A method and apparatus for processing game data, a computer device, and a storage medium

By determining the target process in online games for combat settlement, the problem of cross-region combat settlement requiring real-time data transmission of multiple servers is solved, and the data processing efficiency of online games is improved.

CN114602166BActive Publication Date: 2025-07-25BEIJING ZITIAO NETWORK TECH CO LTD
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Patent Information

Application Number
CN202210248074.1
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-03-14
Publication Date
2025-07-25
Estimated Expiration
2042-03-14

AI Technical Summary

Technical Problem

In online games, cross-regional combat settlement requires multiple servers to send game data in real time, resulting in a large amount of network resources and low efficiency.

Method used

By determining the combat settlement attribute information of the game object on the First World server, the target process is determined for combat settlement, so that the combat settlement process only occurs in one process, reducing the participation of multiple servers.

Benefits of technology

Reduces the consumption of network resources and improves game data processing efficiency.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The present disclosure provides a game data processing method, apparatus, computer device, and storage medium. Among them, the method includes: in response to a first battle request initiated by a first game object in a target area associated with the first world server for a second game object, determining first battle settlement attribute information corresponding to the first game object; wherein the first battle settlement attribute information is used to characterize the battle state of the first game object; based on the first battle settlement attribute information, determining a target process for settling a first battle corresponding to the first battle request; determining a battle settlement result of the first battle, and updating game data related to the first battle based on the battle settlement result, wherein the battle settlement result is determined based on first game data corresponding to the first game object and second game data corresponding to the second game object within the target process.
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Description

Technical Field

[0001] The present disclosure relates to the field of game technologies, and in particular, to a game data processing method, apparatus, computer device, and storage medium. Background Art

[0002] With the development of network technologies, online games have gradually become the main form of leisure and entertainment for people. In online games, players can operate game objects to fight against other players.

[0003] In the related art, limited by the processing capacity of a single server, data of different regions of a game map are generally processed by multiple servers. When the battle process of a game object involves cross-regions, multiple servers often need to send game data in real time during the battle process to complete the battle settlement. This method occupies a large amount of network resources and has low efficiency. Summary of the Invention

[0004] Embodiments of the present disclosure provide at least a game data processing method, apparatus, computer device, and storage medium.

[0005] In a first aspect, an embodiment of the present disclosure provides a game data processing method, which is applied to a first world server in a game system including multiple world servers. Different world servers are respectively associated with different regions in the game map of the game system and are used to process game data in the corresponding regions. The method includes:

[0006] In response to a first battle request initiated by a first game object in a target region associated with the first world server against a second game object, determining first battle settlement attribute information corresponding to the first game object; wherein the first battle settlement attribute information is used to characterize the battle state of the first game object;

[0007] Based on the first battle settlement attribute information, determining a target process for settling a first battle corresponding to the first battle request;

[0008] Determining a battle settlement result of the first battle, and updating game data related to the first battle based on the battle settlement result, where the battle settlement result is determined within the target process based on first game data corresponding to the first game object and second game data corresponding to the second game object.

[0009] In a possible implementation manner, the determining a target process for settling a first battle corresponding to the first battle request based on the first battle settlement attribute information includes:

[0010] Determine the first quantity of game objects associated with the first game object and the second quantity of game objects associated with the second game object;

[0011] Based on the first quantity, the second quantity, and the first battle settlement attribute information, determine the target process for settling the first battle corresponding to the first battle request.

[0012] In a possible implementation manner, the determining the target process for settling the first battle corresponding to the first battle request based on the first quantity, the second quantity, and the first battle settlement attribute information includes:

[0013] When it is detected that the first quantity is greater than or equal to the second quantity, use the first process corresponding to the first process identifier in the first battle settlement attribute information as the target process; wherein, the first process is a process for processing the game data of the first game object; and,

[0014] When it is detected that the first quantity is less than the second quantity, obtain the second battle settlement attribute information corresponding to the second game object, and use the second process corresponding to the second process identifier in the second battle attribute information as the target process; wherein, the second process is a process for processing the game data of the second game object.

[0015] In a possible implementation manner, the determining the target process for settling the first battle corresponding to the first battle request based on the first battle settlement attribute information includes:

[0016] When it is detected that the first process identifier for characterizing the battle state in the first battle settlement attribute information is not empty, use the first process corresponding to the first process identifier as the target process; and,

[0017] When it is detected that the first process identifier for characterizing the battle state in the first battle settlement attribute information is empty, obtain the second battle settlement attribute information corresponding to the second game object, and determine the target process based on the second battle attribute information.

[0018] In a possible implementation manner, the determining the target process based on the second battle attribute information includes:

[0019] When it is detected that the second process identifier for characterizing the battle state in the second battle settlement attribute information is not empty, use the second process corresponding to the second process identifier as the target process; and,

[0020] In the case where the second process identifier for characterizing the combat state in the second combat settlement attribute information is empty, the first process corresponding to the first process identifier is used as the target process.

[0021] In a possible implementation manner, when the target process is the first process of the first world server, the method further includes determining the combat settlement result according to the following method:

[0022] Based on the load information corresponding to each combat settlement thread in the target process, determine the target combat settlement thread corresponding to the first combat;

[0023] Add the first game data and the second game data to the target combat settlement thread for processing to obtain the combat settlement result of the first combat.

[0024] In a possible implementation manner, the second game object is located in the target area associated with the first world server; the process corresponding to the first process identifier in the first combat settlement attribute information and the process corresponding to the second process identifier in the second combat settlement attribute information corresponding to the second game object are both the first process of the first world server;

[0025] Determining the combat settlement result of the first combat includes:

[0026] Based on the load information corresponding to each combat settlement thread in the first process, determine the target combat settlement thread corresponding to the first combat;

[0027] Add the first game data and the second game data to the target combat settlement thread for processing to obtain the combat settlement result of the first combat.

[0028] In a possible implementation manner, the second game object is located in the target area associated with the second world server;

[0029] After determining the target process for settling the first combat corresponding to the first combat request, the method further includes:

[0030] Send a data acquisition request to the second world server;

[0031] Receive the second game data corresponding to the second game object sent by the second world server.

[0032] In a possible implementation manner, the second game object is located in the target area associated with the second world server;

[0033] The method further includes determining the target process according to the following method:

[0034] Based on the preset mapping relationship between the world server and the combat settlement process, determine the target process for performing the combat settlement between the first world server and the second world server.

[0035] In a possible implementation, the second game object is located within the target area associated with the second world server;

[0036] Determining the combat settlement result of the first combat includes:

[0037] Send the first game data corresponding to the first game object to the second world server to create a third game object corresponding to the first game object within the second world server; wherein, the target process is the process corresponding to the second world server;

[0038] Receive the combat settlement result of the first combat sent by the target process; wherein, the combat settlement result is determined based on the third game data corresponding to the third game object and the second game data.

[0039] In a possible implementation, the combat settlement result includes game data update information corresponding to the first game object;

[0040] Updating the game data related to the first combat based on the combat settlement result includes:

[0041] Update the first game data corresponding to the first game object based on the game data update information corresponding to the first game object.

