Game state management method and apparatus
By determining the initial state and state chain of the game application within the game platform and sequentially processing the sub-state nodes, the problem of inaccurate state management when the game platform crashes is solved, achieving accurate transfer of game state and a smooth gaming experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD
- Filing Date
- 2022-09-15
- Publication Date
- 2026-07-24
Smart Images

Figure CN115469892B_ABST
Abstract
Description
Technical Field
[0001] This application relates to the field of computer technology, and in particular to a game state management method. This application also relates to a game state management device, a computing device, and a computer-readable storage medium. Background Technology
[0002] With the development of internet technology, the gaming industry is constantly innovating, giving rise to various online games. To provide gamers with a smoother and more convenient gaming experience, game platforms are typically used to integrate and manage multiple game applications. Gamers can use these platforms to download, install, update, repair, and uninstall game applications. However, in existing technologies, when managing game applications through a game platform, it's impossible to accurately determine the current state of the game applications on the platform in the event of platform downtime or network problems. This leads to inaccurate state management of the game applications, thus affecting the gamer's experience. Therefore, a game state management method is urgently needed to solve these problems. Summary of the Invention
[0003] In view of this, embodiments of this application provide a game state management method to address the technical deficiencies existing in the prior art. Embodiments of this application also provide a game state management device, a computing device, and a computer-readable storage medium.
[0004] According to a first aspect of the embodiments of this application, a game state management method is provided, including:
[0005] Determine the initial game state of the game application in the current application management cycle from at least two game states;
[0006] Determine the state chain corresponding to the initial game state, and determine the node execution order of at least two sub-state nodes contained in the state chain;
[0007] According to the execution order of the nodes, the application processing operation corresponding to each sub-state node is performed on the game application in sequence to obtain the application processing result corresponding to the initial game state.
[0008] Based on the application processing result, the game application is transferred from the initial game state of the current application management cycle to the target game state of the next application management cycle; wherein, the target game state belongs to the at least two game states.
[0009] Optionally, before executing the step of determining the initial game state corresponding to the current state management cycle of the game application in at least two game states, the method further includes:
[0010] Receive operation requests submitted by the game application;
[0011] Based on the operation request, query the game application registry to obtain query information;
[0012] Based on the query information, the target application management cycle is determined in at least two application management cycles;
[0013] The target application management cycle is taken as the current application management cycle of the game application.
[0014] Optionally, determining the target application management cycle within at least two application management cycles based on the query information includes:
[0015] If the query information indicates that the game has no recorded information, the download period is determined as the target application management period from the at least two application management periods.
[0016] If the query information is already recorded information for the game, the configuration information table is queried to obtain the configuration information; based on the configuration information, the target application management cycle is determined in the at least two application management cycles, wherein the configuration information table is used to record the state transition information of the game application.
[0017] Optionally, the step of sequentially performing application processing operations corresponding to each sub-state node on the game application according to the node execution order to obtain the application processing result corresponding to the initial game state includes:
[0018] The i-th sub-state node is determined in the state link according to the execution order of the nodes, where i is a positive integer, and i starts from 1;
[0019] Perform the application processing operation corresponding to the i-th sub-state node on the game application;
[0020] Determine whether the application processing operation was executed successfully;
[0021] If not, proceed with the step of performing the application processing operation corresponding to the i-th sub-state node on the game application;
[0022] If so, i is incremented by 1, and the step of performing the application processing operation corresponding to the i-th sub-state node on the game application is executed until there are no unexecuted sub-state nodes in the state chain, and the application processing result corresponding to the initial game state is obtained.
[0023] Optionally, the step of transferring the game application from its initial game state in the current application management cycle to its target game state in the next application management cycle based on the application processing result includes:
[0024] Determine whether the application processing result is successful;
[0025] If so, determine at least one associated cycle related to the application processing result; select a target associated cycle from the at least one associated cycle according to the sequential execution relationship, and take the target associated cycle as the next application management cycle; take the game state corresponding to the next application management cycle as the target game state, and transfer the initial game state to the target game state;
[0026] If not, based on the preset jump strategy, a preset application management cycle with a specified jump relationship with the current application management cycle is determined, the game state corresponding to the preset application management cycle is taken as the target game state, and the initial game state is transferred to the target game state.
[0027] Optionally, determining the preset application management cycle that has a specified jump relationship with the current application management cycle based on a preset jump strategy includes:
[0028] When the specified jump relationship is a jump execution relationship, a specified management period that has the jump execution relationship with the current application management period is determined, and the specified management period is used as the preset application management period; or...
[0029] When the specified jump relationship is a repeated execution relationship, the current application management cycle is taken as the preset application management cycle.
[0030] Optionally, before the step of transferring the game application from the initial game state of the current application management cycle to the target game state of the next application management cycle is executed, it further includes:
[0031] In response to an interrupt command for the game application, record the game state information of the game application; or, record the game state information of the game application based on a preset time interval.
[0032] Upon receiving a restart command for the game application, read the game status information;
[0033] Based on the game state information, the execution stage information of the game application in the current application management cycle is determined, wherein the execution stage information is used to determine the state management stage corresponding to the restart instruction.
[0034] Optionally, if the application processing operation corresponding to the sub-state node included in the state link is not completed, the method further includes:
[0035] Based on the node execution order, the application processing operation corresponding to each sub-state node in the state link is checked to obtain check information;
[0036] Based on the inspection information, the target sub-state node is determined in the state link, and the game application is subjected to the application processing operation corresponding to the target sub-state node.
[0037] Optionally, if the initial game state is a download state or an uninstall state, the state chain includes a resource processing sub-state node, and the application processing operation corresponding to the resource processing sub-state node is executed, including:
[0038] Perform the resource marking operation corresponding to the resource processing sub-state node on the resource file to obtain marking information, wherein the resource file refers to a file to be downloaded or a file to be deleted;
[0039] Based on the tagging information, the resource file is processed according to the file processing sub-state node corresponding to the resource processing operation.
[0040] Optionally, if the initial game state is a download state, the state chain includes a resource replenishment sub-state node, and the application processing operation corresponding to the resource replenishment sub-state node is executed, including:
[0041] Receive resource replenishment instructions;
[0042] Based on the resource replenishment instruction, the game application performs the resource replenishment operation corresponding to the resource replenishment sub-state node to obtain resource replenishment information;
[0043] The resource replenishment information is used as a response to the resource replenishment instruction.
[0044] According to a second aspect of the embodiments of this application, a game state management device is provided, comprising:
[0045] The determination module is configured to determine the initial game state of the game application in the current application management cycle in at least two game states;
[0046] The processing module is configured to determine the state chain corresponding to the initial game state, and to determine the node execution order of at least two sub-state nodes contained in the state chain;
[0047] The operation module is configured to perform application processing operations corresponding to each sub-state node of the game application in sequence according to the execution order of the nodes, and obtain the application processing result corresponding to the initial game state.
[0048] The transfer module is configured to transfer the game application from the initial game state of the current application management cycle to the target game state of the next application management cycle based on the application processing result; wherein the target game state belongs to the at least two game states.
[0049] According to a third aspect of the embodiments of this application, a computing device is provided, comprising:
[0050] Memory and processor;
[0051] The memory is used to store computer-executable instructions, and the processor executes the computer-executable instructions to implement the steps of the game state management method.
[0052] According to a fourth aspect of the present application, a computer-readable storage medium is provided that stores computer-executable instructions, which, when executed by a processor, implement the steps of the game state management method.
[0053] According to a fifth aspect of the present application, a chip is provided that stores a computer program, which, when executed by the chip, implements the steps of the game state management method.
