Game data processing method and device, electronic equipment and readable storage medium

By obtaining the correlation between game data and device battery level, the system automatically determines the device status and backs up game data, solving the problem of easy data loss in single-player games and improving the backup process.

CN115248749BActive Publication Date: 2026-04-17DREAM OF DRAGON GAMES
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
DREAM OF DRAGON GAMES
Filing Date
2022-07-18
Publication Date
2026-04-17

AI Technical Summary

Technical Problem

Existing technologies for backuping data in single-player games are ineffective, and data loss is easily caused by sudden shutdown or loss of the phone, affecting user assets and user experience.

Method used

By obtaining the correlation between game data and device battery level, the device status is determined. If the battery level is greater than a threshold, a backup is performed; if it is equal to the threshold, the data is sent to a backup device, thus achieving automated game data backup.

Benefits of technology

When the device has sufficient battery power, a backup is performed to detect a lost state; when the battery power is insufficient, a backup is sent directly, preventing game data from being lost due to unexpected circumstances and improving the backup processing efficiency.

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Abstract

This application discloses a game data processing method, apparatus, electronic device, and readable storage medium, including: obtaining the correlation between game data to be backed up generated by a target game application and the power data of a data generating device; if the correlation is a first correlation, determining whether to back up the game data to be backed up based on the target status data of the data generating device, wherein the target status data is used to determine whether the data generating device is in a lost state, and the first correlation is used to indicate that the power of the data generating device at the time the game data to be backed up is generated is greater than a preset power threshold; if the correlation is a second correlation, sending the game data to be backed up to a data backup device after backup processing, wherein the second correlation is used to indicate that the power of the data generating device at the time the game data to be backed up is equal to a preset power threshold. This application solves the technical problem of poor processing effect in game data backup processing in the prior art.
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Description

Technical Field

[0001] This application relates to the field of data processing technology, and in particular to a game data processing method, apparatus, electronic device, and readable storage medium. Background Technology

[0002] With the continuous development of technology, mobile games have become one of the main forms of leisure and entertainment for people. These include puzzle games, tower defense games, and shooting games. Currently, game data generated during gameplay on smartphones is typically stored instantly in a designated storage area on a cloud server, without affecting the user's assets or experience. However, for single-player games, since the main game data is stored on the running device, backup processing of game data becomes extremely important. Currently, game data backup is usually done manually by the user. In the event of a sudden shutdown or loss of the phone, game data can easily be lost. Therefore, the current processing method for game data backup is ineffective. Summary of the Invention

[0003] The main objective of this application is to provide a game data processing method, apparatus, electronic device, and readable storage medium, aiming to solve the technical problem of poor processing effect in the prior art for game data backup processing.

[0004] To achieve the above objectives, this application provides a game data processing method applied to a data generation device, the game data processing method comprising:

[0005] Obtain the correlation between the game data to be backed up generated by the target game application and the power data of the data generating device;

[0006] If the association relationship is the first association relationship, then based on the target status data of the data generating device, it is determined whether to back up the game data to be backed up. The target status data is used to determine whether the data generating device is in a lost state, and the first association relationship is used to indicate that the power of the data generating device is greater than a preset power threshold when the game data to be backed up is generated.

[0007] If the association relationship is the second association relationship, then after the backup processing of the game data to be backed up is performed, it is sent to the data backup device, wherein the second association relationship is used to indicate that the power of the data generation device at the time the game data to be backed up is equal to a preset power threshold.

[0008] To achieve the above objectives, this application also provides a game data processing apparatus, applied to a data generation device, the game data processing apparatus comprising:

[0009] The acquisition module is used to acquire the correlation between the game data to be backed up generated by the target game application and the power data of the data generating device;

[0010] The determination module is used to determine whether to back up the game data to be backed up based on the target status data of the data generation device if the association relationship is the first association relationship. The target status data is used to determine whether the data generation device is in a lost state, and the first association relationship is used to indicate that the power of the data generation device is greater than a preset power threshold when the game data to be backed up is generated.

[0011] The sending module is used to send the game data to be backed up to the data backup device after performing backup processing if the association relationship is the second association relationship, wherein the second association relationship is used to indicate that the power of the data generation device at the time the game data to be backed up is equal to a preset power threshold.

[0012] This application also provides an electronic device, the electronic device comprising: a memory, a processor, and a program of the game data processing method stored in the memory and executable on the processor, wherein when the program of the game data processing method is executed by the processor, it can implement the steps of the game data processing method as described above.

[0013] This application also provides a computer-readable storage medium storing a program implementing a game data processing method, wherein when the program is executed by a processor, it implements the steps of the game data processing method as described above.

[0014] This application also provides a computer program product, including a computer program that, when executed by a processor, implements the steps of the game data processing method described above.