[0042] In a second aspect, an embodiment of the present disclosure further provides a game data processing device, including:

[0043] Applied to the first world server in a game system including multiple world servers, where different world servers are respectively associated with different areas in the game map of the game system and are used to process the game data in the corresponding areas. The device includes:

[0044] A first determination module, configured to determine first combat settlement attribute information corresponding to the first game object in response to a first combat request initiated by the first game object within the target area associated with the first world server for the second game object; wherein, the first combat settlement attribute information is used to characterize the combat state of the first game object;

[0045] A second determination module, configured to determine a target process for settling the first combat corresponding to the first combat request based on the first combat settlement attribute information;

[0046] An update module, configured to determine a combat settlement result of the first combat, and update game data related to the first combat based on the combat settlement result, where the combat settlement result is determined within the target process based on first game data corresponding to the first game object and second game data corresponding to the second game object.

[0047] In a possible implementation, when the second determination module determines a target process for settling the first combat corresponding to the first combat request based on the first combat settlement attribute information, it is configured to:

[0048] Determine a first quantity of game objects having an association relationship with the first game object, and a second quantity of game objects having an association relationship with the second game object;

[0049] Based on the first quantity, the second quantity, and the first combat settlement attribute information, determine a target process for settling the first combat corresponding to the first combat request.

[0050] In a possible implementation, when the second determination module determines a target process for settling the first combat corresponding to the first combat request based on the first quantity, the second quantity, and the first combat settlement attribute information, it is configured to:

[0051] When it is detected that the first quantity is greater than or equal to the second quantity, use the first process corresponding to the first process identifier in the first combat settlement attribute information as the target process; where the first process is a process for processing game data of the first game object; and,

[0052] When it is detected that the first quantity is less than the second quantity, obtain second combat settlement attribute information corresponding to the second game object, and use the second process corresponding to the second process identifier in the second combat attribute information as the target process; where the second process is a process for processing game data of the second game object.

[0053] In a possible implementation, when the second determination module determines a target process for settling the first combat corresponding to the first combat request based on the first combat settlement attribute information, it is configured to:

[0054] When it is detected that the first process identifier for characterizing the combat state in the first combat settlement attribute information is not empty, use the first process corresponding to the first process identifier as the target process; and,

[0055] In the case where the first process identifier for characterizing the combat state in the first combat settlement attribute information is detected as empty, obtain the second combat settlement attribute information corresponding to the second game object, and determine the target process based on the second combat attribute information.

[0056] In a possible implementation manner, when determining the target process based on the second combat attribute information, the second determination module is configured to:

[0057] In the case where the second process identifier for characterizing the combat state in the second combat settlement attribute information is detected as not empty, use the second process corresponding to the second process identifier as the target process; and,

[0058] In the case where the second process identifier for characterizing the combat state in the second combat settlement attribute information is detected as empty, use the first process corresponding to the first process identifier as the target process.

[0059] In a possible implementation manner, when the target process is the first process of the first world server, the update module is further configured to determine the combat settlement result according to the following steps:

[0060] Based on the load information corresponding to each combat settlement thread in the target process, determine the target combat settlement thread corresponding to the first combat;

[0061] Add the first game data and the second game data to the target combat settlement thread for processing to obtain the combat settlement result of the first combat.

[0062] In a possible implementation manner, the second game object is located in the target area associated with the first world server; the process corresponding to the first process identifier in the first combat settlement attribute information and the process corresponding to the second process identifier in the second combat settlement attribute information corresponding to the second game object are both the first process of the first world server;

[0063] When determining the combat settlement result of the first combat, the update module is configured to:

[0064] Based on the load information corresponding to each combat settlement thread in the first process, determine the target combat settlement thread corresponding to the first combat;

[0065] Add the first game data and the second game data to the target combat settlement thread for processing to obtain the combat settlement result of the first combat.

[0066] In a possible implementation manner, the second game object is located in the target area associated with the second world server;

[0067] After determining the target process for settling the first battle corresponding to the first battle request, the updating module is further configured to:

[0068] Send a data acquisition request to the second world server;

[0069] Receive the second game data corresponding to the second game object sent by the second world server.

[0070] In a possible implementation manner, the second game object is located within a target area associated with the second world server;

[0071] The second determination module is further configured to determine the target process according to the following steps:

[0072] Based on a preset mapping relationship between the world server and the battle settlement process, determine the target process for performing battle settlement between the first world server and the second world server.

[0073] In a possible implementation manner, the second game object is located within a target area associated with the second world server;

[0074] When determining the battle settlement result of the first battle, the updating module is configured to:

[0075] Send the first game data corresponding to the first game object to the second world server to create a third game object corresponding to the first game object within the second world server; wherein, the target process is the process corresponding to the second world server;

[0076] Receive the battle settlement result of the first battle sent by the target process; wherein, the battle settlement result is determined based on the third game data corresponding to the third game object and the second game data.

[0077] In a possible implementation manner, the battle settlement result includes game data update information corresponding to the first game object;

[0078] When updating the game data related to the first battle based on the battle settlement result, the updating module is configured to:

[0079] Update the first game data corresponding to the first game object based on the game data update information corresponding to the first game object.

[0080] In a third aspect, an embodiment of the present disclosure further provides a computer device, including: a processor, a memory, and a bus. The memory stores machine-readable instructions executable by the processor. When the computer device runs, the processor communicates with the memory through the bus. When the machine-readable instructions are executed by the processor, the steps in the above first aspect or any possible implementation manner in the first aspect are executed.

[0081] In a fourth aspect, an embodiment of the present disclosure further provides a computer-readable storage medium. A computer program is stored on the computer-readable storage medium. When the computer program is run by a processor, the steps in the above first aspect or any possible implementation manner in the first aspect are executed.

[0082] The game data processing method, device, computer device, and storage medium provided by the embodiments of the present disclosure determine the combat settlement attribute information of the first game object that initiates the combat, determine the target process for combat settlement, and perform combat settlement based on the target process, so that the combat settlement process only occurs in one process, and there is no need for multiple servers to participate in combat settlement. Compared with sending all game data in real time during the combat process and updating game data in multiple servers, the network resources consumed by the combat settlement process are less, and the processing efficiency of game data is improved.

[0083] To make the above objects, features, and advantages of the present disclosure more obvious and understandable, the following specific preferred embodiments are given and described in detail in conjunction with the accompanying drawings. BRIEF DESCRIPTION OF THE DRAWINGS

[0084] To more clearly illustrate the technical solutions of the embodiments of the present disclosure, the following briefly introduces the accompanying drawings required in the embodiments. The accompanying drawings are incorporated into the specification and form a part of the specification. These drawings show the embodiments that conform to the present disclosure and are used together with the specification to illustrate the technical solutions of the present disclosure. It should be understood that the following drawings only show some embodiments of the present disclosure and should not be regarded as limiting the scope. For those of ordinary skill in the art, other related drawings can be obtained based on these drawings without creative efforts.

