Cloud game resource data processing method, device, computer equipment and storage medium

By generating resource distribution instructions in the cloud game server and sending them to the resource distribution server, the problem of computing resources waste when playing cutscenes is solved, and the separate processing of cutscenes data and cloud game resource data is realized. Improved computing resource utilization.

CN114404960BActive Publication Date: 2025-02-11TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202210115787.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-02-07
Publication Date
2025-02-11
Estimated Expiration
2042-02-07

AI Technical Summary

Technical Problem

When playing cutscenes, cloud game servers need to repeatedly render, encode and output, resulting in waste of computing resources and inefficient utilization.

Method used

When the current game process meets the cutscene insertion conditions, it generates resource distribution instructions and sends them to the resource distribution server, matches and sends corresponding cutscene data from the pre-stored static resource library to the terminal device, reducing the rendering and rendering of cloud game servers and Coding burden.

Benefits of technology

It effectively reduces the repeated rendering and encoding of cutscene data by cloud game servers, avoids waste of computing resources, and improves the utilization rate of computing service resources of cloud game servers.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application relates to a cloud game resource data processing method, device, computer equipment and storage medium. The method can be applied to cloud technology, including: when the current game process meets the conditions for inserting a cutscene, obtaining a cutscene data identifier that matches the insertion condition, generating a resource distribution instruction, and sending the resource distribution instruction and the cutscene data identifier to a resource distribution server. The resource distribution server matches the cutscene data corresponding to the cutscene data identifier from a pre-stored static resource library, and sends the cutscene data to a terminal device for display. When it is determined that the playback of the cutscene data has ended, the cloud game resource data of the current game process is rendered and output to the terminal device for display. This method can be used to directly transmit the cutscene data to be played through the resource distribution server, reduce the occupation and waste of computing service resources of the cloud game server, and improve the computing service resource utilization of the cloud game server.
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Description

Technical Field

[0001] The present application relates to the field of cloud technology, and in particular to a cloud game resource data processing method, device, computer equipment and storage medium. Background Art

[0002] With the development of cloud technology, cloud gaming technology has emerged. Cloud gaming technology refers to a gaming mode based on cloud computing, which uses a server to render the game screen and only displays it on the user client. It is an online gaming mode. In cloud gaming mode, users do not need to download and install specific game programs on their terminals, and can play games directly through network transmission.

[0003] Among them, the cutscenes in various games are played directly in the game, and since cloud games are played on cloud game servers, the playback of corresponding cutscenes in cloud games also needs to rely on the cloud game server to output the cutscenes. In other words, during the game process, the same cutscene content also needs to be repeatedly rendered, encoded, and output and played on the cloud game server, resulting in the cloud game server computing resources being occupied by the output of repeated cutscenes, resulting in a waste of resources and low efficiency in the utilization of cloud server computing resources. Summary of the invention

[0004] Based on this, it is necessary to provide a cloud gaming resource data processing method, device, computer equipment and storage medium that can improve the computing service resource utilization of the cloud gaming server in response to the above technical problems.

[0005] In a first aspect, the present application provides a method for processing cloud game resource data. The method comprises:

[0006] When the current game process meets the cutscene insertion condition, obtain the cutscene data identifier to be inserted that matches the insertion condition, and generate a resource distribution instruction;

[0007] The resource distribution instruction and the transition animation data identifier are sent to a resource distribution server; the resource distribution instruction is used to instruct the resource distribution server to match the transition animation data corresponding to the transition animation data identifier from a pre-stored static resource library, and send the transition animation data to the terminal device for display;

[0008] When it is determined that the playback of the cutscene animation data is finished, the cloud game resource data of the current game process is rendered and output to the terminal device for display.

[0009] In a second aspect, the present application provides a method for processing cloud game resource data. The method comprises:

[0010] Receiving a resource distribution instruction and a cutscene animation data identifier sent by a cloud game server; the resource distribution instruction is generated when the cloud game server detects that the current game process meets the cutscene animation insertion condition;

[0011] In response to the resource distribution instruction, according to the transition animation data identifier, the transition animation data corresponding to the current transition animation stage is matched from a pre-stored static resource library;

[0012] The cutscene animation data is sent to a terminal device for display; wherein, when it is determined that the cutscene animation data has finished playing on the terminal device, the cloud game server is used to render the cloud game resource data of the current game process and output it to the terminal device for display.

[0013] In a third aspect, the present application also provides a cloud game resource data processing device. The device includes:

[0014] A resource distribution instruction generation module is used to obtain a data identifier of a cutscene to be inserted that matches the insertion condition and generate a resource distribution instruction when the current game process meets the cutscene insertion condition;

[0015] A sending module, used for sending the resource distribution instruction and the transition animation data identifier to a resource distribution server; the resource distribution instruction is used for instructing the resource distribution server to match the transition animation data corresponding to the transition animation data identifier from a pre-stored static resource library, and send the transition animation data to the terminal device for display;

[0016] The cloud game resource data rendering module is used to render the cloud game resource data of the current game process after determining that the playback of the cutscene animation data has ended, and output it to the terminal device for display.

[0017] In a fourth aspect, the present application also provides a cloud game resource data processing device. The device includes:

[0018] A receiving module, used to receive a resource distribution instruction and a cutscene animation data identifier sent by a cloud game server; the resource distribution instruction is generated when the cloud game server detects that the current game process meets the cutscene animation insertion condition;

[0019] A transition animation data matching module, used to respond to the resource distribution instruction and match the transition animation data corresponding to the current transition animation stage from a pre-stored static resource library according to the transition animation data identifier;

[0020] The transition animation data sending module is used to send the transition animation data to the terminal device for display; wherein, when it is determined that the transition animation data has finished playing on the terminal device, the cloud game server is used to render the cloud game resource data of the current game process and output it to the terminal device for display.

[0021] In a fifth aspect, the present application further provides a computer device. The computer device includes a memory and a processor, the memory stores a computer program, and the processor implements the following steps when executing the computer program:

[0022] When the current game process meets the cutscene insertion condition, obtain the cutscene data identifier to be inserted that matches the insertion condition, and generate a resource distribution instruction;

[0023] The resource distribution instruction and the transition animation data identifier are sent to a resource distribution server; the resource distribution instruction is used to instruct the resource distribution server to match the transition animation data corresponding to the transition animation data identifier from a pre-stored static resource library, and send the transition animation data to the terminal device for display;

[0024] When it is determined that the playback of the cutscene animation data is finished, the cloud game resource data of the current game process is rendered and output to the terminal device for display.

[0025] In a sixth aspect, the present application further provides a computer device. The computer device includes a memory and a processor, the memory stores a computer program, and the processor implements the following steps when executing the computer program:

[0026] Receiving a resource distribution instruction and a cutscene animation data identifier sent by a cloud game server; the resource distribution instruction is generated when the cloud game server detects that the current game process meets the cutscene animation insertion condition;

[0027] In response to the resource distribution instruction, according to the transition animation data identifier, the transition animation data corresponding to the current transition animation stage is matched from a pre-stored static resource library;

[0028] The cutscene animation data is sent to a terminal device for display; wherein, when it is determined that the cutscene animation data has finished playing on the terminal device, the cloud game server is used to render the cloud game resource data of the current game process and output it to the terminal device for display.

[0029] In a seventh aspect, the present application further provides a computer-readable storage medium. The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the following steps are implemented:

[0030] When the current game process meets the cutscene insertion condition, obtain the cutscene data identifier to be inserted that matches the insertion condition, and generate a resource distribution instruction;

[0031] The resource distribution instruction and the transition animation data identifier are sent to a resource distribution server; the resource distribution instruction is used to instruct the resource distribution server to match the transition animation data corresponding to the transition animation data identifier from a pre-stored static resource library, and send the transition animation data to the terminal device for display;

[0032] When it is determined that the playback of the cutscene animation data is finished, the cloud game resource data of the current game process is rendered and output to the terminal device for display.

