Execution progress acquisition method, device, electronic device and storage medium

By only transmitting the encoded information of the target task to display the execution progress in large-scale multiplayer online games, the problem of excessive data transmission traffic caused by structure tree storage is solved, and the game performance is improved.

CN115400415BActive Publication Date: 2025-08-29NETEASE (HANGZHOU) NETWORK CO LTD
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Patent Information

Application Number
CN202211020683.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-08-24
Publication Date
2025-08-29
Estimated Expiration
2042-08-24

AI Technical Summary

Technical Problem

In large-scale multiplayer online games, the structure tree of the history system is stored in the data storage space of the instance module, resulting in excessive data transmission traffic between the server and the client, affecting game performance.

Method used

By obtaining the encoding information of the target task and sending it to the client, the client displays the execution progress of the game characters on multiple game tasks based on the encoding information, reducing the need to transmit the entire history data in real time.

Benefits of technology

Reduces data transmission traffic between server and client and improves game performance.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application relates to the field of game data processing technology, and specifically to a method, device, electronic device, and storage medium for obtaining execution progress. The execution progress obtaining method provided in an embodiment of the present application includes: obtaining the coding information of a target task, where the target task is a game task that has been completed by a game character among multiple game tasks and whose completion time is closest to the current moment; and sending the coding information to a client, so that the client can display the execution progress of the game character for the multiple game tasks based on the coding information. The embodiment of the present application provides an execution progress obtaining method, device, electronic device, and storage medium, which can reduce the traffic consumed by transmitting data between a server and a client.
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Description

Technical Field

[0001] The present application relates to the field of game data processing technology, and in particular to an execution progress acquisition method, device, electronic device and storage medium. Background Art

[0002] In Massively Multiplayer Online (MMO) games, the calendar system is a crucial data system. It displays the game's main quests, side quests, and quest progress (also known as experience progress or unlock progress). This system allows players to clearly see their progress in completing quests within the MMO. Currently, in the design process of MMO games, calendar data is typically stored in a tree-like structure, forming a structure tree and stored in the data storage space corresponding to the instance module.

[0003] However, for heavy MMO games, the structure tree will be relatively large and have a large depth. After storing it in the data storage space corresponding to the instance module, in order to display it on the client, the structure tree needs to be sent to the client in real time. Therefore, the traffic consumed by transmitting data between the server and the client is relatively large. Summary of the Invention

[0004] The embodiments of the present application provide an execution progress acquisition method, device, electronic device, and storage medium, which can reduce the traffic consumed by transmitting data between a server and a client.

[0005] This embodiment of the present application provides a method for obtaining execution progress, including:

[0006] Obtaining encoding information of a target task, where the target task is the game task that has been completed by the game character and whose completion time is closest to the current moment among multiple game tasks;

[0007] The coded information is sent to the client, so that the client can display the execution progress of the game character on multiple game tasks according to the coded information.

[0008] In some embodiments, obtaining encoding information of a target task includes:

[0009] Generate a coding query request, the coding query request carries the task identifier of the target task;

[0010] Sending the code query request to the data management center, where the data management center stores task logic data, the task logic data including multiple game tasks and the task code of each game task;

[0011] Through the data management center, a target task is determined from multiple game tasks according to the task identifier, and the task code of the target task is used as the coding information.

[0012] In some embodiments, after determining a target task from a plurality of game tasks according to the task identifier through the data management center and using the task code of the target task as the coding information, obtaining the coding information of the target task further includes:

[0013] The coded information is sent to the instance module of the game character through the data management center, and the instance module has a corresponding data storage space;

[0014] Storing the encoded information in the data storage space through the instance module;

[0015] Get the encoding information from the data storage space through the instance module.

[0016] In some embodiments, after the coded information is sent to the client so that the client can display the execution progress of the game character for the multiple game tasks according to the coded information, the execution progress acquisition method further includes:

[0017] If a secondary login request is received from the client, the encoding information is obtained from the data storage space. The secondary login request is an account login request resent by the client after the target account exits abnormally. The target account is the game account corresponding to the game character.

[0018] The encoding information is sent to the client, so that the client can resume the execution progress according to the encoding information.

[0019] In some embodiments, the task logic data further includes the execution logic relationship between multiple game tasks. After the encoding information is stored in the data storage space through the instance module, the execution progress acquisition method further includes:

[0020] Through the data management center, according to the execution logic relationship, the parent node task of the target task is determined from multiple game tasks, and the task code of the parent node task is used as the code to be deleted;

[0021] Send the code to be deleted to the instance module through the data management center;

[0022] Delete the code to be deleted from the data storage space through the instance module.

[0023] In some embodiments, the task logic data further includes the execution logic relationship between multiple game tasks. Before generating the coding query request, the execution progress acquisition method further includes:

[0024] Get multiple game tasks and execute logical relationships;

[0025] Get the task code of each game task;

[0026] Multiple game tasks, execution logic relationships, and task codes of each game task are collectively regarded as task logic data, and the task logic data is stored in a data management center.

[0027] In some embodiments, obtaining a task code for each game task includes:

[0028] Get the task ID;

[0029] The task identifier is encoded using a message digest algorithm to obtain the task code of the game task.

[0030] In some embodiments, storing task logic data in a data management center includes:

[0031] The task logic data is stored in the data management center in a tree-shaped data storage method.

[0032] In some embodiments, after the plurality of game tasks, the execution logic relationships, and the task code of each game task are collectively used as task logic data and the task logic data is stored in a data management center, the execution progress acquisition method further includes:

[0033] If an account login request is received from the client, the task logic data is obtained from the data management center. The account login request is used to request login to the target account, which is the game account corresponding to the game character.

[0034] The task logic data is sent to the client, so that after receiving the encoding information, the client can match the encoding information with the task logic data to obtain the execution progress.

[0035] The present application also provides a method for obtaining execution progress, including:

[0036] Receive coded information of a target task, where the target task is a game task that has been completed by the game character and whose completion time is closest to the current moment among multiple game tasks;

[0037] Based on the coded information, query the execution progress of the game character on multiple game tasks.

[0038] In some embodiments, querying the progress of a game character in executing multiple game tasks based on the coded information includes:

[0039] Acquire task logic data, which includes multiple game tasks, execution logic relationships between multiple game tasks, and task codes for each game task;

[0040] Match the encoded information with the task logic data to obtain the execution progress.

[0041] Correspondingly, an embodiment of the present application provides an execution progress acquisition device, including:

[0042] A code acquisition module is used to obtain the code information of the target task, where the target task is the game task that has been completed by the game character among multiple game tasks and whose completion time is closest to the current moment;

[0043] The coding sending module is used to send coding information to the client, so that the client can display the execution progress of the game character on multiple game tasks according to the coding information.

[0044] The present application also provides an execution progress acquisition device, including:

[0045] A code receiving module is used to receive the code information of a target task, where the target task is a game task that has been completed by the game character and whose completion time is closest to the current moment among multiple game tasks;

[0046] The progress query module is used to query the execution progress of the game character on multiple game tasks based on the coding information.

[0047] An embodiment of the present application further provides an electronic device, comprising a memory storing a plurality of instructions;

[0048] The processor loads instructions from the memory to execute the steps of any one of the execution progress acquisition methods provided in the embodiments of the present application.

[0049] An embodiment of the present application further provides a computer-readable storage medium storing a plurality of instructions suitable for loading by a processor to execute the steps of any one of the execution progress acquisition methods provided in the embodiment of the present application.

