Information processing method, device, electronic device and storage medium
Through the heartbeat mechanism, abnormal scene areas are identified and transferred in multiplayer online games, the performance pressure and player impact problems caused by abnormal scene areas in the game world scene are solved, and the invisible disaster recovery and stability are achieved.
Patent Information
- Application Number
- CN202111592298.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-12-23
- Publication Date
- 2024-12-31
- Estimated Expiration
- 2041-12-23
AI Technical Summary
Existing large-scale multiplayer online games have performance pressure in scene design and disaster recovery, which leads to the fact that when there are problems in some scene areas, all players must be kicked off the line and logged in again, affecting the game experience and causing unnecessary impact.
The target scene area where abnormal running is determined from multiple scene areas through the heartbeat mechanism, and transfer the player character to the corresponding alternative scene areas to avoid blocking problems in the game world scenes while maintaining the player's unsense experience.
It realizes invisible disaster recovery when the scene area is abnormal, avoids the player being affected, and ensures the stability of the game world scene and player experience.
Smart Images

Figure CN114344883B_ABST
Abstract
Description
Technical Field
[0001] The present application relates to the field of game technology, and in particular to an information processing method, device, electronic device and storage medium. Background Art
[0002] This section is intended to provide a background or context to the embodiments of the application that are recited in the claims. No description herein is admitted to be prior art by inclusion in this section.
[0003] In current massively multiplayer online games, such as MMORPGs, the scene designs are getting larger and larger to meet the players' stronger demand for free exploration, and there are more and more game AI characters (NPCs) or interactive objects in the scene. Super-large scenes and a large number of interactive objects will inevitably put performance pressure on the server. In order to increase the number of players that the scene can carry, the game world scene is generally divided into multiple scene areas, and different areas are assigned to different processes to run. The solution of dividing the game world scene into regions puts higher requirements on disaster recovery. When problems occur in some scene areas, corresponding disaster recovery solutions must be adopted to ensure that players are not affected, the game is not blocked, and even completely imperceptible to players. Summary of the invention
[0004] In view of this, the purpose of the present application is to provide an information processing method, device, electronic device and storage medium.
[0005] Based on the above purpose, the present application provides an information processing method, which is applied to a game scene, wherein the game scene includes a plurality of game world scenes running in parallel, and each game world scene includes a plurality of scene areas; the method includes:
[0006] Determine a first target scene area with abnormal operation from the plurality of scene areas through a heartbeat mechanism;
[0007] In response to determining that a player character in another scene area in a target game world scene where the first target scene area is located is about to enter the first target scene area, determining a second target scene area from a plurality of scene areas corresponding to the first target scene area, wherein the plurality of scene areas respectively belong to different game world scenes other than the target game world scene;
[0008] The player character is transferred to the second target scene area.
[0009] In some embodiments, determining the second target scene area from a plurality of scene areas corresponding to the first target scene area specifically includes:
[0010] Determine a third target scene area among the multiple scene areas corresponding to the first target scene area;
[0011] In response to determining that the number of online player characters in the game world scene where the third target scene area is located is less than a first preset threshold, the third target scene area is determined as the second target scene area.
[0012] In some embodiments, determining the second target scene area from a plurality of scene areas corresponding to the first target scene area specifically includes:
[0013] Determine a third target scene area among the multiple scene areas corresponding to the first target scene area;
[0014] In response to determining that the game world scene where the third target scene area is located is the game world scene with the least number of online player characters among all game world scenes except the target game world scene, the third target scene area is determined as the second target scene area.
[0015] In some embodiments, transferring the player character to the second target scene area specifically includes:
[0016] Determine a fourth target scene area where a player character that is about to enter the first target scene area is located;
[0017] Determining a fifth target scene area corresponding to the fourth target scene area in the game world scene where the second target scene area is located;
[0018] The player character is transferred to a boundary area in the second target scene area adjacent to the fifth target scene area.
[0019] In some embodiments, determining the second target scene area from a plurality of scene areas corresponding to the first target scene area specifically includes:
[0020] Determine a third target scene area among the multiple scene areas corresponding to the first target scene area;
[0021] Determining a sixth target scene area corresponding to the fourth target scene area in the game world scene where the third target scene area is located;
[0022] In response to determining that the number of online players in the boundary area of the third target scene area adjacent to the sixth target scene area is less than a second preset threshold, and the number of online player characters in the game world scene where the third target scene area is located is less than a first preset threshold, the third target scene area is determined as the second target scene area.