[0054] The game state management method provided in this application determines the initial game state of a game application in the current application management cycle from at least two game states; determines the state chain corresponding to the initial game state and determines the node execution order of at least two sub-state nodes contained in the state chain; performs application processing operations corresponding to each sub-state node on the game application in sequence according to the node execution order to obtain the application processing result corresponding to the initial game state; and transfers the initial game state of the game application in the current application management cycle to the target game state of the next application management cycle based on the application processing result. This achieves the management of the game state of the game application and ensures the correctness of the transfer between game states. Attached Figure Description
[0055] Figure 1 This is a schematic diagram of the structure of a game state management method provided in an embodiment of this application;
[0056] Figure 2 This is a flowchart of a game state management method provided in an embodiment of this application;
[0057] Figure 3 This is a flowchart illustrating a game state management method for game application management, provided in one embodiment of this application.
[0058] Figure 4 This is a schematic diagram of the structure of a game state management device provided in one embodiment of this application;
[0059] Figure 5 This is a schematic diagram illustrating the application of a game state management method provided in an embodiment of this application;
[0060] Figure 6 This is a structural block diagram of a computing device provided in one embodiment of this application. Detailed Implementation
[0061] Many specific details are set forth in the following description to provide a full understanding of this application. However, this application can be implemented in many other ways different from those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this application; therefore, this application is not limited to the specific embodiments disclosed below.
[0062] The terminology used in one or more embodiments of this application is for the purpose of describing particular embodiments only and is not intended to limit the scope of one or more embodiments of this application. The singular forms “a,” “the,” and “the” used in one or more embodiments of this application and in the appended claims are also intended to include the plural forms unless the context clearly indicates otherwise. It should also be understood that the term “and / or” used in one or more embodiments of this application refers to and includes any or all possible combinations of one or more associated listed items.
[0063] It should be understood that although the terms first, second, etc., may be used to describe various information in one or more embodiments of this application, such information should not be limited to these terms. These terms are only used to distinguish information of the same type from one another. For example, first may also be referred to as second without departing from the scope of one or more embodiments of this application, and similarly, second may also be referred to as first.
[0064] This application provides a game state management method. This application also relates to a game state management device, a computing device, and a computer-readable storage medium, which will be described in detail in the following embodiments.
[0065] See Figure 1The diagram illustrates the structure of a game state management method, which manages the game state of a game application through a client. In this embodiment, the client can be a game management platform. When managing the game application's state, the platform presets m game states, from game state 1 to game state m. Game states include, but are not limited to, download state, repair state, cleanup state, uninstall state, not installed state, and no state. Each game state contains n sub-states, which form a state chain based on a fixed state transition order. For example, in the download state, the sub-states include downloading the installation package, unzipping the mobile installation package, downloading and unzipping the update package, deleting files within the package, downloading required files, downloading optional files, and pre-downloading.
[0066] When managing the game state of a game application on a game management platform, the current application management cycle is determined. Based on the execution result of the game application within the current cycle, a game state matching the current cycle is selected from m game states. The state chain corresponding to the selected game state is then determined. According to the execution order of the sub-state nodes contained in the state chain, the application processing operation corresponding to each sub-state node is performed on the game application in sequence to obtain the game application execution result corresponding to the current cycle. The next game cycle is then entered. Based on this game application execution result, the next game state matching the current cycle is selected from m game states, and the game state corresponding to the current cycle is transferred to the next game state corresponding to the next game cycle. This process is repeated to achieve correct management of the game application's game state and to realize the state transfer of the game application.
[0067] Figure 2 A flowchart of a game state management method according to an embodiment of this application is shown, which specifically includes the following steps:
[0068] Step S202: Determine the initial game state of the game application in the current application management cycle from at least two game states.
[0069] Specifically, game status refers to the state of game applications managed on the game management platform or mobile terminal. Each game application corresponds to a different game status at different stages of use on the game management platform and mobile terminal. When a user has not installed a game application on the game management platform or mobile terminal, the game application is in a state such as not installed, pending installation, not downloaded, or pending download. In this state, the user can start downloading or installing the game application by clicking controls. Correspondingly, game status includes, but is not limited to, repairing, pending repair, cleaning, pending cleaning, uninstalling, and stateless. A game application can be any game application that can be selected and launched by the user. The application management cycle corresponds to the game status, with each application management cycle corresponding to a game status.
[0070] Based on this, game applications correspond to different game states at different stages of application use. When managing game applications, the current application management cycle of the game application is determined. The game state corresponding to the current application management cycle is selected from at least two game states preset by the game management platform, and the game state corresponding to the current application management cycle is used as the initial game state of the game application.
[0071] In practical applications, the game management platform presets multiple game states for the multiple game applications it manages, such as downloading, repairing, cleaning, uninstalling, not installed, and no tasks. When a game application is initialized, it selects one of these game states as the initial game state.
[0072] Furthermore, when managing the state of a game application, considering that the game application corresponds to different game states at different application management stages, it is necessary to query the application registry before determining the initial game state of the game application to determine the current application management cycle. The specific implementation is as follows:
[0073] Receive an operation request submitted for the game application; query the game application registry based on the operation request to obtain query information; determine the target application management cycle within at least two application management cycles based on the query information; and use the target application management cycle as the current application management cycle of the game application.
[0074] Specifically, an operation request refers to a computer instruction submitted to a game application to perform a specified operation on the game application. An operation request can be an access instruction from the game application to the game management platform, used to enable the game platform to manage the state of the game application; an operation request can also be a click instruction submitted by a user based on a specific game application within the game management platform, used to allow the user to view or preview the game application; the game application registry records the registration status of the game application on the game management platform, or the installation status of the game application. When a user installs a game application based on the game management platform, the corresponding installation information is recorded in the game application registry, indicating that the game application has been installed. Correspondingly, query information refers to the query results obtained when a game application queries the game application registry.
[0075] Based on this, when managing the game state of a game application, upon receiving an operation request submitted by the game application, the system queries the game application registry according to the operation request to determine whether registration information related to the game application can be found in the game application registry. The query result is used as the query information, and based on the query information, one of the at least two application management cycles is determined as the target application management cycle. The target application management cycle is the current application management cycle of the game application.
[0076] For example, in a scenario where a game application is managed based on a game management platform, after the game management platform starts, it initializes the game applications managed by the platform, obtains configuration files for multiple functions such as downloading, updating, and repairing the game applications from the server, and when a user clicks to preview game application A, the client queries the game registry based on game application A to determine whether game application A has been installed in the game management platform, and then determines the current management cycle of game application A from the multiple management cycles preset by the game management platform based on the query results.
[0077] In summary, by querying the game application registry and obtaining the query information, the current application management cycle can be determined within at least two application management cycles, thereby enabling the determination of the game application's game status and improving the accuracy of game status determination.
[0078] Furthermore, when determining the target application management period within at least two application management periods based on query information, the target application management period can be determined within at least two application management periods according to different query results represented by the query information. The specific implementation is as follows:
[0079] If the query information indicates that the game has no recorded information, the download period is determined as the target application management period from the at least two application management periods; if the query information indicates that the game has recorded information, the configuration information table is queried to obtain configuration information; based on the configuration information, the target application management period is determined from the at least two application management periods, wherein the configuration information table is used to record the state transition information of the game application.
[0080] Specifically, "no information recorded for the game" means that the game application registry does not record the relevant registration or installation information of the game application. Conversely, "information recorded for the game" means that the game application registry has recorded the relevant registration or installation information of the game application. The configuration information table is used to record the configuration information corresponding to the installed game application. The configuration information includes the state transition information corresponding to each state transition of the game application. Based on the configuration information of the game application, it is possible to know the application management cycle, game state, and state transition of the game application in history.
[0081] Based on this, if the query information indicates that the game application has not been registered or installed on the game management platform, then the game application registry will not contain any registration or installation information related to the game application. In this case, the download period will be determined as the target application management period within at least two application management cycles. If the query information indicates that the game application has been registered or installed on the game management platform, then the game application registry will contain relevant registration or installation information. In this case, the configuration information table will be queried to obtain the configuration information. Based on the configuration information, the target application management period will then be determined within at least two application management cycles. The configuration information table records the state transition information of the game application, indicating the state transition status of the game application.