[0050] The embodiment of the present application can obtain the coding information of the target task, which is the game task among multiple game tasks that has been completed by the game character and whose completion time is closest to the current moment; and send the coding information to the client so that the client can display the execution progress of the game character on multiple game tasks based on the coding information.

[0051] In this application, the coded information of the target task can be obtained. After that, only the coded information is sent to the client in real time, so that the client can display the progress of the game character's execution of multiple game tasks based on the coded information. That is, only the coded information needs to be transmitted in real time between the server and the client. Compared with the existing technology, in order to realize the display of the task execution progress on the client, the structure tree (which stores the entire calendar data) needs to be sent to the client in real time. This reduces the amount of data transmitted between the server and the client. As a result, the traffic consumed by transmitting data between the server and the client can be reduced. BRIEF DESCRIPTION OF THE DRAWINGS

[0052] In order to more clearly illustrate the technical solutions in the embodiments of the present application, the following briefly introduces the drawings required for use in the description of the embodiments. Obviously, the drawings described below are only some embodiments of the present application. For those skilled in the art, other drawings can be obtained based on these drawings without creative work.

[0053] Figure 1a This is a schematic diagram of a scenario of a progress acquisition method provided in an embodiment of the present application;

[0054] Figure 1b This is a flowchart of a progress acquisition method provided in an embodiment of the present application;

[0055] Figure 1c yes Figure 1b Auxiliary illustration of the progress acquisition method shown;

[0056] Figure 1d yes Figure 1b Auxiliary illustration of the progress acquisition method shown;

[0057] Figure 1e yes Figure 1b Auxiliary illustration of the progress acquisition method shown;

[0058] Figure 1f This is a flowchart of another progress acquisition method provided by an embodiment of the present application;

[0059] Figure 1g yes Figure 1b Auxiliary illustration of the progress acquisition method shown;

[0060] Figure 1h yes Figure 1b Auxiliary illustration of the progress acquisition method shown;

[0061] Figure 1i yes Figure 1b Auxiliary illustration of the progress acquisition method shown;

[0062] Figure 2aThis is a flowchart of another progress acquisition method provided in an embodiment of the present application.

[0063] Figure 2b yes Figure 2a Flowchart of the progress acquisition method shown

[0064] Figure 3a This is a schematic diagram of the first structure of the progress acquisition device provided in an embodiment of the present application;

[0065] Figure 3b This is a schematic diagram of the second structure of the progress acquisition device provided in an embodiment of the present application;

[0066] Figure 4 It is a structural diagram of an electronic device provided in an embodiment of the present application. DETAILED DESCRIPTION

[0067] The following will be combined with the drawings in the embodiments of this application to clearly and completely describe the technical solutions in the embodiments of this application. Obviously, the embodiments described are only part of the embodiments of this application, not all of the embodiments. Based on the embodiments in this application, all other embodiments obtained by those skilled in the art without making creative efforts are within the scope of protection of this application.

[0068] Embodiments of the present application provide an execution progress acquisition method, apparatus, electronic device, and storage medium.

[0069] The progress acquisition device can be integrated into an electronic device, such as a terminal or a server. The terminal can be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, or personal computer (PC); the server can be a single server or a server cluster consisting of multiple servers.

[0070] In some embodiments, the progress acquisition device may also be integrated into multiple electronic devices. For example, the progress acquisition device may be integrated into multiple servers, and the progress acquisition method of the present application may be implemented by the multiple servers.

[0071] In some embodiments, the server may also be implemented in the form of a terminal.

[0072] For example, reference Figure 1a , the electronic device may be a server 100, configured to:

[0073] Obtaining encoding information of a target task, where the target task is the game task that has been completed by the game character and whose completion time is closest to the current moment among multiple game tasks;

[0074] The coded information is sent to the client, so that the client can display the execution progress of the game character on multiple game tasks according to the coded information.

[0075] The electronic device may also be a terminal 200, configured to:

[0076] Receive coded information of a target task, where the target task is a game task that has been completed by the game character and whose completion time is closest to the current moment among multiple game tasks;

[0077] Based on the coded information, query the execution progress of the game character on multiple game tasks.

[0078] As an optional embodiment, the progress acquisition method can be executed on a terminal device or a server. The terminal device can be a local terminal device. When the progress acquisition method is executed on a server, the method can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0079] In an optional embodiment, various cloud applications can be run under the cloud interaction system, such as cloud games. Taking cloud games as an example, cloud games refer to a gaming method based on cloud computing. In the cloud game operation mode, the operating body of the game program and the main body of the game screen presentation are separated. The storage and operation of the progress acquisition method are completed on the cloud game server. The role of the client device is to receive and send data and present the game screen. For example, the client device can be a display device with data transmission function close to the user side, such as a behavioral terminal, TV, computer, PDA, etc.; but the terminal device for progress acquisition is the cloud game server in the cloud. When playing the game, the user operates the client device to send operation instructions to the cloud game server, such as touch operation instructions. The cloud game server runs the game according to the operation instructions, encodes and compresses the game screen and other data, and returns it to the client device through the network. Finally, the client device decodes and outputs the game screen.

[0080] In an optional embodiment, the terminal device can be a local terminal device. Taking games as an example, the local terminal device stores the game program and is used to present the game screen. The local terminal device is used to interact with the user through a graphical user interface, that is, the game program is downloaded and installed and run by the conventional electronic device. The local terminal device can provide the graphical user interface to the user in a variety of ways, for example, it can be rendered and displayed on the terminal display, or provided to the user through holographic projection. For example, the local terminal device may include a display and a processor, the display is used to present the graphical user interface, the graphical user interface includes the game screen, and the processor is used to run the game, generate the graphical user interface, and control the display of the graphical user interface on the display.

[0081] A game scene (also known as a virtual scene) is a virtual scene displayed (or provided) when an application is running on a terminal or server. Optionally, the virtual scene is a simulation of the real world, or a semi-simulation and semi-fictitious virtual environment, or a purely fictitious virtual environment. A virtual scene is any one of a two-dimensional virtual scene and a three-dimensional virtual scene. The virtual environment can be the sky, land, ocean, etc., wherein the land includes environmental elements such as deserts and cities. Among them, a virtual scene is a scene with complete game logic such as user-controlled virtual objects. For example, in a sandbox 3D shooting game, the virtual scene is a 3D game world for users to control virtual objects for battle. Exemplary virtual scenes may include at least one element of mountains, plains, rivers, lakes, oceans, deserts, sky, plants, buildings, and vehicles.

[0082] The game interface refers to the interface corresponding to the application provided or displayed through the graphical user interface, which includes the graphical user interface for user interaction and the game screen, which is the screen of the game scene.

[0083] In an optional embodiment, the UI interface may include game controls (such as skill controls, behavior controls, function controls, etc.), indicators (such as direction indicators, character indicators, etc.), information display areas (such as number of kills, game time, etc.), or game setting controls (such as system settings, stores, gold coins, etc.).

[0084] For example, in some embodiments, a behavior control may be included in the graphical user interface.

[0085] In an optional embodiment, the game screen is a display screen corresponding to the terminal device displaying the virtual scene. The game screen may include virtual objects such as game objects, NPC characters, AI characters, etc. that execute game logic in the virtual scene.

[0086] For example, in some embodiments, the content displayed in the graphical user interface at least partially includes a game scene, wherein the game scene includes at least one game object.

[0087] In some embodiments, game objects in the game scene include virtual objects controlled by players.