[0015] This application provides a game data processing method, apparatus, electronic device, and readable storage medium. Specifically, this application first obtains the correlation between the game data to be backed up generated by the target game application and the battery data of the data generation device, thereby achieving the purpose of using different data backup processing methods based on the battery level of the data generation device. Furthermore, if the correlation is a first correlation, it determines whether to back up the game data to be backed up based on the target status data of the data generation device. The target status data is used to determine whether the data generation device is in a lost state, and the first correlation is used to indicate that the battery level of the data generation device is greater than a preset battery threshold when the game data to be backed up is generated. This achieves the goal of determining whether the data generation device has sufficient battery power when the battery level of the data generation device is sufficient. The system determines whether the game data to be backed up should be backed up based on whether it is in a lost state. Furthermore, if the association is a second association, the game data to be backed up is sent to the data backup device after backup. The second association indicates that the battery level of the data generation device was equal to a preset battery threshold when the game data was generated. This means that when the battery level of the data generation device is insufficient, the game data to be backed up is directly backed up and sent to the data backup device to avoid data loss. Since the game data can always be backed up to the data backup device, this overcomes the technical deficiency that game data cannot be backed up due to unexpected situations such as sudden phone shutdown or phone loss, thus improving the processing effect of game data backup. Attached Figure Description

[0016] The accompanying drawings, which are incorporated in and form part of this specification, illustrate embodiments consistent with this application and, together with the description, serve to explain the principles of this application.

[0017] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, for those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0018] Figure 1 This is a flowchart illustrating the first embodiment of the game data processing method of this application;

[0019] Figure 2 This is a flowchart illustrating the second embodiment of the game data processing method of this application;

[0020] Figure 3 This is a schematic diagram of the device structure of the hardware operating environment involved in the game data processing method in this application embodiment.

[0021] The purpose, features, and advantages of this application will be further explained in conjunction with the embodiments and with reference to the accompanying drawings. Detailed Implementation

[0022] To make the above-mentioned objects, features, and advantages of the present invention more apparent and understandable, the technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0023] Example 1

[0024] First, it should be understood that the current backup process for single-player mobile game data is usually quite simple and fixed. For example, by monitoring the phone's battery level, the game data is backed up when the battery level is below a preset threshold to avoid data loss due to sudden shutdown. However, if the phone is accidentally lost when the battery is fully charged, the game data on the phone will also be lost, which will affect the user's assets and user experience. Therefore, the effectiveness of game data backup processing urgently needs to be improved.

[0025] This application provides a game data processing method. In the first embodiment of the game data processing method of this application, refer to... Figure 1 The game data processing method includes:

[0026] Step S10: Obtain the correlation between the game data to be backed up generated by the target game application and the power data of the data generating device;

[0027] Step S20: If the association relationship is the first association relationship, then based on the target status data of the data generation device, determine whether to back up the game data to be backed up. The target status data is used to determine whether the data generation device is in a lost state, and the first association relationship is used to indicate that the power of the data generation device is greater than a preset power threshold when the game data to be backed up is generated.

[0028] Step S30: If the association relationship is the second association relationship, then after backing up the game data to be backed up, it is sent to the data backup device. The second association relationship is used to indicate that the power consumption of the data generation device when the game data to be backed up is equal to a preset power consumption threshold.

[0029] In this embodiment, it should be noted that the data generation device is used to generate game data to be backed up, specifically a mobile phone or iPad, etc. The target game application is a single-player game application installed on the data generation device, specifically a puzzle, shooting, or simulation single-player game application, etc. The battery data is used to represent the mobile phone battery level corresponding to the generation of the game data to be backed up, specifically 40%, 50%, or 60%, etc. The game data to be backed up is the associated data during the user's gameplay through the target game application, specifically game skill data, game reward data, and game level data, etc. In one feasible approach, assuming a user is playing a career simulation game through a basketball simulation single-player game, and the user's created character has simulated to the third season of their career, then all relevant data of the character's tasks in this career simulation mode can be used as game data to be backed up, such as character appearance data, character social data, and character score data, etc.

[0030] Additionally, it should be noted that the association relationship is used to characterize the relationship between the battery level of the data generating device and the preset battery threshold when the game data to be backed up is generated. The association relationship can be stored in a preset association relationship table, which can be a mapping table that stores battery level and association relationship in key-value pairs. The association relationship includes a first association relationship and a second association relationship. The first association relationship is used to characterize that the battery level of the data generating device is greater than the preset battery threshold when the game data to be backed up is generated. The second association relationship is used to characterize that the battery level of the data generating device is equal to the preset battery threshold when the game data to be backed up is generated. The preset battery threshold is used to distinguish the backup processing method of the game data to be backed up, and can be 8%, 10%, or 12%, etc. For example, in one implementable method, assuming that the battery level of the data generating device is 19% when the game data to be backed up is generated and the preset battery threshold is 9%, then the association relationship is the first association relationship. It is worth noting that since the backup of the game data to be backed up is triggered when the association relationship is the second association relationship, there is no situation where the battery level of the data generating device is less than the preset battery threshold when the game data to be backed up is generated.

