Object operating system and method

Through the communication connection between the resource detection end and the game running end, object data in the game scene is read and controlled, which solves the problem of game cross-platform performance degradation, improves analysis efficiency and optimization efficiency, and provides a better gaming experience.

CN115634451BActive Publication Date: 2025-08-26ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD
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Patent Information

Application Number
CN202211412285.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-11-11
Publication Date
2025-08-26
Estimated Expiration
2042-11-11

AI Technical Summary

Technical Problem

During the game development process, due to the different server deployment environments, the game's performance is normal on the computer side, but its performance decreases after being deployed to a dedicated server or mobile side. The existing performance analysis methods are inefficient and complex, and cannot reflect game performance changes in real time.

Method used

Through the communication connection between the resource detection end and the game runner, after receiving the object detection request, the full object data is read and converted into an information interface, the operation instructions are received to generate a state change request, and the game runner updates the resource usage status of the target object, realizing control of objects in the game scene and resource consumption analysis.

Benefits of technology

Improve performance analysis efficiency, facilitate developers to optimize games, and provide a better gaming experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application provides an object operating system and method, wherein the object operating system includes a resource detection end and a game running end, wherein the resource detection end and the game running end are communicatively connected; the game running end receives an object detection request submitted for a game scene; reads the full amount of object data associated with the game scene according to the object detection request, and sends it to the resource detection end; the resource detection end converts the full amount of object data into an object information interface through an object operation program and displays it; receives an object operation instruction submitted through the object information interface, generates a state change request based on the object operation instruction, and sends it to the game running end; the game running end determines the target object corresponding to the state change request in the game scene; and updates the resource usage status of the target object in response to the state change request.
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Description

Technical Field

[0001] The present application relates to the field of data processing technology, and in particular to an object operating system and method. Background Art

[0002] With the development of internet technology, gaming has become a popular pastime for an increasing number of users. As the user base grows, game quality is also gradually improving, and major game manufacturers are eager to provide users with a superior gaming experience. Game development is a necessary step for all types of games. During game development, due to varying server deployment environments, games often perform normally when tested on a desktop, but experience significant performance degradation when deployed to a dedicated server or mobile device. To address these issues, existing technologies require analyzing performance bottlenecks using methods such as running commands, printing logs to view stack traces, or capturing performance data files. This is not only inefficient but also complex. Therefore, an effective solution is urgently needed to address these issues. Summary of the Invention

[0003] In view of this, the embodiments of the present application provide an object operating system to address the technical deficiencies in the prior art. The embodiments of the present application also provide an object operating method, another object operating method, an object operating apparatus, a computing device, and a computer-readable storage medium.

[0004] According to a first aspect of an embodiment of the present application, there is provided an object operating system, comprising a resource detection end and a game running end, wherein the resource detection end and the game running end are communicatively connected;

[0005] The game running end receives an object detection request submitted for a game scene; reads all object data associated with the game scene according to the object detection request, and sends the data to the resource detection end;

[0006] The resource detection terminal converts the full amount of object data into an object information interface through an object operation program and displays the object information interface; receives an object operation instruction submitted through the object information interface, generates a state change request based on the object operation instruction, and sends the state change request to the game running terminal;

[0007] The game running end determines a target object corresponding to the state change request in the game scene; and updates the resource usage state of the target object in response to the state change request.

[0008] Optionally, when the resource detection end detects that the game running end is running the target game to which the game scene belongs, the resource detection end establishes a communication connection with the game running end through the object operation program; calls the object operation program according to the communication connection result, and sends the object detection request associated with the game scene to the game running end.

[0009] Optionally, the game running end calls an object operation plug-in that has an operational relationship with the object operation program, and executes the detection code corresponding to the object detection request through the object operation plug-in; reads the object data corresponding to at least one object contained in the game scene according to the execution result, generates the full object data according to the object data corresponding to each object, and sends it to the resource detection end.

[0010] Optionally, the resource detection end receives the full object data, parses the full object data, and obtains object information corresponding to the object description dimension; generates an object information description list based on the object information corresponding to the object description dimension, and updates the initial object information interface based on the object information description list; determines the object information interface according to the update result and displays it.

[0011] Optionally, the resource detection end receives the object operation instruction submitted through the object information interface, determines the object identification information and state change information based on the object operation instruction; creates the state change request carrying the object protocol package based on the object identification information and the state change information, and sends it to the game running end.

[0012] Optionally, the game running end receives the state change request carrying the object protocol package; parses the object protocol package in response to the state change request to obtain the object identification information and the state change information; determines the target object in the game scene based on the object identification information; calls the state change function associated with the target object to process the state change information, and updates the resource usage status of the target object based on the processing result.

[0013] Optionally, in a case where the game running end is a dedicated game server, the dedicated game server determines an object logic function corresponding to the target object, and calls a state change on the object logic function in response to the state change request, as an update of the resource usage state of the target object;

[0014] In the case where the game running terminal is a mobile terminal, the mobile terminal determines the display state corresponding to the target object, and changes the display state in response to the state change request as an update of the resource usage state of the target object.

[0015] Optionally, the resource detection end determines first resource usage information before the resource usage status is updated, and second resource usage information after the resource usage status is updated; and determines resource occupancy information corresponding to the target object based on the first resource usage information and the second resource usage information.

[0016] Optionally, the resource detection end, when determining that the target object meets the optimization condition based on the resource occupancy information, sends optimization information associated with the target object to the game optimization end;

[0017] The game running end, upon receiving the object update package associated with the optimization information, updates the target object in the game scene based on the object update package.

[0018] According to a second aspect of an embodiment of the present application, there is provided an object operation method, which is applied to a server, wherein the server runs a resource detection end and a game running end, wherein the resource detection end and the game running end are in communication connection;

[0019] When the game running end receives an object detection request submitted for a game scene, the game running end reads all object data associated with the game scene according to the object detection request and sends the data to the resource detection end;

[0020] Converting the full amount of object data into an object information interface and displaying it according to the object operation program configured on the resource detection terminal, receiving object operation instructions submitted through the object information interface, generating a state change request based on the object operation instruction, and sending it to the game running terminal;

[0021] The game running end determines a target object corresponding to the state change request in the game scene, and updates the resource usage state of the target object in response to the state change request.

[0022] According to a third aspect of an embodiment of the present application, another object operation method is provided, which is applied to a resource detection end, including:

[0023] Receive the full amount of object data fed back by the game running end in response to the object detection request;

[0024] Calling an object operation program to convert the full amount of object data into an object information interface and display it;

[0025] In response to an object operation instruction submitted through the object information interface, determining object identification information and state change information of an associated target object;

[0026] A state change request carrying an object protocol packet corresponding to the target object is created according to the object identification information and the state change information, and is sent to the game running end.

[0027] According to a fourth aspect of an embodiment of the present application, there is provided an object operation device, which is applied to a resource detection terminal and includes:

[0028] A receiving module configured to receive full object data fed back by the game running end in response to the object detection request;

[0029] The display module is configured to call the object operation program to convert the full object data into an object information interface and display it

[0030] a determination module configured to determine object identification information and state change information of an associated target object in response to an object operation instruction submitted through the object information interface;

[0031] The creation module is configured to create a state change request carrying an object protocol packet corresponding to the target object according to the object identification information and the state change information, and send the request to the game running end.

