A single-machine cloud game player interaction method, system and electronic device

By connecting to the stand-alone cloud game player client on the cloud server, the problem of stand-alone game players being unable to interact is solved, real-time communication and cooperation are achieved, and the gaming experience is improved.

CN115120964BActive Publication Date: 2025-03-25WELLINK TECH CO LTD
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Patent Information

Application Number
CN202210842455.2
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-07-18
Publication Date
2025-03-25
Estimated Expiration
2042-07-18

AI Technical Summary

Technical Problem

Stand-alone game players cannot interact and lack communication and cooperation experiences between players.

Method used

By enabling the connection and interaction of stand-alone cloud game player clients on the cloud server, players are allowed to communicate and cooperate in real time through chat, teaming, helping and barrage.

Benefits of technology

Real-time online communication and cooperation between stand-alone game players is realized, which enhances the game experience and enhances the interaction and mutual assistance between players.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application relates to the technical field of stand-alone cloud games, and in particular to a stand-alone cloud game player interaction method, system and electronic device. Among them, a stand-alone cloud game player interaction method includes presetting a connection relationship between at least one stand-alone cloud game client and a cloud server. Obtain a connection request from the at least one stand-alone cloud game client. Obtain information of a successfully connected stand-alone cloud game client, receive and store chat information data sent by the at least one stand-alone cloud game client. Send the chat information data to other successfully connected stand-alone cloud game clients. The present application has the effect of solving the problem that stand-alone game players cannot interact.
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Description

Technical Field

[0001] The present application relates to the technical field of stand-alone cloud games, and in particular to a stand-alone cloud game player interaction method, system and electronic device. Background Art

[0002] Stand-alone games only require a computer to play, without the need for an internet connection or a high-configuration computer, thus getting rid of many restrictions. Many stand-alone games today are finely crafted, and compared to online games, they can present better graphics and excellent gameplay, and the types of games are richer.

[0003] Because online games are generally difficult to develop and require a lot of manpower and material resources, today's online games are not as good as stand-alone games in terms of variety and personalization. However, online games focus on the interactive experience of players. At present, stand-alone games often adopt a mode where a single player plays against the computer, lacking communication and exchange between players, and thus gradually losing the favor of players.

[0004] With respect to the above-mentioned related technologies, the applicant believes that there is a problem that players of stand-alone games cannot interact with each other. Summary of the invention

[0005] In order to solve the problem that stand-alone game players cannot interact with each other, the present application provides a stand-alone cloud game player interaction method, system and electronic device.

[0006] In a first aspect of the present application, a single-machine cloud game player interaction method is provided.

[0007] A single-machine cloud game player interaction method, applied in a cloud server, comprising:

[0008] Preset at least one connection relationship between a stand-alone cloud game client and a cloud server;

[0009] Obtain a connection request from at least one stand-alone cloud game client;

[0010] Acquire information of a successfully connected stand-alone cloud game client, and receive and store chat information data sent by at least one stand-alone cloud game client;

[0011] The chat information data is sent to other stand-alone cloud game clients that have successfully connected.

[0012] By adopting the above technical solution, the stand-alone cloud game client of the stand-alone game player is connected to the cloud server. When the stand-alone player logs in through the stand-alone cloud game client, the stand-alone cloud game client sends a connection request to the cloud server. After the cloud server agrees to the connection request of the stand-alone cloud game client, the cloud server obtains the real-time game data of the stand-alone cloud game client. At the same time, when the stand-alone game player chooses to send a chat message to other stand-alone players, the cloud server receives and stores the chat information data sent from the player's stand-alone cloud game client. The received chat information data is sent to other online stand-alone players to realize real-time communication between stand-alone online players, which is conducive to improving the experience of stand-alone cloud game players.

[0013] Optionally, after the connection is successful, the step of obtaining real-time game data of the at least one stand-alone cloud game client includes:

[0014] The cloud server stores real-time game data transmitted by the at least one stand-alone cloud game client.

[0015] By adopting the above technical solution, when the stand-alone cloud game client of the stand-alone game player is successfully connected to the cloud server through the communication protocol, the cloud server stores the real-time game data of the stand-alone cloud game client in the cloud server and transmits the game screen to the stand-alone game client. This is beneficial for the stand-alone cloud game player to perform other operations based on the stored data later.

[0016] Optionally, the method further includes:

[0017] Receiving team formation data information sent by the stand-alone cloud game client;

[0018] According to the real-time game screen data, a team formation notification is sent to the successfully connected stand-alone cloud game client.

[0019] By adopting the above technical solution, when at least one stand-alone cloud game player successfully connects to the cloud server, the stand-alone cloud game player can send a team invitation to other online players. According to the real-time game progress reflected by the real-time game data of the stand-alone cloud game player, the team notification is sent to other stand-alone cloud game clients that have also successfully connected and have the same game progress, which is conducive to realizing the online team interaction of stand-alone cloud game players.