[0033] In an eighth aspect, the present application further provides a computer-readable storage medium. The computer-readable storage medium stores a computer program, and when the computer program is executed by a processor, the following steps are implemented:

[0034] Receiving a resource distribution instruction and a cutscene animation data identifier sent by a cloud game server; the resource distribution instruction is generated when the cloud game server detects that the current game process meets the cutscene animation insertion condition;

[0035] In response to the resource distribution instruction, according to the transition animation data identifier, the transition animation data corresponding to the current transition animation stage is matched from a pre-stored static resource library;

[0036] The cutscene animation data is sent to a terminal device for display; wherein, when it is determined that the cutscene animation data has finished playing on the terminal device, the cloud game server is used to render the cloud game resource data of the current game process and output it to the terminal device for display.

[0037] In a ninth aspect, the present application further provides a computer program product. The computer program product includes a computer program, and when the computer program is executed by a processor, the following steps are implemented:

[0038] When the current game process meets the cutscene insertion condition, obtain the cutscene data identifier to be inserted that matches the insertion condition, and generate a resource distribution instruction;

[0039] The resource distribution instruction and the transition animation data identifier are sent to a resource distribution server; the resource distribution instruction is used to instruct the resource distribution server to match the transition animation data corresponding to the transition animation data identifier from a pre-stored static resource library, and send the transition animation data to the terminal device for display;

[0040] When it is determined that the playback of the cutscene animation data is finished, the cloud game resource data of the current game process is rendered and output to the terminal device for display.

[0041] In a tenth aspect, the present application further provides a computer program product. The computer program product includes a computer program, and when the computer program is executed by a processor, the following steps are implemented:

[0042] Receiving a resource distribution instruction and a cutscene animation data identifier sent by a cloud game server; the resource distribution instruction is generated when the cloud game server detects that the current game process meets the cutscene animation insertion condition;

[0043] In response to the resource distribution instruction, according to the transition animation data identifier, the transition animation data corresponding to the current transition animation stage is matched from a pre-stored static resource library;

[0044] The cutscene animation data is sent to a terminal device for display; wherein, when it is determined that the cutscene animation data has finished playing on the terminal device, the cloud game server is used to render the cloud game resource data of the current game process and output it to the terminal device for display.

[0045] In the above-mentioned cloud game resource data processing method, device, computer equipment and storage medium, when the current game process meets the conditions for inserting the cutscene animation, the cutscene animation data identifier to be inserted that matches the insertion conditions is obtained, and a resource distribution instruction is generated, and the resource distribution instruction and the cutscene animation data identifier are sent to the resource distribution server. Among them, the resource distribution instruction is used to instruct the resource distribution server to match the cutscene animation data corresponding to the cutscene animation data identifier from the pre-stored static resource library, and send the cutscene animation data to the terminal device for display. When it is determined that the play of the cutscene animation data is finished, the cloud game resource data of the current game process is rendered and output to the terminal device for display. Since there is no need for the cloud game server to render and encode the cutscene animation data in real time, the cutscene animation data to be played is directly transmitted through the resource distribution server, which can reduce the computing service resource occupation of the cloud game server. In this way, the separate processing of the cutscene animation data and the cloud game resource data is realized, avoiding repeated cutscene animation data occupying a large amount of service computing resources, reducing computing resource waste, and improving the computing service resource utilization of the cloud game server. BRIEF DESCRIPTION OF THE DRAWINGS

[0046] Figure 1 This is an application environment diagram of a cloud game resource data processing method in one embodiment;

[0047] Figure 2 A schematic diagram of a process flow of a cloud gaming resource data processing method in one embodiment;

[0048] Figure 3 A schematic diagram of the deployment of a cloud gaming server and a resource distribution server in one embodiment;

[0049] Figure 4 A schematic diagram of the division of labor between a cloud gaming server and a resource distribution server in one embodiment;

[0050] Figure 5 A schematic diagram of a flow chart of a cloud gaming resource data processing method in another embodiment;

[0051] Figure 6 A schematic diagram of a computing service resource call of a cloud gaming server in one embodiment;

[0052] Figure 7 A schematic diagram of the deployment process of a video transition animation in one embodiment;

[0053] Figure 8 A schematic diagram of the deployment and processing of a dialogue cutscene animation in one embodiment;

[0054] Fig. 9 A flowchart of a method for processing cloud game resource data in yet another embodiment;

[0055] Fig.10 A timing diagram of a cloud gaming resource data processing method in one embodiment;

[0056] Fig.11 A schematic diagram of cloud game resource switching display in one embodiment;

[0057] Fig.12 A schematic diagram of the work switching between a cloud game server and a resource distribution server in one embodiment;

[0058] Fig.13 A schematic diagram of storage of transition animation resources in one embodiment;

[0059] Fig.14 This is a structural block diagram of a cloud game resource data processing device in one embodiment;

[0060] Fig.15 It is a structural block diagram of a cloud game resource data processing device in another embodiment;

[0061] Fig.16 FIG. 4 is a diagram showing the internal structure of a computer device in one embodiment. DETAILED DESCRIPTION

[0062] In order to make the purpose, technical solution and advantages of the present application more clearly understood, the present application is further described in detail below in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain the present application and are not used to limit the present application.

[0063] The cloud game resource data processing method provided in the embodiment of the present application involves cloud technology, wherein cloud technology refers to a hosting technology that unifies a series of resources such as hardware, software, and network in a wide area network or a local area network to realize the calculation, storage, processing, and sharing of data. Among them, cloud technology is a general term for network technology, information technology, integration technology, management platform technology, application technology, etc. based on the application of cloud computing business model, which can form a resource pool, which is used on demand and flexible and convenient. Cloud computing technology will become an important support. The background service of the technical network system requires a large amount of computing and storage resources, such as video websites, picture websites, and more portal websites. With the high development and application of the Internet industry, each item may have its own identification mark in the future, and all need to be transmitted to the background system for logical processing. Data of different levels will be processed separately, and all kinds of industry data need strong system backing support, which can only be achieved through cloud computing.

[0064] Among them, cloud gaming, also known as gaming on demand, is an online gaming technology based on cloud computing technology. Cloud gaming technology enables thin clients with relatively limited graphics processing and data computing capabilities to run high-quality games. In a cloud gaming scenario, the game is not played on the player's game terminal, but on a cloud server, which renders the game scene into a video and audio stream and transmits it to the player's game terminal over the network. The player's game terminal does not need to have powerful graphics computing and data processing capabilities, but only needs to have basic streaming media playback capabilities and the ability to obtain player input commands and send them to the cloud server.

[0065] The cloud game resource data processing method provided in the embodiment of the present application specifically relates to cloud game technology in cloud technology, which can be applied to Figure 1In the application environment shown. Among them, the terminal device 102 communicates with the cloud game server 104 and the resource distribution server 106 through the network. The data storage system can store the data that the server 104 and the resource distribution server 106 need to process. The data storage system can be integrated on the cloud game server 104 and the resource distribution server 106, or it can be placed on the cloud or other network servers. Among them, when the cloud game server 104 detects that the current game process meets the cutscene insertion condition, it obtains the cutscene data identifier to be inserted that matches the insertion condition, generates a resource distribution instruction, and sends the resource distribution instruction and the cutscene data identifier to the resource distribution server 106. The resource distribution server 106 matches the cutscene data corresponding to the cutscene data identifier from the pre-stored static resource library according to the resource distribution instruction, and sends the cutscene data to the terminal device 102 for display. Further, when it is determined that the cutscene data has finished playing after the terminal device 102, the cloud game server 104 renders the cloud game resource data of the current game process and outputs it to the terminal device 102 for display. Among them, the cloud game server 104 and the resource distribution server 106 can be independent physical servers, or a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The terminal device 102 can be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, etc., but is not limited to this. The terminal and the server can be directly or indirectly connected via wired or wireless communication, and this application is not limited here. The embodiments of the present application can be applied to various scenarios, including but not limited to cloud technology, artificial intelligence, smart transportation, and assisted driving.