[0032] According to a fifth aspect of an embodiment of the present application, there is provided a computing device, including:

[0033] memory and processor;

[0034] The memory is used to store computer-executable instructions, and the processor implements the steps of the object operation method when executing the computer-executable instructions.

[0035] According to a sixth aspect of an embodiment of the present application, a computer-readable storage medium is provided, which stores computer-executable instructions, which implement the steps of the object operation method when executed by a processor.

[0036] According to a seventh aspect of an embodiment of the present application, a chip is provided, which stores a computer program, and the computer program implements the steps of the object operation method when executed by the chip.

[0037] The object operating system provided in this specification is designed to improve the efficiency of performance analysis. In the resource detection end and the game running end, which have a communication connection relationship, after receiving the object detection request, the game running end can read the full object data of the associated game scene according to the request and send it to the resource detection end; the resource detection end can convert the full object data into an object information interface and display it through the object operation program to facilitate developers to understand the full object information contained in the game scene; after receiving the object operation instruction, it can create a state change request based on the instruction and send it to the game running end. The game running end can determine the target object in the game scene according to the state change request, and change the resource usage status based on the request, so as to achieve control of the target object. The resource detection end is used to connect to the game running end, and the object control in the game scene in the game running end is completed through the resource detection end, so as to determine the object resource consumption by controlling the resource usage status of the target object, thereby facilitating developers to optimize the game according to the resource consumption of each object. This not only facilitates developers to perform performance analysis, but also improves the optimization efficiency during the game development process, so as to provide players with better quality games. BRIEF DESCRIPTION OF THE DRAWINGS

[0038] Figure 1 This is a schematic diagram of the structure of an object operating system provided by an embodiment of the present application;

[0039] Figure 2 This is a schematic diagram of an object information interface in an object operating system provided by an embodiment of the present application;

[0040] Figure 3 This is a schematic diagram of resource usage information in an object operating system provided by an embodiment of the present application;

[0041] Figure 4 This is a processing flow chart of an object operating system provided by an embodiment of the present application;

[0042] Figure 5 This is a flowchart of an object operation method provided by an embodiment of the present application;

[0043] Figure 6 This is a flowchart of another object operation method provided by an embodiment of the present application;

[0044] Figure 7 This is a structural diagram of an object operation device provided by an embodiment of the present application;

[0045] Figure 8 This is a structural block diagram of a computing device provided in one embodiment of the present application. DETAILED DESCRIPTION

[0046] The following description sets forth many specific details to facilitate a thorough understanding of the present application. However, the present application can be implemented in many other ways than those described herein, and those skilled in the art can make similar generalizations without violating the scope of the present application. Therefore, the present application is not limited to the specific implementations disclosed below.

[0047] The terms used in one or more embodiments of the present application are for the purpose of describing specific embodiments only and are not intended to limit one or more embodiments of the present application. The singular forms "a", "the" and "the" used in one or more embodiments of the present application and the appended claims are also intended to include 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 the present application refers to and includes any or all possible combinations of one or more associated listed items.

[0048] It should be understood that although the terms "first," "second," and the like may be used to describe various information in one or more embodiments of the present application, such information should not be limited to these terms. These terms are merely used to distinguish information of the same type from one another. For example, "first" may also be referred to as "second," and similarly, "second" may also be referred to as "first," without departing from the scope of one or more embodiments of the present application.

[0049] In this application, an object operating system is provided. This application also relates to an object operating method, another object operating method, an object operating apparatus, a computing device, and a computer-readable storage medium, each of which is described in detail in the following embodiments.

[0050] With the increasing adoption of Unreal Engine 4 (UE4) in gaming projects, many multiplayer online games based on UE4's dedicated servers (DS servers) have emerged in recent years. However, due to varying server deployment environments, game development often encounters performance issues when tested in PC mode, but noticeable performance degradation when deployed to a DS server. DS servers only run in console command-line mode, lacking intuitive real-time remote debugging. Similarly, games that run well in a PC editor often struggle to run smoothly on mobile devices, often failing to meet expectations. This is likely due to overly complex logic calculations or the need to render too many game objects. Traditional debugging tools, which rely on command-line methods to print logs, view stack traces, or capture performance data files for performance bottleneck analysis, are inefficient and fail to provide a direct, real-time view of performance changes during the debugging process.

[0051] The object operating system provided in this specification is designed to improve the efficiency of performance analysis. In the resource detection end and the game running end, which have a communication connection relationship, after receiving the object detection request, the game running end can read the full object data of the associated game scene according to the request and send it to the resource detection end; the resource detection end can convert the full object data into an object information interface and display it through the object operation program to facilitate developers to understand the full object information contained in the game scene; after receiving the object operation instruction, it can create a state change request based on the instruction and send it to the game running end. The game running end can determine the target object in the game scene according to the state change request, and change the resource usage status based on the request, so as to achieve control of the target object. The resource detection end is used to connect to the game running end, and the object control in the game scene in the game running end is completed through the resource detection end, so as to determine the object resource consumption by controlling the resource usage status of the target object, thereby facilitating developers to optimize the game according to the resource consumption of each object. This not only facilitates developers to perform performance analysis, but also improves the optimization efficiency during the game development process, so as to provide players with better quality games.

[0052] Figure 1 A schematic diagram of the structure of an object operating system provided according to an embodiment of the present application is shown. Figure 1 As shown, the object operating system 100 includes a resource detection end 110 and a game running end 120, wherein the resource detection end and the game running end are communicatively connected.

[0053] The game running terminal 120 receives an object detection request submitted for a game scene; reads all object data associated with the game scene according to the object detection request, and sends the data to the resource detection terminal;

[0054] The resource detection terminal 110 converts the full amount of object data into an object information interface through an object operation program and displays the object information interface; receives an object operation instruction submitted through the object information interface, generates a state change request based on the object operation instruction, and sends the state change request to the game running terminal;

[0055] The game running terminal 120 determines a target object corresponding to the state change request in the game scene; and updates the resource usage state of the target object in response to the state change request.

[0056] Specifically, the resource detection terminal refers to a control terminal that can control the resource usage status of objects within the game scene on the game execution terminal. It is wirelessly connected to the game execution terminal via the TCP (Transmission Control Protocol) protocol. When the game is running on the game execution terminal, the resource usage status of the objects can be changed. Based on the change results, the resource usage of each object can be analyzed, thereby facilitating game optimization by developers, such as optimizing the calls of logical functions in the game or the number of rendering surfaces of game objects. Correspondingly, the game execution terminal specifically refers to the server terminal that runs the game, including but not limited to the mobile terminal or DS server terminal, that is, the actual server terminal that needs to run the game.

[0057] Correspondingly, the object operation program specifically refers to a program installed in the resource detection terminal. This program connects to the UE4 engine and is used to control the resource usage status of objects in the game scene. Among them, the object operation program carries the scoket library of the UE4 engine itself, as well as the code of other related modules. Therefore, the object operation program carrying the scoket library and code can be connected to the game running terminal directly through the TCP protocol, enabling the object operation program to read data and control the resource usage status of objects with the game running terminal.

[0058] It should be noted that when connecting to the game running end through the object operation program, it is necessary to use UE4's StandAlone Programs mode (a mode in which the written py file can be executed with a command prompt) to open the object operation program independently in an environment that does not rely on the UE4 engine. Utilize the FSocket class (host plus port number, which is the agreement or method of communication between computers) provided by the UE4 engine to achieve TCP wireless connection and establish remote communication between the object operation program (debugging tool) and the DS server or mobile phone. Moreover, relying on the UE4 underlying support for cross-platform versatility, the FScoket class can make seamless TCP connections between different platforms without the need for secondary development for the platform, thus achieving cross-platform debugging that connects to different platforms with one compilation.