[0031] Additionally, it should be noted that the data backup device is used to back up the game data to be backed up, and can specifically be a mobile terminal, terminal device, or wireless communication device, etc. The data backup device and the data generation device share the same cloud account. When the data generation device is lost, the user can log in to the data backup device through the cloud account. The login method can be through user privacy information such as a lock screen password or security password. After the user successfully logs in to the data backup device, the backup operation can be performed on the data backup device.

[0032] Additionally, it should be noted that the target state data is used to determine whether the data generating device is in a lost state. Specifically, it includes first state data and second state data. The first state data consists of state data or operational data that are correlated with the loss of the data generating device, including one or more, such as unlock interval time data, the current geographical location of the data generating device, and the SIM card status data of the data generating device. The second state data consists of personnel data, state data, and operational data that are correlated with the loss of the data generating device, including one or more, such as unlock interval time data, personnel data collected by the data generating device, and the SIM card status data of the data generating device. The first and second state data may be the same or different in certain situations. The difference lies in the fact that the data generating device must possess the standard state data corresponding to the first state data, but does not need to possess the standard state data corresponding to the second state data. The standard state data is used to determine whether the first state data of the data generating device matches the loss situation. For example, in one feasible approach, if the number of times the user enters the power-on password for the data generating device exceeds a preset power-on count threshold, then the first state data can be considered mismatched with the standard state data.

[0033] As an example, steps S10 to S30 include: when it is detected that a user generates game data to be backed up through a target game application, using the battery level of the data generating device at the time the game data to be backed up is generated as an index, querying a preset association table to obtain the association between the game data to be backed up generated by the target game application and the battery level data of the data generating device, wherein the association includes a first association and a second association; if the association is the first association, then based on the target status data of the data generating device, determining whether to back up the game data to be backed up, wherein the target status data is used to determine whether the data generating device is in a lost state, and the first association is used to indicate that the battery level of the data generating device at the time the game data to be backed up is greater than a preset battery threshold; if the association is the second association, then backing up the game data to be backed up is performed, and the backed-up game data to be backed up is sent to a data backup device, wherein the second association is used to indicate that the battery level of the data generating device at the time the game data to be backed up is equal to a preset battery threshold.

[0034] The target state data includes first state data, and the step of determining whether to back up the game data to be backed up based on the target state data of the device generated from the data includes:

[0035] Step A10: Determine the loss probability value of the data generation device based on the data score of the first state data and the loss weight value corresponding to the first state data;

[0036] Step A20: Based on the correspondence between the loss probability value and the preset loss probability threshold, detect whether the data generation device is in a loss state;

[0037] Step A30: If yes, then determine whether to back up the game data to be backed up by detecting whether a data backup request sent by the data backup device has been received.

[0038] In this embodiment, it should be noted that when backing up game data using the first state data, standard state data needs to be pre-set on the data generation device. For example, in one feasible approach, it is assumed that there are three pre-set standard state data: the number of times the wrong unlock PIN code is received is 5 times, the distance between the data generation device and the user during the sleep period is within 1km, and the card slot is removed when the device is powered on. That is, if the user fails to enter the correct unlock PIN code within 5 times, the distance between the data generation device and the user during the sleep period is greater than 1km, or the card slot is removed when the device is powered on, it can be considered that the data generation device may be in a lost state. At the same time, there are also three corresponding first state data, which are used for comparison with the standard state data.

[0039] Additionally, it should be noted that the loss weight value is used to characterize the proportion of the influence of standard state data on the loss state of the data generation device, and can be any specific value between 0 and 1. The loss probability value is used to characterize the probability of the data generation device, and can be any specific value between 0 and 1. The preset loss probability threshold is used to distinguish whether the data generation device is in a loss state. For example, in one implementable method, assuming that there are 3 preset standard state data, the weight values ​​can be 3, 4, and 3. If the loss probability value determined by the first state data and the corresponding loss weight value is greater than the preset probability threshold, then the data generation device is determined to be in a loss state. If the loss is determined by the first state data and the corresponding loss weight value, then the data generation device is determined not to be in a loss state.

[0040] Additionally, it should be noted that the data score is used to visualize the impact of the first state data on the lost state of the data generating device, specifically any value between 0 and 1. Since the first state data may correspond to multiple different results, for example, assuming the first state data is used to characterize the unlocking time interval for the operator to unlock the data generating device, where the unlocking time interval corresponding to the standard state data is 25 minutes, the unlocking time interval can specifically be 30 minutes, 35 minutes, and 40 minutes, a data score is introduced in this case. For example, when the unlocking time interval is 30 minutes, the score is 0.5 points, and when the unlocking time interval is 40 minutes, the state data score is 0.8 points.