[0088] A game object (also known as a virtual object, game object, or game character) is a dynamic object that can be controlled in a virtual scene. Optionally, the dynamic object can be a virtual person, virtual animal, anime character, etc. The virtual object is a character controlled by the user through an input device, or an artificial intelligence (AI) trained to play in a virtual environment, or a non-player character (NPC) set in a virtual scene.

[0089] Optionally, the virtual object is a virtual character competing in a virtual scene. Optionally, the number of virtual objects in the virtual scene battle is preset or dynamically determined according to the number of clients joining the battle, which is not limited in this embodiment of the application.

[0090] In one possible implementation, the user can control the virtual object to perform game behaviors in the virtual scene. Game behaviors may include movement, casting skills, using props, and dialogue. For example, the user can control the virtual object to run, jump, crawl, etc., and can also control the virtual object to use the skills and virtual props provided by the application to fight with other virtual objects.

[0091] The virtual camera is a necessary component for presenting game scene images. One game scene corresponds to at least one virtual camera. Depending on actual needs, there can be two or more virtual cameras. They serve as game rendering windows to capture and present the game world's image content to users. By setting the parameters of the virtual camera, the user's perspective of viewing the game world can be adjusted, such as first-person perspective or third-person perspective.

[0092] The following will be combined Figure 1b As shown, the specific process of an execution progress acquisition method provided in an embodiment of the present application is described, which is applied to a server. It should be noted that in the embodiment of the present application, the execution progress acquisition method includes steps S110 and S120, but the sequence numbers of the following embodiments are not intended to limit the preferred order of the embodiments of the present application.

[0093] Step S110 , obtaining coding information of a target task, where the target task is a game task among multiple game tasks that has been completed by the game character and whose completion time is closest to the current moment.

[0094] The multiple game tasks may be all tasks included in the target game that the game character participates in. Taking the target game as an MMO game as an example, the multiple game tasks may include all main tasks included in the main task line in the MMO game, as well as all branch tasks included in each branch task line. Figure 1cAs shown, in an MMO game, the main quest line includes level 1 main quests, level 2 main quests, level 3 main quests, level 4 main quests, and level 5 main quests. Among them, the level 2 main quest has a corresponding first and second branch quest lines. The first branch quest line includes level 2 branch quests 11 and 12, and the second branch quest line includes level 2 branch quests 21 and 22.

[0095] The execution logic relationship between multiple game tasks is:

[0096] A game character can only proceed to the next main quest after completing the previous main quest. For example, a Level 2 main quest can only be continued after completing the Level 1 main quest. Furthermore, a game character can only choose whether to proceed with the corresponding branch quest line after completing a main quest. For example, a Level 2 main quest can only be completed after completing the Level 2 main quest. Furthermore, within the same branch quest line, a game character can only proceed to the next branch quest after completing the previous branch quest. For example, a Level 2 branch quest 12 can only be continued after completing Level 2 branch quest 11.

[0097] In addition, in the embodiment of the present application, the task code of each game task can be obtained in advance.

[0098] In actual implementation, for each game task, a task identifier can be obtained and then encoded using a preset encoding algorithm to obtain the task code for the game task. The task identifier can be a task name, task number, or the like. Thus, whenever a game character completes a task among multiple game tasks, the task can be immediately identified as the game task that was completed by the game character most recently, i.e., the target task. Thereafter, the task code of the target task can be further obtained as the encoding information.

[0099] Step S120: sending the coded information to the client, so that the client can display the execution progress of the game character on the multiple game tasks according to the coded information.

[0100] The client can pre-store task logic data, which can include multiple game tasks. This data can be understood as task information for each game task, such as task identifiers, task plots, and task-related images. Furthermore, task logic data can include the execution logic relationships between multiple game tasks, as well as the task codes for each game task. Upon receiving the code information, the client can match the code information with the task logic data, obtain the execution progress, and display it.

[0101] In some embodiments, step S110 may include step S111 , step S112 , and step S113 .

[0102] Step S111: Generate a coding query request, which carries a task identifier of a target task.

[0103] Step S112: Send the code query request to the data management center. The data management center stores task logic data. The task logic data includes multiple game tasks and the task code of each game task.

[0104] In step S113, the data management center determines a target task from the plurality of game tasks according to the task identifier, and uses the task code of the target task as the coding information.

[0105] The task identifier may be a task name, a task number, etc. of the target task, and step S111 may be executed by an instance module of the game character.

[0106] Furthermore, as previously mentioned, the task logic data includes multiple game tasks, which here can be understood as task information for the game tasks, such as task identifiers, task plots, and task-related images. Based on this, after receiving the encoding query request sent by the instance module, the data center can extract the task identifier from the encoding query request, perform task matching based on the task identifier, determine the target task from the multiple game tasks, and use the task code of the target task as the encoding information.

[0107] It can be understood that in the embodiment of the present application, if step S110 only includes step S111, step S112 and step S113, then when step S120 is subsequently executed, the encoding information can be sent directly to the client through the data management center.

[0108] Similarly, as mentioned above, the task logic data may include not only multiple game tasks and the task code of each game task, but also the execution logic relationship between multiple game tasks. Therefore, before executing step S111, the execution progress acquisition method provided in the embodiment of the present application may also include:

[0109] Get multiple game tasks and execute logical relationships;

[0110] Get the task code of each game task;

[0111] Multiple game tasks, execution logic relationships, and task codes of each game task are collectively regarded as task logic data, and the task logic data is stored in a data management center.

[0112] As previously mentioned, in actual implementation, for each game task, a task identifier for the game task can be obtained, and the task identifier can be encoded using a preset encoding algorithm to obtain the task code for the game task. The task identifier can be a task name, task number, etc., and the preset encoding algorithm can be an MD algorithm. If the preset encoding algorithm is the MD algorithm, the step of "obtaining the task code for each game task" can specifically include:

[0113] Get the task ID;

[0114] The task identifier is encoded using the MD algorithm to obtain the task code of the game task.

[0115] In addition, it should be noted that in the embodiments of the present application, the fifth version of the MD algorithm, that is, the MD5 algorithm, can be specifically used. Of course, the preset encoding algorithm can also be other algorithms such as Base64, Z85, etc., and the embodiments of the present application do not impose specific restrictions on this. However, since the MD5 algorithm obtains a 128-bit feature code as the task code by digitally transforming the task identifier, and this feature code is irreversible and highly discrete, it has high security. Therefore, in actual implementation, the MD5 algorithm can be preferably used as the preset encoding algorithm.

[0116] After the task logic data is acquired, the task logic data may be stored in a data management center in a tree-shaped data storage manner to facilitate querying of task codes.

[0117] Continue with Figure 1c Taking the MMO game shown as an example, the main task line includes level 1 main task, level 2 main task, level 3 main task, level 4 main task, level 5 main task, etc. The first branch task line of the level 2 main task includes level 2 branch task 11 and level 2 branch task 12, the second branch task line of the level 2 main task includes level 2 branch task 21 and level 2 branch task 22, the first branch task line of the level 3 main task includes level 3 branch task 11, and the second branch task line of the level 3 main task includes level 3 branch task 21.

[0118] As mentioned above, the execution logic relationship between multiple game tasks is:

[0119] A game character can only proceed to the next main quest after completing the previous main quest. For example, a Level 2 main quest can only be continued after completing the Level 1 main quest. Furthermore, a game character can only choose whether to proceed with the corresponding branch quest line after completing a main quest. For example, a Level 2 main quest can only be completed after completing the Level 2 main quest. Furthermore, within the same branch quest line, a game character can only proceed to the next branch quest after completing the previous branch quest. For example, a Level 2 branch quest 12 can only be continued after completing Level 2 branch quest 11.