[0059] In order to support object operation programs, the full amount of object data can be converted into an object information interface, which allows the UE4 engine to traverse all the types that need to be found in the DS server or mobile game project through the Actor's iterator TActorIterator. <aactor>Type iterator, which can obtain all objects in the game scene, that is, all displayed and non-displayed objects in the editor WorldOutliner, for the convenience of subsequent use. Among them, in order to ensure that the object operation program is connected to the UE4 engine, all component information of the Actor object can be obtained through the GetComponents interface provided by the AActor class (the interface for directly obtaining script objects). In combination with UE4's StandAlonePrograms mode to develop object operation programs, object operation programs can be opened independently in an environment that does not rely on the UE4 engine. Using the FSocket class provided by the UE4 engine, TCP wireless connection is realized to establish remote communication between the object operation program and the game running end.

[0060] By calling the SetActorHiddenInGame interface (an interface that provides the function of hiding objects) provided by the AActor class, you can set the Actor object to be rendered or hidden. Therefore, after submitting a state change request through the object operation program on the resource detection side, you can change the resource usage state of the object on the game running side, so as to facilitate real-time observation of the impact of object rendering on the performance of the game running side. Alternatively, by calling the SetActorTickEnabled interface (an interface that provides function control) provided by the AActor class and the SetComponentTickEnabled interface (an interface that provides function control) provided by the UActorComponents class, you can terminate or enable the Tick function of the Actor object or Actor component object, thereby realizing real-time observation of the logical operation efficiency of the Actor object on the DS and comparing the performance usage of the CPU and memory.

[0061] Furthermore, the object detection request specifically refers to the request submitted by the resource detection end when it needs to detect the objects in the game scene in the game running end. The request is used to trigger the resource usage status change processing operation of the object. Correspondingly, the full object data specifically refers to the data set corresponding to all objects contained in the game scene, which is used to enable the resource detection end to view all game objects in the game scene, and then perform control and resource usage analysis, which is convenient for developers to optimize the game. Correspondingly, the object information interface specifically refers to the interface that displays the information of each object in the game scene, which includes information such as the object's name, identifier, and current status.

[0062] Accordingly, an object operation instruction specifically refers to an instruction submitted by a developer when changing the state of one or more objects. Accordingly, a state change request specifically refers to a request to the game running end to change the resource usage state of an object, which carries object information and change operation information of the operated object. Accordingly, a target object specifically refers to an object that needs to be operated in the game scene. Accordingly, resource usage status specifically refers to the state of the target object using or not using computing resources, which is used to assist developers in counting the resource usage of each target object, and then analyzing the proportion of computing resources occupied by each target object to determine whether optimization operations are required.

[0063] Based on this, when the game runtime receives an object detection request submitted for the game scene, it indicates that pre-game optimization detection is needed. To simulate a real-world scene, the game needs to be run through the game runtime, and the resource detection end provides the object detection request to the game runtime. After receiving the object detection request, the game runtime can read the full object data in the game scene based on the object detection request to facilitate control by the developer and feed it back to the resource detection end.

[0064] After receiving the full set of object data, the resource detection end can use the object operation program to convert the full set of object data into an object information interface and display it to enable control of objects in the game runtime. This allows developers to easily understand the information of each object in the game scene. When receiving object operation instructions submitted by developers, indicating that object control is required, a state change request is generated based on the object operation instruction and sent to the game runtime.

[0065] After the game running end receives the object change request, it can first parse the object change request to obtain the object information of the associated object and the change information of the resource usage status, so as to determine the target object that needs to be processed in the game scene based on the object information, and then use the change information to change the resource usage status of the target object, so as to facilitate developers to analyze the resource consumption information of the target object based on the resource usage before and after the change, so as to use it in the game optimization stage.

[0066] This example illustrates the above using a PC as the resource detection endpoint and a DS server as the game execution endpoint. Specifically, when the DS server launches the game and enters the game scene, it automatically runs a socket-based server. The PC then launches a debugging tool (object manipulation program) and connects to the DS server via TCP. When the PC remotely calls the debugging tool to initiate an object detection request to the DS server, the DS server retrieves the object data corresponding to all objects in the game scene and feeds it back to the PC.

[0067] After receiving the full object data, the PC generates an object information interface for the developer to view. If the developer needs to control the object, they will receive an object operation instruction and then create a state change request containing the object and change information based on the instruction. This request will then be sent to the DS server.

[0068] Furthermore, after receiving the status change request, the DS server parses it to obtain the object information and change information. Then, by traversing all objects in the game scene, it can find the target object based on the object information and call the SetActorHiddenInGame function and SetActorTickEnabled function in the target object pointer to execute the change information, thereby changing the resource usage status of the target object, that is, turning the target object on or off in the game scene.

[0069] After that, developers can analyze the resource consumption of the target object by analyzing the changes before and after the resource usage status changes, and thus analyze whether the target object consumes too many computing resources on the DS server. If it consumes too much, they can choose to reduce the number of polling times of the logic function corresponding to the object to achieve the purpose of reducing the use of CPU resources or memory resources.

[0070] This embodiment uses the resource detection end as the PC end and the game running end as the mobile phone end as an example to illustrate the above content. Specifically, when the mobile phone starts the game and enters the game scene, the mobile phone will automatically run the socket-based server. After that, the PC end will start the debugging tool (object operation program) and connect to the IP address of the mobile phone end via TCP. When the PC end remotely calls the debugging tool to initiate an object detection request to the mobile phone end, the mobile phone end will obtain the object data corresponding to all objects in the game scene and feed it back to the PC end.

[0071] After receiving the full object data, the PC generates an object information interface for the developer to view. If the developer needs to control the object, they will receive object operation instructions and then create a state change request containing the object and change information based on the object operation instructions. This request will then be sent to the mobile device.

[0072] Furthermore, after the mobile phone receives the status change request, it parses it to obtain the object information and change information. Then, by traversing all objects in the game scene, it can find the target object according to the object information and call the SetActorHiddenInGame function in the target object pointer to execute the change information, thereby changing the resource usage status of the target object, that is, turning the target object on or off in the game scene.

[0073] After that, developers can analyze the resource consumption of the target object by analyzing the changes before and after the resource usage status changes, and thus analyze whether the target object consumes too many computing resources on the mobile terminal. If it consumes too much, they can choose to reduce the number of rendering surfaces of the target object to achieve the purpose of reducing the use of rendering resources.

[0074] The object operating system provided in this specification is designed to improve the efficiency of performance analysis. In the resource detection end and the game running end, which have a communication connection relationship, after receiving the object detection request, the game running end can read the full object data of the associated game scene according to the request and send it to the resource detection end; the resource detection end can convert the full object data into an object information interface and display it through the object operation program to facilitate developers to understand the full object information contained in the game scene; after receiving the object operation instruction, it can create a state change request based on the instruction and send it to the game running end. The game running end can determine the target object in the game scene according to the state change request, and change the resource usage status based on the request, so as to achieve control of the target object. The resource detection end is used to connect to the game running end, and the object control in the game scene in the game running end is completed through the resource detection end, so as to determine the object resource consumption by controlling the resource usage status of the target object, thereby facilitating developers to optimize the game according to the resource consumption of each object. This not only facilitates developers to perform performance analysis, but also improves the optimization efficiency during the game development process, so as to provide players with better quality games.

