a combat video data processing device, which is applied to a game server, such as Figure 7 As shown, the device comprises:

[0134] A combat data receiving module, used to receive combat data of target recorded matches in the game;

[0135] A video data generation module, used to generate video data of the target recording session based on the battle data, wherein the video data is used to generate a battle video of the target recording session;

[0136] A video data storage module is used to store the video data in a preset video storage space, wherein the game server is used to feedback the storage address of the preset video storage space when the game client requests video playback, so that the game client obtains the video data in the preset video storage space based on the storage address.

[0137] Optionally, the video data includes video basic data and video production data, wherein the video basic data includes a target recording session identifier and the storage address, and the video production data is used to generate a combat video of the target recording session;

[0138] The device also includes: a basic data sending module, which is used to receive battle video request information from a game client, determine the to-be-replayed session corresponding to the battle video request information; obtain the basic video data of the to-be-replayed session from the preset video storage space, and send the basic video data of the to-be-replayed session to the game client.

[0139] Optionally, the video data storage module is specifically used to:

[0140] The video basic data is stored in a first preset video storage space, and the video production data is stored in a second preset video storage space, wherein the storage address in the video basic data points to the second preset video storage space, the first preset storage space includes a Redis storage system, and the first preset video storage space and the second preset storage space are independent of the game server.

[0141] Optionally, the combat data includes a combat scene identifier, combat role initial state data, and uplink data and downlink data of at least one combat round;

[0142] The video data generation module is specifically used to: determine the total number of battle rounds, battle results, combat role operation data and combat role status change data of the target recording session based on the uplink data and downlink data of each battle round; and produce the battle scene identifier, the combat role initial status data, the total number of battle rounds, the battle results, the combat role operation data and combat role status change data of each battle round as the video production data of the target recording session.

[0143] Optionally, the video data generation module is further used to: respectively parse the combat role operation data and combat role state change data of each combat round into a plurality of video sample data arranged in order corresponding to each combat round; based on the combat scene identifier, the combat role initial state data, the total number of combat rounds, the combat result, and the plurality of video sample data arranged in order corresponding to each combat round, generate video production data with a three-layer structure;

[0144] Among them, the first layer of video production data includes the battle scene identification, the total number of battle rounds, the battle results and the round data of each battle round; the second layer of video production data is the round data of each battle round, and the round data of each battle round includes the round number of the current battle round and the round message packet data of the current battle round; the third layer of video production data is the round message packet data of each battle round, and the round message packet data of each battle round includes the video sample data encoding and the video sample data in the current battle round, and the round message packet data with a round number of 0 is the battle scene basic data used to create a battle scene.

[0145] Optionally, the basic video data further includes at least one of the number of views, the number of likes, the number of bullet comments, the session identifier, and the video description information of the target recording session; and the device further includes:

[0146] A basic data change module is used to receive the basic data change information of the video recording corresponding to the target recording session, wherein the basic data change information of the video recording includes at least one of the video playback data, the like data, and the barrage data; based on the basic data change information of the video recording, the basic data of the video recording of the target recording session in the first preset video recording storage space is modified.

[0147] Further, as Figure 4 The specific implementation of the method, the embodiment of the present application provides a combat video data processing device, which is applied to a game client, such as Figure 8 As shown, the device comprises:

[0148] A video recording request module, used to send battle video recording request information to the game server;

[0149] A basic data receiving module, used for receiving the basic video data fed back by the game server, wherein the basic video data includes the storage address of the video production data;

[0150] The video production module is used to read the video production data based on the storage address and generate a combat video according to the video production data.

[0151] Optionally, the battle video request information includes video list request information of the sessions to be replayed; and the device further includes:

[0152] A display module, configured to display a video list interface based on the video basic data after receiving the video basic data fed back by the game server, wherein the video list interface includes the session identifiers of the sessions to be replayed and the video playback options of each session to be replayed;

[0153] Correspondingly, the video production module is specifically used to: determine the target playback session based on the selection operation of any video playback option, and obtain the target storage address corresponding to the target playback session in the video basic data of the target playback session; and read the video production data of the target playback session at the target storage address.

[0154] Optionally, the basic video data is stored in a first preset storage space. After the game server receives the video list request information, it reads the basic video data of the to-be-played scene in the first preset storage space; the target storage address points to a second preset storage space; the first preset storage space and the second preset storage space are independent of the game server.