[0041] As an example, steps A10 to A30 include: obtaining the loss weight value corresponding to at least one first state data through standard state data, and obtaining the data score of at least one first state data through the correspondence between the standard state data and the state data; inputting each data score and each loss weight into a preset loss probability calculation model to obtain the loss probability value of the data generation device, wherein the preset loss probability calculation model is provided with a loss probability calculation formula for calculating the loss probability value of the data generation device, and the loss probability calculation formula is as follows:

[0042]

[0043] Where Q is the loss probability value, K i For the state score corresponding to the i-th first state data, T i Let n be the loss weight value corresponding to the i-th first state data, and n be the number of first state data. By comparing the loss probability value and the preset loss probability threshold, it is determined whether the data generation device is in a loss state. If the loss probability value is not less than the preset loss probability threshold, it can be determined that the data generation device is not in a loss state; otherwise, it can be determined that the data generation device is in a loss state. If it is determined that the data generation device is in the loss state, it is determined whether to perform backup processing on the game data to be backed up by detecting whether a data backup request sent by the data backup device has been received.

[0044] The step of determining whether to back up the game data to be backed up by detecting whether a data backup request is received from the data backup device includes:

[0045] Step B10: If the data backup request is received, the game data to be backed up is encrypted according to the preset encryption algorithm to obtain the encrypted game data to be backed up.

[0046] Step B20: Send the encrypted game data to be backed up to the data backup device;

[0047] Step B30: If the data backup request is not received, the game data to be backed up will not be backed up.

[0048] In this embodiment, it should be noted that the data backup request is triggered by the user through the data backup device. The preset encryption algorithm is used to ensure the security of the game data to be backed up during transmission between the data generation device and the data backup device. Specifically, it can be the MD5 message digest algorithm, RSA encryption algorithm, and Base64 encryption algorithm, etc. The encrypted game data to be backed up is used to represent the encryption performed by the data generation device when sending the game data to be backed up to the data backup device.

[0049] Additionally, it should be noted that when the data generation device is in a locked state, it will encrypt the game data to be backed up using a data key for data protection, obtaining ciphertext. Then, upon receiving a data backup request, it will decrypt the ciphertext before performing secondary encryption to obtain the game data to be backed up.

[0050] As an example, steps B10 to B30 include: if the data backup request is received, obtaining a preset salt value, calculating a hash value based on the preset salt value, deriving a protection key from the hash value, encrypting the game data to be backed up based on the protection key, and obtaining ciphertext of the game data to be backed up; sending the ciphertext of the game data to be backed up to the data backup device so that the data backup device can decrypt the ciphertext of the game data to be backed up to obtain the game data to be backed up; if the data backup request is not received, not backing up the game data to be backed up.

[0051] The step of sending the game data to be backed up to the data backup device after backup processing includes:

[0052] Step C10: Based on the operation type corresponding to the game data to be backed up, detect whether the game data to be backed up needs to be backed up.

[0053] Step C20: If necessary, take a snapshot of the game data to be backed up to obtain a data log;

[0054] Step C30: Integrate the data logs to obtain backup game data, and send the backup game data to the data backup device.

[0055] In this embodiment, it should be noted that the backup game data is game data that has already been backed up on the data generation device. The operation type is used to characterize whether the game data to be backed up needs to be backed up. Specifically, it includes game data generated normally during game application runtime and game data generated during human-computer interaction. Among them, the game data generated normally during game application runtime does not need to be backed up, while the game data generated during human-computer interaction does need to be backed up. The data log is used for all transactions and the modifications made to the database by each transaction.

[0056] As an example, steps C10 to C30 include: detecting whether the game data to be backed up needs to be backed up based on the operation type corresponding to the game data to be backed up; if it is detected that the game data to be backed up needs to be backed up, taking a snapshot of the game data to be backed up to obtain a data log; integrating the data log to obtain backup game data, and sending the backup game data to the data backup device, wherein the integration method can be by merging the data log and the generation time of the data log.

[0057] Prior to the step of sending the backup game data to the data backup device, the game data processing method further includes:

[0058] Step D10: Detect whether the idle ratio of the preset storage space is greater than the preset idle threshold.

[0059] Step D20: If not, obtain the game data to be processed that has the same characteristic information as the backup game data;

[0060] Step D30: Delete the game data to be processed based on its storage time until the idle ratio is greater than the preset idle threshold.

[0061] In this embodiment, it should be noted that before the backup game data is sent to the data backup device, storage space needs to be found in the data generation device to store the backup game data, that is, the preset storage space. However, since the space size of the preset storage space is limited, after obtaining the backup game data, it is necessary to detect whether the idle ratio of the preset storage space is sufficient to store the backup game data. The idle ratio is the ratio between the idle space of the preset storage space and the total space. The preset idle threshold is used to determine whether the backup game data can be stored.