[0120] For example, the task code of each game task is shown in Table 1 below:

[0121] Table 1

[0122]

[0123]

[0124] Then, after storing the task logic data in a tree-like data storage format, we can obtain the following Figure 1d The tree data structure shown. The execution logic relationship is implicit in the order of data nodes in the tree data structure. Each data node stores a game task (here, it can be understood as the task information of the game task, and in this example, specifically the task identifier, and further, the task identifier is the task name) and the task code of the game task.

[0125] In addition, as previously mentioned, the client pre-stores task logic data. Therefore, after receiving the coded information, the client can match the coded information with the task logic data, obtain the execution progress, and display it. Based on this, in the embodiment of the present application, after executing the step of "combining multiple game tasks, execution logic relationships, and the task code of each game task as task logic data, and storing the task logic data in the data management center", as a first optional implementation method, the execution progress acquisition method can also include:

[0126] If an account login request is received from the client, the task logic data is obtained from the data management center. The account login request is used to request login to the target account, which is the game account corresponding to the game character.

[0127] The task logic data is sent to the client, so that after receiving the encoding information, the client can match the encoding information with the task logic data to obtain the execution progress.

[0128] It is understood that in the embodiments of the present application, when a game player performs a login operation on a client, an account login request is generated and sent to the server. The account login request is used to request login to a target account, which is the game account corresponding to the game character. In the above-described embodiment, each time the server receives an account login request from a client, it obtains task logic data from the data management center and sends the task logic data to the client. After receiving the coded information, the client can match the coded information with the task logic data to obtain the execution progress.

[0129] As a second optional implementation, the server may also obtain task logic data from the data management center upon receiving an account registration request from the client, or only upon receiving the first account login request from the client, and send the task logic data to the client. The client, upon receiving the coded information, can then match the coded information with the task logic data and obtain the execution progress. The account registration request is used to request registration of a target account, which is the game account corresponding to the game character.

[0130] The difference between the above two implementations is that in the first implementation, since the server obtains the task logic data from the data management center and sends the task logic data to the client each time it receives an account login request from the client, the client can delete the task logic data after the target account exits, thereby reducing the terminal's memory usage. In the second implementation, since the server obtains the task logic data from the data management center and sends the task logic data to the client upon receiving an account registration request from the client, or only upon receiving an account login request from the client for the first time, the client will not delete the task logic data after the target account exits, thus failing to reduce the terminal's memory usage. However, this will further reduce the traffic consumed by transmitting data between the server and the client.

[0131] In addition, it can be understood that in the embodiment of the present application, when the account login request sent by the client is received, it is also necessary to create an instance module of the game character on the server, that is, in the server, the instance module of the game character is created when the account login request sent by the client is received.

[0132] As previously described, in the embodiment of the present application, if step S110 only includes steps S111, S112, and S113, then when step S120 is subsequently executed, the coded information can be directly sent to the client via the data management center. Therefore, after the coded information is sent to the client, if the target account abnormally logs out, the display of the execution progress on the client cannot be restored when logging in again. Based on this, in the embodiment of the present application, after step S113, step S110 may also include steps S114, S115, and S116.

[0133] Step S114: The coded information is sent to the instance module of the game character through the data management center. The instance module has a corresponding data storage space.

[0134] Step S115: storing the coding information in the data storage space through the instance module.

[0135] Step S116: Obtain coding information from the data storage space through the instance module.

[0136] It is understandable that in the embodiment of the present application, in addition to step S111, step S112 and step S113, step S114, step S115 and step S116 are also included in step S110. The coding information of the target task can be stored in the data storage space corresponding to the instance module. Then, when the secondary login request sent by the client is received, the coding information can be obtained from the data storage space, and then the coding information is sent to the client through the instance module so that the client can restore the execution progress according to the coding information. The secondary login request is an account login request resent by the client after the target account exits abnormally (for example, disconnection or flash back), and the target account is the game account corresponding to the game character. In other words, after executing step S120, the execution progress acquisition method provided in the embodiment of the present application can also include:

[0137] If a secondary login request is received from the client, the encoding information is obtained from the data storage space. The secondary login request is an account login request resent by the client after the target account exits abnormally. The target account is the game account corresponding to the game character.

[0138] The encoding information is sent to the client, so that the client can resume the execution progress according to the encoding information.

[0139] Furthermore, in the embodiment of the present application, when the task logic data includes the execution logic relationship between multiple game tasks, in order to reduce data redundancy in the data storage space, after executing step S116, the execution progress acquisition method provided in the embodiment of the present application may further include:

[0140] Through the data management center, according to the execution logic relationship, the parent node task of the target task is determined from multiple game tasks, and the task code of the parent node task is used as the code to be deleted;

[0141] Send the code to be deleted to the instance module through the data management center;

[0142] Delete the code to be deleted from the data storage space through the instance module.

[0143] Please combine Figure 1e If the target task is Game Task 2, then according to the execution logic, Game Task 1 must have been completed. Therefore, the task code of Game Task 1 must have been stored in the data storage space. To reduce data redundancy in the data storage space, it can be deleted from the data storage space. Similarly, if Game Task 3 is completed by the game character, the target task switches to Game Task 3. Therefore, to reduce data redundancy in the data storage space, the task code of Game Task 2 can be deleted from the data storage space. In this way, if the instance module needs to be migrated between different processes, since there is no data redundancy in the data storage space, the server performance loss caused by the migration process can be reduced.

[0144] The progress acquisition method provided in the embodiment of the present application can obtain the coded information of the target task. Afterwards, only the coded information is sent to the client in real time, so that the client can display the progress of the game character's execution of multiple game tasks based on the coded information. Compared with the existing technology, which requires sending the structure tree (which stores the entire calendar data) to the client in real time to realize the display of task execution progress on the client, the data transmission volume between the server and the client is reduced. As a result, the traffic consumed by data transmission between the server and the client can be reduced.

[0145] The following, combined with Figure 1f As shown, the specific process of another execution progress acquisition method provided in an embodiment of the present application is described, which is applied to a terminal. It should be noted that in the embodiment of the present application, the execution progress acquisition method includes steps S210 and S220, but the sequence numbers of the following embodiments are not intended to limit the preferred order of the embodiments of the present application.

[0146] Step S210: receiving coding information of a target task, where the target task is a game task among multiple game tasks that has been completed by the game character and whose completion time is closest to the current moment.

[0147] Step S220: query the execution progress of the game character on the multiple game tasks according to the coding information.

[0148] In the embodiment of the present application, the client can pre-store task logic data, and the task logic data can include multiple game tasks, which can be understood as task information of the game tasks, such as task identification, task plot, task-related images, etc. In addition, the task logic data can also include the execution logic relationship between multiple game tasks, as well as the task code of each game task. Therefore, after receiving the coding information, the client can match the coding information with the task logic data, obtain the execution progress, and display it. In other words, step S220 can specifically include:

[0149] Acquire task logic data, which includes multiple game tasks, execution logic relationships between multiple game tasks, and task codes for each game task;

[0150] Match the encoded information with the task logic data to obtain the execution progress.