[0085] Figure 1 It shows a flowchart of a game data processing method provided by an embodiment of the present disclosure;

[0086] Figure 2 It shows a schematic architecture diagram of a game system in the game data processing method provided by an embodiment of the present disclosure;

[0087] Figure 3 It shows a flowchart of a specific method for determining a target process in the game data processing method provided by an embodiment of the present disclosure;

[0088] Figure 4 Shows a flowchart of a specific method for determining a battle settlement result in the game data processing method provided by an embodiment of the present disclosure;

[0089] Figure 5 Shows a flowchart of a specific method for obtaining second game data in the game data processing method provided by an embodiment of the present disclosure;

[0090] Figure 6 Shows a flowchart of another specific method for determining a battle settlement result in the game data processing method provided by an embodiment of the present disclosure;

[0091] Figure 7 Shows a schematic diagram of the distribution of game objects in a game map in the game data processing method provided by an embodiment of the present disclosure;

[0092] Figure 8 Shows a schematic architecture diagram of a game data processing device provided by an embodiment of the present disclosure;

[0093] Figure 9 Shows a schematic structural diagram of a computer device provided by an embodiment of the present disclosure. Detailed implementation manners

[0094] To make the objectives, technical solutions, and advantages of the embodiments of the present disclosure clearer, the technical solutions in the embodiments of the present disclosure will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present disclosure. Apparently, the described embodiments are only some of the embodiments of the present disclosure, rather than all of the embodiments. Usually, the components of the embodiments of the present disclosure described and illustrated herein can be arranged and designed in various different configurations. Therefore, the following detailed description of the embodiments of the present disclosure provided in the accompanying drawings is not intended to limit the scope of the present disclosure claimed, but merely represents selected embodiments of the present disclosure. All other embodiments obtained by those skilled in the art based on the embodiments of the present disclosure without creative efforts fall within the scope of protection of the present disclosure.

[0095] It should be noted that: similar reference numerals and letters denote similar items in the following drawings. Therefore, once an item is defined in one drawing, it does not need to be further defined and explained in subsequent drawings.

[0096] As used herein, the term "and / or" merely describes an associated relationship and indicates that three relationships may exist. For example, A and / or B may represent three cases: A exists alone, both A and B exist simultaneously, and B exists alone. Additionally, the term "at least one" as used herein means any one of a plurality or any combination of at least two of a plurality. For example, including at least one of A, B, and C may mean including any one or more elements selected from the set consisting of A, B, and C.

[0097] It has been found through research that in the related art, limited by the processing capacity of a single server, generally, different regional maps of a game map are processed by multiple servers. When the battle process of a game object involves multiple regions, multiple servers often need to send game data in real time during the battle process to complete the battle settlement. This method consumes a large amount of network resources and has low efficiency.

[0098] Based on the above research, the present disclosure provides a game data processing method, apparatus, computer device, and storage medium. By determining the battle settlement attribute information of the first game object that initiates a battle, determining the target process for battle settlement, and performing battle settlement based on the target process, the battle settlement process only occurs in one process, without the need for multiple servers to participate in the battle settlement. Compared with sending all game data in real time during the battle process and updating game data on multiple servers, the network resources consumed by the battle settlement process are less, and the processing efficiency of game data is improved.

[0099] To facilitate the understanding of this embodiment, first, a game data processing method disclosed in the embodiments of the present disclosure will be introduced in detail. The execution subject of the game data processing method provided in the embodiments of the present disclosure is generally a computer device with certain computing capabilities. Such a computer device includes, for example: a terminal device, a server, or other processing devices. The terminal device may be a user equipment (UE), a mobile device, a user terminal, a terminal, etc. In some possible implementation manners, the game data processing method may be implemented by a processor calling computer-readable instructions stored in a memory.

[0100] See Figure 1 As shown, it is a flowchart of the game data processing method provided in the embodiments of the present disclosure, which is applied to the first world server in a game system including multiple world servers. Among them, different world servers are respectively associated with different regions in the game map of the game system and are used to process game data in the corresponding regions. The method includes S101 to S103, where:

[0101] S101: In response to a first combat request initiated by a first game object in a target area associated with the first world server against a second game object, determine first combat settlement attribute information corresponding to the first game object; wherein, the first combat settlement attribute information is used to characterize the combat state of the first game object.

[0102] S102: Based on the first combat settlement attribute information, determine a target process for settling the first combat corresponding to the first combat request.

[0103] S103: Determine the combat settlement result of the first combat, and update the game data related to the first combat based on the combat settlement result, wherein the combat settlement result is determined within the target process based on the first game data corresponding to the first game object and the second game data corresponding to the second game object.

[0104] The following is a detailed introduction to the above steps.

[0105] Regarding S101, the schematic architecture diagram of the game system can be as Figure 2 shown, including at least one basic server 11, multiple world servers 12, at least one window server 13, and at least one gateway server 14, wherein:

[0106] The gateway server 14 is used to receive a game operation request sent by the client and send the game operation request to the world server 12 connected to the client; and, receive window information sent by the client and send the window information to the window server 13;

[0107] The world server 12 is used to obtain game data from the basic server 11 after receiving the game operation request, process the game data based on the game operation request, and send the processed game data to the window server 13;

[0108] The window server 13 is used to determine target game data corresponding to the window information, generate corresponding rendering data based on the target game data, send the rendering data to the client through the gateway server for display; and, update the game data cached in the window server based on the processed game data.

[0109] In this way, by constructing a game system that can be deployed distributively and assigning different game processing logics to different servers, while ensuring the normal operation of the game, the number of players that a game zone can accommodate can be increased only by adding the number of servers, thereby solving the problem that it is difficult for players to interact with players in other game zones in real time and improving the game experience of users.

[0110] It should be noted that "basic server 11" is hereinafter referred to as "basic server"; "world server 12" is hereinafter referred to as "world server"; "window server 13" is hereinafter referred to as "window server"; "gateway server 14" is hereinafter referred to as "gateway server". The relevant content of each server in the game system will be introduced in detail below.

[0111] In practical applications, the first combat request may be carried in the game operation request sent by the user terminal. The user terminal may initiate a control request for the first game object to control the first game object to initiate combat against the second game object; alternatively, the first combat request may also be initiated by the first world server when it detects that the first game object and the second game object meet a preset condition, such as the distance between the second game object and the first game object is less than the combat alert distance corresponding to the first game object, and the combat alert distance is used to represent the range size of the alert range of the game object.

[0112] Specifically, the first game object includes at least one game object, and the second game object includes at least one game object. For any one of the game objects, combat settlement attribute information corresponding to the game object can be set. When there is a corresponding attribute value in the combat settlement attribute information of the game object, it indicates that the game object is currently in a combat state; when there is no corresponding attribute value in the combat settlement attribute information of the game object, it indicates that the game object is currently in a non-combat state. Thus, the combat state of the first game object can be determined by reading the first combat settlement attribute information corresponding to the first game object, so as to determine the hardware device for combat settlement in the game system based on the combat state of the first game object subsequently.

[0113] S102: Based on the first combat settlement attribute information, determine the target process for settling the first combat corresponding to the first combat request.

[0114] Here, there is a one-to-one correspondence between the process and the world server. Determining the target process is to determine the target world server for settling the first combat, and the target world server may be the first world server or other world servers in the game system.

[0115] In a possible implementation, as Figure 3 shown, the target process can be determined through the following steps:

[0116] S301: Determine the first quantity of game objects associated with the first game object, and the second quantity of game objects associated with the second game object.

[0117] Here, the game objects associated with the first game object (or the second game object) can be the game objects included in the first game object (or the second game object). There may be multiple game objects in the first game object and the second game object. For example, the first game object may include 3 game objects; or, the game objects associated with the first game object (or the second game object) can also be the game objects in a combat relationship with the first game object (or the second game object), such as the game objects that launch an attack on the first game object, or the game objects attacked by the first game object, etc.; or, the game objects associated with the first game object (or the second game object) can also be the game objects that are located in the same world server as the first game object (or the second game object) and are in a combat state.

[0118] In addition, after the first game object sends a combat request to the second game object, the game objects associated with the first game object except the second game object can be determined as the first game object, and / or, the game objects associated with the second game object except the first game object can be determined as the second game object.