[0020] Optionally, the method further includes:

[0021] Receive the help application information of the first stand-alone cloud game client, wherein the help application information includes the ID of the first stand-alone cloud game client, the ID of the second stand-alone cloud game client and the real-time game progress of the first stand-alone cloud game client;

[0022] Sending the help-playing application information of the first stand-alone cloud game client to the second stand-alone cloud game client according to the ID of the second stand-alone cloud game client and the real-time game progress of the first stand-alone cloud game client;

[0023] When the second stand-alone cloud game client passes the assisting application, the second stand-alone cloud game client is connected to the server of the first stand-alone cloud game client, so that the second stand-alone cloud game client performs assisting operation in the server of the first stand-alone cloud game client;

[0024] The game progress information of the first stand-alone cloud game client is stored in real time.

[0025] By adopting the above technical solution, when the real-time game progress of the first stand-alone cloud game client that has been successfully connected stagnates, the first stand-alone cloud game client sends a help request to the second stand-alone cloud game client that has been successfully connected. After the second stand-alone cloud game client receives and approves the help request information, the second stand-alone cloud game client is connected to the server of the first cloud game client and inputs control information to the first cloud game client. At this time, the operation instructions of the first cloud game client are no longer effective, and the operation information input by the second cloud game client can be seen. When the help operation of the second stand-alone cloud game client is completed, the game progress data information updated on the first stand-alone cloud game client will be synchronously updated, which is conducive to realizing online interaction and joint collaboration among players.

[0026] Optionally, the method further includes:

[0027] According to the real-time battle data information of at least one of the successfully connected stand-alone cloud game clients, sorting the game progress of the successfully connected stand-alone cloud game clients;

[0028] The real-time data information of the stand-alone cloud game client whose game progress is ranked first is sent to the stand-alone cloud game clients other than the stand-alone cloud game client whose game progress is ranked first.

[0029] By adopting the above technical solution, when a successfully connected stand-alone cloud game client is engaged in real-time battle, the battle data information of all players engaged in real-time battle is sorted. The real-time screen data information of the stand-alone cloud game client with the game progress sorted first is sent to other successfully connected stand-alone cloud game clients for other stand-alone cloud game clients to watch the game, which is conducive to technical exchanges between stand-alone cloud game players.

[0030] Optionally, the step of sending the real-time data information of the stand-alone cloud game client with a game progress ranking at the front to the stand-alone cloud game client other than the stand-alone cloud game client with a game progress ranking at the front includes:

[0031] If a stand-alone cloud game client other than the stand-alone cloud game client ranked ahead in game progress is updating real-time game data, the real-time data information of the stand-alone cloud game client ranked ahead in game progress will not be sent to it.

[0032] By adopting the above technical solution, when the real-time data information of the game screen of the stand-alone cloud game client with the game progress ranked first is sent to other stand-alone cloud game clients that have been successfully connected, it is necessary to judge whether the other stand-alone cloud game clients that have been successfully connected are updating the real-time game data, that is, whether they are performing a battle operation. If so, the real-time data information of the stand-alone cloud game client with the game progress ranked first will not be sent to these other stand-alone cloud game clients that are performing a battle operation. This is conducive to improving the game experience of players of the stand-alone cloud game client.

[0033] Optionally, the method further includes:

[0034] Storing the bullet screen data information sent by the successfully connected stand-alone cloud game client;

[0035] Obtain a stand-alone cloud game client with the same game progress as the barrage data information;

[0036] The bullet screen data information is sent to a stand-alone cloud game client with the same game progress, and the bullet screen data information is displayed on the screen of the stand-alone cloud game client.

[0037] By adopting the above technical solution, when the stand-alone cloud game client is successfully connected, in order to enhance the communication experience of the stand-alone cloud game players, a barrage function is provided. When the game progress of the stand-alone cloud game client reaches the node with barrage data information, the barrage information sent by other stand-alone cloud game clients is displayed on the screen of the stand-alone cloud game client, which is conducive to the communication between online stand-alone cloud game players and offline stand-alone cloud game players.

[0038] Optionally, the step of displaying the bullet screen data information on the stand-alone cloud game client interface includes:

[0039] Obtaining real-time game data of the stand-alone cloud game client;

[0040] Calculate the positions of characters and text in the game screen;

[0041] The positions of the characters and texts in the game screen are set to positions where the bullet screen is not displayed.