[0151] For example, in the server, the task logic data stored in the data management center has the following Figure 1d The tree data structure shown in the figure, then the task logic data sent by the data management center to the client can also have the following structure: Figure 1d The tree data structure shown. If the coded information received by the client is XXX-2, after matching it with the task logic data, it can be determined that the execution progress is "Completed Level 2 Mainline Task" and displayed.

[0152] For example, if there are 14 main tasks on the main task line, then when the execution progress is "Complete 2 main tasks", the main task line progress is 2 / 14, and the display effect of the execution progress can be as follows: Figure 1g More specifically, Figure 1h As shown, you can also click the "Mainline" control to display the task identifiers (for example, task names) of all mainline tasks on the mainline, as well as the execution status of each mainline task (including "completed" and "unlocked") to represent the execution progress. In addition, as mentioned above, since the multiple game tasks included in the task logic data can be understood as task information of the game tasks, such as task identifiers, task plots, task-related images, etc., you can also click the "Plot" control and then select a mainline task to display the plot review of the mainline task, as shown below. Figure 1i shown.

[0153] The execution progress acquisition method provided by the embodiment of the present application can receive the coded information of the target task. Thereafter, based on the coded information, the execution progress of the game character for multiple game tasks can be queried. That is, only the coded information needs to be transmitted in real time between the server and the client. Compared with the prior art solution that requires sending the structure tree (which stores the entire task logic data) to the client in real time to display the task execution progress on the client, the data transmission volume between the server and the client is reduced. As a result, the traffic consumed by transmitting data between the server and the client can be reduced.

[0154] The following will be combined Figure 2a and Figure 2b , for further explanation of the interaction process between the server and the client in the embodiment of the present application.

[0155] In step S310, based on the game player's account login operation, an account login request is generated on the client and sent to the server. The account login request is used to request login to a target account, which is the game account corresponding to the game character.

[0156] In step S320, the server receives the account login request and creates an instance module of the game character. The server requests task logic data from the data management center through the instance module so that the data management center sends the task logic data to the client. The task logic data includes multiple game tasks, the execution logic relationship between multiple game tasks, and the task code of each game task.

[0157] In step S330, if the game character completes the target task, a coding query request is generated through the instance module and sent to the data management center. The target task is the game task that is completed by the game character among multiple game tasks and whose completion time is closest to the current moment. The coding query request carries the task identifier of the target task.

[0158] In step S340, the data management center determines the target task from the multiple game tasks according to the task identifier, and sends the task code of the target task as coding information to the instance module. The instance module has corresponding data storage space.

[0159] In step S350 , the encoding information is stored in the data storage space through the instance module, and the encoding information is synchronized from the data storage space to the client.

[0160] In step S360 , after receiving the coding information of the target task, the client obtains the task logic data, matches the coding information with the task logic data, and obtains the execution progress.

[0161] To better implement the above method, embodiments of the present application further provide a progress acquisition device, which can be integrated into an electronic device, such as a terminal, a server, or the like. The terminal can be a mobile phone, tablet computer, smart Bluetooth device, laptop computer, personal computer, or the like; the server can be a single server or a server cluster consisting of multiple servers.

[0162] In this embodiment, the method of the embodiment of the present application will be described in detail by taking the progress acquisition device being specifically integrated into the server as an example.

[0163] For example, Figure 3a As shown, the progress acquisition device may include:

[0164] The code acquisition module 310 is used to obtain the code information of the target task, where the target task is the game task that has been completed by the game character and whose completion time is closest to the current moment among multiple game tasks;

[0165] The code sending module 320 is used to send the code information to the client, so that the client can display the execution progress of the game character on multiple game tasks according to the code information.

[0166] In some embodiments, the code acquisition module 310 may be specifically used to:

[0167] Generate a coding query request, the coding query request carries the task identifier of the target task;

[0168] Sending the code query request to the data management center, where the data management center stores task logic data, the task logic data including multiple game tasks and the task code of each game task;

[0169] Through the data management center, a target task is determined from multiple game tasks according to the task identifier, and the task code of the target task is used as the coding information.

[0170] In some embodiments, the code acquisition module 310 may be specifically used to:

[0171] The coded information is sent to the instance module of the game character through the data management center, and the instance module has a corresponding data storage space;

[0172] Storing the encoded information in the data storage space through the instance module;

[0173] Get the encoding information from the data storage space through the instance module.

[0174] In some embodiments, the progress obtaining device may further include:

[0175] A first acquisition module is configured to acquire the encoded information from the data storage space upon receiving a secondary login request sent by the client, wherein the secondary login request is an account login request resent by the client after the target account has abnormally logged out, and the target account is a game account corresponding to the game character;

[0176] The first sending module is used to send the coding information to the client, so that the client can resume the execution progress according to the coding information.

[0177] In some embodiments, the task logic data further includes the execution logic relationship between multiple game tasks, and the progress acquisition device may further include:

[0178] The second acquisition module is used to determine the parent node task of the target task from multiple game tasks according to the execution logic relationship through the data management center, and use the task code of the parent node task as the code to be deleted;

[0179] A second sending module is used to send the code to be deleted to the instance module through the data management center;

[0180] The code deletion module is used to delete the code to be deleted from the data storage space through the instance module.

[0181] In some embodiments, the task logic data further includes the execution logic relationship between multiple game tasks, and the progress acquisition device may further include:

[0182] The third acquisition module is used to obtain multiple game tasks and execution logic relationships;

[0183] The fourth acquisition module is used to obtain the task code of each game task;

[0184] The task logic data storage module is used to combine multiple game tasks, execution logic relationships, and the task code of each game task as task logic data, and store the task logic data in the data management center.

[0185] In some embodiments, the fourth acquisition module is specifically configured to:

[0186] Get the task ID;

[0187] The task identifier is encoded using a message digest algorithm to obtain the task code of the game task.

[0188] In some embodiments, the task logic data storage module is specifically used to:

[0189] The task logic data is stored in the data management center in a tree-shaped data storage method.

[0190] In some embodiments, the progress obtaining device may further include:

[0191] a fifth acquisition module, configured to acquire task logic data from a data management center upon receiving an account login request from a client, wherein the account login request is used to request login to a target account, where the target account is a game account corresponding to a game character;

[0192] The third sending module is used to send the task logic data to the client, so that the client can match the coding information with the task logic data after receiving the coding information to obtain the execution progress.

[0193] During specific implementation, the above modules can be implemented as independent entities, or they can be arbitrarily combined and implemented as the same or several entities. The specific implementation of the above modules can be found in the previous method embodiments (step S110 and step S120), which will not be repeated here.

[0194] The progress acquisition device provided in the embodiment of the present application can obtain the coded information of the target task, and then only send the coded information to the client in real time, so that the client can display the execution progress of the game character for multiple game tasks based on the coded information. That is, only the coded information needs to be transmitted in real time between the server and the client. Compared with the existing technology, in order to realize the display of the task execution progress on the client, the structure tree (which stores the entire calendar data) needs to be sent to the client in real time. This reduces the data transmission volume between the server and the client. As a result, the traffic consumed by transmitting data between the server and the client can be reduced.

[0195] In this embodiment, the method of the embodiment of the present application is described in detail by taking the progress acquisition device being specifically integrated into a terminal as an example.

[0196] For example, Figure 3b As shown, the progress acquisition device may include:

[0197] The code receiving module 330 is used to receive the code information of the target task, where the target task is the game task that has been completed by the game character and whose completion time is closest to the current moment among multiple game tasks;

[0198] The progress query module 340 is used to query the execution progress of the game character on multiple game tasks according to the coding information.