[0066] In one embodiment, Figure 2 As shown, a cloud game resource data processing method is provided, and the method is applied to Figure 1 The cloud gaming server in the example is used as an example to illustrate the process, including the following steps:

[0067] Step S202, when the current game process meets the conditions for inserting the cutscene, obtain the cutscene data identifier to be inserted that matches the insertion conditions, and generate a resource distribution instruction.

[0068] Specifically, when the cloud game server detects that the current game process meets the cutscene insertion condition, it obtains the cutscene identification that matches the insertion condition. The cutscene insertion condition can be met when the current game process enters the cutscene stage, or when the game user triggers the cutscene play button, or when the built-in animation insertion logic of the current running program is detected. When these situations occur, it can be determined that the cutscene insertion condition is met.

[0069] The cutscene data identifier corresponds to the cutscene data to be inserted or played. The cutscene data may be a cutscene corresponding to the current game instance to which the current game process belongs, or may be advertisement data to be delivered.

[0070] Furthermore, when it is determined that the current game process meets the conditions for inserting a cutscene, it is necessary to enter the cutscene stage, that is, to play the cutscene. Since there is no need for the cloud game server to perform real-time rendering, encoding, and sending processing, it is necessary to generate a resource distribution instruction to instruct the resource distribution server to send the cutscene data that matches the cutscene data identifier to the terminal device for display for the user to view.

[0071] In one embodiment, when the current game process meets the cutscene insertion conditions, the rendering and output operation of the cloud game resource data of the current game process is suspended.

[0072] Specifically, when the current game process meets the conditions for inserting a cutscene, it means that the current game process has entered the cutscene stage, which means that the cloud game server needs to suspend rendering, encoding and output operations on cloud game resources. The currently occupied computing service resources can be released for calling by other terminal devices.

[0073] In one embodiment, when the current game process meets the cutscene insertion condition, after obtaining the cutscene data identifier to be inserted that matches the insertion condition and generating the resource distribution instruction, the method further includes:

[0074] Determine the corresponding game instance according to the current game process, and obtain the corresponding cutscene requirements of the game instance; determine the to-be-played screen that matches the insertion conditions according to the cutscene requirements; obtain the cutscene data identifier corresponding to the to-be-played screen, and add the cutscene data identifier to the resource distribution instruction.

[0075] Specifically, when the current game process meets the conditions for inserting a cutscene, the cutscene data identifier to be inserted that matches the insertion conditions is obtained, and after generating a resource distribution instruction, the game instance to which it belongs is further determined based on the current game process, so as to determine the cutscene data that currently needs to be played based on the game instance.

[0076] Among them, the cutscene requirements corresponding to the current game process can be determined according to the game instance, and according to the cutscene requirements, the to-be-played screens matching the insertion conditions can be determined. Specifically, it is necessary to determine which game instance the current game process belongs to during the cutscene stage, obtain the cutscene requirements corresponding to the game instance, and then determine which screens or videos to be played according to the cutscene requirements.

[0077] Furthermore, after determining the to-be-played picture that matches the insertion condition, the transition animation data identifier corresponding to the to-be-played picture is further obtained, and the transition animation data identifier is added to the resource distribution instruction. After the resource distribution instruction carries the transition animation data identifier, when the resource distribution instruction is sent to the resource distribution server, the resource distribution server can obtain the transition animation data identifier carried according to the resource distribution instruction, so as to match the corresponding transition animation data according to the transition animation data identifier.

[0078] Step S204, sending the resource distribution instruction and the transition animation data identifier to the resource distribution server, the resource distribution instruction is used to instruct the resource distribution server to match the transition animation data corresponding to the transition animation data identifier from the pre-stored static resource library, and send the transition animation data to the terminal device for display.

[0079] Specifically, the cloud game server sends a resource distribution instruction and a cutscene animation data identifier to a resource distribution server. The resource distribution server receives and responds to the resource distribution instruction, and matches the cutscene animation data corresponding to the cutscene animation data identifier from a pre-stored static resource library based on the received cutscene animation data identifier.

[0080] Among them, after the resource distribution server determines the matching cutscene data according to the cutscene data identifier, the cutscene data is sent to the terminal device for display, so as to achieve seamless switching between the cutscene and the game screen, avoiding the problem of requiring game users to wait for blank pages or buffer pages.

[0081] Furthermore, the resource distribution server and the cloud game server are both connected to the terminal device. The cloud game server is used to feed back the game operation stage to the terminal device, and render the encoded game screen based on the cloud game resources. The resource distribution server is used to send the pre-stored cutscene data to the terminal device for display for the user to view. Among them, when the cloud game server determines that the current game process meets the cutscene insertion conditions and enters the cutscene stage, it can send a notification message to the terminal device to obtain the cutscene data from the resource distribution server, that is, in the cutscene stage, the cloud game server suspends work, and the resource distribution server sends the cutscene data to the terminal device, and the terminal device displays it after receiving the cutscene data.

[0082] In one embodiment, Figure 3 As shown, a deployment diagram of a cloud gaming server and a resource distribution server is provided. Figure 3 It can be seen that the resource distribution server and the cloud game server are both connected to the terminal device. The cloud game server is used to feed back the game screen encoded by cloud game resources during the game operation stage to the terminal device. The resource distribution server pre-stores a static resource library, including various types of cloud game cutscene data. The resource distribution server can determine the matching cutscene data from the pre-stored static resource library based on the cutscene data identifier, and send the cutscene data to the terminal device for display.

[0083] Among them, the overlong animation data of multiple game instances can be deployed on the same resource distribution server. According to the principle of proximity, if two users are physically close to the same server, they can choose to call the same resource distribution server. Cloud game server selection can also be selected based on physical geographical distribution, that is, after the computing service resources are released, resource data processing requests can be received nearby according to the geographical location of different game users, rather than specifically limiting which game or which game instance.

[0084] Furthermore, if Figure 4 As shown, a schematic diagram of the division of labor between a cloud gaming server and a resource distribution server is provided. Figure 4 It can be seen that during the cutscene stage, that is, when the conditions for inserting the cutscene are met, the cloud game server will replace the traditional rendering, encoding, and network sending processing procedures for the cutscene data with a method in which the resource distribution server obtains and sends the cutscene data over the network. That is, during the cutscene stage, the cloud game server does not need to perform rendering and encoding processing, and the occupied computing service resources can be released for other terminal devices to call. It can be directly sent and displayed through the resource distribution server, which can reduce the resource occupation and waste of cloud game services and improve resource utilization.

[0085] Step S206, when it is determined that the playback of the transition animation data has ended, the cloud game resource data of the current game process is rendered and output to the terminal device for display.

[0086] Specifically, when it is determined that the playback of the cutscene data on the terminal device has ended, that is, the current game process has ended the cutscene stage, the game operation stage is entered. The cloud game server resumes the rendering and encoding operations on the cloud game resource data of the current game process in the game operation stage, and sends the game screen data to the terminal device for the game user to view based on the game screen data obtained based on the rendering and encoding processing.

[0087] Among them, the cutscene data can be divided into two types according to the playback requirements, including those that can be interrupted by the game user and those that cannot be interrupted by the user. Among them, the non-interruptible ones can be played completely, that is, the operation of the game user will not directly affect which part of the screen to be played. For example, if there is a long animation that is forced to be played to the end, no matter how the game user operates, the non-interruptible cutscene data will be played completely without being affected by the game user. The interruptible ones will enter the next playback point or exit the playback after being interrupted and return to the game running state.