[0082] Continuing with the previous example, if the game registry indicates that game application A has not been installed on the game management platform, then game application A is currently in the uninstalled period, and this uninstalled period is taken as the current management period for game application A. If the game registry indicates that game application A has been installed on the game management platform, then game application A may be in a stateless period, a cleanup period, or a repair period. The cleanup period is determined based on the state transition information recorded in the game configuration information table, and this cleanup period is taken as the current management period for game application A.
[0083] In summary, based on the different query information obtained, the target application management cycle corresponding to the game application is determined, thereby achieving accurate recording of the game application's game status and improving the speed of determining the target application management cycle.
[0084] Step S204: Determine the state chain corresponding to the initial game state, and determine the node execution order of at least two sub-state nodes contained in the state chain.
[0085] Specifically, after determining the initial game state of the game application in the current application management cycle in at least two game states, the state link corresponding to the initial game state can be determined based on the initial game state. The state link refers to the node link formed by arranging at least two sub-game state nodes contained in the initial game state in a preset order. Each sub-state node contained in the state link corresponds to a game sub-state, and the arrangement order of the sub-state nodes in the state link is the node execution order.
[0086] Based on this, after determining the initial game state of the game application in the current application management cycle in at least two game states, a state link corresponding to the initial game state is determined, which is composed of at least two sub-state nodes arranged in the state arrangement order. The execution order of the nodes in the state link is determined according to the state arrangement order of the at least two sub-state nodes contained in the state link.
[0087] In practical applications, each of the multiple game states, such as downloading, repairing, cleaning, uninstalling, not installed, and no tasks, includes multiple sub-states. During game application initialization, the application selects one game state from among the multiple game states as the initial game state, and then determines the state order of the multiple sub-states contained in the selected initial game state. The sub-state nodes corresponding to the multiple sub-states form a state link according to the state order. Each sub-state node in the state link has its corresponding fixed position. Taking the downloading state as an example, the downloading state includes multiple sub-states such as downloading the installation package, unzipping the mobile installation package, downloading and unzipping the update package, deleting files in the package, downloading required files in the package, downloading optional files in the package, and pre-downloading. Each sub-state is arranged in order, and the nodes corresponding to the sub-states form a state link.
[0088] Each of the at least two application management cycles includes at least one of the following: download cycle, repair cycle, cleanup cycle, uninstalled cycle, stateless cycle, and uninstallation cycle; correspondingly, the game state includes at least one of the following: download state, repair state, cleanup state, uninstallation state, uninstalled state, and stateless state.
[0089] In practical applications, during the installation package download phase, the installation package index file is parsed via the URL corresponding to the download function to download the latest installation package. If you exit at this point, the download will resume from where it left off upon re-entry, instead of using the latest version. After the installation package is downloaded, the decompression and relocation phase begins. Files within the package are sequentially decompressed to their corresponding directories, and then moved to those directories. If you exit at this point and re-enter, the files outside the package will be decompressed again (even if they have already been decompressed, they will be overwritten), while the remaining files within the package will continue to be moved to their corresponding directories. Once all is complete, redundant installation packages will be deleted. If you exit at this point, the current state will be saved, and the installation packages will be deleted directly upon re-entry. After decompressing the relocation installation package, the download and decompression of update packages begins. The update package version is checked; if the update package version is less than or equal to the locally installed version, this phase is skipped. Otherwise, each update package with a version greater than your own will be downloaded sequentially. After all downloads are complete, each update package is decompressed sequentially (updating both external and internal files simultaneously), thus completing the local version upgrade. Next, the download of essential package files begins, with supplementary resources downloaded via streaming. Subsequently, optional package files are downloaded, allowing game users to download and pre-download resource packages corresponding to features they are interested in.
[0090] Step S206: According to the execution order of the nodes, perform the application processing operation corresponding to each sub-state node of the game application in sequence to obtain the application processing result corresponding to the initial game state.
[0091] Specifically, after determining the state chain corresponding to the initial game state based on the above, and determining the execution order of at least two sub-state nodes contained in the state chain, the application processing operation corresponding to each sub-state node can be performed sequentially according to the node execution order. Here, the application processing operation refers to the executable operation of the game application corresponding to each game state. For example, in the download state, the download state can include multiple sub-states such as downloading the installation package, decompressing the mobile installation package, downloading and decompressing the update package, deleting files in the package, downloading required files in the package, downloading optional files in the package, and pre-downloading. The above sub-states constitute the state chain, and each sub-state is a node in the state chain. Therefore, each node corresponds to a processing operation. That is, the application processing operation corresponding to the sub-state of downloading the installation package is downloading the installation package.
[0092] Based on this, the state chain corresponding to the initial game state is determined, and the execution order of at least two sub-state nodes contained in the state chain is determined. The node execution order represents the arrangement order of each sub-state in the state chain. After determining the node execution order, the processing operation corresponding to the sub-state node is executed on the game application according to the node execution order. That is, the application processing operation corresponding to each sub-state node is performed on the game application in sequence according to the node execution order to obtain the application processing result. The application processing result is the application processing result corresponding to the initial game state.
[0093] In practical applications, the application processing operations corresponding to multiple sub-state nodes in the downloading state are executed sequentially, including downloading the installation package, decompressing the mobile installation package, downloading and decompressing the update package, deleting files in the package, downloading required files in the package, downloading optional files in the package, and pre-downloading, to obtain the application processing results corresponding to the downloading state.
[0094] Furthermore, when performing application processing operations corresponding to each sub-state node on the game application according to the execution order of the nodes, considering that the application processing operation corresponding to each sub-state node may have two outcomes—success or failure—different processing methods are used for different operation results. The specific implementation is as follows:
[0095] The i-th sub-state node is determined in the state chain according to the execution order of the nodes, where i is a positive integer starting from 1; the application processing operation corresponding to the i-th sub-state node is performed on the game application; it is determined whether the application processing operation is successfully executed; if not, the step of performing the application processing operation corresponding to the i-th sub-state node on the game application is executed; if yes, i is incremented by 1, and the step of performing the application processing operation corresponding to the i-th sub-state node on the game application is executed until there are no unexecuted sub-state nodes in the state chain, and the application processing result corresponding to the initial game state is obtained.
[0096] Based on this, when performing application processing operations corresponding to each sub-state node of the game application according to the node execution order, the first sub-state node to be processed is determined in the state chain according to the node execution order. The application processing operation corresponding to the first sub-state node is performed on the game application, and the processing operation result corresponding to the first sub-state node is obtained. The processing operation result is judged to determine whether the application processing operation was successfully executed. If not, the application processing operation corresponding to the first sub-state node is performed on the game application again. If so, the second sub-state node with an execution order relationship with the first sub-state node is determined based on the state chain, and the application processing operation corresponding to the second sub-state node is performed on the game application. This process continues until there are no unexecuted sub-state nodes in the state chain. The obtained processing operation result is the application processing result corresponding to the initial game state.
[0097] Continuing with the previous example, once the initial game state of game application A is determined to be "downloading," the corresponding state chain can be identified. This state chain includes the following six sub-state nodes: download installation package node, extract mobile installation package node, download and extract update package node, delete files within package node, download required files within package node, download optional files within package node, and pre-download node. The download operations are executed sequentially according to the order of these sub-state nodes. First, the installation package for game application A is downloaded. It is then determined whether the download was successful. If not, the installation package for game application A is downloaded again. If the download is successful, the state transition occurs, moving the download status to the extract mobile installation package status, and then the extraction of the mobile installation package is executed. This process continues until the pre-download is completed, yielding the execution result corresponding to the download status. At this point, game application A has completed its download and installation.
[0098] In summary, based on the execution order of at least two sub-state nodes in the state chain, the application processing operations corresponding to each sub-state node are performed sequentially on the game application, thereby avoiding omissions in application processing operations and ensuring accurate transfer of game state.
[0099] Furthermore, when the game application is initially in a download or uninstall state, the application processing operations corresponding to the resource processing sub-state nodes included in the state chain are executed, specifically as follows:
[0100] Perform resource marking operations corresponding to the resource processing sub-state node on the resource file to obtain marking information, wherein the resource file refers to a file to be downloaded or a file to be deleted; perform file processing operations corresponding to the resource processing sub-state node on the resource file according to the marking information.