[0199] In some embodiments, the progress query module 340 may be specifically used to:

[0200] Acquire task logic data, which includes multiple game tasks, execution logic relationships between multiple game tasks, and task codes for each game task;

[0201] Match the encoded information with the task logic data to obtain the execution progress.

[0202] During specific implementation, the above modules can be implemented as independent entities, or they can be arbitrarily combined and implemented as the same or several entities. The specific implementation of the above modules can be found in the previous method embodiments (step S210 and step S220), which will not be repeated here.

[0203] The progress acquisition device provided in the embodiment of the present application can receive the coded information of the target task and then query the execution progress of the game character on multiple game tasks based on the coded information. That is, only the coded information needs to be transmitted in real time between the server and the client. Compared with the existing technology that requires the structure tree (which stores the entire calendar data) to be sent to the client in real time to display the task execution progress on the client, the data transmission volume between the server and the client is reduced. As a result, the traffic consumed by data transmission between the server and the client can be reduced.

[0204] Accordingly, an embodiment of the present application also provides an electronic device, which may be a terminal or a server, and the terminal may be a smart phone, tablet computer, laptop computer, touch screen, game console, personal computer, personal digital assistant (PDA) and other terminal devices.

[0205] like Figure 4 As shown, Figure 4 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present application. The electronic device 400 includes a processor 401 having one or more processing cores, a memory 402 having one or more computer-readable storage media, and a computer program stored in the memory 402 and executable on the processor. The processor 401 is electrically connected to the memory 402. Those skilled in the art will understand that the electronic device structure shown in the figure does not constitute a limitation of the electronic device, and may include more or fewer components than shown, or combine certain components, or arrange the components differently.

[0206] The processor 401 is the control center of the electronic device 400. It uses various interfaces and lines to connect various parts of the entire electronic device 400. By running or loading software programs and / or modules stored in the memory 402 and calling data stored in the memory 402, it executes various functions of the electronic device 400 and processes data, thereby monitoring the electronic device 400 as a whole.

[0207] In an embodiment of the present application, the processor 401 in the electronic device 400 will load the instructions corresponding to the processes of one or more applications into the memory 402 according to the following steps, and the processor 401 will run the applications stored in the memory 402 to realize various functions.

[0208] For example, you can:

[0209] Obtaining encoding information of a target task, where the target task is the game task that has been completed by the game character and whose completion time is closest to the current moment among multiple game tasks;

[0210] The coded information is sent to the client, so that the client can display the execution progress of the game character on multiple game tasks according to the coded information.

[0211] In some embodiments, obtaining encoding information of a target task includes:

[0212] Generate a coding query request, the coding query request carries the task identifier of the target task;

[0213] Sending the code query request to the data management center, where the data management center stores task logic data, the task logic data including multiple game tasks and the task code of each game task;

[0214] Through the data management center, a target task is determined from multiple game tasks according to the task identifier, and the task code of the target task is used as the coding information.

[0215] In some embodiments, after determining a target task from a plurality of game tasks according to the task identifier through the data management center and using the task code of the target task as the coding information, obtaining the coding information of the target task further includes:

[0216] The coded information is sent to the instance module of the game character through the data management center, and the instance module has a corresponding data storage space;

[0217] Storing the encoded information in the data storage space through the instance module;

[0218] Get the encoding information from the data storage space through the instance module.

[0219] In some embodiments, after the coded information is sent to the client so that the client can display the execution progress of the game character for the multiple game tasks according to the coded information, the execution progress acquisition method further includes:

[0220] If a secondary login request is received from the client, the encoding information is obtained from the data storage space. The secondary login request is an account login request resent by the client after the target account exits abnormally. The target account is the game account corresponding to the game character.

[0221] The encoding information is sent to the client, so that the client can resume the execution progress according to the encoding information.

[0222] In some embodiments, the task logic data further includes the execution logic relationship between multiple game tasks. After the encoding information is stored in the data storage space through the instance module, the execution progress acquisition method further includes:

[0223] Through the data management center, according to the execution logic relationship, the parent node task of the target task is determined from multiple game tasks, and the task code of the parent node task is used as the code to be deleted;

[0224] Send the code to be deleted to the instance module through the data management center;

[0225] Delete the code to be deleted from the data storage space through the instance module.

[0226] In some embodiments, the task logic data further includes the execution logic relationship between multiple game tasks. Before generating the coding query request, the execution progress acquisition method further includes:

[0227] Get multiple game tasks and execute logical relationships;

[0228] Get the task code of each game task;

[0229] Multiple game tasks, execution logic relationships, and task codes of each game task are collectively regarded as task logic data, and the task logic data is stored in a data management center.

[0230] In some embodiments, obtaining a task code for each game task includes:

[0231] Get the task ID;

[0232] The task identifier is encoded using a message digest algorithm to obtain the task code of the game task.

[0233] In some embodiments, storing task logic data in a data management center includes:

[0234] The task logic data is stored in the data management center in a tree-shaped data storage method.

[0235] In some embodiments, after the plurality of game tasks, the execution logic relationships, and the task code of each game task are collectively used as task logic data and the task logic data is stored in a data management center, the execution progress acquisition method further includes:

[0236] If an account login request is received from the client, the task logic data is obtained from the data management center. The account login request is used to request login to the target account, which is the game account corresponding to the game character.

[0237] The task logic data is sent to the client, so that after receiving the encoding information, the client can match the encoding information with the task logic data to obtain the execution progress.

[0238] For another example, you can:

[0239] Receive coded information of a target task, where the target task is a game task that has been completed by the game character and whose completion time is closest to the current moment among multiple game tasks;

[0240] Based on the coded information, query the execution progress of the game character on multiple game tasks.

[0241] In some embodiments, querying the progress of a game character in executing multiple game tasks based on the coded information includes:

[0242] Acquire task logic data, which includes multiple game tasks, execution logic relationships between multiple game tasks, and task codes for each game task;

[0243] Match the encoded information with the task logic data to obtain the execution progress.

[0244] The specific implementation of the above operations can be found in the previous embodiments and will not be repeated here.

[0245] Optional, such as Figure 4 As shown, the electronic device 400 further includes: a touch screen 403, a radio frequency circuit 404, an audio circuit 405, an input unit 406, and a power supply 407. Among them, the processor 401 is electrically connected to the touch screen 403, the radio frequency circuit 404, the audio circuit 405, the input unit 406, and the power supply 407 respectively. It can be understood by those skilled in the art that Figure 4 The electronic device structure shown in the figure does not constitute a limitation to the electronic device, and may include more or fewer components than shown in the figure, or combine certain components, or arrange the components differently.

[0246] The touch display screen 403 can be used to display a graphical user interface and receive operation instructions generated by the user acting on the graphical user interface. The touch display screen 403 may include a display panel and a touch panel. Among them, the display panel can be used to display information input by the user or information provided to the user and various graphical user interfaces of the electronic device, and these graphical user interfaces can be composed of graphics, text, icons, videos and any combination thereof. Optionally, the display panel can be configured in the form of a liquid crystal display (LCD), an organic light-emitting diode (OLED), etc. The touch panel can be used to collect the user's touch operation on or near it (such as the user uses any suitable object or accessory such as a finger, a stylus, etc. on the touch panel or near the touch panel) and generate corresponding operation instructions, and the operation instructions execute corresponding programs. Optionally, the touch panel may include two parts: a touch detection device and a touch controller. Among them, the touch detection device detects the user's touch direction, detects the signal brought by the touch operation, and transmits the signal to the touch controller; the touch controller receives the touch information from the touch detection device, converts it into the touch point coordinates, and then sends it to the processor 401, and can receive the command sent by the processor 401 and execute it. The touch panel can cover the display panel. When the touch panel detects a touch operation on or near it, it is transmitted to the processor 401 to determine the type of touch event, and then the processor 401 provides a corresponding visual output on the display panel according to the type of touch event. In an embodiment of the present application, the touch panel and the display panel can be integrated into the touch display screen 403 to realize the input and output functions. However, in some embodiments, the touch panel and the touch panel can be used as two independent components to realize the input and output functions. That is, the touch display screen 403 can also be used as part of the input unit 406 to realize the input function.