[0119] Exemplarily, taking the game objects including game object 1, game object 2, game object 3, game object 4, and game object 5 as an example, when it is detected that game object 1 sends a combat request to game object 4, game object 1, and game object 2 and game object 3 corresponding to game object 1 can be determined as the first game object, and game object 4, and game object 5 corresponding to game object 4 can be determined as the second game object.

[0120] S302: Based on the first quantity, the second quantity, and the first combat settlement attribute information, determine the target process for settling the first combat corresponding to the first combat request.

[0121] Specifically, it can be divided into the following two cases:

[0122] Case 1: The first quantity is greater than or equal to the second quantity

[0123] Here, when it is detected that the first quantity is greater than or equal to the second quantity, the first process corresponding to the first process identifier in the first combat settlement attribute information may be taken as the target process; wherein, the first process is a process for processing the game data of the first game object.

[0124] Exemplarily, taking the first quantity as 3 and the second quantity as 2 as an example, the process corresponding to the first process identifier "Process 1" of the first game object may be taken as the target process.

[0125] Case 2: The first quantity is less than the second quantity

[0126] Here, when it is detected that the first quantity is less than the second quantity, the second combat settlement attribute information corresponding to the second game object may be obtained, and the second process corresponding to the second process identifier in the second combat attribute information may be taken as the target process; wherein, the second process is a process for processing the game data of the second game object.

[0127] Exemplarily, taking the first quantity as 2 and the second quantity as 3 as an example, the process corresponding to the second process identifier "Process 2" of the second game object may be taken as the target process.

[0128] In this way, through the magnitude relationship between the first quantity and the second quantity, it can be ensured that the game objects associated in the world server corresponding to the determined target process are more. Therefore, when performing combat settlement subsequently, the game data of the game objects that need to be transmitted from other world servers is less, thereby saving the network resources in the game system and improving the processing efficiency of game data.

[0129] In another possible implementation manner, when determining the target process, it may also be determined based on the first process identifier for characterizing the combat state in the first combat settlement attribute information.

[0130] Here, the first process identifier corresponds to the first world server, and represents the combat data of the first game object located in the first world server, which is responsible for by the first world server.

[0131] Specifically, it can be divided into the following two cases:

[0132] Case 1: The first process identifier is not empty

[0133] Here, since different world servers are respectively associated with different regions in the game map of the game system and are used to process game data in the corresponding regions, and the first game object is located in the first world server, the first process corresponding to the first process identifier is located in the first world server. When it is detected that the first process identifier used to represent the combat state in the first combat settlement attribute information is not empty, the first process corresponding to the first process identifier can be used as the target process.

[0134] Specifically, if the first process identifier is not empty, it indicates that the first game object is currently in a combat state. Then, the first process corresponding to the first process identifier can be used as the target process, so as to ensure that the combat settlement related to the first game object is preferably responsible by the same process, thereby facilitating the management of the first game data corresponding to the first game object.

[0135] Specifically, according to the region where the second game object is located, it can be divided into the following two cases:

[0136] Case 1a: The second game object is located within the target region associated with the first world server

[0137] In this case, since the second game object is also located within the target region associated with the first world server, the first process corresponding to the first process identifier in the first combat settlement attribute information and the second process corresponding to the second process identifier in the second combat settlement attribute information of the second game object are the same process in the first world server. At this time, this process can be determined as the target process.

[0138] Exemplarily, taking the game system including game object 1, game object 2, and game object 3, and game object 1, game object 2, and game object 3 are all located in the target region corresponding to the first world server as an example, if game object 1 sends a combat request to game object 2, the process for settling the combat between game object 1 and game object 2 is process 1 (corresponding to the first world server). Then, the first process identifier corresponding to game object 1 is "process 1". If game object 1 then sends a combat request to game object 3, at this time, according to the first process identifier "process 1" in the combat settlement attribute information of game object 1, it can be determined that the process for settling the combat between game object 1 and game object 3 is also process 1 (corresponding to the first world server). Thus, it can be ensured that the game data process related to game object 1 is completed by the same world server, avoiding a large amount of data transmission between servers and saving network bandwidth.

[0139] Case 1b: The second game object is located within the target region associated with the second world server

[0140] In this case, since the second game object is located within the target area associated with the second world server, the process corresponding to the first process identifier in the first battle settlement attribute information is the first process, and the process corresponding to the second process identifier in the second battle settlement attribute information corresponding to the second game object is the second process, which is not in the same world server. At this time, it can be determined that the first process is the target process.

[0141] Exemplarily, taking the game system including game object 1, game object 2, and game object 3 as an example, where game object 1 and game object 2 are located in the target area corresponding to the first world server, and game object 3 is located in the target area corresponding to the second world server. If game object 1 initiates a battle request to game object 2, and the process for settling the battle between game object 1 and game object 2 is process 1 (corresponding to the first world server), then at this time, the first process identifier corresponding to game object 1 is "process 1". If game object 1 then initiates a battle request to game object 3, at this time, based on the first process identifier "process 1" in the battle settlement attribute information of game object 1, it can be determined that the process for settling the battle between game object 1 and game object 3 is also process 1 (corresponding to the first world server).

[0142] Case 2: The first process identifier is empty

[0143] Here, when it is detected that the first process identifier used to represent the battle state in the first battle settlement attribute information is empty, it indicates that the first game object is currently in a non-battle state. At this time, the second battle settlement attribute information corresponding to the second game object can be obtained, and the target process can be determined based on the second battle attribute information.

[0144] Specifically, when determining the target process based on the second battle attribute information, it can be divided into the following two cases:

[0145] Case 2a: When it is detected that the second process identifier used to represent the battle state in the second battle settlement attribute information is not empty, the second process corresponding to the second process identifier is taken as the target process.

[0146] Here, if the second process identifier is not empty, it indicates that the second game object is currently in a battle state. Then, the second process corresponding to the second process identifier can be taken as the target process, so as to ensure that the battle settlement related to the second game object is preferably handled by the same process, thereby facilitating the management of the second game data corresponding to the second game object.

[0147] Specifically, when the second game object is within the target area associated with the first world server, the first process corresponding to the first process identifier in the first battle settlement attribute information and the second process corresponding to the second process identifier in the second battle settlement attribute information of the second game object are the same process in the first world server. At this time, this process can be determined as the target process;

[0148] When the second game object is within the target area associated with the second world server, the process corresponding to the first process identifier in the first battle settlement attribute information is the first process, and the process corresponding to the second process identifier in the second battle settlement attribute information of the second game object is the second process, which are not in the same world server. At this time, the second process can be determined as the target process.

[0149] Case 2b: When it is detected that the second process identifier for characterizing the battle state in the second battle settlement attribute information is empty, the first process corresponding to the first process identifier is taken as the target process.

[0150] Here, if the second process identifier is empty, it indicates that the second game object is currently in a non-battle state. Since the first battle request is currently initiated by the first world server, to simplify the processing logic of the game system, the first process corresponding to the first process identifier can be taken as the target process to avoid additional operations caused by the transfer of data processing control rights between servers.

[0151] Specifically, when the second game object is within the target area associated with the first world server, the first process corresponding to the first process identifier in the first battle settlement attribute information and the second process corresponding to the second process identifier in the second battle settlement attribute information of the second game object are the same process in the first world server. At this time, this process can be determined as the target process;

[0152] When the second game object is within the target area associated with the second world server, the process corresponding to the first process identifier in the first battle settlement attribute information is the first process, and the process corresponding to the second process identifier in the second battle settlement attribute information of the second game object is the second process, which are not in the same world server. At this time, the first process can be determined as the target process.