[0042] By adopting the above technical solution, when the corresponding node barrage information is sent to the stand-alone cloud game client, if there are characters and texts in the game screen of the stand-alone cloud game client, the positions of the characters and texts in each image data are calculated, and these positions are displayed as positions where the barrage is not displayed, which is beneficial to improving the barrage reading experience of the stand-alone cloud game players.

[0043] In a second aspect of the present application, a stand-alone cloud game player interaction system is provided.

[0044] A single-machine cloud game player interaction system, the cloud server includes an acquisition module, a processing module and a sending module;

[0045] The acquisition module is used to acquire the connection request of the at least one stand-alone cloud game client, and is used to acquire the chat information data sent by the stand-alone cloud game client;

[0046] The processing module is used to preset a connection relationship between at least one stand-alone cloud game client and a cloud server, and is used to store the chat information data;

[0047] The sending module is used to send the chat information data to the stand-alone cloud game client that is successfully connected.

[0048] By adopting the above technical solution, the connection relationship between the stand-alone cloud game client and the cloud server is pre-set through the processing module. When the acquisition module obtains the application of the stand-alone cloud game client to connect to the cloud server, the cloud server agrees to the connection request of the stand-alone cloud game client, which means the connection is successful. At this time, the acquisition module obtains the chat information data sent by the successfully connected stand-alone cloud game client, and stores the chat information data through the processing module. And the chat information data is sent to the successfully connected stand-alone cloud game client through the sending module. It is conducive to different stand-alone cloud game players to realize real-time online communication, and it is conducive to the interaction of information to enhance the game experience of stand-alone cloud game players.

[0049] In a third aspect of the present application, an electronic device is provided.

[0050] An electronic device comprising a memory;

[0051] Processor; and

[0052] Computer programs;

[0053] The memory is used to store instructions;

[0054] The processor is used to execute instructions stored in the memory;

[0055] The computer program is stored in the memory and is configured to be executed by the processor as the above-mentioned method for interacting with players of a stand-alone cloud game.

[0056] In summary, the present application includes at least one of the following beneficial technical effects:

[0057] 1. The successfully connected stand-alone cloud game client can send chat information in real time, which is conducive to the real-time online communication of stand-alone cloud game players;

[0058] 2. Provide online spectator function for stand-alone cloud game players, which is conducive to improving the skills of stand-alone cloud game players;

[0059] 3. Provide barrage function for stand-alone cloud game players, which is conducive to communication between players with different online times. BRIEF DESCRIPTION OF THE DRAWINGS

[0060] Figure 1 It is a flowchart of a stand-alone cloud game player interaction method according to an embodiment of the present application.

[0061] Figure 2 It is a module diagram of a stand-alone cloud game player interaction system according to an embodiment of the present application.

[0062] Figure 3 This is a schematic diagram of an electronic device module according to an embodiment of the present application.

[0063] Explanation of the accompanying drawings: 21, acquisition module; 22, processing module; 23, sending module; 31, processor; 32, communication bus; 33, computer program; 34, user interface; 35, network interface; 36, memory. DETAILED DESCRIPTION

[0064] In order to enable those skilled in the art to better understand the technical solutions in this specification, the technical solutions in the embodiments of this specification will be clearly and completely described below in conjunction with the drawings in the embodiments of this specification. Obviously, the described embodiments are only part of the embodiments of this application, not all of the embodiments.

[0065] In the description of the embodiments of the present application, words such as "illustrative", "for example" or "for example" are used to indicate examples, illustrations or descriptions. Any embodiment or design described as "illustrative", "for example" or "for example" in the embodiments of the present application should not be interpreted as being more preferred or more advantageous than other embodiments or designs. Specifically, the use of words such as "illustrative", "for example" or "for example" is intended to present related concepts in a specific way.

[0066] In the description of the embodiments of the present application, the term "and / or" is only a kind of association relationship describing the associated objects, indicating that there may be three kinds of relationships, for example, A and / or B, which can represent: A exists alone, B exists alone, and A and B exist at the same time. In addition, unless otherwise specified, the meaning of the term "multiple" refers to two or more. For example, multiple systems refer to two or more systems, and multiple screen terminals refer to two or more screen terminals. In addition, the terms "first" and "second" are only used for descriptive purposes, and cannot be understood as indicating or implying relative importance or implicitly indicating the indicated technical features. Thus, the features defined as "first" and "second" can explicitly or implicitly include one or more of the features. The terms "include", "comprise", "have" and their variations all mean "including but not limited to", unless otherwise specifically emphasized.

[0067] Explanation of technical terms: Stand-alone cloud gaming is a gaming method based on cloud computing. In the stand-alone cloud gaming mode, all games are run on the server side, and the rendered game screen is compressed and transmitted to users through the network.

[0068] On the client side, the user's gaming device does not need any high-end processors and graphics cards, only basic video decompression capabilities are needed. Cloud computing is an Internet-based computing method in which shared software and hardware resources and information can be provided to computers and other devices on demand. The network that provides resources is called a "cloud".