[0088] In the above-mentioned cloud game resource data processing method, when the current game process meets the conditions for inserting the cutscene animation, the cutscene animation data identifier to be inserted that matches the insertion conditions is obtained, and a resource distribution instruction is generated, and the resource distribution instruction and the cutscene animation data identifier are sent to the resource distribution server. Among them, the resource distribution instruction is used to instruct the resource distribution server to match the cutscene animation data corresponding to the cutscene animation data identifier from the pre-stored static resource library, and send the cutscene animation data to the terminal device for display. When it is determined that the play of the cutscene animation data is finished, the cloud game resource data of the current game process is rendered and output to the terminal device for display. Since there is no need for the cloud game server to render and encode the cutscene animation data in real time, the cutscene animation data to be played is directly transmitted through the resource distribution server, which can reduce the computing service resource occupation of the cloud game server. In this way, the separate processing of the cutscene animation data and the cloud game resource data is realized, avoiding duplicate cutscene animation data occupying a large amount of service computing resources, reducing computing resource waste, and improving the computing service resource utilization of the cloud game server.

[0089] In one embodiment, Figure 5 As shown, a cloud game resource data processing method is provided, which specifically includes the following steps:

[0090] Step S502, when the current game process meets the conditions for inserting a cutscene, release computing service resources and adjust the current running state to an idle state.

[0091] Specifically, when the cloud game server detects that the current game process meets the conditions for inserting a cutscene, that is, the current game process enters the cutscene stage, the cloud game server can suspend the rendering and encoding operations of the cloud game resources, and transfer the work of sending the cutscene data to the resource distribution server during the cutscene stage.

[0092] Furthermore, when the cloud game server suspends the rendering and encoding operation of the cloud game resources, the currently occupied computing service resources can be released, and the current operation state of the cloud game server itself can be adjusted to an idle state. In the idle state, the cloud game server can accept resource data processing requests from other terminal devices, and call the released computing service resources to process other resource data processing requests.

[0093] Step S504: when a resource data processing request sent by other terminal devices is detected in the idle state, the required resource consumption amount carried in the resource data processing request is obtained.

[0094] Specifically, when the cloud gaming server detects a resource data processing request sent by other terminal devices in an idle state, it obtains and parses the received resource data processing request to extract the required resource consumption carried by the resource data processing request.

[0095] Among them, the required resource consumption carried in the resource data processing request is used to indicate the amount of resources required to run the game instance and perform resource data processing. That is, when the cloud game server detects a resource data processing request sent by other terminal devices in an idle state, it needs to determine whether there are sufficient resources to run the requested game instance and perform resource data processing on the game instance.

[0096] Step S506: When it is determined that the required resource consumption is met, respond to the resource data processing request and call the computing service resources to perform the data processing operation corresponding to the resource data processing request.

[0097] Specifically, when the cloud gaming server determines that there are currently sufficient resources to run the requested game instance and performs resource data processing on the game instance, that is, when it determines the resource consumption required to meet the resource data processing request, it responds to the resource data processing request and calls the corresponding computing service resources to execute the data processing operations corresponding to the resource data processing request, avoiding waste of resources and achieving effective utilization of resources.

[0098] In one embodiment, Figure 6 As shown, a schematic diagram of service resource calling when calculating the required resource consumption of a cloud game server is provided, referring to Figure 6 It can be seen that the cloud game server can serve multiple different game users. For example, for game user 1, when the current game process of the terminal device where game user 1 is located enters the cutscene stage, the work can be suspended and the computing service resources can be released. When it is determined that the cutscene data of the terminal device where game user 1 is located has been played, the cloud game resource rendering, encoding and output operations for game user 1 can be resumed.

[0099] Among them, for game user 2, when the current game process of the terminal device where game user 2 is located is the game operation stage, the game screen that needs to be displayed on the terminal device where game user 2 is located can be rendered, encoded and output processed with the cloud game resource data corresponding to the game screen.

[0100] Similarly, for game user 3, the cloud game server can detect the resource data processing request sent by the terminal device where game user 3 is located in an idle state, and determine whether there are sufficient resources to run the requested game instance, and perform resource data processing on the game instance. When it is determined that the resource consumption required to meet the resource data processing request is met, the resource data processing request is responded to, and the corresponding computing service resources are called to perform the data processing operation corresponding to the resource data processing request.

[0101] In the above-mentioned cloud game resource data processing method, when the current game process meets the conditions for inserting the cutscene animation, the computing service resources are released and the current running state is adjusted to the idle state. When the resource data processing request sent by other terminal devices is detected in the idle state and the resource consumption required to meet the resource data processing request is determined, the resource data processing request is responded to and the computing service resources are called to perform the data processing operation corresponding to the resource data processing request. The effective utilization of cloud server resources is achieved, and repeated rendering and encoding operations of cutscene animation data are avoided to occupy cloud server resources, thereby reducing resource waste.

[0102] In one embodiment, before sending the resource distribution instruction and the transition animation data identifier to the resource distribution server, the method further includes:

[0103] Obtaining a rendering processing instruction corresponding to the cutscene animation data identifier, and rendering the to-be-output screen data of the current game process according to the rendering processing instruction to generate an output screen after rendering; performing encoding processing according to the output screen after rendering to generate a corresponding video cutscene animation, and associating the video cutscene animation with the game instance and storing it on a resource distribution server;

[0104] Or obtain the video transition animation corresponding to the transition animation data identifier, and associate the video transition animation with the game instance and store them in the resource distribution server.

[0105] Among them, the cutscene data includes video cutscenes. It is understandable that most games will set a story background introduction at the beginning of the game, which can be used as one of the video cutscenes. These contents are fixed for all game users, no matter when the game users open the game. Then, the fixed content to be played can be understood as the playback of a video content. In the game, a fixed instruction string is usually used to render the screen to obtain the video content and play it, or the video content built into the game is directly played to play the video cutscene.

[0106] Specifically, for methods that require advance rendering, you can play the game once in advance, obtain the game output screen, render and encode the game output screen into a video file, and deploy the video file to the resource distribution server, and start playing when the current game process displayed on the game user's terminal device enters the cutscene stage.

[0107] Furthermore, by obtaining a rendering processing instruction corresponding to the cutscene animation data identifier, and rendering the to-be-output screen data of the current game process according to the rendering processing instruction, an output screen after rendering is generated, and encoding processing is performed according to the output screen after rendering to generate a corresponding video cutscene animation, and the video cutscene animation and the game instance are associated and stored on a resource distribution server.

[0108] Similarly, for video cutscenes, the video cutscenes in the game can be directly copied and deployed to the resource distribution server, and the video cutscenes can be played when the current game process displayed on the terminal device of the game user enters the cutscene stage. Specifically, the video cutscene corresponding to the cutscene data identifier can be obtained, and the video cutscene and the game instance can be associated and stored on the resource distribution server.

[0109] In one embodiment, Figure 7 As shown, a schematic diagram of the deployment and processing of a video transition animation is provided. Figure 7 It can be seen that one way is to copy the video cutscene file corresponding to the game instance and deploy the video cutscene file on the resource distribution server. Another way is to run the game on the game console in advance and record the game screen to obtain the video cutscene file, and then deploy the video cutscene file on the resource distribution server.

[0110] In this embodiment, by obtaining the rendering processing instruction corresponding to the cutscene animation data identifier, and rendering the to-be-output screen data of the current game process according to the rendering processing instruction, the rendered output screen is generated, and then encoding is performed according to the rendered output screen to generate the corresponding video cutscene animation, and the video cutscene animation and the game instance are associated and stored in the resource distribution server. The video cutscene animation is rendered in advance, encoded, and associated with the storage, without the need to render and encode the video cutscene animation in real time during the game process, reducing the processing time of the video cutscene animation, and when it needs to be played, it can be directly requested and played from the resource distribution server, which improves the efficiency of resource data processing in the game process.