[0023] In some embodiments, determining the second target scene area from a plurality of scene areas corresponding to the first target scene area specifically includes:
[0024] For each scene area corresponding to the first target scene area, determining a sixth target scene area corresponding to the fourth target scene area in the game world scene where each scene area is located, and determining a boundary area adjacent to each scene area and the sixth target scene area;
[0025] A target boundary area with the least number of online player characters is determined from all boundary areas adjacent to the sixth target scene area, and the scene area where the target boundary area is located is determined as the second target scene area.
[0026] In some embodiments, determining a second target scene area from a plurality of scene areas corresponding to the target scene area specifically includes:
[0027] For each scene area corresponding to the first target scene area, in response to the number of online player characters in the game world scene where each scene area is located being less than a first preset threshold, determining each scene area as a candidate scene area;
[0028] For each candidate scene area among the multiple candidate scene areas, determining a sixth target scene area corresponding to the fourth target scene area in the game world scene where each candidate scene area is located, and determining a boundary area adjacent to each candidate scene area and the sixth target scene area;
[0029] A target boundary area with the least number of online player characters is determined from all boundary areas adjacent to the sixth target scene area, and the scene area where the target boundary area is located is determined as the second target scene area.
[0030] In some embodiments, after determining the first target scene area with abnormal operation from the plurality of scene areas through the heartbeat mechanism, the method further comprises:
[0031] All player characters in the first target scene area are evenly distributed to the multiple scene areas, and the first target scene area is recreated in the target game world scene.
[0032] In some embodiments, recreating the first target scene area in the target game world scene specifically includes:
[0033] Obtain the game AI characters that currently exist and the game AI characters that should exist in the target game world scene;
[0034] Determine the game AI character existing in the first target scene area based on the currently existing game AI character and the game AI character that should exist;
[0035] The first target scene area is recreated based on the game AI character existing in the first target scene area.
[0036] In some embodiments, allocating all player characters in the first target scene area evenly to a plurality of scene areas corresponding to the first target scene area specifically includes:
[0037] Obtaining team information of all player characters in the first target scene area;
[0038] All player characters in the first target scene area are evenly distributed to a plurality of scene areas corresponding to the first target scene area based on the team formation information.
[0039] In some embodiments, the game scene corresponds to a scene management center node, each of the game world scenes corresponds to a world management node, and each of the scene areas corresponds to an area management node, and the method further includes:
[0040] Determine a target world management node with abnormal operation from the plurality of world management nodes through a heartbeat mechanism;
[0041] Acquire data information of the target world management node from the scene management center node, and recreate the target world management node based on the data information;
[0042] The recreated target world management node is connected to the scene management center node and the multiple regional management nodes corresponding thereto respectively.
[0043] Based on the same inventive concept, the exemplary embodiment of the present application further provides an information processing device, which is applied to a game scene, wherein the game scene includes a plurality of game world scenes running in parallel, and each game world scene includes a plurality of scene areas; the device includes:
[0044] A first determination module, which determines a first target scene area with abnormal operation from the plurality of scene areas through a heartbeat mechanism;
[0045] a second determining module, in response to determining that a player character in another scene area in a target game world scene where the first target scene area is located is about to enter the first target scene area, determining a second target scene area from a plurality of scene areas corresponding to the first target scene area, wherein the plurality of scene areas respectively belong to different game world scenes other than the target game world scene;
[0046] A transfer module transfers the player character to the second target scene area.
[0047] Based on the same inventive concept, an exemplary embodiment of the present application also provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable by the processor, wherein the processor implements the information processing method as described above when executing the program.
[0048] Based on the same inventive concept, an exemplary embodiment of the present application further provides a non-transitory computer-readable storage medium, wherein the non-transitory computer-readable storage medium stores computer instructions, and the computer instructions are used to enable a computer to execute the information processing method as described above.
[0049] From the above, it can be seen that the information processing method provided by the present application determines a first target scene area with an abnormal operation from multiple scene areas through a heartbeat mechanism. When it is determined that player characters in other scene areas in the target game world scene where the first target scene area is located are about to enter the first target scene area, a second target scene area is determined from multiple scene areas corresponding to the first target scene area, and the player character is transferred to the second target scene area, wherein the multiple scene areas respectively belong to different game world scenes other than the target game world scene. Therefore, when some scene areas in the game world scene operate abnormally, it is ensured that the game world scene does not have blocking problems while avoiding the game players being affected. BRIEF DESCRIPTION OF THE DRAWINGS
[0050] In order to more clearly illustrate the technical solutions in the present application or related technologies, the drawings required for use in the embodiments or related technical descriptions are briefly introduced below. Obviously, the drawings described below are only embodiments of the present application. For ordinary technicians in this field, other drawings can be obtained based on these drawings without creative work.