[0062] As an example, steps D10 to D30 include: detecting whether the idle ratio of the preset storage space is greater than a preset idle threshold; if the idle ratio of the preset storage space is not greater than the preset idle threshold, then acquiring game data to be processed that has the same characteristic information as the backup game data, wherein the characteristic information may specifically be an account or a character, etc.; deleting the game data to be processed according to the storage time of the game data to be processed until the idle ratio is greater than the preset idle threshold.

[0063] This application provides a game data processing method. Specifically, it first obtains the correlation between the game data to be backed up generated by the target game application and the battery data of the data generation device. This allows for different data backup processing methods to be used based on the battery level of the data generation device. Furthermore, if the correlation is a first correlation, it determines whether to back up the game data based on the target status data of the data generation device. The target status data is used to determine whether the data generation device is in a lost state, and the first correlation indicates that the battery level of the data generation device is greater than a preset battery threshold when the game data to be backed up is generated. This achieves the ability to determine whether the data generation device is lost when the battery level of the data generation device is sufficient. The status is used to determine whether to back up the game data to be backed up; furthermore, if the association relationship is the second association relationship, the game data to be backed up is sent to the data backup device after being backed up. The second association relationship is used to indicate that the power of the data generation device when the game data to be backed up is generated is equal to a preset power threshold. That is, when the power of the data generation device is insufficient, the game data to be backed up is directly backed up and sent to the data backup device to avoid the loss of the game data to be backed up. Since the game data to be backed up can always be backed up to the data backup device, the technical defect that the game data cannot be backed up due to unexpected situations such as the sudden shutdown of the mobile phone or the loss of the mobile phone is overcome, thus improving the processing effect of game data backup.

[0064] Example 2

[0065] Furthermore, referring to Figure 2 In another embodiment of this application, content that is the same as or similar to that in Embodiment 1 described above can be referred to the above description and will not be repeated hereafter. Based on this, the target state data includes second state data, and the game data processing method further includes:

[0066] Step E10: Based on the second state data and the preset loss state prediction model, determine the loss state prediction result of the data generation device;

[0067] Step E20: If the predicted loss status is loss, determine whether to back up the game data to be backed up by detecting whether a data backup request sent by the data backup device has been received.

[0068] Step E30: If the predicted loss status is not lost, determine whether to back up the game data to be backed up by detecting whether a data backup instruction has been received.

[0069] In this embodiment, it should be noted that the preset lost state prediction model is a pre-trained lost state prediction model, which can be a model built based on any machine learning algorithm.

[0070] As an example, steps E10 to E30 include: determining the loss state prediction result of the data generation device based on the second state data and a preset loss state prediction model; if the loss state prediction result indicates loss, determining whether to back up the game data to be backed up by detecting whether a data backup request sent by the data backup device is received; if the loss state prediction result indicates no loss, backing up the game data to be backed up is performed when the data backup instruction is received, and not when the data backup instruction is not received, wherein the data backup instruction can be an instruction input by the user through the data backup device.

[0071] The specific steps for determining whether to back up the game data to be backed up by detecting whether a data backup request sent by the data backup device has been received can be referred to steps B10 to B30 of the above embodiment, and will not be repeated here.

[0072] The step of determining the loss state prediction result of the data generation device based on the second state data and the preset loss state prediction model includes:

[0073] Step F10: Construct a time-varying matrix of the second state data within a preset time period to obtain the second state feature data;

[0074] Step F20: Generate a state feature vector based on the second state feature data;

[0075] Step F30: Input the state feature vector into the preset lost state prediction model to obtain the lost state prediction result.

[0076] In this embodiment, it should be noted that the second state feature data is feature data that measures the loss state of the data generating device within a preset time period. Specifically, it can be the change status data of the target state data of the data generating device over time within the preset time period. The device state value represented by the target state data includes at least one of the following: unlock time interval, geographical location, number of unlocks, SIM card status, and WIFI list status.

[0077] As an example, steps F10 to F30 include: constructing a time-varying matrix of the device status values ​​within the preset time period based on the time sequence of periodic extraction of each device status value in the second status data, thereby obtaining second status feature data; generating a status feature vector based on the second status feature data; and inputting the status feature vector into the preset lost status prediction model to obtain a lost status prediction result.

[0078] This application provides a method for processing game data to be backed up. Specifically, based on the second state data and a preset loss state prediction model, the loss state prediction result of the data generation device is determined. If the loss state prediction result indicates loss, a data backup request is detected by the data backup device to determine whether to back up the game data. If the loss state prediction result indicates no loss, a data backup instruction is detected to determine whether to back up the game data. Since the preset loss state model is a pre-trained model, accurate prediction of the loss state of the data generation device can be achieved simply by inputting the second state data. Furthermore, there is no need to pre-set standard state data on the data generation device to calculate the loss probability, thus improving the processing efficiency of the game data to be backed up.