[0069] Rendering in computer graphics refers to the process of using software to generate images from models. Models are descriptions of three-dimensional objects in a strictly defined language or data structure, which include geometry, viewpoint, texture, and lighting information. The model in a three-dimensional scene is projected into a digital image in two dimensions according to the set environment, lighting, material, and rendering parameters.

[0070] The embodiment of the present application discloses an interaction method for players of a stand-alone cloud game.

[0071] refer to Figure 1 , an interaction method for stand-alone cloud game players includes steps S100 to S400.

[0072] Step S100: connect at least one stand-alone cloud game client to a cloud server.

[0073] Step S200: The cloud server receives a connection request from at least one stand-alone cloud game client.

[0074] Step S300: When the cloud server and the stand-alone cloud game client are successfully connected, the cloud server receives and stores the chat information data sent by the stand-alone cloud game client.

[0075] Step S400: Send chat information data to other stand-alone cloud game clients that have successfully connected.

[0076] Specifically, different stand-alone cloud game clients are connected to the cloud server in advance. When a stand-alone cloud game player wants to play a stand-alone game, he opens the stand-alone cloud game client and logs in. In this embodiment, the login operation is account password login, and the stand-alone cloud game client sends a connection request to the cloud server. When the stand-alone cloud game client and the cloud server are successfully connected, it is displayed that the stand-alone cloud game player has successfully logged in, and this player is an online player. When this online player wants to communicate with other online players, he can choose to send chat information in the public lobby or in the private chat window. When this player sends a chat message to other players, the cloud server receives the chat information data sent by the stand-alone cloud game client and stores the chat information data. In this embodiment, the chat data can be text, emoticons pre-stored in the stand-alone game, and picture data. The cloud server then sends these stored chat data information to other online stand-alone cloud game clients to realize the transmission of chat information and further realize the communication of online stand-alone cloud game players.

[0077] A stand-alone cloud game player interaction method also includes step S500.

[0078] Step S500: Storing real-time game data of at least one stand-alone cloud game client.

[0079] Specifically, when the stand-alone cloud game client and cloud server are successfully connected, the stand-alone cloud game player logs in to the game interface to operate and archive the player's real-time game data. When the stand-alone cloud game player logs out, the player's real-time game data is temporarily updated and archived.

[0080] A stand-alone cloud game player interaction method also includes step S600.

[0081] Step S600: Receive team formation data information sent by an online stand-alone cloud game client, and send a team formation notification to the successfully connected stand-alone cloud game client based on real-time game data.

[0082] Specifically, when multiple stand-alone cloud game clients are successfully connected to the cloud server, and a stand-alone cloud game player wants to team up with other online stand-alone cloud game players, the stand-alone cloud game client of the online stand-alone cloud game player sends team data information to the cloud server. According to the real-time game data information of the stand-alone cloud game client, in this embodiment, it is specifically whether the real-time game of the stand-alone cloud game client is in a battle state. If it is in a battle state, a team notification is sent to other stand-alone cloud game clients.

[0083] A stand-alone cloud game player interaction method also includes steps S700 to S1000.

[0084] Step S700: Receive the help-playing application information from the stand-alone cloud game client.

[0085] Step S800: Sending the assistance application information of the stand-alone cloud game client applying for assistance to the stand-alone cloud game client requested for assistance based on the ID of the stand-alone cloud game client requested for assistance and the real-time game progress of the stand-alone cloud game client applying for assistance.

[0086] Step S900: When the stand-alone cloud game client that is requested to assist in playing approves the application for assisting in playing, the stand-alone cloud game client that is requested to assist in playing is connected to the server of the stand-alone cloud game client that applied for assisting in playing, so that the stand-alone cloud game client that is requested to assist in playing can perform the assisting operation in the server of the stand-alone cloud game client that applied for assisting in playing.

[0087] Step S1000: Storing in real time the game progress information of the stand-alone cloud game client that has applied for assistance.

[0088] Specifically: when a stand-alone cloud game player cannot pass a level, a request for assistance is sent to other stand-alone cloud game players. First, the game progress data information of the stand-alone cloud game player who cannot pass the level and the ID of the stand-alone cloud game player who is requested to assist in the operation are obtained, and the address is performed according to the ID of the stand-alone cloud game player who is requested to assist in the operation, and then the client of the stand-alone cloud game player who is requested to assist in the operation is found. The server of the stand-alone cloud game client that is requested to assist in the operation is connected to the server of the stand-alone cloud game client that applied for the assistance in the operation. At this time, the operation instructions of the stand-alone cloud game client that applied for the assistance in the operation are no longer effective, and the game screen can only be viewed.