[0101] Specifically, resource files refer to game files related to the game application. Resource files are used to support the game's sub-functions. Resource files can be files related to the game application that are to be downloaded, or files related to the game application that are to be deleted. Resource marking operation refers to the marking operation performed on resource files to indicate that the resource file has been selected and is in a state of waiting to be downloaded or waiting to be deleted. Correspondingly, file processing operation is the deletion operation corresponding to the file to be deleted, or the download operation corresponding to the file to be downloaded.
[0102] Based on this, during the state management of game applications, it is possible to perform deletion or download operations on relevant resource files of the game application. Specifically, resource files can be marked with resource processing sub-state nodes to identify resource files to be deleted or downloaded, thus obtaining marking information. Based on this marking information, a resource file download operation corresponding to the resource processing sub-state node is performed on the resource file to be downloaded, or a resource file deletion operation is performed on the resource file corresponding to the resource processing sub-state node.
[0103] Continuing the example, if game application A contains too many resource files, leading to insufficient storage space, or if a user deletes game module B from game application A, a resource marking operation is performed on the resource file to be deleted (file 1). This marks file 1 as needing to be deleted. The resource processing module then executes the deletion operation on resource file 1. Similarly, if the game application is updated, the updated resource file 2 needs to be downloaded and installed. The user marks resource file 2 for game application A, indicating that it needs to be downloaded. The resource processing module then performs the download operation on resource file 2, enabling subsequent operations such as decompression and installation.
[0104] In summary, by performing resource marking operations on resource files corresponding to the resource processing sub-state nodes, the system can mark resource files for deletion or download, and then perform the actual deletion or download operations on the resource files. This allows the system to process resource files according to the needs of game users, thereby improving the game experience for game users.
[0105] Furthermore, when a game application contains many functional modules, the storage space required for downloading and installing each module is substantial. Additionally, game users have different genders, preferences, and varying needs for each functional module. Therefore, customized download and installation services can be provided for game users, specifically as follows:
[0106] Receive a resource replenishment instruction; perform a resource replenishment operation on the game application corresponding to the resource replenishment sub-state node based on the resource replenishment instruction to obtain resource replenishment information; and use the resource replenishment information as a response to the resource replenishment instruction.
[0107] Specifically, a resource replenishment instruction refers to a computer instruction submitted for a functional module included in a game application, used to download and install the specified functional module; correspondingly, a resource replenishment operation is an operation such as downloading, decompressing, and installing the resource file corresponding to the specified functional module; and resource replenishment information refers to the operation result obtained after performing a resource replenishment operation on the specified functional module, including but not limited to operation success information, operation failure information, and operation interruption information.
[0108] Based on this, when the game management platform manages the status of the game application, it receives a resource replenishment instruction for the game application when the game application has been installed or is in the process of installation. Based on the resource replenishment instruction, it performs the resource replenishment operation corresponding to the resource replenishment sub-state node of the game application and obtains the resource replenishment information. The resource replenishment information is the response to the resource replenishment instruction, which is used to indicate whether the resource replenishment operation was successfully executed or whether it was unexpectedly interrupted during the execution of the resource replenishment operation.
[0109] Using the previous example, during the state management of game application A on the game management platform, when managing resources for game application A, users can select the display quality of game application A, as well as choose from multiple resource packages such as basic essential resource packages, optimal experience resource packages, beginner recommended resource packages, newly released resource packages, and recommended resource packages. This enables customized services for game users. After the game user completes the selection, they can download, decompress, and install the selected resource package, or adjust the game's graphics quality, thereby completing the resource replenishment operation.
[0110] In conclusion, by providing game users with resource replenishment options, allowing them to replenish resources according to their own needs, the game provides customized services and improves the gaming experience.
[0111] Step S208: Based on the application processing result, the game application is transferred from the initial game state of the current application management cycle to the target game state of the next application management cycle; wherein the target game state belongs to the at least two game states.
[0112] Specifically, based on the execution order of the nodes, the application processing operations corresponding to each sub-state node are performed sequentially on the game application to obtain the application processing result corresponding to the initial game state. Then, the state transition can be realized based on the application processing result, transferring the initial game state of the game application in the current application management cycle to the target game state of the next application management cycle. The target game state is a game state contained in at least two game states. The next application management cycle refers to the game management cycle corresponding to the current game management cycle. The next game management cycle begins after the current game management cycle ends. Accordingly, the target game state is the game state corresponding to the next game management cycle.
[0113] Based on this, according to the node execution order, the application processing operation corresponding to each sub-state node is performed on the game application in sequence. After obtaining the application processing result corresponding to the initial game state, the game application is state-transferred according to the application processing result, the next application management cycle corresponding to the current application management cycle is determined, and the initial game state corresponding to the current application management cycle is transferred to the target game state corresponding to the next application management cycle.
[0114] In practical applications, after obtaining the application processing result corresponding to the downloading state, the game application can jump to the cleaning state. Therefore, the cleaning state is the target game state.
[0115] Furthermore, after performing application processing operations corresponding to each sub-state node on the game application according to the node execution order to obtain the application processing result corresponding to the initial game state, and considering the application processing result, the specific implementation is as follows:
[0116] Determine whether the application processing result is successful; if so, determine at least one associated cycle related to the application processing result; select a target associated cycle from the at least one associated cycle according to the sequential execution relationship, and take the target associated cycle as the next application management cycle; take the game state corresponding to the next application management cycle as the target game state, and transfer the initial game state to the target game state; if not, determine a preset application management cycle with a specified jump relationship to the current application management cycle based on a preset jump strategy, take the game state corresponding to the preset application management cycle as the target game state, and transfer the initial game state to the target game state.
[0117] Specifically, a related cycle refers to an application management cycle that has a sequential execution relationship with the current application management cycle. For example, after the download cycle is completed, the game application can be cleaned, uninstalled, or repaired. Correspondingly, the cleanup cycle, uninstallation cycle, and repair cycle can all be application management cycles that have a sequential execution relationship with the current application management cycle. A preset jump strategy refers to the pre-set jump rules between cycles. For example, if the resource file cleanup operation corresponding to the cleanup cycle fails, the resource file can be repaired by executing the repair operation corresponding to the repair cycle before executing the cleanup operation corresponding to the cleanup cycle.
[0118] Based on this, after obtaining the application processing result, it is determined whether the application processing result is successful. If the application processing result is successful, at least one associated cycle is determined to be related to the application processing result; according to the sequential execution relationship, a target associated cycle associated with the current application management cycle is selected from at least one associated cycle, and the target associated cycle is used as the next application management cycle. Then, the game state corresponding to the next application management cycle is used as the target game state, and the initial game state is transferred to the target game state; if the application processing result is unsuccessful, a preset application management cycle with a specified jump relationship to the current application management cycle is determined based on a preset jump strategy, the game state corresponding to the preset application management cycle is used as the target game state, and the initial game state is transferred to the target game state.
[0119] Continuing with the previous example, after the download and installation of game application A is completed, if the download and installation of game application A is successful, the cycles associated with the current download cycle include the cleanup cycle, repair cycle, and uninstallation cycle. Based on the sequential execution relationship between the cycles, the cleanup cycle is selected as the target associated cycle corresponding to the current download cycle, and the current download state is then transferred to the cleanup state. If the download and installation of game application A fails, the state can be switched according to the pre-set jump strategy.
[0120] In summary, the success or failure of the application processing result determines the next application management cycle corresponding to the current application management cycle. Then, based on the initial game state, the game state is transferred to the target game state corresponding to the next application management cycle, thereby realizing state management and improving the accuracy of state transfer.
[0121] Furthermore, in the event that the application processing result is a failure, the initial game state can be transferred according to various jump relationships corresponding to the preset jump strategy, as specifically implemented as follows:
[0122] If the specified jump relationship is a jump execution relationship, determine a specified management period that has the jump execution relationship with the current application management period, and use the specified management period as the preset application management period; or, if the specified jump relationship is a repeat execution relationship, use the current application management period as the preset application management period.