[0075] Furthermore, when an object detection request is sent to the game running end, it is actually triggered by the resource detection end, and a communication connection needs to be established between the two before sending to ensure that wireless debugging can be achieved. In this embodiment, the resource detection end, when detecting that the game running end is running the target game belonging to the game scene, establishes a communication connection with the game running end through the object operation program; calls the object operation program according to the communication connection result, and sends the object detection request associated with the game scene to the game running end.

[0076] Specifically, the target game refers to a game that requires detection or optimization. Therefore, after the game execution terminal runs the target game corresponding to the game scene, in order to control objects within the game scene through the resource detection terminal, a communication connection can be established with the game execution terminal through the object operation program. Once the communication connection is established, it indicates that the resource detection terminal has connected to the target game in the game execution terminal and wireless control is possible. At this point, the object operation program can be called to send an object detection request corresponding to the game scene to the game execution terminal.

[0077] In summary, by using the object operation program for communication connection and sending object detection requests, it is possible to complete access to the game running end based on the object operation program, so as to realize the change of resource usage status of the target object in the game scene of the game running end through the object operation program of the resource detection end, which is more convenient for developers to monitor resources and optimize games.

[0078] Furthermore, considering that if the game running end needs to establish a wireless connection with the resource detection end, a plug-in associated with the object operation program needs to be installed to enable the game running end to respond to the object detection request sent by the object operation program and complete subsequent processing, in this embodiment, the game running end calls the object operation plug-in that has an operational relationship with the object operation program, and executes the detection code corresponding to the object detection request through the object operation plug-in; reads the object data corresponding to at least one object contained in the game scene according to the execution result, generates the full object data according to the object data corresponding to each object, and sends it to the resource detection end.

[0079] Specifically, an object operation plug-in refers to a plug-in installed on the game runtime that is associated with an object operation program. This plug-in enables the game runtime to connect to the resource detection terminal, completing the transmission of requests, instructions, resource packages, or protocol packages, enabling the game runtime to execute corresponding requests and instructions, parse resource packages or protocol packages, and other operations. Correspondingly, the detection code specifically refers to the code that traverses all objects in the game scene and is used to read the object data of each object. Correspondingly, object data specifically refers to the attribute data corresponding to each object in the game scene, including but not limited to the object's identity, name, and resource usage status.

[0080] Based on this, after the game detection end receives an object detection request, the game running end can first call an object operation plug-in that has an operational relationship with the object operation program in order to respond to the object detection request and perform subsequent processing. The plug-in executes the detection code corresponding to the object detection request, and then reads the object data corresponding to each object in the game scene based on the execution results. In other words, by executing the detection code, all objects in the game scene are traversed to read the object data of each object, and then the complete object data is compiled and sent to the resource detection end for monitoring.

[0081] It should be noted that after the game running end receives the object detection request, it will parse the object detection request to determine that the current request comes from the object operation program of the resource detection end. Therefore, after determining the information, the object operation plug-in associated with the object operation program can be called to connect to the object operation program, so as to achieve subsequent processing in response to the object detection request to ensure that the resource detection end and the game running end can communicate and connect, so as to facilitate developers to control the resource usage status of objects in the game scene through the resource detection end.

[0082] In summary, by calling the object operation plug-in watched by the object operation program and executing the detection code corresponding to the object detection request, the traversal of all game objects in the game scene can be completed quickly, and the object data can be obtained and then the full object data can be fed back to the resource detection end, which is convenient for the resource detection end to perform subsequent processing.

[0083] Furthermore, after the resource detection end receives the full object data, considering that the transmission between the two is completed through the object operation program and the object operation plug-in, the resource detection end also needs to call the object operation program to complete the conversion of data to the interface. In this embodiment, the resource detection end receives the full object data, parses the full object data, and obtains the object information corresponding to the object description dimension; generates an object information description list according to the object information corresponding to the object description dimension, and updates the initial object information interface based on the object information description list, and determines and displays the object information interface according to the update result.

[0084] Specifically, the object description dimension refers to the dimension associated with the object data, which is used to represent the information corresponding to each dimension of the object data. Accordingly, object information refers to the information corresponding to the object in the game scene. This information is visual information and can be used to display it in the object information interface. Accordingly, the object information description list refers to a list that visualizes the object information of all objects, in which the object information of each object in the list is displayed one by one. Accordingly, the initial object information interface refers to the interface without object information inserted, that is, the interface template.

[0085] Based on this, after receiving all object data on the resource detection side, the object operation program can parse the data to obtain the object information of each object in the object description dimension. Then, based on the object information in each object description dimension, a list of object information descriptions containing all objects is created. This confirms that a visual object information list has been generated. Afterwards, the object information description list is added to the initial object information interface to obtain and display an interface containing all object information. This allows developers to easily identify each object in the game scene and its related information, facilitating subsequent resource detection processing.

[0086] Continuing with the above example, after the DS server receives the object detection request sent by the PC, it can call the plug-in that has an operational relationship with the debugging tool to execute the detection code corresponding to the object detection request, so as to obtain the object data corresponding to all objects in the game scene according to the execution result, and then send it to the PC. After the PC receives the data corresponding to all objects, it can first parse the information corresponding to each object through the debugging tool, and then create a list based on the object information, and update the created list to the object information interface, and then get the following result: Figure 2 The object information interface shown in the figure can be displayed to developers to facilitate subsequent developers to control the object.

[0087] In summary, by combining all object data to generate an object information description list and updating it to the object information interface for display, it is easier for developers to understand the specific information of each object. When controlling the resource usage status later, they can process them one by one or in batches as needed, thereby improving game optimization efficiency.

[0088] Furthermore, when the developer sees the information of each object in the game scene through the resource detection end, the resource usage status can be changed at the resource detection end. During the change, the selection and change status of the changed object need to be monitored by the developer so that the resource usage information can be determined. In this embodiment, the resource detection end receives the object operation instruction submitted through the object information interface, determines the object identification information and status change information based on the object operation instruction; creates the status change request carrying the object protocol package according to the object identification information and the status change information, and sends it to the game running end.

[0089] Specifically, an object operation instruction refers to an instruction submitted by a developer through the object information interface for a selected object. This instruction is used to identify the target object and trigger a resource usage status change operation. Accordingly, object identification information refers to information corresponding to the selected object, including but not limited to the object name and ID. Accordingly, status change information refers to information regarding resource usage status changes for the selected object. Accordingly, an object protocol package refers to the protocol package that encapsulates object identification information and status change information.

[0090] Based on this, when the resource detection end receives the object operation instruction submitted by the developer through the object information interface, it means that the detection mechanism of the object resource consumption is turned on at this time, and the object identification information and status change information can be determined based on the object operation instruction; then, according to the object identification information and status change information, a status change request carrying the object protocol package is created, and then the status change request is sent to the game running end, so as to realize the change processing of the resource usage status of the objects in the wireless control game scene.

[0091] On this basis, after the game running end receives the state change request carrying the protocol package, it needs to parse the object identification information and the state change information before it can realize the resource usage state change of the target object. In this embodiment, the game running end receives the state change request carrying the object protocol package; parses the object protocol package in response to the state change request to obtain the object identification information and the state change information; determines the target object in the game scene according to the object identification information; calls the state change function associated with the target object to process the state change information, and updates the resource usage state of the target object according to the processing result.