[0111] In one embodiment, before sending the resource distribution instruction and the transition animation data identifier to the resource distribution server, the method further includes:

[0112] Acquire the dialogue transition animation data corresponding to the transition animation data identifier; the dialogue transition animation data includes each picture to be played and the playback time number corresponding to each picture to be played; according to the playback time number, each picture to be played and the corresponding game instance are sequentially associated and stored in the resource distribution server.

[0113] Among them, the transition animation data includes dialogue transition animation, and dialogue transition animation is closer to browsing pictures, just like when manually showing a slide show, the user presses the confirmation button, and then the next picture is played according to the playback order. It can be understood that dialogue transition animation is not a continuously played video, but is composed of pictures, and the switching time of each picture is not fixed and is triggered by the user.

[0114] Specifically, the dialogue transition animation data including each picture to be played and the playback time number corresponding to each picture to be played can be obtained, and each picture to be played and the corresponding game instance can be associated and stored in the resource distribution server in sequence according to the playback time number.

[0115] Furthermore, when the current game process of the game user enters the cutscene stage, the corresponding dialogue cutscene data including the pictures to be played will be transmitted to the terminal device at one time or in batches. When the confirmation operation clicked by the game user is detected, the next picture will be played in sequence.

[0116] In one embodiment, Figure 8 As shown, a schematic diagram of the deployment and processing of dialogue cutscene animation is provided. Figure 8 It can be seen that by obtaining the to-be-played pictures and the corresponding play time numbers included in the transition animation, and storing the to-be-played pictures in the resource distribution server in sequence according to the play time numbers.

[0117] The picture to be played includes the dialogue background and the dialogue content, wherein the dialogue content includes the question content and the answer content, which can correspond to different roles in the game instance and the current role of the game user respectively.

[0118] Furthermore, when it is detected that the transition animation stage has been entered, the resource distribution server will transmit the corresponding dialogue transition animation data, including the pictures to be played, to the terminal device at one time or in batches. When a confirmation operation clicked by the game user is detected, the next picture will be played in sequence.

[0119] In this embodiment, by obtaining the dialogue transition animation data corresponding to the transition animation data identifier, including each to-be-played picture and the play time number corresponding to each to-be-played picture, and according to the play time number, each to-be-played picture and the corresponding game instance are sequentially associated and stored in the resource distribution server. The dialogue transition animation is rendered, encoded and associated and stored in advance, without the need to render and encode the dialogue transition animation in real time during the game, reducing the processing time of the dialogue transition animation, and can be directly requested and played from the resource distribution server when it is needed, thereby improving the resource data processing efficiency of the game process.

[0120] In one embodiment, Fig. 9 As shown, a cloud game resource data processing method is provided, and the method is applied to Figure 1 The resource distribution server in is used as an example to illustrate, including the following steps:

[0121] Step S902, receiving a resource distribution instruction and a transition animation data identifier sent by a cloud game server, wherein the resource distribution instruction is generated when the cloud game server detects that the current game process meets the transition animation insertion condition.

[0122] Specifically, when the resource distribution server receives the resource distribution instruction sent by the cloud game server, it simultaneously obtains the cutscene data identifier carried by the resource distribution instruction. When the resource distribution server receives the resource distribution instruction sent by the cloud game server, the resource distribution instruction is generated when the cloud game server detects that the current game process meets the cutscene insertion condition, and the cutscene data identifier corresponds to the cutscene data to be inserted or played. The cutscene data can be the cutscene corresponding to the current game instance to which the current game process belongs, or it can be the advertisement data to be delivered.

[0123] The cutscene insertion condition may be satisfied when the current game process enters the cutscene stage, or when the game user triggers the cutscene play button, or when it is detected that the built-in animation insertion logic of the current running program is being executed.

[0124] Step S904, responding to the resource distribution instruction, matching the transition animation data corresponding to the current transition animation stage from the pre-stored static resource library according to the transition animation data identifier.

[0125] Specifically, when the resource distribution server receives the resource distribution instruction sent by the cloud game server and the corresponding cutscene data identifier, it matches the cutscene data corresponding to the cutscene data identifier from the pre-stored static resource library according to the cutscene data identifier.

[0126] Among them, the resource distribution server and the cloud game server are both connected to the terminal device. The cloud game server is used to feed back the game screen encoded by cloud game resources during the game operation phase to the terminal device. The resource distribution server pre-stores a static resource library, and the pre-stored static resource block stores various types of cloud game cutscene data. The resource distribution server can determine the matching cutscene data from the pre-stored static resource library according to the cutscene data identifier, and send the cutscene data to the terminal device for display.

[0127] Step S906, sending the transition animation data to the terminal device for display. When it is determined that the transition animation data has finished playing on the terminal device, the cloud game server is used to render the cloud game resource data of the current game process and output it to the terminal device for display.

[0128] Specifically, after the resource distribution server matches the cutscene data corresponding to the current cutscene stage from the pre-stored static resource library, the cutscene data is sent to the terminal device for display, so as to achieve seamless switching between the cutscene and the game screen, avoiding the problem of game users having to wait for blank pages or buffered pages.

[0129] Furthermore, when it is determined that the cutscene data has finished playing on the terminal device, that is, the current game process has ended the cutscene stage, the game operation stage is entered. The cloud game server resumes the rendering and encoding operations on the cloud game resource data of the current game process in the game operation stage, and sends the game screen data to the terminal device for the game user to view based on the game screen data obtained by the rendering and encoding processing.

[0130] In one embodiment, when it is determined that the transition animation data has finished playing on the terminal device, the resource distribution server triggers a run recovery instruction and sends the run recovery instruction to the cloud game server. Further, the cloud game server receives and responds to the run recovery instruction, resumes the rendering and encoding operation of the cloud game resource data of the current game process during the game operation phase, and sends the game screen data obtained by the rendering and encoding process to the terminal device for the game user to view.

[0131] In the above-mentioned cloud game resource data processing method, by receiving the resource distribution instruction and the cutscene data identifier sent by the cloud game server and responding to the resource distribution instruction, the cutscene data corresponding to the current cutscene stage is matched from the pre-stored static resource library according to the cutscene data identifier, so as to send the cutscene data to the terminal device for display. When it is determined that the cutscene data has finished playing on the terminal device, the cloud game server can render the cloud game resource data of the current game process and output it to the terminal device for display. The direct transmission of the cutscene data to be played through the resource distribution server can reduce the computing service resource occupation of the cloud game server, achieve the purpose of separate processing of the cutscene data and the cloud game resource data, avoid duplicate cutscene data occupying a large amount of service computing resources, and reduce the waste of computing resources.

[0132] In one embodiment, Fig.10 As shown, a timing diagram of a cloud game resource data processing method is provided, referring to Fig.10 It can be seen that the cloud game resource data processing method specifically includes:

[0133] Step S1001, when the cloud game server determines that the current game process meets the conditions for inserting a cutscene, it obtains the cutscene data identifier to be inserted that matches the insertion conditions, and generates a resource distribution instruction.

[0134] Step S1002, when the current game process meets the conditions for inserting a cutscene, the cloud game server suspends the rendering and output operation of the cloud game resource data of the current game process.

[0135] Step S1003, the cloud game server determines the corresponding game instance according to the current game process, obtains the transition animation requirements corresponding to the game instance, and determines the to-be-played screen that matches the insertion condition according to the transition animation requirements.

[0136] Step S1004, the cloud game server obtains the transition animation data identifier corresponding to the screen to be played, and adds the transition animation data identifier to the resource distribution instruction.

[0137] Step S1005, the cloud game server sends the resource distribution instruction and the transition animation data identifier to the resource distribution server.

[0138] Step S1006, the resource distribution server responds to the resource distribution instruction and matches the transition animation data corresponding to the transition animation data identifier from the pre-stored static resource library according to the transition animation data identifier.