[0051] Figure 1 A schematic diagram of a game scene structure according to an embodiment of the present application;
[0052] Figure 2 A flowchart of an information processing method according to an embodiment of the present application;
[0053] Figure 3 A schematic diagram of the structure of an information processing device according to an embodiment of the present application;
[0054] Figure 4 A schematic diagram of the structure of a specific electronic device according to an embodiment of the present application. DETAILED DESCRIPTION
[0055] The principles and spirit of the present application will be described below with reference to several exemplary embodiments. It should be understood that these embodiments are provided only to enable those skilled in the art to better understand and implement the present application, and are not intended to limit the scope of the present application in any way. On the contrary, these embodiments are provided to make the present application more thorough and complete, and to fully convey the scope of the present application to those skilled in the art.
[0056] According to the implementation manner of the present application, an information processing method, device, electronic device and storage medium are proposed.
[0057] It should be understood herein that any number of elements in the drawings is for illustration rather than limitation, and any naming is only for distinction rather than having any limiting meaning.
[0058] The principles and spirit of the present application are explained in detail below with reference to several representative implementations of the present application. SUMMARY OF THE INVENTION
[0060] In the prior art, when a problem occurs in any area of a game world scene, all players in the game world scene are directly kicked offline, and the game world scene is recreated and the game players re-enter the game world scene. Simply kicking the players offline and then letting the game players actively log in again can indeed ensure that there are no blocking problems in the game world scene, that is, the player characters will not be unable to reach those damaged area scenes. However, this approach greatly affects the players' gaming experience and causes many unaffected players to be kicked offline.
[0061] In order to solve the above problems, the present application provides an information processing method, which specifically includes:
[0062] A first target scene area with an abnormal operation is determined from multiple scene areas through a heartbeat mechanism. When it is determined that a player character in other scene areas in the target game world scene where the first target scene area is located is about to enter the first target scene area, a second target scene area is determined from multiple scene areas corresponding to the first target scene area, and the player character is transferred to the second target scene area, wherein the multiple scene areas respectively belong to different game world scenes other than the target game world scene. Therefore, when the first target area has an abnormal operation, when a player character in the same game world scene wants to enter the first target area, the player character can enter the second target scene area of other game world scenes corresponding to the first target area. Since there is no obvious difference between entering the second target scene area and entering the first target scene area for the game player, seamless disaster recovery for the game player can be achieved, thereby ensuring that the game world scene does not have blocking problems while preventing the player from being affected by the abnormal operation of some scene areas.
[0063] After introducing the basic principles of the present application, various non-limiting implementation methods of the present application are described in detail below.
[0064] Application Scenario Overview
[0065] In some specific application scenarios, the information processing method of the present application can be applied to any game system that divides the game world scene into multiple scene areas.
[0066] In some specific application scenarios, the information processing method of the present application can be directly applied to run locally or in a cloud server. When running on a cloud server, the acquired data to be processed is sent to the cloud server via the network, and the server processes the data to be processed using the information processing method of the present application, and sends the processing results to the local computer via the network.
[0067] The following describes the information processing method according to the exemplary implementation of the present application in conjunction with specific application scenarios. It should be noted that the above application scenarios are only shown to facilitate understanding of the spirit and principles of the present application, and the implementation of the present application is not limited in this regard. On the contrary, the implementation of the present application can be applied to any applicable scenario.
[0068] Exemplary Methods
[0069] refer to Figure 1, is a schematic diagram of a game scene structure of an embodiment of the present application, wherein the game scene includes multiple game world scenes (game world scene 1 to game world scene x) running in parallel, each game world scene includes multiple scene areas, for example, game world scene 1 includes scene area A1, scene area B1, scene area C1...scene area n1, and these scene areas together form a complete game world scene. It should be noted that Figure 1 The multiple game world scenes running in parallel belong to the same game world scene, that is, there are multiple identical game world scenes in the present application at the same time, and these identical game world scenes are divided into multiple scene areas, and the scene areas of any game world scene can be found in other game world scenes. For example, Figure 1 Although scene area A1 and scene area A2 belong to different game world scenes, the two scene areas are exactly the same in shape and appearance. Therefore, when a player character wants to enter scene area A1, the player character is actively assigned to scene area A2 without any feeling to the player.
[0070] refer to Figure 2 The embodiment of the present application provides an information processing method, which is applied in a game scenario and includes the following steps:
[0071] S101, determining a first target scene area with abnormal operation from a plurality of scene areas through a heartbeat mechanism.
[0072] In specific implementation, the first target scene area with abnormal operation is first determined from multiple scene areas through the heartbeat mechanism. The multiple scene areas can belong to the same game world scene or to different game world scenes without limitation. The heartbeat mechanism is a mechanism that sends a custom structure (heartbeat packet) at regular intervals to let the other party know that it is still running normally to ensure the validity of the connection. The heartbeat mechanism can be used to know which scene areas have abnormalities (damaged or stopped running), and then determine the first target scene area.