[0092] Specifically, the target object refers to the object that the developer needs to control. Correspondingly, the state change function refers to the function mapped in the pointer of the target object, which processes the state change information to achieve the resource usage state change of the target object.

[0093] Based on this, after the game running end receives a state change request carrying an object protocol package, it can parse the object protocol package through the object operation plug-in of the associated object operation program to obtain object identification information and state change information based on the parsing result; thereafter, the target object can be determined in the game scene based on the object identification information; then the state change function associated with the target object is called to process the state change information to update the resource usage status of the target object based on the processing result, so as to change the resource usage status of the target object to a resource usage status that meets the resource usage status set by the developer, so as to facilitate the subsequent comparison of resource consumption information before and after the resource usage status, and obtain the resource occupancy corresponding to the target object, thereby facilitating the developer to optimize the game.

[0094] In summary, by combining object identification information and state change information to create a state change request carrying an object protocol package, accurate change information can be sent to the game running end, so that the game running end can accurately determine the target object based on the request and change the resource usage status according to the state change information, which makes it more convenient for developers to monitor resource consumption.

[0095] In addition, considering that the game running end may be a game-dedicated server end or a mobile terminal, the objects processed when the resource usage status is changed for different game running ends are different. In this embodiment, when the game running end is a game-dedicated server end, the game-dedicated server end determines the object logic function corresponding to the target object, and calls the state change of the object logic function in response to the state change request as an update of the resource usage status of the target object.

[0096] Specifically, an object logic function refers to the logic function corresponding to the query or polling operation corresponding to the target object, which requires a certain amount of CPU resources and / or memory resources to complete the calculation. Accordingly, the change in the call state is to turn the object logic function off or on.

[0097] Based on this, when the game running end is a game-dedicated server, the game-dedicated server can determine the object logic function corresponding to the target object based on the state change information, and then call the state change of the object logic function in response to the state change request to achieve the update of the resource usage status of the target object, which is used to facilitate developers to analyze the computing resource consumption of the target object.

[0098] Continuing with the above example, after the DS server receives the state change request, it parses it to obtain the object information {object A, ID_A} and the change information {close function}. Then, by traversing all objects in the game scene, it can find the target object A based on the object information {object A, ID_A} and call the SetActorHiddenInGame function in the target object pointer to execute the change information {close function}, thereby closing the resource usage status of the target object, that is, closing the function call relationship corresponding to the target object in the game scene.

[0099] On the other hand, when the game running terminal is a mobile terminal, the mobile terminal determines the display state corresponding to the target object, and changes the display state in response to the state change request as an update of the resource usage state of the target object.

[0100] Specifically, the mobile terminal refers to a terminal held by a player, including but not limited to a mobile phone, a tablet computer, etc. Correspondingly, the display state refers to the display state of the target object in the game, which can be open or hidden, for analyzing rendering resources.

[0101] Based on this, when the game is running on a mobile terminal, the mobile terminal can determine the display status of the target object in the game scene based on the state change information. It can then change the display status in response to the state change request to update the resource usage status of the target object. This facilitates developers to analyze the rendering resource consumption of the target object.

[0102] Continuing with the above example, after the mobile phone receives the state change request, it parses it to obtain the object information {object A, ID_A} and the change information {turn off rendering}. Then, by traversing all objects in the game scene, the target object A can be found according to the object information {object A, ID_A}, and the SetActorHiddenInGame function in the target object pointer is called to execute the change information {turn off rendering}, thereby turning off the resource usage status of the target object, that is, hiding the target object in the game scene and eliminating the need for rendering.

[0103] In summary, by using different methods to change the resource usage status for different game running terminals, developers can monitor different resource consumption dimensions on the resource detection terminal, so as to accurately analyze the resource usage of different objects, making it easier for developers to perform game optimization and other processing.

[0104] Furthermore, after the resource detection end completes the change of the resource usage status of the target object, its purpose is to monitor the resource usage of the target object to facilitate subsequent game optimization and other processing. Therefore, it is necessary to combine the resource usage information before and after the resource usage status is changed. In this embodiment, the resource detection end determines the first resource usage information before the resource usage status is updated, and the second resource usage information after the resource usage status is updated; based on the first resource usage information and the second resource usage information, the resource occupancy information corresponding to the target object is determined.

[0105] Specifically, the first resource usage information refers to the resource information consumed by the game running terminal before the target object's resource usage status changes; correspondingly, the second resource usage information refers to the resource information consumed by the game running terminal after the target object's resource usage status changes. It should be noted that only the target object's resource usage status changes before and after the resource usage status change, while other content remains unchanged, to facilitate developers' monitoring of resource consumption information. Correspondingly, the resource occupancy information refers to the resource information occupied by the target object.

[0106] Based on this, to accurately analyze the resource usage of the target object, the resource detection terminal can first determine the first resource usage information before the resource usage status is updated, and the second resource usage information after the resource usage status is updated. Then, based on the first and second resource usage information, the resource usage information corresponding to the target object can be determined. This facilitates game optimization processing for developers.

[0107] In summary, by combining the resource usage information before and after the resource usage status change, the resource occupancy information corresponding to the target object can be calculated, so that developers can understand the resource occupancy information of the target object and optimize the target object to achieve the purpose of optimizing the game.

[0108] Furthermore, when performing optimization, it is necessary to combine optimization information. In this embodiment, the resource detection end, when determining that the target object meets the optimization conditions based on the resource occupancy information, sends the optimization information associated with the target object to the game optimization end; the game running end, when receiving the object update package associated with the optimization information, updates the target object in the game scene based on the object update package.

[0109] Specifically, optimization conditions refer to information obtained by detecting the target object based on resource usage information. This detection can determine whether the target object needs to be optimized. Accordingly, optimization information refers to feedback to developers. If the resource usage of a certain dimension of the target object is too high, relevant parameters of that dimension can be adjusted. Accordingly, an object update package refers to a resource package that updates the target object. Updating the target object based on the object update package includes, but is not limited to, directly replacing the target object or updating the logical functions corresponding to the target object.

[0110] Based on this, when the resource detection end determines that the target object meets the optimization conditions based on the resource occupancy information, it means that the target object needs to be optimized at this time, and the optimization information of the associated target object can be sent to the game optimization end; thereafter, when the game running end receives the object update package of the associated optimization information, it can update the target object in the game scene based on the object update package.

[0111] In the DS server scene, developers can determine the resource usage of each object by disabling and enabling the Tick function of each object in the DS server one by one. By comparing and determining that the Tick logic of sphere object B in the game scene has a large CPU usage on the server (enabling the tick increases CPU utilization by 5%, while disabling it decreases by 5%), and through the actor object name displayed by the debugging tool, it is found that the tick function of the sphere object performs a large amount of loop query logic, resulting in excessive CPU operation performance. Therefore, this loop logic can be optimized at this time. The optimization method can be selected to reduce the number of loop query logic.

[0112] In the scene on the mobile phone, each object in the scene is blocked and opened one by one. It is found that a sphere object B in the game scene has a greater impact on the fps. Figure 3 The resource consumption before and after turning it off and on is shown (29.16 FPS with it off, 15.39 FPS with it on). The debugging tool shows that there are too many sphere particle effects, but reducing the number of particle effects does not affect the game's visual quality. Therefore, this can be optimized.