[0139] Step S1007: The resource distribution server sends the transition animation data to the terminal device for display.

[0140] Step S1008, when it is determined that the playback of the transition animation data has ended, the cloud game server renders the cloud game resource data of the current game process and outputs it to the terminal device for display.

[0141] After executing step S1002, step S1009 is executed. When the cloud game server determines that the current game process meets the conditions for inserting the cutscene animation, the computing service resources are released and the current running state is adjusted to the idle state.

[0142] Step S1010, when the cloud gaming server detects a resource data processing request sent by other terminal devices in an idle state, the required resource consumption carried in the resource data processing request is obtained.

[0143] Step S1011, when the cloud gaming server determines that the required resource consumption is met, it responds to the resource data processing request and calls the computing service resources to perform the data processing operation corresponding to the resource data processing request.

[0144] In one embodiment, Fig.11 As shown, a schematic diagram of cloud game resource switching display is provided, referring to Fig.11 It can be seen that based on the game process timeline of the game instance, during the cutscene stage, the resource server sends the output screen corresponding to the cutscene to the terminal device, and the terminal device displays the received output screen for the user to view. At the same time, during the cutscene stage, the cloud game server suspends the rendering and encoding operation of the cloud game resource data of the game process.

[0145] Among them, during the game operation stage, the cloud game server renders and encodes the cloud game resource data of the game process, and outputs the produced game screen to the terminal device, and the terminal device displays the received game screen for the user to view.

[0146] Similarly, when entering the cutscene stage or the game operation stage, the corresponding resource distribution server or cloud game server will still be responsible for processing and sending the resource data.

[0147] In one embodiment, Fig.12 As shown, a schematic diagram of the work switching between a cloud game server and a resource distribution server is provided, referring to Fig.12 It can be seen that when it is determined that the current game process has entered the cutscene stage, the cloud game server suspends its work and notifies the resource distribution server to start working. That is, in the cutscene stage, the cloud game server suspends the rendering and encoding operations of the cloud game resource data of the game process, and the resource server determines the matching cutscene based on the cutscene data identifier, and sends the output picture corresponding to the cutscene to the terminal device.

[0148] Furthermore, when it is determined that the process animation playback on the terminal device is finished, the game operation phase is entered, the resource server suspends work, and the cloud game server resumes rendering and encoding processing operations on the cloud game resource data of the game process, and outputs the produced game screen to the terminal device.

[0149] In one embodiment, Fig.13 As shown, a schematic diagram of the storage of cutscene animation resources is provided. Fig.13 It can be seen that fixed video clips or image resources in the game can be directly stored in the cloud game terminal device after the first playback, and then the next time you enter the cutscene, you don’t need to request the resource distribution server, you can directly read and play from the cloud game terminal device.

[0150] Specifically, it can be understood as follows: after a terminal device in a game instance plays a cutscene once, the next time the same terminal device plays the cutscene again, it directly obtains and plays the cutscene from the local data stored in the terminal device.

[0151] In the above-mentioned cloud game resource data processing method, when the current game process meets the conditions for inserting the cutscene animation, the cutscene animation data identifier to be inserted that matches the insertion conditions is obtained, and a resource distribution instruction is generated, and the resource distribution instruction and the cutscene animation data identifier are sent to the resource distribution server. Among them, the resource distribution instruction is used to instruct the resource distribution server to match the cutscene animation data corresponding to the cutscene animation data identifier from the pre-stored static resource library, and send the cutscene animation data to the terminal device for display. When it is determined that the play of the cutscene animation data is finished, the cloud game resource data of the current game process is rendered and output to the terminal device for display. Since there is no need for the cloud game server to render and encode the cutscene animation data in real time, the cutscene animation data to be played is directly transmitted through the resource distribution server, which can reduce the computing service resource occupation of the cloud game server. In this way, the separate processing of the cutscene animation data and the cloud game resource data is realized, avoiding duplicate cutscene animation data occupying a large amount of service computing resources, reducing computing resource waste, and improving the computing service resource utilization of the cloud game server.

[0152] It should be understood that, although the steps in the flowcharts involved in the above embodiments are displayed in sequence according to the indication of the arrows, these steps are not necessarily executed in sequence according to the order indicated by the arrows. Unless there is a clear explanation in this article, the execution of these steps is not strictly limited in order, and these steps can be executed in other orders. Moreover, at least a part of the steps in the flowcharts involved in the above embodiments may include multiple steps or multiple stages, and these steps or stages are not necessarily executed at the same time, but can be executed at different times, and the execution order of these steps or stages is not necessarily carried out in sequence, but can be executed in turn or alternately with other steps or at least a part of the steps or stages in other steps.

[0153] Based on the same inventive concept, the embodiment of the present application also provides a cloud game resource data processing device for implementing the cloud game resource data processing method involved above. The implementation solution provided by the device to solve the problem is similar to the implementation solution recorded in the above method, so the specific limitations in one or more cloud game resource data processing device embodiments provided below can refer to the limitations of the cloud game resource data processing method above, and will not be repeated here.

[0154] In one embodiment, Fig.14 As shown, a cloud game resource data processing device is provided, including: a resource distribution instruction generation module 1402, a resource distribution instruction generation module 1403 and a cloud game resource data rendering module 1406, wherein:

[0155] The resource distribution instruction generation module 1402 is used to obtain the cutscene data identifier to be inserted that matches the insertion condition and generate a resource distribution instruction when the current game process meets the cutscene insertion condition.

[0156] The sending module 1404 is used to send the resource distribution instruction and the transition animation data identifier to the resource distribution server. The resource distribution instruction is used to instruct the resource distribution server to match the transition animation data corresponding to the transition animation data identifier from the pre-stored static resource library, and send the transition animation data to the terminal device for display.

[0157] The cloud game resource data rendering module 1406 is used to render the cloud game resource data of the current game process after determining that the cutscene animation data has finished playing, and output it to the terminal device for display.

[0158] In the above-mentioned cloud game resource data processing device, when the current game process meets the conditions for inserting the cutscene animation, the cutscene animation data identifier to be inserted that matches the insertion conditions is obtained, and a resource distribution instruction is generated, and the resource distribution instruction and the cutscene animation data identifier are sent to the resource distribution server. Among them, the resource distribution instruction is used to instruct the resource distribution server to match the cutscene animation data corresponding to the cutscene animation data identifier from the pre-stored static resource library, and send the cutscene animation data to the terminal device for display. When it is determined that the playback of the cutscene animation data is over, the cloud game resource data of the current game process is rendered and output to the terminal device for display. Since there is no need for the cloud game server to render and encode the cutscene animation data in real time, the cutscene animation data to be played is directly transmitted through the resource distribution server, which can reduce the computing service resource occupation of the cloud game server. In this way, the separate processing of the cutscene animation data and the cloud game resource data is realized, avoiding repeated cutscene animation data occupying a large amount of service computing resources, reducing the waste of computing resources, and improving the computing service resource utilization of the cloud game server.

[0159] In one embodiment, a cloud game resource data processing device is provided, further comprising:

[0160] A computing service resource release module is used to release computing service resources and adjust the current running state to an idle state;

[0161] A resource data processing request detection module is used to obtain the required resource consumption amount carried in the resource data processing request when detecting a resource data processing request sent by other terminal devices in an idle state;

[0162] The data processing operation execution module is used to respond to the resource data processing request and call the computing service resources to execute the data processing operation corresponding to the resource data processing request when it is determined that the required resource consumption is met.

[0163] In one embodiment, a cloud game resource data processing device is provided, further comprising:

[0164] The cutscene acquisition module is used to determine the corresponding game instance according to the current game process and obtain the cutscene requirements corresponding to the game instance;

[0165] A module for determining a picture to be played, used to determine a picture to be played that matches an insertion condition according to the requirements of the transition animation;

[0166] The transition animation data identifier acquisition module is used to obtain the transition animation data identifier corresponding to the picture to be played, and add the transition animation data identifier to the resource distribution instruction.