[0073] S102, in response to determining that a player character in other scene areas in the target game world scene where the first target scene area is located is about to enter the first target scene area, determining a second target scene area from a plurality of scene areas corresponding to the first target scene area, wherein the plurality of scene areas respectively belong to different game world scenes other than the target game world scene.
[0074] In a specific implementation, after determining the first target scene area, if it is found that a certain scene area has been running abnormally, the target game world scene where the first target scene area is located is first determined. When the player characters in other scene areas in the target game world scene are about to enter the first target scene area, the second target scene area is determined from the multiple scene areas corresponding to the first target scene area. Optionally, the second target scene area can be determined randomly. The multiple scene areas belong to different game world scenes respectively and none of them belongs to the target game world scene. For example, when Figure 1 If the scene area A1 in the game world is running abnormally (has been damaged), and the player character in the scene area B1 wants to enter the scene area A1, the player character is directly assigned to any scene area from the scene area A2 to the scene area Ax, thereby avoiding all the player characters in the game world scene 1 from going offline and logging in again, and at the same time, the player characters will not be unable to reach some of their own regional scenes.
[0075] In some embodiments, determining the second target scene area from a plurality of scene areas corresponding to the first target scene area specifically includes:
[0076] Determine a third target scene area among the multiple scene areas corresponding to the first target scene area;
[0077] In response to determining that the number of online player characters in the game world scene where the third target scene area is located is less than a first preset threshold, the third target scene area is determined as the second target scene area.
[0078] In the specific implementation, considering that each game world scene has a maximum player character carrying capacity, in order to avoid the game world scene from overloading and crashing, when determining the second target scene area, a third target scene area is first determined. Optionally, the third target scene area can be randomly determined from multiple scene areas corresponding to the first target scene area. After determining the third target scene area, it is further determined whether the number of online player characters in the game world scene where the third target scene area is located belongs to a safe value, that is, less than a first preset threshold value. The first preset threshold value can be set as needed and is not limited here. If the number of online player characters in the game world scene where the three target scene areas are located is less than the first preset threshold value, the third target scene area is determined as the second target scene area.
[0079] In order to make the number of online player characters in each game world scene as balanced as possible, in some embodiments, a third target scene area is determined from a plurality of scene areas corresponding to the first target scene area;
[0080] In response to determining that the game world scene where the third target scene area is located is the game world scene with the least number of online player characters among all game world scenes except the target game world scene, the third target scene area is determined as the second target scene area.
[0081] S103: Transfer the player character to the second target scene area.
[0082] In specific implementation, after determining the second target scene area, the player character who wants to enter the first target area can be transferred to the second target scene area. Optionally, the specific position where the player character enters the second target scene area can be set as needed, which is not limited here. Optionally, the specific position can be randomly generated or a fixed position can be set.
[0083] In order to further achieve seamless disaster recovery for game players, when determining the specific position in the second target scene area, the position where the player character originally entered the first target scene area can be referenced. Figure 1 , assuming that scene area A1 is operating abnormally, the player character in scene area B1 is about to enter scene area A1, and the second target scene area is determined to be A2. At this time, the player character should enter scene area A1 from the junction of scene area A1 and scene area B1. In order to avoid the game player feeling uncomfortable, the player character should also enter A2 from the junction of A2 and B2. Therefore, in some embodiments, transferring the player character to the second target scene area specifically includes:
[0084] Determine a fourth target scene area where a player character that is about to enter the first target scene area is located;
[0085] Determining a fifth target scene area corresponding to the fourth target scene area in the game world scene where the second target scene area is located;
[0086] The player character is transferred to a boundary area in the second target scene area adjacent to the fifth target scene area.
[0087] When all scene areas of the game world scene are operating normally, in the same game world scene, when a player character looks at the border of one scene area to another adjacent scene area, he can see the border of the other scene area, and there may be other player characters at the border of the other scene area. Figure 1, when scene area A1 is operating abnormally, the boundary of scene area A1 seen by the player character in scene area B1 before entering scene area A1 is just a default background scene, and there is no player character in the default background scene. If the player character who wants to enter scene area A1 from scene area B1 is directly randomly assigned to scene area A2, it cannot be guaranteed that the number of player characters at the junction of scene area A2 and scene area B2 is 0 or very small. If the player character suddenly finds that there are many more player characters after entering scene area A2 from scene area B1, he will feel seriously uncomfortable. In order to alleviate this situation and take into account the load of each game world scene, in some embodiments, determining the second target scene area from multiple scene areas corresponding to the first target scene area specifically includes:
[0088] Determine a third target scene area among the multiple scene areas corresponding to the first target scene area;
[0089] Determining a sixth target scene area corresponding to the fourth target scene area in the game world scene where the third target scene area is located;
[0090] In response to determining that the number of online players in the boundary area of the third target scene area adjacent to the sixth target scene area is less than a second preset threshold, and the number of online player characters in the game world scene where the third target scene area is located is less than a first preset threshold, the third target scene area is determined as the second target scene area.