[0089] At the same time, the stand-alone cloud game client that is applied for the help operation performs the normal game process. When the stand-alone cloud game player that is applied for the help operation helps the stand-alone cloud game player who applied for the help to kill monsters and level up, the game progress data information is updated in real time to the game progress data information of the stand-alone cloud game player who applied for the help to achieve the help operation.

[0090] A stand-alone cloud game player interaction method also includes steps S1100 to S1200.

[0091] Step S1100: sorting the game progress of the successfully connected stand-alone cloud game clients according to the real-time battle data information.

[0092] Step S1200: Send the real-time data information of the stand-alone cloud game client whose game progress is ranked first to the stand-alone cloud game clients other than the stand-alone cloud game client whose game progress is ranked first.

[0093] Step S1200 also includes step S1210.

[0094] Step S1210: If a stand-alone cloud game client other than the stand-alone cloud game client with the game progress ranked first is updating real-time game data, the real-time data information of the stand-alone cloud game client with the game progress ranked first is not sent to it.

[0095] Specifically, a spectator mode or a live broadcast mode is provided. When the progress of an online stand-alone cloud game player ranks first in the hourly list, the real-time data information of the stand-alone cloud game player is sent to the interface of other online stand-alone cloud game clients for other stand-alone cloud game players to watch. When other online stand-alone cloud game clients are playing a real-time game, the real-time game screen of the player with the highest progress ranking will be sent to the game screen of the stand-alone cloud game client after the game is finished.

[0096] In another embodiment, the popularity of the stand-alone cloud game players ranked at the top of the hourly ranking list is ranked, and the real-time game data with the highest popularity ranking each day is stored and sent to the game interface of the stand-alone cloud game client that has just logged in successfully the next day.

[0097] A stand-alone cloud game player interaction method also includes steps S1300 to S1500.

[0098] Step S1300: Obtain the barrage data information sent by the successfully connected stand-alone cloud game client and store the barrage data information.

[0099] Step S1400: Acquire and connect successfully to a stand-alone cloud game client that sends bullet screen data information to a stand-alone cloud game client with the same progress.

[0100] Step S1500: Send bullet screen data information to a stand-alone cloud game client with the same progress, and display the bullet screen data information on the stand-alone cloud game client interface.

[0101] Step S1500 also includes steps S1510 to S1520.

[0102] Step S1510: Calculate the positions of characters and text in the game screen based on the real-time game data of the stand-alone cloud game client.

[0103] Step S1520: The position of the characters and text in the game screen is set to a position where the bullet screen is not displayed.

[0104] Specifically: Provide the barrage function to stand-alone cloud game players. A successfully connected stand-alone cloud game player sends text or emoticons to the screen, and the cloud server receives and stores the barrage data information of the sent text or emoticons. When other stand-alone cloud game players reach the same game progress, the stored barrage data information of text or emoticons is sent to the clients of these stand-alone cloud game players and displayed on the game screen.

[0105] However, the bullet comments may block the characters and text in the screen, so the characters and text in the real-time game screen are calculated and the positions of the characters and text in the real-time game screen are set to positions where the bullet comments are not displayed.

[0106] In another embodiment, the transparency and text size of the bullet screen are changed to avoid blocking the screen, so as to enhance the experience of stand-alone cloud game players.

[0107] In another embodiment, stand-alone cloud game players can choose not to display barrage to avoid barrage blocking the game screen, which is helpful to improve the experience of stand-alone cloud game players.

[0108] It should be noted that in this embodiment, functions such as watching, helping, and live broadcasting similar to online games and mobile games are realized under the premise of stand-alone games. However, when playing stand-alone games, only one computer is needed to experience the game, without the need for an internet connection or a high-configuration computer.

[0109] The embodiment of the present application discloses an interactive system for stand-alone cloud game players.

[0110] refer to Figure 2 The cloud server includes an acquisition module 21, a processing module 22 and a sending module 23.

[0111] In this embodiment, the acquisition module 21 is used to obtain connection requests from multiple stand-alone cloud game clients, obtain game data from multiple stand-alone cloud game clients that have successfully connected, and obtain chat information data sent by the stand-alone cloud game clients. The processing module 22 is used to preset a connection relationship between at least one stand-alone cloud game client and a cloud server, and is used to store the chat information data. The sending module 23 is used to send chat information data to the stand-alone cloud game client that has successfully connected.

[0112] In one embodiment, the acquisition module 21 is used to acquire real-time game screen data of multiple stand-alone cloud game clients. The processing module 22 is used to archive the real-time game screen data.

[0113] In one embodiment, the acquisition module 21 is used to receive team formation data information sent by a stand-alone cloud game client. The sending module 23 is used to send a team formation notification to other stand-alone cloud game clients that are successfully connected according to the real-time game screen data.