[0079] Example 3

[0080] This application embodiment also provides a game data processing device, applied to a data generation device, the game data processing device comprising:

[0081] The acquisition module is used to acquire the correlation between the game data to be backed up generated by the target game application and the power data of the data generating device;

[0082] The determination module is used to determine whether to back up the game data to be backed up based on the target status data of the data generation device if the association relationship is the first association relationship. The target status data is used to determine whether the data generation device is in a lost state, and the first association relationship is used to indicate that the power of the data generation device is greater than a preset power threshold when the game data to be backed up is generated.

[0083] The sending module is used to send the game data to be backed up to the data backup device after performing backup processing if the association relationship is the second association relationship, wherein the second association relationship is used to indicate that the power of the data generation device at the time the game data to be backed up is equal to a preset power threshold.

[0084] Optionally, the target state data includes first state data, and the determining module is further configured to:

[0085] Based on the data score of the first state data and the loss weight value corresponding to the first state data, the loss probability value of the data generation device is determined;

[0086] Based on the correspondence between the loss probability value and the preset loss probability threshold, it is detected whether the data generation device is in a loss state;

[0087] If so, the system detects whether a data backup request has been received from the data backup device to determine whether to perform backup processing on the game data to be backed up.

[0088] Optionally, the determining module is further configured to:

[0089] If the data backup request is received, the game data to be backed up is encrypted according to the preset encryption algorithm to obtain the encrypted game data to be backed up.

[0090] The encrypted game data to be backed up is sent to the data backup device;

[0091] If the data backup request is not received, the game data to be backed up will not be backed up.

[0092] Optionally, the target state data includes second state data, and the determining module is further configured to:

[0093] If the data backup request is received, the game data to be backed up is encrypted according to the preset encryption algorithm to obtain the encrypted game data to be backed up.

[0094] The encrypted game data to be backed up is sent to the data backup device;

[0095] If the data backup request is not received, the game data to be backed up will not be backed up.

[0096] Optionally, the determining module is further configured to:

[0097] Construct a time-varying matrix of the second state data over a preset time period to obtain the second state feature data;

[0098] Based on the second state feature data, a state feature vector is generated;

[0099] The state feature vector is input into the preset lost state prediction model to obtain the lost state prediction result.

[0100] Optionally, the sending module is further configured to:

[0101] Based on the operation type corresponding to the game data to be backed up, determine whether the game data to be backed up needs to be backed up.

[0102] If necessary, a snapshot of the game data to be backed up will be taken to obtain a data log;

[0103] The data logs are integrated to obtain backup game data, and the backup game data is sent to the data backup device.

[0104] Optionally, the game data processing device is further configured to:

[0105] Detect whether the idle ratio of the preset storage space is greater than the preset idle threshold;

[0106] If not, then obtain the game data to be processed that has the same characteristic information as the backup game data;

[0107] Based on the storage time of the game data to be processed, the game data to be processed is deleted until the idle ratio is greater than the preset idle threshold.

[0108] The game data processing device provided by this invention, employing the game data processing method described in the above embodiments, solves the technical problem of poor processing effect in game data backup processing. Compared with the prior art, the beneficial effects of the game data processing device provided by this invention are the same as those of the game data processing method provided in Embodiment 1 above, and other technical features in this game data processing device are the same as those disclosed in the methods of the above embodiments, and will not be repeated here.

[0109] Example 4

[0110] This invention provides an electronic device, which includes: at least one processor; and a memory communicatively connected to the at least one processor; wherein the memory stores instructions executable by the at least one processor, which are executed by the at least one processor to enable the at least one processor to perform the game data processing method described in Embodiment 1 above.

[0111] The following is for reference. Figure 3The diagram illustrates a structural schematic of an electronic device suitable for implementing embodiments of the present disclosure. The electronic devices in the embodiments of the present disclosure may include, but are not limited to, mobile terminals such as mobile phones, laptops, digital broadcast receivers, PDAs (personal digital assistants), PADs (tablet computers), PMPs (portable multimedia players), in-vehicle terminals (e.g., in-vehicle navigation terminals), and fixed terminals such as digital TVs and desktop computers. Figure 3 The electronic device shown is merely an example and should not be construed as limiting the functionality and scope of the embodiments disclosed herein.

[0112] like Figure 3 As shown, an electronic device may include a processing unit (such as a central processing unit, graphics processing unit, etc.) that can perform various appropriate actions and processes based on a program stored in read-only memory (ROM) or a program loaded from a storage device into random access memory (RAM). The RAM also stores various programs and data required for the operation of the electronic device. The processing unit, ROM, and RAM are interconnected via a bus. Input / output (I / O) interfaces are also connected to the bus.

[0113] Typically, the following systems can be connected to the I / O interface: input devices including, for example, touchscreens, touchpads, keyboards, mice, image sensors, microphones, accelerometers, gyroscopes, etc.; output devices including, for example, liquid crystal displays (LCDs), speakers, vibrators, etc.; storage devices including, for example, magnetic tapes, hard disks, etc.; and communication devices. Communication devices allow electronic devices to communicate wirelessly or wiredly with other devices to exchange data. Although electronic devices with various systems are shown in the figures, it should be understood that it is not required to implement or possess all the systems shown. More or fewer systems may be implemented alternatively.