[0091] It should be noted that the second preset threshold can be set as needed and is not limited here.
[0092] In some embodiments, determining the second target scene area from a plurality of scene areas corresponding to the first target scene area specifically includes:
[0093] For each scene area corresponding to the first target scene area, determining a sixth target scene area corresponding to the fourth target scene area in the game world scene where each scene area is located, and determining a boundary area adjacent to each scene area and the sixth target scene area;
[0094] A target boundary area with the least number of online player characters is determined from all boundary areas adjacent to the sixth target scene area, and the scene area where the target boundary area is located is determined as the second target scene area.
[0095] In specific implementation, since it cannot be guaranteed that every time the player character is transferred to the boundary area adjacent to the fifth target scene area in the second target scene area, a scene area in which the number of online players in the boundary area is less than the second preset threshold can be found, in order to minimize the impact of changes in the number of people on game players, the scene area in which the target boundary area with the least number of online player characters is located can be determined from the multiple scene areas corresponding to the first target scene area as the second target scene area.
[0096] In order to take into account the load of the game world scene and the impact of the change in the number of player characters in the scene area on the game players, in some embodiments, determining the second target scene area from multiple scene areas corresponding to the target scene area specifically includes:
[0097] For each scene area corresponding to the first target scene area, in response to the number of online player characters in the game world scene where each scene area is located being less than a first preset threshold, determining each scene area as a candidate scene area;
[0098] For each candidate scene area among the multiple candidate scene areas, determining a sixth target scene area corresponding to the fourth target scene area in the game world scene where each candidate scene area is located, and determining a boundary area adjacent to each candidate scene area and the sixth target scene area;
[0099] A target boundary area with the least number of online player characters is determined from all boundary areas adjacent to the sixth target scene area, and the scene area where the target boundary area is located is determined as the second target scene area.
[0100] In some embodiments, after determining the first target scene area with abnormal operation from the plurality of scene areas through the heartbeat mechanism, the method further comprises:
[0101] All player characters in the first target scene area are evenly distributed to the multiple scene areas, and the first target scene area is recreated in the target game world scene.
[0102] In specific implementation, after determining the abnormally operating first target scene area, all player characters in the first target scene area need to be evenly distributed to the multiple scene areas, so as to ensure that these player characters can continue to play the game, and try to ensure that the number of player characters in each game world is the same. After all player characters in the first target scene area are evenly distributed to the multiple scene areas, the first target scene area will be recreated, so that other player characters in the target game world scene do not need to enter the second target scene area again when they enter the first target scene area next time.
[0103] In some embodiments, recreating the first target scene area in the target game world scene specifically includes:
[0104] Obtain the game AI characters that currently exist and the game AI characters that should exist in the target game world scene;
[0105] Determine the game AI character existing in the first target scene area based on the currently existing game AI character and the game AI character that should exist;
[0106] The first target scene area is recreated based on the game AI character existing in the first target scene area.
[0107] In specific implementation, since there are many game AI characters (NPCs) in each game world scene, and these game AI characters will move between various areas, the game AI characters in each scene area may be completely different at different times. When recreating the first target scene area, it is necessary to ensure that the game AI characters in the game world scene after the first target scene area is rebuilt are the same as before. Therefore, when reconstructing the first target scene area, it is necessary to determine the game AI characters existing in the first target scene area based on the game AI characters currently existing in the target game world scene and the game AI characters that should exist.
[0108] In order to further improve the game player experience and enable the player characters who form a team together to still play together after being transferred to the multiple scene areas, in some embodiments, the team information of all player characters in the first target scene area is obtained;
[0109] All player characters in the first target scene area are evenly distributed to a plurality of scene areas corresponding to the first target scene area based on the team formation information.
[0110] In some embodiments, the game scene corresponds to a scene management center node, each of the game world scenes corresponds to a world management node, and each of the scene areas corresponds to an area management node, and the method further includes:
[0111] Determine a target world management node with abnormal operation from the plurality of world management nodes through a heartbeat mechanism;
[0112] Acquire data information of the target world management node from the scene management center node, and recreate the target world management node based on the data information;
[0113] The recreated target world management node is connected to the scene management center node and the multiple regional management nodes corresponding thereto respectively.