[0114] In one embodiment, the acquisition module 21 is used to acquire the game progress data of the successfully connected stand-alone cloud game client, to receive the help-playing application information of other stand-alone cloud game clients, and to acquire the game progress data updated after the help-playing of other stand-alone cloud game clients. The processing module 22 is used to send the game progress data information of the stand-alone cloud game client to the game screen of other stand-alone cloud game clients that apply for help-playing, and to update the game progress data of the stand-alone cloud game client according to the game progress data information updated after the help-playing.

[0115] In one embodiment, the acquisition module 21 is used to acquire the real-time battle data information of multiple successfully connected stand-alone cloud game clients. The processing module 22 is used to sort the progress of multiple successfully connected stand-alone cloud game clients according to the real-time battle data information. The sending module 23 is used to send the real-time data information of the stand-alone cloud game client with the highest progress to the stand-alone cloud game client other than the stand-alone cloud game client with the highest progress.

[0116] In one embodiment, the processing module 22 is used for not sending the real-time data information of the stand-alone cloud game client ranked first to the stand-alone cloud game client if the stand-alone cloud game client other than the stand-alone cloud game client ranked first is updating the real-time game data.

[0117] In one embodiment, the acquisition module 21 is used to acquire the barrage data information sent by the successfully connected stand-alone cloud game client, and is used to acquire the stand-alone cloud game client with the same progress as the barrage data information sent by the successfully connected stand-alone cloud game client. The processing module 22 is used to store the barrage data information. The sending module 23 is used to send the barrage data information to the stand-alone cloud game client with the same progress.

[0118] In one embodiment, the acquisition module 21 is used to acquire real-time game data of a stand-alone cloud game client. The processing module 22 is used to calculate the position of characters and text in the game screen, and set the position to a position where the bullet screen is not displayed.

[0119] The implementation principle of the interactive system for stand-alone cloud game players in the embodiment of the present application is as follows: the connection relationship between multiple stand-alone cloud game clients and cloud servers is pre-set through the processing module 22. After the connection is successful, the connection login status and real-time game data information of the stand-alone cloud game client are obtained through the acquisition module 21. When a stand-alone cloud game player sends a chat message to other players, the chat message data information of the stand-alone cloud game player is received through the acquisition module 21. And the chat data information is sent to the chat area of ​​other online stand-alone cloud game clients through the sending module 23, so as to realize the online communication of online stand-alone cloud game players.

[0120] At the same time, the functions of helping to play, watching the game and live broadcasting are set up to send the real-time game data information of player A to the stand-alone cloud game client interface of player B, and player B can operate and update the real-time game data information of player A. Player B can also learn the game operation of player A to enhance the experience of stand-alone cloud game players.

[0121] The synchronization progress communication function of stand-alone cloud game players is realized by setting the barrage function. The game progress of online game players and the game progress of players sending barrages are obtained by the acquisition module 21, and the stand-alone cloud game players with the same progress as sending barrages are obtained by the processing module 22. And the barrage is sent to these stand-alone cloud game players by the sending module 23. In addition, in order to avoid the barrage blocking the game screen, the processing module 22 can calculate the position of the characters and text in the real-time game screen. These positions are set to positions where the barrage is not displayed, so as to avoid the barrage blocking the game screen. Or the barrage can be set not to display or reduce the transparency of the barrage to avoid the barrage blocking the game screen. It is conducive to improving the game experience of stand-alone cloud game players and enhancing interaction with other players.

[0122] It should be noted that: when the system provided in the above embodiment realizes its functions, only the division of the above functional modules is used as an example. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the system and method embodiments provided in the above embodiment belong to the same concept, and the specific implementation process is detailed in the method embodiment, which will not be repeated here.

[0123] refer to Figure 3 , is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. Figure 3 As shown, the electronic device may include: at least one processor 31 , at least one network interface 35 , a user interface 34 , a memory 36 , and at least one communication bus 32 .

[0124] The communication bus 32 is used to realize the connection and communication between these components.

[0125] The user interface 34 may include a display screen (Display) and a camera (Camera). Optionally, the user interface 34 may also include a standard wired interface and a wireless interface.

[0126] The network interface 35 may optionally include a standard wired interface or a wireless interface (such as a WI-FI interface).