[0153] In another possible implementation, the second game object may be located within a target area associated with a second world server. When determining the target process, based on a preset mapping relationship between the world server and the battle settlement process, the target process for performing the battle settlement between the first world server and the second world server may also be determined.

[0154] Here, for at least two world servers in the game system, a battle settlement process corresponding to a battle occurring between the at least two world servers may be preset, a mapping relationship between the world server and the battle settlement process may be generated and stored, so as to determine the target process for performing the battle settlement between the first world server and the second world server based on the preset mapping relationship between the world server and the battle settlement process.

[0155] Exemplarily, the battle settlement process corresponding to the battle occurring between World Server 1 and World Server 2 may be preset as Process 1, that is, when a game object in World Server 1 battles with a game object in World Server 2, the process for performing the battle settlement is Process 1 corresponding to World Server 1.

[0156] In this way, by presetting the mapping relationship between the world server and the battle settlement process, the corresponding battle settlement process can be directly selected when a battle occurs, thereby saving the computing resources consumed by determining the target process in real time.

[0157] S103: Determine the battle settlement result of the first battle, and update the game data related to the first battle based on the battle settlement result, where the battle settlement result is determined within the target process based on the first game data corresponding to the first game object and the second game data corresponding to the second game object.

[0158] Here, the game data related to the first battle includes the first game data and / or the second game data.

[0159] In a possible implementation, when the target process is the first process of the first world server, as Figure 4 shown, the battle settlement result may be determined through the following steps:

[0160] S401: Based on the load information corresponding to each battle settlement thread in the target process, determine the target battle settlement thread corresponding to the first battle.

[0161] Here, the process of determining the target combat settlement thread can be executed by the combat manager in the first world server. The first process may include multiple combat settlement threads. For any one of the combat settlement threads, the combat settlement thread can continuously perform combat settlement on the cached game data during the combat, determine the combat settlement result, and update the cached game data in real time according to the combat settlement result.

[0162] Specifically, the combat manager can determine the target combat settlement thread from the multiple combat settlement threads included in the first process according to a preset load balancing strategy.

[0163] S402: Add the first game data and the second game data to the target combat settlement thread for processing to obtain the combat settlement result of the first combat.

[0164] Here, if the second game object is located in the target area associated with the second world server, the second game data needs to be obtained from the second target world server; if the second game object is located in the target area associated with the first world server, the first game data and the second game data can be directly added to the target combat settlement thread for processing.

[0165] In a possible implementation, as Figure 5 shown, the second game data can be obtained through the following steps:

[0166] S501: Send a data acquisition request to the second world server.

[0167] S502: Receive the second game data corresponding to the second game object sent by the second world server.

[0168] Specifically, after receiving the second game data, the first game data and the second game data can be added to the target combat settlement thread. When the target combat settlement thread obtains the combat settlement result of the first combat and updates the cached game data, it can also send the game data update information related to the second game data to the second world server to achieve synchronous update of the second game data cached in the second world server.

[0169] In a possible implementation, in the case where the second game object is located in the target area associated with the second world server, as Figure 6 shown, the combat settlement result of the first combat can also be determined through the following steps:

[0170] S601: Send the first game data corresponding to the first game object to the second world server to create a third game object corresponding to the first game object in the second world server; wherein, the target process is the process corresponding to the second world server.

[0171] S602: Receive the battle settlement result of the first battle sent by the target process; wherein, the battle settlement result is determined based on the third game data corresponding to the third game object and the second game data.

[0172] Here, the third game object is the shadow entity of the first game object in the second world server (i.e., the third game object is exactly the same as the first game object).

[0173] Specifically, when performing battle settlement in the second world server, data processing can be performed in real time according to the game data of the third game object, and game data update information related to the first game data can be received to achieve synchronous update of the cached first game data. That is, when the game data of the "shadow entity" third game object is updated, the update of the game data can be synchronized to the first game data of the first game object cached in the first world server.

[0174] Next, the game data processing method provided by the embodiments of the present disclosure will be introduced in conjunction with the accompanying drawings and specific examples.

[0175] Exemplarily, the distribution of game objects in the game map can be as Figure 7 shown, Figure 7 in which, each graphic (diamond, star, etc.) represents the corresponding game object. Game object 1, game object 2, and game object 3 are located in the target area associated with the world server "world1", and game object 4 and game object 5 are located in the target area associated with the world server "world3".

[0176] Example 1: Game object 1 sends a battle request to game object 2

[0177] In this case, since the battle settlement attribute information corresponding to the attacking game object 1 and the attacked game object 2 is empty, that is, neither has participated in the battle. Since game object 1 and game object 2 are both located in the same world server, taking one world server corresponding to one process as an example, the target process for performing battle settlement can be process 1 corresponding to "world1". When performing battle settlement, the target battle settlement thread can be determined based on the load information corresponding to each battle settlement thread in process 1, and battle settlement is performed based on the target battle settlement thread.

[0178] Example 2: GameObject 1 is fighting against GameObject 2, and GameObject 4 sends a battle request to GameObject 1

[0179] In this case, first, it is determined that the first battle settlement attribute information corresponding to the attacking GameObject 4 is empty, indicating that GameObject 4 is not participating in the battle at this time. Then, by determining the second battle settlement attribute information corresponding to GameObject 1 (since GameObject has become the attacked party at this time, the corresponding battle settlement attribute information is called the second battle settlement attribute information), it is determined that the corresponding target process is Process 1 corresponding to "world1". Then, the settlement process responsible for handling the battle between GameObject 1 and GameObject 4 is Process 1.

[0180] Furthermore, since GameObject 4 is located in the world server "world3", which is not the same world server as "world1" responsible for battle settlement, "world3" can send the game data corresponding to GameObject 4 to "world1" to create a shadow entity corresponding to GameObject 4 in "world1", so that "world1" can perform battle settlement based on the game data of the shadow entity and the game data of GameObject 1, and can synchronize the game data update information for the shadow entity to "world3", thereby completing the synchronous update of the game data of GameObject 4.

[0181] Example 3: GameObject 1 is fighting against GameObject 2, GameObject 4 is fighting against GameObject 1, and GameObject 3 sends a battle request to GameObject 4

[0182] In this case, first, it is determined that the first battle settlement attribute information corresponding to the attacking GameObject 3 is empty, indicating that GameObject 3 is not participating in the battle at this time. Then, by determining the second battle settlement attribute information corresponding to GameObject 4 (since GameObject has become the attacked party at this time, the corresponding battle settlement attribute information is called the second battle settlement attribute information), it is determined that the corresponding target process is Process 1 corresponding to "world1" (the process identifier corresponding to GameObject 4 was empty before the attack in Example 2 and was updated to Process 1 corresponding to the process "world1" after the attack). Then, the settlement process responsible for handling the battle between GameObject 3 and GameObject 4 is Process 1.

[0183] Example 4: GameObject 1 is fighting against GameObject 2, GameObject 4 is fighting against GameObject 1, GameObject 3 is fighting against GameObject 4, and GameObject 3 sends a battle request to GameObject 5

[0184] In this case, it is first determined that the first combat settlement attribute information corresponding to the attacking game object 3 is not empty, indicating that the game object 3 is participating in combat at this time. According to the first process identification information "process 1" corresponding to the game object 3, the corresponding target process is determined to be the process 1 corresponding to "world1". Then, the settlement process responsible for handling the combat between the game object 3 and the game object 5 is process 1.