[0167] In one embodiment, a cloud game resource data processing device is provided, further comprising a video transition animation storage module, for:

[0168] Obtain a rendering processing instruction corresponding to the cutscene animation data identifier, and render the to-be-output screen data of the current game process according to the rendering processing instruction to generate an output screen after rendering; perform encoding processing according to the output screen after rendering to generate a corresponding video cutscene animation, and associate the video cutscene animation with the game instance and store it on a resource distribution server.

[0169] In one embodiment, the video transition animation storage module is further used for:

[0170] The video transition animation corresponding to the transition animation data identifier is obtained, and the video transition animation and the game instance are associated and stored in the resource distribution server.

[0171] In one embodiment, a cloud game resource data processing device is provided, further comprising a dialogue transition animation data storage module, for:

[0172] Acquire the dialogue transition animation data corresponding to the transition animation data identifier; the dialogue transition animation data includes each picture to be played and the playback time number corresponding to each picture to be played; according to the playback time number, each picture to be played and the corresponding game instance are sequentially associated and stored in the resource distribution server.

[0173] In one embodiment, a cloud game resource data processing device is provided, further comprising a pause module for:

[0174] When the current game process meets the conditions for inserting a cutscene, the rendering and output operations of the cloud game resource data of the current game process are suspended.

[0175] In one embodiment, Fig.15 As shown, a cloud game resource data processing device is provided, including: a receiving module 1502, a cutscene animation data matching module 1504 and a cutscene animation data sending module 1506, wherein:

[0176] The receiving module 1502 is used to receive the resource distribution instruction and the cutscene data identifier sent by the cloud game server. The resource distribution instruction is generated when the cloud game server detects that the current game process meets the cutscene insertion condition.

[0177] The transition animation data matching module 1504 is used to respond to the resource distribution instruction and match the transition animation data corresponding to the current transition animation stage from the pre-stored static resource library according to the transition animation data identifier.

[0178] The transition animation data sending module 1506 is used to send the transition animation data to the terminal device for display. When it is determined that the transition animation data has finished playing on the terminal device, the cloud game server is used to render the cloud game resource data of the current game process and output it to the terminal device for display.

[0179] In the above-mentioned cloud game resource data processing device, by receiving the resource distribution instruction and the cutscene data identifier sent by the cloud game server and responding to the resource distribution instruction, the cutscene data corresponding to the current cutscene stage is matched from the pre-stored static resource library according to the cutscene data identifier, so as to send the cutscene data to the terminal device for display. When it is determined that the cutscene data has finished playing on the terminal device, the cloud game server can render the cloud game resource data of the current game process and output it to the terminal device for display. The direct transmission of the cutscene data to be played through the resource distribution server can reduce the computing service resource occupation of the cloud game server, achieve the purpose of separate processing of the cutscene data and the cloud game resource data, avoid duplicate cutscene data occupying a large amount of service computing resources, and reduce the waste of computing resources.

[0180] Each module in the above-mentioned cloud game resource data processing device can be implemented in whole or in part by software, hardware, or a combination thereof. Each of the above-mentioned modules can be embedded in or independent of the processor in the computer device in the form of hardware, or can be stored in the memory in the computer device in the form of software, so that the processor can call and execute the operations corresponding to each of the above modules.

[0181] In one embodiment, a computer device is provided. The computer device may be a server, and its internal structure diagram may be as follows: Fig.16 As shown. The computer device includes a processor, a memory, an input / output interface (Input / Output, referred to as I / O) and a communication interface. Among them, the processor, the memory and the input / output interface are connected through a system bus, and the communication interface is connected to the system bus through the input / output interface. Among them, the processor of the computer device is used to provide computing and control capabilities. The memory of the computer device includes a non-volatile storage medium and an internal memory. The non-volatile storage medium stores an operating system, a computer program and a database. The internal memory provides an environment for the operation of the operating system and the computer program in the non-volatile storage medium. The database of the computer device is used to store cutscene data identification, resource distribution instructions, pre-stored static resource libraries, cutscene data, and cloud game resource data. The input / output interface of the computer device is used to exchange information between the processor and an external device. The communication interface of the computer device is used to communicate with an external terminal through a network connection. When the computer program is executed by the processor, a cloud game resource data processing method is implemented.

[0182] Those skilled in the art will understand that Fig.16 The structure shown in the figure is only a block diagram of a part of the structure related to the solution of the present application, and does not constitute a limitation on the computer device to which the solution of the present application is applied. The specific computer device may include more or fewer components than those shown in the figure, or combine certain components, or have a different arrangement of components.

[0183] In one embodiment, a computer device is further provided, including a memory and a processor, wherein a computer program is stored in the memory, and the processor implements the steps in the above-mentioned method embodiments when executing the computer program.

[0184] In one embodiment, a computer-readable storage medium is provided, on which a computer program is stored. When the computer program is executed by a processor, the steps in the above-mentioned method embodiments are implemented.

[0185] In one embodiment, a computer program product is provided, including a computer program, which implements the steps in the above method embodiments when executed by a processor.

[0186] It should be noted that the user information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for analysis, stored data, displayed data, etc.) involved in this application are all information and data authorized by the user or fully authorized by all parties, and the collection, use and processing of relevant data must comply with the relevant laws, regulations and standards of relevant countries and regions. Among them, users can refuse or conveniently refuse the pushed advertisements.

[0187] Those skilled in the art can understand that all or part of the processes in the above-mentioned embodiment methods can be completed by instructing the relevant hardware through a computer program, and the computer program can be stored in a non-volatile computer-readable storage medium. When the computer program is executed, it can include the processes of the embodiments of the above-mentioned methods. Among them, any reference to the memory, database or other medium used in the embodiments provided in the present application can include at least one of non-volatile and volatile memory. Non-volatile memory can include read-only memory (ROM), magnetic tape, floppy disk, flash memory, optical memory, high-density embedded non-volatile memory, resistive random access memory (ReRAM), magnetoresistive random access memory (MRAM), ferroelectric random access memory (FRAM), phase change memory (PCM), graphene memory, etc. Volatile memory can include random access memory (RAM) or external cache memory, etc. As an illustration and not limitation, RAM can be in various forms, such as static random access memory (SRAM) or dynamic random access memory (DRAM). The database involved in each embodiment provided in this application may include at least one of a relational database and a non-relational database. Non-relational databases may include distributed databases based on blockchains, etc., but are not limited to this. The processor involved in each embodiment provided in this application may be a general-purpose processor, a central processing unit, a graphics processor, a digital signal processor, a programmable logic device, a data processing logic device based on quantum computing, etc., but are not limited to this.

[0188] The technical features of the above embodiments may be combined arbitrarily. To make the description concise, not all possible combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, they should be considered to be within the scope of this specification.

[0189] The above-described embodiments only express several implementation methods of the present application, and the descriptions thereof are relatively specific and detailed, but they cannot be understood as limiting the scope of the present application. It should be pointed out that, for a person of ordinary skill in the art, several variations and improvements can be made without departing from the concept of the present application, and these all belong to the protection scope of the present application. Therefore, the protection scope of the present application shall be subject to the attached claims.