[0247] In this embodiment of the present application, processor 401 executes a game application to generate a graphical user interface (GUI) on touchscreen display 403. The virtual scene on the GUI includes at least one skill control area, which includes at least one skill control. Touchscreen display 403 is used to present the GUI and receive user commands generated by operating the GUI.

[0248] The radio frequency circuit 404 may be used to transmit and receive radio frequency signals, so as to establish wireless communication with a network device or other electronic devices through wireless communication, and to transmit and receive signals with the network device or other electronic devices.

[0249] Audio circuit 405 can be used to provide an audio interface between the user and the electronic device through a speaker and microphone. Audio circuit 405 can convert received audio data into electrical signals and transmit them to the speaker, which then converts them into sound signals for output. On the other hand, the microphone converts the collected sound signals into electrical signals, which are then received by audio circuit 405 and converted into audio data. The audio data is then output to processor 401 for processing, and then sent to, for example, another electronic device via RF circuit 404. Alternatively, the audio data is output to memory 402 for further processing. Audio circuit 405 may also include an earphone jack to provide communication between external headphones and the electronic device.

[0250] The input unit 406 may be configured to receive input digital, character information, or user feature information (such as fingerprint, iris, or facial information), and to generate keyboard, mouse, joystick, optical, or trackball signal inputs related to user settings and function control.

[0251] Power supply 407 is used to supply power to various components of electronic device 400. Optionally, power supply 407 can be logically connected to processor 401 via a power management system, thereby enabling the power management system to manage charging, discharging, and power consumption. Power supply 407 can also include one or more DC or AC power supplies, a recharging system, a power failure detection circuit, a power converter or inverter, a power status indicator, and other arbitrary components.

[0252] although Figure 4 Not shown in the figure, the electronic device 400 may further include a camera, a sensor, a wireless fidelity module, a Bluetooth module, etc., which will not be described in detail here.

[0253] In the above embodiments, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0254] As can be seen from the above, the electronic device provided in this embodiment can obtain the coded information of the target task and then send only the coded information to the client in real time, so that the client can display the game character's execution progress of multiple game tasks based on the coded information. In other words, only the coded information needs to be transmitted in real time between the server and the client. Compared with the existing technology, in order to realize the display of task execution progress on the client, the structure tree (which stores the entire calendar data) needs to be sent to the client in real time. This reduces the amount of data transmitted between the server and the client. As a result, the traffic consumed by transmitting data between the server and the client can be reduced.

[0255] Those skilled in the art will appreciate that all or part of the steps in the various methods of the above embodiments may be accomplished by instructions, or by controlling related hardware through instructions. The instructions may be stored in a computer-readable storage medium and loaded and executed by a processor.

[0256] To this end, an embodiment of the present application provides a computer-readable storage medium storing a plurality of computer programs, which can be loaded by a processor to execute the steps of any of the progress acquisition methods provided in the embodiments of the present application. For example, the computer program can execute the following steps:

[0257] Obtaining encoding information of a target task, where the target task is the game task that has been completed by the game character and whose completion time is closest to the current moment among multiple game tasks;

[0258] The coded information is sent to the client, so that the client can display the execution progress of the game character on multiple game tasks according to the coded information.

[0259] In some embodiments, obtaining encoding information of a target task includes:

[0260] Generate a coding query request, the coding query request carries the task identifier of the target task;

[0261] Sending the code query request to the data management center, where the data management center stores task logic data, the task logic data including multiple game tasks and the task code of each game task;

[0262] Through the data management center, a target task is determined from multiple game tasks according to the task identifier, and the task code of the target task is used as the coding information.

[0263] In some embodiments, after determining a target task from a plurality of game tasks according to the task identifier through the data management center and using the task code of the target task as the coding information, obtaining the coding information of the target task further includes:

[0264] The coded information is sent to the instance module of the game character through the data management center, and the instance module has a corresponding data storage space;

[0265] Storing the encoded information in the data storage space through the instance module;

[0266] Get the encoding information from the data storage space through the instance module.

[0267] In some embodiments, after the coded information is sent to the client so that the client can display the execution progress of the game character for the multiple game tasks according to the coded information, the execution progress acquisition method further includes:

[0268] If a secondary login request is received from the client, the encoding information is obtained from the data storage space. The secondary login request is an account login request resent by the client after the target account exits abnormally. The target account is the game account corresponding to the game character.

[0269] The encoding information is sent to the client, so that the client can resume the execution progress according to the encoding information.

[0270] In some embodiments, the task logic data further includes the execution logic relationship between multiple game tasks. After the encoding information is stored in the data storage space through the instance module, the execution progress acquisition method further includes:

[0271] Through the data management center, according to the execution logic relationship, the parent node task of the target task is determined from multiple game tasks, and the task code of the parent node task is used as the code to be deleted;

[0272] Send the code to be deleted to the instance module through the data management center;

[0273] Delete the code to be deleted from the data storage space through the instance module.

[0274] In some embodiments, the task logic data further includes the execution logic relationship between multiple game tasks. Before generating the coding query request, the execution progress acquisition method further includes:

[0275] Get multiple game tasks and execute logical relationships;

[0276] Get the task code of each game task;

[0277] Multiple game tasks, execution logic relationships, and task codes of each game task are collectively regarded as task logic data, and the task logic data is stored in a data management center.

[0278] In some embodiments, obtaining a task code for each game task includes:

[0279] Get the task ID;

[0280] The task identifier is encoded using a message digest algorithm to obtain the task code of the game task.

[0281] In some embodiments, storing task logic data in a data management center includes:

[0282] The task logic data is stored in the data management center in a tree-shaped data storage method.

[0283] In some embodiments, after the plurality of game tasks, the execution logic relationships, and the task code of each game task are collectively used as task logic data and the task logic data is stored in a data management center, the execution progress acquisition method further includes:

[0284] If an account login request is received from the client, the task logic data is obtained from the data management center. The account login request is used to request login to the target account, which is the game account corresponding to the game character.

[0285] The task logic data is sent to the client, so that after receiving the encoding information, the client can match the encoding information with the task logic data to obtain the execution progress.

[0286] For another example, the computer program may execute the following steps:

[0287] Receive coded information of a target task, where the target task is a game task that has been completed by the game character and whose completion time is closest to the current moment among multiple game tasks;

[0288] Based on the coded information, query the execution progress of the game character on multiple game tasks.

[0289] In some embodiments, querying the progress of a game character in executing multiple game tasks based on the coded information includes:

[0290] Acquire task logic data, which includes multiple game tasks, execution logic relationships between multiple game tasks, and task codes for each game task;

[0291] Match the encoded information with the task logic data to obtain the execution progress.

[0292] The specific implementation of the above operations can be found in the previous embodiments and will not be repeated here.