[0123] Specifically, a specified jump relationship refers to the connection relationship between the current application management cycle and the current application management cycle. That is, the current application management cycle can only jump to the specified application management cycle. The specified jump relationship includes jump execution relationship and repeat execution relationship. The jump execution relationship refers to the specified jump relationship between the current application management cycle and the target application management cycle when performing state transition based on the current application management cycle. The repeat execution relationship means that after the operation corresponding to the current application management cycle is completed, the operation corresponding to the current application management cycle needs to be repeated.
[0124] Based on this, when performing state transitions based on preset jump strategies, different jump relationships are determined according to different jump strategies. When the specified jump relationship is a jump execution relationship, a specified management cycle with a jump execution relationship with the current application management cycle is determined in at least two application management cycles based on the jump execution relationship, and the specified management cycle is taken as the preset application management cycle; correspondingly, when the specified jump relationship is a repetitive execution relationship, the current application management cycle is taken as the preset application management cycle, and then the game state corresponding to the preset application management cycle is taken as the target game state, and the initial game state is transferred to the target game state.
[0125] Continuing with the previous example, if game application A fails to download and install, a state transition can be implemented according to a pre-set transition strategy. If the failure is due to a failed download of the installation package, the transition is a repetitive process; that is, the installation package needs to be downloaded again, repeating the current download cycle, and the game application A's state remains in the download state. If the failure is due to a failure to delete files within the package, the file structure may be corrupted. Therefore, a transition to a specified repair cycle can be initiated to repair the files within the package.
[0126] In summary, different specified jump relationships can determine the specified management cycle corresponding to the current application management cycle, or repeat the current application management cycle, thereby ensuring fast transition between states without restarting.
[0127] In addition, game users can uninstall game applications that have already been downloaded from the game management platform. If uninstallation fails, a retry can be performed. Besides retrying, repair is also possible. Uninstallation failure may be due to corrupted game files, requiring repair. After repair, the uninstallation process can be repeated. If the game application is successfully uninstalled, its game status will change to download, cleanup, or other states. When a game application is in cleanup state, it indicates that unused game resources associated with the uninstalled application are being released.
[0128] In practical applications, unexpected situations such as system crashes, network instability, and device malfunctions inevitably occur during the operation of game management platforms. The game platform records the game application's state information in real time to ensure the correctness of the game application state after a failure. This facilitates the checking of application processing operations corresponding to the current game state, retrying failed operations, and determining the next game state based on the current state. It also enables the retries or repairs of operations not completed before the failure occurred. In cases where the game application in the game management platform is updated, or when graphics quality is changed according to user requests, the game state can be reverted to the previous correct state, thus achieving a rollback of the game state.
[0129] Furthermore, by managing the game state of the game application and the state of the game management platform separately, decoupling the state of the game management platform and the game state of the game application is achieved, enabling the game state machine to operate normally. It should be noted that the game state management method provided in this embodiment offers a general game state management strategy. When any new game application is connected to the game management platform, the game state management of the new game application can also adopt the method provided in this embodiment.
[0130] In summary, the game state management method provided in this embodiment can ensure the correctness of the game application's state in unexpected situations such as game management platform crashes or application processing operation failures. It can also achieve rapid rollback of the game state in cases of game application updates or game graphics quality conversions, thereby improving the correctness of game state transfers. Based on a general game management method, when a new game application is integrated into the game management platform, the game state of the new application can be managed, providing a universal game state management approach.
[0131] Furthermore, considering the possibility of the game management platform shutting down abnormally, which would interrupt the state management of the game application, in order to quickly locate the game state and resume state management after the abnormality is resolved, the game state information can be recorded. The specific implementation is as follows:
[0132] In response to an interrupt command for the game application, the game state information of the game application is recorded; or, the game state information of the game application is recorded based on a preset time interval; upon receiving a restart command for the game application, the game state information is read; based on the game state information, the execution stage information of the game application in the current application management cycle is determined, wherein the execution stage information is used to determine the state management stage corresponding to the restart command.
[0133] Specifically, interrupt commands refer to computer commands submitted to game applications. Interrupt commands can shut down the game application or the game management platform. Game status information refers to the status information corresponding to the current state of the game application. After receiving an interrupt command, the current game state of the game application can be recorded to obtain game status information. Execution phase information refers to the phase information corresponding to the processing phase in which the game application is in the state management process. The execution phase can be the download phase, repair phase, or cleanup phase. The execution phase can also be a sub-phase contained in the download phase, such as the download installation package phase or the decompression of the mobile installation package phase.
[0134] Based on this, the system accepts interrupt commands for the game application and, in response, records the game application's state information; alternatively, it records the game application's state information at preset time intervals; if the game application is closed, it records the current game application's state information based on a close command. Alternatively, it records the game application's state information at fixed intervals during the game application's operation. Upon receiving a restart command for the game application, it reads the recorded game state information. Based on the game state information, it determines the execution phase information of the game application within the current application management cycle. This execution phase information can determine the state management phase corresponding to the restart command, thus enabling rapid determination of the game state upon restarting the game application.
[0135] Continuing with the previous example, if the user closes game application A or shuts down the game management platform, causing an interruption in the game application's state management, the game state information corresponding to game application A is recorded. Alternatively, while game application A or the game management platform is running, the game state information is recorded every 5 minutes. After the game application or game management platform restarts, the recorded game state information is read to determine the current download phase that game application A was in before the interruption, and then the download operation corresponding to this download phase is subsequently re-executed.
[0136] In summary, by recording the game state information of the game application, the corresponding state management stage of the game application can be quickly determined when the game application restarts, thereby improving the efficiency of state management of the game application.
[0137] Furthermore, after the game application restarts, the state chain can be determined based on the game state after the restart. Then, the execution status of the application processing operations corresponding to the sub-state nodes within the state chain can be judged to determine the application processing operations that need to be executed after the game application restarts. The specific implementation is as follows:
[0138] Based on the execution order of the nodes, the application processing operations corresponding to each sub-state node in the state chain are checked to obtain check information; based on the check information, the target sub-state node is determined in the state chain, and the application processing operations corresponding to the target sub-state node are performed on the game application.
[0139] Specifically, the inspection information refers to the application processing operation execution information determined after inspecting the application processing operation corresponding to each sub-state node in the state chain, that is, the execution position information before the game application was interrupted; the target sub-state node refers to the sub-state node corresponding to the application processing operation that needs to be executed after the game application restarts.
[0140] Based on this, a state chain is determined according to the game state corresponding to the game application, and then the node execution order is determined according to the state chain. According to the node execution order, the application processing operation corresponding to each sub-state node in the state chain is checked. The execution status of the application processing operation corresponding to the sub-state node is checked after the game application restarts, and thus the check information is obtained. Based on the check information, the target sub-state node is determined in the state chain, and the application processing operation corresponding to the target sub-state node is performed on the game application.
[0141] Following the previous example, after the game application or game management platform restarts, the recorded game state information is read to determine the execution stage where game application A was before the interruption: downloading. Then, the sub-state nodes included in the state chain corresponding to the downloading state are checked, such as downloading the installation package, decompressing the mobile installation package, downloading and decompressing the update package, deleting files in the package, downloading required files in the package, downloading optional files in the package, and pre-downloading. This determines the sub-state that game application A was in when it was interrupted: the deleting files in the package sub-state. Then, the deleting files in the package sub-state corresponding to the deleting files in the package sub-state is executed.
[0142] In summary, the game state management method provided in this application determines the initial game state of the game application in the current application management cycle from at least two game states; determines the state chain corresponding to the initial game state and determines the node execution order of at least two sub-state nodes contained in the state chain; performs application processing operations corresponding to each sub-state node on the game application in sequence according to the node execution order to obtain the application processing result corresponding to the initial game state; and transfers the initial game state of the game application in the current application management cycle to the target game state of the next application management cycle based on the application processing result. This achieves the management of the game state of the game application and ensures the correctness of the transfer between game states.