[0114] It should be noted that when the target world management node runs abnormally, the data information of the target world management node can be obtained from the scene management center node. The data information may include all the previous data of the target world management node. Optionally, the data information can also be obtained from all the regional management nodes corresponding to the target world management node. After obtaining the data information, the target world management node is recreated according to the data information, and the recreated target world management node is connected to the scene management center node and the multiple regional management nodes corresponding to it.
[0115] The information processing method provided by the present application determines a first target scene area with an operation abnormality from multiple scene areas through a heartbeat mechanism. When it is determined that a player character in other scene areas in a target game world scene where the first target scene area is located is about to enter the first target scene area, a second target scene area is determined from multiple scene areas corresponding to the first target scene area, and the player character is transferred to the second target scene area, wherein the multiple scene areas respectively belong to different game world scenes other than the target game world scene. Therefore, when the first target area has operated abnormally, when a player character of the same game world scene wants to enter the first target area, the player character can enter the second target scene area of other game world scenes corresponding to the first target area. Since there is no obvious difference between entering the second target scene area and entering the first target scene area for the game player, the game player's imperceptible disaster recovery can be achieved, thereby ensuring that the game world scene does not have blocking problems while preventing the player from being affected by the operation abnormalities of some scene areas.
[0116] Exemplary Devices
[0117] Based on the same inventive concept, corresponding to any of the above-mentioned embodiment methods, the present application also provides an information processing device, which is applied to a game scene, wherein the game scene includes multiple game world scenes running in parallel, and each game world scene includes multiple scene areas.
[0118] refer to Figure 3 , the information processing device comprises:
[0119] A first determining module 201 determines a first target scene area with abnormal operation from the plurality of scene areas through a heartbeat mechanism;
[0120] A second determining module 202, in response to determining that a player character in another scene area in a target game world scene where the first target scene area is located is about to enter the first target scene area, determines a second target scene area from a plurality of scene areas corresponding to the first target scene area, wherein the plurality of scene areas respectively belong to different game world scenes other than the target game world scene;
[0121] The transfer module 203 transfers the player character to the second target scene area.
[0122] For the convenience of description, the above device is described in terms of functions divided into various modules. Of course, when implementing the present application, the functions of each module can be implemented in the same or multiple software and / or hardware.
[0123] The device of the above embodiment is used to implement a corresponding information processing method in any of the above embodiments, and has the beneficial effects of the corresponding method embodiment, which will not be described in detail here.
[0124] Based on the same inventive concept, corresponding to any of the above-mentioned embodiments and methods, the present application also provides an electronic device, including a memory, a processor, and a computer program stored in the memory and executable on the processor, wherein when the processor executes the program, an information processing method described in any of the above embodiments is implemented.
[0125] Figure 4 A more specific schematic diagram of the hardware structure of an electronic device provided in this embodiment is shown, and the device may include: a processor 1010, a memory 1020, an input / output interface 1030, a communication interface 1040, and a bus 1050. The processor 1010, the memory 1020, the input / output interface 1030, and the communication interface 1040 are connected to each other through the bus 1050 in the device.
[0126] The processor 1010 can be implemented by a general-purpose CPU (Central Processing Unit), a microprocessor, an application-specific integrated circuit (ASIC), or one or more integrated circuits, and is used to execute relevant programs to implement the technical solutions provided in the embodiments of this specification.
[0127] The memory 1020 may be implemented in the form of ROM (Read Only Memory), RAM (Random Access Memory), static storage device, dynamic storage device, etc. The memory 1020 may store an operating system and other application programs. When the technical solutions provided in the embodiments of this specification are implemented by software or firmware, the relevant program codes are stored in the memory 1020 and are called and executed by the processor 1010.
[0128] The input / output interface 1030 is used to connect the input / output module to realize information input and output. The input / output module can be configured in the device as a component (not shown in the figure), or it can be externally connected to the device to provide corresponding functions. The input device may include a keyboard, a mouse, a touch screen, a microphone, various sensors, etc., and the output device may include a display, a speaker, a vibrator, an indicator light, etc.
[0129] The communication interface 1040 is used to connect a communication module (not shown) to realize communication interaction between the device and other devices. The communication module can realize communication through a wired mode (such as USB, network cable, etc.) or a wireless mode (such as mobile network, WIFI, Bluetooth, etc.).
[0130] The bus 1050 includes a path that transmits information between the various components of the device (eg, the processor 1010, the memory 1020, the input / output interface 1030, and the communication interface 1040).