Claims

1. A cloud game resource data processing method, characterized in that: The method comprises: When the current game process meets the cutscene insertion condition, obtain the cutscene data identifier to be inserted that matches the insertion condition, and generate a resource distribution instruction; The resource distribution instruction and the transition animation data identifier are sent to a resource distribution server; the resource distribution instruction is used to instruct the resource distribution server to match the transition animation data corresponding to the transition animation data identifier from a pre-stored static resource library, and send the transition animation data to a terminal device for display; The transition animation data includes a video transition animation; before sending the resource distribution instruction and the transition animation data identifier to the resource distribution server, it also includes: Obtaining a rendering processing instruction corresponding to the cutscene animation data identifier, and rendering the to-be-output screen data of the current game process according to the rendering processing instruction to generate an output screen after rendering; performing encoding processing according to the output screen after rendering to generate a corresponding video cutscene animation, and associating the video cutscene animation with the game instance and storing it in the resource distribution server; or obtaining a video cutscene animation corresponding to the cutscene animation data identifier, and associating the video cutscene animation with the game instance and storing it in the resource distribution server; When it is determined that the playback of the cutscene animation data is finished, the cloud game resource data of the current game process is rendered and output to the terminal device for display; When the current game process meets the cutscene insertion conditions, the rendering and output operation of the cloud game resource data of the current game process is suspended.

2. The method according to claim 1, characterized in that When the current game process meets the cutscene insertion condition, the method further includes: Release computing service resources and adjust the current running state to idle state; When a resource data processing request sent by other terminal devices is detected in an idle state, the required resource consumption amount carried in the resource data processing request is obtained; When it is determined that the required resource consumption is met, in response to the resource data processing request, the computing service resource is called to perform a data processing operation corresponding to the resource data processing request.

3. The method according to claim 1, characterized in that When the current game process meets the cutscene insertion condition, after obtaining the cutscene data identifier to be inserted that matches the insertion condition and generating a resource distribution instruction, the method further includes: Determine a corresponding game instance according to the current game process, and obtain a cutscene animation requirement corresponding to the game instance; According to the transition animation requirement, determining a to-be-played picture matching the insertion condition; Acquire a transition animation data identifier corresponding to the to-be-played picture, and add the transition animation data identifier to the resource distribution instruction.

4. The method according to any one of claims 1 to 3, characterized in that: The cutscene animation data includes a dialogue cutscene animation; Before sending the resource distribution instruction and the transition animation data identifier to the resource distribution server, the method further includes: Acquire the dialogue transition animation data corresponding to the transition animation data identifier; the dialogue transition animation data includes each picture to be played, and the play time number corresponding to each picture to be played; According to the play time number, each of the to-be-played pictures and the corresponding game instances are sequentially associated and stored in the resource distribution server.

5. A cloud game resource data processing method, characterized in that: The method comprises: Receiving a resource distribution instruction and a cutscene animation data identifier sent by a cloud game server; the resource distribution instruction is generated when the cloud game server detects that the current game process meets the cutscene animation insertion condition; In response to the resource distribution instruction, according to the cutscene animation data identifier, the cutscene animation data corresponding to the current cutscene animation stage is matched from the pre-stored static resource library; wherein the cutscene animation data includes a video cutscene animation, and the cloud game server is further used to: before sending the resource distribution instruction and the cutscene animation data identifier, obtain a rendering processing instruction corresponding to the cutscene animation data identifier, and render the to-be-output screen data of the current game process according to the rendering processing instruction to generate an output screen after rendering processing, perform encoding processing according to the output screen after rendering processing to generate a corresponding video cutscene animation, and associate the video cutscene animation with the game instance and store it in the resource distribution server, or obtain the video cutscene animation corresponding to the cutscene animation data identifier, and associate the video cutscene animation with the game instance and store it in the resource distribution server; The cutscene animation data is sent to a terminal device for display; wherein, when it is determined that the cutscene animation data has finished playing on the terminal device, the cloud game server is used to render the cloud game resource data of the current game process and output it to the terminal device for display, and when the current game process meets the cutscene animation insertion conditions, the rendering and output operation of the cloud game resource data of the current game process is suspended.

6. A cloud game resource data processing device, characterized in that: The device comprises: A resource distribution instruction generation module is used to obtain a data identifier of a cutscene to be inserted that matches the insertion condition and generate a resource distribution instruction when the current game process meets the cutscene insertion condition; A sending module, used to send the resource distribution instruction and the transition animation data identifier to a resource distribution server; the resource distribution instruction is used to instruct the resource distribution server to match the transition animation data corresponding to the transition animation data identifier from a pre-stored static resource library, and send the transition animation data to a terminal device for display; A cloud game resource data rendering module is used to render the cloud game resource data of the current game process when it is determined that the playback of the cutscene animation data has ended, and output it to the terminal device for display; The transition animation data includes a video transition animation; the device also includes: The video transition animation storage module is used to: obtain a rendering processing instruction corresponding to the transition animation data identifier, and render the to-be-output screen data of the current game process according to the rendering processing instruction to generate an output screen after rendering; perform encoding processing according to the output screen after rendering to generate a corresponding video transition animation, and associate the video transition animation with the game instance and store it in the resource distribution server; or obtain a video transition animation corresponding to the transition animation data identifier, and associate the video transition animation with the game instance and store it in the resource distribution server; The pause module is used to: when the current game process meets the conditions for inserting a cutscene, pause the rendering and output operation of the cloud game resource data of the current game process.

7. The device according to claim 6, characterized in that The device also includes: A computing service resource release module is used to release computing service resources and adjust the current running state to an idle state; A resource data processing request detection module, configured to, when a resource data processing request sent by other terminal devices is detected in an idle state, obtain the required resource consumption amount carried in the resource data processing request; The data processing operation execution module is used to respond to the resource data processing request and call the computing service resource to execute the data processing operation corresponding to the resource data processing request when it is determined that the required resource consumption is met.

8. The device according to claim 6, characterized in that The device also includes: A cutscene acquisition module, used to determine the corresponding game instance according to the current game process, and obtain the cutscene requirements corresponding to the game instance; A to-be-played picture determination module, used to determine the to-be-played picture matching the insertion condition according to the transition animation requirement; The transition animation data identifier acquisition module is used to acquire the transition animation data identifier corresponding to the to-be-played picture, and add the transition animation data identifier to the resource distribution instruction.

9. The device according to any one of claims 6 to 8, characterized in that The device also includes a dialogue transition animation data storage module, which is used to: Acquire the dialogue transition animation data corresponding to the transition animation data identifier; the dialogue transition animation data includes each picture to be played and the playback time number corresponding to each picture to be played; according to the playback time number, each picture to be played and the corresponding game instance are sequentially associated and stored in the resource distribution server.

10. A cloud game resource data processing device, characterized in that: The device comprises: A receiving module, used to receive a resource distribution instruction and a cutscene animation data identifier sent by a cloud game server; the resource distribution instruction is generated when the cloud game server detects that the current game process meets the cutscene animation insertion condition; A transition animation data matching module is used to respond to the resource distribution instruction, and match the transition animation data corresponding to the current transition animation stage from the pre-stored static resource library according to the transition animation data identifier; wherein the transition animation data includes a video transition animation, and the cloud game server is also used to: before sending the resource distribution instruction and the transition animation data identifier, obtain a rendering processing instruction corresponding to the transition animation data identifier, and render the to-be-output screen data of the current game process according to the rendering processing instruction to generate an output screen after rendering processing, perform encoding processing according to the output screen after rendering processing to generate a corresponding video transition animation, and associate the video transition animation with the game instance and store it in the resource distribution server, or obtain the video transition animation corresponding to the transition animation data identifier, and associate the video transition animation with the game instance and store it in the resource distribution server; A cutscene animation data sending module is used to send the cutscene animation data to a terminal device for display; wherein, when it is determined that the cutscene animation data has finished playing on the terminal device, the cloud game server is used to render the cloud game resource data of the current game process and output it to the terminal device for display, and when the current game process meets the cutscene animation insertion conditions, the rendering and output operation of the cloud game resource data of the current game process is suspended.

11. A computer device comprising a memory and a processor, wherein the memory stores a computer program, wherein: When the processor executes the computer program, the steps of the method according to any one of claims 1 to 5 are implemented.

12. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 5 are implemented.

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