[0155] Optionally, the video production module is specifically used to:

[0156] Inputting the video production data into the video recording system of the game client;

[0157] The video recording system renders a UI interface of the battle video based on the first layer of video recording production data, wherein the UI interface is used to directly display or display at least one of a battle scene identifier, a total number of battle rounds, a battle result, and a battle round selection option under an interactive operation trigger;

[0158] The video recording system determines the order of the combat rounds based on the second-layer video recording production data;

[0159] The video recording system generates a combat animation for each combat round based on the third-layer video recording production data, associates the combat animation with the corresponding combat round selection option, and splices the combat animations of each combat round according to the order of the combat rounds.

[0160] It should be noted that for other corresponding descriptions of the functional units involved in the combat video data processing device provided in the embodiment of the present application, reference can be made to Figure 1 The corresponding description in the method of FIG6 will not be repeated here.

[0161] Based on the above Figure 1 To the method shown in FIG. 6, accordingly, the embodiment of the present application further provides a storage medium on which a computer program is stored, and when the computer program is executed by a processor, the above-mentioned Figure 1 The method for processing battle video data is shown in Figure 6.

[0162] Based on this understanding, the technical solution of the present application can be embodied in the form of a software product, which can be stored in a non-volatile storage medium (which can be a CD-ROM, a USB flash drive, a mobile hard disk, etc.), and includes a number of instructions for enabling a computer device (which can be a personal computer, a server, or a network device, etc.) to execute the methods described in each implementation scenario of the present application.

[0163] Based on the above Figure 1 to the method shown in FIG. 6 , and Figures 7 and 8 In order to achieve the above-mentioned purpose, the embodiment of the present application further provides a computer device, which can be a personal computer, a server, a network device, etc. The computer device includes a storage medium and a processor; the storage medium is used to store a computer program; the processor is used to execute the computer program to achieve the above-mentioned Figure 1 The method for processing battle video data is shown in Figure 6.

[0164] Optionally, the computer device may further include a user interface, a network interface, a camera, a radio frequency (RF) circuit, a sensor, an audio circuit, a WI-FI module, etc. The user interface may include a display, an input unit such as a keyboard, etc., and the optional user interface may also include a USB interface, a card reader interface, etc. The network interface may optionally include a standard wired interface, a wireless interface (such as a Bluetooth interface, a WI-FI interface), etc.

[0165] Those skilled in the art will appreciate that the computer device structure provided in this embodiment does not limit the computer device, and may include more or fewer components, or a combination of certain components, or different component arrangements.

[0166] The storage medium may also include an operating system and a network communication module. The operating system is a program that manages and saves the hardware and software resources of the computer device, and supports the operation of information processing programs and other software and / or programs. The network communication module is used to realize communication between the components inside the storage medium, and communication with other hardware and software in the physical device.

[0167] Through the description of the above implementation methods, those skilled in the art can clearly understand that the present application can be implemented by means of software plus a necessary general hardware platform, or by means of hardware. After the game server receives the combat data of the target recording session, the server produces the video data of the target recording session based on the combat data, and stores the video data in a preset video storage space, so that when the game client requests the video playback of the target recording session, the game server feeds back the storage address of the video data to the client, so that the game client can read the video data according to the storage address and generate a combat video. The embodiment of the present application produces the video data of the battle by the game server, and stores the video data in the preset video storage space, so as to avoid occupying the storage space of the game server, and when the game client requests the playback of the video, the client reads the video data from the storage space, and converts the video playback into the local behavior of the client, so as to solve the problem that the frequent data transmission between the server and the client causes the increased pressure on the server.

[0168] Those skilled in the art will appreciate that the accompanying drawings are only schematic diagrams of a preferred implementation scenario, and the modules or processes in the accompanying drawings are not necessarily necessary for implementing the present application. Those skilled in the art will appreciate that the modules in the devices in the implementation scenario can be distributed in the devices of the implementation scenario according to the description of the implementation scenario, or can be changed accordingly and located in one or more devices different from the present implementation scenario. The modules of the above-mentioned implementation scenario can be combined into one module, or can be further split into multiple submodules.