[0114] In particular, according to embodiments of this disclosure, the processes described above with reference to the flowcharts can be implemented as computer software programs. For example, embodiments of this disclosure include a computer program product comprising a computer program carried on a computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via a communication device, or installed from a storage device, or installed from a ROM. When the computer program is executed by a processing device, it performs the functions defined above in the methods of embodiments of this disclosure.

[0115] The electronic device provided by this invention, employing the game data processing method described in the above embodiments, solves the technical problem of poor processing effect in game data backup processing. Compared with the prior art, the beneficial effects of the electronic device provided by the embodiments of this invention are the same as those of the game data processing method described in the above embodiments, and other technical features of the electronic device are the same as those disclosed in the methods of the above embodiments, and will not be repeated here.

[0116] It should be understood that various parts of this disclosure can be implemented using hardware, software, firmware, or a combination thereof. In the description of the above embodiments, specific features, structures, materials, or characteristics may be combined in any suitable manner in one or more embodiments or examples.

[0117] The above description is merely a specific embodiment of the present invention, but the scope of protection of the present invention is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the technical scope disclosed in the present invention should be included within the scope of protection of the present invention. Therefore, the scope of protection of the present invention should be determined by the scope of the claims.

[0118] Example 5

[0119] This embodiment provides a computer-readable storage medium having computer-readable program instructions stored thereon, which are used to execute the game data processing method described in the above embodiment.

[0120] The computer-readable storage medium provided in this embodiment of the invention may be, for example, a USB flash drive, but is not limited to, an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, device, or any combination thereof. More specific examples of a computer-readable storage medium may include, but are not limited to: an electrical connection having one or more wires, a portable computer disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination thereof. In this embodiment, the computer-readable storage medium may be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution system, system, or device. The program code contained on the computer-readable storage medium may be transmitted using any suitable medium, including but not limited to: wires, optical cables, RF (radio frequency), etc., or any suitable combination thereof.

[0121] The aforementioned computer-readable storage medium may be included in an electronic device or may exist independently without being assembled into an electronic device.

[0122] The aforementioned computer-readable storage medium carries one or more programs. When the aforementioned one or more programs are executed by an electronic device, the electronic device: acquires the association between the game data to be backed up generated by the target game application and the power data of the data generating device; if the association is a first association, it determines whether to back up the game data to be backed up based on the target status data of the data generating device, wherein the target status data is used to determine whether the data generating device is in a lost state, and the first association is used to indicate that the power of the data generating device at the time the game data to be backed up is generated is greater than a preset power threshold; if the association is a second association, it sends the game data to be backed up to a data backup device after backing up the game data to be backed up, wherein the second association is used to indicate that the power of the data generating device at the time the game data to be backed up is equal to a preset power threshold.

[0123] Computer program code for performing the operations of this disclosure can be written in one or more programming languages ​​or a combination thereof, including object-oriented programming languages ​​such as Java, Smalltalk, and C++, and conventional procedural programming languages ​​such as the "C" language or similar programming languages. The program code can be executed entirely on the user's computer, partially on the user's computer, as a standalone software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In cases involving remote computers, the remote computer can be connected to the user's computer via any type of network—including a local area network (LAN) or a wide area network (WAN)—or can be connected to an external computer (e.g., via the Internet using an Internet service provider).

[0124] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of the present invention. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing a specified logical function. It should also be noted that in some alternative implementations, the functions indicated in the blocks may occur in a different order than those indicated in the drawings. For example, two consecutively indicated blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in the block diagrams and / or flowcharts, and combinations of blocks in the block diagrams and / or flowcharts, can be implemented using a dedicated hardware-based system that performs the specified function or operation, or using a combination of dedicated hardware and computer instructions.

[0125] The modules described in the embodiments of this disclosure can be implemented in software or hardware. The names of the modules do not necessarily limit the functionality of the unit itself.

[0126] The computer-readable storage medium provided by this invention stores computer-readable program instructions for executing the above-described game data processing method, thus solving the technical problem of poor processing effect in game data backup processing. Compared with the prior art, the beneficial effects of the computer-readable storage medium provided in the embodiments of this invention are the same as the beneficial effects of the game data processing method provided in the above-described embodiments, and will not be repeated here.

[0127] Example 6

[0128] This application also provides a computer program product, including a computer program that, when executed by a processor, implements the steps of the game data processing method described above.

[0129] The computer program product provided in this application solves the technical problem of poor processing effect in game data backup processing. Compared with the prior art, the beneficial effects of the computer program product provided in the embodiments of this invention are the same as the beneficial effects of the game data processing method provided in the above embodiments, and will not be repeated here.