[0293] The storage medium may include a read-only memory (ROM), a random access memory (RAM), a magnetic disk or an optical disk, etc.

[0294] Since the computer program stored in the storage medium can execute the steps of any of the progress acquisition methods provided in the embodiments of the present application, the beneficial effects that can be achieved by any of the progress acquisition methods provided in the embodiments of the present application can be achieved, namely:

[0295] The system can obtain the coded information of the target task and then send only that coded information to the client in real time, allowing the client to display the game character's progress on multiple game tasks based on the coded information. In other words, only the coded information needs to be transmitted in real time between the server and the client. Compared with the existing solution that requires sending the structure tree (which stores the entire calendar data) to the client in real time to display the task execution progress on the client, the data transmission volume between the server and the client is reduced. As a result, the data transmission traffic consumed between the server and the client can be reduced.

[0296] The above is a detailed introduction to a progress acquisition method, device, storage medium and electronic device provided in the embodiments of the present application. Specific examples are used herein to illustrate the principles and implementation methods of the present application. The description of the above embodiments is only used to help understand the method of the present application and its core idea. At the same time, for those skilled in the art, based on the ideas of the present application, there may be changes in the specific implementation methods and application scope. In summary, the content of this specification should not be understood as limiting the present application.

Claims

1. A method for obtaining execution progress, characterized in that: include: Obtaining encoding information of a target task, where the target task is a game task among multiple game tasks that has been completed by a game character and whose completion time is closest to the current moment, the multiple game tasks being stored in task logic data, the task logic data also including an execution logic relationship between the multiple game tasks and a task code for each game task; Sending the coded information to the client, so that the client can obtain the execution progress according to the matching result between the coded information and the task logic data, and display the execution progress of the game character on the multiple game tasks; If a secondary login request is received from the client, the encoding information is obtained from the data storage space, wherein the secondary login request is an account login request resent by the client after the target account has abnormally logged out, and the target account is the game account corresponding to the game character; The encoding information is sent to the client, so that the client can resume the execution progress according to the encoding information.

2. The execution progress acquisition method according to claim 1, characterized in that: The step of obtaining the encoding information of the target task includes: Generate a coding query request, wherein the coding query request carries a task identifier of the target task; Sending the coding query request to a data management center, where the data management center stores task logic data; The data management center determines the target task from the multiple game tasks according to the task identifier, and uses the task code of the target task as the coding information.

3. The execution progress acquisition method according to claim 2, characterized in that: After the data management center determines the target task from the plurality of game tasks according to the task identifier and uses the task code of the target task as the coding information, obtaining the coding information of the target task further includes: Sending the coded information to the instance module of the game character through the data management center, the instance module having a corresponding data storage space; Storing the encoding information in the data storage space through the instance module; The encoding information is obtained from the data storage space through the instance module.

4. The execution progress acquisition method according to claim 3, characterized in that: After the encoding information is stored in the data storage space by the instance module, the execution progress acquisition method further includes: By means of the data management center, according to the execution logic relationship, a parent node task of the target task is determined from the plurality of game tasks, and a task code of the parent node task is used as a code to be deleted; Sending the code to be deleted to the instance module through the data management center; The code to be deleted is deleted from the data storage space through the instance module.

5. The execution progress acquisition method according to claim 2, characterized in that: The task logic data also includes the execution logic relationship between the multiple game tasks. Before generating the coding query request, the execution progress acquisition method further includes: Acquire the plurality of game tasks and the execution logic relationship; Obtaining a task code for each of the game tasks; The plurality of game tasks, the execution logic relationship, and the task code of each of the game tasks are collectively used as the task logic data, and the task logic data is stored in the data management center.

6. The execution progress acquisition method according to claim 5, characterized in that: The step of obtaining the task code of each game task includes: Obtaining the task identifier; The task identifier is encoded using a message digest algorithm to obtain a task code for the game task.

7. The execution progress acquisition method according to claim 5, characterized in that: The storing the task logic data in the data management center includes: The task logic data is stored in the data management center in a tree-shaped data storage manner.

8. The execution progress acquisition method according to claim 5, characterized in that: After the plurality of game tasks, the execution logic relationships, and the task code of each game task are collectively used as the task logic data, and the task logic data is stored in the data management center, the execution progress acquisition method further includes: If an account login request sent by the client is received, obtaining the task logic data from the data management center, wherein the account login request is used to request login to a target account, where the target account is a game account corresponding to the game character; The task logic data is sent to the client, so that after receiving the coding information, the client matches the coding information with the task logic data to obtain the execution progress.

9. A method for obtaining execution progress, characterized in that: include: Receive encoding information of a target task, where the target task is a game task among multiple game tasks that has been completed by a game character and whose completion time is closest to the current moment, the multiple game tasks being stored in task logic data, the task logic data also including an execution logic relationship between the multiple game tasks and a task code for each game task; querying, through a client, the execution progress of the game character on the plurality of game tasks according to a matching result between the coding information and the task logic data; If a secondary login request is received from the client, the encoding information is obtained from the data storage space, wherein the secondary login request is an account login request resent by the client after the target account has abnormally logged out, and the target account is the game account corresponding to the game character; The encoding information is sent to the client, so that the client can resume the execution progress according to the encoding information.

10. The execution progress acquisition method according to claim 9, characterized in that: The querying, based on the matching result between the coding information and the task logic data, the execution progress of the game character on the plurality of game tasks includes: The encoding information is matched with the task logic data to obtain the execution progress.

11. An execution progress acquisition device, characterized in that: include: a code acquisition module, configured to acquire code information of a target task, wherein the target task is a game task among multiple game tasks that has been completed by a game character and whose completion time is closest to the current moment, wherein the multiple game tasks are stored in task logic data, and the task logic data also includes the execution logic relationship between the multiple game tasks and the task code of each game task; A coding sending module, configured to send the coding information to a client, so that the client can obtain the execution progress according to the matching result between the coding information and the task logic data, and display the execution progress of the game character on the multiple game tasks; a first acquisition module configured to acquire the encoded information from a data storage space upon receiving a secondary login request sent by the client, wherein the secondary login request is an account login request resent by the client after an abnormal logout of a target account, and the target account is a game account corresponding to the game character; The first sending module is configured to send the coding information to the client, so that the client can resume the execution progress according to the coding information.

12. An execution progress acquisition device, characterized in that: include: a code receiving module, configured to receive code information of a target task, wherein the target task is a game task among multiple game tasks that has been completed by a game character and whose completion time is closest to the current moment, wherein the multiple game tasks are stored in task logic data, and the task logic data also includes the execution logic relationship between the multiple game tasks and the task code of each game task; a progress query module, configured to query, through a client, the execution progress of the game character on the plurality of game tasks according to a matching result between the coding information and the task logic data; a first acquisition module configured to acquire the encoded information from a data storage space upon receiving a secondary login request sent by the client, wherein the secondary login request is an account login request resent by the client after an abnormal logout of a target account, and the target account is a game account corresponding to the game character; The first sending module is configured to send the coding information to the client, so that the client can resume the execution progress according to the coding information.

13. An electronic device, characterized in that: comprising a processor and a memory, wherein the memory stores a plurality of instructions; The processor loads instructions from the memory to execute the steps of the execution progress acquisition method according to any one of claims 1 to 10.

14. A computer-readable storage medium, characterized in that The computer-readable storage medium stores a plurality of instructions, and the instructions are suitable for being loaded by a processor to execute the steps of the execution progress acquisition method according to any one of claims 1 to 10.

Citation Information

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