[0169] The above serial numbers of this application are only for description and do not represent the advantages and disadvantages of the implementation scenarios. The above disclosure is only a few specific implementation scenarios of this application, but this application is not limited to them, and any changes that can be thought of by technicians in this field should fall within the scope of protection of this application.

Claims

1. A method for processing combat video data, characterized in that: Applied to game servers, including: Receive combat data of a target recorded session in the game, the combat data including combat scene identification, combat role initial state data, and uplink data and downlink data of at least one combat round; Based on the battle data, video data of the target recording session is produced, wherein the video data is used to generate the battle video of the target recording session, the video data includes basic video data and video production data, the basic video data includes a target recording session identifier and a storage address, and the video production data is used to generate the battle video of the target recording session; The video data is stored in a preset video storage space, wherein the game server is used to feedback a storage address of the preset video storage space when the game client requests video playback, so that the game client obtains the video data in the preset video storage space based on the storage address; The video production data of the target recording session is generated by the following steps: Based on the uplink data and downlink data of each battle round, determine the total number of battle rounds, battle results, combat role operation data and combat role status change data of the target recording session; Respectively parsing the combat role operation data and combat role status change data of each combat round into a plurality of sequentially arranged video sample data corresponding to each combat round; Generate video production data with a three-layer structure based on the battle scene identifier, the initial state data of the battle character, the total number of battle rounds, the battle result, and a plurality of video sample data arranged in order corresponding to each battle round; Among them, the first layer of video production data includes the battle scene identification, the total number of battle rounds, the battle results and the round data of each battle round; the second layer of video production data is the round data of each battle round, and the round data of each battle round includes the round number of the current battle round and the round message packet data of the current battle round; the third layer of video production data is the round message packet data of each battle round, and the round message packet data of each battle round includes the video sample data encoding and the video sample data in the current battle round, and the round message packet data with a round number of 0 is the battle scene basic data used to create a battle scene.

2. The method according to claim 1, characterized in that After storing the video data in the preset video storage space, the method further includes: Receiving battle video request information from a game client, and determining a to-be-replayed match corresponding to the battle video request information; The basic video data of the session to be replayed is obtained from the preset video storage space, and the basic video data of the session to be replayed is sent to the game client.

3. The method according to claim 2, characterized in that The storing of the video data in a preset video storage space specifically includes: The video basic data is stored in a first preset video storage space, and the video production data is stored in a second preset video storage space, wherein the storage address in the video basic data points to the second preset video storage space, the first preset video storage space includes a Redis storage system, and the first preset video storage space and the second preset video storage space are independent of the game server.

4. The method according to claim 3, characterized in that The basic video data also includes at least one of the number of views, the number of likes, the number of bullet comments, the session identifier, and the video description information of the target recording session; the method also includes: Receive video basic data change information corresponding to the target recording session, wherein the video basic data change information includes at least one of video playback data, like data, and barrage data; The basic video data of the target recording session in the first preset video storage space is modified according to the basic video data change information.

5. A method for processing combat video data, characterized in that: Applied to a game client, the method includes: Send battle video request information to the game server; Receiving basic video data fed back by the game server, wherein the basic video data includes a storage address of video production data; Reading the video production data of the target playback session based on the storage address, and generating a battle video according to the video production data of the target playback session; The video production data of the target playback session is generated by the following steps: Based on the uplink data and downlink data of each battle round, determine the total number of battle rounds, battle results, combat role operation data and combat role status change data of the target playback round; Respectively analyzing the combat role operation data and combat role status change data of each combat round into a plurality of video sample data arranged in order corresponding to each combat round; Generate video production data with a three-layer structure based on the battle scene identifier, the initial state data of the battle role, the total number of battle rounds, the battle result, and a plurality of video sample data arranged in order corresponding to each battle round; Among them, the first layer of video production data includes the battle scene identification, the total number of battle rounds, the battle results and the round data of each battle round; the second layer of video production data is the round data of each battle round, and the round data of each battle round includes the round number of the current battle round and the round message package data of the current battle round; the third layer of video production data is the round message package data of each battle round, and the round message package data of each battle round includes the video sample data encoding in the current battle round and the video sample data, and the round message package data with a round number of 0 is the battle scene basic data used to create a battle scene.