[0143] The following is in conjunction with the appendix Figure 3 Taking the application of the game state management method provided in this application to game application management as an example, the game state management method will be further explained. Among other things, Figure 3 This application provides a flowchart illustrating a game state management method for game application management according to an embodiment of the present application, which specifically includes the following steps:
[0144] Step S302: Receive an operation request submitted by the game application.
[0145] The game management platform can manage the game status of multiple game applications. When it receives a management request for game application B, it initializes game application B.
[0146] Step S304: Query the game application registry based on the operation request to obtain query information.
[0147] The system queries the game registry based on management requests to obtain query information, which can then be used to determine whether game application B has been installed.
[0148] Step S306: If the query information indicates that the game is not registered, determine the target application management cycle within at least two application management cycles.
[0149] If game application B has never been installed, it can be determined that game application B is currently in the uninstalled application management cycle through six states: downloading, repairing, cleaning, uninstalling, not installed, and no tasks.
[0150] Step S308: If the query information is that the game has been registered, determine the target application management cycle in at least two application management cycles based on the configuration information obtained by querying the configuration information table.
[0151] If game application B has already been installed, query the installation directory to determine whether game application B is currently in one of the six states: downloading, repairing, cleaning, uninstalling, not installed, or no tasks.
[0152] Step S310: Set the target application management cycle as the current application management cycle of the game application.
[0153] The determined application management cycle will be used as the current application management cycle for game application B.
[0154] Step S312: Determine the initial game state of the game application in the current application management cycle.
[0155] Based on the current application management cycle of game application B, determine the initial game download status corresponding to the application management cycle.
[0156] Step S314: Determine the state chain corresponding to the initial game state, and determine the node execution order of at least two sub-state nodes contained in the state chain.
[0157] The download sub-states corresponding to the download status are determined as follows: downloading the installation package, extracting the mobile installation package, downloading and extracting the update package, deleting files within the package, downloading required files within the package, downloading optional files within the package, and pre-downloading. These download sub-states constitute a state chain with an existing state order.
[0158] Step S316: Determine the i-th sub-state node in the state link according to the node execution order, where i is a positive integer and i starts from 1.
[0159] Execute the operations corresponding to each sub-state in the state chain sequentially. Determine the node for downloading the installation package within the state chain.
[0160] Step S318: Perform the application processing operation corresponding to the i-th sub-state node of the game application.
[0161] Perform the download operation for the installation package corresponding to the download package node.
[0162] Step S320: Determine whether the application processing operation was successfully executed. If yes, proceed to step S322; otherwise, proceed to step S318.
[0163] Determine if the installation package download was successful.
[0164] Step S322: Perform the application processing operation corresponding to the (i+1)th sub-state node on the game application. If there are no unexecuted sub-state nodes in the state chain, obtain the application processing result corresponding to the initial game state.
[0165] If the installation package download operation is successful, the operation of decompressing the mobile installation package corresponding to the state link is executed, and so on, until the operation corresponding to the node contained in the state link is completed, and the execution result is taken as the final processing result.
[0166] Step S324: Determine whether the application processing result is successful. If yes, proceed to step S326; otherwise, proceed to step S328.
[0167] Step S326: Determine at least one associated cycle related to the application processing result; select the target associated cycle as the next application management cycle from at least one associated cycle according to the sequential execution relationship; transfer the initial game state to the target game state corresponding to the next application management cycle.
[0168] If the operations corresponding to each sub-state within the download state are executed successfully, the download operation is completed. Then, the repair state, cleanup state, uninstallation state, etc. associated with the download state are determined, and a state is selected from multiple states to transfer the download state to the next state.
[0169] Step S328: Based on the preset jump strategy, determine the preset application management cycle that has a specified jump relationship with the current application management cycle, and transfer the initial game state to the target game state corresponding to the preset application management cycle.
[0170] If the download fails, it can either re-enter the download state or switch to the repair state to fix the error.
[0171] Step S330: Record the game status information of the game application.
[0172] During the operation of the game management platform, the game status is recorded in real time. Therefore, even if the game management platform crashes and causes game application B to close, or if the game user actively closes the game management platform or game application B, the game status can still be recorded in real time.
[0173] Step S332: Upon receiving a restart command for the game application, determine the execution phase information of the game application in the current application management cycle based on the read game status information.
[0174] When restarting the game management platform or game application B, the recorded game management information is read to determine the game state or operation execution status of game application B at the time of the interruption, so as to enable the game to enter the game state at the time of the interruption upon restart.
[0175] Step S334: If the initial game state is download or uninstall, perform resource marking operations on the resource processing sub-state nodes of the resource files to obtain marking information.
[0176] When the game application B is in a download or uninstall state, it can mark files according to the user's needs to delete or add files.
[0177] Step S336: Based on the tagging information, perform file processing operations corresponding to the resource processing sub-state nodes on the resource files.
[0178] Once a file is marked, the processing module will perform the download or deletion operation.
[0179] Step S338: Based on the received resource replenishment instruction, perform resource replenishment operation on the game application corresponding to the resource replenishment sub-state node, and use the obtained resource replenishment information as a response to the resource replenishment instruction.
[0180] Game users can also customize features for game application B. During resource replenishment, they can change the game's graphics quality and select and download customized game data packages to replenish resources.
[0181] It should be noted that there is no need to restart the game application B during the state transition process. If the repair fails, it can be attempted again; if the cleanup fails, it can also be attempted, thus achieving the state transition.
[0182] In summary, the game state management method provided in this application determines the initial game state of the game application in the current application management cycle from at least two game states; determines the state chain corresponding to the initial game state and determines the node execution order of at least two sub-state nodes contained in the state chain; performs application processing operations corresponding to each sub-state node on the game application in sequence according to the node execution order to obtain the application processing result corresponding to the initial game state; and transfers the initial game state of the game application in the current application management cycle to the target game state of the next application management cycle based on the application processing result. This achieves the management of the game state of the game application and ensures the correctness of the transfer between game states.
[0183] Corresponding to the above method embodiments, this application also provides an embodiment of a game state management device. Figure 4 A schematic diagram of a game state management device according to an embodiment of this application is shown. Figure 4 As shown, the device includes:
[0184] The determination module 402 is configured to determine the initial game state of the game application in the current application management cycle in at least two game states;
[0185] The processing module 404 is configured to determine the state chain corresponding to the initial game state, and to determine the node execution order of at least two sub-state nodes contained in the state chain;
[0186] Operation module 406 is configured to perform application processing operations corresponding to each sub-state node on the game application in sequence according to the execution order of the nodes, and obtain the application processing result corresponding to the initial game state.
[0187] The transfer module 408 is configured to transfer the game application from the initial game state of the current application management cycle to the target game state of the next application management cycle based on the application processing result; wherein the target game state belongs to the at least two game states.
[0188] In an optional embodiment, the determining module 402 is further configured to:
[0189] Receive operation requests submitted by the game application;
[0190] Based on the operation request, query the game application registry to obtain query information;
[0191] Based on the query information, the target application management cycle is determined in at least two application management cycles;
[0192] The target application management cycle is taken as the current application management cycle of the game application.
[0193] In an optional embodiment, the determining module 402 is further configured to:
[0194] If the query information indicates that the game has no recorded information, the download period is determined as the target application management period from the at least two application management periods.
[0195] If the query information is already recorded information for the game, the configuration information table is queried to obtain the configuration information; based on the configuration information, the target application management cycle is determined in the at least two application management cycles, wherein the configuration information table is used to record the state transition information of the game application.
[0196] In an optional embodiment, the operation module 406 is further configured to:
[0197] The i-th sub-state node is determined in the state link according to the execution order of the nodes, where i is a positive integer, and i starts from 1;
[0198] Perform the application processing operation corresponding to the i-th sub-state node on the game application;
[0199] Determine whether the application processing operation was executed successfully;
[0200] If not, proceed with the step of performing the application processing operation corresponding to the i-th sub-state node on the game application;
[0201] If so, i is incremented by 1, and the step of performing the application processing operation corresponding to the i-th sub-state node on the game application is executed until there are no unexecuted sub-state nodes in the state chain, and the application processing result corresponding to the initial game state is obtained.