[0131] It should be noted that, although the above device only shows the processor 1010, the memory 1020, the input / output interface 1030, the communication interface 1040 and the bus 1050, in the specific implementation process, the device may also include other components necessary for normal operation. In addition, it can be understood by those skilled in the art that the above device may also only include the components necessary for implementing the embodiments of the present specification, and does not necessarily include all the components shown in the figure.
[0132] The electronic device of the above embodiment is used to implement a corresponding information processing method in any of the above embodiments, and has the beneficial effects of the corresponding method embodiment, which will not be described in detail here.
[0133] Exemplary Program Products
[0134] Based on the same inventive concept, corresponding to any of the above-mentioned embodiment methods, the present application also provides a non-transitory computer-readable storage medium, wherein the non-transitory computer-readable storage medium stores computer instructions, and the computer instructions are used to enable the computer to execute an information processing method as described in any of the above embodiments.
[0135] The computer-readable medium of this embodiment includes permanent and non-permanent, removable and non-removable media, and information storage can be implemented by any method or technology. Information can be computer-readable instructions, data structures, modules of programs, or other data. Examples of computer storage media include, but are not limited to, phase change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technology, read-only compact disk read-only memory (CD-ROM), digital versatile disk (DVD) or other optical storage, magnetic cassettes, magnetic tape magnetic disk storage or other magnetic storage devices or any other non-transmission media that can be used to store information that can be accessed by a computing device.
[0136] The computer instructions stored in the storage medium of the above embodiment are used to enable the computer to execute an information processing method as described in any of the above embodiments, and have the beneficial effects of the corresponding method embodiments, which will not be repeated here.
[0137] Those skilled in the art should understand that the discussion of any of the above embodiments is merely illustrative and is not intended to imply that the scope of the present application (including the claims) is limited to these examples; based on the concept of the present application, the technical features in the above embodiments or different embodiments may be combined, the steps may be implemented in any order, and there are many other variations of the different aspects of the embodiments of the present application as described above, which are not provided in detail for the sake of simplicity.
[0138] In addition, to simplify the description and discussion, and in order not to make the embodiments of the present application difficult to understand, the known power supply / ground connection with the integrated circuit (IC) chip and other components may or may not be shown in the provided drawings. In addition, the device can be shown in the form of a block diagram to avoid making the embodiments of the present application difficult to understand, and this also takes into account the fact that the details of the implementation of these block diagram devices are highly dependent on the platform to be implemented in the embodiments of the present application (that is, these details should be fully within the scope of understanding of those skilled in the art). In the case of elaborating specific details (e.g., circuits) to describe exemplary embodiments of the present application, it is obvious to those skilled in the art that the embodiments of the present application can be implemented without these specific details or when these specific details are changed. Therefore, these descriptions should be considered to be illustrative rather than restrictive.
[0139] Although the present application has been described in conjunction with specific embodiments of the present application, many replacements, modifications and variations of these embodiments will be apparent to those skilled in the art from the foregoing description. For example, other memory architectures (e.g., dynamic RAM (DRAM)) may use the embodiments discussed.
[0140] The embodiments of the present application are intended to cover all such substitutions, modifications and variations that fall within the broad scope of the appended claims. Therefore, any omissions, modifications, equivalent substitutions, improvements, etc. made within the spirit and principles of the embodiments of the present application should be included in the scope of protection of the present application.
Claims
1. An information processing method, characterized in that: The method is applied to a game scene, wherein the game scene includes a plurality of game world scenes running in parallel, and each game world scene includes a plurality of scene areas; the method includes: Determine a first target scene area with abnormal operation from the plurality of scene areas through a heartbeat mechanism; In response to determining that a player character in another scene area in a target game world scene where the first target scene area is located is about to enter the first target scene area, determining a second target scene area from a plurality of scene areas corresponding to the first target scene area, wherein the plurality of scene areas respectively belong to different game world scenes other than the target game world scene; Transferring the player character to the second target scene area; Wherein, determining the second target scene area from a plurality of scene areas corresponding to the first target scene area specifically includes: Determine a third target scene area among the multiple scene areas corresponding to the first target scene area; In response to determining that the number of online player characters in the game world scene where the third target scene area is located is less than a first preset threshold, the third target scene area is determined as the second target scene area.
2. The method according to claim 1, characterized in that Determining a second target scene area from a plurality of scene areas corresponding to the first target scene area specifically includes: Determine a third target scene area among the multiple scene areas corresponding to the first target scene area; In response to determining that the game world scene where the third target scene area is located is the game world scene with the least number of online player characters among all game world scenes except the target game world scene, the third target scene area is determined as the second target scene area.