[0113] The object operating system provided in this specification is designed to improve the efficiency of performance analysis. In the resource detection end and the game running end, which have a communication connection relationship, after receiving the object detection request, the game running end can read the full object data of the associated game scene according to the request and send it to the resource detection end; the resource detection end can convert the full object data into an object information interface and display it through the object operation program to facilitate developers to understand the full object information contained in the game scene; after receiving the object operation instruction, it can create a state change request based on the instruction and send it to the game running end. The game running end can determine the target object in the game scene according to the state change request, and change the resource usage status based on the request, so as to achieve control of the target object. The resource detection end is used to connect to the game running end, and the object control in the game scene in the game running end is completed through the resource detection end, so as to determine the object resource consumption by controlling the resource usage status of the target object, thereby facilitating developers to optimize the game according to the resource consumption of each object. This not only facilitates developers to perform performance analysis, but also improves the optimization efficiency during the game development process, so as to provide players with better quality games.

[0114] The following combined Figure 4 Taking the application of the object operating system provided by this application in a game scenario as an example, the object operating system is further explained. Figure 4 A processing flow chart of an object operating system provided by an embodiment of the present application is shown, which specifically includes the following steps:

[0115] In step S402, when the resource detection end detects that the game running end is running the target game belonging to the game scene, it establishes a communication connection with the game running end through the object operation program; calls the object operation program according to the communication connection result, and sends an object detection request for the associated game scene to the game running end.

[0116] In step S404, the game running end receives an object detection request submitted for the game scene; calls an object operation plug-in that has an operational relationship with the object operation program, and executes the detection code corresponding to the object detection request through the object operation plug-in; reads the object data corresponding to at least one object contained in the game scene according to the execution result, generates full object data according to the object data corresponding to each object, and sends it to the resource detection end.

[0117] In step S406, the resource detection end receives the full amount of object data, and obtains the object information of the corresponding object description dimension by parsing the full amount of object data; generates an object information description list based on the object information of the corresponding object description dimension, and updates the initial object information interface based on the object information description list, and determines and displays the object information interface based on the update result.

[0118] In step S408, the resource detection end receives the object operation instruction submitted through the object information interface, determines the object identification information and state change information based on the object operation instruction; creates a state change request carrying an object protocol packet based on the object identification information and state change information, and sends it to the game running end.

[0119] In step S410, the game running end receives a state change request carrying an object protocol packet; parses the object protocol packet in response to the state change request to obtain object identification information and state change information; determines the target object in the game scene based on the object identification information; calls the state change function associated with the target object to process the state change information, and updates the resource usage status of the target object based on the processing result.

[0120] In a first aspect, when the game running end is a game-dedicated server, the game-dedicated server determines an object logic function corresponding to a target object, and calls a state change on the object logic function in response to a state change request, as an update of the resource usage state of the target object;

[0121] Secondly, when the game running end is a mobile terminal, the mobile terminal determines the display state corresponding to the target object, and changes the display state in response to the state change request as an update of the resource usage state of the target object.

[0122] In step S412, the resource detection end determines first resource usage information before the resource usage status is updated, and second resource usage information after the resource usage status is updated; and determines resource occupancy information corresponding to the target object based on the first resource usage information and the second resource usage information.

[0123] The object operating system provided in this specification is designed to improve the efficiency of performance analysis. In the resource detection end and the game running end, which have a communication connection relationship, after receiving the object detection request, the game running end can read the full object data of the associated game scene according to the request and send it to the resource detection end; the resource detection end can convert the full object data into an object information interface and display it through the object operation program to facilitate developers to understand the full object information contained in the game scene; after receiving the object operation instruction, it can create a state change request based on the instruction and send it to the game running end. The game running end can determine the target object in the game scene according to the state change request, and change the resource usage status based on the request, so as to achieve control of the target object. The resource detection end is used to connect to the game running end, and the object control in the game scene in the game running end is completed through the resource detection end, so as to determine the object resource consumption by controlling the resource usage status of the target object, thereby facilitating developers to optimize the game according to the resource consumption of each object. This not only facilitates developers to perform performance analysis, but also improves the optimization efficiency during the game development process, so as to provide players with better quality games.

[0124] Corresponding to the above method embodiment, this application also provides an object operation method embodiment, Figure 5 FIG. 1 shows a flow chart of an object operation method provided by an embodiment of the present application. Figure 5 As shown, the method is applied to a server, the server running a resource detection end and a game running end, wherein the resource detection end and the game running end are communicatively connected, including:

[0125] Step S502: When the game running end receives an object detection request submitted for a game scene, the game running end reads all object data associated with the game scene according to the object detection request and sends the data to the resource detection end;

[0126] Step S504: Converting the full object data into an object information interface and displaying it according to the object operation program configured on the resource detection terminal, receiving an object operation instruction submitted via the object information interface, generating a state change request based on the object operation instruction, and sending it to the game running terminal;

[0127] Step S506: determining, through the game running terminal, a target object corresponding to the state change request in the game scene, and updating the resource usage state of the target object in response to the state change request.

[0128] In an optional embodiment, when the resource detection end detects that the game running end is running the target game to which the game scene belongs, the resource detection end establishes a communication connection with the game running end through the object operation program; the object operation program is called according to the communication connection result, and the object detection request associated with the game scene is sent to the game running end.

[0129] In an optional embodiment, the game running end calls an object operation plug-in that has an operational relationship with the object operation program, and executes the detection code corresponding to the object detection request through the object operation plug-in; reads the object data corresponding to at least one object contained in the game scene according to the execution result, generates the full object data according to the object data corresponding to each object, and sends it to the resource detection end.

[0130] In an optional embodiment, the resource detection end receives the full object data, parses the full object data, and obtains object information corresponding to the object description dimension; generates an object information description list based on the object information corresponding to the object description dimension, and updates the initial object information interface based on the object information description list; determines and displays the object information interface based on the update result.

[0131] In an optional embodiment, the resource detection end receives the object operation instruction submitted through the object information interface, determines the object identification information and state change information based on the object operation instruction; creates the state change request carrying the object protocol package based on the object identification information and the state change information, and sends it to the game running end.

[0132] In an optional embodiment, the game running end receives the state change request carrying the object protocol package; parses the object protocol package in response to the state change request to obtain the object identification information and the state change information; determines the target object in the game scene based on the object identification information; calls the state change function associated with the target object to process the state change information, and updates the resource usage status of the target object based on the processing result.

[0133] In an optional embodiment, when the game running end is a game-dedicated server, the game-dedicated server determines the object logic function corresponding to the target object, and calls the object logic function to change the state in response to the state change request, as an update of the resource usage state of the target object;

[0134] In the case where the game running terminal is a mobile terminal, the mobile terminal determines the display state corresponding to the target object, and changes the display state in response to the state change request as an update of the resource usage state of the target object.

[0135] In an optional embodiment, the resource detection end determines first resource usage information before the resource usage status is updated, and second resource usage information after the resource usage status is updated; and determines resource occupancy information corresponding to the target object based on the first resource usage information and the second resource usage information.

[0136] In an optional embodiment, when the resource detection end determines that the target object meets the optimization condition based on the resource occupancy information, the resource detection end sends optimization information associated with the target object to the game optimization end;

[0137] When the game running end receives the object update package associated with the optimization information, the game running end updates the target object in the game scene based on the object update package.