6. The method according to claim 5, characterized in that The battle video request information includes video list request information of the games to be replayed; after receiving the video basic data fed back by the game server, the method further includes: Based on the video basic data, displaying a video list interface, wherein the video list interface includes the session identifiers of the sessions to be replayed and the video playback options of each session to be replayed; Correspondingly, the reading of the video production data of the target playback session based on the storage address specifically includes: Based on the selection operation of any video playback option, a target playback session is determined, and a target storage address corresponding to the target playback session is obtained from the video basic data of the target playback session; At the target storage address, the video production data of the target playback session is read.

7. The method according to claim 6, characterized in that The basic video data is stored in a first preset video storage space. After receiving the video list request information, the game server reads the basic video data of the to-be-played session from the first preset video storage space; The target storage address points to the second preset video storage space; The first preset video storage space and the second preset video storage space are independent of the game server.

8. A combat video data processing device, characterized in that: Applied to game servers, including: A battle data receiving module, used to receive battle data of a target recorded session in the game, wherein the battle data includes a battle scene identifier, initial state data of a battle character, and uplink data and downlink data of at least one battle round; A video data generation module, used to generate video data of the target recording session based on the combat data, wherein the video data is used to generate the combat video of the target recording session, the video data includes video basic data and video production data, the video basic data includes the target recording session identifier and storage address, and the video production data is used to generate the combat video of the target recording session; A video data storage module, used to store the video data in a preset video storage space, wherein the game server is used to feedback the storage address of the preset video storage space when the game client requests video playback, so that the game client obtains the video data in the preset video storage space based on the storage address; The video production data of the target recording session is generated by the following steps: Based on the uplink data and downlink data of each battle round, determine the total number of battle rounds, battle results, combat role operation data and combat role status change data of the target recording session; Respectively parsing the combat role operation data and combat role status change data of each combat round into a plurality of sequentially arranged video sample data corresponding to each combat round; Generate video production data with a three-layer structure based on the battle scene identifier, the initial state data of the battle character, the total number of battle rounds, the battle result, and a plurality of video sample data arranged in order corresponding to each battle round; The first layer of video production data includes the battle scene identifier, the total number of battle rounds, the battle result, and round data of each battle round; The second layer of video recording data is the round data of each battle round, and the round data of each battle round includes the round number of the current battle round and the round message packet data of the current battle round; The third layer of video production data is the round message packet data of each battle round, and the round message packet data of each battle round includes the video sample data encoding and the video sample data in the current battle round. The round message packet data with round number 0 is the battle scene basic data for creating a battle scene.

9. A combat video data processing device, characterized in that: Applied to a game client, the device comprises: A video recording request module, used to send battle video recording request information to the game server; A basic data receiving module, used for receiving the basic video data fed back by the game server, wherein the basic video data includes the storage address of the video production data; A video production module, used for reading the video production data of the target playback session based on the storage address, and generating a battle video according to the video production data of the target playback session; The video production data of the target playback session is generated by the following steps: Based on the uplink data and downlink data of each battle round, determine the total number of battle rounds, battle results, combat role operation data and combat role status change data of the target playback round; Respectively analyzing the combat role operation data and combat role status change data of each combat round into a plurality of video sample data arranged in order corresponding to each combat round; Generate video production data with a three-layer structure based on the battle scene identifier, the initial state data of the battle role, the total number of battle rounds, the battle result, and a plurality of video sample data arranged in order corresponding to each battle round; Among them, the first layer of video production data includes the battle scene identification, the total number of battle rounds, the battle results and the round data of each battle round; the second layer of video production data is the round data of each battle round, and the round data of each battle round includes the round number of the current battle round and the round message package data of the current battle round; the third layer of video production data is the round message package data of each battle round, and the round message package data of each battle round includes the video sample data encoding in the current battle round and the video sample data, and the round message package data with a round number of 0 is the battle scene basic data used to create a battle scene.

10. A combat video data processing system, characterized in that: include: A game client, a game server, and a storage device corresponding to a preset video storage space, wherein the game client is used to execute the method as described in any one of claims 1 to 4, and the game server is used to execute the method as described in any one of claims 5 to 7.

11. A storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the method according to any one of claims 1 to 7 is implemented.

12. A computer device comprising a storage medium, a processor, and a computer program stored in the storage medium and executable on the processor, characterized in that: When the processor executes the computer program, the method according to any one of claims 1 to 7 is implemented.

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