3. The method according to claim 1, characterized in that Transferring the player character to the second target scene area specifically includes: Determine a fourth target scene area where a player character that is about to enter the first target scene area is located; Determining a fifth target scene area corresponding to the fourth target scene area in the game world scene where the second target scene area is located; The player character is transferred to a boundary area in the second target scene area adjacent to the fifth target scene area.
4. The method according to claim 3, characterized in that Determining a second target scene area from a plurality of scene areas corresponding to the first target scene area specifically includes: Determine a third target scene area among the multiple scene areas corresponding to the first target scene area; Determining a sixth target scene area corresponding to the fourth target scene area in the game world scene where the third target scene area is located; In response to determining that the number of online players in the boundary area of the third target scene area adjacent to the sixth target scene area is less than a second preset threshold, and the number of online player characters in the game world scene where the third target scene area is located is less than a first preset threshold, the third target scene area is determined as the second target scene area.
5. The method according to claim 3, characterized in that: Determining a second target scene area from a plurality of scene areas corresponding to the first target scene area specifically includes: For each scene area corresponding to the first target scene area, determining a sixth target scene area corresponding to the fourth target scene area in the game world scene where each scene area is located, and determining a boundary area adjacent to each scene area and the sixth target scene area; A target boundary area with the least number of online player characters is determined from all boundary areas adjacent to the sixth target scene area, and the scene area where the target boundary area is located is determined as the second target scene area.
6. The method according to claim 3, characterized in that Determining a second target scene area from a plurality of scene areas corresponding to the target scene area specifically includes: For each scene area corresponding to the first target scene area, in response to the number of online player characters in the game world scene where each scene area is located being less than a first preset threshold, determining each scene area as a candidate scene area; For each candidate scene area among the multiple candidate scene areas, determining a sixth target scene area corresponding to the fourth target scene area in the game world scene where each candidate scene area is located, and determining a boundary area adjacent to each candidate scene area and the sixth target scene area; A target boundary area with the least number of online player characters is determined from all boundary areas adjacent to the sixth target scene area, and the scene area where the target boundary area is located is determined as the second target scene area.
7. The method according to claim 1, characterized in that After determining the first target scene area with abnormal operation from the plurality of scene areas through the heartbeat mechanism, the method further comprises: All player characters in the first target scene area are evenly distributed to the multiple scene areas, and the first target scene area is recreated in the target game world scene.
8. The method according to claim 7, characterized in that Recreating the first target scene area in the target game world scene specifically includes: Obtain the game AI characters that currently exist and the game AI characters that should exist in the target game world scene; Determine the game AI character existing in the first target scene area based on the currently existing game AI character and the game AI character that should exist; The first target scene area is recreated based on the game AI character existing in the first target scene area.
9. The method according to claim 7, characterized in that: Evenly distributing all player characters in the first target scene area to a plurality of scene areas corresponding to the first target scene area specifically includes: Obtaining team information of all player characters in the first target scene area; All player characters in the first target scene area are evenly distributed to a plurality of scene areas corresponding to the first target scene area based on the team formation information.
10. The method according to claim 1, characterized in that The game scene corresponds to a scene management center node, each of the game world scenes corresponds to a world management node, and each of the scene areas corresponds to an area management node. The method further includes: Determine a target world management node with abnormal operation from the plurality of world management nodes through a heartbeat mechanism; Acquire data information of the target world management node from the scene management center node, and recreate the target world management node based on the data information; The recreated target world management node is connected to the scene management center node and the multiple regional management nodes corresponding thereto respectively.
11. An information processing device, characterized in that: The device is applied to a game scene, wherein the game scene includes a plurality of game world scenes running in parallel, and each game world scene includes a plurality of scene areas; the device includes: A first determination module, which determines a first target scene area with abnormal operation from the plurality of scene areas through a heartbeat mechanism; a second determining module, in response to determining that a player character in another scene area in a target game world scene where the first target scene area is located is about to enter the first target scene area, determining a second target scene area from a plurality of scene areas corresponding to the first target scene area, wherein the plurality of scene areas respectively belong to different game world scenes other than the target game world scene; A transfer module, transferring the player character to the second target scene area; Wherein, the second determining module is specifically used for: Determine a third target scene area among the multiple scene areas corresponding to the first target scene area; In response to determining that the number of online player characters in the game world scene where the third target scene area is located is less than a first preset threshold, the third target scene area is determined as the second target scene area.
12. An electronic device, characterized in that: The method comprises a memory, a processor, and a computer program stored in the memory and executable by the processor, wherein the processor implements the method according to any one of claims 1 to 10 when executing the program.
13. A non-transitory computer-readable storage medium, characterized in that: The non-transitory computer-readable storage medium stores computer instructions for causing a computer to execute the method according to any one of claims 1 to 10.
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