[0138] In summary, to improve performance analysis efficiency, a resource detection terminal and a game execution terminal, which are in a communication connection, can, upon receiving an object detection request, read the full object data of the associated game scene based on the request and send it to the resource detection terminal. The resource detection terminal can then, through an object operation program, convert the full object data into an object information interface and display it, making it easier for developers to understand the full object information contained in the game scene. Subsequently, upon receiving an object operation instruction, it can create a state change request based on the instruction and send it to the game execution terminal. The game execution terminal can then determine the target object in the game scene based on the state change request and change the resource usage status based on the request, thereby achieving control over the target object. By connecting the resource detection terminal to the game execution terminal, the resource detection terminal can be used to control objects within the game scene on the game execution terminal. By controlling the resource usage status of the target object, the resource consumption of the object can be determined, thereby facilitating game optimization based on the resource consumption of each object. This not only facilitates performance analysis for developers but also improves optimization efficiency during game development, thereby providing players with higher-quality games.

[0139] The above is a schematic scheme of an object operation method of this embodiment. It should be noted that the technical solution of the object operation method and the technical solution of the above-mentioned object operating system belong to the same concept. For details not described in detail in the technical solution of the object operation method, please refer to the description of the technical solution of the above-mentioned object operating system. In addition, the various components in the device embodiment should be understood as functional modules that must be established to implement each step of the program flow or each step of the method. Each functional module is not an actual functional division or separation definition. The device claim defined by such a group of functional modules should be understood as a functional module architecture that mainly implements the solution through the computer program recorded in the specification, and should not be understood as a physical device that mainly implements the solution through hardware.

[0140] Corresponding to the above embodiment, this specification also provides another object operation method, which is applied to the resource detection end, such as Figure 6 As shown, Figure 6 This is a flowchart of another object operation method provided by an embodiment of the present application; the method includes:

[0141] Step S602: receiving the full amount of object data fed back by the game running terminal in response to the object detection request;

[0142] Step S604: calling an object operation program to convert the full object data into an object information interface and display it;

[0143] Step S606, in response to the object operation instruction submitted through the object information interface, determining the object identification information and state change information of the associated target object;

[0144] Step S608: Create a state change request carrying an object protocol packet corresponding to the target object according to the object identification information and the state change information, and send the request to the game running end.

[0145] It should be noted that when submitting an object operation instruction through the object information interface and determining the object identification information and state change information of the target object based on the object operation instruction, a search interface can be provided in the object information interface to facilitate user convenience, allowing users to directly search according to their needs, thereby making it more convenient for users to use. At the same time, when displaying related object information in the object information interface, in order to facilitate users to analyze the hierarchical relationship between each object information, the object information of different objects can also be displayed hierarchically and categorized in the object information interface, thereby making it more convenient for users to control and select.

[0146] Any content not described in detail in this embodiment can be referred to the above embodiments, and this embodiment will not be described in detail here.

[0147] Corresponding to the above embodiment, this specification also provides an object operation device, which is applied to a resource detection terminal, such as Figure 7 As shown, Figure 7 : is a schematic structural diagram of an object operation device provided in one embodiment of the present application, the device comprising:

[0148] The receiving module 702 is configured to receive the full amount of object data fed back by the game running terminal in response to the object detection request;

[0149] The display module 704 is configured to call the object operation program to convert the full object data into an object information interface and display it.

[0150] A determination module 706 is configured to determine object identification information and state change information of an associated target object in response to an object operation instruction submitted through the object information interface;

[0151] The creation module 708 is configured to create a state change request carrying an object protocol packet corresponding to the target object according to the object identification information and the state change information, and send the request to the game running end.

[0152] The above is a schematic scheme of an object operation device of this embodiment. It should be noted that the technical solution of the object operation device and the technical solution of the above-mentioned object operating system belong to the same concept. For details not described in detail in the technical solution of the object operation device, please refer to the description of the technical solution of the above-mentioned object operating system. In addition, the various components in the device embodiment should be understood as functional modules that must be established to implement each step of the program flow or each step of the method. Each functional module is not an actual functional division or separation definition. The device claim defined by such a group of functional modules should be understood as a functional module architecture that mainly implements the solution through the computer program recorded in the specification, and should not be understood as a physical device that mainly implements the solution through hardware.

[0153] Figure 8 8 shows a block diagram of a computing device 800 according to an embodiment of the present application. Components of the computing device 800 include, but are not limited to, a memory 810 and a processor 820. The processor 820 is connected to the memory 810 via a bus 830, and a database 850 is used to store data.

[0154] The computing device 800 also includes an access device 840 that enables the computing device 800 to communicate via one or more networks 860. Examples of such 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 840 may include one or more of any type of network interface (e.g., a network interface card (NIC)) whether wired or wireless, such as an IEEE 802.11 wireless local area network (WLAN) wireless interface, a Worldwide Interoperability for Microwave Access (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 the like.

[0155] In one embodiment of the present application, the above components of the computing device 800 and Figure 8 Other components not shown in the figure may also be connected to each other, for example, via a bus. Figure 8 The computing device structure block diagram shown is for illustrative purposes only and is not intended to limit the scope of the present application. Those skilled in the art may add or replace other components as needed.

[0156] Computing device 800 may be any type of stationary or mobile computing device, including a mobile computer or mobile computing device (e.g., a tablet computer, personal digital assistant, laptop computer, notebook computer, netbook computer, etc.), a mobile phone (e.g., a smartphone), a wearable computing device (e.g., a smartwatch, smart glasses, etc.), or other types of mobile devices, or a stationary computing device such as a desktop computer or personal computer (PC). Computing device 800 may also be a mobile or stationary server.

[0157] The processor 820 is configured to execute the following computer-executable instructions:

[0158] When the game running end receives an object detection request submitted for a game scene, the game running end reads all object data associated with the game scene according to the object detection request and sends the data to the resource detection end;

[0159] Converting the full amount of object data into an object information interface and displaying it according to the object operation program configured on the resource detection terminal, receiving object operation instructions submitted through the object information interface, generating a state change request based on the object operation instruction, and sending it to the game running terminal;

[0160] The game running terminal determines the target object corresponding to the state change request in the game scene, and updates the resource usage status of the target object in response to the state change request. Or,

[0161] Receive the full amount of object data fed back by the game running end in response to the object detection request;

[0162] Call the object operation program to convert the full object data into the object information interface and display it

[0163] In response to an object operation instruction submitted through the object information interface, determining object identification information and state change information of an associated target object;

[0164] A state change request carrying an object protocol packet corresponding to the target object is created according to the object identification information and the state change information, and is sent to the game running end.

[0165] The above is a schematic solution of a computing device of this embodiment. It should be noted that the technical solution of the computing device and the technical solution of the object operation method described above are based on 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 object operation method described above.

[0166] An embodiment of the present application further provides a computer-readable storage medium storing computer instructions, which, when executed by a processor, implement the following:

[0167] When the game running end receives an object detection request submitted for a game scene, the game running end reads all object data associated with the game scene according to the object detection request and sends the data to the resource detection end;

[0168] Converting the full amount of object data into an object information interface and displaying it according to the object operation program configured on the resource detection terminal, receiving object operation instructions submitted through the object information interface, generating a state change request based on the object operation instruction, and sending it to the game running terminal;

[0169] The game running terminal determines the target object corresponding to the state change request in the game scene, and updates the resource usage status of the target object in response to the state change request. Or,

[0170] Receive the full amount of object data fed back by the game running end in response to the object detection request;

[0171] Call the object operation program to convert the full object data into the object information interface and display it

[0172] In response to an object operation instruction submitted through the object information interface, determining object identification information and state change information of an associated target object;

[0173] A state change request carrying an object protocol packet corresponding to the target object is created according to the object identification information and the state change information, and is sent to the game running end.