[0185] Furthermore, since the game object 5 is located in the world server "world3", which is not the same world server as "world1" responsible for combat settlement, "world3" can send the game data corresponding to the game object 5 to "world1" to establish a shadow entity corresponding to the game object 5 in "world1", so that "world1" can perform combat settlement based on the game data of the shadow entity and the game data of the game object 3, and can synchronize the game data update information for the shadow entity to "world3", thereby completing the synchronous update of the game data of the game object 5.

[0186] Example 5: A combat occurs among the game objects 1, 2, and 3, and the combat settlement is carried out in the process 1 corresponding to "world1"; a combat occurs between the game objects 4 and 5, and the combat settlement is carried out in the process 3 corresponding to "world3". The game object 4 sends a combat request to the game object 1.

[0187] In this case, both the game objects 2 and 3 are game objects associated with the game object 1, and the game object 5 is a game object associated with the game object 4. Then, it can be determined that the first quantity is 1 and the second quantity is 2. According to the numerical size relationship between the first quantity and the second quantity, the process 1 corresponding to "world1" is determined as the target process for combat settlement, and "world1" is responsible for all combat settlements among the game objects 1 to 5.

[0188] Further, since game object 4 and game object 5 are located in the world server "world3", which is not the same world server as "world1" responsible for combat settlement, "world3" can send the game data corresponding to game object 4 and game object 5 to "world1" respectively, so as to establish shadow entities corresponding to game object 4 and game object 5 in "world1", enabling "world1" to perform all combat settlements among game objects 1 to 5 based on the game data of the shadow entities, the game data of game object 1, game object 2, and game object 3, and can synchronize the game data update information for the shadow entities to "world3", thereby completing the synchronous update of the game data of game object 4 and game object 5.

[0189] The game data processing method provided by the embodiments of the present disclosure determines the combat settlement attribute information of the first game object initiating combat, determines the target process for combat settlement, and performs combat settlement based on the target process, so that the combat settlement process only occurs in one process, without the need for multiple servers to participate in combat settlement. Compared with sending all game data in real time during combat and updating game data in multiple servers, the combat settlement process consumes less network resources and improves the processing efficiency of game data.

[0190] Those skilled in the art can understand that in the above method of the specific implementation manner, the writing order of each step does not mean a strict execution order and does not constitute any limitation on the implementation process. The specific execution order of each step should be determined according to its function and possible internal logic.

[0191] Based on the same inventive concept, the embodiments of the present disclosure also provide a game data processing device corresponding to the game data processing method. Since the principle of solving problems by the device in the embodiments of the present disclosure is similar to the above game data processing method of the embodiments of the present disclosure, the implementation of the device can refer to the implementation of the method, and the repeated parts will not be elaborated.

[0192] Refer to Figure 8 As shown, it is a schematic architecture diagram of a game data processing device provided by the embodiments of the present disclosure. The device includes: a first determination module 801, a second determination module 802, and an update module 803; wherein,

[0193] The first determination module 801 is configured to determine first combat settlement attribute information corresponding to the first game object in response to a first combat request initiated by the first game object in the target area associated with the first world server for the second game object; wherein, the first combat settlement attribute information is used to characterize the combat state of the first game object.

[0194] A second determination module 802, configured to determine a target process for settling a first battle corresponding to the first battle request based on the first battle settlement attribute information;

[0195] An update module 803, configured to determine a battle settlement result of the first battle, and update game data related to the first battle based on the battle settlement result, where the battle settlement result is determined within the target process based on first game data corresponding to the first game object and second game data corresponding to the second game object.

[0196] In a possible implementation manner, when determining the target process for settling the first battle corresponding to the first battle request based on the first battle settlement attribute information, the second determination module 802 is configured to:

[0197] Determine a first quantity of game objects having an association relationship with the first game object, and a second quantity of game objects having an association relationship with the second game object;

[0198] Determine the target process for settling the first battle corresponding to the first battle request based on the first quantity, the second quantity, and the first battle settlement attribute information.

[0199] In a possible implementation manner, when determining the target process for settling the first battle corresponding to the first battle request based on the first quantity, the second quantity, and the first battle settlement attribute information, the second determination module 802 is configured to:

[0200] When it is detected that the first quantity is greater than or equal to the second quantity, use the first process corresponding to the first process identifier in the first battle settlement attribute information as the target process; where the first process is a process for processing game data of the first game object; and,

[0201] When it is detected that the first quantity is less than the second quantity, obtain second battle settlement attribute information corresponding to the second game object, and use the second process corresponding to the second process identifier in the second battle attribute information as the target process; where the second process is a process for processing game data of the second game object.

[0202] In a possible implementation manner, when determining the target process for settling the first battle corresponding to the first battle request based on the first battle settlement attribute information, the second determination module 802 is configured to:

[0203] When it is detected that the first process identifier for characterizing the combat state in the first combat settlement attribute information is not empty, use the first process corresponding to the first process identifier as the target process; and,

[0204] When it is detected that the first process identifier for characterizing the combat state in the first combat settlement attribute information is empty, obtain the second combat settlement attribute information corresponding to the second game object, and determine the target process based on the second combat attribute information.

[0205] In a possible implementation, when the second determination module 802 determines the target process based on the second combat attribute information, it is configured to:

[0206] When it is detected that the second process identifier for characterizing the combat state in the second combat settlement attribute information is not empty, use the second process corresponding to the second process identifier as the target process; and,

[0207] When it is detected that the second process identifier for characterizing the combat state in the second combat settlement attribute information is empty, use the first process corresponding to the first process identifier as the target process.

[0208] In a possible implementation, when the target process is the first process of the first world server, the update module 803 is further configured to determine the combat settlement result according to the following steps:

[0209] Based on the load information corresponding to each combat settlement thread in the target process, determine the target combat settlement thread corresponding to the first combat;

[0210] Add the first game data and the second game data to the target combat settlement thread for processing to obtain the combat settlement result of the first combat.

[0211] In a possible implementation, the second game object is located in the target area associated with the first world server; the process corresponding to the first process identifier in the first combat settlement attribute information, and the process corresponding to the second process identifier in the second combat settlement attribute information corresponding to the second game object are both the first process of the first world server;

[0212] The update module 803, when determining the combat settlement result of the first combat, is configured to:

[0213] Based on the load information corresponding to each combat settlement thread in the first process, determine the target combat settlement thread corresponding to the first combat;

[0214] Add the first game data and the second game data to the target battle settlement thread for processing to obtain the battle settlement result of the first battle.

[0215] In a possible implementation, the second game object is located within the target area associated with the second world server;

[0216] After determining the target process for settling the first battle corresponding to the first battle request, the update module 803 is further configured to:

[0217] Send a data acquisition request to the second world server;

[0218] Receive the second game data corresponding to the second game object sent by the second world server.

[0219] In a possible implementation, the second game object is located within the target area associated with the second world server;

[0220] The second determination module 802 is further configured to determine the target process according to the following steps:

[0221] Based on the preset mapping relationship between the world server and the battle settlement process, determine the target process for performing the battle settlement between the first world server and the second world server.

[0222] In a possible implementation, the second game object is located within the target area associated with the second world server;

[0223] When determining the battle settlement result of the first battle, the update module 803 is configured to:

[0224] Send the first game data corresponding to the first game object to the second world server to create a third game object corresponding to the first game object within the second world server; wherein, the target process is the process corresponding to the second world server;

[0225] Receive the battle settlement result of the first battle sent by the target process; wherein, the battle settlement result is determined based on the third game data corresponding to the third game object and the second game data.