[0127] Among them, the processor 31 may include one or more processing cores. The processor 31 uses various interfaces and lines to connect various parts in the entire server, and executes various functions of the server and processes data by running or executing instructions, programs, code sets or instruction sets stored in the memory 36, and calling data stored in the memory 36. Optionally, the processor 31 can be implemented in at least one hardware form of digital signal processing (Digital Signal Processing, DSP), field programmable gate array (Field-Programmable Gate Array, FPGA), and programmable logic array (Programmable Logic Array, PLA). The processor 31 can integrate one or a combination of a central processing unit (Central Processing Unit, CPU), a graphics processing unit (Graphics Processing Unit, GPU) and a modem. Among them, the CPU mainly processes the operating system, user interface and application programs; the GPU is responsible for rendering and drawing the content to be displayed on the display screen; the modem is used to process wireless communications. It can be understood that the above-mentioned modem may not be integrated into the processor 31, and can be implemented separately through a chip.

[0128] Among them, the memory 36 may include a random access memory (RAM) or a read-only memory (Read-Only Memory). Optionally, the memory 36 includes a non-transitory computer-readable storage medium. The memory 36 can be used to store instructions, programs, codes, code sets or instruction sets. The memory 36 may include a program storage area and a data storage area, wherein the program storage area may store instructions for implementing an operating system, instructions for at least one function (such as a touch function, a sound playback function, an image playback function, etc.), instructions for implementing the above-mentioned various method embodiments, etc.; the data storage area may store data involved in the above-mentioned various method embodiments, etc. The memory 36 may also be optionally at least one storage device located away from the aforementioned processor 31. As Figure 3As shown, the memory 36 as a computer storage medium may include an operating system, a network communication module, a user interface module, and an application program for a stand-alone cloud game player interaction method.

[0129] It should be noted that: when the device provided in the above embodiment realizes its function, only the division of the above functional modules is used as an example. In actual application, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device is divided into different functional modules to complete all or part of the functions described above. In addition, the device and method embodiments provided in the above embodiment belong to the same concept, and the specific implementation process is detailed in the method embodiment, which will not be repeated here.

[0130] exist Figure 3 In the electronic device shown, the user interface 34 is mainly used to provide an input interface for the user and obtain data input by the user; and the processor 31 can be used to call an application program storing a stand-alone cloud game player interaction method in the memory 36. When executed by one or more processors 31, the electronic device executes one or more methods described in the above embodiments.

[0131] An electronic device readable storage medium is characterized in that the electronic device readable storage medium stores instructions. When executed by one or more processors 31, the electronic device executes one or more of the methods described in the above embodiments.

[0132] Those skilled in the art can clearly understand that the technical solution of the present application can be implemented with the help of software and / or hardware. The "unit" and "module" in this specification refer to software and / or hardware that can independently complete or cooperate with other components to complete specific functions, where the hardware can be, for example, a field programmable gate array (FPGA), an integrated circuit (IC), etc.

[0133] It should be noted that, for the aforementioned method embodiments, for the sake of simplicity, they are all expressed as a series of action combinations, but those skilled in the art should be aware that the present application is not limited by the described order of actions, because according to the present application, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in the specification are all preferred embodiments, and the actions and modules involved are not necessarily required by the present application.

[0134] In the above embodiments, the description of each embodiment has its own emphasis. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0135] In the several embodiments provided in the present application, it should be understood that the disclosed devices can be implemented in other ways. For example, the device embodiments described above are only schematic, such as the division of the units, which is only a logical function division. There may be other division methods in actual implementation, such as multiple units or components can be combined or integrated into another system, or some features can be ignored or not executed. Another point is that the mutual coupling or direct coupling or communication connection shown or discussed can be through some service interfaces, and the indirect coupling or communication connection of devices or units can be electrical or other forms.

[0136] The units described as separate components may or may not be physically separated, and the components shown as units may or may not be physical units, that is, they may be located in one place or distributed on multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of this embodiment.

[0137] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit. The above-mentioned integrated unit may be implemented in the form of hardware or in the form of software functional units.

[0138] If the integrated unit is implemented in the form of a software functional unit and sold or used as an independent product, it can be stored in a computer-readable memory. Based on this understanding, the technical solution of the present application, or the part that contributes to the prior art, or all or part of the technical solution can be embodied in the form of a software product, and the computer software product is stored in a memory 36, including a number of instructions to enable a computer device (which can be a personal computer, server or network device, etc.) to execute all or part of the steps of the method described in each embodiment of the present application. The aforementioned memory 36 includes: U disk, read-only memory (ROM), random access memory 36 (RAM), mobile hard disk, disk or optical disk, etc., various media that can store program codes.

[0139] A person skilled in the art may understand that all or part of the steps in the various methods of the above embodiments may be completed by entering a program to instruct related hardware. The program may be stored in a computer-readable memory. The memory 36 may include: a flash drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.