[0174] The above is a schematic scheme of a computer-readable storage medium of this embodiment. It should be noted that the technical scheme of the storage medium and the technical scheme of the object operation method described above are based on the same concept. For details not described in detail in the technical scheme of the storage medium, please refer to the description of the technical scheme of the object operation method described above.

[0175] The computer instructions include computer program code, which may be in source code form, object code form, executable file, or some intermediate form. The computer-readable medium may include: any entity or device capable of carrying the computer program code, recording medium, USB flash drive, mobile hard disk, magnetic disk, optical disk, computer memory, read-only memory (ROM), random access memory (RAM), electric carrier signal, telecommunication signal, and software distribution medium, etc. It should be noted that the content contained in the computer-readable medium may be appropriately increased or decreased 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 do not include electric carrier signals and telecommunication signals.

[0176] An embodiment of the present application further provides a chip storing a computer program. When the computer program is executed by the chip, the following steps are implemented:

[0177] When the game running end receives an object detection request submitted for a game scene, the game running end reads all object data associated with the game scene according to the object detection request and sends the data to the resource detection end;

[0178] Converting the full amount of object data into an object information interface and displaying it according to the object operation program configured on the resource detection terminal, receiving object operation instructions submitted through the object information interface, generating a state change request based on the object operation instruction, and sending it to the game running terminal;

[0179] The game running end determines a target object corresponding to the state change request in the game scene, and updates the resource usage state of the target object in response to the state change request.

[0180] It should be noted that for the aforementioned method embodiments, for ease of description, they are all expressed as a series of action combinations, but those skilled in the art should be aware that this application is not limited by the order of the actions described, because according to this application, certain steps can be performed in other orders or simultaneously. Secondly, those skilled in the art should also be aware that the embodiments described in this specification are all preferred embodiments, and the actions and modules involved are not necessarily required by this application.

[0181] In the above embodiments, the description of each embodiment has its own focus. For parts that are not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0182] The preferred embodiments of the present application disclosed above are intended only to help illustrate the present application. The optional embodiments do not describe all details in detail, nor do they limit the invention to the specific embodiments described. Obviously, many modifications and variations can be made based on the content of this application. This application selects and describes these embodiments in detail in order to better explain the principles and practical applications of this application, so that those skilled in the art can better understand and utilize this application. This application is limited only by the claims and their full scope and equivalents.< / aactor>

Claims

1. An object operating system, characterized in that: It includes a resource detection end and a game running end, wherein the resource detection end and the game running end are communicatively connected; The game running end receives an object detection request submitted for a game scene; reads all object data associated with the game scene according to the object detection request, and sends the data to the resource detection end, wherein the full object data refers to a data set corresponding to all objects included in the game scene; The resource detection terminal converts the full amount of object data into an object information interface through an object operation program and displays the object information interface; receives an object operation instruction submitted through the object information interface, generates a state change request based on the object operation instruction, and sends the state change request to the game running terminal; The game running end determines a target object corresponding to the state change request in the game scene; and updates the resource usage state of the target object in response to the state change request.

2. The system according to claim 1, wherein: The resource detection end, upon detecting that the game running end is running the target game to which the game scene belongs, establishes a communication connection with the game running end through the object operation program; The object operation program is called according to the communication connection result, and the object detection request associated with the game scene is sent to the game running end.

3. The system according to claim 1, wherein: The game running end calls an object operation plug-in having an operation relationship with the object operation program, and executes the detection code corresponding to the object detection request through the object operation plug-in; According to the execution result, object data corresponding to at least one object contained in the game scene is read, and the full object data is generated according to the object data corresponding to each object, and sent to the resource detection end.

4. The system according to claim 1, wherein: The resource detection end receives the full object data, parses the full object data, and obtains object information corresponding to the object description dimension; generates an object information description list based on the object information corresponding to the object description dimension, and updates the initial object information interface based on the object information description list; determines the object information interface according to the update result and displays it.

5. The system according to claim 1, wherein: The resource detection terminal receives the object operation instruction submitted through the object information interface, and determines object identification information and state change information based on the object operation instruction; According to the object identification information and the state change information, the state change request carrying the object protocol packet is created and sent to the game running end.

6. The system according to claim 5, characterized in that The game running terminal receives the state change request carrying the object protocol packet; parses the object protocol packet in response to the state change request to obtain the object identification information and the state change information; Determining the target object in the game scene according to the object identification information; The state change function associated with the target object is called to process the state change information, and the resource usage state of the target object is updated according to the processing result.

7. The system according to claim 1, wherein: In a case where the game running end is a dedicated game server, the dedicated game server determines an object logic function corresponding to the target object, and calls a state change on the object logic function in response to the state change request, as an update of the resource usage state of the target object; In the case where the game running terminal is a mobile terminal, the mobile terminal determines the display state corresponding to the target object, and changes the display state in response to the state change request as an update of the resource usage state of the target object.

8. The system according to any one of claims 1 to 7, characterized in that: The resource detection end determines first resource usage information before the resource usage status is updated, and second resource usage information after the resource usage status is updated; and determines resource occupancy information corresponding to the target object based on the first resource usage information and the second resource usage information.

9. The system according to claim 8, characterized in that The resource detection end, when determining that the target object meets the optimization condition based on the resource occupancy information, sends optimization information associated with the target object to the game optimization end; The game running end, upon receiving the object update package associated with the optimization information, updates the target object in the game scene based on the object update package.

10. An object operation method, characterized in that: Applied to a server, the server runs a resource detection terminal and a game running terminal, wherein the resource detection terminal and the game running terminal are communicatively connected; When the game running end receives an object detection request submitted for a game scene, reading all object data associated with the game scene according to the object detection request and sending the data to the resource detection end, wherein the full object data refers to a data set corresponding to all objects included in the game scene; Converting the full amount of object data into an object information interface and displaying it according to the object operation program configured on the resource detection terminal, receiving object operation instructions submitted through the object information interface, generating a state change request based on the object operation instruction, and sending it to the game running terminal; The game running end determines a target object corresponding to the state change request in the game scene, and updates the resource usage state of the target object in response to the state change request.

11. An object operation method, characterized in that: Applied to resource detection, including: Receive the full amount of object data fed back by the game running end in response to the object detection request; Calling an object operation program to convert the full object data into an object information interface and display it, wherein the full object data refers to a data set corresponding to all objects included in the game scene; In response to an object operation instruction submitted through the object information interface, determining object identification information and state change information of an associated target object; A state change request carrying an object protocol packet corresponding to the target object is created according to the object identification information and the state change information, and is sent to the game running end.

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 method according to claim 10 or 11.

13. A computer-readable storage medium storing computer instructions, characterized in that: When the instruction is executed by a processor, the steps of the method according to claim 10 or 11 are implemented.

14. A computer program product, characterized in that The method comprises computer instructions, which implement the steps of the method according to claim 10 or 11 when executed by a processor.

Citation Information

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