[0130] The above are merely preferred embodiments of this application and do not limit the patent scope of this application. Any equivalent structural or procedural transformations made using the content of this application's specification and drawings, or direct or indirect applications in other related technical fields, are similarly included within the patent scope of this application.

Claims

1. A game data processing method characterized by comprising: The game data processing method, applied to a data generation device, includes: Obtain the correlation between the game data to be backed up generated by the target game application and the power data of the data generating device; If the association relationship is the first association relationship, then based on the target status data of the data generating device, it is determined whether to back up the game data to be backed up. The target status data is used to determine whether the data generating device is in a lost state, and the first association relationship is used to indicate that the power of the data generating device is greater than a preset power threshold when the game data to be backed up is generated. If the association relationship is the second association relationship, then after the backup processing of the game data to be backed up is performed, it is sent to the data backup device, wherein the second association relationship is used to indicate that the power of the data generation device when the game data to be backed up is generated is equal to a preset power threshold. The step of determining whether to back up the game data to be backed up based on the target status data of the data generation device includes: Based on the data score of the first state data in the target state data and the loss weight value corresponding to the first state data, the loss probability value of the data generation device is determined; If the loss probability value is greater than or equal to the preset loss probability threshold, then when the data backup request is received, the game data to be backed up is encrypted and sent to the data backup device. Alternatively, based on the second state data in the target state data, the loss state prediction result can be determined by a preset loss state prediction model. If the predicted loss status is loss, then by detecting whether a data backup request sent by the data backup device is received, it is determined whether to perform backup processing on the game data to be backed up. If the predicted loss status is no loss, then by detecting whether a data backup instruction has been received, it is determined whether to perform backup processing on the game data to be backed up.

2. The game data processing method as described in claim 1, characterized in that, The step of encrypting the game data to be backed up and sending it to the data backup device upon receiving the data backup request includes: If the data backup request is received, the game data to be backed up is encrypted according to the preset encryption algorithm to obtain the encrypted game data to be backed up. The encrypted game data to be backed up is sent to the data backup device; If the data backup request is not received, the game data to be backed up will not be backed up.

3. The game data processing method as described in claim 1, characterized in that, The step of determining the loss state prediction result based on the second state data in the target state data and using a preset loss state prediction model includes: Construct a time-varying matrix of the second state data over a preset time period to obtain the second state feature data; Based on the second state feature data, a state feature vector is generated; The state feature vector is input into the preset lost state prediction model to obtain the lost state prediction result.

4. The game data processing method as described in claim 1, characterized in that, The step of sending the game data to be backed up to the data backup device after backup processing includes: Based on the operation type corresponding to the game data to be backed up, determine whether the game data to be backed up needs to be backed up. If necessary, a snapshot of the game data to be backed up will be taken to obtain a data log; The data logs are integrated to obtain backup game data, and the backup game data is sent to the data backup device.

5. The game data processing method as described in claim 4, characterized in that, Prior to the step of sending the backup game data to the data backup device, the game data processing method further includes: Detect whether the idle ratio of the preset storage space is greater than the preset idle threshold; If not, then obtain the game data to be processed that has the same characteristic information as the backup game data; Based on the storage time of the game data to be processed, the game data to be processed is deleted until the idle ratio is greater than the preset idle threshold.

6. A game data processing device, characterized in that, The game data processing device, applied to a data generation device, includes: The acquisition module is used to acquire the correlation between the game data to be backed up generated by the target game application and the power data of the data generating device; The determination module is used to determine whether to back up the game data to be backed up based on the target status data of the data generation device if the association relationship is the first association relationship. The target status data is used to determine whether the data generation device is in a lost state, and the first association relationship is used to indicate that the power of the data generation device is greater than a preset power threshold when the game data to be backed up is generated. The sending module is used to send the game data to be backed up to the data backup device after performing backup processing if the association relationship is the second association relationship, wherein the second association relationship is used to indicate that the power of the data generation device when the game data to be backed up is generated is equal to a preset power threshold. The determining module is further configured to: determine the loss probability value of the data generating device based on the data score of the first state data in the target state data and the loss weight value corresponding to the first state data; if the loss probability value is greater than or equal to a preset loss probability threshold, then upon receiving the data backup request, encrypt the game data to be backed up and send it to the data backup device; or, determine the loss state prediction result based on the second state data in the target state data using a preset loss state prediction model; if the loss state prediction result is loss, determine whether to back up the game data to be backed up by detecting whether a data backup request sent by the data backup device has been received; if the loss state prediction result is not loss, determine whether to back up the game data to be backed up by detecting whether a data backup instruction has been received.

7. An electronic device, characterized in that, The electronic device includes: At least one processor; and, A memory communicatively connected to the at least one processor; wherein, The memory stores instructions that can be executed by the at least one processor to enable the at least one processor to perform the steps of the game data processing method according to any one of claims 1 to 5.

8. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a program for implementing a game data processing method, which is executed by a processor to implement the steps of the game data processing method as described in any one of claims 1 to 5.

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