[0202] In an optional embodiment, the transfer module 408 is further configured to:
[0203] Determine whether the application processing result is successful;
[0204] If so, determine at least one associated cycle related to the application processing result; select a target associated cycle from the at least one associated cycle according to the sequential execution relationship, and take the target associated cycle as the next application management cycle; take the game state corresponding to the next application management cycle as the target game state, and transfer the initial game state to the target game state;
[0205] If not, based on the preset jump strategy, a preset application management cycle with a specified jump relationship with the current application management cycle is determined, the game state corresponding to the preset application management cycle is taken as the target game state, and the initial game state is transferred to the target game state.
[0206] In an optional embodiment, the transfer module 408 is further configured to:
[0207] When the specified jump relationship is a jump execution relationship, a specified management period that has the jump execution relationship with the current application management period is determined, and the specified management period is used as the preset application management period; or...
[0208] When the specified jump relationship is a repeated execution relationship, the current application management cycle is taken as the preset application management cycle.
[0209] In an optional embodiment, the transfer module 408 is further configured to:
[0210] In response to an interrupt command for the game application, record the game state information of the game application; or, record the game state information of the game application based on a preset time interval.
[0211] Upon receiving a restart command for the game application, read the game status information;
[0212] Based on the game state information, the execution stage information of the game application in the current application management cycle is determined, wherein the execution stage information is used to determine the state management stage corresponding to the restart instruction.
[0213] In an optional embodiment, the transfer module 408 is further configured to:
[0214] Based on the node execution order, the application processing operation corresponding to each sub-state node in the state link is checked to obtain check information;
[0215] Based on the inspection information, the target sub-state node is determined in the state link, and the game application is subjected to the application processing operation corresponding to the target sub-state node.
[0216] In an optional embodiment, the operation module 406 is further configured to:
[0217] Perform the resource marking operation corresponding to the resource processing sub-state node on the resource file to obtain marking information, wherein the resource file refers to a file to be downloaded or deleted;
[0218] Based on the tagging information, the resource file is processed according to the file processing sub-state node corresponding to the resource processing operation.
[0219] In an optional embodiment, the operation module 406 is further configured to:
[0220] Receive resource replenishment instructions;
[0221] Based on the resource replenishment instruction, the game application performs the resource replenishment operation corresponding to the resource replenishment sub-state node to obtain resource replenishment information;
[0222] The resource replenishment information is used as a response to the resource replenishment instruction.
[0223] The game state management device provided in this application determines the initial game state of a game application in the current application management cycle from at least two game states; determines the state chain corresponding to the initial game state and the node execution order of at least two sub-state nodes contained in the state chain; performs application processing operations corresponding to each sub-state node on the game application in sequence according to the node execution order to obtain the application processing result corresponding to the initial game state; and transfers the initial game state of the game application in the current application management cycle to the target game state of the next application management cycle based on the application processing result, thereby realizing the management of the game state of the game application and ensuring the correctness of the transfer between game states.
[0224] The above is an illustrative scheme of a game state management device according to this embodiment. It should be noted that the technical solution of this game state management device and the technical solution of the game state management method described above belong to the same concept. Details not described in detail in the technical solution of the game state management device can be found in the description of the technical solution of the game state management method described above. Furthermore, the components in the device embodiment should be understood as functional modules necessary to implement each step of the program flow or each step of the method; these functional modules are not actual functional divisions or separations. A device claim defined by such a set of functional modules should be understood as a functional module architecture that primarily implements the solution through the computer program described in the specification, and not as a physical device that primarily implements the solution through hardware.
[0225] Figure 5 This is a schematic diagram illustrating the application of a game state management method provided in an embodiment of this application. The following is in conjunction with the appendix. Figure 5 Taking the game state management method provided in this application as an example of game application state management, the above-mentioned game state management method will be further explained.
[0226] After the game management platform is launched, it enables the management of game applications contained within it. This includes downloading, installing, repairing, and uninstalling game applications. As shown in the figure, after the game management platform is launched, it can uninstall game applications and clean up junk data. If uninstallation fails, it can be retried, meaning the failed uninstallation will be repeated until the game application is completely uninstalled. When downloading game applications through the game management platform, the selected game application is downloaded and installed by selecting the resource type, including downloading the necessary installation packages and update packages. Game players can also move the installation to a specified storage location.
[0227] The downloaded game data package is decompressed. Data packages selected for deletion by the player are marked. Essential installation packages supporting game launch are downloaded, with a check for updates during download. If updates are found, the updated data package is downloaded and decompressed. After the essential installation packages are downloaded, players can choose to supplement resources based on their needs, downloading supplementary resource packages and checking for updates. Once all game-related data packages are downloaded and installed, the game can be launched. Installed data packages can be cleaned up, and downloaded resources can be managed, such as resource type conversion. Data package cleanup may fail; therefore, failed cleanup attempts can be repeated.
[0228] Figure 6 A structural block diagram of a computing device 600 according to an embodiment of this application is shown. The components of the computing device 600 include, but are not limited to, a memory 610 and a processor 620. The processor 620 is connected to the memory 610 via a bus 630, and a database 650 is used to store data.
[0229] The computing device 600 also includes an access device 640, which enables the computing device 600 to communicate via one or more networks 660. Examples of these networks include a Public Switched Telephone Network (PSTN), a Local Area Network (LAN), a Wide Area Network (WAN), a Personal Area Network (PAN), or a combination of communication networks such as the Internet. The access device 640 may include one or more of any type of wired or wireless network interface (e.g., a Network Interface Card (NIC)), such as an IEEE 802.11 Wireless Local Area Network (WLAN) interface, a Wi-MAX interface, an Ethernet interface, a Universal Serial Bus (USB) interface, a cellular network interface, a Bluetooth interface, a Near Field Communication (NFC) interface, and so on.
[0230] In one embodiment of this application, the aforementioned components of the computing device 600 and Figure 6 Other components, not shown, can also be connected to each other, for example, via a bus. It should be understood that... Figure 6 The block diagram of the computing device shown is for illustrative purposes only and is not intended to limit the scope of this application. Those skilled in the art can add or replace other components as needed.
[0231] The computing device 600 can be any type of stationary or mobile computing device, including mobile computers or mobile computing devices (e.g., tablet computers, personal digital assistants, laptop computers, notebook computers, netbooks, etc.), mobile phones (e.g., smartphones), wearable computing devices (e.g., smartwatches, smart glasses, etc.) or other types of mobile devices, or stationary computing devices such as desktop computers or PCs. The computing device 600 can also be a mobile or stationary server.
[0232] The processor 620 is used to execute computer-executable instructions for the game state management method.
[0233] The above is an illustrative scheme of a computing device according to this embodiment. It should be noted that the technical solution of this computing device and the technical solution of the game state management method described above belong to the same concept. For details not described in detail in the technical solution of the computing device, please refer to the description of the technical solution of the game state management method described above.
[0234] An embodiment of this application also provides a computer-readable storage medium storing computer instructions that, when executed by a processor, are used for a game state management method.
[0235] The above is an illustrative scheme of a computer-readable storage medium according to this embodiment. It should be noted that the technical solution of this storage medium and the technical solution of the game state management method described above belong to the same concept. For details not described in detail in the technical solution of the storage medium, please refer to the description of the technical solution of the game state management method described above.
[0236] An embodiment of this application also provides a chip that stores a computer program, which, when executed by the chip, implements the steps of the game state management method.
[0237] The foregoing has described specific embodiments of this application. Other embodiments are within the scope of the appended claims. In some cases, the actions or steps recited in the claims may be performed in a different order than that shown in the embodiments and may still achieve the desired results. Furthermore, the processes depicted in the drawings do not necessarily require the specific or sequential order shown to achieve the desired results. In some embodiments, multitasking and parallel processing are also possible or may be advantageous.