[0140] The above is only an exemplary embodiment of the present disclosure, and the scope of the present disclosure cannot be limited thereto. That is, any equivalent changes and modifications made according to the teachings of the present disclosure are still within the scope of the present disclosure. After considering the specification and practicing the disclosure here, those skilled in the art will easily think of other embodiments of the present disclosure. This application is intended to cover any modification, use or adaptation of the present disclosure, which follows the general principles of the present disclosure and includes common knowledge or customary technical means in the technical field not recorded in the present disclosure. The description and examples are only regarded as exemplary, and the scope and spirit of the present disclosure are defined by the claims.

Claims

1. A method for player interaction in a stand-alone cloud game, characterized in that: Applied to cloud servers, including: Preset at least one connection relationship between a stand-alone cloud game client and a cloud server; Obtain a connection request from at least one stand-alone cloud game client; Acquire information of a successfully connected stand-alone cloud game client, and receive and store chat information data sent by at least one stand-alone cloud game client; Send the chat information data to other stand-alone cloud game clients that have successfully connected; The cloud server sorts the game progress of the successfully connected stand-alone cloud game clients according to the real-time battle data information of at least one of the successfully connected stand-alone cloud game clients; Sending the real-time data information of the stand-alone cloud game client with the game progress ranked first to the stand-alone cloud game clients other than the stand-alone cloud game client with the game progress ranked first, so that other stand-alone cloud game players can watch the game; The cloud server stores the bullet screen data information sent by the successfully connected stand-alone cloud game client; Acquire a stand-alone cloud game client with the same game progress as the barrage data information, wherein the same game progress means that the game progress reached by the stand-alone cloud game client at different time is the same as the game progress of the barrage data information; The bullet screen data information is sent to a stand-alone cloud game client with the same game progress, and the bullet screen data information is displayed on the screen of the stand-alone cloud game client.

2. A method for player interaction in a stand-alone cloud game according to claim 1, characterized in that: The method further comprises: The cloud server stores real-time stand-alone game data of the at least one stand-alone cloud game client.

3. A method for player interaction in a stand-alone cloud game according to claim 2, characterized in that: The method further comprises: The cloud server receives the team formation data information sent by the stand-alone cloud game client; Based on the real-time game screen data, a team formation notification is sent to the successfully connected stand-alone cloud game client.

4. A method for player interaction in a stand-alone cloud game according to claim 1, characterized in that: The method further comprises: The cloud server receives the help application information of the first stand-alone cloud game client, wherein the help application information includes the ID of the first stand-alone cloud game client, the ID of the second stand-alone cloud game client and the real-time game progress of the first stand-alone cloud game client; Sending the help-playing application information of the first stand-alone cloud game client to the second stand-alone cloud game client according to the ID of the second stand-alone cloud game client and the real-time game progress of the first stand-alone cloud game client; When the second stand-alone cloud game client passes the assisting application, the second stand-alone cloud game client is connected to the server of the first stand-alone cloud game client, so that the second stand-alone cloud game client performs assisting operation in the server of the first stand-alone cloud game client; The game progress information of the first stand-alone cloud game client is stored in real time.

5. A method for player interaction in a stand-alone cloud game according to claim 1, characterized in that: The step of sending the real-time data information of the stand-alone cloud game client with the game progress ranked first to the stand-alone cloud game client other than the stand-alone cloud game client with the game progress ranked first comprises: If a stand-alone cloud game client other than the stand-alone cloud game client with the game progress ranked first is updating real-time game data, the cloud server will not send the real-time data information of the stand-alone cloud game client with the game progress ranked first to the stand-alone cloud game client.

6. A method for player interaction in a stand-alone cloud game according to claim 1, characterized in that: The step of displaying the bullet screen data information on the screen of the stand-alone cloud game client includes: The cloud server obtains real-time game data of the stand-alone cloud game client; Calculate the positions of characters and text in the game screen; The positions of the characters and texts in the game screen are set to positions where the bullet screen is not displayed.

7. A stand-alone cloud game player interaction system, applied to the method according to any one of claims 1 to 6, characterized in that: The cloud server comprises an acquisition module (21), a processing module (22) and a sending module (23); The acquisition module (21) is used to acquire a connection request from at least one stand-alone cloud game client, acquire game data of at least one stand-alone cloud game client that is successfully connected, and acquire chat information data sent by the stand-alone cloud game client; The processing module (22) is used to preset a connection relationship between at least one stand-alone cloud game client and a cloud server, and is used to store the chat information data; The sending module (23) is used to send the chat information data to the stand-alone cloud game client that has been successfully connected.

8. An electronic device, characterized in that: include: Memory (36); Processor(31); as well as Computer programs (33); The memory (36) is used to store instructions; The processor (31) is used to execute instructions stored in the memory (36); The computer program (33) is stored in the memory (36) and is configured to be executed by the processor (31) to implement an interaction method for stand-alone cloud game players as described in any one of claims 1 to 6.

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