[0226] In a possible implementation, the battle settlement result includes the game data update information corresponding to the first game object;

[0227] When updating the game data related to the first battle based on the battle settlement result, the update module 803 is configured to:

[0228] Update the first game data corresponding to the first game object based on the game data update information corresponding to the first game object.

[0229] The game data processing device provided by the embodiments of the present disclosure determines the combat settlement attribute information of the first game object that initiates the combat, determines the target process for combat settlement, and performs combat settlement based on the target process, so that the combat settlement process only occurs in one process, and there is no need for multiple servers to participate in combat settlement. Compared with sending all game data in real time during the combat process and updating game data in multiple servers, the network resources consumed by the combat settlement process are less, and the processing efficiency of game data is improved.

[0230] For the processing flow of each module in the device and the interaction flow between modules, reference can be made to the relevant descriptions in the above method embodiments, which will not be elaborated here.

[0231] Based on the same inventive concept, the embodiments of the present disclosure also provide a computer device. Refer to Figure 9 As shown, it is a schematic structural diagram of a computer device 900 provided by the embodiments of the present disclosure, including a processor 901, a memory 902, and a bus 903. Among them, the memory 902 is used to store execution instructions, including an internal memory 9021 and an external memory 9022; here, the internal memory 9021 is also called the main memory, which is used to temporarily store the operation data in the processor 901 and the data exchanged with the external memory 9022 such as the hard disk. The processor 901 exchanges data with the external memory 9022 through the internal memory 9021. When the computer device 900 runs, the processor 901 communicates with the memory 902 through the bus 903, so that the processor 901 executes the following instructions:

[0232] In response to a first combat request initiated by a first game object in a target area associated with the first world server against a second game object, determine first combat settlement attribute information corresponding to the first game object; wherein, the first combat settlement attribute information is used to characterize the combat state of the first game object;

[0233] Based on the first combat settlement attribute information, determine a target process for settling the first combat corresponding to the first combat request;

[0234] Determine the combat settlement result of the first combat, and update the game data related to the first combat based on the combat settlement result, wherein the combat settlement result is determined within the target process based on the first game data corresponding to the first game object and the second game data corresponding to the second game object.

[0235] In a possible implementation, in the instructions of the processor 901, the determining of the target process for settling the first battle corresponding to the first battle request based on the first battle settlement attribute information includes:

[0236] Determine a first quantity of game objects associated with the first game object and a second quantity of game objects associated with the second game object;

[0237] Based on the first quantity, the second quantity, and the first battle settlement attribute information, determine the target process for settling the first battle corresponding to the first battle request.

[0238] In a possible implementation, in the instructions of the processor 901, the determining of the target process for settling the first battle corresponding to the first battle request based on the first quantity, the second quantity, and the first battle settlement attribute information includes:

[0239] When it is detected that the first quantity is greater than or equal to the second quantity, use the first process corresponding to the first process identifier in the first battle settlement attribute information as the target process; where the first process is a process for processing the game data of the first game object; and,

[0240] When it is detected that the first quantity is less than the second quantity, obtain second battle settlement attribute information corresponding to the second game object, and use the second process corresponding to the second process identifier in the second battle attribute information as the target process; where the second process is a process for processing the game data of the second game object.

[0241] In a possible implementation, in the instructions of the processor 901, the determining of the target process for settling the first battle corresponding to the first battle request based on the first battle settlement attribute information includes:

[0242] When it is detected that the first process identifier for characterizing the battle state in the first battle settlement attribute information is not empty, use the first process corresponding to the first process identifier as the target process; and,

[0243] When it is detected that the first process identifier for characterizing the battle state in the first battle settlement attribute information is empty, obtain second battle settlement attribute information corresponding to the second game object, and determine the target process based on the second battle attribute information.

[0244] In a possible implementation, in the instructions of the processor 901, the determining of the target process based on the second battle attribute information includes:

[0245] When it is detected that the second process identifier for characterizing the combat state in the second combat settlement attribute information is not empty, use the second process corresponding to the second process identifier as the target process; and,

[0246] When it is detected that the second process identifier for characterizing the combat state in the second combat settlement attribute information is empty, use the first process corresponding to the first process identifier as the target process.

[0247] In a possible implementation, in the instructions of the processor 901, when the target process is the first process of the first world server, the method further includes determining the combat settlement result according to the following method:

[0248] Based on the load information corresponding to each combat settlement thread in the target process, determine the target combat settlement thread corresponding to the first combat;

[0249] Add the first game data and the second game data to the target combat settlement thread for processing to obtain the combat settlement result of the first combat.

[0250] In a possible implementation, in the instructions of the processor 901, the second game object is located in the target area associated with the first world server; the process corresponding to the first process identifier in the first combat settlement attribute information and the process corresponding to the second process identifier in the second combat settlement attribute information corresponding to the second game object are both the first process of the first world server;

[0251] Determining the combat settlement result of the first combat includes:

[0252] Based on the load information corresponding to each combat settlement thread in the first process, determine the target combat settlement thread corresponding to the first combat;

[0253] Add the first game data and the second game data to the target combat settlement thread for processing to obtain the combat settlement result of the first combat.

[0254] In a possible implementation, in the instructions of the processor 901, the second game object is located in the target area associated with the second world server;

[0255] After determining the target process for settling the first combat corresponding to the first combat request, it further includes:

[0256] Send a data acquisition request to the second world server;

[0257] Receive the second game data corresponding to the second game object sent by the second world server.

[0258] In a possible implementation manner, in the instructions of the processor 901, the second game object is located in the target area associated with the second world server;

[0259] It further includes determining the target process according to the following method:

[0260] Based on the preset mapping relationship between the world server and the combat settlement process, determine the target process for performing the combat settlement between the first world server and the second world server.

[0261] In a possible implementation manner, in the instructions of the processor 901, the second game object is located in the target area associated with the second world server;

[0262] The determination of the combat settlement result of the first combat includes:

[0263] Send the first game data corresponding to the first game object to the second world server to create a third game object corresponding to the first game object in the second world server; wherein, the target process is the process corresponding to the second world server;

[0264] Receive the combat settlement result of the first combat sent by the target process; wherein, the combat settlement result is determined based on the third game data corresponding to the third game object and the second game data.

[0265] In a possible implementation manner, in the instructions of the processor 901, the combat settlement result includes the game data update information corresponding to the first game object;

[0266] The update of the game data related to the first combat based on the combat settlement result includes:

[0267] Based on the game data update information corresponding to the first game object, update the first game data corresponding to the first game object.

[0268] The embodiments of the present disclosure further provide a computer-readable storage medium, on which a computer program is stored. When the computer program is run by a processor, it executes the steps of the game data processing method described in the above method embodiments. Wherein, the storage medium can be a volatile or non-volatile computer-readable storage medium.

[0269] Embodiments of the present disclosure also provide a computer program product. The computer program product carries program codes, and the instructions included in the program codes can be used to execute the steps of the game data processing method described in the foregoing method embodiments. For details, reference can be made to the foregoing method embodiments and will not be elaborated herein.

[0270] Among them, the above computer program product can be specifically implemented in the form of hardware, software, or a combination thereof. In an alternative embodiment, the computer program product is specifically embodied as a computer storage medium. In another alternative embodiment, the computer program product is specifically embodied as a software product, such as a Software Development Kit (SDK), etc.