[0238] The computer instructions include computer program code, which may be in the form of source code, object code, executable file, or some intermediate form. The computer-readable medium may include: any entity or device capable of carrying the computer program code, recording media, USB flash drive, portable hard drive, magnetic disk, optical disk, computer memory, read-only memory (ROM), random access memory (RAM), electrical carrier signals, telecommunication signals, and software distribution media, etc. It should be noted that the content included in the computer-readable medium may be appropriately added to or subtracted according to the requirements of legislation and patent practice in the jurisdiction. For example, in some jurisdictions, according to legislation and patent practice, computer-readable media may not include electrical carrier signals and telecommunication signals.
[0239] It should be noted that, for the sake of simplicity, the foregoing method embodiments are all described as a series of actions. However, those skilled in the art should understand that this application is not limited to the described order of actions, as some steps may be performed in other orders or simultaneously according to this application. Furthermore, those skilled in the art should also understand that the embodiments described in the specification are preferred embodiments, and the actions and modules involved are not necessarily essential to this application.
[0240] In the above embodiments, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.
[0241] The preferred embodiments disclosed above are merely illustrative of this application. The optional embodiments do not exhaustively describe all details, nor do they limit the invention to the specific implementations described. Clearly, many modifications and variations can be made based on the content of this application. These embodiments are selected and specifically described in this application to better explain the principles and practical applications of this application, thereby enabling those skilled in the art to better understand and utilize this application. This application is limited only by the claims and their full scope and equivalents.
Claims
1. A game state management method, characterized in that, Applied to game management platforms, including: The initial game state of the game application in the current application management cycle is determined in at least two game states, where the game state refers to the state of the game application managed in the game management platform or mobile terminal. Determine the state chain corresponding to the initial game state, and determine the node execution order of at least two sub-state nodes contained in the state chain; According to the execution order of the nodes, the application processing operation corresponding to each sub-state node is performed on the game application in sequence to obtain the application processing result corresponding to the initial game state. Based on the application processing result, the game application is transferred from the initial game state of the current application management cycle to the target game state of the next application management cycle; wherein, the target game state belongs to the at least two game states; The step of transferring the game application from its initial game state in the current application management cycle to its target game state in the next application management cycle based on the application processing result includes: Determine whether the application processing result is successful; If not, based on a preset jump strategy, a preset application management period with a specified jump relationship to the current application management period is determined, the game state corresponding to the preset application management period is taken as the target game state, and the initial game state is transferred to the target game state, wherein the preset application management period includes a specified management period.
2. The method according to claim 1, characterized in that, Before the step of determining the initial game state corresponding to the current state management cycle of the game application in at least two game states is executed, the method further includes: Receive operation requests submitted by the game application; Based on the operation request, query the game application registry to obtain query information; Based on the query information, the target application management cycle is determined in at least two application management cycles; The target application management cycle is taken as the current application management cycle of the game application.
3. The method according to claim 2, characterized in that, Determining the target application management cycle within at least two application management cycles based on the query information includes: If the query information indicates that the game has no recorded information, the download period is determined as the target application management period from the at least two application management periods. If the query information is already recorded by the game, the configuration information table is queried to obtain the configuration information; Based on the configuration information, the target application management cycle is determined in at least two application management cycles, wherein the configuration information table is used to record the state transition information of the game application.
4. The method according to claim 1, characterized in that, The step of performing application processing operations corresponding to each sub-state node on the game application in sequence according to the execution order of the nodes, and obtaining the application processing result corresponding to the initial game state, includes: The i-th sub-state node is determined in the state link according to the execution order of the nodes, where i is a positive integer, and i starts from 1; Perform the application processing operation corresponding to the i-th sub-state node on the game application; Determine whether the application processing operation was executed successfully; If not, proceed with the step of performing the application processing operation corresponding to the i-th sub-state node on the game application; If so, i is incremented by 1, and the step of performing the application processing operation corresponding to the i-th sub-state node on the game application is executed until there are no unexecuted sub-state nodes in the state chain, and the application processing result corresponding to the initial game state is obtained.
5. The method according to claim 1, characterized in that, After determining whether the application processing result is successful, the process further includes: If so, determine at least one associated cycle related to the application processing result; select a target associated cycle from the at least one associated cycle according to the sequential execution relationship, and use the target associated cycle as the next application management cycle; use the game state corresponding to the next application management cycle as the target game state, and transfer the initial game state to the target game state.
6. The method according to claim 1, characterized in that, The step of determining the preset application management cycle that has a specified jump relationship with the current application management cycle based on a preset jump strategy includes: When the specified jump relationship is a jump execution relationship, a specified management period that has the jump execution relationship with the current application management period is determined, and the specified management period is used as the preset application management period; or... When the specified jump relationship is a repeated execution relationship, the current application management cycle is taken as the preset application management cycle.
7. The method according to claim 1, characterized in that, Before the step of transferring the game application from the initial game state of the current application management cycle to the target game state of the next application management cycle is executed, the method further includes: In response to an interrupt command for the game application, record the game state information of the game application; or, record the game state information of the game application based on a preset time interval. Upon receiving a restart command for the game application, read the game status information; Based on the game state information, the execution stage information of the game application in the current application management cycle is determined, wherein the execution stage information is used to determine the state management stage corresponding to the restart instruction.
8. The method according to claim 7, characterized in that, If the application processing operation corresponding to the sub-state node included in the state link is not completed, the method further includes: Based on the node execution order, the application processing operation corresponding to each sub-state node in the state link is checked to obtain check information; Based on the inspection information, the target sub-state node is determined in the state link, and the game application performs the application processing operation corresponding to the target sub-state node.
9. The method according to claim 1, characterized in that, When the initial game state is a download state or an uninstall state, the state chain includes a resource processing sub-state node, and the application processing operation corresponding to the resource processing sub-state node is executed, including: Perform the resource marking operation corresponding to the resource processing sub-state node on the resource file to obtain marking information, wherein the resource file refers to a file to be downloaded or a file to be deleted; Based on the tagging information, the resource file is processed according to the file processing sub-state node corresponding to the resource processing operation.
10. The method according to claim 1, characterized in that, When the initial game state is a download state, the state chain includes a resource replenishment sub-state node. The application processing operations corresponding to the resource replenishment sub-state node are executed, including: Receive resource replenishment instructions; Based on the resource replenishment instruction, the game application performs the resource replenishment operation corresponding to the resource replenishment sub-state node to obtain resource replenishment information; The resource replenishment information is used as a response to the resource replenishment instruction.
11. A game state management device, characterized in that, Applied to game management platforms, including: The determination module is configured to determine the initial game state of the game application in the current application management cycle in at least two game states, wherein the game state refers to the state of the game application managed in the game management platform or mobile terminal; The processing module is configured to determine the state chain corresponding to the initial game state, and to determine the node execution order of at least two sub-state nodes contained in the state chain; The operation module is configured to perform application processing operations corresponding to each sub-state node of the game application in sequence according to the execution order of the nodes, and obtain the application processing result corresponding to the initial game state. The transfer module is configured to, based on the application processing result, transfer the game application from the initial game state of the current application management cycle to the target game state of the next application management cycle; wherein the target game state belongs to the at least two game states; The transfer module is further configured to determine whether the application processing result is successful; if not, based on a preset jump strategy, determine a preset application management cycle that has a specified jump relationship with the current application management cycle, take the game state corresponding to the preset application management cycle as the target game state, and transfer the initial game state to the target game state, wherein the preset application management cycle includes a specified management cycle.
12. A computing device, characterized in that, include: Memory and processor; The memory is used to store computer-executable instructions, and the processor is used to execute the computer-executable instructions to implement the steps of the game state management method according to any one of claims 1 to 10.
13. A computer-readable storage medium storing computer instructions, characterized in that, When executed by the processor, this instruction implements the steps of the game state management method according to any one of claims 1 to 10.
14. A computer program product, characterized in that, Includes computer instructions that, when executed by a processor, implement the steps of the game state management method according to any one of claims 1 to 10.