[0271] Those skilled in the art can clearly understand that for the convenience and brevity of description, the specific working processes of the systems and devices described above can refer to the corresponding processes in the foregoing method embodiments and will not be elaborated herein. In several embodiments provided by the present disclosure, it should be understood that the disclosed systems, devices, and methods can be implemented in other ways. The device embodiments described above are merely illustrative. For example, the division of the units is only a logical function division, and there may be other division methods in actual implementation. For another example, multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the displayed or discussed couplings or direct couplings or communication connections to each other can be through some communication interfaces. The indirect couplings or communication connections of the devices or units can be in electrical, mechanical, or other forms.

[0272] The units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, they may be located in one place, or may be distributed to multiple network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0273] In addition, in each embodiment of the present disclosure, the functional units can be integrated into one processing unit, or each unit can exist physically alone, or two or more units can be integrated into one unit.

[0274] When the above-mentioned functions are implemented in the form of software function units and sold or used as independent products, they can be stored in a non-volatile computer-readable storage medium executable by a processor. Based on such an understanding, the technical solution of the present disclosure, in essence, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of the present disclosure. The foregoing storage medium includes: various media such as USB flash drives, mobile hard disks, read-only memories (ROMs), random access memories (RAMs), magnetic disks, or optical discs that can store program codes.

[0275] Finally, it should be noted that the above-mentioned embodiments are only specific implementation manners of the present disclosure, used to illustrate the technical solutions of the present disclosure, rather than limiting them. The protection scope of the present disclosure is not limited thereto. Although the present disclosure has been described in detail with reference to the foregoing embodiments, those of ordinary skill in the art should understand that any person skilled in the art within the technical scope disclosed by the present disclosure can still modify the technical solutions described in the foregoing embodiments or easily conceive of changes, or perform equivalent replacements on some of the technical features; and these modifications, changes, or replacements do not make the essence of the corresponding technical solutions deviate from the spirit and scope of the technical solutions of the embodiments of the present disclosure and should all be covered within the protection scope of the present disclosure. Therefore, the protection scope of the present disclosure should be subject to the protection scope of the claims.

Claims

1. A game data processing method, characterized in that, The first world server applied to a game system including multiple world servers, where different world servers are respectively associated with different regions in the game map of the game system and are used to process game data in the corresponding regions. The method includes: Responding to a first combat request initiated by a first game object in a target region associated with the first world server against a second game object, and determining first combat settlement attribute information corresponding to the first game object; wherein the first combat settlement attribute information is used to characterize the combat state of the first game object; Based on the first combat settlement attribute information, determining a target process for settling the first combat corresponding to the first combat request; Determining the combat settlement result of the first combat, and updating game data related to the first combat based on the combat settlement result, where the combat settlement result is determined within the target process based on first game data corresponding to the first game object and second game data corresponding to the second game object; Wherein, the determining the target process for settling the first combat corresponding to the first combat request based on the first combat settlement attribute information includes: When it is detected that the first process identifier for characterizing the combat state in the first combat settlement attribute information is not empty, taking the first process corresponding to the first process identifier as the target process; and, When it is detected that the first process identifier for characterizing the combat state in the first combat settlement attribute information is empty, obtaining second combat settlement attribute information corresponding to the second game object, and determining the target process based on the second combat settlement attribute information.

2. The method according to claim 1, wherein The determining the target process based on the second combat settlement attribute information includes: When it is detected that the second process identifier for characterizing the combat state in the second combat settlement attribute information is not empty, taking the second process corresponding to the second process identifier as the target process; and, When it is detected that the second process identifier for characterizing the combat state in the second combat settlement attribute information is empty, taking the first process corresponding to the first process identifier as the target process.

3. The method according to any one of claims 1 to 2, characterized in that, When the target process is the first process of the first world server, the method further includes determining the combat settlement result according to the following method: Based on the load information corresponding to each combat settlement thread in the target process, determining a target combat settlement thread corresponding to the first combat; Adding the first game data and the second game data to the target combat settlement thread for processing to obtain the combat settlement result of the first combat.

4. The method according to claim 3, characterized in that, The second game object is located in the target region associated with the first world server; the process corresponding to the first process identifier in the first combat settlement attribute information and the process corresponding to the second process identifier in the second combat settlement attribute information corresponding to the second game object are both the first process of the first world server; The determining the combat settlement result of the first combat includes: Determine a target combat settlement thread corresponding to the first combat based on the load information respectively corresponding to each combat settlement thread in the first process; Add the first game data and the second game data to the target combat settlement thread for processing to obtain the combat settlement result of the first combat.

5. The method according to claim 3, wherein The second game object is located in a target area associated with the second world server; After determining the target process for settling the first combat corresponding to the first combat request, the method further includes: Send a data acquisition request to the second world server; Receive the second game data corresponding to the second game object sent by the second world server.

6. The method according to claim 1, characterized in that The second game object is located in a target area associated with the second world server; The method further includes determining the target process according to the following method: Based on a preset mapping relationship between the world server and the combat settlement process, determine the target process for performing combat settlement between the first world server and the second world server.

7. The method according to claim 1, wherein The second game object is located in a target area associated with the second world server; The determining the combat settlement result of the first combat includes: Send the first game data corresponding to the first game object to the second world server to create a third game object corresponding to the first game object in the second world server; wherein, the target process is the process corresponding to the second world server; Receive the combat settlement result of the first combat sent by the target process; wherein, the combat settlement result is determined based on the third game data corresponding to the third game object and the second game data.

8. The method according to claim 7, wherein The combat settlement result contains game data update information corresponding to the first game object; The updating the game data related to the first combat based on the combat settlement result includes: Update the first game data corresponding to the first game object based on the game data update information corresponding to the first game object.

9. A game data processing device, characterized in that, Applied to the first world server in a game system including multiple world servers, where different world servers are respectively associated with different areas in the game map of the game system and are used to process the game data in the corresponding areas. The device includes: A first determination module, configured to, in response to a first combat request initiated by a first game object in a target area associated with the first world server against a second game object, determine first combat settlement attribute information corresponding to the first game object; wherein, the first combat settlement attribute information is used to characterize the combat state of the first game object; A second determination module, configured to determine a target process for settling the first combat corresponding to the first combat request based on the first combat settlement attribute information; An update module, configured to determine a battle settlement result of the first battle, and update game data related to the first battle based on the battle settlement result, where the battle settlement result is determined within the target process based on first game data corresponding to the first game object and second game data corresponding to the second game object. Wherein, when determining a target process for settling the first battle corresponding to the first battle request based on the first battle settlement attribute information, the second determination module is configured to: When detecting that a first process identifier for characterizing a battle state in the first battle settlement attribute information is not empty, use the first process corresponding to the first process identifier as the target process; and When detecting that the first process identifier for characterizing a battle state in the first battle settlement attribute information is empty, obtain second battle settlement attribute information corresponding to the second game object, and determine the target process based on the second battle settlement attribute information.

10. A computer device, characterized in that, Including: A processor, a memory, and a bus, where the memory stores machine-readable instructions executable by the processor. When the computer device runs, the processor communicates with the memory through the bus. When the machine-readable instructions are executed by the processor, the steps of the game data processing method according to any one of claims 1 to 8 are executed.

11. A computer-readable storage medium, characterized in that, A computer program is stored on the computer-readable storage medium. When the computer program is run by the processor, the steps of the game data processing method according to any one of claims 1 to 8 are executed.

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